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Re: Señor Casaroja's Noesis

Posted: Sun Apr 10, 2011 2:09 am
by Satoh
Oh nnnoooo... I'll have to write the FF9 stuff myself?!

Re: Señor Casaroja's Noesis

Posted: Sun Apr 10, 2011 10:00 am
by MrAdults
Satoh wrote:Oh nnnoooo... I'll have to write the FF9 stuff myself?!
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.

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.

Re: Señor Casaroja's Noesis

Posted: Sun Apr 10, 2011 9:47 pm
by Satoh
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.

Re: Señor Casaroja's Noesis

Posted: Sun Apr 10, 2011 10:17 pm
by ultimaespio
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.

Re: Señor Casaroja's Noesis

Posted: Tue Apr 12, 2011 7:06 pm
by Satoh
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

Code: Select all

v  -217.847580 -400.081451 65494.441406
v  -185.781647 -412.432251 65523.082031
v  -225.771103 -424.573151 65495.613281
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)

Re: Señor Casaroja's Noesis

Posted: Tue Apr 12, 2011 10:02 pm
by MrAdults
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.

Re: Señor Casaroja's Noesis

Posted: Wed Apr 13, 2011 2:13 am
by Mirrorman95
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."

Re: Señor Casaroja's Noesis

Posted: Fri Apr 15, 2011 2:39 pm
by Devilot
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 Image
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.

Re: Señor Casaroja's Noesis

Posted: Sun Apr 17, 2011 5:53 am
by jinakanishi
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

Re: Señor Casaroja's Noesis

Posted: Sun Apr 17, 2011 4:13 pm
by Sniperello
Please add Ninja BLADE plugin

Re: Señor Casaroja's Noesis

Posted: Sun Apr 17, 2011 11:26 pm
by JakeGreen
The contents of this post was deleted because of possible forum rules violation.

Re: Señor Casaroja's Noesis

Posted: Mon Apr 18, 2011 5:49 pm
by S0UZ
Could you mind add support for Bloody Roar 3 plz?

Re: Señor Casaroja's Noesis

Posted: Mon Apr 18, 2011 6:24 pm
by Zerox
The contents of this post was deleted because of possible forum rules violation.

Re: Señor Casaroja's Noesis

Posted: Tue Apr 19, 2011 9:12 am
by S0UZ
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.

Re: Señor Casaroja's Noesis

Posted: Wed Apr 20, 2011 7:56 am
by Devilot
and yet MrAdults found the time to release a small update. such greatness.