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MadWorld [Wii] .dat

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Kerilk
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Re: MadWorld [Wii] .dat

Post by Kerilk »

I released a new version of the plugin with support for MadWorld, including animations. Please, tell me if I missed something.
https://github.com/Kerilk/noesis_bayonetta_pc
qs12
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Re: MadWorld [Wii] .dat

Post by qs12 »

Kerilk wrote: Mon Aug 24, 2020 4:37 am I released a new version of the plugin with support for MadWorld, including animations. Please, tell me if I missed something.
https://github.com/Kerilk/noesis_bayonetta_pc
Amazing work!
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qs12
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Re: MadWorld [Wii] .dat

Post by qs12 »

Kerilk wrote: Mon Aug 24, 2020 4:37 am I released a new version of the plugin with support for MadWorld, including animations. Please, tell me if I missed something.
https://github.com/Kerilk/noesis_bayonetta_pc
Found mesh error most meshes are fine, Example files: http://www.mediafire.com/file/s0lrtaafp ... s.zip/file
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Kerilk
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Re: MadWorld [Wii] .dat

Post by Kerilk »

I published an updated version that should fix this issue and a texture decoding problem for CMPR(BC1) texture compression. The only real issue left is alpha blending, but I can't find a way to determine if a model/material uses alpha for transparency or for shininess. Toggling it inside Noesis is easy anyway ("No default blend" option in the material).
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Re: MadWorld [Wii] .dat

Post by qs12 »

Kerilk wrote: Tue Aug 25, 2020 12:56 am I published an updated version that should fix this issue and a texture decoding problem for CMPR(BC1) texture compression. The only real issue left is alpha blending, but I can't find a way to determine if a model/material uses alpha for transparency or for shininess. Toggling it inside Noesis is easy anyway ("No default blend" option in the material).
For the files in Case0 - Case5 , CaseA - CaseF don't open and cannot be exported
Kerilk
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Re: MadWorld [Wii] .dat

Post by Kerilk »

Those are level files, adding support for those will require additional work.
Kerilk
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Re: MadWorld [Wii] .dat

Post by Kerilk »

I got more time than I expected yesterday evening so I added support for the levels. I also changed the default material behavior as the game favors transparency above other usage of the alpha channel. I disabled lighting for materials as the engine did not support dynamic lighting, from the screen shots I could see.
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Joschka
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Re: MadWorld [Wii] .dat

Post by Joschka »

Kerilk wrote: Tue Aug 25, 2020 6:34 pm I got more time than I expected yesterday evening so I added support for the levels. I also changed the default material behavior as the game favors transparency above other usage of the alpha channel. I disabled lighting for materials as the engine did not support dynamic lighting, from the screen shots I could see.
This is awesome, thank you so much. Can't wait to check these out.
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