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View Code? Open in Web Editor NEWA plugin for Rich Whitehouse's Noesis to import and export RE Engine Meshes and Textures
A plugin for Rich Whitehouse's Noesis to import and export RE Engine Meshes and Textures
As described HERE, I have an issue whereby the script window spans larger than my screen. Is there a possibility of adding a side-scroll bar to the script for High DPI users?
Thanks!
first time doing this so if i just missed a step feel free to let me know. Attempting to make a mod (first time so attempting a guide), I put the code in the python folder, extracted re4 demo pak with out a file list so going blind and i go to look at the re4r mesh divider and nothing appears, re4r textures appear so i know that code works, and when i check in the folder i extracted to i see meshes at a different file type and they wont render in noesis.
Some files show up as 0 kb in neosis and wont be loaded nor exported even though in file explorer they actually have a size
the error appears on some models
Model:
...\re_chunk_000\natives\stm\environment\stage\resource\st11\st11_012_elevatorhall_in2f\st11_012_elevatorhall_in2focc.mesh.2101050001
Error:
Traceback (most recent call last):
File "Z:!!ResidentEvek8_RES\noesisv4466\plugins\python\fmt_RE_MESH.py", line 2551, in meshLoadModel
mdlList = mesh.loadMeshFile(mdlList)
File "Z:!!ResidentEvek8_RES\noesisv4466\plugins\python\fmt_RE_MESH.py", line 2540, in loadMeshFile
for i, bone in enumerate(mdl.bones):
UnboundLocalError: local variable 'mdl' referenced before assignment
When I convert and repackage a Dragon's Dogma 2 mesh, I am only able to view it in certain circumstances in game, and generally the game crashes.
head_000_m.mesh.231011879
with head_004_m.mesh.231011879
for instance), it works fine, suggesting that the problem isn't simply a PAK with a replacement head mesh..mesh
, the game hangs as in (2) and (3). This suggests the problem isn't related to my changes and export in Blender.Most of these tests were done in DD2:CC&S, because it's much faster, but they seem to apply to the main game. Also, to fix the mesh so I could at least view it in game without a glitchy texture, I had to remove the UV light map and replace it with the UV diffuse map. I doubt this is related, but maybe it's worth mentioning.
I can try to look into this further, though I'm not so familiar with the file formats involved.
I get this bizarre error when exporting an unmodified RE4 Remake Mesh over the original mesh. It doesn't matter if I make changes inside the mesh or not, I will get the error regardless but it seems to me that this issue only happens with this particular model for some reason.
When using Noesis to preview the raw .mesh.221108797 file and going into Tools > Data Viewer and then going into the meshes dropdown for the model, you can see that the submesh names have a four-digit prefix to them which is not normal for RE Engine meshes as far as I understand it. I looked at Leon's hair model but it had a normal file structure, no weird prefixes.
This is a roadblock in mod making for me, at least for this particular project. I don't know how others have managed to make Ashley mods using this method or if they are using different software altogether. I ripped the mesh file again from re_chunk_000.pak just in case the mesh was somehow corrupted but it's unchanged and still has the same prefixes as before.
The error message I get when trying to export an unmodified FBX file back over the original
Normal mesh naming and structure, Leon's body
Abnormal mesh naming with four-digit prefixes, causes errors when trying to export over original mesh
Sorry, but I cannot join in your Discord group so I ask at here.
So i want to update my mod, and as usual I exported a fbx which there're only bones in it. And I import it to 3dsmax. I run the fbxskel tool and export fbxskel without currect the box of Mesh as source. And I got this:
I want to know if I did something wrong. How can i export fbxskel.
by the way I try to click the "Mesh as source", and I got a gaint.
Sorry for bothering you.
I try to use blender addon which use this plugin.
The addon generate commands like following.
D:\Game\MonsterHunterRise_Mod\Tool\noesisv4466\Noesis.exe ?cmode "D:\Game\MonsterHunterRise_Mod\Others\mod\f\pl501\f_body501.mesh.2109148288" "C:\Users\Public\Software\blender-scripts\addons_contrib\Blender-RE-Mesh-Noesis-Wrapper-main\TempFBX\import\f_body501.fbx"
After entering these commands in a console I got.
D:\Game\MonsterHunterRise_Mod\Playground>Noesis console mode activated.
MessagePrompt:
----
The Python module could not be initialized. This may be due to the fact that you're running Noesis on a unicode path, where mbcs is the default filesystem encoding. Error code: -306
----
Noesis initialized.
Source file: D:\Game\MonsterHunterRise_Mod\Others\mod\f\pl501\f_body501.mesh.2109148288
Dest file: C:\Users\Public\Software\blender-scripts\addons_contrib\Blender-RE-Mesh-Noesis-Wrapper-main\TempFBX\import\f_body501.fbx
Options:
===
Output extension has set output file type to:
.fbx - Autodesk FBX
Detected file type: Unknown
Nothing was exported!
Need some help to solve the unicode problem.
Self-explanatory title, when exporting a model via Noesis, the LOD tickbox does nothing, and it still only exports the highest LOD.
Hi, is it possible to add this to the script?
Hello
When import or export, the plugin rename for example
LODGroup_1_Group_0_SubMesh_1__collarfur_alp2 rename to
LOD_1_Group_0_Sub_1__collarfur_alp2 causing error for mesh in the game (MHR).
My last plugin do not rename i tried
Sorry for my language him french and my english it's medium.
After deleting some parts in the game model, such as removing the coat and legs, the export must use 'rewrite' to successfully write to the mesh. After using the rewrite command, the number of materials stored in the mesh file will be modified, so I have to modify the mdf file, which will increase a lot of workload. I don't have this problem using the old "fmt remesh.py", just export normally without typing extra commands
Trying to convert this one but seems to give errors:
ch59_000.mesh.231011879
Could you maybe look into it?
ch59_000.mesh.231011879.zip
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