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Re: Señor Casaroja's Noesis

Posted: Sat Oct 15, 2011 2:31 pm
by napoleon321
MrAdults wrote:Yeah I fixed that, just haven't gotten around to putting up a release. I'll probably do it this weekend.

I hope we'll see the new version this week/weekend :P (no rush tought)

Re: Señor Casaroja's Noesis

Posted: Sun Oct 16, 2011 11:04 am
by DOTAPRINCE
Im hoping for a future release that supports the models of Bleach Soul Ignition someday :)

Re: Señor Casaroja's Noesis

Posted: Sun Oct 16, 2011 7:52 pm
by MrAdults
I like how you guys have started phrasing feature requests as though they're your personal hopes and dreams. But sorry, you know, if I had time/energy/desire to accommodate random-ass requests, Noesis wouldn't already be crawling along at the pace it is at the moment.

I'm hoping someone can be assed to put forth some effort themselves and make use of one of numerous API's and slew of example plugins that I spent so many hours defining and implementing...someday. (yes, I know the documentation is little to non-existent, but really, you have often-reasonably-well-commented plugins/scripts that cover all of the bases right there in front of you)

I'm presently working on FBX import/export, as it's something that had been on my list for far too long, and the fact that I'm working with a whole slew of Autodesk products at the moment has made me actually want it. I'll do a release whenever that gets done. Frankly coding all day/week at work makes me want to code more at home about as much as it makes me want to pay hiv-infected strippers to step on my face while wearing blood-encrusted stiletto heels, so I expect I'll simply get distracted again in an hour or 2 and end up spending the whole game playing xbla games. But that's life, you know. Figuring out file formats for a bunch of stupid games while playing a bunch of stupid games and making a bunch of stupid tools and games and using money from making tools and games to pay for a place to live and buy food and hookers until you finally end up dead. Also you might break a condom and produce a kid here and there, but chances are even if you step up you'll ruin the child's life and potential with your woeful incompetence because no one below a fairly finite subset of the top 0.5% or so of humanity is truly qualified to shape the life of another human being and it would be better if you'd never been born as you're simply contributing to the downfall of humanity by spewing your own worthless genetic scum into the gene pool, meanwhile you contribute nothing to society intellectually and simply demand of others, with your requests and your rallies and your protests and your indignant yet misguided sense of what is right, feeling entitled simply because you were born after dozens or hundreds of generations on top of the back of a man that hundreds or thousands of years ago almost had some idea of what the fuck he was doing when he killed that thing he killed to prevent his children from starving to death. Wait what, did I type all of that out loud.

Re: Señor Casaroja's Noesis

Posted: Sun Oct 16, 2011 8:13 pm
by finale00
Can we write our own export plugins also?

Re: Señor Casaroja's Noesis

Posted: Mon Oct 17, 2011 11:14 pm
by Rimbros
I understand mr.adults also in something time in the life of the experts coders the thinks can be very bored.

Re: Señor Casaroja's Noesis

Posted: Wed Oct 19, 2011 1:15 pm
by zombiemkii
Image

this's a stage model show on noesis's homepage,
can anyone tell me the what game it come from . thanks.

[Plugin] Dragon Ball Raging Blast

Posted: Sun Oct 23, 2011 6:04 pm
by revelation
Haven't done as much testing as i would have like, but oh well, here is an initial and very simple release of the Noesis plugin for Dragon Ball Raging Blast.

Hope to have a much smarter way of extracting files, and eventually add animation support at some point.

Hope this is enough to play around with for now.

If not, well.....

Have fun.

Lots more on the way...

[plugin] Red Dead Redemption

Posted: Sun Oct 23, 2011 8:39 pm
by revelation
This is a very old version of this plugin. It was used to make the initial screen shots i posted in the related thread.

Many updates are planned for this, but in the mean time i figured those up to the task of fiddling with it, would like to do so.

Will have to see how my time goes as far as getting the latest version of things converted over to this code.

Haven't really tested it much in this form in a while, so hopefully it will work ok for those interested.

Have fun.

Re: Señor Casaroja's Noesis

Posted: Sun Oct 23, 2011 11:06 pm
by kovalevich007
I do not find any format RPF. The plugin works?

Image

Re: Señor Casaroja's Noesis

Posted: Mon Oct 24, 2011 2:58 am
by MrAdults
revelation: Nice. :)

kovalevich007: Try updating your MSVC 2005/2008/2010 runtimes. You can run dependencywalker on the plugin DLL to see which dependent DLL is the problem. (but also make sure you're running the latest version of Noesis, that's the other usual cause)

I finally shat out a build today. FBX support is there. It's pissing me off though. Max seems to discard per-vertex normals when you import meshes with skin deforms on them. But those FBX files import back into Noesis just fine. As far as I can tell I'm doing exactly what they're doing for skin deforms in the FBX SDK example code. So, dunno what the problem is. I would like to know if the Maya and Motion Builder FBX 2012 importers do the same thing or not. I suspect they don't.

Re: Señor Casaroja's Noesis

Posted: Mon Oct 24, 2011 11:14 am
by snowboundmage
This may seem random, but where can i get a list of all games(not just formats) supported by this(noesis)?

Also, LOVE the program, you are a HERO for making it.

Re: Señor Casaroja's Noesis

Posted: Mon Oct 24, 2011 5:32 pm
by firsak
MrAdults wrote:FBX support is there.
Thanks a lot. Just wish there was an option to export to v.2010 FBX, so that old farts using ancient Max versions could import those FBX files as well.
Max 2010, 2011, 2012 are abominations in my opinion.

Re: Señor Casaroja's Noesis

Posted: Tue Oct 25, 2011 12:06 am
by Darko
firsak wrote:
MrAdults wrote:FBX support is there.
Thanks a lot. Just wish there was an option to export to v.2010 FBX, so that old farts using ancient Max versions could import those FBX files as well.
Max 2010, 2011, 2012 are abominations in my opinion.
Use this:

http://usa.autodesk.com/adsk/servlet/pc ... d=10775920

At least it worked fine for me.

[plugins] How-To

Posted: Tue Oct 25, 2011 12:22 am
by revelation
Oops, forgot something regarding the plugins i recently release, and since it is also something i forgot to mention to Mr. Adults, might as well do that now.

There may be an issue in Noesis with file extensions that are longer than 3 or 4 characters, in that they will not show when selecting a plugin from the bottom drop-down. Seeing as i have made the brute-force extensions extracted in the Red Dead Redemption plugin 5 characters long, they will not show if trying to filter them this way. The work-around is to simply change the filter to "All Files..." and then select the supported file type you want to view.

Re: [plugins] How-To

Posted: Tue Oct 25, 2011 12:58 am
by pixeldamage
No luck for me. It'll only show me the RSC01 files and dat files (even after renaming to a few characters+extension - unless if I put on 'all files' and then it doesn't matter what the name is). I can't open or view any of the RSC01 files. All I can do at the moment is export the rpf to a bunch of files. Maybe it's because i'm using the 10meg test rpf that was uploaded for testing here. Should this work with both PS3 and 360 versions?

thanks for your help and hard work.
revelation wrote:Oops, forgot something regarding the plugins i recently release, and since it is also something i forgot to mention to Mr. Adults, might as well do that now.

There may be an issue in Noesis with file extensions that are longer than 3 or 4 characters, in that they will not show when selecting a plugin from the bottom drop-down. Seeing as i have made the brute-force extensions extracted in the Red Dead Redemption plugin 5 characters long, they will not show if trying to filter them this way. The work-around is to simply change the filter to "All Files..." and then select the supported file type you want to view.