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Dead or Alive series formats and tools
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Re: Dead or Alive series formats and tools
been using hex editor too much, forgot there are other application too lol.
this is going to sound weird
seems like
There's R, S, T, U
R =1, S = 2, T = 3, U = 4,
see 7R, 7S, etc -->
the H and HL will have consistency between names too.
Explained in Miku's post as follows;
this is going to sound weird
seems like
There's R, S, T, U
R =1, S = 2, T = 3, U = 4,
see 7R, 7S, etc -->
the H and HL will have consistency between names too.
Explained in Miku's post as follows;
Last edited by Lilstormcloud on Fri Aug 22, 2014 9:50 pm, edited 1 time in total.
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Re: Dead or Alive series formats and tools
@Protocol X27, are you talking about the nurse dlc? Yeah I extract the alternate textures fine is there a problem with your one? and you can use notepad to edit the .dat file that's what I use lol
@lsc, your on the right track with the R S T U numbers but don't follow what it says in the --H file. For example in the new maid dlc most of them say KOK_DLCU_017_05_base.dds even tho they aren't for her. to find out who the files are for they follow a rule in the encrypted name lets take Kasumi for example
7R97X@T2121061@8F1S]]J129KRH13176I1S105OG1{TB2161KK71L = KASUMI_DLCU_016_001.--H
BRA7X@T2121061@EG1]T]D129KRH13186AI1S106OG1{TC2161KK71L = KASUMI_DLCU_016_001.--HL
now 7R/BR meaning it's the first alternate texture is correct so that's the first way to identify.
to tell its Kasumis you look on the middle of the name:
J129KRH13176I1S105OG1 for the --H
D129KRH13186AI1S106OG1 for the --HL
this part means it's for Kasumi and you can find the rest by looking at previous files for each character in the .dat file
but also each character has two variants of that part (usually the R one is different and the rest are the same but that's not the case for everyone)
K129LSI13176J1T105PG1 for the --H
E129LSI13186AJ1T106PG1 for the --HL
this is what the S T and U files have in the middle for Kasumi.
It might change in the future when if we hit a 21st dlc to something else, as these parts seem to change after every 10th dlc and that times coming close to Marie Rose since she is at her 9th dlc so it should change at her 11th
I hope i explained this well enough .-.
@lsc, your on the right track with the R S T U numbers but don't follow what it says in the --H file. For example in the new maid dlc most of them say KOK_DLCU_017_05_base.dds even tho they aren't for her. to find out who the files are for they follow a rule in the encrypted name lets take Kasumi for example
7R97X@T2121061@8F1S]]J129KRH13176I1S105OG1{TB2161KK71L = KASUMI_DLCU_016_001.--H
BRA7X@T2121061@EG1]T]D129KRH13186AI1S106OG1{TC2161KK71L = KASUMI_DLCU_016_001.--HL
now 7R/BR meaning it's the first alternate texture is correct so that's the first way to identify.
to tell its Kasumis you look on the middle of the name:
J129KRH13176I1S105OG1 for the --H
D129KRH13186AI1S106OG1 for the --HL
this part means it's for Kasumi and you can find the rest by looking at previous files for each character in the .dat file
but also each character has two variants of that part (usually the R one is different and the rest are the same but that's not the case for everyone)
K129LSI13176J1T105PG1 for the --H
E129LSI13186AJ1T106PG1 for the --HL
this is what the S T and U files have in the middle for Kasumi.
It might change in the future when if we hit a 21st dlc to something else, as these parts seem to change after every 10th dlc and that times coming close to Marie Rose since she is at her 9th dlc so it should change at her 11th
I hope i explained this well enough .-.
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Re: Dead or Alive series formats and tools
Hey um I've been out of the loop, can someone fill me in on whats going on.
Where are we in terms of modding ?
Where are we in terms of modding ?
Maxscript and other finished work I've done can be found on my DeviantArt account
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Re: Dead or Alive series formats and tools
I did a bunch of testing in the past, and I was pretty confident that I could re-write the file.. but just didnt have the motivation to create a script of that size... based on the fact there was soo many subblocks
anyway what i'm asking is there already a tool for converting models into the game now?
and what is this stuff i'm reading about new files, dat files, and unknown data?
anyway what i'm asking is there already a tool for converting models into the game now?
and what is this stuff i'm reading about new files, dat files, and unknown data?
Maxscript and other finished work I've done can be found on my DeviantArt account
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Re: Dead or Alive series formats and tools
@Mariokart
Well. I don't know what to say.
I'm the newest one here. I'm barely learning what others know.
Maybe some other members could answer for that.
There are some additional assisting tools by b0ny helping the process now.
But 2 of your max scripts are still the core of the process when putting models into the game.
If you can upgrade your max scripts for more than putting vertex coordinates, well.. that's going to be a great thing.
*****************
@lil @prot
I think I almost got it. I saw prot's guide in other post and that was helping greatly.
But in vertex adjuster, how should I setup the txt files for BoneID arrangement?
I couldn't know what it should be like for Bone Nodes txt file and Bone Index txt files.
Well. I don't know what to say.
I'm the newest one here. I'm barely learning what others know.
Maybe some other members could answer for that.
There are some additional assisting tools by b0ny helping the process now.
But 2 of your max scripts are still the core of the process when putting models into the game.
If you can upgrade your max scripts for more than putting vertex coordinates, well.. that's going to be a great thing.
*****************
@lil @prot
I think I almost got it. I saw prot's guide in other post and that was helping greatly.
But in vertex adjuster, how should I setup the txt files for BoneID arrangement?
I couldn't know what it should be like for Bone Nodes txt file and Bone Index txt files.
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Re: Dead or Alive series formats and tools
Hi man, welcome back. can't believe we're still here after 2 years lol.
We've made progress here and there like learning to making textures transparent (bony helped us with that), but the main change is we can swap objects from one costume onto another.
Still can't delete or add stuff though.
There isn't a tool for converting models into the game not that we know of, it does look like it by the stuff on core though doesn't it.
*
Ros,
Search tmc for nodelay, copy starting from nodeobj MOT00 Hip right down to the end but excluding index.
for phase4 DLU 007, start E790 length 69D0
index here: 151C0
We've made progress here and there like learning to making textures transparent (bony helped us with that), but the main change is we can swap objects from one costume onto another.
Still can't delete or add stuff though.
There isn't a tool for converting models into the game not that we know of, it does look like it by the stuff on core though doesn't it.
*
Ros,
Search tmc for nodelay, copy starting from nodeobj MOT00 Hip right down to the end but excluding index.
for phase4 DLU 007, start E790 length 69D0
index here: 151C0
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Re: Dead or Alive series formats and tools
on DOA5, there was a checksum that prevented file modification... I commissioned someone to crack the xex to remove it for doa5.. but now what about doa5U?? has someone removed the checksum routine for DOA5U aswell, or is that still present?
if it's still there then I will put up commission postings again for its removal
if it's still there then I will put up commission postings again for its removal
Maxscript and other finished work I've done can be found on my DeviantArt account
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Re: Dead or Alive series formats and tools
No no, DOA5U is fine we've had no problem with it at all. No modification was required.
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Re: Dead or Alive series formats and tools
O_o yeah I guess with the amount of DLC they would have a hard time checksuming it all without a mass dip in performance..
ok sweet, time to start up the doa5u modding engines
ok sweet, time to start up the doa5u modding engines
Maxscript and other finished work I've done can be found on my DeviantArt account
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Re: Dead or Alive series formats and tools
Well.. I think I did make right TXT files..
4 for index and nodes, 1 for vertex buffer.
But it doesn't work.
Node TXT files seem to be needed for taking nodes names..
and each mesh group has its own repective index list, and I took right one and made it into TXT files.
But app is keep crashing.
Am I doing something wrong?
And why does it need a target buffer length type?
***
Anyway, who's MKM?
4 for index and nodes, 1 for vertex buffer.
But it doesn't work.
Node TXT files seem to be needed for taking nodes names..
and each mesh group has its own repective index list, and I took right one and made it into TXT files.
But app is keep crashing.
Am I doing something wrong?
And why does it need a target buffer length type?
***
Anyway, who's MKM?
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Re: Dead or Alive series formats and tools
https://www.youtube.com/watch?v=UtmQ13y ... e=youtu.be
recorded the first video talking about the TMC structure
recorded the first video talking about the TMC structure
Maxscript and other finished work I've done can be found on my DeviantArt account
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Re: Dead or Alive series formats and tools
Thx.
I know a person always laugh like Hyena:
Akira-san
http://i.ytimg.com/vi/GXYR5e9TJAo/maxresdefault.jpg
I know a person always laugh like Hyena:
Akira-san
http://i.ytimg.com/vi/GXYR5e9TJAo/maxresdefault.jpg
Last edited by LarsMasters on Mon Aug 25, 2014 8:47 am, edited 1 time in total.