NoNameUserDev Posted August 14, 2020 Posted August 14, 2020 2 hours ago, vagonumero13 said: Well the fact that at least that error was returned means that at least the parser works correctly, but the export code doesn't like whe the numbers of vertex buffers is different to the numbers of layout, or the number of vertex buffers different to the number of index buffers, as it (incorrectly) assumes that they are all indexed the same, which is the case of most g1m. You may try your luck in other g1m, it may work. Oh, thank you for the reply! Yes, I found another g1m tools for Noesis. It's a python script, that can only import g1m models. Now I'm trying to export from Noesis to fbx and import to Blender3D, and from there export to 3dMigoto format, then using 3dMigoto export to *.g1m, finally put it into the game.
Joschuka Posted August 14, 2020 Posted August 14, 2020 12 hours ago, NoNameUserDev said: Oh, thank you for the reply! Yes, I found another g1m tools for Noesis. It's a python script, that can only import g1m models. Now I'm trying to export from Noesis to fbx and import to Blender3D, and from there export to 3dMigoto format, then using 3dMigoto export to *.g1m, finally put it into the game. Yeah my script is for extraction only, was the only thing I was personally interested in. If the format wasn't that awful to deal with I'd make an exporter but considering Vago already made some nice tools for it so I have zero motivation to do so.
fgh1t6 Posted August 15, 2020 Posted August 15, 2020 Hi @vagonumero13 & @Joschuka , glad to see you two pop up again. I am testing to move 4D meshes between g1m files (from MOM_COS_106.g1m to MOM_COS_004.g1m ). Kind of working but met an unexpected mesh distortion on only part of the mesh: Spoiler The meshes itself is a direct copy of IB.bin /VB.bin without any editing. I believe the "U_10" in Nunv1, "U_20" in Nuno1, and "U_10" in Nuno3 are BonesMap index, because the matrix of the bones in the Bonesmap will significantly change the mesh position. I copied the matrix over to make the 4D mesh showing and moving o.k. The whole 4D environment should have been recreated. Any ideas on what can cause this distortion? Spoiler
vagonumero13 Posted August 15, 2020 Author Posted August 15, 2020 5 hours ago, fgh1t6 said: Hi @vagonumero13 & @Joschuka , glad to see you two pop up again. I am testing to move 4D meshes between g1m files (from MOM_COS_106.g1m to MOM_COS_004.g1m ). Kind of working but met an unexpected mesh distortion on only part of the mesh: Hide contents The meshes itself is a direct copy of IB.bin /VB.bin without any editing. I believe the "U_10" in Nunv1, "U_20" in Nuno1, and "U_10" in Nuno3 are BonesMap index, because the matrix of the bones in the Bonesmap will significantly change the mesh position. I copied the matrix over to make the 4D mesh showing and moving o.k. The whole 4D environment should have been recreated. Any ideas on what can cause this distortion? Hide contents Did you copy all the matrices of the bonemap and the boenmap itself?
fgh1t6 Posted August 15, 2020 Posted August 15, 2020 1 hour ago, vagonumero13 said: Did you copy all the matrices of the bonemap and the boenmap itself? What I did is copying the bonemap (2,15) and the used the matrix (6,7,8,9,10,11,12) from MOM_COS_106 and added them to the MOM_COS_004 as bonemap (19,20), and matrix (157,158,159,160,161,162,163)
vagonumero13 Posted August 15, 2020 Author Posted August 15, 2020 18 minutes ago, fgh1t6 said: What I did is copying the bonemap (2,15) and the used the matrix (6,7,8,9,10,11,12) from MOM_COS_106 and added them to the MOM_COS_004 as bonemap (19,20), and matrix (157,158,159,160,161,162,163) Did you also asign the new bonemap in the <Submesh>?
fgh1t6 Posted August 15, 2020 Posted August 15, 2020 17 minutes ago, vagonumero13 said: Did you also asign the new bonemap in the <Submesh>? yes, import 4d mesh from cos_106: IB_2.bin / VB_2.bin to cos_004 as IB_15.bin / VB_15.bin, copy Submesh 2 and added as Submesh 17, bonemap used in submesh changed from 2 to 19.
vagonumero13 Posted August 15, 2020 Author Posted August 15, 2020 Just now, fgh1t6 said: yes, import 4d mesh from cos_106: IB_2.bin / VB_2.bin to cos_004 as IB_15.bin / VB_15.bin, copy Submesh 2 and added as Submesh 17, bonemap used in submesh changed from 2 to 19. Is there any change if you try to use the rigbin of the other costume? Anyway, it could be someething else we have missed. There is also this COLL section that I have never looked at, I don't know if it could have any impact on this. There maybe things outside the g1m that could cause an effect. For example, the other day I noticed that there is no way for the tails of some sci-fi costumes to work in other slot (albeit I noticed a change when copying the rigbin but it would still not animate properly), which seem to indicate that there are some settings somewhere that control behaviors of the costumes.
fgh1t6 Posted August 15, 2020 Posted August 15, 2020 1 minute ago, vagonumero13 said: Is there any change if you try to use the rigbin of the other costume? Anyway, it could be someething else we have missed. There is also this COLL section that I have never looked at, I don't know if it could have any impact on this. There maybe things outside the g1m that could cause an effect. For example, the other day I noticed that there is no way for the tails of some sci-fi costumes to work in other slot (albeit I noticed a change when copying the rigbin but it would still not animate properly), which seem to indicate that there are some settings somewhere that control behaviors of the costumes. Ah, I didn't play with the rigbin yet. I attached my working set here for reference. fgCut_Mom004_dev.zip
Joschuka Posted August 15, 2020 Posted August 15, 2020 Did you check if the cloth control points display the same in my viewer ? Just to make sure the mesh is not deformed when idle From what I see on your screenshot it looks like it's not really clipping so I'd say that the COLL section shouldn't be the culprit (at least if it's supposed to handle the intra collision with the control points as I assume, only models with NUN have these). You may want to double check if they are the same though. But yeah unfortunately physics stuff is mostly unknown. I remember that some guy from the Fire Emblem community tried to dummy out the rigbin and it lead to non moving cloth or something like that so these rigb files are definitely involved. Models without NUN meshes have those too though, which is a bit surprising. They also seem to be of fixed size.
fgh1t6 Posted August 15, 2020 Posted August 15, 2020 23 minutes ago, Joschuka said: Did you check if the cloth control points display the same in my viewer ? Just to make sure the mesh is not deformed when idle From what I see on your screenshot it looks like it's not really clipping so I'd say that the COLL section shouldn't be the culprit (at least if it's supposed to handle the intra collision with the control points as I assume, only models with NUN have these). You may want to double check if they are the same though. But yeah unfortunately physics stuff is mostly unknown. I remember that some guy from the Fire Emblem community tried to dummy out the rigbin and it lead to non moving cloth or something like that so these rigb files are definitely involved. Models without NUN meshes have those too though, which is a bit surprising. They also seem to be of fixed size. It looks O.K in Noesis. I do see the 4d skirt clipping with hands, so maybe the COLL do need to be replaced too. Yes! You are right! A direct replacement of 0.coll file fix the problem: Spoiler 1
arvent Posted August 15, 2020 Posted August 15, 2020 Hi guys. I'm try to mesh editing (merge different COS' meshes into one mesh) with Blender v2.79. After deleting and joining vertex, I wanted to check with texture file. So I loaded BC7 DDS file, but Blender says "Can't load Image" and (I'm not sure that's why) the mesh's color is just PINK. With DXT1 DDS works fine, but BC7 DDS doesn't work. I can convert dds to png file and apply to mesh. However (if possible) I want to know a root cause, whether Blender 2.79 doesn't support BC7 DDS or I didn't just installed additional plugin. Any helps would be appreciated.
vagonumero13 Posted August 17, 2020 Author Posted August 17, 2020 REDELBE updated to 3.0 Changelog: - Added an option to disable the splash screen. To disable splash screen, set the ini setting "disable_splash" in the [Misc] section to true. (Note that disabling the splash screen doesn't remove the game bug that affects some people where the game takes time starting sometimes). - The random music patch has been extended with a new mode called "fullmix". This mode allows to set several bgm's for each character/stage. To enable, set "enable_random_music" to true in the [Random] section of the .ini file, and set "mode" in [RandomMusic] section to fullmix. To customize the tracks, edit the file REDELBE/fullmix.ini. - Added a patch that allows modders to create a mesh transformation mod; the transformation happens when the attacker character does a breakblow or when they do a taunt. Modders can implement this like if it were a layer2 breakable costume, and then add "transform = true" in the [General] section of the mod.ini file. - A layer2 mod of the Sweat stage can now use of the "disable_npc" introduced in previous update. (an a version using it can be found in "[Optional] Extras/Story mode stages" ----------- So, for transformation mod, just do a regular breakable costume, and then have this: [General] type = costume transform = true And that will make the mesh change on taunt&attack breakblow and disable the regular breakability. Have in mind that both costume and hair transform (because of this, you could also use this in no breakable costume if you want to achieve only hair transform). 8
Guest Posted August 20, 2020 Posted August 20, 2020 On 8/6/2020 at 5:19 PM, vagonumero13 said: So this was a idea that I had long ago, but I didn't start to research if it was doable until yesterday. In the game we have: - A mesh based transformation that is used for breakable costumes. - A texture based transformation triggered by the attacker in a break blow or by the appeal(taunt) action. So I thought it would be possible to swap the events, and get the attacker have a mesh transformation when doing a break blow or appeal. And... it worked. Here is a example of Phase 4 Arnice transforming into Demon Form. (the Demon Form is from this @gatto tommod here) Reveal hidden contents arnice1.mp4 29.32 MB · 0 downloads Reveal hidden contents arnice2.mp4 28.99 MB · 0 downloads Of course, it can also be used for "reverse break". Notice that in this video, the break of Rachel costume happens before the hit, while the break of Momiji happens later (as that's a normal breakable). (The broken Rachel in the video is from @用户名623 mod here) Reveal hidden contents Boobs1.mp4 35.31 MB · 0 downloads Hide contents Boobs2.mp4 22.17 MB · 0 downloads The only problem is that we still have the material amount limitations. For the example, in the case of the Arnice, it was a luck that PHF_COS_002 had enough materials for both, the normal Arnice costume and the demon form thing. Also, I know that you can transform before battle, but that currently doesn't work here, apparently that's a different event for the game, thus my patch doesn't affect it. This transformation stuff looks absolutly amazing in a fight. Sorry for the Noob question, because unfortunetly I have no Clou about modding this game, but will this be possible in our own game? I haven´t played DOA 6 since a couple of month. Tomorrow I will start again, so I downloaded the new REDELBE v. 3.0. And begin to collect some mods again. A simple answer would much appreciated. Thanks. EDIT: I found my answer right above my Post. I didn´t noticed that Post first time I read through the last posts...
Azkni Posted August 22, 2020 Posted August 22, 2020 On 8/17/2020 at 11:57 AM, vagonumero13 said: REDELBE updated to 3.0 Changelog: - Added an option to disable the splash screen. To disable splash screen, set the ini setting "disable_splash" in the [Misc] section to true. (Note that disabling the splash screen doesn't remove the game bug that affects some people where the game takes time starting sometimes). - The random music patch has been extended with a new mode called "fullmix". This mode allows to set several bgm's for each character/stage. To enable, set "enable_random_music" to true in the [Random] section of the .ini file, and set "mode" in [RandomMusic] section to fullmix. To customize the tracks, edit the file REDELBE/fullmix.ini. - Added a patch that allows modders to create a mesh transformation mod; the transformation happens when the attacker character does a breakblow or when they do a taunt. Modders can implement this like if it were a layer2 breakable costume, and then add "transform = true" in the [General] section of the mod.ini file. - A layer2 mod of the Sweat stage can now use of the "disable_npc" introduced in previous update. (an a version using it can be found in "[Optional] Extras/Story mode stages" ----------- So, for transformation mod, just do a regular breakable costume, and then have this: [General] type = costume transform = true And that will make the mesh change on taunt&attack breakblow and disable the regular breakability. Have in mind that both costume and hair transform (because of this, you could also use this in no breakable costume if you want to achieve only hair transform). Am i doing it right? It is destructible but if i add "transform = true" like shown in the image, it isnt destructible or changes after a taunt. Thanks in advice
vagonumero13 Posted August 23, 2020 Author Posted August 23, 2020 21 hours ago, Azkni said: Am i doing it right? It is destructible but if i add "transform = true" like shown in the image, it isnt destructible or changes after a taunt. Thanks in advice It seems correct. I just tried, and it doesn't work here either. Maybe somehow the implementation doesn't work properly specifically in this costume or Diego or males, I'll have to research that. 2
zackissuper Posted August 25, 2020 Posted August 25, 2020 On 8/15/2020 at 5:53 AM, fgh1t6 said: It looks O.K in Noesis. I do see the 4d skirt clipping with hands, so maybe the COLL do need to be replaced too. Yes! You are right! A direct replacement of 0.coll file fix the problem: Reveal hidden contents Wow! Does this mean you've figured out how to create new physics-based meshes?
fgh1t6 Posted August 25, 2020 Posted August 25, 2020 45 minutes ago, zackissuper said: Wow! Does this mean you've figured out how to create new physics-based meshes? Unfortunately, the answer is no. I can only manage to move a 4D mesh from one g1m file to another g1m file.
zackissuper Posted August 27, 2020 Posted August 27, 2020 On 8/25/2020 at 8:36 AM, fgh1t6 said: Unfortunately, the answer is no. I can only manage to move a 4D mesh from one g1m file to another g1m file. Still, very cool!
boyo_wonder Posted August 30, 2020 Posted August 30, 2020 I was just trying to use the updated g1t_tools (since I last tried anyway) on files from Dissidia Final Fantasy: Opera Omnia, but they still do not seem to work for that game. I just get this error (same with the command line version): Any possibility for the files from this game to be compatible with the program? The G1M files seem to work fine with g1m_tools at least. I can rip the textures using Noesis but I want to be able to import them back into the game for modding so I need g1t_tools to work regardless. I will post a sample file too. It's the same g1t as the last time I posted but I just ripped it fresh again so I know it hasn't been modified. Just to be clear too, this is not a file from Dissidia Final Fantasy NT, the PS4/PC game. Dissidia Final Fantasy: Opera Omnia is an iOS/Android spin-off game of Dissidia Final Fantasy NT. I'm ripping files from the Android version. https://play.google.com/store/apps/details?id=com.square_enix.android_googleplay.DFFOperaOmnian&hl=en_IE CT_0476.g1t
Joschuka Posted August 31, 2020 Posted August 31, 2020 21 hours ago, boyo_wonder said: I can rip the textures using Noesis. Make sure to download the latest version, we pushed some fixes for that game's textures today. There was some weird stuff going on, now the textures will have a proper alpha channel.
MyRabbit Posted September 7, 2020 Posted September 7, 2020 I have an issue with g1m to fbx. every exported fbx has weird weight. what should I do?
renderguy Posted September 7, 2020 Posted September 7, 2020 16 hours ago, rjqnraos19 said: I have an issue with g1m to fbx. every exported fbx has weird weight. what should I do? Try that script here https://forum.xentax.com/viewtopic.php?f=16&t=21666
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