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Noesis g1m/g1t/g1a importer

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Enkidu115
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Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)

Post by Enkidu115 » Sat Mar 21, 2020 10:35 pm

Joschka wrote:
Sat Mar 21, 2020 10:17 pm
Enkidu115 wrote:
Sat Mar 21, 2020 9:34 pm
glad to see its not a problem with the model and just how i used it, so it had to do with the fact that theres duplicate bones?
All right tell me the exact steps you did, I won't let a fellow DQ fan without help hehe

First make sure that you have the last version of the script by downloading it on the repo.
In order to get this model to work you need to have the option "bAutoLoadG1MS" to False and "bLoadG1MS" to True, as with your naming convention the skeleton g1m is not the first one in the folder.
Select either the hair or the body, when prompted choose the g1t texture file, then choose the skeleton g1m when prompted. Then choose anim files if you let the option and have some files or press cancel.

Make sure you follow these steps and it should work as expected
lol. Oh i see now- let me try that now

Enkidu115
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Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)

Post by Enkidu115 » Sat Mar 21, 2020 11:02 pm

Enkidu115 wrote:
Sat Mar 21, 2020 10:35 pm
Joschka wrote:
Sat Mar 21, 2020 10:17 pm
Enkidu115 wrote:
Sat Mar 21, 2020 9:34 pm
glad to see its not a problem with the model and just how i used it, so it had to do with the fact that theres duplicate bones?
All right tell me the exact steps you did, I won't let a fellow DQ fan without help hehe

First make sure that you have the last version of the script by downloading it on the repo.
In order to get this model to work you need to have the option "bAutoLoadG1MS" to False and "bLoadG1MS" to True, as with your naming convention the skeleton g1m is not the first one in the folder.
Select either the hair or the body, when prompted choose the g1t texture file, then choose the skeleton g1m when prompted. Then choose anim files if you let the option and have some files or press cancel.

Make sure you follow these steps and it should work as expected
lol. Oh i see now- let me try that now
so i got the body and the skeleton to work, but i don't know how to add the hair to the model as when i try using the merger option it crashes

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

Post by Joschka » Sat Mar 21, 2020 11:39 pm

Enkidu115 wrote:
Sat Mar 21, 2020 11:02 pm
Enkidu115 wrote:
Sat Mar 21, 2020 10:35 pm
Joschka wrote:
Sat Mar 21, 2020 10:17 pm


All right tell me the exact steps you did, I won't let a fellow DQ fan without help hehe

First make sure that you have the last version of the script by downloading it on the repo.
In order to get this model to work you need to have the option "bAutoLoadG1MS" to False and "bLoadG1MS" to True, as with your naming convention the skeleton g1m is not the first one in the folder.
Select either the hair or the body, when prompted choose the g1t texture file, then choose the skeleton g1m when prompted. Then choose anim files if you let the option and have some files or press cancel.

Make sure you follow these steps and it should work as expected
lol. Oh i see now- let me try that now
so i got the body and the skeleton to work, but i don't know how to add the hair to the model as when i try using the merger option it crashes
Yeah that's because the skeleton g1m is with the others, I mentionned it here https://github.com/Joschuka/fmt_g1m#model-merging
So it tries to load it as a "classic" g1m too as the merger parses everything with the same extension in the folder, which causes a bug. To fix that simply put it in another folder. You'll have to select it for both models when asked. Don't forget to put the option to 1 in the merger so the bones will be merged accordingly.

Enkidu115
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Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)

Post by Enkidu115 » Sun Mar 22, 2020 12:18 am

Joschka wrote:
Sat Mar 21, 2020 11:39 pm
Enkidu115 wrote:
Sat Mar 21, 2020 11:02 pm
Enkidu115 wrote:
Sat Mar 21, 2020 10:35 pm


lol. Oh i see now- let me try that now
so i got the body and the skeleton to work, but i don't know how to add the hair to the model as when i try using the merger option it crashes
Yeah that's because the skeleton g1m is with the others, I mentionned it here https://github.com/Joschuka/fmt_g1m#model-merging
So it tries to load it as a "classic" g1m too as the merger parses everything with the same extension in the folder, which causes a bug. To fix that simply put it in another folder. You'll have to select it for both models when asked. Don't forget to put the option to 1 in the merger so the bones will be merged accordingly.
ah okay it worked, thank you!

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

Post by Thony » Sun Mar 22, 2020 1:58 pm

Joschka wrote:
Tue Mar 17, 2020 6:55 pm

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

Is a Blender plugin required to read each of these information?
If there was such thing as a Blender plugin, could you export a full model from Noesis and import it into Blender, then modify its skeleton a bit, and import your edits back into the model so you have a custom rig and new physics data?

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

Post by Thony » Mon Mar 23, 2020 3:45 pm

(this question is related to games with g1m mods injector)


Mesh data can be edited, as seen here: http://fav.me/dd92pht

Can other data that is contained in g1m files be modified, potentially?

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

Post by Joschka » Mon Mar 23, 2020 11:31 pm

Thony wrote:
Sun Mar 22, 2020 1:58 pm
If there was such thing as a Blender plugin, could you export a full model from Noesis and import it into Blender, then modify its skeleton a bit, and import your edits back into the model so you have a custom rig and new physics data?
For custom rigs there are several layers :
-a map mapping "global" indices to "local" ones (for example global bone 200 may be bone 123 for a model and bone 126 for another model).
-a map for each individual model submesh mapping "local" bone indices (used by the armature for parenting) to the custom bone indices starting from 0 and growing 3 by 3. That map also holds some clothing index and an index to a G1MM matrix (which is the bind pose for the referenced bone).

So to add bones I guess you could make a custom bonemap, force all your submeshes to use it and make them point to new G1MM matrices you would have computed beforehand. You'll need to add new entries to the global indices map too and it may be hardcoded so not even sure if you could do that.

For physics data it combines the NUN sections, the vertex shader and some buffer values. You'd need to do the operations I do for these meshes in my script backward, generate the driver nodes then reconstructing the NUN sections, that are not completely reversed yet.
Thony wrote:
Mon Mar 23, 2020 3:45 pm
Mesh data can be edited, as seen here: http://fav.me/dd92pht
Can other data that is contained in g1m files be modified, potentially?
Potentially yeah you could try to do the rig stuff I told above and start experimenting with physics meshes but I won't be the one to do that. This format is extremely annoying to deal with and I have no particular interested in model repacking myself. Even from a learning perspective it wouldn't be worth it, it'd be like working as a KT technical artist on an extremely boring task and without any compensation so I have zero motivation for that.

So yeah if you have any question about the format specs or anything I'll be glad to answer them but I won't do anything related to model repacking, I'm only interested in extracting/viewing content.

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

Post by Thony » Tue Mar 24, 2020 12:49 pm

Thank you very much for your detailed answer!

https://youtu.be/4-rE8zxyhik?t=172
Model swaps are possible in DOA6.
Costume transfers between characters of different heights is something I'd like to experiment on (scaling mesh to fit armature or vice versa).

Also sorry for digressing, g1m format is just unnecessarily complex and you've really helped deciphering it more.

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

Post by Joschka » Tue Mar 24, 2020 10:07 pm

Thony wrote:
Tue Mar 24, 2020 12:49 pm
Thank you very much for your detailed answer!

https://youtu.be/4-rE8zxyhik?t=172
Model swaps are possible in DOA6.
Costume transfers between characters of different heights is something I'd like to experiment on (scaling mesh to fit armature or vice versa).
Ah yes these edits are with loverslab' g1mtools right ? I actually teamed up with its creator vagonumero13/Eternity to reverse the g2a animation format.
Thony wrote:
Tue Mar 24, 2020 12:49 pm
Also sorry for digressing, g1m format is just unnecessarily complex and you've really helped deciphering it more.
No problem, as long as its related to KT's models/animations formats I'd be glad to answer, good luck for your projects !

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

Post by einherjar007 » Thu Mar 26, 2020 6:21 am

OnePiece Pirate Warriors 4(Switch) is in --rdb.
It is possible to decompress with Cethleann.

Some g1m and g1a can be played, but many files cannot be read.
I'll check a more files and upload samples as needed.

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

Post by Joschka » Thu Mar 26, 2020 12:08 pm

einherjar007 wrote:
Thu Mar 26, 2020 6:21 am
OnePiece Pirate Warriors 4(Switch) is in --rdb.
It is possible to decompress with Cethleann.

Some g1m and g1a can be played, but many files cannot be read.
I'll check a more files and upload samples as needed.
I see, so they are starting to use rdb on all their games as Yretenai suspected
Don't worry about the samples, I bought the game so I'll check myself, I wonder what they changed...

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

Post by TRDaz » Fri Mar 27, 2020 6:02 pm

It looks like it's a physics thing again, models without physics seem to work fine but those with give an error.

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

Post by Joschka » Fri Mar 27, 2020 6:55 pm

TRDaz wrote:
Fri Mar 27, 2020 6:02 pm
It looks like it's a physics thing again, models without physics seem to work fine but those with give an error.
Yeah, they used a new NUNO version.

SCRIPT UPDATED

Added NUNOv32 support. Most models from OPPW4 should now import correctly, you can use Yretenai's tools to reconstruct the G1T files. I tested the new version on the first 15 playable characters so let me know if there are some models with issues.

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

Post by peak899 » Sat Mar 28, 2020 7:13 pm

Greate work! Testing on DOA6 (PC), body animations are ok, only have some trouble with Face animations.
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Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)

Post by Joschka » Sat Mar 28, 2020 11:11 pm

peak899 wrote:
Sat Mar 28, 2020 7:13 pm
Greate work! Testing on DOA6 (PC), body animations are ok, only have some trouble with Face animations.
Precisely I was talking with someone about these yesterday. I really don't know why they're so broken, facial anims work for FETH and Dissidia and they use the same format...
This will be the next thing I'll look into.

Also I've been told that some OPPW4 anims break, I'll see wha's wrong with these.

EDIT : Pushed a fix for the OPPW4 anims, they should all work now. If any old anim doesn't work anymore tell me, should be good though.

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