Hello! I know it is an old topic but I am interested in creating custom dlcs but I still have some doubts: Does anyone know if the Alchemy Finalizer dumps can be converted into some other formats? eg .ms (3ds script), .obj, 3ds, .blender, .lwo or some other 3d object format? These have a similar structure to the .obj files but are still very different so I wanted to know what kind of format it really is? its structure is: Dumping igMorphedGeometryAttr2: [Geometry name] Vertex #[VertexNumber]: IG_VERTEX_COMPONENT_POSITION: Float Float Float IG_VERTEX_COMPONENT_NORMAL: Float Float Float IG_VERTEX_COMPONENT_COLOR: << I do not know how it goes, always show this part in blank :P IG_VERTEX_COMPONENT_TEXCOORD: Float Float An example: Spoiler: See the Alchemy's dump Dumping igMorphedGeometryAttr2: faceShape Vertex #0: IG_VERTEX_COMPONENT_POSITION: 0.216068 0.034078 0.307972 IG_VERTEX_COMPONENT_NORMAL: 0.611609 -0.635399 0.471384 IG_VERTEX_COMPONENT_COLOR: IG_VERTEX_COMPONENT_TEXCOORD: 0.663901 0.149112 Vertex #1: IG_VERTEX_COMPONENT_POSITION: 0.258850 0.051417 0.248156 IG_VERTEX_COMPONENT_NORMAL: 0.609288 -0.676679 -0.413368 IG_VERTEX_COMPONENT_COLOR: IG_VERTEX_COMPONENT_TEXCOORD: 0.703106 0.149875 Vertex #2:... Does anyone know if this file can be opened from some 3d editor or do I have to settle for being able to see the geometries from the Alchemy Finalizer and use that info to create models from scratch? I'm already learning to use the Alchemy to manipulate the igb's so creating them would be the least of it... In advance thanks a lot for your responses!... and excuse my english but i speak spanish :P Cheers! =D
I tried for months and now that I can learn how the igb's works I find this... If I can't convert that file into a known format, I'll have to test models over and over again until it works... Jo tío!, that's hard, I've already tried many times ):
As I understand may be not many games has possibility to open models from there in 3D-editor, because (it's my dilettante judgement) source files for 3D editor and files that used for rendering 3D models in games are veeeeeeery different. That means that maybe it needs special instrument for opening and converting for 3D-editor and then again, converting models in files for game :)
Haha yeah you're right I know that :) Project DIVA's use an engine called Alchemy's which uses igb files that usually store data such as animations, models and scenarios, textures and images, etc. I already have the Alchemy and the editor to be able to create the igb's but I don't know how the vertex groups and the bones go in the original models, so without that data I can only guess, create a model and test if it works, if not then try again and so on until it works... I have managed to dump the igb's models from the game but I don't know if I can convert them to a known format, although I don't know if I will get the info I need... I know the name of the bones but I don't know how they go, their position and if they connect with others... Seriously, it's complicated, sparks are already coming out of my head xD For now what I have are models like this one, they are only simple models without skeleton or bones so I thought that if I extracted them from the igb's I could at least know the groups of vertices but I only got a rare file from the alchemy but I don't know if it can be converted to another format to get the info I need, but without knowing how the vertex groups are going or to which vertices each bone is connected, the only thing I would get would be a contortionist vocaloid xD xD
Sorry for the late answer :'( A deviantart user called minmode made a script for Noesis to be able to open and export certain models of the game (all modules [1st / 2nd / Extend] certain items and stages [without animations] and other models). As I understand the script is programmed in Python, I don't know much about programming languages so I wouldn't know how to help you, but maybe you could ask him :'0 Or maybe you can open the script with Notepad ++, I think it might help you understand a bit how .igb files works. Here is the link of the script in case you need it: https://www.deviantart.com/minmode/art/Update-1-2-Project-Diva-igb-Noesis-Script-752734641 I hope my answer helps you, I barely understand how they work and still have a couple of problems exporting and running certain Custom Modeles that I have made, For example, I don't know how to make the morphs of the hands work (so the hands can grab objects without the game crashing).
Hello! Thank you very much, although I only know the basics of Python for sure that I am better oriented thanks to the script you suggested, if I manage to create a completely custom model correctly, I will let you try it too, so we could start creating totally new models for the game =D For now I have already learned a bit to export and alter the igb's although without knowing how the models were going the result was not satisfactory... If I can do it I will start with the animation and the scenarios to create completely personalized PV songs Greetings and thank you very much for your answer! (don't worry, little more and it was me who would reply late xD)
I'm sorry but I still don't know how to export animations, who could help you with it (of course, if it is possible to export animations) is my friend 'spring onion' Hachune, for now what if I know that they can be exported are the models with bones, Cheers! =D
Hi :o Searching on the internet I found a program that allows you to convert .igb files to .mqo (which as I understand is the type of file that Metasequoia uses) Here is the forum where I found it: https://forum.xentax.com/viewtopic.php?f=16&t=6345 The problem begins from that at the moment it can only convert a single file to .mqo (skin00.igb), which is Miku's body from PjD 1st. mariokart64n (the one who shared the program in the forum) was able to make a script for 3ds Max that makes a log of almost any .igb file (It is also in the link I sent before xd) in order to understand better the .igb files. Now going to what is inside the program, there is a file called read_skin00.bat which is the one that converts the .igb to .mqo, I opened it in Notepad ++ and it looks something like this: Code: set output="skin00.mqo" set input1="skin00_head.igb" set input2="skin00.igb" bin2mqo.exe mqoHeader %output% bin2mqo.exe mqoMaterial 1 "髪" "" %output% bin2mqo.exe mqoMaterial 2 "服" "" %output% bin2mqo.exe mqoMaterial 3 "顔・肌" "" %output% bin2mqo.exe mqoObject "髪" 1 0 1019 456726 481182 493410 0 0 0 %input1% %output% bin2mqo.exe mqoObject "顔" 3 1 2238 266670 320382 329334 5 610 0 %input1% %output% bin2mqo.exe mqoObject "目" 3 1 420 439566 449646 451326 5 610 0 %input1% %output% bin2mqo.exe mqoObject "眉毛" 3 1 36 261930 262794 262938 5 610 0 %input1% %output% bin2mqo.exe mqoObject "肩" 3 0 417 359454 000000 369462 0 0 0 %input2% %output% bin2mqo.exe mqoObject "腕" 2 0 861 440586 448778 473306 0 0 0 %input2% %output% bin2mqo.exe mqoObject "手首" 3 0 220 372798 378078 378958 0 0 0 %input2% %output% bin2mqo.exe mqoObject "ネクタイ" 2 0 155 525890 000000 530850 0 0 0 %input2% %output% bin2mqo.exe mqoObject "胴1" 3 0 352 381598 385822 394974 0 0 0 %input2% %output% bin2mqo.exe mqoObject "胴2" 2 0 566 400054 413638 419298 0 0 0 %input2% %output% bin2mqo.exe mqoObject "スカート" 2 0 358 423826 432418 437430 0 0 0 %input2% %output% bin2mqo.exe mqoObject "足1" 2 0 847 480194 500522 512382 0 0 0 %input2% %output% bin2mqo.exe mqoObject "足2" 2 0 145 519158 000000 523798 0 0 0 %input2% %output% bin2mqo.exe mqoObject "左手" 2 1 1020 532090 556570 560650 0 470 -205 %input2% %output% bin2mqo.exe mqoObject "右手" 2 1 1020 605530 630010 634090 0 470 205 %input2% %output% bin2mqo.exe mqoEof %output% At first I didn't understand the structure of the file very well but I found the readme.txt that explains how it works (although it's in Japanese so I had to translate it with my little knowledge of Japanese and the Google translator xD) Code: bin2mqo.exe mqoHeader [MQO file path] bin2mqo.exe mqoMaterial [Material number] [Material name] [Material file path] [MQO file path] bin2mqo.exe mqoEof [MQO file path] bin2mqo.exe mqoObject [Object name] [Material number] [Array type] [Number of vertices] [Vertex coordinate address] [Vertex color address] [Texture UV address] [X coordinate] [Y coordinate] [Z coordinate] [IGB file path] [MQO file path] And I will put some clarifications that I also found in the readme.txt: [Object name]: The name part of the model that will have when it is extracted and converted to .mqo [Material number]: In the case of "mqoMaterial" it is used to list the materials and in the case of "mqoObject" it is used to assign a material to each part of the model. [Array type]: They can be of two types: 0 = Strip 1 = Triangle (I don't really understand what this means if someone knows please help me with that). [-Address]: The address to specify in decimal value. [-Coordinate]: Value to add or subtract from each coordinate. (I didn't understand this very well either x'd) And this was what I could find regarding the program and its operation, I hope this can be useful to someone xd At the moment I don't know how to find the address of the vertex coordinates, as well as the address of the UV texture and the vertex color, so if someone knows how to do it that would help too :o
Unfortunately my knowledge on the subject is limited, but ... it's strange, so many years, talented people, analyzing igb's ... why haven't they used the Alchemy's Eval SDK to use it as a base to create an exporter that converts igb's to others formats? Well, I have no idea... (^.^)? Hey... that's what the Noesis plugin does and even with bones... that program seems as if it only extracts the model only, it doesn't seem to extract anything else... or does it? The program you mention only converts raw data into .mqo, it works like this to make it compatible with almost any file but knowing the necessary data about the model and texture, it does not seem to read anything else about the igb's structure, the Noesis plugin reads the structure of the igb's and that is why it reads them easily, the problem is that it reads it in a direct way, in other words; it is based on the structure of the igb's with models and that is why it fails when trying to open other types of igb's that do not have models or have a different structure than the Project DIVA models... Still I think the Array type part is to triangulate the model, if you leave it to Strip it might allow writing non-triangular faces to the output file... Anyway, the best method that exists is to use the Alchemy SDK (which by the way, is the same one that you shared in one of your tutorials...), but of course, you have to know how to program graphics and I barely know how to make graphical interfaces and process simple data... Hehe, I'm sorry I'm not useful this time, anyway I see that the plugin that works best with igb's (the most complete in my opinion) is the one that Noesis uses... ;D Cheers! =D
Well, I think nobody analyzed .igb's with Alchemy, because I think only a couple of years ago a version of the program was filtered for the public because I remember that before there were only a couple of people who had the program and those people didn't want to share it (I imagine due to legal issues or something :0) As for the forum program, well... I think it only extracts the models without bones or anything but I thought maybe it could be useful to someone. Or at least to have a clearer view of what .igb files are like But, now that you mention it, I don't think it's useful to us since we have the minmode's script x'D Oh, by the way, do you know if the animations can be extracted with the stage? I think you told me on Twitter that it was not possible, but analyzing various stages of the game I saw that several had animations but the Noesis script doesn't recognize them :0 I may be wrong, but I was wondering if you knew anything about it xd
Oh I almost forgot to answer this message xD Well, I don't really understand why you need the motions, but in case you need them for some MMD project or something like that you can use the DIVA 2nd/Extend Motion Pack by korenkonder, I think they are all or at least most of the motions of the two games, although you will need Noesis to be able to open the files and also programs like Blender or some other to convert the motion to .vmd For DIVA 1st you can use the minmode script to extract the motions :o Although I think that the motions are linked by file (I mean that the motions of the results screen and the song are attached, I don't know how to explain it, sorry UnU) https://www.deviantart.com/minmode/art/Update-1-2-Project-Diva-igb-Noesis-Script-752734641 In case you want to make Custom Motions, for example use Ai Kotoba motion in Edit Mode without having to load several motions well... I can teach you, it's not very difficult :0 But, as I said before I don't understand what you want them for so sorry if I understand something else :'0
Bueno, jeje, respondo en español porque me da pereza usar el traductor x'D Con el tema de las animaciones de los escenarios, debido a que es necesario que todos los objetos estén en escena antes de animarlos, es que el script de Noesis no importa las animaciones de los escenarios, osea si no se encuentran todos los objetos la animación no tendría sentido, por desgracia para que se pueda animar los escenarios es necesario que el script permita importar todos los archivos igb del escenario (básicamente el igb del escenario y el igb con los efectos de este...) y el script de minmode solo permite importar un solo igb a la vez... supongo sería difícil procesar dos igb's a la vez si apenas el script puede importar uno solo y solo si posee una determinada estructura, con una estructura diferente el script no logra importarlo al Noesis...
Aaaaah that tutorial is so bad JHFLKD! It was mine and I didn't think people would see it so I'm going to do an updated version of it!
And the reason why I was asking is because the korenkonder motion pack does have most of the motions from 2nd and Extend, but the issue is that some of them are still glitched and he hasn't updated the pack in 10 months...
A ._.xD Sorry, I didn't know that was your tutorial lol xD Oooh okay :o Unfortunately I would not know how to help you with that, sorry :'( I don't have much knowledge about scripting in Noesis :'0 Thank you so much :D If you want I can delete or edit my post where I show the previous tutorial xD Oh, and sorry about replying so late x'D
Omg no worries, thank you!! Honestly you can keep it how it is, I already updated the desc. of the old video to redirect people. I wish I knew how to script in Noesis too LUL