
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
- Texture paths might be wrong when importing from SMD
- It might take awhile and appear to freeze when converting textures