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Re: Noesis g1m/g1t/g1a importer

Posted: Wed Sep 09, 2020 7:53 pm
by Jokerfire94
Thanks again for all the help,i wish i will find a way to get thoses into g1a sooner or later
Oh and i get this error No animated parts found in the fbx (stack=Noesis Frames, layer=Noesis Layer).
Import failed.
Press enter to exit. when i try to go from fbx to g1a

Re: Noesis g1m/g1t/g1a importer

Posted: Thu Sep 10, 2020 7:23 pm
by Joschka
Better ask vago for that one, I'm not familiar with his tools unfortunately. I may do some repackers myself one day but it won't be soon.

Re: Noesis g1m/g1t/g1a importer

Posted: Sat Sep 12, 2020 8:14 am
by U653748
When trying to open certain character models from fatal frame 5 i get this error.
Traceback (most recent call last):
File "[REDACTED]\Noesis\plugins\python\fmt_g1m - Copy.py", line 1900, in LoadModel
parseG1MS(currentPosition, bs)
File "[REDACTED]\Noesis\plugins\python\fmt_g1m - Copy.py", line 459, in parseG1MS
parseG1MS(currentPosition2, bs2, False)
File "[REDACTED]\Noesis\plugins\python\fmt_g1m - Copy.py", line 489, in parseG1MS
bone.setMatrix(bone.getMatrix() * boneList[parentId].getMatrix())
IndexError: list index out of range
From what i can tell these are the models that have swappable parts, namely the feet for when they are in doors

Re: Noesis g1m/g1t/g1a importer

Posted: Sat Sep 12, 2020 9:38 am
by Joschka
Hi,
Send me a few samples that don't work, I'll take a look.

Re: Noesis g1m/g1t/g1a importer

Posted: Sun Sep 13, 2020 1:34 am
by U653748
Joschka wrote: Sat Sep 12, 2020 9:38 am Hi,
Send me a few samples that don't work, I'll take a look.
Sorry for the late reply, here you go, this is all the G1m's extracted from Hisoka's A folder, the largest file in it is the character model itself. http://www.mediafire.com/file/nstr6xiio ... _A.7z/file Let me know if you want more i'll probably have to extract them. :)

Re: Noesis g1m/g1t/g1a importer

Posted: Sun Sep 13, 2020 9:59 am
by Joschka
Alright make sure that you have the latest script version, put the "bAutoLoadG1MS" option to True and it should work, I got all the parts displayed correctly without errors.
You can also put the "bLoadG1MS" to True and manually select the first g1m when prompted instead but the former option is faster.

Re: Noesis g1m/g1t/g1a importer

Posted: Sun Sep 13, 2020 8:11 pm
by U653748
Joschka wrote: Sun Sep 13, 2020 9:59 am Alright make sure that you have the latest script version, put the "bAutoLoadG1MS" option to True and it should work, I got all the parts displayed correctly without errors.
You can also put the "bLoadG1MS" to True and manually select the first g1m when prompted instead but the former option is faster.
That Seems to have done the trick, i'll post up any other errors i encounter with other Fatal Frame 5 Models models as i find them, thanks for the assist :)

Re: Noesis g1m/g1t/g1a importer

Posted: Thu Sep 24, 2020 7:03 pm
by dukemagus
Question: using the script can noesis batch export g1a files to fbx without the model or we need to use the g1m and then to point to the folder with the animations so noesis packs everything into a single fbx?

Re: Noesis g1m/g1t/g1a importer

Posted: Wed Sep 30, 2020 1:26 am
by blacknight411
how to open 0x272c6efb.files

Re: Noesis g1m/g1t/g1a importer

Posted: Mon Oct 05, 2020 10:17 am
by Makoto
Hi, me again
And again thanks for all of the tools stuff
I was wondering, is there a way to get animations for hyrule warriors definitve edition? If so, where are they stored? I tried to look in motion folder but i get dat files by extracting the bin.gz with daemon's ffnt exe(i couldn't find any other method to extract the bin.gz)

Re: Noesis g1m/g1t/g1a importer

Posted: Mon Oct 05, 2020 12:36 pm
by Joschka
dukemagus wrote: Thu Sep 24, 2020 7:03 pm Question: using the script can noesis batch export g1a files to fbx without the model or we need to use the g1m and then to point to the folder with the animations so noesis packs everything into a single fbx?
The anim files need the model's skeleton so you need to use it.

Makoto wrote: Mon Oct 05, 2020 10:17 am Hi, me again
And again thanks for all of the tools stuff
I was wondering, is there a way to get animations for hyrule warriors definitve edition? If so, where are they stored? I tried to look in motion folder but i get dat files by extracting the bin.gz with daemon's ffnt exe(i couldn't find any other method to extract the bin.gz)
I think HW's bin.gz files are actually not gz compressed for some odd reason so simply drag and drop these on Cethleann.Unbundler.exe and you'll get some .datatable files. Drag the biggest one on the unbundler again and you'll get the anim files. You can also use the recursive option of the Unbundler to unpack everything directly.
For games where bin.gz are actually Gz compressed the workflow is the same, just need to decompress the folders first using Cethleann.Gz

Re: Noesis g1m/g1t/g1a importer

Posted: Mon Oct 05, 2020 2:05 pm
by Makoto
Joschka wrote: Mon Oct 05, 2020 12:36 pm
dukemagus wrote: Thu Sep 24, 2020 7:03 pm Question: using the script can noesis batch export g1a files to fbx without the model or we need to use the g1m and then to point to the folder with the animations so noesis packs everything into a single fbx?
The anim files need the model's skeleton so you need to use it.

Makoto wrote: Mon Oct 05, 2020 10:17 am Hi, me again
And again thanks for all of the tools stuff
I was wondering, is there a way to get animations for hyrule warriors definitve edition? If so, where are they stored? I tried to look in motion folder but i get dat files by extracting the bin.gz with daemon's ffnt exe(i couldn't find any other method to extract the bin.gz)
I think HW's bin.gz files are actually not gz compressed for some odd reason so simply drag and drop these on Cethleann.Unbundler.exe and you'll get some .datatable files. Drag the biggest one on the unbundler again and you'll get the anim files. You can also use the recursive option of the Unbundler to unpack everything directly.
For games where bin.gz are actually Gz compressed the workflow is the same, just need to decompress the folders first using Cethleann.Gz
I see, do i need some command line command or do i just drag all bin.gz files at once onto the exe?

Re: Noesis g1m/g1t/g1a importer

Posted: Mon Oct 05, 2020 3:32 pm
by Joschka
I think drag and drop could work but if you just want to do one big mass extract I'd just to something like that :
-copy the motion folder next to Cethleann.Unbundler.exe (the one from data\action\)
-launch cmd, go to the folder that has the unbundler and execute

Code: Select all

Cethleann.Unbundler.exe -R motion
Wait for it to extract everything, then most anims will be in the 0009.datable folder for each character

Re: Noesis g1m/g1t/g1a importer

Posted: Tue Oct 06, 2020 3:33 am
by mistralsiege
Getting some issues when I'm trying to rip some Dissidia mods; it lets me load a G1M, a G1T, a G1M Skeleton file, and then animations, but then I'm getting this issue:


I'm also having another issue where the mod I'm trying to rip works, but some parts of the mesh don't load.

Re: Noesis g1m/g1t/g1a importer

Posted: Tue Oct 06, 2020 11:57 am
by Joschka
I'll take a look if you upload some samples but no promises for fixing, I only support non modded G1M files considering how hacky G1M editing is