I'll ask again, don't mean to bother I'm trying to follow up the development.
I've read archivarius script, are you planning to import models through dlc files? is this the idea?
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Dead or Alive series formats and tools
- Rosalin
- mega-veteran
- Posts: 187
- Joined: Fri Jun 13, 2014 11:38 am
- Has thanked: 62 times
- Been thanked: 56 times
Re: Dead or Alive series formats and tools
@Vashey
More than that we need to kill the checksum first to get into game.exe.
**
http://cdn.akamai.steamstatic.com/steam ... 1428452534
I envy PS4 skin expression and KT brought PS4 screenshots for steam DLC information? noway.. I can recognize it.
Anyway, I remember there was SSS setting in MtrCol settings.
I hope I can change something in there.
More than that we need to kill the checksum first to get into game.exe.
**
http://cdn.akamai.steamstatic.com/steam ... 1428452534
I envy PS4 skin expression and KT brought PS4 screenshots for steam DLC information? noway.. I can recognize it.
Anyway, I remember there was SSS setting in MtrCol settings.
I hope I can change something in there.
-
- advanced
- Posts: 67
- Joined: Mon Oct 27, 2014 6:32 pm
- Has thanked: 25 times
- Been thanked: 180 times
Re: Dead or Alive series formats and tools
Noesis plugin for PC (original script, I believe, was created by chrrox and modified by b0ny). Gives random errors here and there.
viewtopic.php?p=105190#p105190
viewtopic.php?p=105190#p105190
Last edited by sf234 on Mon Apr 13, 2015 4:34 pm, edited 1 time in total.
-
- ultra-veteran
- Posts: 341
- Joined: Wed Dec 14, 2011 5:46 pm
- Has thanked: 141 times
- Been thanked: 128 times
Re: Dead or Alive series formats and tools
Sorry, I missed a reply in my last post.Vashey wrote:I'll ask again, don't mean to bother I'm trying to follow up the development.
I've read archivarius script, are you planning to import models through dlc files? is this the idea?
As Ros mentioned, until the check sum is resolved, using DLC containers is the only approach. It means creating a DLC 'shell' and placing costumes into it. They can be any type of costume they will just show up in their own slot instead of overriding an existing one.
Archivarius exists to read game data and extract costume (or other) containers.
***
Holy @#$@#@# sf234, Amazing progress, you're turning into a rock star!
With Noesis done that only leaves the TMC Praser(3dsmax), Texture injector(py) and Object Rotater(py, unless praser gets updated)
... and my translation stuff which I'm moving out of .NET XD
Re: Dead or Alive series formats and tools
Awesome work sf234 !
This shit is going at lightning speed. I made a bet that we could mod the outfit to our heart content in a week, but I did not expected to be right XD
@ProtocolX27 look forward to your translation tool haha ^^
This shit is going at lightning speed. I made a bet that we could mod the outfit to our heart content in a week, but I did not expected to be right XD
@ProtocolX27 look forward to your translation tool haha ^^
Re: Dead or Alive series formats and tools
Just curious when you say costume do you mean texture edits or can you soon import an entire character into the game? (ex from Ninja Gaiden)Protocol X27 wrote:Sorry, I missed a reply in my last post.Vashey wrote:I'll ask again, don't mean to bother I'm trying to follow up the development.
I've read archivarius script, are you planning to import models through dlc files? is this the idea?
As Ros mentioned, until the check sum is resolved, using DLC containers is the only approach. It means creating a DLC 'shell' and placing costumes into it. They can be any type of costume they will just show up in their own slot instead of overriding an existing one.
Archivarius exists to read game data and extract costume (or other) containers.
***
Holy @#$@#@# sf234, Amazing progress, you're turning into a rock star!
With Noesis done that only leaves the TMC Praser(3dsmax), Texture injector(py) and Object Rotater(py, unless praser gets updated)
... and my translation stuff which I'm moving out of .NET XD
-
- ultra-veteran
- Posts: 586
- Joined: Sun Jun 05, 2005 12:00 pm
- Location: Ontario, Canada
- Has thanked: 36 times
- Been thanked: 243 times
Re: Dead or Alive series formats and tools
I just quickly wrote this on monday in maxscript, it unpacks the TMC into its block components
http://pastebin.com/SCbaaFQZ
I need to write in the rebuild function, but eventually will be the basis for a second script..
which will assemble a new MDL component block with new idx and vtx buffers. then its easy, we can can then examine the other less important blocks later down the road.
at one point when i was working on the console versions I had nulled a bunch of block components, only a few of them were critical to the model loading. the rest where related to physics, materials, emissions, sweat, etc.. but didnt have to be present to load the model.
http://pastebin.com/SCbaaFQZ
I need to write in the rebuild function, but eventually will be the basis for a second script..
which will assemble a new MDL component block with new idx and vtx buffers. then its easy, we can can then examine the other less important blocks later down the road.
at one point when i was working on the console versions I had nulled a bunch of block components, only a few of them were critical to the model loading. the rest where related to physics, materials, emissions, sweat, etc.. but didnt have to be present to load the model.
Maxscript and other finished work I've done can be found on my DeviantArt account
-
- ultra-veteran
- Posts: 341
- Joined: Wed Dec 14, 2011 5:46 pm
- Has thanked: 141 times
- Been thanked: 128 times
Re: Dead or Alive series formats and tools
synce wrote:Just curious when you say costume do you mean texture edits or can you soon import an entire character into the game? (ex from Ninja Gaiden)
Well if a 'costume' container has face/body/hair all included it is conceivably possible as in NG3 characters. It was doable on console, so after the basics of switching to PC format is done, we can focus on converting console objects to pc format. I suspect there won't be as much interest since PC is looking to have all costumes from the console, but again is possible later.Rosalin wrote:Character modelings from Ninja Gaiden have different file structure and cannot be imported to DOA5 PC version I guess.
Awesome!!mariokart64n wrote:I just quickly wrote this on monday in maxscript, it unpacks the TMC into its block components
http://pastebin.com/SCbaaFQZ
I need to write in the rebuild function, but eventually will be the basis for a second script..
which will assemble a new MDL component block with new idx and vtx buffers. then its easy, we can can then examine the other less important blocks later down the road.
at one point when i was working on the console versions I had nulled a bunch of block components, only a few of them were critical to the model loading. the rest where related to physics, materials, emissions, sweat, etc.. but didnt have to be present to load the model.
Since you are revisiting this, will you be able to address the 20 ObjGeo cap in the original? I think dloman made a workaround the last time since there were the occasional costume that went into 40-60 objects within the ObjGeo. Also, b0ny had figured out how to fix the rotation matrix, so that everything imported properly on all axes. If you're able to do this it would reduce having to use a second app prior to importing. Of course, if already working on this never mind. XD I don't understand the struct and geometry code well enough to help, but if you don't have those scripts I can post them.
Re: Dead or Alive series formats and tools
Rosalin wrote:@Vashey
More than that we need to kill the checksum first to get into game.exe.
Thank you, that makes sense now.Protocol X27 wrote:As Ros mentioned, until the check sum is resolved, using DLC containers is the only approach. It means creating a DLC 'shell' and placing costumes into it. They can be any type of costume they will just show up in their own slot instead of overriding an existing one.
That looks like a better idea than getting through game.exe, why would you bother do this when you can simply treat your custom model as a dlc file that adds a slot? or is there something I missed?
edit: I just realized you can't use dlc on a steam copy.
PC already has all the costumes now, those who don't want to buy the dlc (which is understandable) simply bought them from somewhere else than steamProtocol X27 wrote:I suspect there won't be as much interest since PC is looking to have all costumes from the console, but again is possible later.
-
- ultra-veteran
- Posts: 341
- Joined: Wed Dec 14, 2011 5:46 pm
- Has thanked: 141 times
- Been thanked: 128 times
Re: Dead or Alive series formats and tools
The only 'known' potential issue is that there are limits on costume DLC slots. If someone has all DLC and wants to use custom slots too, the game.exe or something will need to be updated. Plus DLC only works for costumes, people may want to edit sound, stages and others stuff as well.Vashey wrote: Thank you, that makes sense now.
That looks like a better idea than getting through game.exe, why would you bother do this when you can simply treat your custom model as a dlc file that adds a slot? or is there something I missed?
edit: I just realized you can't use dlc on a steam copy.
PC already has all the costumes now, those who don't want to buy the dlc (which is understandable) simply bought them from somewhere else than steam
-
- advanced
- Posts: 53
- Joined: Tue Oct 28, 2014 7:51 am
- Has thanked: 3 times
- Been thanked: 4 times
Re: Dead or Alive series formats and tools
So nobody ever figured out how to repack original content?Protocol X27 wrote:Plus DLC only works for costumes, people may want to edit sound, stages and others stuff as well.
I mean, fixing textures alone is a pain to do via uMod.
- Rosalin
- mega-veteran
- Posts: 187
- Joined: Fri Jun 13, 2014 11:38 am
- Has thanked: 62 times
- Been thanked: 56 times
Re: Dead or Alive series formats and tools
It's been already mentioned in this thread several times.SkacikPL wrote:So nobody ever figured out how to repack original content?
I mean, fixing textures alone is a pain to do via uMod.
You didn't catch it.
-
- ultra-veteran
- Posts: 586
- Joined: Sun Jun 05, 2005 12:00 pm
- Location: Ontario, Canada
- Has thanked: 36 times
- Been thanked: 243 times
Re: Dead or Alive series formats and tools
i'm still not even sure how we repack the DLC files?
can someone give a quick run through of how I can unpack the DLC, replace a costume with a NEW costumes from the DATA folder. then repack it into my DLC.
can someone give a quick run through of how I can unpack the DLC, replace a costume with a NEW costumes from the DATA folder. then repack it into my DLC.
Maxscript and other finished work I've done can be found on my DeviantArt account