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fmt_re_mesh-noesis-plugin's Issues

Error when exporting unmodified RE4 Remake Mesh

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
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
Normal mesh naming and structure, Leon's body

Abnormal mesh naming with four-digit prefixes, causes errors when trying to export over original mesh
Abnormal mesh naming with four-digit prefixes, causes errors when trying to export over original mesh

Import LODs is non functional

Self-explanatory title, when exporting a model via Noesis, the LOD tickbox does nothing, and it still only exports the highest LOD.

Dragon's Dogma 2 head mesh conversion errors

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.

  1. When I create a PAK with a modified head mesh, I am able to select it in the character creator in DD2 and DD2: Character Creator and Storage.
  2. In DD2 and DD2:CC&S, when I try to generate variations of a face based on the custom head mesh, the game hangs.
  3. In DD2:CC&S, when I try to view the pawns and arisens I've created, the game hangs if one of them has the custom head mesh.
  4. When I create a PAK with the original mesh or a replacement extracted from the game (swapping 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.
  5. When I create a PAK with the original mesh converted to FBX, then immediately converted back to .mesh, the game hangs as in (2) and (3). This suggests the problem isn't related to my changes and export in Blender.
  6. If I'm using a custom head mesh or an original mesh converted to FBX and back (as in 5), none of the face parameter sliders work, though the eyes can be changed to some extent. Of course, if you're using a custom head mesh, the sliders probably aren't so important, but this shows that some information is missing from the converted mesh that DD2 might expect?

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.

Need High DPI Support

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!

fmt_RE_MESH-Noesis-Plugin rename object and bug mesh

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.

Some files are broken

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

hello, an error appears when trying to open the model

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

Missing list code for RE:Verse

스크린샷 2023-03-12 191131
스크린샷 2023-03-12 192325

스크린샷 2023-03-12 191739
스크린샷 2023-03-12 191938

The newly updated GUI plugin did not recognize "Re:Verse". I checked the file and found that the code to read the file exists, but the game list is missing, so the file cannot be loaded. I added "REVerse" myself and it worked fine.

Error Export file

hello I have an issue if i want to export mesh this happend what did I do wrong I am stupid. Can you help me??
image

RE4 remake mesh appears to be the wrong number and i cant get the mesh to render in noesis

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.

Error loading into Noesis4473

Hi, i'm trying to load Noesis4473 with the plugin, and i get a error loading Noesis. saying:
image
where has a SyntaxError: Invalid Syntax

Am i missing something in the process?

Sorry, this question is about Fbxskel tool.

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:
pic1
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.
pic2
pic3
Sorry for bothering you.

This may be due to the fact that you're running Noesis on a unicode path

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.

After deleting the in-game model parts, the export must use 'rewrite' to successfully write the mesh

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

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