Jump to content
vagonumero13

vagonumero13 tools (REDELBE, rdbtool, g1mtools, doa6decsave) Update 17 Aug: REDELBE 3.0

Recommended Posts

1 minute ago, vietdung said:

@Vagonumero13
Is there a way to update rdbtool by myself so we can extract Momiji

She can be extracted. It is just that the filenames will have cryptic names. For example, 0x621994a3.g1m = MOM_COS_001.g1m

 

And no, there is no way, until I introduce the data from the results of filenames cracking into rdbtool.

Share this post


Link to post

Hi vagonumero13! Sorry for disturbing you while you are updating REDELBE and rdbtool, but I am curious to know if the transformable ninja costumes have 2 3D models to be loaded (like for the destructible ones with XXX_COS_001 and XXX_COS_001a) or it's only dued to the 2 textures?

Share this post


Link to post
58 minutes ago, gatto tom said:

Hi vagonumero13! Sorry for disturbing you while you are updating REDELBE and rdbtool, but I am curious to know if the transformable ninja costumes have 2 3D models to be loaded (like for the destructible ones with XXX_COS_001 and XXX_COS_001a) or it's only dued to the 2 textures?

 

There is only 1 .g1m. I have no idea if inside the .g1m there are multiple parts for the glowing thing, but I guess not. I haven't checked textures, but anyways I will release new rdbtool and REDELBE in a few minutes. The filename cracker found quite a lot of filenames today, but I don't know if it catched all textures. The best way to check it, is testing it with REDELBE log features, and check which files get loaded after loading the ninja costumes, and check if there are any .g1t, .ktid and .kts without names.

Share this post


Link to post

REDELBE updated to version 1.3

 

Changelog:

- Layer2 support for Momiji and for the Ninja costumes (COS_032, HAIR_032, FACE_032)
- More filenames available (matching rdbtool 1.3)

 

-----

 

rdbtool updated to version 1.3

 

Changelog:

- More filenames available (from game version 1.11)
- Support for 1.11 dead files
- When clicking in the "Container / Version" column, qrdbtool will now properly sort the column by version.

Share this post


Link to post
52 minutes ago, vagonumero13 said:

REDELBE updated to version 1.3

 

Changelog:

- Layer2 support for Momiji and for the Ninja costumes (COS_032, HAIR_032, FACE_032)
- More filenames available (matching rdbtool 1.3)

 

-----

 

rdbtool updated to version 1.3

 

Changelog:

- More filenames available (from game version 1.11)
- Support for 1.11 dead files
- When clicking in the "Container / Version" column, qrdbtool will now properly sort the column by version.

Maybe it makes sense to make the version number of the program REDELBE match the version of the game? Then there will be less confusion.

 

Share this post


Link to post
28 minutes ago, hh35 said:

Maybe it makes sense to make the version number of the program REDELBE match the version of the game? Then there will be less confusion.

 

No, because sometimes I make updates without a game version coming.

Share this post


Link to post
2 hours ago, Nat75kaz said:

I have two questions.

 

1. I edited MOM_COS_003.g1m. when I start the game,  REDELBE error occurs. did I mistake anything? ( I used ver1.3)

 

2. some mesh cant import to blender because of "Positions are 4D" error. I read that vagonumero13 said "these meshes are transformed by the game with data from another g1m sections called NUNO and NUNV". so now, is there no way to import these meshes, right?

Clipboard01.jpg

mod.ini 58 B · 0 downloads

 

You are not using REDELBE 1.3. That error happens because you are using an older dll that doesn't have the momiji costume data.

Share this post


Link to post
2 hours ago, Nat75kaz said:

really?

this is game start pic after i deleted my momiji mod folder.  I think I use the latest dinput8.dll (update date is 19-sep 11:54)

 

 

The version seems ok, I looked again at your ini and the error is in this line "slot = M0M_COS_003"

you used M0M instead of MOM (zero instead of letter O)

Share this post


Link to post
2 hours ago, vagonumero13 said:

 

The version seems ok, I looked again at your ini and the error is in this line "slot = M0M_COS_003"

you used M0M instead of MOM (zero instead of letter O)

WTH!! I'm ashamed of my mistake...

thank you very much for your kind response!!

Share this post


Link to post
44 minutes ago, Monkeygigabuster said:

@vagonumero13

Is there a way to edit/hex edit to enable alpha transparency for a costume slot

So far I can only find very few costume that enable  alpha transparency such as Lisa bikini costume(LIS_COS_030)

 

I have no idea. It is possible that that is controlled by some of the other files like ktid, mtl, kts, ktid, etc, or by some of the currently non-editable part of the g1m, or maybe it is somehow in the costume data in the (currently non-editable) database files.

Share this post


Link to post
1 hour ago, Monkeygigabuster said:

@vagonumero13

Is there a way to edit/hex edit to enable alpha transparency for a costume slot

So far I can only find very few costume that enable  alpha transparency such as Lisa bikini costume(LIS_COS_030)

Transparency is controlled by the material setting section started with 0x90001 in g1m file.  Format is:

Type hash (eg.  @795E78B4) | zeros | mesh type (00,01,02,04) | unkonwn zeros | Softbody index (00-04, 0x FFFF,0x2*4E, 0x1*27) |Mesh count|mesh ID list|

 

 

On 8/5/2019 at 12:23 AM, fgh1t6 said:

So far I couldn't find any semi-transparent hash code yet. there are three type of meshes: normal, Softbody, and 4D(mainly skirts) meshes. Each of them use different has codes for the same effect. What I found so far:

default:

Normal: @1FE387E1 / Softbody: @DFE480CD / 4D:@01CA2236 

Transparent:

Normal: @795E78B4 / Softbody: @6776ABAA /4d: @7EA79324

 

Transparent is always binary and no colours. I use @7EA79324 hash to cut 4D skirts in my KAS005 cutting mod:

I found that when using the transparent hash, the rfr material file's alpha channel is a kid of controlling the transparency, but cannot figure out how. If you found any more information, please report it here or in the Modding Club

 

 

 

Share this post


Link to post

Greetings and thanks to everyone for their hard work and sharing information.

 

I am totally new to this, I just installed the latest version of REDELBE and a mod to Diego's summer costume. It all seems fine, as I press F and i see the mod.

 

But the costume itself is locked (as i haven't bought it). Is there a way to pick the mod without purchasing the costume? Or to bypass the lock in any other way?

 

thanks in advance

Share this post


Link to post

I noticed that you can't do Transformable Mods on Kula, even using the work feature. Is this a new kind of censorship? 

Transformable Mods work fine for Momiji, while for Mai it works only using the taunt

Share this post


Link to post
16 minutes ago, gatto tom said:

I noticed that you can't do Transformable Mods on Kula, even using the work feature. Is this a new kind of censorship? 

Transformable Mods work fine for Momiji, while for Mai it works only using the taunt

 

I don't think it is a censorship on purpose, the character may not have the code for it or something.

Share this post


Link to post

hi I have a problem with the use of REDELBE I have an xbox one controller and on the held when I press the B key (back) its goes back without opening anything at the level of the dresses and when I switch to the keyboard the F key does nothing I fart I misunderstood something something if someone could help me please

 

sorry translation reverso....

Share this post


Link to post

I was able to find the hit sound effects and extract them using the SRSXtool, and I'd like to replace them and for that I'd need a way to export the folder back into an SRSA file. Is there currently any way to do that? Is that all that would be needed to replace sound effects?

Share this post


Link to post

Hi, can you fix g1m2fbx for render community, when move or rotate bone, broken mesh, weight problem.

Share this post


Link to post

@vagonumero13 thank you so much for your hard work.
I have a request that I think will serve a lot of people if it's possible.

Will you please explore a method to extract animation data from the g2a files, to be made importable into blender?
Ideally, so that it's possible to inject the animation back into the g2a file after being edited.

Share this post


Link to post

Oh also, using via g1mtool to importing Ayane's 7.vb for her COS_32 causes massive mesh explosion, even without doing any edits.

AYA_COS_32.g1m

I'm using g1mtools version 0.7

Share this post


Link to post
19 minutes ago, Aurora Rain said:

Oh also, using via g1mtool to importing Ayane's 7.vb for her COS_32 causes massive mesh explosion, even without doing any edits.

AYA_COS_32.g1m

I'm using g1mtools version 0.7

Look for ver. 0.8

Share this post


Link to post
29 minutes ago, User974 said:

Look for ver. 0.8

The latest version I can find for g1m tools is 0.7

I don't see anything more recent in the first post, nor can I find it using google.

Share this post


Link to post
12 minutes ago, Aurora Rain said:

The latest version I can find for g1m tools is 0.7

I don't see anything more recent in the first post, nor can I find it using google.

google it sucks  they only drive ads

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...