Ok, I devoted a couple hours tonight to sitting down and addressing some of this stuff.
First, hiryu64, I'm sorry to have to say it's a bug in Wunderboy's SMD importer. Check out the SMD imported back into Noesis, and you'll see the skeleton is preserved perfectly. I have found similar bugs in that importer in SMD files not exported from Noesis, too. It's rather annoying to me, as it's also the SMD importer I use for Max.
And now...
firsak wrote:Bug: textures are always referenced as PNGs in DAE when exported, even if texture output was set to TGA or DDS, so one has to manually edit DAEs with a text editor
Hm, I think this depends on your importer and suite. For me, Max 9 seems to automatically load the right file regardless of extension, as long as the path is right (using the OpenCOLLADA importer). But I can look into stripping or correcting extensions on import sometime, probably not for the next version though.
firsak wrote:Bug: crash on export if texture output is set to PNG or TGA with certain files (sample)
Fixed for next release.
firsak wrote:Bug: Problem with some of Tekken 6 NMDs that contain textures (sample)
Has been fixed for a long time, but haven't gotten around to making a release with the fix yet.
firsak wrote:Bug: crash on opening certain SMDs (sample)
Fixed, but that SMD is really screwed. Bad normals, bad weighting (lots of weightless verts).
firsak wrote:Bug: application sometimes takes a lot of time to open for no apparent reason (usually if you open a Noesis associated file type directly)
Cannot reproduce, but I would venture a guess that you are opening a file somewhere deep in a folder hierarchy, so it takes the MFC shell viewer a while to load that path up (due to the recursive nature of the thing). That's kinda out of my control, unless I want to start digging into Microsoft's control code and making my own overrides to optimize it, and I don't.
firsak wrote:Request: FFXIV support (samples). Some say that the format is almost identical to FFXIII and even can be opened with Noesis if the files are hexed properly
FF14 files from some alpha/beta a while ago all opened just fine with no modification, allowing such horrible abominations as
this to be created. If they changed the format, I'm not gonna bother following along. Maybe once the game's final, which will also lessen the chance of SE getting pissed off and throwing C&D's at poor Mr. Casaroja.
firsak wrote:Request: remember the last export settings
Maybe some day.
firsak wrote:Request: export to PSK/PSA (a good replacement for SMD, which, unfortunately, doesn't have reliable importers)
I'm generally not opposed to new formats, but I don't really like PSK as an export format. It lacks support for vertex normals, and only supports per-triangle smoothing groups (which often translate from vertex normals inefficiently). Unless there is an updated spec that I am not aware of. In any case, I think there are far more deserving (and more flexible) formats that ought to come before PSK.
firsak wrote:Request: help button in export dialog that, when pressed, pops up a window with a list of available commands
Been done for a while.
firsak wrote:Request: ability to load files on top of already opened files to export as a whole (again, Tekken 6 would be a good example - you open someone's torso, then open legs, head and so on and export the result as one model)
Maybe some day, but it's extremely low priority.
Next version will be up on the Oasis at some point in the coming days.