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Noesis g1m/g1t/g1a importer

Post questions about game models here, or help out others!
wuxiao
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Re: Noesis g1m/g1t/g1a importer

Post by wuxiao »

Is there a way to find kitd similar to the g1t file, and combine the models of the same kit together?
KristalWolf
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Re: Noesis g1m/g1t/g1a importer

Post by KristalWolf »

Hiya~

So I've downloaded what I believe to be the most recent up-to-date plugins and Noesis version, and I have .g1a files extracted from One Piece Pirate Warriors 4 on PC, but Noesis doesn't recognise them at all. It doesn't have a dedicated filetype filter for them or anything.

I'm new to extracting Koei Tecmo games assets, and how to use Noesis properly, so I've probably missed something important in this forum, but right now I'm just lost on what to do.

Any help would be appreciated, thanks~ <3
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Re: Noesis g1m/g1t/g1a importer

Post by shakotay2 »

I don't think you can load .g1a files separately, do you?

Allegedly you'll need to load a g1m file before. (In Noesis you might also have a lock at Tools\Project G1M.)
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Noesis g1m/g1t/g1a importer

Post by Joschka »

shakotay2 wrote: Sat Aug 19, 2023 5:19 pm I don't think you can load .g1a files separately, do you?

Allegedly you'll need to load a g1m file before. (In Noesis you might also have a lock at Tools\Project G1M.)
This is correct, you need to:
-put the g1m file and the g1a files you want loaded in the same folder.
-under "tools->pg1m" make sure that "merge all" is selected.
-open the g1m file, the g1a files next to it will be loaded automatically.
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Re: Noesis g1m/g1t/g1a importer

Post by PiqMonKey »

Hi, someone know where to find character gameplay animations in Wo Long? g1a files I found are mainly for cutscene
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Re: Noesis g1m/g1t/g1a importer

Post by Relyt »

if the Stranger of Paradise file used for character texture is CharacterEditor.kidssingletondb,so which kidssingletondb file is used in the level scene models?i think there are too many textures in the scene model,hard to find out which textures go to which models...
KristalWolf
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Re: Noesis g1m/g1t/g1a importer

Post by KristalWolf »

Joschka wrote: Thu Aug 24, 2023 8:43 am
shakotay2 wrote: Sat Aug 19, 2023 5:19 pm I don't think you can load .g1a files separately, do you?

Allegedly you'll need to load a g1m file before. (In Noesis you might also have a lock at Tools\Project G1M.)
This is correct, you need to:
-put the g1m file and the g1a files you want loaded in the same folder.
-under "tools->pg1m" make sure that "merge all" is selected.
-open the g1m file, the g1a files next to it will be loaded automatically.
I apologise in advance if there's something obvious that I should be doing, but I have followed those steps, and yet the animations still don't load and can't be previewed.

These are my 'Project G1M' settings:
image_2023-08-30_132356014.png
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Re: Noesis g1m/g1t/g1a importer

Post by AdmiralTraun »

KristalWolf wrote: Wed Aug 30, 2023 1:29 pm
Joschka wrote: Thu Aug 24, 2023 8:43 am
shakotay2 wrote: Sat Aug 19, 2023 5:19 pm I don't think you can load .g1a files separately, do you?

Allegedly you'll need to load a g1m file before. (In Noesis you might also have a lock at Tools\Project G1M.)
This is correct, you need to:
-put the g1m file and the g1a files you want loaded in the same folder.
-under "tools->pg1m" make sure that "merge all" is selected.
-open the g1m file, the g1a files next to it will be loaded automatically.
I apologise in advance if there's something obvious that I should be doing, but I have followed those steps, and yet the animations still don't load and can't be previewed.

These are my 'Project G1M' settings: image_2023-08-30_132356014.png
did you figure out how to solve the problem?
KristalWolf
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Re: Noesis g1m/g1t/g1a importer

Post by KristalWolf »

I'm afraid not. This is all still pretty foreign to me
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Re: Noesis g1m/g1t/g1a importer

Post by shakotay2 »

KristalWolf wrote: Sat Sep 09, 2023 11:53 am I'm afraid not. This is all still pretty foreign to me
Usually there is a Noesis log window. What does it show after you opened a g1m file?

btw: the log is enabled in this python function like so:
def registerNoesisTypes():
...
noesis.logPopup()
return 1
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: Noesis g1m/g1t/g1a importer

Post by huuvien23102000 »

Hi, I'm curious about how they generated some .csv filetables for games like OPPW4, Fairy Taiil, and DOA6 that show the name of the extracted file according to the character, scene, material, etc. Is it something achievable since they are [rdb] format? And if it does, how can I generate one for myself for the new DLCs coming up for OPPW4? Thank you so much.
KristalWolf
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Re: Noesis g1m/g1t/g1a importer

Post by KristalWolf »

shakotay2 wrote: Sat Sep 09, 2023 2:18 pm
KristalWolf wrote: Sat Sep 09, 2023 11:53 am I'm afraid not. This is all still pretty foreign to me
Usually there is a Noesis log window. What does it show after you opened a g1m file?

btw: the log is enabled in this python function like so:
def registerNoesisTypes():
...
noesis.logPopup()
return 1
It finds a lot of Texture Material info, loads the submeshes, but then fails to read 'something'
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shakotay2
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Re: Noesis g1m/g1t/g1a importer

Post by shakotay2 »

I think you can ignore these fails. I saw similar for many other formats (really need to check this one day :roll: ).

If it loads sub meshes then try to export as .obj file (File\Export, choose main output type ".obj - wavefront OBJ").

Then check that .obj file.
Should look like

Code: Select all

# Noesis .obj export.
#
mtllib unused.mtl
g
v  -0.000234 -0.062526 1.514810
v  0.036685 -0.043366 1.486024
v  0.032603 -0.043747 1.525223
...
g somename00
usemtl None
f  1/1/1 2/2/2 3/3/3
f  4/4/4 5/5/5 6/6/6
f  7/7/7 8/8/8 9/9/9
...
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)

Post by kurokozeref »

Allanoon wrote: Mon Mar 02, 2020 12:12 pm
PRP1986 wrote: Sat Feb 29, 2020 7:28 pm Thanks all, I have tried the above methods, with no luck unfortunately, though most likely it is something I am doing! I tried with Steven's Gas Machine using various game profiles (as there isn't a profile for Fist of The North Star), but was only able to get texture files from the LINKDATA files. I also tried the offzip method but just get .dat files.

Anyway I won't keep hijacking the thread, thanks again :D
http://www.mediafire.com/file/8ne700n3l ... 2.rar/file

Here are the files i used.
NS2.bms is chrrox script to decrypt the files (MUST BE PS3, XBOX360 are a mess).
Then there's the python script (can't remember where i found it), you need it to decrypt files that have KTZ0 header (like models/anim).
Trim Header, is a powershell script to mass trim the textures header so they can be easily readable on noesis (edit it first).
The XML files are for VGMtoolbox to mass extract G1M/G2A files from the new .bin files that you get with the python script, put them into plugins/AdvanceCutter folder and load them.

On another note Warriors Legend of Troy (2011!) works with the script.
The file are in .cpkg .mpkg format
viewtopic.php?f=16&t=6252 thanks to chrrox :)
Once you've the big .dat file you can use VGMtoolbox or w/e to extract .g1m .g1t .g1a files.

OT: A pity that Ninja Gaidens use a different format.
Also, does anyone got a better Koei game list than the one on Wikipedia? It's out of date; missing games like Persona 4/5 or Dragon Quest Builders. I'm kinda out of games to check, if any, ahah.
isit possible to reupload the files the mediafire link is ded
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Re: Noesis g1m/g1t/g1a importer

Post by zaay »

when i try to export or open a g1m file noesis crashes can someone help me out here?
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