Sorry, dont get what you mean.look again in here viewtopic.php?p=64883#p64883
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Dead or Alive series formats and tools
Re: Dead or Alive series formats and tools
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Re: Dead or Alive series formats and tools
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.
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.
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 wrote:Sorry, dont get what you mean.look again in here viewtopic.php?p=64883#p64883
Re: Dead or Alive series formats and tools
"It"? You mean the vertex/index counts and offsets? OK, do we know when which one? And what do you mean "two vertex buffers"?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.
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Re: Dead or Alive series formats and tools
ok guys, here you can take all skeletons for doau, doax and doa3
viewtopic.php?p=65409#p65409
viewtopic.php?p=65409#p65409
yesgjinka wrote:"It"? You mean the vertex/index counts and offsets?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.
that depends on what vertex type is storing that OBJ.gjinka wrote: OK, do we know when which one?
i mean that one obj can have more than one vertex/index counts and offsetsgjinka wrote:And what do you mean "two vertex buffers"?
Last edited by b0ny on Tue Jan 17, 2012 2:33 pm, edited 1 time in total.
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Re: Dead or Alive series formats and tools
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?
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
Re: Dead or Alive series formats and tools
OK, then which types?b0ny wrote:that depends on what vertex type is storing that OBJ.gjinka wrote: OK, do we know when which one?
And what is stored in the 9th byte when it starts at 13th byte?
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?i mean that one obj can have more than one vertex/index counts and offsets
You guys are really cryptic.
Few have the xpr format understood and are already moving to other formats. What about us?
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Re: Dead or Alive series formats and tools
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...mariokart64n wrote:These are collapsed in a sense, they'll only work in the CAT. not as a workable skeleton for importing the meshes
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...
Re: Dead or Alive series formats and tools
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.
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.
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Re: Dead or Alive series formats and tools
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
Re: Dead or Alive series formats and tools
If you are already working on an exporter, then you probably can already import it.
We can't, oh come on guys
We can't, oh come on guys
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Re: Dead or Alive series formats and tools
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!
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
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!
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
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Re: Dead or Alive series formats and tools
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?
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
Re: Dead or Alive series formats and tools
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
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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Re: Dead or Alive series formats and tools
^_^ 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
Re: Dead or Alive series formats and tools
Nope, not really.where are you on the importing? I thought you were ok with the MDL and OBJ blocks?
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.