G1MS : Skeleton info
G1MF : Some info about number of submeshes and other details about the sections in the file. I don't use it to reconstruct models
G1MM : Bone matrices, I don't use this section either
G1MG : Geometry and platform info, divided in 9 subsections
NUNO/NUNV/NUNS : cloth/hair meshes data used for physics sim
SOFT : same for breast (I don't use it)
COLL : We assume it's for collision shapes used to collide with the cloth driver nodes
HAIR: No clue yet, name seems obvious but that chunk was always empty in the models we saw
EXTR : No clue either yet, it's empty 99% of the time, we only saw a few models with that chunk used
I don't see what you're referring to here
The meshes are extracted correctly but then ingame the vertices' final position are computed by a vertex shader, that's what you're missing. It goes like : cloth mesh vertices lying on the ground -> driver nodes are used by the physics sim -> vertices are reconstructed thanks to these nodes by the vertex shader. The nodes' position are in the NUN sections
I think it's quicker to just check our binary templates, you'll have all the info that you need. You can check my script code too to see how I parse these sections.
https://github.com/three-houses-researc ... ormats/G1M
Hopefully the above info helped, let me know if you have more questions after checking these resources.