I just googled "fatal frame gmpk" and the first link was https://www.vg-resource.com/thread-31370.html
You have two bms script in that link, one for the g1m files and one for the g1t
I just googled "fatal frame gmpk" and the first link was https://www.vg-resource.com/thread-31370.html
there will still be bug fixes, but yeah no new content unfortunatelyDarkhowlings wrote: ↑Wed Feb 19, 2020 12:03 am Well, for last news, it is safe to say the tools will work on NT, because it will not get update after 3 of March.
Is that even possible? I read long time ago someone crack the game for play offline, but is hard to say that moving xxxxx files of the same size of the whole game to the Steam files is a real crack... but, maybe now that will chance because they don't have other way?
Yes, but the question is, is it worth it?Darkhowlings wrote: ↑Thu Feb 20, 2020 12:38 pmIs that even possible? I read long time ago someone crack the game for play offline, but is hard to say that moving xxxxx files of the same size of the whole game to the Steam files is a real crack... but, maybe now that will chance because they don't have other way?
Obviusly no. For what I read, it was the same game and still use steam, but you cannot ask more from a cheap crack, if that is called a crack, once again.
Extra Header found: Size 12, Version 16
possible unknown format !
Loaded Texture 1 of 7; 1024x1024; Format A; Size 400000; System B; Mips 1
Unsupported DDS format: 0.
WARNING: Constructing default image because data could not be decoded.
Extra Header found: Size 12, Version 16
possible unknown format !
Loaded Texture 2 of 7; 64x64; Format A; Size 4000; System B; Mips 1
Unsupported DDS format: 0.
WARNING: Constructing default image because data could not be decoded.
Extra Header found: Size 12, Version 16
possible unknown format !
Loaded Texture 3 of 7; 256x32; Format A; Size 8000; System B; Mips 1
Unsupported DDS format: 0.
WARNING: Constructing default image because data could not be decoded.
Extra Header found: Size 12, Version 16
possible unknown format !
Loaded Texture 4 of 7; 32x64; Format A; Size 2000; System B; Mips 1
Unsupported DDS format: 0.
WARNING: Constructing default image because data could not be decoded.
Oh never saw that ID before, I took a quick look at these using the texture cooker and it seems to be bgr8 indeed.
Hmm interesting, you mean that I'd need to read both the external and the internal skeleton section for these ? I never saw that before, only saw models with full skeleton located in an external g1m or with the skeleton contained inside their own g1m (in this case either select the same g1m file or turn off bautoLoadG1MS and bLoadG1MS). I'll take a look at Exdeath's model and keep you updated, probably during next week or something like that.Sundownsyndrome wrote: ↑Sat Feb 22, 2020 1:22 am hey man, this is some awesome work you managed to get down, and you've been pretty good with getting updates. i do, however, see one issue that i don't know that's been addressed, and that's sometimes models have a skeleton inside of their own G1M, rather than it being read from a specific one. you can check this out on Exdeath from dissidia where he has a wrist bangle hanging off his wrist, it's not rigged properly since some of the bones are actually inside of its own model.
i'm checking out berserk as well and, it works fine, but also has similar issues on specific models, like so:
the leg bone is out and it's deforming the hair. this isn't necessarily a rigging error. it's just there's another set of bone chains within the model's own G1M that has to be read, but because that didn't get extracted it's instead deforming off of the skeleton that i loaded in. if you think it's worth looking into, i'd appreciate it because i've seen it pop up a couple of times now. let me know if you need samples.
Ah I see, I must have missed something then, I'll take a look at these.Sundownsyndrome wrote: ↑Sun Feb 23, 2020 5:20 pm that's my assumption from daemon's tools when i worked with it. sephiroth similarly does this. for the record, i did try both ways, but it was spitting out an out of bounds error. it could be differently handled for all i know. but thank you regardless.
as an aside, is getting proper vertex normals for cloth physic meshes on the list, just low priority? if it is, that's fine, just curious is all
These files should now display correctly, let me know if you find some issues.
Ok I looked into this and it's not skeleton related. There are very few bones sometimes in the model g1m indeed but their position don't match the cloth at all so they must be here for other purposes (sockets or something else maybe).Sundownsyndrome wrote: ↑Sun Feb 23, 2020 5:20 pm that's my assumption from daemon's tools when i worked with it. sephiroth similarly does this. for the record, i did try both ways, but it was spitting out an out of bounds error.