-oid support added by Yretenai and S-ilent
-skeletons will now be lined up accordingly for all the meshes
-the G2A anim parser was slightly off and broke some animations, all anims should work correctly now
-new datatypes have been added for existing semantics
-new texture formats are now supported, including PS4 swizzled textures.
I am aware of some issues involving NUNO sections and bone index buffers, I wil look into them
Big thanks to Acewell for his scripts which I used as a reference for most of the new texture formats
Also my partner Yretenai released some tools to unpack/extract models compatible with this script, definitely check these out viewtopic.php?f=10&t=21679
The first and last error you mentionned should be fixed with the last update. I am aware of the second one and will look into it. Thank you for testing the script.
I'm not 100% sure but we saw that some g1a are used for camera animations in DOA6 and in some games g1a can be used for morph targets. As of now the parser considers that it's a skeletal anim everytime which can probably lead to some really weird results. We'll look more into it.
I didn't have support for PS4 textures at that time as that tool was developped with the PC version. Use Yretenai's utilities to unpack the animations.Darkhowlings wrote: ↑Tue Jan 28, 2020 8:27 am Small question:
Why when I load a model from NT, the texture come all like in lines? Beside that UV actually work, just the texture come out like that (and still don't know were the animation are lol, but, me ok)