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Dead or Alive series formats and tools

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Darko
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Re: Dead or Alive series formats and tools

Post by Darko »

jacksh wrote:Can provide doa5Uarchivarius.dat for X360 ver.(Fighter Force Costumes)? or where to find the updated.
Use the blp converter for 360 version and update your own dat files, it's easy, the only issue is that male characters won't be updated.
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jacksh
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Re: Dead or Alive series formats and tools

Post by jacksh »

Worked! baby! kiss you!
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Re: Dead or Alive series formats and tools

Post by Lilstormcloud »

Had this weird dream where I swapped out the dolphin on the Zack island stage with Donovan, then all you see was this masked guy in a suit flipping in and out of the water.
This all happened while a familiar music track played in the background, but I can't seem to recall what it was. :eek:
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Re: Dead or Alive series formats and tools

Post by artworkplay »

Hi all, I'm trying to find the right xbox360 doa5U lnk and bin extractor from all the replies in the thread, the one that can be used with quickbms to get the tmc/tmcl files but I keep getting .dec files from the .dat files when I tried the versions I downloaded. If anyone could kindly point me to the right direction it would help a lot.

EDIT Silly me, it was staring me at the face all this time.
Protocol X27
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Re: Dead or Alive series formats and tools

Post by Protocol X27 »

Fail Update: I've been having some distraction issues with W3 as well and some computer spec issues, so I'm trying to get back into the right mode.

I know have a couple of PM's to catch up and utils to finish. :-/
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Re: Dead or Alive series formats and tools

Post by navmesh »

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
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Re: Dead or Alive series formats and tools

Post by SkacikPL »

navmesh wrote: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.
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Re: Dead or Alive series formats and tools

Post by casnova »

Thanks, in advance, for any info.
Very interesting. thanks for sharing. :wink: :wink:











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Last edited by casnova on Fri Jun 12, 2015 11:52 am, edited 1 time in total.
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Re: Dead or Alive series formats and tools

Post by amandabyyy »

SkacikPL wrote:
navmesh wrote: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 important things done:

1. importing objs.
2. exporting and then reimporting meshes from TMCs
3. growing vertex buffers and triangle strips within a mesh.

I have a few more things to work on, but this allows any mesh to be imported. The only limiting factors are the number of sub meshes and their vertex sizes, but that probably isn't too much a problem for most uses.
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Re: Dead or Alive series formats and tools

Post by Errotie »

I'm new here. Love the site, and keep on keeping on! :D etui Galaxy Star 2 housse protection Galaxy Star 2
Last edited by Errotie on Mon Jun 15, 2015 2:44 am, edited 1 time in total.
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Re: Dead or Alive series formats and tools

Post by Rosalin »

@amandabyyy
Sounds like you are shifting this game to tip of the end at a time.
Amazing.
When you import the OBJ file into TMC, are you able to get weight values and tangent vectors for new meshes?
You know OBJ don't have those ones.
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Re: Dead or Alive series formats and tools

Post by artworkplay »

Actually wondering as well why .obj format?
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Re: Dead or Alive series formats and tools

Post by LarsMasters »

Perhaps because its very simple, yeah?
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Re: Dead or Alive series formats and tools

Post by amandabyyy »

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 guess I'll end up doing it.

For now, I just use the closest vertex in the mesh already to get the bone indices/weights. It's not all that great, but all I'd need to do is just export weights/etc and it'd be done.
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Rosalin
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Re: Dead or Alive series formats and tools

Post by Rosalin »

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 various problems when the sub-mesh importing is automated.

for example, missing bones, matching textures and materials for multiple sub-meshes, dust UV difference due to difference of dust texture map. etc..

But it's going to be fully wonderful only with vertex &
index buffer extending functions, at least for me now.
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