Ok, Nevermind
I fixed!
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Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis script.
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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr
can someone help decipher the hitboxes
the structures are seen in the MDLInfo block. and also once at the start of the file at offset 0x60
I don't think its a matrix, seems like min, max but what I've tried doesnt look right.
the structures are seen in the MDLInfo block. and also once at the start of the file at offset 0x60
I don't think its a matrix, seems like min, max but what I've tried doesnt look right.
Maxscript and other finished work I've done can be found on my DeviantArt account
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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr
I'm not sure if I'm using the right script or not. Since I want to import NG3 models but it just give me this error.
http://puu.sh/1BrfN
http://puu.sh/1BrfN
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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr
isn't that the max script mario made for research??252gt wrote:Hi
I found this Chinese site
http://hi.baidu.com/luis_dior/item/69e4 ... 741009b59a
It may be helpful
inside, there is a MAX script to import DOA 5 models with bones
I don't know if anybody mention it before
anyway here is the link for script
http://pan.baidu.com/share/link?shareid ... 3305297226
I was able to import model with bones, but you know that model is not align to bone
so you need to skin it and ..... ( alot of work )
I hope this will help you.
-- Sorry for bad English --
That script isn't even complete and has uv problems. Even the newest one is not ready yet to completely import a doa5 character in 3ds max.
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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr
lol yeah thats my script, you can see all the boxes I've tried to import.
anyways thats why I've finally posted here about it. I can't resolve the way they've encoded their hitboxes.
Any help or ideas on the encoding would be helpful
also here's the latest script, test it out and report any problems.
anyways thats why I've finally posted here about it. I can't resolve the way they've encoded their hitboxes.
Any help or ideas on the encoding would be helpful
also here's the latest script, test it out and report any problems.
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Maxscript and other finished work I've done can be found on my DeviantArt account
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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr
Lol the forum was offline for a couple of days and it seems the last sql backup was from a day before the crash and the posts couldn't be saved.
Ok basically:
The converter works fine with bodies and ayane-kasumi boss faces and hitomi's face. The other faces as far as I have imported have weighting problems. Also, eyes and eye shadows have no uv's.
The texture I tried to unswizzle was 0x001A7000_DXT1_TX3D.dds from helena costume 02
Ok basically:
The converter works fine with bodies and ayane-kasumi boss faces and hitomi's face. The other faces as far as I have imported have weighting problems. Also, eyes and eye shadows have no uv's.
The texture I tried to unswizzle was 0x001A7000_DXT1_TX3D.dds from helena costume 02
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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr
its a typical 1024x512 3D tiled texture, the problem is from my script. data in the DDS should be written at position 0x80, but instead its at 0x78
there must be an error in my script where I read the XPR2 header. I had known about the texture support being buggy, this further supports the need for me to redo that part
there must be an error in my script where I read the XPR2 header. I had known about the texture support being buggy, this further supports the need for me to redo that part
Maxscript and other finished work I've done can be found on my DeviantArt account
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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr
Lol yeah, and It's a shame the forum was offline, I could'nt contact you.mariokart64n wrote:its a typical 1024x512 3D tiled texture, the problem is from my script. data in the DDS should be written at position 0x80, but instead its at 0x78
there must be an error in my script where I read the XPR2 header. I had known about the texture support being buggy, this further supports the need for me to redo that part
Also don't forget the .tex files, those files have some normal bumps that need to be untiled.
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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr
can anyone share the script that imports weighting on body's and some faces again? It got lost during the forum crash ><
Also is there any chance to update it to support more faces?
Also is there any chance to update it to support more faces?
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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr
The importer is above:o0Crofty0o wrote:can anyone share the script that imports weighting on body's and some faces again? It got lost during the forum crash ><
Also is there any chance to update it to support more faces?
tmcpraser.zip.
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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr
Thanks but wasn't there one that imports weights too?
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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr
That script imports weights, just write true in:o0Crofty0o wrote:Thanks but wasn't there one that imports weights too?
skinON = true
Edit:
Not all the meshes are imported with uv's in my case (kasumi_boss_cos001) the kodachi and kodachi's ropes have no uv's. What I do is to transfere weight data from one mesh generated with Mario's script to another one generated in noesis. I use a perl script called riggomatic.pl by hunter.
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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr
lol my list of bug fixing is getting ever so large
please tell me if theres anything else wrong
anyway about the UVs, DOA5 uses 2D UVs and 4D UVs.
I don't think I implemented the use of 4D UVs, so thats probably why UVs are not all there
the goal is to be able to import and file and export it back with very little change. that is why 4D uvs are skipped, because I'm not 100% sure how to handle them in max
however chrrox likely treated the 4D ones, as normal 2D ones.
please tell me if theres anything else wrong
anyway about the UVs, DOA5 uses 2D UVs and 4D UVs.
I don't think I implemented the use of 4D UVs, so thats probably why UVs are not all there
the goal is to be able to import and file and export it back with very little change. that is why 4D uvs are skipped, because I'm not 100% sure how to handle them in max
however chrrox likely treated the 4D ones, as normal 2D ones.
Maxscript and other finished work I've done can be found on my DeviantArt account