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Re: Señor Casaroja's Noesis

Posted: Thu Oct 27, 2011 3:47 pm
by lUIGUIPIETRO
I also want to help through Paypal. If someone tells me how it works

Re: Señor Casaroja's Noesis

Posted: Thu Oct 27, 2011 4:59 pm
by pixeldamage
MrAdults - Oh dear! I thought the link you gave me was revelation's paypal! Stupid me. Yes if you could please forward it to him it would be greatly appreciated ;). I just want it to go fairly to whoever deserves it. Just wanted to say thanks for all the hard work. I love rdr so much and it means a huge deal to me that people like revelation and others are sharing their hard work.

Re: Señor Casaroja's Noesis

Posted: Thu Oct 27, 2011 6:58 pm
by lUIGUIPIETRO
pixeldamage wrote:MrAdults - Oh dear! I thought the link you gave me was revelation's paypal! Stupid me. Yes if you could please forward it to him it would be greatly appreciated ;). I just want it to go fairly to whoever deserves it. Just wanted to say thanks for all the hard work. I love rdr so much and it means a huge deal to me that people like revelation and others are sharing their hard work.
Yes, it is admirable that people like the one on this forum, so selflessly help occupy part of their time and effort.

Re: Señor Casaroja's Noesis

Posted: Thu Oct 27, 2011 10:04 pm
by pixeldamage
lUIGUIPIETRO - hey i sent you a PM. I've tried out the files you sent me and they don't work on my system either. I think you may have bad source files because i've been able to export files fine. When I click on your rsc0a files noesis offers to export them and nothing comes out. It's probably because you're using ps3. Try 360. I hope this helps you.


// WIKI //

Would it be worth us making a WIKI of the info we find from RDR? I've been spending hours going through files and maybe we can save other fans time by sharing some of our investigations?

So far i've found the following to be true (though I could be wrong!):

- uv's in 3dsmax are flipped in the V axis.

- textures files have normal maps appearing as green as they need rearranging in PS. I think the alpha channel needs copying into the Red channel and the blue channel needs inverting to white. Then the alpha can be deleted. This gives a normal looking normal map in PS though i haven't yet tried them out (if anything's off you can just flip the channel in the material editor using a dx shader).

- terrain assets are offset from world origin so multiple mesh chunks can be brought into max/maya etc and will be properly aligned. Currently the smoothing groups are lost so everything looks faceted. Smoothing by angles like 30 or 45 degrees looks better but causes smoothing errors on the seams (these can be fixed manually though). Noesis doesn't export any textures (probably because of swizzling research needed) so terrain is currently not textured and i'm guessing vertex painting was used originally. Testing in max reveals no vertex colour information present in the final mesh. Either noesis doesn't export vertex colour or it wasn't there in the first place. I haven't found any textures (yet) that suggest terrain uses anything but vertex colors as all the terrain-like textures seem to be of singular stone/sand surface types. I found it surprising that the train track is part of the terrain chunks. For some reason terrain also interpenetrates each other rather than meeting at its edge (regardless this is still seamless).

- all marsden texture assets are referred to as player_****

- there are lots of hats!

- seems to be a lot of duplicate assets

- nomenclature - normal maps (_n) occlusion maps (i guess these could be gloss or bump maps but they're probably ao but they look a little weird to me) (_o) and spec maps (_s). Sometimes spec and occlusion are combined as they are greyscale so one is on the 'R' channel and the other on the 'G'. B

- if you're unsure as to what a texture asset is, then its often good to export it out of noesis and see what all the other .dds files are because they will have the proper name. Eg. if I export a file called 00021_E60ADCAC.rsc0a then i'll get a bunch of files c_gen_tarp01_n.dds c_gen_tarp01_s.dds and c_gen_tarp01_o.

- some textures (RSC0A files) wont be previewed in noesis, though its nice enough to suggest exporting and then solves the problem (why is this!?). The exception is files that I got from lUIGUIPIETRO that asked about exporting but didn't seem to do anything. Most likely a ps3 compression issue.

Re: Señor Casaroja's Noesis

Posted: Fri Oct 28, 2011 12:34 am
by kovalevich007
Will support materials?
Image

Re: Señor Casaroja's Noesis

Posted: Fri Oct 28, 2011 2:50 am
by MrAdults
pixeldamage wrote:MrAdults - Oh dear! I thought the link you gave me was revelation's paypal!
I didn't give it to you...but yes, he gave it to you because you generically stated you wanted to make a donation in the Noesis thread, and I'm the author of Noesis. Should've said you wanted to donate specifically to whoever added RDR support. :)

Material support and the extent of it will vary based on how the imported format sets materials/texture references up, and how the exported format treats them. COLLADA materials should work for any OpenCOLLADA-based importer and FBX materials should work fine pretty universally. With the exception that the FBX SDK doesn't support mono channel output in materials so alphas won't be set up for you when importing into Max.

Re: Señor Casaroja's Noesis

Posted: Fri Oct 28, 2011 8:04 pm
by Rimbros
I need give thanks to Mr. Adults cause he help a lot with a project i have, you rock man. I have a few questions now,

1.-¿In the kinect hack you improved for Noesis, its posible writhe capture screen animations to something file in .SMD format?

2.- Its posible i put a cotumized bones structure body in the capture window?

3.- Something advance with the official drivers of Microsoft?

This its the body bones i need put inside and save animations.

Preview
Image

File
http://www.megaupload.com/?d=IG7EXMH2

P.D. I know you are very bussy man and i dont search you work for free for me, your work for me its expensive and i dont have lot money but i can made a donation if you like. thanks man.

http://www.youtube.com/watch?v=7AEPt72rQy0

first test with openNi and default bones structure
http://www.youtube.com/watch?v=ysZLIxshJlI

Re: Señor Casaroja's Noesis

Posted: Sat Oct 29, 2011 8:06 pm
by MrAdults
1. You can export to animation formats Noesis supports. Noesis doesn't support SMD sequence output because the only Max importers for SMD pure-sequence files I could find are broken anyway. There are so many supported animation output formats, though, I'm sure you can work something out there.

2. Not sure what you mean. You mean project the model's skeleton into the orthographic representation of the skeleton on your 2D image? It's possible, but not on my list of things to do. I don't even have my Kinect out here in California so I can't really work on any of that stuff.

3. I haven't looked at their official drivers and have no idea what capabilities they offer. Again, don't have my Kinect here.

Re: Señor Casaroja's Noesis

Posted: Sun Oct 30, 2011 12:58 pm
by pro spy
i tried the pluging on the Red Dead DLC ( undead nightmare )

rsc0A works fine
RSC8A works fine
RSC85 works fine

there's some examples:

Image


Image


Image

Image



but there's some problems

1-RSC1F,RSC0B,RSC12,RSC1A and RSC02 are unknown and can not be previewed
2-dat files couldn't be previewed also
3- when i export rsc06 or rsc01, i can not find any folder or file?

Image

and thanks you guys so much for the hard work, we all appreciate it

Re: Señor Casaroja's Noesis

Posted: Sun Oct 30, 2011 1:08 pm
by pro spy
by the way

this is rpf file for Red Dead Redemption DLC ( CooP Missions )

it's just (11.04 MB) :mrgreen:

download it form here

[removed]


i'll upload the others DLC as soon as i can

Re: Señor Casaroja's Noesis

Posted: Sun Oct 30, 2011 3:20 pm
by Rimbros
MrAdults wrote:1. You can export to animation formats Noesis supports. Noesis doesn't support SMD sequence output because the only Max importers for SMD pure-sequence files I could find are broken anyway. There are so many supported animation output formats, though, I'm sure you can work something out there.

2. Not sure what you mean. You mean project the model's skeleton into the orthographic representation of the skeleton on your 2D image? It's possible, but not on my list of things to do. I don't even have my Kinect out here in California so I can't really work on any of that stuff.

3. I haven't looked at their official drivers and have no idea what capabilities they offer. Again, don't have my Kinect here.

I have this bones file (full body) (link megaupload), can i put this bones in Noesis Kinect System? then capture animations with this bones and export out?

Re: Señor Casaroja's Noesis

Posted: Sun Oct 30, 2011 3:22 pm
by lUIGUIPIETRO
pro spy wrote:by the way

this is rpf file for Red Dead Redemption DLC ( CooP Missions )

it's just (11.04 MB) :mrgreen:

download it form here

[removed]


i'll upload the others DLC as soon as i can
graciasssss

Re: Señor Casaroja's Noesis

Posted: Mon Oct 31, 2011 12:02 am
by MrAdults
Rimbros: You can capture on whatever skeleton you want by using the bone mapping in the Kinect tool's interface.

The rest of you: Don't start sharing links to game content in this thread. I can't control what you do in your own lawless dens, but I won't abide actual commercial content trading/distribution in the direct context of my projects.

Re: Señor Casaroja's Noesis

Posted: Mon Oct 31, 2011 8:39 am
by pro spy
MrAdults : i coudn't export the rsc01 files, i've tried most of them, no hope

Re: Señor Casaroja's Noesis

Posted: Mon Oct 31, 2011 11:09 pm
by revelation
pro spy wrote:MrAdults : i coudn't export the rsc01 files, i've tried most of them, no hope
Probably because i didn't list those as working formats, heh.

Only rsc0a, rsc85, and rsc8a have some reasonable form of support in the current plugin.