Important information: this site is currently scheduled to go offline indefinitely by end of the year.

Dead or Alive series formats and tools

Post questions about game models here, or help out others!
b0ny
mega-veteran
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

Post by b0ny »

[Protocol X27]
"AFS Explorer 3.7" ?

[Darko]
you can look at this script as at a proof of concept. it's working the wrong way, the results are barely usable.

i see hair/clothes physics in your video, how do you do that? where the models exported with collisions/physics?
Darko
double-veteran
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

Post by Darko »

b0ny wrote:[Protocol X27]
"AFS Explorer 3.7" ?

[Darko]
you can look at this script as at a proof of concept. it's working the wrong way, the results are barely usable.

i see hair/clothes physics in your video, how do you do that? where the models exported with collisions/physics?
Nope, I set the models physics in pmx editor.

https://www.youtube.com/watch?v=D1VEfwMoP0

Edit:

This is MMD, the only related thing here is the use of your importers to make animations with doa models and nothing more.

@Lilstormcloud I hate to use xna lara models as a source for other crap, because some of the models are not correctly rigged.
Last edited by Darko on Wed Jun 04, 2014 4:05 am, edited 2 times in total.
Image
leidoa
n00b
Posts: 10
Joined: Sun Dec 18, 2011 2:53 pm

Re: Dead or Alive series formats and tools

Post by leidoa »

http://www.youtube.com/watch?v=UIiQ0wB6sps#t=359

cool doa3 mod i found in youtube , i wish we have more options and tools for modding doa3
Lilstormcloud
mega-veteran
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

Post by Lilstormcloud »

I'm a complete noob :ninja:
Last edited by Lilstormcloud on Sat Jul 26, 2014 6:34 pm, edited 1 time in total.
Protocol X27
ultra-veteran
ultra-veteran
Posts: 341
Joined: Wed Dec 14, 2011 5:46 pm
Has thanked: 141 times
Been thanked: 128 times

Re: Dead or Alive series formats and tools

Post by Protocol X27 »

Thanks b0ny,
I'll take a look for that.

LSC,
Once ya get the process down, maybe a couple of hours depending on the complexity of the model. Hair, dresses (stuff w/ lots of bones), etc can be time consuming. The conversion process isn't very automated, so it involveds aligning some UV's, renaming & reparenting bones, possibly weight copying. Depends on your proficiency with Blender mostly.
raykingnihong
mega-veteran
mega-veteran
Posts: 179
Joined: Sun Apr 06, 2014 8:06 pm
Has thanked: 216 times
Been thanked: 6 times

Re: Dead or Alive series formats and tools

Post by raykingnihong »

b0ny wrote:doa5Uarchivarius.dat - updated with "MARIE_DLCU_006" name.
Darko wrote:just rename the only 2 files unrenamed to MaryRose whatever.
to find the costume number you look at the second letter in the encrypted name:
R=1 S=2 ... Z=9 Q=10 ...
to find if it's COS or DLCU you open the tmc file and see which fits better the length of the encrypted tmc name(at address 0x50)

[raykingnihong]
ok :)

[edit]

anim try.7z
experimental tmc blender importer. that will try to load the "*_SELECT.MPM" file from the same folder as the TMC/TMCL. read the notes for more details. this time i removed the z rotation for shoulders/hips to make it more T-pose like. it's messy but most "select" animations are recognizable... bellow is how you select a different animation in blender
Image
Thank you very much for your help,My friend
Protocol X27
ultra-veteran
ultra-veteran
Posts: 341
Joined: Wed Dec 14, 2011 5:46 pm
Has thanked: 141 times
Been thanked: 128 times

Re: Dead or Alive series formats and tools

Post by Protocol X27 »

Hopefully some mod traffic headed this way since the current home is choking the life out of interwebs.

Found some additional info on the TMC Block.

(Old) The Diffuse TTX index for each mesh group seems to be at 8B bytes from the start of each group.
(New) Additional TTX indices seem to be at 70 byte intervals after that.

I haven't confirmed against other containers yet, but the order seems to be...

Diffuse
Wet Texture
Normal
Dusty Texture

I'm not sure where the specular one comes into play.
Last edited by Protocol X27 on Thu Jul 17, 2014 1:25 am, edited 1 time in total.
Lilstormcloud
mega-veteran
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

Post by Lilstormcloud »

nice job.
Last edited by Lilstormcloud on Sat Jul 26, 2014 6:34 pm, edited 1 time in total.
User avatar
Rosalin
mega-veteran
mega-veteran
Posts: 187
Joined: Fri Jun 13, 2014 11:38 am
Has thanked: 62 times
Been thanked: 56 times

Re: Dead or Alive series formats and tools

Post by Rosalin »

Hello modding gurus.
I'm finally here at last. I hate Paypal, so it was a struggle. :[

------------------------------------------------------------

I realized that Hielay affects the size of breast. (I posted a pic on coregrfx)
I guess the breast should shrink or expand due to difference of the size between BnOfMtx and Hielay.

It can be fixed by copying first 4 lines(16 bytes *4) of each nodes related to breast from the source TMC.
Yeh it might work. but.. I hope to do it for every nodes not only for the breast, even I don't know exactly what that means.
You know.. but it's so annoying thing to do.. if I should do it for every characters.

So I would like to ask for a script for that politely (Including copying values of BnOfMtx function also.)
I may be able to learn it and write it, but if it's not that hard one,
I wish someone could make it for ... not for me but for every modders, lol :D
Protocol X27
ultra-veteran
ultra-veteran
Posts: 341
Joined: Wed Dec 14, 2011 5:46 pm
Has thanked: 141 times
Been thanked: 128 times

Re: Dead or Alive series formats and tools

Post by Protocol X27 »

LSC, what are the conditions of the normal injection?

I had some blocky stuff when I did a transparency mod, I had trouble resolving that, but it wasn't critical enough.

ros, nice find. Does the HieLay stuff match the NodeLay & BnOfstMtx in relation to the order of objects? That could be really useful.

---

So, conceivably with the possibility of manipulating ttx objects, it could be possible to inject a body object without holes on a non-body related object. Could save having work with mismatched body models if a 2nd one that is more complete takes care of some gaps.
User avatar
Rosalin
mega-veteran
mega-veteran
Posts: 187
Joined: Fri Jun 13, 2014 11:38 am
Has thanked: 62 times
Been thanked: 56 times

Re: Dead or Alive series formats and tools

Post by Rosalin »

protocol,
Yes. Same orders, same numbers.
but different values :o
Protocol X27
ultra-veteran
ultra-veteran
Posts: 341
Joined: Wed Dec 14, 2011 5:46 pm
Has thanked: 141 times
Been thanked: 128 times

Re: Dead or Alive series formats and tools

Post by Protocol X27 »

Good stuff. I tried it and sure enough you are right.

That is probably the missing key to cross body size swapping without having to inject every piece. If I were to swap Rachel / Ayane, that might fix the boob stretching / squashing that occurred.
User avatar
Rosalin
mega-veteran
mega-veteran
Posts: 187
Joined: Fri Jun 13, 2014 11:38 am
Has thanked: 62 times
Been thanked: 56 times

Re: Dead or Alive series formats and tools

Post by Rosalin »

Yeh, I want to talk about more about the scripts..
I think we need two scripts for this.

One is about copying BnOfsMtx and Hielay, that I said before,
and another is for copying the values of the neck ring vertices.

Both script should need a TXT file to assign corresponding nodeID or vertexID.
something like this.

Code: Select all

[Source] 1,2,3,4,5,6,7,8
[Target] 1,2,4,5,6,7,9,10
then it will load source and target TMC or TMCL files and copy the values due to the order in TXT file.

This will good for everyone. :];;;
Last edited by Rosalin on Tue Apr 28, 2015 12:14 pm, edited 2 times in total.
Protocol X27
ultra-veteran
ultra-veteran
Posts: 341
Joined: Wed Dec 14, 2011 5:46 pm
Has thanked: 141 times
Been thanked: 128 times

Re: Dead or Alive series formats and tools

Post by Protocol X27 »

I'll play around with a concept for BnOfsMtx & Hielay copying, but no promises just yet. Since the structure would be the same for both it might be beneficial.

I don't know of an easy way to update the neck verts just yet, unless I misunderstood part of your post. The neck verts are arbitary numbers and still require a lengthy amount of searching/calculations.
User avatar
Rosalin
mega-veteran
mega-veteran
Posts: 187
Joined: Fri Jun 13, 2014 11:38 am
Has thanked: 62 times
Been thanked: 56 times

Re: Dead or Alive series formats and tools

Post by Rosalin »

I know little bit of programming, not professional at all,
but I don't know any programming language that can handle HEX edit & file I/O yet..

I'm trying to learn visual basic from the very first for that..
Oh.. If you do that, you can stop me from being a programmer,
and it will be very appreciate.

.... about the neck verts...
Well.. I thought that vertex address could be found by simply calculating vertex ID..
If it's not.. that's gonna be a little trouble :oops:

As I know, what it matter is only "in which object group the neck vertices are taking place" right?

If 'object group' is the only problem in calculating address of neck vertices,
then we could add a "trial and error" function in the script by adding 'object group selecting option'
and it will make "trial and error" much easier with script, I think.

Good luck with your scripts and I'll be waiting for that, lol
Post Reply