Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Spotlight: Señor Casaroja's Noesis
-
- Moderator
- Posts: 1007
- Joined: Mon Mar 23, 2009 2:57 am
- Has thanked: 44 times
- Been thanked: 505 times
Re: Señor Casaroja's Noesis
Well... I guess we'll see what I can do between now and when my first contract starts up. I don't know when that will actually be though, it could be tomorrow or a week. I'm currently feeling no motivation at all, though, so I have to be honest and say I'm probably just going to be a lazy pile of crap and watch TV for the rest of the night. I'll see if I can summon motivation to finally look at FF9 tomorrow, though, cause that had been first in my queue before I got distracted with Bujingai (I was watching a dorama with Gackt in it, couldn't help myself) and went on a PS2 kick.Satoh wrote:Oh nnnoooo... I'll have to write the FF9 stuff myself?!
By the way, who is responsible for all those specs you PM'd me a while back? I would like to give credit to the correct individuals if possible, but I don't recall seeing any individual names on the qhimm wiki either.
-
- mega-veteran
- Posts: 194
- Joined: Sat May 09, 2009 3:07 pm
- Has thanked: 13 times
- Been thanked: 38 times
Re: Señor Casaroja's Noesis
Unfortunately the wiki page seems to be down at the moment, but I recall Zidane2 and Zande are the two who did a large majority of the work on FF9. I according to a PM I got, Qhimm started writing a model viewer but gave up on it, and the source code was released... looking through it it seems to be almost nothing close to a runnable file nonetheless a viewer... Then again C++ isn't my forte...
But if I had to put money on it, I'd weigh my bets on Zande and Zidane mostly.
I hope that helps.
But if I had to put money on it, I'd weigh my bets on Zande and Zidane mostly.
I hope that helps.
-
- mega-veteran
- Posts: 267
- Joined: Wed Apr 14, 2010 7:55 pm
- Has thanked: 4 times
- Been thanked: 5 times
Re: Señor Casaroja's Noesis
Chev did some stuff too, although I think he mostly just started writing a model viewer
http://forums.qhimm.com/index.php?topic=8781.0
He's on here too.
http://forums.qhimm.com/index.php?topic=8781.0
He's on here too.
-
- mega-veteran
- Posts: 194
- Joined: Sat May 09, 2009 3:07 pm
- Has thanked: 13 times
- Been thanked: 38 times
Re: Señor Casaroja's Noesis
The FF9 stuff is freaking awesome, but I'm having an issue with export.
Take a look at this data from the OBJ export of Freya
The Z axis coord is REALLY big... I'm betting it's supposed to be something more like -41 rather than 65494
I've confirmed the same issue with DAE export of the files as well. I first noticed it because Blender wasn't importing the data, or it seemed like it wasn't... In actuality it was far beyond the camera clipping plane.
Also, I get the feeling these negative values are supposed to be positives, as the majority of the values in both files are negative, which seems odd.
Are these accidental issues with the FF9 import or the entire export function? I don't have access to any other models on this computer so I can't test it...
Edit: It seems that the number 65494 (0xFFD6) should be 214 (0x00D6) or -40 (also 0xFFD6)
Take a look at this data from the OBJ export of Freya
Code: Select all
v -217.847580 -400.081451 65494.441406
v -185.781647 -412.432251 65523.082031
v -225.771103 -424.573151 65495.613281
I've confirmed the same issue with DAE export of the files as well. I first noticed it because Blender wasn't importing the data, or it seemed like it wasn't... In actuality it was far beyond the camera clipping plane.
Also, I get the feeling these negative values are supposed to be positives, as the majority of the values in both files are negative, which seems odd.
Are these accidental issues with the FF9 import or the entire export function? I don't have access to any other models on this computer so I can't test it...
Edit: It seems that the number 65494 (0xFFD6) should be 214 (0x00D6) or -40 (also 0xFFD6)
-
- Moderator
- Posts: 1007
- Joined: Mon Mar 23, 2009 2:57 am
- Has thanked: 44 times
- Been thanked: 505 times
Re: Señor Casaroja's Noesis
Looks like the bone length is signed 16-bits and not 24-bits as those specs would suggest. That is causing the root bone on that particular model to shoot way off on a single axis. I'll get a fix up in a moment.
- Mirrorman95
- ultra-veteran
- Posts: 355
- Joined: Tue Jul 20, 2010 2:08 am
- Has thanked: 16 times
- Been thanked: 24 times
Re: Señor Casaroja's Noesis
I tried to download Noesis 3.13 on oasis.xentax.com a few minutes ago, but it gave me this error:
"This page is generated by Parallels Plesk Panel, the leading hosting automation software. You see this page because there is no Web site at this address."
"This page is generated by Parallels Plesk Panel, the leading hosting automation software. You see this page because there is no Web site at this address."
BBSFM and KH2FM+ saves are compatible with KH2.5. viewtopic.php?t=13424
-
- ultra-veteran
- Posts: 443
- Joined: Tue Sep 07, 2010 10:12 am
- Has thanked: 159 times
- Been thanked: 49 times
Re: Señor Casaroja's Noesis
could you integrate in the Noesis GUI the possibility for renaming/deleting files directly from the program?
EDIT: thumbs up for the Necron Model on the main page.
EDIT: some GMO models appear to have some of their animations incorrect. in Dissidia 012 gmo 1662886312_16 and others have the animations of the cape incorrectly rendered, stiffer than in-game.
I also got this
I'm not sure wheter this is a bug of the program or not, but I thought I'd post it here, to be on the safe side.
EDIT: thumbs up for the Necron Model on the main page.
EDIT: some GMO models appear to have some of their animations incorrect. in Dissidia 012 gmo 1662886312_16 and others have the animations of the cape incorrectly rendered, stiffer than in-game.
I also got this
I'm not sure wheter this is a bug of the program or not, but I thought I'd post it here, to be on the safe side.
-
- ultra-n00b
- Posts: 8
- Joined: Mon Aug 09, 2010 9:20 pm
- Has thanked: 8 times
Re: Señor Casaroja's Noesis
theres a fatal flaw in the newer versions of the program anything above version 2.63 will corrupt dae files when you try to export or convert
-
- n00b
- Posts: 10
- Joined: Sat Jan 08, 2011 12:26 am
Re: Señor Casaroja's Noesis
Oh sorry but if i have some skill in coding, I will do it by my self and not make you teaching me like that Zerox, and i know my request make somebody take their time for that but that because i see noesis is the good extracter and more it can animate,no need for other program,may be i will wait for Señor Casaroja him self for teaching how to reverse engineer.