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Spotlight: Señor Casaroja's Noesis

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snowboundmage
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Re: Señor Casaroja's Noesis

Post by snowboundmage »

Let me get this straight(feel free to correct me if I'm wrong)
Noesis, is(or will will soon be) able to capture animations from kinect and export onto the computer?
if so, this will soon be one of the greatest programs ever! :D
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Re: Señor Casaroja's Noesis

Post by pixeldamage »

MrAdults: Again sorry for the confusion. It's not really clear who makes what around here but my apologies. If you haven't sent the payment already to revelation then perhaps you too can split it. My intention was to say thanks for RDR access but that would not be possible without Noesis either which is a great program. I had thought Revelation was the author of Noesis but hopefully you guys can sort it out between you.

Regarding the RDR stuff. I've been through all the textures (I believe) and something's off as I have found many duplicates and haven't seen much of those from the actual game. Is this because not all are in RSC0A format? From my copy of the game I have 3317 rsc0a files on layer0 and only 1 on layer1. As many of these are duplicates, this means I have not found any sky textures, very few signs or buildings. For example Nathanial Johnstone's Doctor surgery in Armadillo, The Saloon, Sheriff, character textures for many characters are not there. Can you guys share some light on this?
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Re: Señor Casaroja's Noesis

Post by MrAdults »

snowboundmage wrote:Let me get this straight(feel free to correct me if I'm wrong)
Noesis, is(or will will soon be) able to capture animations from kinect and export onto the computer?
if so, this will soon be one of the greatest programs ever! :D
It's supported it for quite a few months now, actually. Just not the most user-friendly process. You have to install custom PrimSense drivers on your PC for the Kinect, and set up your own bone mappings to map the Noesis mocap skeleton to your model's skeleton. Example:

http://www.youtube.com/watch?v=1Jc0mENG8Vs

And of course, the famous http://www.youtube.com/watch?v=hNAXVs8rydU ;)
pixeldamage wrote:MrAdults: Again sorry for the confusion.
Sure, no problem, it's the thought that counts anyway. I make Noesis, and theoretically anyone could make plugins for it, but revelation is the only person who's actually done so. So all of the "thirdparty" (not bundled with Noesis) plugins that you see floating around are his doing. I sent him your 20 bucks the other night, he deserves it. I'll just pretend 10 of it was from me then, as I don't feel I thank him adequately for actually making use of my program/API as it is. :)
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Re: Señor Casaroja's Noesis

Post by pixeldamage »

Anyone found any Sky textures or building meshes yet?

Could there be textures in any of the dat files or elsewhere to the rsc0a files?

A lot seems to be missing. For some reason some textures are only visible on exporting an rsc0a file (usually the main export is a tga and it brings a bunch of other, usually related, dds files with it). It's the dds files that are hidden. In that way it seems to be that rsc0a's are like a rar/zip archive and the preview in Noesis doesn't allow viewing of these until export (this might be why lUIGUIPIETRO isn't finding things).

I have manually exported almost 3000 files one by one! but I still haven't found a huge number of assets :(
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Re: Señor Casaroja's Noesis

Post by revelation »

Make sure you are using the Data View to preview multiple textures, as only the first is shown when initially loaded.
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Re: Señor Casaroja's Noesis

Post by pro spy »

revelation: did you try to use the rage_engine.dll on the other program such as OpenIV?
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Re: Señor Casaroja's Noesis

Post by lUIGUIPIETRO »

pro spy wrote:revelation: did you try to use the rage_engine.dll on the other program such as OpenIV?
Although it could do, I doubt that "GooD-NTS" would allow. perhaps "SparkIV" by Aru.
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Re: Señor Casaroja's Noesis

Post by pro spy »

lUIGUIPIETRO wrote:
pro spy wrote:revelation: did you try to use the rage_engine.dll on the other program such as OpenIV?
Although it could do, I doubt that "GooD-NTS" would allow. perhaps "SparkIV" by Aru.

GooD-NTS :lol:
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Re: Señor Casaroja's Noesis

Post by pixeldamage »

So does the .dll work with any other applications well? I'm not having much luck regarding textures. The Data Viewer is something I wish I knew about a week ago! But even using that there's a lot missing. I'm thinking they must be in other files than the rsc0a that we can't read yet :(

I did find some perlin noise maps in the largest rsc0a (as well as a bunch of decals and the normal map for the bullet ripple and a part of a night sky). I'm guessing the sky uses some complex algorithm and procedural stuff with perlin noise plugged in. For some reason Noesis gives a memory ERROR when trying to export the internalized dds files with this one (you have to look at them via the DataViewer). Maybe it's because its 4meg?

If anyone can help me find some of the missing textures (especially sky, buildings etc) I'd really appreciate it.

Here is some of the info I was up until 6am collecting on sunday

// Layer0.rpf //

BUILDINGS::

00020_DEF0F54D

22755_E8575B3G


22781_3EC4B1F5 BLACKWATER

22766_16B96A70 COOTS CHAPEL

22765_164B2324 TRAIN (part)

22764_158627D0 CRATE etc

22783_47F50646 Train bridges signs rocks telephone poles

22784_48385F1D PIKES BASIN

22787_4D3277E5 PACIFIC UNION CAMP

22788_57350B23 MANZANITA POST FENCES, BUILDINGS

22790_5B87BA10 SERENDIPITY WRECK

22791_5C3D34F6 GAPTOOTH BREACH

22801_6E0D8CB1 THEIVES LANDING

22806_792DD403 RASKELLER FORT

22813_8BBC4CCE TESORO AZUL

22816_8E81B591 MEXICAN

22820_9A2C155A LAS HERMANAS

22825_A51AF855 TUMBLEWEED

22828_ADA32AC4 TORQUEMADA

22829_AE233ADE EL MATADURO / MEXICAN

22832_B86B8818 CHUPAROSA

22835_BBA67F01 ESCALERA

22842_D39FE932 ARMADILLO 25273
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Re: Señor Casaroja's Noesis

Post by MrAdults »

Noesis DLL's of course only work with Noesis. The entire point of Noesis is to provide a framework for quickly reverse-engineering file formats. Otherwise I'd just be awkwardly stumbling along with Blender scripts or something. So to support a Noesis plugin any other application would have to duplicate the entire framework with all of the same functionality, and keep up to date with my routine additions to the API.

If you have a file Noesis can preview but not export I'd like to see it, please feel free to upload and PM me a link. (I do own RDR, but my copy is back in Arizona)
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Re: Señor Casaroja's Noesis

Post by lUIGUIPIETRO »

revelation wrote:Make sure you are using the Data View to preview multiple textures, as only the first is shown when initially loaded.
It is possible to see all the textures without exporting? Is labor export and delete hundreds of textures
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Re: Señor Casaroja's Noesis

Post by deltaone »

I made noesis plugin for viewing all ogre3d engine models (Torchlight/Dungeons), with use native ogre3d engine mesh loading. Any bugfixes/improvments welcomed ...

http://www.multiupload.com/ETNIVO4BEA

2MrAdults feel free to use this ...
2MrAdults please do fixed preview angle/distance when browsing models (when opening new model preview angle/distance dropped) ...
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Re: Señor Casaroja's Noesis

Post by MrAdults »

deltaone wrote:I made noesis plugin for viewing all ogre3d engine models (Torchlight/Dungeons), with use native ogre3d engine mesh loading. Any bugfixes/improvments welcomed ...

http://www.multiupload.com/ETNIVO4BEA

2MrAdults feel free to use this ...
2MrAdults please do fixed preview angle/distance when browsing models (when opening new model preview angle/distance dropped) ...
Sweet. Nice to see a new take on Noesis plugin development, feel free to let me know if the API gave you any trouble. :)

Not sure what you mean by fixed preview angle/distance. Do you mean you want the orientation to stay the same when you load different files? (might be a little tricky since Noesis re-calibrates the view around the model's geometry, but I could probably hack in a setting for it)
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Re: Señor Casaroja's Noesis

Post by deltaone »

MrAdults wrote: Sweet. Nice to see a new take on Noesis plugin development, feel free to let me know if the API gave you any trouble. :)
At this moment all great, but would be nice in future if i can send vertex buffer and after this send faces ... (may be it already realized, but i not find doc's ;) )
MrAdults wrote: Do you mean you want the orientation to stay the same when you load different files?
Yes, i want same orientation/distance of preview camera when load different files ;) Or do adjustable angle/distance for preview camera in options ...

P.S. And would be great:
a) if next file in dir showed witch PageDown like key (as irfan/acdsee viewers)
b) if ToggleFaceCull going to options and not dropped when i'm load different files

P.P.S. Why crashed on rapi->rpgSetExData_Bones(bones, nBones) ?

Code: Select all

	int nBones = 0;
	LOG("bones %d", nBones);
	modelBone_t *bones = GetModelBones(mesh, rapi, nBones);
	DumpBones(bones, nBones);
	if (bones) rapi->rpgSetExData_Bones(bones, nBones);
bone dump:

Code: Select all

02:19:54: NUM BONES: 4
02:19:54: 15b71af8 BONE 0 : Bone01 parent  0
02:19:54: 1.000000	0.000000	0.000000
02:19:54: 0.000000	1.000000	0.000000
02:19:54: 0.000000	0.000000	1.000000
02:19:54: 0.000000	0.000000	0.000000
02:19:54: 15b71c4c BONE 1 : Dummy01 parent Bone01 15b71af8
02:19:54: 1.000000	0.000000	0.000000
02:19:54: 0.000000	1.000000	0.000000
02:19:54: 0.000000	0.000000	1.000000
02:19:54: 0.000000	0.000000	0.000000
02:19:54: 15b71da0 BONE 2 : bone_gear parent Dummy01 15b71c4c
02:19:54: 1.000000	0.000000	0.000000
02:19:54: 0.000000	1.000000	0.000000
02:19:54: 0.000000	0.000000	1.000000
02:19:54: -3.034564	-0.317687	-1.278045
02:19:54: 15b71ef4 BONE 3 : bone_lever parent Dummy01 15b71c4c
02:19:54: 1.000000	0.000000	0.000000
02:19:54: 0.000000	1.000000	0.000000
02:19:54: 0.000000	0.000000	1.000000
02:19:54: 0.000000	0.000000	0.000000
dump proc

Code: Select all

void DumpBones(modelBone_t *bones, int numBones)
{
	LOG("NUM BONES: %d", numBones);

	for (int i = 0; i < numBones; ++i)
	{
		LOG("%x BONE %d : %s parent %s %x", &bones[i], bones[i].index, bones[i].name, bones[i].parentName, bones[i].eData.parent);
		LOG("%f\t%f\t%f", bones[i].mat.x1[0], bones[i].mat.x1[1], bones[i].mat.x1[2]);
		LOG("%f\t%f\t%f", bones[i].mat.x2[0], bones[i].mat.x2[1], bones[i].mat.x2[2]);
		LOG("%f\t%f\t%f", bones[i].mat.x3[0], bones[i].mat.x3[1], bones[i].mat.x3[2]);
		LOG("%f\t%f\t%f", bones[i].mat.o[0], bones[i].mat.o[1], bones[i].mat.o[2]);
	}
}
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Re: Señor Casaroja's Noesis

Post by MrAdults »

Not sure what you mean by "send" the vertex buffer. You bind the buffer before using CommitTriangles, that's the standard usage. If you mean you want to automatically draw triangles in implied order from a vertex buffer, calling CommitTriangles with a NULL buffer is valid and will do that.

I'm not sure why your bone data would be crashing there, the printout looks valid and so do the addresses. Can you upload a sample file for me to crash it with?

Edit: I just realized what your problem is. You're using the default struct packing (4 bytes) but internally Noesis uses 1-byte alignment for the shared structures like modelBone_t. I'll add a pragma pack push/pop around pluginshare.h to enforce it, but you can also fix it by putting a push to 1 byte alignment before you include it.
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