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project-g1m's Issues

Attack on Titan 2 G1A

Hello!

This plugin has worked incredibly well with the different games Ive used it on, however AOT2 G1A files cannot be opened, there's nothing put into the console window upon trying to open. It just says 'file could not be previewed.'

Any help would be appreciated!

Examples.zip

Persona 5 Strikers textures not on model

I'm not sure if how I'd be able to get the textures on the model since every texture is hashed and it would be too long to simply find the texture with over 20k textures alone

Model Crashes

Every Time I Opened A Model, It Crashes For No Reason. Can You Fix It?

Feature Request: Export any supported blender file loaded in Noesis file as a G1M file (reverse process)

Hello, my name is Júpter, and right now I can't think of anyone else on this planet capable of fullfilling a request like this.

My problem is that I want to edit the meshes for several models of the Fatal Frame 5 game to add new clothing, and until now I've used a tool by vagonumero13 called "g1m_exporter.exe", to export to IB/VB, then with an add-on modify it on blender and then import it back with another tool called "g1m_importer.exe" from the same author.

But I've found that this tool can't work with GMPK files that contain more than one G1M file. And even after writing messages to the author and waiting for more than a year I ahd no answer yet... So I can't mod any of the meshes in any way that I know of. I know C#, but I'm very lost when reading your awesome code in C++ (or any C++ actually).

So basically you're my only hope for properly modding Fatal Frame 5. I only need that your tool could also import back into an original G1M file by first loading the original G1M, exporting it with Noesis to a blender compatible format, and after editing all the desired meshes, import that edited file with Noesis once again, and then thanks to your plugin once more export it this time as a valid G1M file.

I just need you to reverse your process somehow and first load a Noesis native format and convert it back to a G1M format. I'm not sure how complicated that would be, or if it's at all possible right now, but as I mentioned you're my only hope right now. Thanks a lot in any case and have a wonderful day :-)

Persona 5 Strikers Physics

Can't get the physics drivers to show up and export with the models anymore, I remember they used to. Enabling "Display Physics Drivers" does not seem to do anything.

If it possible to convert the G1M between different version

Hello,thank you very much for your work so that i get some characters from some different games of GUST. And i found that the version of g1m always changed in different games, just like Ryza, Ryza 2 BLUE REFLECTION and so on. i attracted that the length of files in g1m have been changed in different games, so they cannot be used in different games, but the project-G1M always worked even at today's BLUE REFLECTION TIE,so if it possible to convert G1M use it or could you tell me how project-G1M works for different G1M version even for the latest games?thanks

G2A Animation Missing Frames

I tried to export skeletal animations from g2a(Dragon Quest Builders 2), but I found that there were 2-3 frames missed at the end of
each animation.

Certain cloth models don't rig properly

FETH Model Issue.zip
This includes the model that is having a issue, the animation, and the texture to it.
When the g1m file and it's animation file are loaded in FMT_G1M it rigs the cloth models properly.
But when they are loaded in the latest version of Project-G1M, it doesn't rig the cloth models properly.
Can you fix it?

Request support for g1m ver 0x30303338 - New NUNO5 format

Hi!

Atelier Ryza 3 comes with a new version of g1m (0x30303338) and KT / Gust has changed the format of NUNO5, which now crashes your plugin.

Here is a sample g1m set (all the g1m files can be processed normally except PC40A_default.g1m which has the new NUNO chunk)
pc40a.zip

And here is the NUNO chunk isolated, in case it saves you time:
Ryza3_NUNO_chunk.zip

I very much appreciate your plugin, I have learned quite a lot about g1m from it!

Fix the model export

I extracted this model using Noesis from the game Atelier Ryza (PC), for example, with your g1m plugin and saved as dae file.
But the extracted model is so messed up, the bones aren't properly functional and the textures don't automatically load up in Blender.
Blender 25_05_2022 10_21_23

can't load/see .g1a files

i'm trying to view some .g1a from aot wings of freedom, but they are not listed and i cant see any file with .g1a extension

a question

image
Excuse me, thank you very much for your plug-in. I tried to extract nioh2 character animation, but noesis can't export it. Can you tell me how to do it?

How do i use this?

Sorry, i'm a complete idiot, i don't know how to operate this at all.

Fatal Frame 5 misplacement on some models on Noesis

Hello, first of all your tool saved my life, but sadly I found a few possible bugs when it rendered the models on Noesis. I enabled the option to load all the existing files on the same directory, to be able to see the full models, but I found out that these models display the bottom part of the skirt cutted and moved a bit to one of the sides.

I tested all the existing models on the character folder, and found out that these ones have some errors:

G_KAS_A, H_AYA_B (not sure if this one is like that or not), H_GRL_A, H_KAS_A (H_KAS_B looks the same but somehow doesn't fail) and H_KYO_C.

Also in some of the models, it renders a lace from the student dress inside the leg.
H_KYO_C
G_KAS_A
H_KAS_A
H_KAS_B

Problem with weights on models with more than 1000 bones.

Hi, I have encountered a problem when using Project-G1M. While getting a model of Gilgamesh(0xaff23f87.g1m) in armor from the new Fate/Samurai Remnant game, I found that there are missing parts of the scales on the model especially for the tissue bones. This problem occurs mostly with models that have 1000 bones or more in them. Compared to the model of Gilgamesh in kimono (0xb256fdb9.g1m - 771 bones), there were no problems, as well as no problems with models from Fate Arcade with more than 1000 bones. I assume that the problem is in the G1M script. If possible, please check if you have the same problem.
image
image
image
image

There is a single G1M file from Fatal Frame 5 that still crashes Noesis (the rest work fine)

Hello I finally managed to properly export previews for all the game models of Fatal Frame 5 Maiden of Black Water, including the ones for the game stages. All of the G1M and G1T files were loaded perfectly and without any error, except for a single G1M file which crashed Noesis each time I tried to load it along the rest of G1M files for that stage. So in the hope that this possible issue could be tracked and fixed I've attached a file with all the G1M files I was loading (with the merging G1M option enabled) into a single zip file. I also did some tests and I believe that the file causing the crash is called "SOBJ-Sample_cloth.g1m", from the stage GMPK "stage\TEST0_01\TEST0_01.gmpk" (extracted with gust tools from GitHub). It's an official and vanilla file, so hopefully a fix to check it first or something like that could be added at least to avoid the crash and perhaps only load the rest of the files. Thanks a lot for your help and wonderful tool. Have a great day :-)

Fatal_Frame_5_Noesis_Crash_TEST0_01.zip

TEST0_01.zip

GT1G0600 crash

Getting a crash when opening this g1t file. Index goes to 79 in the file but textures after 69 look corrupted. Anything after 70 crashes Noesis. There should be a frog texture in here if that helps haha.

_EffChr839_B_0000.zip

Crash log included
ncrD775.zip

About the build and options of the plugin

Hello,Since the version of Noesis supported by your tool is too new, I want to recompile to a lower version of Noesis. How is this tool compiled? Sorry, I will only compile on VS, and I am still a novice for C++.
And, I also want to turn off the operation of opening Noesis's console every time I start it. In the old PY script, I know that there is an option to turn it off. Oh, yes, I also want to use your plug-in to make a localized language version. The py version of the game is too old. I decided to use your new version to make it. The Noesis I used is 4382 .
Can you generate the sln solution file or tell me how to build it?
In your source code, if you turn off the operation of starting Noesis to automatically open the statistics window ?

Skeletons Not Merging

Hi there,
I recently picked up your plugin for model usage and I've been having a really great time. I've just come across a problem that I hope you'll be able to clarify for me. I'm trying to export animations from Deception IV, which have the head and body skeletons separate; however, when I merge all assets in the folder, I only get the skeleton for the body. As such, the head meshes are not properly weighted to any bones. Is there any way to resolve this?

I also have a few issues with the weights on the head meshes themselves, although this is probably just an error with how the files were extracted. But if there any suggestions to fix this other than manually, that would be greatly appreciated.

I've attached the file I've been using to preview the model of Noesis and would greatly appreciate it if you could take a look. Files 001-009 correspond to the body, 010-012 to the head. I've also just added a screenshot from Noesis for reference. Thank you so much!
image

Complete.zip

Fatal Frame 5 modded models loading crashes Noesis

Hello again, I managed to mod several game files, but sadly whenever I try to load it with Noesis and this plugin, it crashes. But in the game they work fine without any problem, so perhaps it might need to support the format in an expanded way or something like that. Sadly even mods by other people also crash (but not all of them). The first attached file always crashes, although in game works fine. The second file never crashes somehow. Hopefully this will be useful to spot the differences. By the way I'm using Noesis version 4.464 x86. Thanks a lot and have a nice day :-)
H_HIS_A.zip
H_YRI_A.zip
Noesis crash log.zip
2022_04_27_04_19_23_393

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