Page 71 of 123

Re: Señor Casaroja's Noesis

Posted: Fri Jul 06, 2012 8:09 pm
by finale00
Looked through the readme on palettes but there doesn't seem to be anything about passing a bytearray representing a color palette and then applying that to a color map to generate an rgba32 image.

viewtopic.php?f=18&t=9214

Anything I can do in noesis to avoid manually processing it?
Or maybe you can suggest something that's more effiicient than

Code: Select all

palette = readBytes(numColors * 4)

pixData = bytes()
for i in range(numPixels):
   index = readUByte()
   pixData = b''.join([pixData, palette[4*index : 4*index + 4]])
Which can take a long time depending on the size of the image lol

Re: Señor Casaroja's Noesis

Posted: Fri Jul 06, 2012 9:06 pm
by chrrox
the quake format uses a pallet.
fmt_quake2_wal.py

Re: Señor Casaroja's Noesis

Posted: Fri Jul 06, 2012 9:33 pm
by finale00
Oh imageDecodeRawPal there we go.
Now I just have to figure out why it's not showing anything LOL

EDIT: alpha was 0 for all the colors and I specified that alpha was used...

Re: Señor Casaroja's Noesis

Posted: Sat Jul 07, 2012 4:38 am
by finale00
Image data alignment in noesis?

viewtopic.php?p=75244#p75244

Re: Señor Casaroja's Noesis

Posted: Mon Jul 09, 2012 1:06 am
by itoikenza
I can't wait for you MrAdults to come out of hiatus... cause i found my new favorite char. Atelier Ayesha's Linca!?

Image wish for support for this like crazy...

Re: Señor Casaroja's Noesis

Posted: Mon Jul 09, 2012 8:12 pm
by finale00
Damage values don't match epic animations.
I wonder if someone's written any importers for games from the series.

Re: Señor Casaroja's Noesis

Posted: Tue Jul 10, 2012 2:31 am
by rexil
finale00 wrote:Damage values don't match epic animations.
I wonder if someone's written any importers for games from the series.
howfie did, for Atelier Rorona and Meruru.

Re: Señor Casaroja's Noesis

Posted: Tue Jul 10, 2012 11:25 am
by itoikenza
itoikenza wrote:Scratch Dat! i got the ff7 buster sword from ffx
which is pretty sweet. but it aint bound to her left hand when i rotate. Any way to bind objects? also i can't even move the weapon around. if i could i'd just grin and bear with it, which does have the advantage of being wielded by either hand or thrown.

Image
sad that no one can/wants to help me with this, i've asked for alot but this is all i really want for now, a way to bind the buster to her left hand. is there a way to do it in noesis. by exporting both models to 1 file or do i need 3dsmax?

can i just move the sword itself in noesis? i tried everything and only paine moves!?

Re: Señor Casaroja's Noesis

Posted: Tue Jul 10, 2012 5:47 pm
by Demonsangel
Is there a way to add more than 2 uvmaps for a single mesh in a model? The models I'm currently parsing have 3 UV sets.

Re: Señor Casaroja's Noesis

Posted: Fri Jul 13, 2012 9:00 pm
by MrAdults
Only 2 materials/UV sets per mesh are supported at the moment, if you need more you can always clone the mesh and apply the additional material(s) to that and subsequent meshes. Although this doesn't generally work for things that need more than 2 UV sets in a single pass, unless the others are for an additive pass anyway.

Regarding your other issue with separate skeleton and mesh files, you should load the skeleton file when you load the mesh file and load them into a single skeletal model file. If you can't automatically know which mesh goes to which skeleton, prompt the user I suppose, but generally you can always know even if you have to parse through some other game data files to find out.

I don't know of any Kinect+Noesis guides. It should be relatively common sense though. Make your skeleton, slap some geometry on it (for the sake of visibility), load it into Noesis, open up the Kinect interface, map the mocap skeleton bones to your skeleton (see how the example character model with its noekin file included with Noesis is set up for an example), then you can record on your skeleton and export animations with your skeleton.

Re: Señor Casaroja's Noesis

Posted: Sat Jul 14, 2012 1:59 am
by Demonsangel
I think the 3rd uv map is for a bump texture, not that important so there is no hurry if you were ever planning on implementing.
About the skeleton, I managed to merge them based on the amount of bones in any armature files in the folder if there wasnt a specifically named file. However the devs prefered there weren't any public tools for their format so the project was put on hold.

How would I prompt for user input? There is no tkinter or wx module in the basic noesis kit.

Welcome back.

EDIT: where can I find the source for the MvC3 .mod plugin? Someone asked if I could try to parse the skeleton and animations.

Re: Señor Casaroja's Noesis

Posted: Sat Jul 14, 2012 5:30 am
by linhikaru7
Hey, just popping in a for a spot advice!
I'm exporting a game model in the .fbx file format, but I need a the skeleton to have a root. Does anyone have an inkling of what I should be doing?

Many apologies in advance if this is the wrong place for this.

Re: Señor Casaroja's Noesis

Posted: Sat Jul 14, 2012 6:25 am
by Tosyk
MrAdults, maybe u can help with this?

p.s.: also will be cool if ability of this tool can be implemented into noesis functional by source code

Re: Señor Casaroja's Noesis

Posted: Sat Jul 14, 2012 10:51 am
by Demonsangel
linhikaru7 wrote:Hey, just popping in a for a spot advice!
I'm exporting a game model in the .fbx file format, but I need a the skeleton to have a root. Does anyone have an inkling of what I should be doing?

Many apologies in advance if this is the wrong place for this.
Which noesis script is it, perhaps I can add it for you.

Re: Señor Casaroja's Noesis

Posted: Sat Jul 14, 2012 2:36 pm
by linhikaru7
Demonsangel wrote:Which noesis script is it, perhaps I can add it for you.
I'm thinking the closest thing to an add root skeleton thingy is the -ignoreroot or -noskel advanced commands. I'm also not entirely sure what you mean by script, which is no fault of your own, but rather because I'm a derp.