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V7.0 GIMI Tools

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@SilentNightSound SilentNightSound released this 06 May 23:24
· 4 commits to main since this release
c4e3651

Version 7.0 of GIMI (Genshin Impact Model Importer) released! This has been a long time coming! Tons of new features, see below:

Main Features:

Support for animations! V7 now has built-in support for mods that use animations. Creating animation mods is still fairly complicated, please refer to the AGMG discord for details.

Support for mods based on remaining HP%! You can now create mods that toggle based on character's HP values, or that toggle based on accumulated damage! I also added a new command you can use to pull arbitrary information from the buffers so you can also use other things like energy% for toggles as well!

Much better outline calculations! Big thanks to @HummyR who added an option called "outline optimization" which will fix most of the split edges and broken outline issues.

The for playing version no longer has errors show up! No long lists of compatibility errors anymore!

Increased vertex limit in the plugin to several billion! (limit is around 400k in practice). V6 had a limit of 64k in comparison.

Full Changelog:

Loader Changes:

  • Loader has clearer instruction and error messages
  • Default target has been set to GenshinImpact.exe, no need to change it anymore
  • More formats for the path accepted now

Blender Plugin Changes:

  • Increased the vertex limit from 64k to several billion (limit is around 400k in practice)
  • Added a toggle to only export visible objects (thank you to @HazrateGolabi!)
  • Added a toggle to only export selected objects
  • Added an export feature to ignore shadow ramps, metal maps and diffuse guides when exporting (these can lead to subtle issues in mods, so I recommend keeping this set to not export)
  • Plugin will automatically null empty components instead of giving an error - you can fully delete all the faces in an object now!
  • The intermediate buffer files will be automatically deleted so they no longer clutter up the original data folder
  • Partial path match causing issues on export now fixed - the program defaults to using the foldername
  • Removed the original tangent feature - it wasn't being used, had a super limited scope and was fairly glitchy
  • Generate script is now deprecated, please use the blender plugin instead
  • Better error messages for several common errors
  • The ability to export credits which will popup when the mod is loaded (see next section for details)
  • The export plugin now has much, much better outline calculations (thanks to @HummyR!). When exporting, there is an option called "Outline Optimization" which will fix most of the split edges and broken outline issues.

Ini Changes

  • Added the ability to toggle all mods on and off by pressing F6 (note: may not work on card/pure texture mods)
  • Support for animation built-in to the ini, no need to manually add the shader files or pose buffer commands
  • Help message now loads on startup for all versions, and a more complex help message loads after pressing F1 (thank you Takoyaki for showing the proof of concept! :kleeheart: )
  • Support for a credit popup in the bottom left corner when loading a mod (thanks again to Takoyaki)
  • Dev version has been updated to have shader dumping set as the default
  • For playing version set to hunting mode 2 as the default to fix compatability issues with shaders
  • I have added a version number that can be referenced anywhere with $version. With this, in the future any features can be selectively turned on and off depending on what version the user is using
  • The help menu has been updated to included additional information about buffer hunting, as well as some tips on how to fix broken mods
  • I removed uninstall.bat from the folder after I accidentally clicked it and it wiped my ShaderFixes folder (ahhhhhhhh)

Dll changes

  • Error messages are now suppressed in the for-playing version, no more annoying orange text clutter!
  • store command has been added to retrieve values from buffers - I have included a file which grabs the health value and included it in the release by default for use by modders

Merge Script

  • Fixed most common issues with the merge script, including failing on null overrides, in mods with conditionals, with transparency, with reflection fixes, with dash fixes
  • Script now comes with a built in auto-reflection fix (thank you to @HummyR and Xodd4869 !)
  • Script was made to be compatible with new credit feature, will show the correct credit corresponding to the current toggle

Damage Script

  • Script to automate the creation of damage mods (mods that auto-toggle based on current health/damage sustained)
  • Three versions - one that toggles based on current health (default), one based on accumulated damage (use -acc flag), and one based on only large hits to HP counting (use -hit flag). The latter 2 are still a bit buggy due to issues isolating the health value from other bars like the party load - if someone can improve the targeting so only the health is targeted, the bugs should go away
  • Substantial optimization to damage mods

Animations

  • Animation section now public to all modders! This includes guides and tools for getting started with animations
  • For 3dmigoto animations, I have included a script which automates the ini creation portion of the process

For anyone who just wants to play mods, grab 3dmigoto-GIMI-for-playing-mods.zip. For anyone looking to develop, get the 3dmigoto-GIMI-for-development.zip and blender_3dmigoto_gimi.py to start.