Are you using '.decode("UTF8")' or a similar command?
Are you certain they are Unicode names? I made that mistake when I was trying to parse the text I just mentioned having issues with... It kept giving me errors like "Unknown continuation byte '0xCE' " That's when I made a quick HTML page with those bytes in it and played with the encoding in firefox until I got it right. Turns out it was shift_JIS, not Unicode.
If you're getting errors like that when parsing, try using another encoding. If it's only when you print... like mine was nearer the end... just don't print it until MrAdults gets us word on it. My thoughts/suggestions.
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Spotlight: Señor Casaroja's Noesis
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Re: Señor Casaroja's Noesis
Was trying the view the persona 3 portable gmo models and noticed that some of the bones were not rotated properly is there a way to correct this using the data viewer?
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Re: Señor Casaroja's Noesis
Oh, that's an easier way to check encoding lolSatoh wrote:Are you using '.decode("UTF8")' or a similar command?
Are you certain they are Unicode names? I made that mistake when I was trying to parse the text I just mentioned having issues with... It kept giving me errors like "Unknown continuation byte '0xCE' " That's when I made a quick HTML page with those bytes in it and played with the encoding in firefox until I got it right. Turns out it was shift_JIS, not Unicode.
If you're getting errors like that when parsing, try using another encoding. If it's only when you print... like mine was nearer the end... just don't print it until MrAdults gets us word on it. My thoughts/suggestions.
I just checked and it's not unicode but shift-JIS so I parsed my file in shift-JIS and it took the name and it even printed it out.
I use noeStrFromBytes(data, encoding)
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Re: Señor Casaroja's Noesis
Yeah, Noesis won't support wide-character strings for console output, mesh names, or material names. It will support them on paths. This could conceivably be changed, but that latter 2 changes would require new interface functions to avoid breaking old native plugins that feed strings in as multibyte, so I don't expect it will ever happen unless you feel very passionately about preserving widechar names in your materials for some reason. (I've also never personally worked on any games that use unicode mesh/material names, but then I don't tend to go supporting Chinese MMO's or whatever) Maybe there's a Python romanization library you could use.
prototypesky: Send a sample, please.
prototypesky: Send a sample, please.
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Re: Señor Casaroja's Noesis
I was wondering if it would be possible to select multiple models in noesis and then load all of them into the same scene? That way the user won't be limited to whatever file loading a plugin might be doing.
All of the plugins I've seen involved appending a NoeModel to some mdlList that was provided for us so it probably won't affect how we write our stuff.
All of the plugins I've seen involved appending a NoeModel to some mdlList that was provided for us so it probably won't affect how we write our stuff.
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Re: Señor Casaroja's Noesis
do this i think need changue the base position randomly from X=0 Y=0 Z=0, to multiple values by each item, interesting see this but wath its the utility of this way?. only if you want see the models in diferent places in the same scene, but if you only want load 30 items and all go to the default axis position in the center of the screen, then you cant see wath models you are loading if you put more than 2 or 3 models.finale00 wrote:I was wondering if it would be possible to select multiple models in noesis and then load all of them into the same scene? That way the user won't be limited to whatever file loading a plugin might be doing.
All of the plugins I've seen involved appending a NoeModel to some mdlList that was provided for us so it probably won't affect how we write our stuff.
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Re: Señor Casaroja's Noesis
Noesis can load multiple models from a single file already, there's a way to toggle through them built into it. My current plugin I'm working on uses this function due to the numerous models that are stored in the files I'm decoding.Rimbros wrote:do this i think need changue the base position randomly from X=0 Y=0 Z=0, to multiple values by each item, interesting see this but wath its the utility of this way?. only if you want see the models in diferent places in the same scene, but if you only want load 30 items and all go to the default axis position in the center of the screen, then you cant see wath models you are loading if you put more than 2 or 3 models.finale00 wrote:I was wondering if it would be possible to select multiple models in noesis and then load all of them into the same scene? That way the user won't be limited to whatever file loading a plugin might be doing.
All of the plugins I've seen involved appending a NoeModel to some mdlList that was provided for us so it probably won't affect how we write our stuff.
While I think opening multiple files is an interesting concept, and -possibly- useful... Wouldn't it be possible to make a plugin to keep models in memory somehow when loading another file?
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Re: Señor Casaroja's Noesis
Here is a sample in both of these case where some of the right side bones have the wrong rotation.
Also for some reason it fails to parse the tm2 textures even though I am able to rip and view them outside of neosis.
Thanks
Also for some reason it fails to parse the tm2 textures even though I am able to rip and view them outside of neosis.
Thanks
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Re: Señor Casaroja's Noesis
Ugh, noesis keeps crashing on me with some application error lol
"Faulting application noesis.exe, version 1.0.0.1, faulting module ialmgdev.dll, version 6.14.10.3943, fault address 0x00021114."
Not sure why this happens though.
"Faulting application noesis.exe, version 1.0.0.1, faulting module ialmgdev.dll, version 6.14.10.3943, fault address 0x00021114."
Not sure why this happens though.
It's mainly for models split up into separate pieces, but I haven't figured out exactly which pieces I actually need (cause all of the models are stored in one folder and so there are hundreds of pieces lol)Rimbros wrote: do this i think need changue the base position randomly from X=0 Y=0 Z=0, to multiple values by each item, interesting see this but wath its the utility of this way?. only if you want see the models in diferent places in the same scene, but if you only want load 30 items and all go to the default axis position in the center of the screen, then you cant see wath models you are loading if you put more than 2 or 3 models.
Do you just append a bunch of (separate) NoeMesh objects to the same list and then push the left or right key?Noesis can load multiple models from a single file already, there's a way to toggle through them built into it. My current plugin I'm working on uses this function due to the numerous models that are stored in the files I'm decoding.
Last edited by finale00 on Wed Dec 21, 2011 3:03 am, edited 1 time in total.
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Re: Señor Casaroja's Noesis
I missed this post before, but yes you can rotate bones in the Data Viewer.prototypesky wrote:Was trying the view the persona 3 portable gmo models and noticed that some of the bones were not rotated properly is there a way to correct this using the data viewer?
Look under Model> Bones> [bone name]> Transform Offset> Angle> change the values
you must also set Model> Bones> [bone name]> Transform Offset> Enabled = 1
Then you will see your changes to the rotation of the bone, hope it helps.
I still can't figure out TM2 structure so I got nothing on that.
A new button appears when multiple models are loaded at once. It looks like 3 little gray dudes standing next to eachother. Each model has its own list of meshes.Do you just append a bunch of (separate) NoeMesh objects to the same list and then push the left or right key?Noesis can load multiple models from a single file already, there's a way to toggle through them built into it. My current plugin I'm working on uses this function due to the numerous models that are stored in the files I'm decoding.
To load multiple models currently, they all have to be a part of the same file, and the import plugin has to know to look for more than one model in the file. I made my plugin do a generic search for headers and -try- to parse each one as a model... but the files I'm working with are... stupidly weird.
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Re: Señor Casaroja's Noesis
MrAdults said chrrox loaded a bunch of models from a folder, so I think as long as you are able to create a bitstream you should be fine.they all have to be a part of the same file
So if it is a matter of just appending them all to the list before returning from the LoadModel function then all I have to do is modify my LoadModel function to say
Code: Select all
def noepyLoadModel(data, mdlList):
'''Load the model'''
#myList = [a list of files]
#for each file, open it and run through the loading code, then append to list.
ctx = rapi.rpgCreateContext()
parser = ZuOnline_LTB(data)
parser.parse_file()
mdl = rapi.rpgConstructModel()
mdl.setModelMaterials(NoeModelMaterials(parser.texList, parser.matList))
mdlList.append(mdl)
return 1
I see examples like
Code: Select all
with open(fileName, "rb") as f:
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Re: Señor Casaroja's Noesis
If you wanted, you could also prompt for subsequent files and keep prompting until the user hits "cancel" using that load paired file function. (you need to use the one that doesn't raise an exception on cancel, though, or just use your own try except) You would have to do your own transforms for each model if you don't want them centered at 0, though this could again just be done by setting the rpg transform matrix. Oh, and I forgot to address before, no, that's the right syntax for making a NoeMat43. Although you could probably break it up into multiple lines and put some spacing in your bracketing or something to make it more readable.
A crash in ialmgdev.dll is rather unusual, as that is specific to Intel graphics hardware. At worst, a crash actually caused by Noesis doing something naughty should probably be in the actual opengl32.dll implementation. So I can't really diagnose it without a full stack trace, and I'm guessing you wouldn't get a nice automated trace even in a debugger because you're off in Intel module land. Only thing I can try diagnosing remotely is circumstance, so... does it happen randomly during running, or on startup, or on shutdown, or on loading a new model, or what?
Edit: Oh, and like chrrox mentioned, you should look at the Bullet Witch for file open examples. The path is relative to the Noesis working directory which is not necessarily the directory of the file(s) being opened, so you should make your path relative to the actual active input file name.
A crash in ialmgdev.dll is rather unusual, as that is specific to Intel graphics hardware. At worst, a crash actually caused by Noesis doing something naughty should probably be in the actual opengl32.dll implementation. So I can't really diagnose it without a full stack trace, and I'm guessing you wouldn't get a nice automated trace even in a debugger because you're off in Intel module land. Only thing I can try diagnosing remotely is circumstance, so... does it happen randomly during running, or on startup, or on shutdown, or on loading a new model, or what?
Edit: Oh, and like chrrox mentioned, you should look at the Bullet Witch for file open examples. The path is relative to the Noesis working directory which is not necessarily the directory of the file(s) being opened, so you should make your path relative to the actual active input file name.
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Re: Señor Casaroja's Noesis
It happens randomly during the following:
1: when I open a model, sometimes.
2: when I open a model successfully, and then want to open another model (might be the same issue as #1)
I also see this error sometimes
Many times I notice that I am running into memory error or other errors before it crashes.
For bulletwitch I searched for "open" but couldn't find it, so not really sure where it's done (line number?)
Also, can I get the absolute path of the input file? It's probably stored somewhere.
1: when I open a model, sometimes.
2: when I open a model successfully, and then want to open another model (might be the same issue as #1)
I also see this error sometimes
Is it possible for me to read from the bitstream such that I will crash stuff?Faulting application noesis.exe, version 1.0.0.1, faulting module noe1592.tmp, version 0.0.0.0, fault address 0x001ba82e.
Many times I notice that I am running into memory error or other errors before it crashes.
For bulletwitch I searched for "open" but couldn't find it, so not really sure where it's done (line number?)
Also, can I get the absolute path of the input file? It's probably stored somewhere.