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Resident Evil Outbreak Noesis script

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Steve666
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Re: Resident Evil Outbreak Noesis script

Post by Steve666 »

Can you exactly explain that process, please?
The room skeleton and meshes are in the same order so just copy X,Y,Z translate from a skeleton to one of the meshes. Also that technique doesn't work for all of the room files. It takes way too long doing it that way, would prefer a import script.
[img]https://www.mediafire.com/convkey/f296/8r188164xhh1w21zg.jpg?size_id=7[/img]
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Re: Resident Evil Outbreak Noesis script

Post by shakotay2 »

Steve666 wrote:The room skeleton and meshes are in the same order
Nope. For me they're not! (3ds files created with bms script).

That's the reason why I need your exact process of creating the meshes (sorry, when I was unclear).
It takes way too long doing it that way, would prefer a import script.
As soon as it works correctly you can have it. :)
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Resident Evil Outbreak Noesis script

Post by Steve666 »

shakotay2 wrote:Nope. For me they're not! (3ds files created with bms script).

That's the reason why I need your exact process of creating the meshes (sorry, when I was unclear).
I thought you was creating an .amo and .ahi script for blender also blender 3ds import script would only work for one room file.
I extracted the models with nbdx.exe and nbdx_obj_fix.exe.
Last edited by Steve666 on Thu Jul 12, 2018 8:04 pm, edited 2 times in total.
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Re: Resident Evil Outbreak Noesis script

Post by shakotay2 »

Steve666 wrote:Blender 3ds import script would only work for one room file.
You mean, one 3ds file; this one is for multiple 3ds, the problem, as I wrote, is that it creates its "own order" (path needs adapting):

Code: Select all

import os
import bpy

# http://blender.stackexchange.com/questions/5064/batch-import-wavefront-obj
# put the location to the folder where the objs are located here in this fashion
# this line will only work on windows
path_to_3ds_dir = os.path.join('S:\\', 'REO\\r0060100')

# get list of all files in directory
file_list = sorted(os.listdir(path_to_3ds_dir))

# get a list of files ending in '3ds'
obj_list = [item for item in file_list if item[-3:] == '3ds']

# loop through the strings in obj_list and add the files to the scene
for item in obj_list:
    path_to_file = os.path.join(path_to_3ds_dir, item)
    bpy.ops.import_scene.autodesk_3ds(filepath = path_to_file)
Then I tried it with an array list of files (1.3ds,.., 116.3ds) which were created by the bms script, but this order is wrong, too.

So I've to find out how to get the correct order maybe directly from the amo file?
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Resident Evil Outbreak Noesis script

Post by Steve666 »

shakotay2 wrote:So I've to find out how to get the correct order maybe directly from the amo file?
Yeah I think that would work
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Re: Resident Evil Outbreak Noesis script

Post by shakotay2 »

This one should work for you (R0150100 only) since you seem to have the correct mesh order in blender:
You need to find a method to get the bone positions into the arrays; i use 'C' so far, but the code/handling is not user friendly
edit: I've shifted the coords in the arrays by three to the left!

Code: Select all

import bpy  
import os

xpos = [-100.000000, -700.000000, 700.000000, -700.000305, 760.000000, 0.000000, -0.027229, -3.536329, -2.081530, 2.326791, 3.596203, -0.000244, 0.069946, -765.113770, -20.000122, 762.751953, -635.709473, -640.251709, 727.946289, -785.405518, 0.000244, 0.000000, 0.000000, -0.000244, 0.000000, 0.000000, 0.000244, -177.846680, 0.000244, 0.000122, 49.999512, -137.598511, -137.587402, -89.009033, 18.950439, -1.169922, 352.408081, 105.000244, 84.999756, -351.997925, -104.822021, -85.878174, -525.005859, 525.004150, 0.001953, 609.675781, -612.512939, 0.003052, -0.000122, -186.250122, 186.249100, 288.609528, -2.849365, 0.000122, -582.205261, -599.000488, -599.000488, 599.002930, 599.002930, 1.706665, 164.398682, 0.000488, 49.999512, 4.201935, -50.000488, -575.000244, -654.387817, -652.080444, -575.000244, -384.999878, 0.001709, 385.000122, 575.000244, 600.000122, 600.001587, 575.000244, 684.881104, 684.881104, 684.881104, 684.881104, -725.284668, -725.284668, -725.284668, 413.934418, -701.876770, -701.876770, -701.876770, 8.344727, 667.232117, 667.232117, 667.232117, 667.232117, 2.430664, -490.494263, -620.652344, -681.873108, -569.835938, 455.013794, 455.013794, -709.293945, -142.530518, 124.498047, -136.929810, 0.000000, 0.071777, 0.333496, -38.095703, 0.000000, -57.500916, 0.055633, -0.925760, -3.120224, -0.925762, 2.624954, 2.624956, 0.000000, 0.000000, 0.000000]
ypos = [-300.000000, -400.000000, -300.000000, -299.999634, 100.000000, -300.000000, -305.598328, -306.488708, -307.886871, -307.825317, -306.358246, -296.068481, -143.611725, -49.999603, 262.500183, -30.821960, -237.015808, -165.977097, 217.744064, 217.602173, 672.012268, 63.583008, -50.249176, -99.999611, -257.304901, -244.999542, 85.000427, -202.499786, 525.000427, 102.388931, -307.499786, -250.712860, -236.057388, -168.191055, -172.121826, -301.830048, -258.406952, -258.406952, -308.406952, -258.406952, -258.406952, -308.406952, 150.000381, 150.000443, 150.000397, -73.584076, -73.411667, 42.717148, -187.499924, -118.406403, -118.406403, -82.249947, -149.999619, -375.314453, -350.588348, -189.387543, -145.033096, -150.681015, -206.776337, -147.736404, -299.000000, -6.364342, -339.499573, -298.999573, -530.276733, -495.723480, -543.960571, -450.000214, -347.461212, -449.999756, -450.000000, -449.999756, -395.723480, -449.999359, -480.276703, -495.723450, 300.152924, 300.152924, 300.152924, 300.152924, 299.974030, 299.974030, 299.974030, 1116.072754, 291.930634, 289.453705, 290.585907, 300.000000, 290.585907, 289.911163, 289.453705, 291.930634, 627.780884, -656.590515, -536.685120, -602.512146, -466.607483, -656.590515, -580.526489, 262.092316, -296.615082, -188.741364, -224.600006, -295.249786, -230.874573, -292.125153, -399.999573, -349.999573, -300.000000, -307.008087, -305.975037, -306.984222, -307.993378, -307.574921, -306.274139, 0.000000, 0.000000, 0.000000]
zpos = [1200.000000, 600.000000, 1150.000000, -350.000458, 1000.000488, -925.000000, 128.659042, 131.176575, 135.096680, 135.013596, 131.054565, -58.334961, 1178.579102, 400.000000, -4.000488, 1050.000000, 700.120117, -300.000000, 1049.999023, 99.994141, -1222.187012, 87.499023, 1187.896973, -150.000000, 99.500000, -399.999512, 1254.003906, 74.999023, 0.000000, 74.999268, 1149.997559, -304.902832, -510.002930, -399.114258, -357.881836, 102.500000, 859.999512, 942.841797, 897.500000, 859.999512, 942.841797, 897.500000, 87.499268, 87.501221, -1008.298645, 1100.000000, -300.000000, 1143.500488, 1220.000000, 1181.250488, 1181.250854, 1172.502075, 950.000000, -399.999023, 848.994751, 499.978027, -800.021729, -800.333984, 499.665527, -1098.999512, 1121.285645, 1159.000488, 929.995117, 924.995544, 792.499756, 500.000000, 185.398682, -657.100708, -800.000000, -1100.000000, -1027.500244, -1100.000000, -800.000000, -624.709106, 349.999847, 500.000000, -972.294922, -500.000977, -0.000977, 499.999023, -972.294922, -527.124023, 849.543457, 1099.998413, -973.177490, -527.479004, 849.260742, -1248.000977, 499.116364, -0.883648, -500.883850, -973.177795, -1220.352539, 499.999939, 698.147949, -304.306335, -805.190430, 499.999939, -799.999573, 100.738708, -190.215820, -190.205566, -513.561035, -127.250000, 860.000000, 291.500000, 349.998535, 100.000000, -650.002319, 132.176987, 129.338715, 132.185669, 135.032623, 133.957184, 130.457596, -502.704498, -502.704498, -502.704498, -502.704498, -502.704498, -502.704498, 0.000000, 0.000000, 0.000000]

i=0
for curSelObj in bpy.data.objects:

        # verts        
        #for i in bpy.context.selected_objects:
        if curSelObj.type == "MESH":
            print(curSelObj.name)

            for vertex in curSelObj.data.vertices:
                #print(vertex.co)           
                vertex.co.x += xpos[i]; vertex.co.y += ypos[i] ; vertex.co.z += zpos[i]
            i += 1
the meshes must be selected in object mode
Last edited by shakotay2 on Fri Jul 13, 2018 4:29 pm, edited 1 time in total.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Resident Evil Outbreak Noesis script

Post by Steve666 »

shakotay2 wrote:This one should work for you (R0150100 only) since you seem to have the correct mesh order in blender:
You need to find a method to get the bone positions into the arrays; i use 'C' so far, but the code/handling is not user friendly
What is 'C' ?
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Re: Resident Evil Outbreak Noesis script

Post by shakotay2 »

Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Resident Evil Outbreak Noesis script

Post by Steve666 »

Oh, I don't know how to code.
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Re: Resident Evil Outbreak Noesis script

Post by shakotay2 »

well, I really can't believe it: it was just a matter of those damned indices, just a shift of three, how annoying, senseless, time-wasting:
r0150100-ok.jpg
I've added a description of How-to-move-those-d'-rooms here:
viewtopic.php?f=16&t=9923&p=142224&hili ... ak#p142224
It's a little bit tedious but better than copying 115 positions by hand.

And, sry, no, I don't have the time to create a one-click-solution.
(Whoever may complain, feel free to improve the process/scripts/whatever.)

I could image (but maybe I'm to dumb to find out) that it's possible in Noesis (or blender?) to drag that smd skeleton onto the loaded room scene to automatically apply translations (and rotations, if any).
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Resident Evil Outbreak Noesis script

Post by Steve666 »

Thanks
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Re: Resident Evil Outbreak Noesis script

Post by shadowmoy »

SO SORRY TO BUMP THAT OLD THREAD FIRST xd

ok i am Codeman02Fr from invision board, most re series players/modders may know about me...

anyway i have a look at thoses files long time ago (old guy yeah i know lol)

so levels do use ahi files to translate/rotate models on the map as it is done in many modern game (re4 2k7 pc too)

so sad no one ever released some working noesis script for this game,
i have some free time so if any coder want to make this became true send me a PM.
i will work only with real coders / scripters , no time to waste with beginners as real life is more important.
and re7 engine models seems to need my time XD (mostly for incoming re2 game).

so lets get started ....
_-=<(¯`·._.·[ CodeMan ]·._.·´¯)>=-_
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Re: Resident Evil Outbreak Noesis script

Post by shakotay2 »

shadowmoy wrote:so sad no one ever released some working noesis script for this game,
There is a REO Noesis script from The Dude which I used in the workflow here:
viewtopic.php?f=16&t=9923&p=142224&hili ... ak#p142224

This is a working solution (more or less, for me at least) and there's not too many people able/willing to create a full Noesis script.

Just my 2 cents.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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