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    • By scopion117
      hello everyone, sorry if I ask such a stupid question but I wanted to know if there is a way to mod the icons of the game such as icons in the gallery using the dissidia modding suite because with the classic method of the emulator the result is not the best. Thank you and have a good day.
    • By Gamer Eyes
      I want to make my own music mod, so I tried using the software known as Goldwave
      Atrac3 codec to make a wav with Atrac3 attributes file
      GWAT3 to change the extension into .at3 in order to use it for making my own music mod
      using this method
      or using UMDGen
      but when I try save the mp3 file in the .wav format, I don't see the Atrac3 attributes, I installed the atrac3 driver, restarted my computer then installed GoldWave, it still didn't work, I then tried it the other way around and it still didn't show. What should I do to solve this problem?
    • By revampedtelephone
      does anyone have a guide for this tool? I want to insert this mod
      and switch Feral Chaos and Chaos .GIM & .GMO in Dissidia 012 .ISO with Jecht .GIM & .GMO
    • By scopion117
      hello everyone. A'm looking for the noel vermillion over squall or on every character. Please provide me  the link to download.
      sorry for my bad english.   
    • By Haussenkraft
      This has been long overdue but I feel it's better late than never

      I'm just copy pasting what I told another member on how to mod,  So some stuff may not match

      Things you need before starting
      - Noesis
      - Milkshape 3d (Preferably version 1.8.5)
      - GMOTool
      - PNG2GIM
      - Notepad++
      - The character GMOs
      Getting started

      Use Noesis to export the base character .gmo into .smd
      for example, if you're gonna use Lightning as a base, export her t-posed .gmo.

      Import the base model and the custom model in Milkshape.
      after importing the t-posed model, import the custom model you are gonna rig on. I'll be using Thanos and Exdeath as an example

      After that, go to tool > scale all (by %10000)

      Then delete the original model so that the custom model will be left

      Now, if you had any experience with rescaling, try to fit the model into the skeleton by rotating the vertices of his limbs and such
      And then you may proceed to rig the model.
      I lost the file for Thanos so I'm gonna use Nero instead for the rest of the tutorial

      Anyway, to rig, you just need to select the vertices of the bone you want to rig on
      Like for example, select all the vertices of the head and then assign it to the head bone

      After rigging, you need to resize it back to the original size,

      You can test the model's rigging by importing the animations into it,
      preferably .psa if you're using Milkshape

      It takes a long while to load

      click the anim button at the bottom right to view the animation

      When you're satisfied with the result, export the model to .smd
      the uvs will be flipped like this 

      Now export it again to .fbx while flip uvs is checked


      MDS Editing

      The final part of the tutorial is the .mds editing

      First you need to convert the .fbx to .mds using fbxconv

      Then the base .gmo to .mds using gmoconv

      Open both .mds in notepad++

      In your custom character's .mds, replace all of the "rootnode" with "root" and "png" with "gim"

      Go to your base character's .mds and go to model-0

      Below that, look for this bone (differs per character)

      then delete the blendoffset, blendbones, and drawpart, leaving behind only the ParentBone and Translate

      Do the same with the "wepx" bones (i.e. wep0, wep1, etc.) and the bones in model _000A

      Look for the trans_include bone inside model-0 and copy everything above it

      Then paste it over the trans_include bone inside your custom character's .mds

      Now go to the material section of your custom .mds and remove this bit from every material

      Now dont forget to convert your png textures to gim using png2gim
      you can only have 1 png at a time inside the folder or it wont convert properly

      Rename the new .gim to be the same as your png file

      After moving the .gims inside your GMOtool folder, use gmotool - to gmo 

      -s is a parameter to change the size of your model, (-s 0.8 means that the model size will be reduced by 80% and so on)

      Now you can try checking the .gmo in Noesis to see if the animations are properly working

      Please note your gmo size must not exceed 2.4mb

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