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Search found 22 matches
- Sun Sep 20, 2015 6:09 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 589212
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
http://oi60.tinypic.com/2gufarc.jpg https://www.youtube.com/watch?v=XOdD9D3zQ5c Quiet Default Playable 0.9 -------------------------------- This version of Quiet works perfect using the original bones of her. First Person Fixed Facial expression fixed Bra simulation fixed Hair simulation fixed Brea...
- Wed Sep 16, 2015 2:48 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 589212
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Ugh I can't get a lua script to decrypt (unless it's compiled). I'm trying to get at demo_block.lua in f30050_d100_fpkd. QAR -r, MGSV_ResDec don't work.
- Mon Sep 14, 2015 8:53 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 589212
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
I hope we can get some format info on fmdl and parts. I want to see how meshes are made hidden and viisible. I'm trying to figure that out right now.
- Sun Sep 13, 2015 11:42 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 589212
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
https://www.youtube.com/watch?v=bkUZDoEgQm4 This is my Quiet mod over bigboss main costume, this mod use the entire Quiet skeleton. editing some hex files i remove the weapon on chest and fixed the weapon on back. Works perfect on cutscenes too! I just started looking into this and I want to try an...
- Sat Sep 12, 2015 5:01 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 589212
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
https://www.youtube.com/watch?v=bkUZDoEgQm4 This is my Quiet mod over bigboss main costume, this mod use the entire Quiet skeleton. editing some hex files i remove the weapon on chest and fixed the weapon on back. Works perfect on cutscenes too! I just started looking into this and I want to try an...
- Fri Jun 12, 2015 4:11 pm
- Forum: 3D/2D models
- Topic: Dead or Alive series formats and tools
- Replies: 2012
- Views: 785873
Re: Dead or Alive series formats and tools
Anyway, while modding TMC files manually , some vertices can be excluded from indices of triangles. Then the vertices will be fragmented. The fragmented vertices will cause a little problem with OBJ. Actually, it's the matter of 3DS Max. While importing OBJ file to Max, fragmented vertices will be ...
- Fri Jun 12, 2015 3:49 pm
- Forum: 3D/2D models
- Topic: Dead or Alive series formats and tools
- Replies: 2012
- Views: 785873
Re: Dead or Alive series formats and tools
I'll just modify the obj exporter and add bones/weights/tangents to it and modify my parser to read it in. So zero work is lost. I guess it makes sense for testing. But I thought you would want to write a TMC importer for blender or max or whatever software you are using instead. No intermediaries ...
- Fri Jun 12, 2015 1:35 am
- Forum: 3D/2D models
- Topic: Dead or Alive series formats and tools
- Replies: 2012
- Views: 785873
Re: Dead or Alive series formats and tools
Sounds like you want everything is automated. Ideally, sure. But here I'm just pointing out issues that amandabyyy might have missed, so he doesn't waste too much time on things that are pretty much broken by design. Once again I'm not wasting time on anything. I've said obj is there for testing. I...
- Thu Jun 11, 2015 1:22 am
- Forum: 3D/2D models
- Topic: Dead or Alive series formats and tools
- Replies: 2012
- Views: 785873
Re: Dead or Alive series formats and tools
Obj doesn't limit anything. It's there to see pieces of my code work. I use it because exporters already exist for it and it's super easy to parse. It's pointless to use anything else until I or someone else writes an import script so you know what bones exist. Only then is it worth while using anot...
- Wed Jun 10, 2015 1:12 am
- Forum: 3D/2D models
- Topic: Dead or Alive series formats and tools
- Replies: 2012
- Views: 785873
Re: Dead or Alive series formats and tools
Yes actually that would be enough. Painting weights is also annoying job to do even if we can get weight values from a new mesh. (: It could be difficult to get vertex tangent for normal maps, but I know it's not that essential requirement for mesh creating. Anyway, I can guess there's going to be ...
- Tue Jun 09, 2015 4:11 pm
- Forum: 3D/2D models
- Topic: Dead or Alive series formats and tools
- Replies: 2012
- Views: 785873
Re: Dead or Alive series formats and tools
Yeah, obj because it's simple for now. You could import any format as long as it has the data. I could write an import script into blender or whatever which would then allow you to change the weights/bone indices, but it's not really on my roadmap yet. I kind of just do things as I need them. I gues...
- Tue Jun 09, 2015 2:21 am
- Forum: 3D/2D models
- Topic: Dead or Alive series formats and tools
- Replies: 2012
- Views: 785873
Re: Dead or Alive series formats and tools
hi , may i ask for 3dsmax script that import doa5LR TMC (PC version) ? i googled and found DOA5 Importer , maxsciprt for doa5 research,DOA5 Vertex Injector but none works thanks There are no automated tools for editing meshes in any way on PC. I'm close to finishing mine up. I've gotten a few impor...
- Fri May 29, 2015 6:10 am
- Forum: 3D/2D models
- Topic: Dead or Alive series formats and tools
- Replies: 2012
- Views: 785873
Re: Dead or Alive series formats and tools
Just wanted to say thanks syasuker! I can now import arbitrary meshes on top of TMCs. I have a lot of cleaning up to do though now
- Thu May 28, 2015 2:48 am
- Forum: 3D/2D models
- Topic: Dead or Alive series formats and tools
- Replies: 2012
- Views: 785873
Re: Dead or Alive series formats and tools
Hey everyone, Started working on some code to import/export TMC model data. Just looking through the 64 byte sized vertex data, I can see the following: fvfdata key -> vertex data 0x2 maps to the vertex position 0x30002 maps to the normal vector 0x5000B maps to the UV coordinate I can't quite seem ...
- Sat May 23, 2015 7:46 am
- Forum: 3D/2D models
- Topic: Dead or Alive series formats and tools
- Replies: 2012
- Views: 785873
Re: Dead or Alive series formats and tools
Hey everyone, Started working on some code to import/export TMC model data. Just looking through the 64 byte sized vertex data, I can see the following: fvfdata key -> vertex data 0x2 maps to the vertex position 0x30002 maps to the normal vector 0x5000B maps to the UV coordinate I can't quite seem t...