Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Dead or Alive series formats and tools
-
- mega-veteran
- Posts: 162
- Joined: Sun Aug 04, 2013 9:39 pm
- Has thanked: 47 times
- Been thanked: 20 times
Re: Dead or Alive series formats and tools
resolved
Last edited by Lilstormcloud on Tue Dec 31, 2013 5:49 pm, edited 1 time in total.
- aagems
- advanced
- Posts: 75
- Joined: Wed May 30, 2012 6:07 pm
- Has thanked: 6 times
- Been thanked: 1 time
Re: Dead or Alive series formats and tools
Sorry,i had a problem i still confuse using doa 4 importer for blender(b0ny script),when i import head part,the hair meshes is above head model,this is the same problem i've encourtered with doa paradise importer from fat duck,but since it for 3dsmax,i can solve it,but i dont know how to do it in blender,so the question is how to attach the "flying" hair back to the head model so it join properly with head model,any help will be appreciated
Last edited by aagems on Wed Jan 15, 2014 9:02 am, edited 1 time in total.
Great things require hard work!!
-
- double-veteran
- Posts: 723
- Joined: Mon Jul 13, 2009 6:16 pm
- Has thanked: 72 times
- Been thanked: 138 times
Re: Dead or Alive series formats and tools
Stupid question, in DOAX2 where's the skeleton and vertex weights for hair?? I mean, in the game the Hair has physics and collisions and according to Mario, the engine itself layers a bunch of joints with vertex weight thata, so the data shoul be stored somewhere.
Re: Dead or Alive series formats and tools
Hi guys....i have a question concerning the DOA5U
I downloaded (doa5Uarchivarius) by b0ny... and i saw a strange extension (--c, --H and --HL)
Just i want to know how to open that file
Can you help me please?
I downloaded (doa5Uarchivarius) by b0ny... and i saw a strange extension (--c, --H and --HL)
Just i want to know how to open that file
Can you help me please?
-
- mega-veteran
- Posts: 162
- Joined: Sun Aug 04, 2013 9:39 pm
- Has thanked: 47 times
- Been thanked: 20 times
Re: Dead or Alive series formats and tools
texture extractor
Last edited by Lilstormcloud on Sat Jul 26, 2014 6:41 pm, edited 1 time in total.
- blackfoxeye
- veteran
- Posts: 110
- Joined: Tue Mar 08, 2011 12:03 pm
- Has thanked: 19 times
- Been thanked: 18 times
Re: Dead or Alive series formats and tools
Is it possible to extract the animation files from DOA-5 ?
-
- mega-veteran
- Posts: 239
- Joined: Sat May 22, 2010 10:10 am
- Has thanked: 22 times
- Been thanked: 121 times
Re: Dead or Alive series formats and tools
i have a question for you guys, is there any need in a doa5u to doa5 converter?
it's not like i have one, but right now i'm dinging into physics and just checking if there could be any reason in such converter.
it's not like i have one, but right now i'm dinging into physics and just checking if there could be any reason in such converter.
you mean doa5? coz in doa4 the hair+head is one model. which model do you have problems with?aagems wrote:... doa 4 ... hair meshes is above head model...
can't find any weights for doa4, i thought doax2 uses the same technique. should check mario's findings...Darko wrote:...DOAX2 ... skeleton and vertex weights for hair?? ...
noblackfoxeye wrote:Is it possible to extract the animation files from DOA-5 ?
-
- mega-veteran
- Posts: 162
- Joined: Sun Aug 04, 2013 9:39 pm
- Has thanked: 47 times
- Been thanked: 20 times
Re: Dead or Alive series formats and tools
rather a sure fire way
Last edited by Lilstormcloud on Sat Jul 26, 2014 6:41 pm, edited 1 time in total.
- aagems
- advanced
- Posts: 75
- Joined: Wed May 30, 2012 6:07 pm
- Has thanked: 6 times
- Been thanked: 1 time
Re: Dead or Alive series formats and tools
b0ny wrote:you mean doa5? coz in doa4 the hair+head is one model. which model do you have problems with?
Its DOA4,here's the screenshot.
how can i fix this,since i'm not too familiar with blender sorry if its noob question
Great things require hard work!!
-
- mega-veteran
- Posts: 239
- Joined: Sat May 22, 2010 10:10 am
- Has thanked: 22 times
- Been thanked: 121 times
Re: Dead or Alive series formats and tools
ok then i'll concentrate on a ng3 to doa5u converter(not sure if this is doable). are there any ng3 outfits not available officially in doa5(u) yet?
right now i've found that doa5 has 4 kind of physics two of which are similar in some way, and in doa5u they introduced two more physics types.
the chunk names for ACSCLS block are visible in doa5demo. here is the chunks hierarchy but they changed many things for each physic type after the alpha demo.
the mixer(physic type 2) is the simplest one, it has 7 subchunks called "columns" with some vector information for each related bone. i was thinking why there are 7 of them, and my guess is that this is a location(and more) information, a little bit similar like they used for breasts in earlier versions of doa: first case is the default state, then there are 6 states, which result in two most extreme values per each of xyz axis. because of this, physic 2(mixer) doesn't use collision objects. it just links in header the WORK bone for the root, and the BONE bones in "columns" for flexible parts of costume.
i think the easiest way to have fun with physics is to find the value for physical weight and to change it to negative numbers, this way the skirts will attract to the outer space, revealing the panties
aagems the second head is for the lowpoly or for shadows, just delete it. i guess you need only the highpoly version of the outfit.
right now i've found that doa5 has 4 kind of physics two of which are similar in some way, and in doa5u they introduced two more physics types.
the chunk names for ACSCLS block are visible in doa5demo. here is the chunks hierarchy but they changed many things for each physic type after the alpha demo.
Code: Select all
TMC
|
+---ACSCLS
|
+---ACCESSOR---INFO
| |
| +---CLOTH _0
| | |
| | +---POINT
| | | +---POINTINF
| | | +---CONCRETE
| | |
| | +---EDGE
| | | +---EDGEINFO
| | | +---HARD
| | |
| | +---TRIANGLE
| |
| +---? _4 and _5 for doa5u
| | +---?...
| |
| +---MIXER _2
| | +---COLUMN
| |
| +---STRING _3 (_1)
| |
| +---POINT
| | +---POINTINF
| | +---CONCRETE
| |
| +---EDGE
| +---EDGEINFO
| |
| +---CONCRETE
| |
| +---HARD
|
+---COLLISIO---INFO
|
+---WORK
|
+---BONE
i think the easiest way to have fun with physics is to find the value for physical weight and to change it to negative numbers, this way the skirts will attract to the outer space, revealing the panties
aagems the second head is for the lowpoly or for shadows, just delete it. i guess you need only the highpoly version of the outfit.
-
- double-veteran
- Posts: 723
- Joined: Mon Jul 13, 2009 6:16 pm
- Has thanked: 72 times
- Been thanked: 138 times
Re: Dead or Alive series formats and tools
Thats a collision model or a LOD, just erase it, the important thing is the highpoly model.
Regarding DOAX2, any plans to support animations??
-
- mega-veteran
- Posts: 162
- Joined: Sun Aug 04, 2013 9:39 pm
- Has thanked: 47 times
- Been thanked: 20 times
Re: Dead or Alive series formats and tools
all just cosmetics
Last edited by Lilstormcloud on Sat Jul 26, 2014 6:42 pm, edited 1 time in total.
-
- mega-veteran
- Posts: 239
- Joined: Sat May 22, 2010 10:10 am
- Has thanked: 22 times
- Been thanked: 121 times
Re: Dead or Alive series formats and tools
doa4toO ver01a.7z ~60MB
the lowpoly(LOD) versions of all doa4 outfits for dead or alive online(no physics for clothes yet).
trying to make a decent conversion of doa4 outfits to doao here. experiencing some problems now, like, the joints weight data is empty, and i can't find where is the real one.
the script used for conversion is included. before using it open it in a text editor and edit the paths to the right folders, also you can edit such options like, whether export or not the highpoly or shadow objects.
read the readme for more details...
the lowpoly(LOD) versions of all doa4 outfits for dead or alive online(no physics for clothes yet).
trying to make a decent conversion of doa4 outfits to doao here. experiencing some problems now, like, the joints weight data is empty, and i can't find where is the real one.
the script used for conversion is included. before using it open it in a text editor and edit the paths to the right folders, also you can edit such options like, whether export or not the highpoly or shadow objects.
read the readme for more details...
Re: Dead or Alive series formats and tools
Any answer~??Artunia wrote:Hi guys....i have a question concerning the DOA5U
I downloaded (doa5Uarchivarius) by b0ny... and i saw a strange extension (--c, --H and --HL)
Just i want to know how to open that file
Can you help me please?
-
- mega-veteran
- Posts: 239
- Joined: Sat May 22, 2010 10:10 am
- Has thanked: 22 times
- Been thanked: 121 times
Re: Dead or Alive series formats and tools
Artunia
"--H" + "--HL" are customizable textures for underwears. no idea what "--C" is for. Lilstormcloud already gave you an answer
Lilstormcloud what i mean by ng3 to doa5 conversion is a conversion for the physics block(ribbons, clothes, ...). in rest the models are mostly compatible. i have no intention in generating extra data like dirt textures, just converting the existing(physics)
"--H" + "--HL" are customizable textures for underwears. no idea what "--C" is for. Lilstormcloud already gave you an answer
Lilstormcloud what i mean by ng3 to doa5 conversion is a conversion for the physics block(ribbons, clothes, ...). in rest the models are mostly compatible. i have no intention in generating extra data like dirt textures, just converting the existing(physics)