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


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Posted

never mind i found out everything but when i add the .py file on the folder i still get a debug log where there is nothing written , and i cant import g1a fileimage.png.0fd6bd1008fa75077761f9b1dc011377.png

Posted
21 hours ago, Firegeek94 said:

never mind i found out everything but when i add the .py file on the folder i still get a debug log where there is nothing written , and i cant import g1a fileimage.png.0fd6bd1008fa75077761f9b1dc011377.png

You need to put the options then select the g1m and then the g1a.

 

12 hours ago, rjqnraos19 said:

Thanks fixed!

and one more question, how can I fix this?

 

 

cats.jpg

 

the physics models are not rigged.

Yeah the physics mesh have no rigging, I don't know the details but the thread says that :


"As the cloth are supposed to be simulated by physics at runtime they won't move at all, which means you'll see cloth pieces staying at their T-Pose position. Same for some character parts such as tails for example. As you can see below only the driver meshes will follow the movement.

Image

(model below has his cloth parts hidden, only showing the drivers)

Image

Use these drivers and whatever method you want to skin the cloth correctly. Rigging to physics bones,actual cloth simulation,data transfer... Be creative."

 

I just rig these myself using the "nuno" bones in Blender.

Posted

First of all thanks for all the tools vago i was able to get a little to modding but when i try to use the fbx2g1a tools with an fbx i imported from noesis(so with the face model looking good) i get an error message saying that there is no animation do you have any tips for that ?
That the error i get 
No animated parts found in the fbx (stack=Noesis Frames, layer=Noesis Layer).
Import failed.
Press enter to exit.

Posted

The tools are really good, thanks for these. I have some questions and problems though.

 

The rdbtool works fine for the PC version of FairyTail but when I try to extract the switch versions rdb files the resulting g1ms are all corrupted. The only way to port some of the PC mods to switch would be repacking the rdb so I would really like it if you could support the switch rdbs. I can send some samples if needed. Cethleann is already able to extract the rbds but I also need to repack them.

 

Another question is about REDELBE. It seems to work great for DoA but it would be nice if we had a version that supports FairyTail to make loading and creating mods easier. Would it be possible to port it to FairyTail or make it open source so I can have a look at it and try to port it myself?

Posted

Can't get REDELBE_3.0 work under Linux (Ubuntu/Mint), tried setting dinput8.dll to native/builtin in winecfg as suggested, tried different proton versions, but it still crashed at start.

Any ideas?

 

Posted
On 9/16/2020 at 5:54 PM, MaximB said:

Can't get REDELBE_3.0 work under Linux (Ubuntu/Mint), tried setting dinput8.dll to native/builtin in winecfg as suggested, tried different proton versions, but it still crashed at start.

Any ideas?

 

 

Wine/proton or whatever may not like the api hooking. Is there anything written to the log at all?

Posted

@vagonumero13 I'm trying to use SRSxTool to edit music files for Fairy Tail. I've successfully extracted the ogg's from the srsa / srst files. Weird thing is the matching srsa file required for fairy tail is in the format ".file" Your tool still somehow detected it as an srsa and extracted the ogg's. Problem is because it's a ".file" format the replace.bat does not like it. Was hoping to get some help with this, any help would be greatly appreciated! uploaded the files in case you want to try them. if not no worries, they are quite large in size 

0x272c6efb.file 0x272c6efb.srst

Posted
On 8/23/2020 at 12:07 PM, vagonumero13 said:

 

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.

will hair and eye colors work with this new transformation method? like turning characters super saiyan with my super saiyan mods?

 

31912200-1586038819.png

 

 

 

doa6_super_saiyan_pack_v1_by_perfectdark

 

 

 

 

doa6_moka_chinese_dress_by_perfectdark02

 

 

d9o768o-37bccdc8-eb9d-473c-a6af-26a102860323.thumb.png.0a5b811a6364b4fda15a0891e9d9e6b4.png

 

 

Inner-Moka-akashiya-moka-11276185-480-640.jpg.e2760249bbc438c1dfb8ac8f2f4cff06.jpg

  • 1 month later...
  • 2 weeks later...
Posted

I don't know how to open the fbx film , I used g1a2fbx export a fbx film , but it can't inport in my blender ,just say couldn't open film 

  • 2 weeks later...
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Posted
On 4/16/2019 at 8:12 AM, vagonumero13 said:

don't expect me to create the opposite tool (fbx2g1m), because that is veeeeery unlikely to happen.

 

Damn it that's literally what I need lol

Posted

hello friends, I start modding on blender and I meet a problem. example, I removed Honoka's bag but in the game we always see the shadow, how to remove it completely please

Sans titre-1.jpg

  • 2 weeks later...
Posted

Hi all,

I've used rdbtool to extract KOK_COS_007 to g1m and converted it into a ib/vb format.  When importing into Blender, the skirt doesn't show up.  I extracted all the texture files for COS_007 and the skirt textures are there, but the skirt doesn't seem to be on the model.

Any suggestions?

unknown.png

Posted
5 hours ago, Church of Kokoro said:

Hi all,

I've used rdbtool to extract KOK_COS_007 to g1m and converted it into a ib/vb format.  When importing into Blender, the skirt doesn't show up.  I extracted all the texture files for COS_007 and the skirt textures are there, but the skirt doesn't seem to be on the model.

Any suggestions?

They are call "4d" meshes, No way to edit  them yet. If you switch to the "info" workspace, you will see a list of warning message to tell you the plugin don't know what to do with these meshes, and not import them. In fact, the vertex data of these meshes are all not making any sense without the "NUNO/NUNV" blocks of the g1m file. and these block are not exported. You can get a Noesis plugin by Joschuka https://github.com/Joschuka/Project-G1M then you can export the "calculated" 4d mesh from Noesis, but still no way to import them back to g1m. 

Posted

Wait, hang on, I can't help but feels like I'm missing something here.
How do I even get this g1m files to convert? How do I rip the game files?
Is there a guide for this?

 

All I see is just a bunch of .bin and loads of hexed folders in DOA6 game directory

 

EDIT: Oh nevermind, turn out I have to open CharacterEditor.rdb with qrdbtool and it gives me all those g1m things
BRUH this need a little and explanation for dumb people like me, should've put text "THIS IS THE TOOL THAT LET YOU EXTRACT THE GAME FILES AND ALSO LOAD THE MOD FILES" in capital and big font, I've been pulling my hair how the heck do I get g1m files in the first place and what too do I use to get those.

Posted

I'm back, so I tried to use Nico hair for Kasumi with edited texture
I manage to edit Kasumi Face's and eyes but the hair for some reason give me this.

Maybe I'm missing something? I extracted the hair files from CharacterEditor.rdb files and manage to get the g1m files
I edited the mesh a bit so the left eye become visible (hair from one eye Nico), at first the mod works quite well with proper colour although the alpha seems to messed up a bit, but the mesh is way up high so I edited it on Blender and lowering it, but then for some reason the texture doesn't work anymore.
Any idea what's going on and how to fix this?

Also I did hide 0 index stuff because the 0.vb/ib is hair clip or something.

Error:

Spoiler

1670017171_Screenshot(238).png.0a2627068902b28f1d81ef1898536ec2.png

 

Posted
On 4/9/2021 at 6:12 PM, fgh1t6 said:

They are call "4d" meshes, No way to edit  them yet. If you switch to the "info" workspace, you will see a list of warning message to tell you the plugin don't know what to do with these meshes, and not import them. In fact, the vertex data of these meshes are all not making any sense without the "NUNO/NUNV" blocks of the g1m file. and these block are not exported. You can get a Noesis plugin by Joschuka https://github.com/Joschuka/Project-G1M then you can export the "calculated" 4d mesh from Noesis, but still no way to import them back to g1m. 

Thank you very much for the info!  Just looking to export, a model for use outside of DOA6.

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