Users browsing this thread: 2 Guest(s)
G1M importer with animations
#1
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.
[Image: Light4e59ef211e270b7d.gif]



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.
Reply
#2
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
Reply
Thanked by:
#3
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 Wink

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 ?
Reply
Thanked by:
#4
(03-06-2020, 12:31 PM)Joschka Wrote: 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 Wink

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 ?
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!
Reply
Thanked by:
#5
Cool, glad you figured it out !
Reply
Thanked by:
#6
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
Reply
Thanked by:
#7
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.
Reply
Thanked by:
#8
Will this work with the newly released Fairy Tail PC game made by Koei Tecmo?

https://store.steampowered.com/app/1233260/FAIRY_TAIL/
Reply
Thanked by:
#9
Yes it will. Just make sure you download the latest updated plugin.
Reply
Thanked by:
#10
This tool could prove very useful! Thanks! Wink
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
Reply
Thanked by: Joschka
#11
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
Reply
Thanked by: Kold-Virus, Enderfacio
#12
If I recall, this also reads KT animations, right? Really digging it.
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
Reply
Thanked by: Joschka
#13
(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.
Reply
Thanked by: Kold-Virus
#14
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.
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
Reply
Thanked by:
#15
https://forum.xentax.com/viewtopic.php?f...70#p167386

Hope that helps
Reply
Thanked by: Kold-Virus


Forum Jump: