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Post by cfreak on Feb 11, 2022 23:16:11 GMT 10
Hey - thanks for sharing all these. I followed your posts and they are really helpful and get me started.
This may be a dumb question as I totally beginner on this (in 3d and modding).
I had trouble import and export to Blender. I tested by just import and export model without any changes. The model looks very strange (doesn't look like model in game). When I look at the import model in Neosis, the start position is from top view rather than front view like all other model, so I suspected that may be the issue. I tried to verify the import and export parameters and couldn't figure this out. Anyone can advice? I have been successful doing this with 3DS Max script and be able to make some changes). Thanks.
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Post by lyws on Feb 22, 2022 14:14:27 GMT 10
hi,alphaz.Can you help me solve this problem?
This is a mod file for RE2, and I want to export it as a model in fbx format using noesis. But this file is protected by other encryption software. (Software address: dataguard.bohaisoft.cn/) I don't know how to decrypt it. Hope someone can help me, thanks!
(The above content is from Google Translate, please forgive me if there are any mistakes)Here is the download address of the mod file:drive.google.com/file/d/19gULvX1dntKRPSjyA0ZDRT_emKTFcmf3/view?usp=sharing
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Post by ethan82 on Feb 22, 2022 17:50:39 GMT 10
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Posts: 302
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Post by shadowdancer on May 20, 2022 5:33:06 GMT 10
My problemHello everyone, i have this problem - when i export the model from blender in FBX and then load it in to noesis, all looks fine and good mesh and skeleton looks good. But then, when i export model from noesis to RE2 mesh, and then import this re2 mesh back in to noesis to check if all is ok with my model, i have this problem (where skeleton is separated from entire mesh) Please tell me how i can fix this problem, i already check i exported my model from blender with the right settings so the problem must be with noesis... Anyway, any possible help and/or solution is very welcome. Thank you in advance !
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Posts: 302
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Post by shadowdancer on May 21, 2022 0:41:18 GMT 10
Looks like i found a solution to my problem with mesh and separated skeleton!)
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Post by dantekazama on Jun 2, 2022 8:36:05 GMT 10
Can you tell me how ? I think I have the same problem... So when I export FBX from Noesis everything is fine, but when I Import it from Blender the Mesh is rotate forwards 90 degrees... Is that what happen to you as well ??<script src="moz-extension://623d188c-3ec2-474d-9146-2ea10ad9bfea/js/app.js" type="text/javascript"></script>
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Post by noobiemod on Jun 15, 2022 5:37:52 GMT 10
Now that there are new patches just released that are breaking mods left right and centre. How difficult will it be to rewrite both the Max Script and the Noesis plugins?
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❤️Chris Redfield Stan❤️
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Post by UltraGamera on Jun 16, 2022 16:07:29 GMT 10
So with the new update, I can convert meshes to the new format, and work in-game, but it doesn't with textures. It converts them to .34 but they crash the game when installed, in this case being RE2R. What could I be doing wrong?
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Post by m4zter on Jun 17, 2022 5:27:59 GMT 10
It seems that at least with Jill Valentine, none of the file names seem to have changed. Gonna see if something else is broken though. Nevermind, the file list just wasn't updated so JV mods are broken.
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Post by m4zter on Jun 17, 2022 6:06:25 GMT 10
Yeah I don't get it. I followed the tutorial in this page how to update the models and textures for RE3 and it doesn't work. And I followed it exactly.
Edit: Okay, I tried to not use the -rewrite command when converting the models and I get this:
Traceback (most recent call last):
File "C:\Users\XAXA\Documents\Noesis v4451\plugins\python\fmt_RE_MESH.py", line 2332, in meshWriteModel
f.seek(offsetInfo[ldc])
File "C:\Users\XAXA\Documents\Noesis v4451\plugins\python\inc_noesis.py", line 188, in seek
self.toUnpacker(); r = noeSuper(self).seek(addr, isRelative); self.fromUnpacker(); return r
File "C:\Users\XAXA\Documents\Noesis v4451\plugins\python\inc_noesis.py", line 181, in fromUnpacker
self.setOffset(self.byteOfs)
File "C:\Users\XAXA\Documents\Noesis v4451\plugins\python\inc_noesis.py", line 80, in setOffset
noesis.bsSetOfs(self.h, ofs)
OverflowError: Python int too large to convert to C long
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Post by Jacob "Spade Key" Stewart on Jun 19, 2022 13:53:11 GMT 10
is there any word on this? I've got no actual way of knowing whether this is actually the game environment meshes or not. I just suspect so due to the large file size compared to the others in the compatible format
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Post by shakeen123 on Jul 5, 2022 2:53:39 GMT 10
someone help me? i am using blender 2.79 and i don't know the correct way to export the FBX file. with noesis instead I have version 4464 I also installed all plug-ins but, when I convert the FBX file to Mesh I only get a 50 kb file, when i load it in noesis the mesh file is white with no texture, maybe that's the problem? I wanted to remove the shoulder holster to claire in file mesh pl1003
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Post by danile123456 on Jul 12, 2022 15:27:14 GMT 10
GOOD!!!!!
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Post by shakeen123 on Jul 12, 2022 21:52:50 GMT 10
even without using blender, when i convert the file from fbx to mesh here's what i get this is normal ada dress folder named at random sorry! here's what noesis tells me: fmtoutidx parameter accepted. Output extension has set output file type to: .1808312334 - RE2 MESH -noanims parameter accepted. -notex parameter accepted. Detected file type: Autodesk FBX Loading scene with FBX library. FBX version number for this FBX SDK is 7.7.0 FBX version number for file is 7.4.0 Traversing scene nodes. Loading materials. Generating meshes. WARNING: Mesh with no polygons! Take 0: global_take_0 Cleaning up FBX library. Generating final model. Performing RichPGeo::Optimize on 192972 verts and 64324 triangles... Finished with 38315 verts and 64324 triangles in 0.05 seconds. ----RE Engine MESH Export v2.99943 by alphaZomega---- Open fmt_RE_MESH.py in your Noesis plugins folder to change global exporter options. Export Options: Input these options in the `Advanced Options` field to use them, or use in CLI mode -flip = OpenGL / flipped handedness (fixes seams and inverted lighting on some models) -bones = save new skeleton from Noesis to the MESH file -bonenumbers = Export with bone numbers, to save a new bone map -meshfile [filename]= Input the location of a [filename] to export over that file -noprompt = Do not show any prompts -rewrite = save new MainMesh and SubMesh order (also saves bones)
RE2
Source Mesh: C:\Users\Enzo\Desktop\ggggg\pl2000.mesh.1808312334 Rigged mesh detected, exporting with skin weights... From FBX: True LODGroup_1_MainMesh_1_SubMesh_1 not found in FBX LODGroup_1_MainMesh_1_SubMesh_2 not found in FBX LODGroup_1_MainMesh_1_SubMesh_3 not found in FBX LODGroup_1_MainMesh_2_SubMesh_1 not found in FBX LODGroup_1_MainMesh_2_SubMesh_2 not found in FBX LODGroup_1_MainMesh_3_SubMesh_1 not found in FBX LODGroup_1_MainMesh_3_SubMesh_2 not found in FBX LODGroup_1_MainMesh_4_SubMesh_1 not found in FBX LODGroup_1_MainMesh_4_SubMesh_2 not found in FBX LODGroup_1_MainMesh_5_SubMesh_1 not found in FBX Cleaning up... Wrote file to C:\Users\Enzo\Desktop\ggggg\pl2000.meshoutout.1808312334.
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Post by veilside on Jul 18, 2022 0:42:55 GMT 10
Getting error as well when trying to directly convert non rt mesh to new rt mesh format
Here's full log: Output extension has set output file type to: .2109108288 - RE2+3 RayTracing MESH -noanims parameter accepted. -notex parameter accepted. Detected file type: RE Engine MESH [PC] [224] MESH Material Count: 14 ----RE Engine MESH Export v2.99943 by alphaZomega---- Open fmt_RE_MESH.py in your Noesis plugins folder to change global exporter options. Export Options: Input these options in the `Advanced Options` field to use them, or use in CLI mode -flip = OpenGL / flipped handedness (fixes seams and inverted lighting on some models) -bones = save new skeleton from Noesis to the MESH file -bonenumbers = Export with bone numbers, to save a new bone map -meshfile [filename]= Input the location of a [filename] to export over that file -noprompt = Do not show any prompts -rewrite = save new MainMesh and SubMesh order (also saves bones) RERT Source Mesh: C:\Users\VeilSide\Desktop\(Main) Jill - Bad Cop WIP 05.02.2022_nortx\natives\stm\escape\character\player\pl2000\mesh\pl2000.mesh.1902042334 Rigged mesh detected, exporting with skin weights... From FBX: False Traceback (most recent call last): File "C:\Users\VeilSide\Desktop\wip\noesis\plugins\python\fmt_RE_MESH.py", line 2978, in meshWriteModel f.seek(offsetInfo[ldc]) File "C:\Users\VeilSide\Desktop\wip\noesis\plugins\python\inc_noesis.py", line 188, in seek self.toUnpacker(); r = noeSuper(self).seek(addr, isRelative); self.fromUnpacker(); return r File "C:\Users\VeilSide\Desktop\wip\noesis\plugins\python\inc_noesis.py", line 181, in fromUnpacker self.setOffset(self.byteOfs) File "C:\Users\VeilSide\Desktop\wip\noesis\plugins\python\inc_noesis.py", line 80, in setOffset noesis.bsSetOfs(self.h, ofs) OverflowError: Python int too large to convert to C long
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