I fixed NUNS again, pretty confident in my parser now, your model is now working
SCRIPT UPDATED TO VERSION 1.2.0
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Noesis g1m/g1t/g1a importer
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Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)
Hiii, I was trying to rip models from Atelier Escha & Logy DX (PC) and came across an error when trying to import with mesh animations;
Just wondering if perhaps I did something wrong in the process or if there isn't support for this game yet.
Sample just in case;
https://mega.nz/file/Tll2GAzC#85lbCkwNW ... d0bH4GDqhY
Just wondering if perhaps I did something wrong in the process or if there isn't support for this game yet.
Sample just in case;
https://mega.nz/file/Tll2GAzC#85lbCkwNW ... d0bH4GDqhY
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Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)
where the SCRIPT UPDATED TO VERSION 1.2.0 link at.
- Joschka
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Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)
i took a look at your sample, the error actually doesn't come from the animation but from the morph target (G1H file), this is what G1H is used for :
Unfortunately the research I was given was partly wrong so it only works on a few models, since no one seemed to care about that stuff I didn't look into it myself.
There are two types of animations for games using g1a : morph anims and skeletal anims. I only support the latter for now. Contrary to recent games who have a face rig, your Escha model uses morph anims for the face (in the samples you sent me you can see all g1a are for the eyes and mouth, which have no rig). This kind of anim is probably some interpolation between several morph shapes.
So yeah these face anims are not supported, but body anims should work(they're probably in another folder). If there's some interest I can try to fix the G1H so you could have the different expressions. Can't really give an ETA if so though since I pretty much moved on to my next project already.
The link in my first post always has the most up to date script.
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Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)
Yeah I was interested in the morph anims, I hope there will be support someday! Please take your time with it though ^^Joschka wrote: ↑Wed Apr 08, 2020 12:36 pmi took a look at your sample, the error actually doesn't come from the animation but from the morph target (G1H file), this is what G1H is used for :
Unfortunately the research I was given was partly wrong so it only works on a few models, since no one seemed to care about that stuff I didn't look into it myself.
There are two types of animations for games using g1a : morph anims and skeletal anims. I only support the latter for now. Contrary to recent games who have a face rig, your Escha model uses morph anims for the face (in the samples you sent me you can see all g1a are for the eyes and mouth, which have no rig). This kind of anim is probably some interpolation between several morph shapes.
So yeah these face anims are not supported, but body anims should work(they're probably in another folder). If there's some interest I can try to fix the G1H so you could have the different expressions. Can't really give an ETA if so though since I pretty much moved on to my next project already.
Thanks for the response.
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Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)
I went to the first link i do not see the script.
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Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)
Thank you for providing such a convenient tool
https://www.gamecity.ne.jp/nol
Nobunaga Online Windows HD
Can you please support the G1M format of this game
This is an example of the game
https://mega.nz/file/gGARDYgI#eUKezXPpg ... ydsRkicD3o
Thank you
https://www.gamecity.ne.jp/nol
Nobunaga Online Windows HD
Can you please support the G1M format of this game
This is an example of the game
https://mega.nz/file/gGARDYgI#eUKezXPpg ... ydsRkicD3o
Thank you
- Joschka
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Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)
These models seem to work, the problem is that 90 and 91 need an external skeleton, which is not there.wordhg wrote: ↑Sun Apr 12, 2020 7:07 am Thank you for providing such a convenient tool
https://www.gamecity.ne.jp/nol
Nobunaga Online Windows HD
Can you please support the G1M format of this game
This is an example of the game
https://mega.nz/file/gGARDYgI#eUKezXPpg ... ydsRkicD3o
Thank you
89 works fine as it has its skeleton inside
So you need to find the humanoid skeleton associated with the models. There are usually less than a 100 kB g1m files contrary to the models g1m. I'd recommend to use the "bLoadG1MSOnly" option, if it gives an error then the g1m doesn't have a skeleton. Otherwise it'll load and you will be able to see its shape. Then you'll just have to load the models g1m (those 90 and 91 for example) and choose the associated skeleton, it'll work.
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Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)
Thanks for the answer, I know how to use itJoschka wrote: ↑Sun Apr 12, 2020 1:36 pm So you need to find the humanoid skeleton associated with the models. There are usually less than a 100 kB g1m files contrary to the models g1m. I'd recommend to use the "bLoadG1MSOnly" option, if it gives an error then the g1m doesn't have a skeleton. Otherwise it'll load and you will be able to see its shape. Then you'll just have to load the models g1m (those 90 and 91 for example) and choose the associated skeleton, it'll work.
thank you very much
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Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)
Hi there, I was able to extract the files for AOT2 with Yretenai's tool, folders with g1t textures seem to be working fine.
Although unpacking the ptrbundles with Cethleann.Unbundler for the model files gave me g1m files, noesis gave an error message when trying to preview them
is there any way to fix them/make them work?
Although unpacking the ptrbundles with Cethleann.Unbundler for the model files gave me g1m files, noesis gave an error message when trying to preview them
is there any way to fix them/make them work?
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Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)
Can't see your image and you didn't attach samples, I can't take a look. If this is the bone.setMatrix Index out of range error that means that you didn't select the skeleton g1m.Eag1e wrote: ↑Tue Apr 14, 2020 2:39 pm Hi there, I was able to extract the files for AOT2 with Yretenai's tool, folders with g1t textures seem to be working fine.
Although unpacking the ptrbundles with Cethleann.Unbundler for the model files gave me g1m files, noesis gave an error message when trying to preview them
is there any way to fix them/make them work?
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Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)
Ah, here's the files in the folder I tried to load with the plugin https://mega.nz/file/FdNQgYDI#8Lex2u3SJ ... YMbAKk8R0oJoschka wrote: ↑Tue Apr 14, 2020 4:14 pmCan't see your image and you didn't attach samples, I can't take a look. If this is the bone.setMatrix Index out of range error that means that you didn't select the skeleton g1m.Eag1e wrote: ↑Tue Apr 14, 2020 2:39 pm Hi there, I was able to extract the files for AOT2 with Yretenai's tool, folders with g1t textures seem to be working fine.
Although unpacking the ptrbundles with Cethleann.Unbundler for the model files gave me g1m files, noesis gave an error message when trying to preview them
is there any way to fix them/make them work?
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Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)
Works fine for me, the skeleton g1m is the first one
Meshes are split in several files, use the model merger with the instructions mentionned on my repo to merge everything. You may or may not want to disable NUNS parsing if you don't want the associated drivers on every mesh.
Meshes are split in several files, use the model merger with the instructions mentionned on my repo to merge everything. You may or may not want to disable NUNS parsing if you don't want the associated drivers on every mesh.
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Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)
Alright, so I followed the steps in the github page, these are my settings (I have MERGE_BONES at option 1 btw)Joschka wrote: ↑Wed Apr 15, 2020 11:18 am Works fine for me, the skeleton g1m is the first one
Meshes are split in several files, use the model merger with the instructions mentionned on my repo to merge everything. You may or may not want to disable NUNS parsing if you don't want the associated drivers on every mesh.
Then I put the 0001.gmt in a separate folder like the guide told me, right clicked the 0002.gmt selected merge, loaded the g1t file, loaded 0001.gmt, but I get this error, apologies if I'm making dumb mistakes
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Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)
You're doing the right steps but from what I see you have an old version of the script, make sure to grab the latest one on the github repository and it should work as expected.