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P4GMOdelConverter

A tool for creating working P4G custom models

Install / Use

/learn @ShrineFox/P4GMOdelConverter
About this skill

Quality Score

0/100

Supported Platforms

Universal

README

P4GMOdelConverter

A tool for creating working P4G custom models

How to Use

  1. Extract the MODEL_DATA from your P4G AMD/PAC file using Amicitia.
  2. Give it the .GMO file extension.
  3. Open the .GMO with P4GMOdelConverter and it'll generate 2 .mds files (hopefully) Note: Animations from the GMO will be included in the .mds files if the box is checked.
  4. Open the generated _p4g.mds to create a new .GMO that should work in P4G.

Features as of Release 1.6

Convert GMO/FBX model to MDS text file

  • Output a MDS file from an input model GMO/FBX/SMD/DAE
  • (Optional) Use Noesis to export a new FBX from FBX/SMD/DAE to make adjustments or improve compatibility
  • (Optional) Convert FBX directly to GMO before MDS (may improve compatibility)
  • (Optional) Extract TM2 texture files from GMO (for MDS to reference when rebuilding GMO)

Fix MDS to Support P4G

  • Convert your MDS to a P4G-compatible MDS with meshes split up into their own "parts"
  • (Optional) Auto-Convert non-TM2 textures referenced in MDS to TM2
  • (Optional) Rename underscores to spaces in bone names (except "_Bone")
  • (Optional) Load animations from GMO for re-ordering/renaming/rebuilding
  • (Optional) Specify the bone weapons attach to for battle models
  • (Optional) Exclude animations or textures/materials from P4G MDS (for testing geometry)

Convert MDS text file to GMO model

  • Output GMO rebuilt from input MDS
  • Updates MDS file before converting with new animation names/order
  • (Optional) Run generated GMO through TGE's tool to fix compatibility with P4G PC
  • (Optional) Automatically view generated GMO in new GMOView or Noesis window

Re-order MDS animations on the fly

  • Move animations up and down by name in animation list
  • Update last generated/opened MDS files with new animation order
  • Export current animation set to MDS file
  • Load animation set from an MDS file or FBX/SMD/DAE file
  • Add a new animation to the set by right clicking and choosing Add (from a MDS or FBX/SMD/DAE)
  • Remove an animation from the set by right clicking and choosing Remove
  • Rename an animation by right clicking it and typing the new name under Rename
  • Choose a preset to auto-rename animations for P3P/P4G protags, party members, personas and some bosses

Latest Update (v1.6)

  • Fixed issue with importing animations
  • Add a new animation to the set by right clicking and choosing Add (from a MDS or FBX/SMD/DAE)
  • Remove an animation from the set by right clicking and choosing Remove
  • Rename an animation by right clicking it and typing the new name under Rename
  • Animation presets for P3P/P4G Personas
  • Import animations from FBX/SMD/DAE
  • Auto-Convert SMD/DAE/FBX to FBX with Noesis (use -fbxascii for better compatibility, or -fbxoldexport to load a custom animation)

Known Issues

  • Card disappears for P4G party members
  • Meshes weighted to Bip01 Head_Bone often don't work for yet unknown reasons
  • Texture paths might be wrong when importing from SMD
  • It might take awhile and appear to freeze when converting textures

Related Skills

View on GitHub
GitHub Stars13
CategoryDevelopment
Updated1y ago
Forks4

Languages

C#

Security Score

60/100

Audited on Jul 13, 2024

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