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About This File

Noesis is a tool for previewing and converting between hundreds of model, image, and animation formats. It utilizes a robust plugin system, with support for native extension modules and Python scripts. The plugin/script API features hundreds of functions and interfaces which assist in developing new formats, tools, and visualization aids.

 

This program has an inbuilt auto-update option which is recommended you utilize to get the most up-to-date fixes.

THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION PUBLISHING, INC., RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY, LLC. ELEMENTS™ & © LUCASFILM LTD.™ & DISNEY, INC.™ AND/OR ITS LICENSORS. STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ AND WALT DISNEY, INC.™ STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ & DISNEY, INC.™


What's New in Version (v4.0999)

Released

  • -4.0999 - Added a -bakeanimscale option. Takes frame 0 of animation, bakes into geometry, and removes scale from skeleton/animation.
  • -4.0998 - Instead of transforming verts into bone-local space, MDR export now puts matrices in bind-local space. Revert to old behavior if desired with -mdrvertlocal.
  • -4.0997 - When using -g2exforceskeleton 1, will force all GLM verts to be weighted to root.
  • -4.0996 - Fixed -md3tbone only working when exporting with animation data. Now works for exporting static geometry with a skeleton as well.
  • -4.0995 - Fixed a typo in the GLM importer which could result in duplicated materials with the same name, causing problems for some exporters.
  • -4.0994 - Added -g2extrivertshift and -g2extagtrivertshift. Allows shifting triangle indices for tag/non-tag GLM surfaces.
  • -4.0993 - Fixed parent/child indices not being correctly remapped when using -g2exorderbonesfromgla on GLA export.
  • -4.0992 - Added -g2exorderbonesfromgla and -g2exforceskeleton for GLM/GLA exporters.
  • -4.0991 - Various fixes.

User Feedback

Recommended Comments

DarthStiv

Posted

Seems the KOTORpack will be soon updated...

GPChannel likes this
Lucidore

Posted

Hmm... Can it read .glm format?

minilogoguy18

Posted

Why was this uploaded when it can be downloaded from Rich Whitehouse's website?

Futuza and Tempust85 like this
Supralord

Posted

vaan !!

yeah great mod, but can you convert the models we see in the pictures? ^^

Grab

Posted

Where is porting discussion?

DarthStiv likes this
afi

Posted

That's a seriously awesome tool

Circa

Posted

Why was this uploaded when it can be downloaded from Rich Whitehouse's website?

He agreed to have it mirrored here, where people can find it more easily.

Archangel35757

Posted

Hmm... Can it read .glm format?

 

Yes.

DarthStiv

Posted

But hmm...
Seems it can't convert any other format to .glm, isn't it?
Or not so obviously as it can appear at first sight at least...

Tempust85

Posted

It can only convert a GLM to other formats, it cannot write out GLM files.

Futuza

Posted

Why was this uploaded when it can be downloaded from Rich Whitehouse's website?

In case Rich goes crazy and decides to take it down?

Asgarath83 likes this
Xycaleth

Posted

In case Rich goes crazy crazier and decides to take it down?

Fixed

RichW and Futuza like this
Lamented

Posted

Why can't it export models to .glm?

Morabis

Posted

Is it possible to open a glm file with animations? 

minilogoguy18

Posted

Why can't it export models to .glm?

Ask Rich that

 

No it cannot open GLM/GLA together to view a model with attached animations, they're 2 separate files, this is what ModView is for.

RichW

Posted

Ask Rich that

 

No it cannot open GLM/GLA together to view a model with attached animations, they're 2 separate files, this is what ModView is for.

You can load the GLM, then drag and drop the GLA from an explorer to apply the animation to the model. Or you can install this script: https://code.google.com/p/noesis-plugins-official/source/browse/trunk/Rich/tool_applytopreview.py It'll give you an "Apply to Preview" right-click context menu for the in-app file list.

 

When exporting, you can use -loadanim filename.gla to combine the model+anim into a single export target like FBX. Although keep in mind that the FBX SDK doesn't cope very nicely with 20,000 frames of animation, so you may be waiting a bit if you try it with the standard humanoid.

PhoebijuS

Posted

Does it work on Ubuntu-like system?

Szico VII

Posted

Added a "Force texture path" option under Persistent settings->Other in the data viewer. This is a semicolon-delimited lists of additional global texture paths.

 

I like this one very much @RichW

afi

Posted

Keeps crashing to me whenever I try to export a .glm

Javimetal

Posted

Anyone have the link for that Sephi?? xDD

DarthValeria

Posted

Dude i have a small problem in Noesis

 

I have extracted a sith pureblood model from STAR WARS THE OLD REPUBLIC by using Ninja Ripper

 

A friend suggested me to use it for extracting

 

I can see textures of the model but Noesis doesnt see .rip format meshes

 

My friend can see meshes but i cant

 

Please help me to solve this problem

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