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Noesis g1m/g1t/g1a importer
- ngovandang
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- Joschka
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Re: Noesis g1m/g1t/g1a importer
I don't even know what these are, kslt were supported in fmt_g1m before and I never bothered adding these back to project G1M considering the lack of interest. If you're referring to these I can add them back when I have the time.ngovandang wrote: ↑Sun Nov 07, 2021 9:08 am we dont support kscl format from fatal frame 5 remastered?
- ngovandang
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Re: Noesis g1m/g1t/g1a importer
Oh right, its KSLT, heheJoschka wrote: ↑Sun Nov 07, 2021 9:15 amI don't even know what these are, kslt were supported in fmt_g1m before and I never bothered adding these back to project G1M considering the lack of interest. If you're referring to these I can add them back when I have the time.ngovandang wrote: ↑Sun Nov 07, 2021 9:08 am we dont support kscl format from fatal frame 5 remastered?
here is samples
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- Joschka
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Re: Noesis g1m/g1t/g1a importer
Alright I'll add support for these later, in the meantime you can use the old python plugin for these, it opens your samples without problem (make sure to remove it when you're done with KSLT files or it will be used instead of the DLL plugin) https://github.com/Joschuka/fmt_g1mngovandang wrote: ↑Sun Nov 07, 2021 9:19 amOh right, its KSLT, heheJoschka wrote: ↑Sun Nov 07, 2021 9:15 amI don't even know what these are, kslt were supported in fmt_g1m before and I never bothered adding these back to project G1M considering the lack of interest. If you're referring to these I can add them back when I have the time.ngovandang wrote: ↑Sun Nov 07, 2021 9:08 am we dont support kscl format from fatal frame 5 remastered?
here is samples
Re: Noesis g1m/g1t/g1a importer
Anyone found a way to reimport the edited models back in the game proper?
It's fine that I can extract the models and edit them but the goal is to make mods, so I need a way to put them back into the game.
How do we go about this?
It's fine that I can extract the models and edit them but the goal is to make mods, so I need a way to put them back into the game.
How do we go about this?
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Re: Noesis g1m/g1t/g1a importer
There's this: https://www.loverslab.com/topic/120211- ... edelbe-30/.
It works with DOA6, I'm not sure if this tool works with other Koei Tecmo games.
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Re: Noesis g1m/g1t/g1a importer
Hi Joschka!Joschka wrote: ↑Sat Nov 21, 2020 3:27 pm Version 1.4 is now live
-Implements a new UV datatype used in the final release of Hyrule Warriors 2
-New option to choose to completely disable NUNO nodes (the physics mesh will still be reconstructed before, all the extra bones and drivers will just not be there)
I also started to work on reconstructing maps, more about this later since it's sill very early WIP
I am looking for Hyrule Warriors: Age of Calamity maps objects coordinates. I could not find them in KIDSSystemResource directory. Could You please tell me which directory contains files with such coordinates? I am only asking for pointing in right direction, I want to find those coordinates myself
- Joschka
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Re: Noesis g1m/g1t/g1a importer
Checking my old notes the coordinates should be in the KIDSSystemResource\kidsobjdb, a bunch of these databases are for maps. After dumping these to text which the Nyotengu util you should see that some of these have "Float32 WorldPosition" and "Float32 WorldQuaternion" fields, along with the KTID to the actual physical object + some parenting info sometimes.banan039eu wrote: ↑Sat Nov 27, 2021 10:39 amHi Joschka!Joschka wrote: ↑Sat Nov 21, 2020 3:27 pm Version 1.4 is now live
-Implements a new UV datatype used in the final release of Hyrule Warriors 2
-New option to choose to completely disable NUNO nodes (the physics mesh will still be reconstructed before, all the extra bones and drivers will just not be there)
I also started to work on reconstructing maps, more about this later since it's sill very early WIP
I am looking for Hyrule Warriors: Age of Calamity maps objects coordinates. I could not find them in KIDSSystemResource directory. Could You please tell me which directory contains files with such coordinates? I am only asking for pointing in right direction, I want to find those coordinates myself
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Re: Noesis g1m/g1t/g1a importer
Thank You for such quick answer! Do You happen to know the command for extracting KIDSSystemResource files to plaintext using Nyotengu? I have extracted them using fid_utility.exe (a tool I found online for Dead or Alive 6) but most data were lost during conversion process
- Joschka
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Re: Noesis g1m/g1t/g1a importer
Iirc you just need to dobanan039eu wrote: ↑Sat Nov 27, 2021 11:30 am Thank You for such quick answer! Do You happen to know the command for extracting KIDSSystemResource files to plaintext using Nyotengu? I have extracted them using fid_utility.exe (a tool I found online for Dead or Alive 6) but most data were lost during conversion process
Code: Select all
Nyotengu.Database.exe @FILE > @FILE.txt"
Re: Noesis g1m/g1t/g1a importer
anyone know how to edit .anmpk file on fatal frame 5 ? i try to swap it but game crash
Re: Noesis g1m/g1t/g1a importer
Hey A bit slow, forgive me, Trying to extract Models from Fatal Frame 5 Wiiu, got as far as the .GMPK and extracted that, but no model? where are the models located at? and what toll do i use?
Re: Noesis g1m/g1t/g1a importer
Hello friend, how long have I had a new question and maybe it will be the last I don't know but I want to export the animation of doa 6 and then import it into the 3ds max program I use the 2010 version and an FBX file plugin or tell me should I export it in another type format such as BVH? to then apply it on a biped? so that you understand me better how should I export the animation to import it and edit it in a 3d program?
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Re: Noesis g1m/g1t/g1a importer
Hello friend, how long have I had a new question and maybe it will be the last I don't know but I want to export the animation of doa 6 and then import it into the 3ds max program I use the 2010 version and an FBX file plugin or tell me should I export it in another type format such as BVH? to then apply it on a biped? so that you understand me better how should I export the animation to import it and edit it in a 3d program?Joschka wrote: ↑Sat Nov 27, 2021 3:41 pmIirc you just need to dobanan039eu wrote: ↑Sat Nov 27, 2021 11:30 am Thank You for such quick answer! Do You happen to know the command for extracting KIDSSystemResource files to plaintext using Nyotengu? I have extracted them using fid_utility.exe (a tool I found online for Dead or Alive 6) but most data were lost during conversion processReplace @FILE by one of the files in the kidsobjdb folders and it should dump the result to a txt file with the same nameCode: Select all
Nyotengu.Database.exe @FILE > @FILE.txt"
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