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Spotlight: Señor Casaroja's Noesis

General game file tools that are useful for more than one game
itoikenza
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Re: Señor Casaroja's Noesis

Post by itoikenza »

like i said before. I give up. this aint worth it. cause qumarion support in noesis will be infinitely better. i'll just wait for that.I want no more help for this buster+paine crap...
Demonsangel
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Re: Señor Casaroja's Noesis

Post by Demonsangel »

Give me a clear and detailed explaination of what you wanted with the model, (what's this about a png?), because I still don't know what you wanted.
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Re: Señor Casaroja's Noesis

Post by itoikenza »

alright Demonsangel, here goes. i want to bind the ff10 buster sword to paine's left hand using 3dsmax 2010. simple as that. and then use her in noesis.

now the .png thing is also simple. i want a .noesis script or whatever that will put any still image in the background of any model, specifically the ffxbuster.ffm i have. cause of the gif you see, in my avatar, i wanna put said model in my hand by simply placing it strategically on top each frame, then screenshot'n each... that is all for now.

edit: pm me if you want said models. and are willing to bind them for me!
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Re: Señor Casaroja's Noesis

Post by Demonsangel »

I have no idea about the png in noesis and what exactly you want with it, but send me the fbx's and i'll try to link the sword.
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Re: Señor Casaroja's Noesis

Post by finale00 »

Does noesis support some way to store data that should be re-used when opening another model?

For example, there's a game that tells you which texture goes with which model in an external txt file.
It's just a massive file with however many entries (like, a couple hundred).

In order to automatically apply textures, the use case goes like

1: select mesh
2: select texture-info file (that txt file)

and away it goes.

However, if they want to load another mesh...well, select the texture-info file again!

It would be nice if I could parse the texture-info file once, store that data somewhere noesis can find, and next time I need it again, I first check whether it already exists before loading it again.

Like caching of sorts. noesis.set_data(blah) and noesis.get_data(blah) or something.

As long as noesis wasn't closed, it should be possible to toss some data at noesis itself and then retrieve it later.

Also is there a way for me to CLEAR the log when a model is being loaded? Lol I don't really need to see old data and it slows me down when there's too much data and I'm lazy to clear it out manually every few minutes.

noesis.logClear would be nice. Flush didn't seem to do much, but I think my idea of "flushing" is different from what programmers usually mean when they want to flush the console.
pixellegolas
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Re: Señor Casaroja's Noesis

Post by pixellegolas »

I did not follow entirely this thread but are you trying to steer a ff character with kinect?

I saw this vid now from unity engine where you can steer a imported char and do stuff. Even hit cubes so they fly away :)

http://www.youtube.com/watch?v=0MJ205lyz5E

Sorry fo hijacking noesis
Demonsangel
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Re: Señor Casaroja's Noesis

Post by Demonsangel »

MrAdults wrote:
Demonsangel wrote:How would I prompt for user input? There is no tkinter or wx module in the basic noesis kit.
data = rapi.loadPairedFileOptional("File description", ".ext"), where ".ext" is the extension you actually want. It just throws up a standard file open dialog so the user can navigate to the appropriate file, and it returns a bytearray of the file already loaded into memory, or None if the user cancelled out of the dialog. You can drop the Optional from the end if you want to automatically throw an exception on load failure.
Would it be possible for you to support multiple file selection at once (and make it return filepath as well)?
Some of the formats I've worked on had like 200-ish animation files. Loading them all always took long and isn't optional while debugging the script.
Currently I've always been renaming/moving files.

And how would I get user text input?
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Re: Señor Casaroja's Noesis

Post by finale00 »

Lol I would like some sort of sysin console, kind of like how we have the log.

Then you might write code like

Code: Select all

value = noesis.input("type some input")
And then it will wait for user input until you hit return or something.
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Re: Señor Casaroja's Noesis

Post by MrAdults »

I'll add a generic/flexible value/data user query function at some point.

Noesis 3.88 is up now and I've switched it to OpenNI 1.5. That means if you were using the old Kinect implementation with OpenNI 1.0, you need to upgrade. There's a package containing all the files and upgrade/install instructions here: http://www.richwhitehouse.com/pubdata/O ... ackage.zip

Edit: Oh, and I looked at some Anarchy Reigns files. It looks like some of the high-res textures just don't exist in those dtt files. My guess is that they stored only low mips for some textures in the packages which are always in memory, then they stream higher mips from some other files or something. I dunno for sure, but the data isn't there in the files I saw. And the dat files that aren't loading don't actually contain any model entries. The actual format is identical to Vanquish.
rexil
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Re: Señor Casaroja's Noesis

Post by rexil »

MrAdults wrote:
Edit: Oh, and I looked at some Anarchy Reigns files. It looks like some of the high-res textures just don't exist in those dtt files. My guess is that they stored only low mips for some textures in the packages which are always in memory, then they stream higher mips from some other files or something. I dunno for sure, but the data isn't there in the files I saw. And the dat files that aren't loading don't actually contain any model entries. The actual format is identical to Vanquish.
Thank you for looking.
I found the missing textures. They are in the next .dtt file. like model is pl0150.dat, pl0150.dtt is it's textures minus main diffuse the main diffuse is in the next .dtt, pl0151.dtt. There are color variations in the next ones too.
Image
Demonsangel
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Re: Señor Casaroja's Noesis

Post by Demonsangel »

I'm trying to convert Euler angles to a rotation matix, but I'm not getting the correct output.

The matrix/quaternion I'm supposed to get is (from blender calculations)

Code: Select all

>>> e=Euler((0,-0.08,-1.57))
>>> e.to_quaternion()
Quaternion((0.706822395324707, -0.028265468776226044, -0.028287984430789948, -0.7062597870826721))

>>> e.to_matrix()
Matrix(((0.0007937275222502649, 0.9999997019767761, -6.363401189446449e-05),
        (-0.9968013763427734, 0.0007962742820382118, 0.07991466671228409),
        (0.07991468906402588, 0.0, 0.9968017339706421)))
The output I get in Noesis is

Code: Select all

(0.028269844129681587, 0.7036657929420471, 0.028500059619545937, 0.7093961834907532)
The euler angles are: 0, -0.08 , -1.57
What I'm doing in Noesis:

Code: Select all

mRot = NoeAngles((x*noesis.g_flRadToDeg,y*noesis.g_flRadToDeg,z*noesis.g_flRadToDeg))
quat = mRot.toQuat()
What am I doing wrong?
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Re: Señor Casaroja's Noesis

Post by howfie »

what's the HPB axes order for Blender and Noesis? Are they the same? If not you will get different results. I think there are 27 different ways to represent Euler angles (number of combinations on the axes). Noesis doesn't let you choose axes order huh?
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Re: Señor Casaroja's Noesis

Post by Demonsangel »

I only know blender's

Code: Select all

>>> e=Euler((0,-0.08,-1.57))
>>> e
Euler((0.0, -0.07999999821186066, -1.5700000524520874), 'XYZ')
I don't know Noesis'
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Re: Señor Casaroja's Noesis

Post by howfie »

The matrix formula for XYZ euler rotation is well know and easy to code. From there, use Noesis to convert the matrix to a quaternion. (Since I don't know what Noesis uses either, but since I think Rich uses OpenGL, it might be YXZ, hence the different results).
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Re: Señor Casaroja's Noesis

Post by MrAdults »

You want to use toMat43_XYZ for Euler XYZ convention. If you have other conventions, you can easily code your own conversion by just generating a matrix with something like:

Code: Select all

	mat = NoeMat43()
	mat.rotate(a[2], NoeVec3(0.0, 0.0, 1.0))
	mat.rotate(a[1], NoeVec3(0.0, 1.0, 0.0))
	mat.rotate(a[0], NoeVec3(1.0, 0.0, 0.0))
This example is how you would manually generate a rotation matrix from Euler XYZ.
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