03-02-2020, 07:22 AM
(This post was last modified: 03-03-2020, 04:00 AM by Random Talking Bush.)
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.
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.