@Lilstormcloud : Yeah the soft engine is a physic engine that appli a more realistic effect of gravity and juggling on women chest and males muscles. It behave more like a real chest and not like an airbag. This also imply "deformation" due to the position of the character (cf Nyo lose pose).
IMO it's pretty well done
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Dead or Alive series formats and tools
- Rosalin
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Re: Dead or Alive series formats and tools
Soft engine is about better SSS and another jiggle physics.
it's not technical naming, it's a some sort of advertising and you don't need to think about that deeply.
**
new index system is really annoying.
it's not technical naming, it's a some sort of advertising and you don't need to think about that deeply.
**
new index system is really annoying.
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Re: Dead or Alive series formats and tools
Tool for work with textures (inspired by b0ny's tecmo360texturesExtractor). Drag and drop supported for Open/Swap routines. List's elements have context menu.
Supported formats (+necessary second file): .TMC (.TMCL); .--H (.--HL); .--P; .SPR (.LTF); .SCN (.TTGL). Saving container back (with changed textures) for now works only for TMC/TMCL.
viewtopic.php?p=105328#p105328
Note: tmcl file have weird alignment (seems to switch between 64/32 bytes), save routine uses only 64byte alignment (which seems to work fine).
Now, if you have cracked steam_api.dll (+steam_api.ini) from any available crack, open steam_api.ini and add new DLC*=<created dlc name> entry (e.g. DLC005=123 or DLC001=25897). When you start game new costume will appear in target character's costume list (most likely at the end of the list).
For non-cracked version you can switch any time to cracked one (and back) just by replacing steam_api.dll in the game folder (then start game without steam). Also, if you have at least one legally bought DLC you can try to create new DLC with it's name (don't forget to backup original files). Note, I didn't test both of these methods.
Supported formats (+necessary second file): .TMC (.TMCL); .--H (.--HL); .--P; .SPR (.LTF); .SCN (.TTGL). Saving container back (with changed textures) for now works only for TMC/TMCL.
viewtopic.php?p=105328#p105328
Note: tmcl file have weird alignment (seems to switch between 64/32 bytes), save routine uses only 64byte alignment (which seems to work fine).
Open DLC Tool. Click New. Select path (must be in <installed game>\DLC\ folder) and file name (e.g. "123" or "25897"). Click Add under Characters section, select target character. Change costume slot number (safe values for now 32 - 39 for main female cast, 5-14 for Sarah/Pai, 5-9 for male cast). Click Add under Files section and select neccessary files (minimum: *.---c, *.--p, *.tmc, *.tmcl = 4 files). Click Save.mariokart64n wrote: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.
Now, if you have cracked steam_api.dll (+steam_api.ini) from any available crack, open steam_api.ini and add new DLC*=<created dlc name> entry (e.g. DLC005=123 or DLC001=25897). When you start game new costume will appear in target character's costume list (most likely at the end of the list).
For non-cracked version you can switch any time to cracked one (and back) just by replacing steam_api.dll in the game folder (then start game without steam). Also, if you have at least one legally bought DLC you can try to create new DLC with it's name (don't forget to backup original files). Note, I didn't test both of these methods.
For xbox360 version there is this link (from mariokart64n's signature): https://docs.google.com/spreadsheet/ccc ... XNTYzlXaUEamandabyyy wrote:Like if there is research on given files that describes certain bytes (say toggle how a material behaves, enabling/disabling a mesh) in the file that I can toggle via hex editing.
Last edited by sf234 on Fri Apr 17, 2015 8:35 pm, edited 1 time in total.
Re: Dead or Alive series formats and tools
Well, you need a maxscript in order to import ninja ripper dumps.Darko wrote:He used ninja ripper, not a maxscript.MisterNatal wrote:Is there a plugin for 3ds max 2012?Esppiral wrote:Ninja ripper works flawlessly with the game
I thought he was asking for this.
Re: Dead or Alive series formats and tools
HITOMI_COS_002(PC edition) has 18 textures.
9 are in TMC, and 9 are in TMCL.
Ref Numb is related in TTDH ('00' flag: in TMC, '01' flag: in TMCL).
9 are in TMC, and 9 are in TMCL.
Ref Numb is related in TTDH ('00' flag: in TMC, '01' flag: in TMCL).
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Re: Dead or Alive series formats and tools
The link to the tools seem to be down. Could you attach them to a post?sf234 wrote:Tool for work with textures (inspired by b0ny's tecmo360texturesExtractor). Drag and drop supported for Open/Swap routines. List's elements have context menu.
Supported formats (+necessary second file): .TMC (.TMCL); .--H (.--HL); .--P; .SPR (.LTF); .SCN (.TTGL). Saving container back (with changed textures) for now works only for TMC/TMCL.
http://ryushare.com/2o84to78zcn6/Texture_Tool.7z
Thanks for everything!
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Re: Dead or Alive series formats and tools
@LSC, just to elaborate on what was already explained. It's 2 parts. 1) part Sub surface scattering for skin 2) part improved animation physics for boobs. Both parts appear missing from PC unless the extra vert data Ros mentioned somehow applies.
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Awesome, stuff @All! Going to actually take me a bit to catch up on all the resources available.
***
Here's my next step in the chain for cross costume vertex adjustments. Bone Node Ripper. Again, not useful by itself unless someone wants to use the data. It automates ripping the bone nodes and provides additional info other than the raw hex. It outputs to a txt with the following info:
bone index(int)| bone name| bone name(hex string)| node offset in nodeLay (int)| node offset in nodeLay (hex, big(?) endian)
http://www.mediafire.com/download/ny93m ... Ripper.zip
Edit:
Did some tinkering. Updated Archivarius & Noesis plugin worked. Re: mario's repacker. Looks like it worked, but is there anything that can be done with it yet, or is it still early?
***
Awesome, stuff @All! Going to actually take me a bit to catch up on all the resources available.
***
Here's my next step in the chain for cross costume vertex adjustments. Bone Node Ripper. Again, not useful by itself unless someone wants to use the data. It automates ripping the bone nodes and provides additional info other than the raw hex. It outputs to a txt with the following info:
bone index(int)| bone name| bone name(hex string)| node offset in nodeLay (int)| node offset in nodeLay (hex, big(?) endian)
http://www.mediafire.com/download/ny93m ... Ripper.zip
Edit:
Did some tinkering. Updated Archivarius & Noesis plugin worked. Re: mario's repacker. Looks like it worked, but is there anything that can be done with it yet, or is it still early?
- Rosalin
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Re: Dead or Alive series formats and tools
There are missing faces under the cover on every honoka's body as I expected.
added 2 bytes mode
idxlay cannot be converted just by reversing.
@sf234
holy!! resolution free?
added 2 bytes mode
idxlay cannot be converted just by reversing.
@sf234
holy!! resolution free?
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Re: Dead or Alive series formats and tools
Fixed Noesis plugin (models with textures in tmc now handled properly). There is still rare bug when material incorrectly flagged as transparent.
viewtopic.php?p=105194#p105194
viewtopic.php?p=105194#p105194
I tried to do it in the first place but forum's limit for attached files is 256kb. Link works fine for me.amandabyyy wrote:The link to the tools seem to be down. Could you attach them to a post?
Well, it looks, for me, that there aren't any limits on texture sizes. Tmc textures handling will be implemented in the next update.Rosalin wrote:holy!! resolution free?
Last edited by sf234 on Mon Apr 13, 2015 6:20 pm, edited 2 times in total.
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Re: Dead or Alive series formats and tools
Thanks a lot sf234 for the noesis script and texture extractor!! tho the new noesis script seems to be giving errors on face tmcs
Found the alternate hairs and added them to the .dat some are in chara_common, Kasumi's and Ayane's are in chara_initial
Found the alternate hairs and added them to the .dat some are in chara_common, Kasumi's and Ayane's are in chara_initial
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Re: Dead or Alive series formats and tools
Fixed.mikulover39 wrote:Thanks a lot sf234 for the noesis script and texture extractor!! tho the new noesis script seems to be giving errors on face tmcs
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Re: Dead or Alive series formats and tools
Next step is done. Added a script that will shift 'Index' values (from IdxLay) by a specified value. This one is useable by itself, but it is currently made for PC format. It will flip all values to big endian, add/subtract the value, and then reset them to little endian. It may be annoying that I have two script files, but I'm starting to build up a utility script for frequent operations. Input format is a text file. Paste the desired block of hex from the hex editor (with spaces) into a blank txt then make sure to identify that name at the start of the script along with the offset/shift value. I also made sure to ignore 'FF FF' values.
The utils script function can take a byte array and reverse it based on any interval and even return a byte array with the values grouped by the interval if desired. Ros, you might be interested in this since you re-did some of the flipping processes. Hope I didn't step on any toes by working on something similar to what you've been doing.
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Side Notes
(If I understand correctly)
Console: Big Endian
PC: Little Endian
The utils script function can take a byte array and reverse it based on any interval and even return a byte array with the values grouped by the interval if desired. Ros, you might be interested in this since you re-did some of the flipping processes. Hope I didn't step on any toes by working on something similar to what you've been doing.
***
Side Notes
(If I understand correctly)
Console: Big Endian
PC: Little Endian
You do not have the required permissions to view the files attached to this post.
- Rosalin
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Re: Dead or Alive series formats and tools
I found SSS stuffs in mtrcol section and modified it.
SSS color and depth could be changed but,....
the quality looked never like the PS4 version.. whatever I tried.
I just was able to change the SSS color and depth(brightness) literally..
*****
for now, what's most wanted is senran kagura DLC.
I neeeed neeew haaaairs.
SSS color and depth could be changed but,....
the quality looked never like the PS4 version.. whatever I tried.
I just was able to change the SSS color and depth(brightness) literally..
*****
for now, what's most wanted is senran kagura DLC.
I neeeed neeew haaaairs.
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Re: Dead or Alive series formats and tools
Could you possibly make a few screenshots of those changes?Rosalin wrote:I found SSS stuffs in mtrcol section and modified it.
SSS color and depth could be changed but,....
the quality looked never like the PS4 version.. whatever I tried.
I just was able to change the SSS color and depth(brightness) literally..