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[NOESIS] Dragon Nest, help needed

Posted: Sat Jan 14, 2012 4:29 pm
by pixellegolas
Image


Hi guys! I talked to the guy who made the Dragon nest model viewer and got the file format for this game. It includes model, texture, bones and animation, in otherwise full file format. I started creating a noesis python script but got stuck and Chrrox has helped me....ALOT to intepret and understand. But I am totally stuck so I present what I have now and hopefully the community can help to build it on :)

In the provided zip file there is:

dragon nest.py
+model
+texture
+anim file

I was able to make noesis count bones, show the model without texture and....yes, that is about it :)

http://www.2shared.com/file/GrmHBqGg/dragon_nest.html


Oops, forgot the file format source so here it is on pastebin, and comments in code is chinese but maybe understand with google translate:

http://pastebin.com/z9GFxfxp

Re: [NOESIS] Dragon Nest, help needed

Posted: Sat Jan 14, 2012 5:50 pm
by finale00
Call rapi.rpgSetMaterial before you commit the triangles.
Then the texture should be applied to those faces.

Re: [NOESIS] Dragon Nest, help needed

Posted: Sat Jan 14, 2012 5:58 pm
by pixellegolas
sweet, going to a party now but will hop on this info asap :)

Re: [NOESIS] Dragon Nest, help needed

Posted: Sat Jan 14, 2012 6:32 pm
by finale00
Your normals and UV's might be a little weird because of how you are calling the functions.

Re: [NOESIS] Dragon Nest, help needed

Posted: Mon Jan 16, 2012 7:10 am
by finale00
The chinese characters are all messed up in pastebin.
Maybe you can post it somewhere else or just upload it?

Code: Select all

numVerts, numIdx, unk, renderMode
There are two "render modes" as the spec says. One of them (when it's 1 or 257) requires you to commit triangles using TRIANGLE_STRIP, the other (when it's 0) with TRIANGLE.

There are two msh types; one with bones/weights and the other doesn't. I don't know when this would be checked.

I also don't know how to find the correct texture. Maybe I'm actually just missing textures.
But other than that it gets the geometry.

There are also some weird structs after the vertex section sometimes. I'm not sure what they are, or when they occur.

There are some files where you have

Code: Select all

int count
count {
   char[256] name
}
I'm not too sure when it occurs

But, you can use it for reference if you want. I probably just have to see what patterns those unknowns are.

Re: [NOESIS] Dragon Nest, help needed

Posted: Mon Feb 20, 2012 8:15 pm
by pixellegolas
Updated pastebin with english translation

http://pastebin.com/AiQmvg83

Re: [NOESIS] Dragon Nest, help needed

Posted: Tue May 08, 2012 3:21 pm
by kawayide
sorry for call back this old thread.

i just finishied a viewer(mesh and anime), but in opengl + qt. the document is nearly right but has lots of error.
btw, if any problems with mesh or anime, maybe I can help.

Re: [NOESIS] Dragon Nest, help needed

Posted: Wed May 09, 2012 8:05 am
by pixellegolas
I would like to be able to export model + animation in some way :)

Re: [NOESIS] Dragon Nest, help needed

Posted: Fri Jun 06, 2014 6:18 am
by amzerof6
how can import those anim files into 3dsmax, please help

Re: [NOESIS] Dragon Nest, help needed

Posted: Sat Jun 07, 2014 1:25 am
by Darko
amzerof6 wrote:how can import those anim files into 3dsmax, please help
You need to export those anims to something readable in 3DS Max, normally to the format of the model (normally fbx).

Re: [NOESIS] Dragon Nest, help needed

Posted: Sun Jun 08, 2014 4:48 am
by amzerof6
Darko wrote:
amzerof6 wrote:how can import those anim files into 3dsmax, please help
You need to export those anims to something readable in 3DS Max, normally to the format of the model (normally fbx).
I tried every Dragon Nest‘s tools, but there's no one can convert anim files successful.

Re: [NOESIS] Dragon Nest, help needed

Posted: Tue Jun 10, 2014 9:18 am
by shakotay2
amzerof6 wrote:I tried every Dragon Nest‘s tools, but there's no one can convert anim files successful.
Does that apply to this one, too?
http://www.dnmodz.com/guides/msh-converter/

Brief: "You can choose a msh file,as well as its animation file(*.ani) that you can finish a
msh-to-fbx conversion."

(If it doesn't work you should upload an ani sample because noone can help without it.)

Re: [NOESIS] Dragon Nest, help needed

Posted: Thu Jun 12, 2014 12:54 pm
by amzerof6
shakotay2 wrote:
amzerof6 wrote:I tried every Dragon Nest‘s tools, but there's no one can convert anim files successful.
Does that apply to this one, too?
http://www.dnmodz.com/guides/msh-converter/

Brief: "You can choose a msh file,as well as its animation file(*.ani) that you can finish a
msh-to-fbx conversion."

(If it doesn't work you should upload an ani sample because noone can help without it.)
yes,I tried this tool , but when I import those fbx files to 3dsmax had some errors . model and skin were fine , but there's no animations . :(

Re: [NOESIS] Dragon Nest, help needed

Posted: Fri Jun 20, 2014 7:54 pm
by shakotay2
thx.
This is the skeleton. I'm unsure whether Bip01 is a dummy.
If so there should be a direct connection between Pelvis and Spine.
airhound_skel.JPG

Re: [NOESIS] Dragon Nest, help needed

Posted: Sat Nov 22, 2014 5:45 pm
by Szkaradek123
Hello

Here is blender importer for models from this game.
It works only with Blender version 249 and Python version 2.6


It import skinned and textured meshes with animations.

-select *.skn files for importing meshes
-select *.ani files for unpacking animations
-after unpacking *.ani files select *.anim files for animation

For Noesis use fbx blender exporter.

Importer:
http://www.mediafire.com/download/9fo7x ... -20%5D.zip


Example:
http://www.mediafire.com/download/9a45j ... onnest.zip