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Dead or Alive series formats and tools

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gjinka
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Re: Dead or Alive series formats and tools

Post by gjinka »

look again in here viewtopic.php?p=64883#p64883
Sorry, dont get what you mean.
b0ny
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Re: Dead or Alive series formats and tools

Post by b0ny »

2mariokart64n
do you know the characters order for doa3? something like this:
0 - "ZACK"
1 - "TINA"
2 - "JANN-LEE"
3 - "EIN"
4 - "HAYABUSA"
5 - "KASUMI"
6 - "GEN-FU"
7 - "HELENA"
8 - "LEON"
9 - "BASS"
a - "LEIFANG"
A - "AYANE"
B - "TENGU"
C - "BAYMAN"
D - "HAYATE"
E - "HITOMI"
F - "GENRA"
10- "BRAD-WONG"
11- "CHRISTIE"

i think this list is wrong, because i don't see "chen" in it, and doa3 has 20 unique skeletons! i need the names to dump them correctly(like "bni" for genra).

i know the characters order for doau, and i already damped the doau skeletons = 24 bones each. the skeleton for tengu is bigger = 30 bones. in doa3 all skeletons = 17 bones.
gjinka wrote:
look again in here viewtopic.php?p=64883#p64883
Sorry, dont get what you mean.
i mean "it" can start at the 9th dword, or at the 13th dword, or if there are two vertex buffers one will start at the 9th dword, and the second one at the 13th dword.
gjinka
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Re: Dead or Alive series formats and tools

Post by gjinka »

i mean "it" can start at the 9th dword, or at the 13th dword, or if there are two vertex buffers one will start at the 9th dword, and the second one at the 13th dword.
"It"? You mean the vertex/index counts and offsets? OK, do we know when which one? And what do you mean "two vertex buffers"?
b0ny
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Re: Dead or Alive series formats and tools

Post by b0ny »

ok guys, here you can take all skeletons for doau, doax and doa3
viewtopic.php?p=65409#p65409
gjinka wrote:
i mean "it" can start at the 9th dword, or at the 13th dword, or if there are two vertex buffers one will start at the 9th dword, and the second one at the 13th dword.
"It"? You mean the vertex/index counts and offsets?
yes
gjinka wrote: OK, do we know when which one?
that depends on what vertex type is storing that OBJ.
gjinka wrote:And what do you mean "two vertex buffers"?
i mean that one obj can have more than one vertex/index counts and offsets
Last edited by b0ny on Tue Jan 17, 2012 2:33 pm, edited 1 time in total.
mariokart64n
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Re: Dead or Alive series formats and tools

Post by mariokart64n »

praise!! finally skeletons

EDIT
These are collapsed in a sense, they'll only work in the CAT. not as a workable skeleton for importing the meshes

I could write a tool to add these into the cat, but I only know maxscript. any body wanna do this up in a compiled language?
Maxscript and other finished work I've done can be found on my DeviantArt account
gjinka
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Re: Dead or Alive series formats and tools

Post by gjinka »

b0ny wrote:
gjinka wrote: OK, do we know when which one?
that depends on what vertex type is storing that OBJ.
OK, then which types?
And what is stored in the 9th byte when it starts at 13th byte?
i mean that one obj can have more than one vertex/index counts and offsets
That's new. How do we know (where do we find out) how much it has? Or do we keep reading 4 dwords until a terminator is met? What terminator then?

You guys are really cryptic. :ninja:
Few have the xpr format understood and are already moving to other formats. What about us? :(
b0ny
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Re: Dead or Alive series formats and tools

Post by b0ny »

mariokart64n wrote:These are collapsed in a sense, they'll only work in the CAT. not as a workable skeleton for importing the meshes
those "skeletons" can be used to import a skin with skeleton, with all parts settled to their places. it contains the position information for each bone, what else is needed...

i already written a tool to add the skeleton to a cat file, but i don't think that this is a great idea to use skins for other characters :?

2gjinka
i think you should wait till someone will port the xpr format to the xentax wiki...
gjinka
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Re: Dead or Alive series formats and tools

Post by gjinka »

I think no one will be able to 'port' the formats to the wiki except you guys, since it seems you are the only ones who have fully understood the format and are already exploring other formats.
I created the wiki page for DOAU btw. Feel free to fill it. I wanted to fill the page myself after you would teach me what is left to know, but if you want you can fill it yourselves, sure.

I'll be in the Tekken Hybrid thread if anything.
mariokart64n
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Re: Dead or Alive series formats and tools

Post by mariokart64n »

i'm still trying to write a function to create triangle strips in 3dsmax :(
Maxscript and other finished work I've done can be found on my DeviantArt account
gjinka
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Re: Dead or Alive series formats and tools

Post by gjinka »

If you are already working on an exporter, then you probably can already import it.

We can't, oh come on guys :(
b0ny
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Re: Dead or Alive series formats and tools

Post by b0ny »

i am confused. :?
i want to learn how to import stuff to blender, but the tutorials i found is for 2.49, should i try harder and learn the new way of how to work with blender scripting, or should i install 2.49, and be happy scripting for this dead end! :scaredy:

please, someone, tell me what to do, because i have big plans on importing models and animation for doa and i'm stuck right now on a such trivial stuff :cry:
mariokart64n
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Re: Dead or Alive series formats and tools

Post by mariokart64n »

where are you on the importing? I thought you were ok with the MDL and OBJ blocks?

bony just posted the specs on the material block, which sums up the format.

do you need an explanation of what to do with the data?

EDIT
GAH!?!!

I fail to make strips :(

maybe someone can help re-interpret what the concept is here
http://www.codercorner.com/Strips.htm

I created an array of edges, but get stuck trying to "walk along" or to push to the next face kinda thing. :(
I tried exporting the strips like this
1,2,3
3,4,5
5,6,7

thats with degenerates, so it should export right... but I need resets? which would be like
1,2,3
-1
4,5,6
-1
7,8,9

?????? >_< guess I'll sleep on it and maybe it'll come to me. if i can export strips from max I can start on rebuilding new XPRs

EDIT2
Holy poo, this gets soo confusing

triangle windings? of the direction of the edge ids.. counterclockwise and clockwise edges.. different algos..
http://users.telenet.be/tfautre/softdev ... er/how.htm

I wonder why there just isnt a really really basic outline on generating a single strip. every article incorporates different tricks to gain more speed.. but doesn't detail the basics :(
Null links and Degenerates, when and how do I use them?

sorting, what do I sort?

Striping, how do I combine strips?

how to ensure correct direction for single sided triangles.. Fing poo

EDIT3
http://www.riemers.net/eng/Tutorials/Di ... _Strip.php

..explains windings, every other face needs to be reversed to maintain the face direction.. but what if the windings opposite already? is detection prior to that rule needed?
Maxscript and other finished work I've done can be found on my DeviantArt account
daronarre
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Re: Dead or Alive series formats and tools

Post by daronarre »

mariokart64n

I made a little program to help you.
Export your mesh indices in triangle list format to a binary file.
Then call TriList2Strip to convert your mesh indices to a triangle strip format.

I'v provided a sample binary file in the archive.

Usage:
TriList2Strip <input_file> <output_file> [-log <log_file>]

<input_file> Input file (Triangle list indices)
<output_file> Output file (Triangle strip indices)

input/output file format (little endian):
U32 Num Indices (1-n)
U16 Index_1
...
U16 Index_n


Hope this help
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mariokart64n
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Re: Dead or Alive series formats and tools

Post by mariokart64n »

^_^ awesome, this will work better even then making a function in max.
Maxscript and other finished work I've done can be found on my DeviantArt account
gjinka
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Re: Dead or Alive series formats and tools

Post by gjinka »

where are you on the importing? I thought you were ok with the MDL and OBJ blocks?
Nope, not really.

There seems to be only 1 type of OBJ chunk documented. You guys say there are multiple and they store different things, you also say they can have multiple vertex/index buffers. How do you know how much? I think it would be simpler to just document the different types of the OBJ chunk.

I was asking these to b0ny but he suggested to wait until the format will be documented in the wiki, I kind of doubt it will, you guys just moved to other formats, which is great, but it would be better if the formats were documented on the way, people could create scripts for other modelling packages and stuff. I don't think it's too much to ask.
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