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Re: Noesis g1m/g1t/g1a importer

Posted: Wed Oct 07, 2020 3:24 am
by mistralsiege
http://www.mediafire.com/file/rtabcjo4o ... t.rar/file

Included three potential skeleton files, the main G1M, and the G1T. This one is the one that doesn't load most of the submeshes.
Thank you for even considering taking a look at this for me.

Re: Noesis g1m/g1t/g1a importer

Posted: Fri Oct 09, 2020 6:11 am
by Demonslayerx8
mistralsiege wrote: Wed Oct 07, 2020 3:24 am http://www.mediafire.com/file/rtabcjo4o ... t.rar/file

Included three potential skeleton files, the main G1M, and the G1T. This one is the one that doesn't load most of the submeshes.
Thank you for even considering taking a look at this for me.
took a look at it myself, but yeah, happens to me too.
Image

Re: Noesis g1m/g1t/g1a importer

Posted: Fri Oct 09, 2020 10:33 am
by Joschka
Took a quick look, I'll release a proper update in the next days, quite busy with some other stuff right now.

Image

Re: Noesis g1m/g1t/g1a importer

Posted: Wed Oct 14, 2020 12:44 pm
by Van12311
I am new to this kind of format ripping, but does anyone know where to find the animation files for Hyrule Warriors DE?

Re: Noesis g1m/g1t/g1a importer

Posted: Thu Oct 15, 2020 9:27 pm
by Joschka
The script that I started working on for a single game kept growing to support more games and formats. However as I was learning Noesis and figuring out the formats at the same time some parts were poorly implemented and the codebase became quite annoying to work with. Also the script's performance wasn't good on some games with high poly meshes and some features like model merging and all the popups were annoying to deal with.

I recently got the motivation (not at all influenced by a recent game announcement I swear...) to rewrite the script from scratch and turn it into a native Noesis plugin. The first post has been edited with all necessary information but for those used to the old script here's what's new :

-Faster load times for models. Without textures or anims, they now take between a few milliseconds to a second or 2 to load, even the high poly ones.
-Easier merging. No need to select the skel and texture assets several times anymore, everything is taken care of by the plugin with an option.
-Better previewing. The physics meshes will now move with their drivers insead of staying in place and stretching.
-Easier to change options. No need to edit a file anymore, everything is taken care of in Noesis (thanks to Yretenai for that one)

For all the info, check the edited first post.

Credits for that C++ version :
-Rich Whitehouse, for making such a great tool in the first place and for all the help he gave me when writing the plugin. The latter wouldn't be nearly as complete without all the handy functions and interfaces available in Noesis.
-Chrrox for all the general Noesis help.
-Eternity/Vagonumero13 for some new format findings during the last months.
-Kerilk, Yretenai, PredatorCZ and Rich for the Noesis C++ plugin samples.
-Raytwo for finding the flag to discriminate between split and non split models.
-DeathChaos25, Moonling, mono24, Allanoon and einherjar007 for testing and reporting bugs.

Re: Noesis g1m/g1t/g1a importer

Posted: Thu Oct 15, 2020 9:31 pm
by Joschka
mistralsiege wrote: Wed Oct 07, 2020 3:24 am
The new plugin will load your model without problems, make sure you only have p_sev100_3p1c.g1m, p_sev100_3p1c.g1t and p_sev100_3p1c_default.g1m in the folder, then copy all the animations that you want there. Select the "merge all" option and click on whatever g1m.
Van12311 wrote: Wed Oct 14, 2020 12:44 pm I am new to this kind of format ripping, but does anyone know where to find the animation files for Hyrule Warriors DE?
See viewtopic.php?f=16&t=21666&start=270#p167381

Re: Noesis g1m/g1t/g1a importer

Posted: Fri Oct 16, 2020 2:40 am
by andree
So how do I load the .g1a files with the new C++ version?
EDIT: Oh wait, nevermind, I figured it out

Re: Noesis g1m/g1t/g1a importer

Posted: Sun Oct 25, 2020 6:21 pm
by Joschka
Version 1.1 is now live for the C++ plugin :
-Fixes a crash that happened when selecting a geometry g1m with NUN sections without the skeleton
-Fixes a bug on big endian non squared textures
-Adds a new option to disable NUN bones and driver meshes
-Puts the options in a dedicated plugin submenu

Make sure that Noesis is up to date

Re: Noesis g1m/g1t/g1a importer

Posted: Wed Oct 28, 2020 9:40 pm
by Joschka
Version 1.2 is now live for the C++ plugin :
-Implements the new UV datatype used in HW2
-UV layering will be taken into account when assigning textures in the preview

Re: Noesis g1m/g1t/g1a importer

Posted: Sun Nov 01, 2020 4:44 pm
by gep55
I was trying to load a nioh 2 .g1m file using the new C+ plugin for noesis, but the program just crashes when I try. This applies to any .g1m file for Nioh 2.

I have attached a crash log below

https://pastebin.com/mtyuSGVA


Thanks for all your great work :)

Edit- Please ignore this, it turns out the tools work absolutely fine.Turns out I hadn't read the instructions properly.

Thanks for all your great work

Re: Noesis g1m/g1t/g1a importer

Posted: Sun Nov 01, 2020 6:01 pm
by Joschka
gep55 wrote: Sun Nov 01, 2020 4:44 pm I was trying to load a nioh 2 .g1m file using the new C+ plugin for noesis, but the program just crashes when I try. This applies to any .g1m file for Nioh 2.

I have attached a crash log below

https://pastebin.com/mtyuSGVA


Thanks for all your great work :)

Edit- Please ignore this, it turns out the tools work absolutely fine.Turns out I hadn't read the instructions properly.

Thanks for all your great work
Can you give more details about how you got the crash in the first place ? (Which options you used and what files you had in your folder)
Because I can't see how it would crash with the latest version, even if you did something wrong with the setup

Re: Noesis g1m/g1t/g1a importer

Posted: Sun Nov 01, 2020 6:51 pm
by gep55
I was using the tool here viewtopic.php?f=16&t=18042

rather than the Unbundler to extract the .g1m files from the .pg1m container.

These files for some reason crash when loaded by the plugin.

Re: Noesis g1m/g1t/g1a importer

Posted: Sun Nov 01, 2020 7:47 pm
by Joschka
gep55 wrote: Sun Nov 01, 2020 6:51 pm I was using the tool here viewtopic.php?f=16&t=18042

rather than the Unbundler to extract the .g1m files from the .pg1m container.

These files for some reason crash when loaded by the plugin.
I see thanks, I just tested and that's because Daemon's tool wrongly labels the first file (index 0) as g1m, while it's not a g1m file. So when using the merge it breaks.
So yeah use Cethleann as you did when unpacking KT games if you want to use my plugin, since we're developping our tools in tandem you'll have everything setup correctly.

Re: Noesis g1m/g1t/g1a importer

Posted: Sun Nov 01, 2020 9:23 pm
by gep55
Joschka wrote: Sun Nov 01, 2020 7:47 pm
gep55 wrote: Sun Nov 01, 2020 6:51 pm I was using the tool here viewtopic.php?f=16&t=18042

rather than the Unbundler to extract the .g1m files from the .pg1m container.

These files for some reason crash when loaded by the plugin.
I see thanks, I just tested and that's because Daemon's tool wrongly labels the first file (index 0) as g1m, while it's not a g1m file. So when using the merge it breaks.
So yeah use Cethleann as you did when unpacking KT games if you want to use my plugin, since we're developing our tools in tandem you'll have everything setup correctly.
Thanks. I've included some Nioh 2 character mesh for the character Okuni in the link below. For some reason, when I export via .fbx to blender, I get buggy weight painting when moving her head.

Picture of bug http://www.mediafire.com/view/pojdpyj01 ... e.PNG/file

Source files for bugged character (I'll PM you these). Load these using the plugin and then export the model to the 3d program of your choice.

Re: Noesis g1m/g1t/g1a importer

Posted: Sun Nov 01, 2020 11:26 pm
by Joschka
gep55 wrote: Sun Nov 01, 2020 9:23 pm
Joschka wrote: Sun Nov 01, 2020 7:47 pm
gep55 wrote: Sun Nov 01, 2020 6:51 pm I was using the tool here viewtopic.php?f=16&t=18042

rather than the Unbundler to extract the .g1m files from the .pg1m container.

These files for some reason crash when loaded by the plugin.
I see thanks, I just tested and that's because Daemon's tool wrongly labels the first file (index 0) as g1m, while it's not a g1m file. So when using the merge it breaks.
So yeah use Cethleann as you did when unpacking KT games if you want to use my plugin, since we're developing our tools in tandem you'll have everything setup correctly.
Thanks. I've included some Nioh 2 character mesh for the character Okuni in the link below. For some reason, when I export via .fbx to blender, I get buggy weight painting when moving her head.

Picture of bug http://www.mediafire.com/view/pojdpyj01 ... e.PNG/file

Source files for bugged character (I'll PM you these). Load these using the plugin and then export the model to the 3d program of your choice.
I made a wrong assumptions about split meshes when they each have physics bones, should be fixed with the attached build. Please download it and retry, if it works I'll push it on github as v1.3.2
projectG1M v1.4
Thank you for the report, appreciate it.

EDIT : Released