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Noesis g1m/g1t/g1a importer

Post questions about game models here, or help out others!
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dukemagus
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Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)

Post by dukemagus » Mon Aug 31, 2020 8:58 pm

Joschka wrote:
Sun Aug 30, 2020 4:42 pm

I didn't play/datamine that game, could you send me a sample of what you're talking about ? A friend of mine will take a look.
http://www.mediafire.com/file/c0x8yvrl3f7gn5q/file

These are some of the textures i'm curious about. that black and white texture seems useless, use an entirely new texture just to change the character expression seems wasteful and the environment textures are packed with completely different sizes. never seen things made this way

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Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)

Post by hellacopters » Mon Aug 31, 2020 10:50 pm

dukemagus wrote:
Mon Aug 31, 2020 8:58 pm
Joschka wrote:
Sun Aug 30, 2020 4:42 pm

I didn't play/datamine that game, could you send me a sample of what you're talking about ? A friend of mine will take a look.
http://www.mediafire.com/file/c0x8yvrl3f7gn5q/file

These are some of the textures i'm curious about. that black and white texture seems useless, use an entirely new texture just to change the character expression seems wasteful and the environment textures are packed with completely different sizes. never seen things made this way
Hi there! I've been datamining DFFOO for a while now so I can help with this.

The character textures have other more than one layer for "blinking" and other texture changing animations. So that's what you're seeing in those files that start with "C".

Those "S###.g1t.dz" files are textures for scenery (or maps) files. They have matching model files with the same numbers, but .bin files like "S###.bin.dz". (Thanks to Joschka here) After you unzip the file .bin file, if you rename it to .g1m, it will load in Noesis with the match texture 👍🏼

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Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)

Post by Joschka » Tue Sep 01, 2020 9:33 am

hellacopters wrote:
Mon Aug 31, 2020 10:50 pm
dukemagus wrote:
Mon Aug 31, 2020 8:58 pm
Joschka wrote:
Sun Aug 30, 2020 4:42 pm

I didn't play/datamine that game, could you send me a sample of what you're talking about ? A friend of mine will take a look.
http://www.mediafire.com/file/c0x8yvrl3f7gn5q/file

These are some of the textures i'm curious about. that black and white texture seems useless, use an entirely new texture just to change the character expression seems wasteful and the environment textures are packed with completely different sizes. never seen things made this way
Hi there! I've been datamining DFFOO for a while now so I can help with this.

The character textures have other more than one layer for "blinking" and other texture changing animations. So that's what you're seeing in those files that start with "C".

Those "S###.g1t.dz" files are textures for scenery (or maps) files. They have matching model files with the same numbers, but .bin files like "S###.bin.dz". (Thanks to Joschka here) After you unzip the file .bin file, if you rename it to .g1m, it will load in Noesis with the match texture 👍🏼
To add to this (keep in mind this is only assumptions since I didn't play the game) :
-the whole texture replacement just for blinking I'm not so sure about it. Maybe it was more convenient for them not to make a submesh just for the eyes' region and not to make a single texture for that. I'm a bit confused about it too since I saw other games having a submesh just for that region and have a texture with all the different expressions, then they just used UV sliding to switch between them.
-The black and white texture may be a specular map ?
-The different textures are packed to load all of them directly, it's faster to load an archive instead of files one by one. The different sizes are because the resolution must change depending of the meshes : for a big mesh you want a higher res texture otherwise it'll look very blurry since it's spread all across the mesh for example. For minor elements it's not that big of a deal.

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Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)

Post by Jokerfire94 » Tue Sep 08, 2020 9:39 am

Hello im having trouble i did download the .py file that i then transofmred into a txt file to modify it then i put them in the python file but i get a debug log when i open noesis and i cant acces to any doa6 facial animation. Can someone tell me what am i doing wrong ?
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Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)

Post by Joschka » Tue Sep 08, 2020 11:18 am

If you don't want the log put the bLog option to False in the script.
For animations put the bLoadG1AG2A or bLoadG1AG2AFolder to True. For face anims put bDOA6FaceAnims to True too, put back to False for body anims.
Then just select the g1m model and during loading you'll be able to choose the animations.

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Re: Noesis g1m/g1t/g1a importer

Post by Jokerfire94 » Tue Sep 08, 2020 4:32 pm

You have my thanks i was able to make it work somehow(saying that cuz im sure i had the doa6 facial and the bLoadG1AG2A/bLoadG1AG2AFolder to True) but now it works thanks again! also i am able to get the texture file but for some reason its all in the eye like that
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Re: Noesis g1m/g1t/g1a importer

Post by Joschka » Tue Sep 08, 2020 5:57 pm

Jokerfire94 wrote:
Tue Sep 08, 2020 4:32 pm
You have my thanks i was able to make it work somehow(saying that cuz im sure i had the doa6 facial and the bLoadG1AG2A/bLoadG1AG2AFolder to True) but now it works thanks again! also i am able to get the texture file but for some reason its all in the eye like that
That's probably because you used a single G1T file, the games with RDB like DOA6 need them to be repacked.
Check that tutorial here for more info : viewtopic.php?f=16&t=21666&start=210#p164234
That'll give you a new g1t that will work this time.

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Re: Noesis g1m/g1t/g1a importer

Post by Jokerfire94 » Tue Sep 08, 2020 7:21 pm

While im here i was wondering ( i am a newbie sorry) i used only one g1a and was able to see it in noesis but i can still import it as an fbx file to modify it in blender am i doing it wrong ? like do i have to use several g1a file then import it as an fbx file to start modifying it and then put it back as an g1a file ? (sorry if it look a bit confused i am doing this without any idea i appreciate the help!) and i also got that error when i tried to do the tuto
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Re: Noesis g1m/g1t/g1a importer

Post by Joschka » Tue Sep 08, 2020 9:05 pm

If you're able to see the model in Noesis then you can export it using File->Export from preview to FBX and then the FBX file will be importable in Blender. It shouldn't matter if you have one or many animations.

This plugin is only for extraction for now so re-exporting to g1a/g1m will need other tools (I know that vago on LL has an animation repacker but I didn't try it myself).

That error is weird, can you upload the g1m and g1a that give the error please ?

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Re: Noesis g1m/g1t/g1a importer

Post by Jokerfire94 » Tue Sep 08, 2020 9:50 pm

https://mega.nz/file/IiJxQKpZ#SAspzsNqH ... hnPXZ2AbTM
https://mega.nz/file/FqYDXIII#WZuzdKHIE ... EP29p7uYic
here they are,quote that in the cmd i did recieve some error that said that some texture were missing or not here like that and yeah i know for vago tools but i tried to make and fbx into a g1a didnt worked for now =/
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Re: Noesis g1m/g1t/g1a importer

Post by Joschka » Wed Sep 09, 2020 11:02 am

Jokerfire94 wrote:
Tue Sep 08, 2020 9:50 pm
https://mega.nz/file/IiJxQKpZ#SAspzsNqH ... hnPXZ2AbTM
https://mega.nz/file/FqYDXIII#WZuzdKHIE ... EP29p7uYic
here they are,quote that in the cmd i did recieve some error that said that some texture were missing or not here like that and yeah i know for vago tools but i tried to make and fbx into a g1a didnt worked for now =/
Oh I meant the g1m and the animation file, since that error you got above came from the anim file apparently (maybe you used an animation on the wrong character ?)

For those unknown g1t files that's weird, can you try to do a clean extraction using Cethleann instead of vago's tools and repeat the previous steps ?

Code: Select all

Cethleann.DataExporter --rdb -g DeadOrAlive6 "path-to-extract" "pathToFiles"

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Re: Noesis g1m/g1t/g1a importer

Post by Jokerfire94 » Wed Sep 09, 2020 11:54 am

i have another question because in the end the texture file isnt neccesary no ? i was able to check some animations without texture but then when i export the fbx file and put it into blender the size is way smaller than the one i get with vago tools , + when i tried to use the vago tools to make the fbx from noesis into an g1a i got an error that says there is no animations im confused sorry
https://mega.nz/file/BqYQkSLB#Rs7OW630H ... BpwqYsBwTA
https://mega.nz/file/NyQ2CACJ#U_iURyUw_ ... v_YCsos6Ak
And here are the animation file to use with to g1m i posted earlier
And yeah i will try with ceth

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Re: Noesis g1m/g1t/g1a importer

Post by Joschka » Wed Sep 09, 2020 1:15 pm

Let's sum up real quick :

-the g1m file has the model
-the g1t file has the texture
-the g1a/g2a files have the animations

If you only want to see the animations, you don't need the g1t files indeed, I thought you wanted to see the textured models. So forget about the g1t files. You can just put the bLoadG1T file option to False or press "Cancel" when you get asked to give a G1T file.
The facial animations are additive so you need to put the "bDOA6FaceAnims" to True if you want to preview them, otherwise the mesh will be completely deformed. If you want to see body animations you need to put the option back to False.

Your error above comes from the fact that you tried to see some FACIAL animations on a BODY model. The anims you uploaded are supposed to be applied to the head model so that's why it's crashing.

For the size difference I think vago's models are 100 times bigger than mine for some reason, that's just a scale parameter, you can probably just scale the model in Blender or I can add a scale parameter if you want.

For reimporting I'm not familiar with vago's tools for animations so you should probably ask him directly.

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Re: Noesis g1m/g1t/g1a importer

Post by Jokerfire94 » Wed Sep 09, 2020 1:25 pm

Hey unlucky i just finished to impot every file but its true for the animation file it was mb also yeah if you could add an option for the scale it would be much appreciated so that i can try again on blender thanks for all the help you gave me!

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Re: Noesis g1m/g1t/g1a importer

Post by Joschka » Wed Sep 09, 2020 3:34 pm

There you go, I put a "scaleFactor" parameter just below "bDOA6FaceAnims", let me know if you see an issue (make sure to delete the old fmt_g1m from the plugin folder) :
fmt_g1m_scale.zip
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