Mukojin wrote: ↑Sat Jun 12, 2021 9:06 pm
Hi, when I open doa6 hair in noesis the hair seems to not have any weights. is there a way to fix that?
No, hair is simulated at runtime and doesn't have classic weights.
Joee99 wrote: ↑Sat Jun 12, 2021 9:25 pm
Joschka wrote: ↑Sat Jun 12, 2021 4:40 pm
Joee99 wrote: ↑Fri Jun 11, 2021 9:34 pm
From what I know, this method doesn't work with Age of Calamity. I was wondering if any workarounds have been found.
Hmm, who told you that ? It's working fine, they didn't change anything
Sorry, I should have clarified, the file names are all hexadecimal. I'd like to be able export the files with the actual file names or restore them, so I can see which textures are used with which models.
You don't need filenames to reconstruct textures. Actually just grab this list, it'll be easier for you.
AoCThingy.zip
Take your g1mHash and read the associated textureID and resource name.
For ex Impa is f23c0538, you get a2cf3043 and CharacterEditor.kidssingletondb from the list. She comes from CharacterEditor\g1m so you type :
Code: Select all
Nyotengu.KTID.exe ..\AocExtract\KIDSSystemResource\kidsobjdb\CharacterEditor.kidssingletondb ..\AocExtract\MaterialEditor\g1t ..\AocExtract\CharacterEditor\ktid\a2cf3043.ktid
It'll parse and reconstruct the correct g1t and will output it in the same folder as the ktid (so characterEditor\ktid here)
Then you can just open it in Noesis on your model
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