G1M importer with animations - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: The Models Resource (https://www.vg-resource.com/forum-111.html) +---- Forum: Project Organization (https://www.vg-resource.com/forum-119.html) +---- Thread: G1M importer with animations (/thread-36747.html) Pages:
1
2
|
G1M importer with animations - Joschka - 03-02-2020 Making a thread here as well since I saw some people interested in the games not aware of this plugin. A few weeks ago I released a Noesis script for the G1M format, used in many Koei Tecmo games. Examples of games with that format : -Dissidia NT -Fire Emblem Three Houses -Atelier games -Fire Emblem Warriors -Hyrule Warriors -Dead or Alive 6 -Persona 5 Scramble -Marvel Ultimate Alliance 3 -Berserk -One Piece Pirate Warriors 3 -Dragon Quest Builders 2 -Dragon Quest Heroes -Nioh -Toukiden Etc etc Main features -view and export any g1m model file -view and export most g1t texture files (Wiiu Swizzle not supported yet but Vita, PS4, Switch, X360 are) -view and export most g1a/g2a skeletal animations Important note for animations : As the cloth meshes are supposed to be simulated by physics at runtime they won't move at all, which means you'll see cloth pieces staying at their T-Pose position. Only the so-called "driver mesh", which is a simplified surface of the cloth mesh, will follow the movement. You'll have to rig these meshes to the control points (bones on the driver) , use actual cloth simulation or use data transfer on the driver meshes. There are quite a few other features, go through my xentax thread here to see them https://forum.xentax.com/viewtopic.php?f=16&t=21666 Make sure to see my partner Yretenai's tools for assets extraction too https://forum.xentax.com/viewtopic.php?f=10&t=21679 A few examples : Tool : https://github.com/Joschuka/fmt_g1m Credits : -My partner Yretenai who helped me by providing me samples, figuring out the formats with me, developping custom tools and writing binary templates. -Semory/Howfie who did a phenomenal job figuring out most of the g1m/g1t formats, the gas machine source code was my main reference when working on the plugin. -Chrrox and MrAdults for their help during the development and their Noesis scripts that I used as reference. -Acewell for his Noesis scripts for various texture formats that I used as reference. -VitaSmith for the gust-tools which helped us for g1t -Ploaj for his work on cloth type 1, which helped me to better understand the computation needed for this cloth type -Daemon's NT Tool, which output was used as reference for some models. -Eternity, who we teamed up with to figure out the animation formats. -PredatorCZ for his help on the animation binary template when we hit a dead end. -Delguoqing for his research on g1a -S-ilent, who provided me some BE samples and pushed me to add BE support. -DeathChaos who provided me samples, tested the plugin and proposed some features. -Demonslayerx8 for a lot of testing and samples sharing. -Kurokairaku for his help on the Ryza models. RE: G1M importer with animations - Makoto - 03-05-2020 Hi, thank you for the tool! I am trying to rip warriors all star and blue reflection models with it. Blue reflection is fully supported, oid bins for bone names works too, so you can add it to the list of supported games if you want. Same goes for Atelier. Warriors all star crashes with some models. Doa6 also doesn't seem to work with all costumes. here a sample https://sta.sh/021swa7swe1b the error i get is with the files inside the zip, if you could please take a look RE: G1M importer with animations - Joschka - 03-06-2020 Hi, Glad you like the tool, I actually didn't put all of the games that work with the tool because there were too many but good to know that it works for yours too This error happens when you don't select the skeleton g1m for models needing one. I took a look at your file and it's a model g1m expecting an external skeleton g1m so you need to provide it to the tool when asked (either put bLoadG1MS to True and then select it when prompted or put bAutoLoadG1MS to True, with that option the first g1m of the folder will be loaded as a skeleton for your g1m). Maybe you put the autoLoadG1MS on and then it loaded a wrong g1m skeleton in a folder with many models ? Hmm weird for DOA6, some people tested models extensively and didn't find any issue after the last updates, do you have the files ? Same error ? RE: G1M importer with animations - Makoto - 03-06-2020 (03-06-2020, 12:31 PM)Joschka Wrote: Hi,With doa6 it seems that updating the script worked. As for all stars, i'll check my files again edit: loaded hair model with body model and it laoded. Weird, no other characters do this. Thanks for helping me! RE: G1M importer with animations - Joschka - 03-07-2020 Cool, glad you figured it out ! RE: G1M importer with animations - Makoto - 06-14-2020 I was wondering if you could help me with the anims from a game as i can't get the right results once exported, but i can't fidn your discord, e-mail, send a dm or anything :c RE: G1M importer with animations - Joschka - 06-16-2020 What game are you working on ? You can post the issue here directly, I don't mind. Yeah I disabled most of contact info since I was getting spammed with poorly written requests and other nonsense, the best way to contact me or report an issue is through my xentax thread here https://forum.xentax.com/viewtopic.php?f=16&t=21666 , I regularly check the thread there. RE: G1M importer with animations - diorama_anon - 08-04-2020 Will this work with the newly released Fairy Tail PC game made by Koei Tecmo? https://store.steampowered.com/app/1233260/FAIRY_TAIL/ RE: G1M importer with animations - Demonslayerx8 - 08-04-2020 Yes it will. Just make sure you download the latest updated plugin. RE: G1M importer with animations - Kold-Virus - 08-04-2020 This tool could prove very useful! Thanks! RE: G1M importer with animations - Joschka - 10-20-2020 The script has been rewritten from scratch, it's now a native C++ Noesis plugin. Much faster and user friendly : https://github.com/Joschuka/Project-G1M More info about the new version : https://forum.xentax.com/viewtopic.php?f=16&t=21666 RE: G1M importer with animations - Kold-Virus - 10-20-2020 If I recall, this also reads KT animations, right? Really digging it. RE: G1M importer with animations - Joschka - 10-21-2020 (10-20-2020, 09:30 PM)Kold-Virus Wrote: If I recall, this also reads KT animations, right? Really digging it. That is correct, most skeletal animations are supported. There are a few exceptions like weird additive animations, I'll probably research those too eventually. RE: G1M importer with animations - Kold-Virus - 10-29-2020 I'll cross-post this here in case it doesn't get seen in the other thread lol. Where on Earth are the g1a files for HW: DE? All I get is weird .bin and .datatable stuff. RE: G1M importer with animations - Joschka - 10-30-2020 https://forum.xentax.com/viewtopic.php?f=16&t=21666&start=270#p167386 Hope that helps |