Look at it from the 7674 point of view
7674 is joined to 7734,
7674 is joined to 7673,
7674 is joined to 7735,
Sometimes they like to go over the same area twice, you really have to un-join the whole area and work out when it hits a end or if it's just doing something weird, usually there's some logic to it.
depending on what's connected to what, if you mess with one value you could wreck the whole string making all the faces disappear. The ones that disappear is a good clue as to what area that string is describing and should provide some info on how it's joined.
Also when i was testing initially, when I can't figure out why, I ended up rewriting some of the ones that didn't make sense with what I thought they should be joined to. Half the time it had no effect suggesting some sort of redundancy, not sure if on purpose or if any use or etc.
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
- Rosalin
- 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
I've figured out simplest way to delete some vertices.
when you try to delete vertex id a from mesh,
then just turn every a into b in the index buffer.
just think about a is moving toward b and snapping to b.
it works like that.
-
- beginner
- Posts: 34
- Joined: Mon Apr 08, 2013 2:22 am
- Has thanked: 25 times
- Been thanked: 3 times
- Rosalin
- 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
@b0ny
Can you plz explain about this template?
Is this a template about sub-structures of whole TTX section or just notifying transparent flags?
I wish I could learn more about handling texture and materials.
It looks like it's pretty much helping for that
-
- 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
@Ros
That line a couple rows above the important vtx/idx details is a transparency flag. I've only had cause to change it when trying to change the alpha of a texture, but changing it is only part of the process. There are some values that also require changing in the MdlInfo / ObjInfo as well.
My trial ran up for that app, so I switched back to changing the value manually when needed. If I recall correctly, it was essentially setting the value to true/false.
That line a couple rows above the important vtx/idx details is a transparency flag. I've only had cause to change it when trying to change the alpha of a texture, but changing it is only part of the process. There are some values that also require changing in the MdlInfo / ObjInfo as well.
My trial ran up for that app, so I switched back to changing the value manually when needed. If I recall correctly, it was essentially setting the value to true/false.
- Rosalin
- 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
@Prot
Thanks for the answer.
Actually what I'm worrying about is not about transparency actually.
What I concern about is exporting or importing meshes including textures that other costumes doesn't have.
I was able to export body mesh without any texture problem, because every costumes have body diffuse and normal maps.
Well.. I don't feel like that I need that much but, I just want to know that I could able to learn that or not.
I looks quite a big deal. because I should handle much things in TMC and TMCL to do that I guess.
***
Anyway, I wish there was a StickitBack for bone nodes coordinates in 3dsmax.
I should have asked for mariokart about it when he was uploading some pictures about that
Thanks for the answer.
Actually what I'm worrying about is not about transparency actually.
What I concern about is exporting or importing meshes including textures that other costumes doesn't have.
I was able to export body mesh without any texture problem, because every costumes have body diffuse and normal maps.
Well.. I don't feel like that I need that much but, I just want to know that I could able to learn that or not.
I looks quite a big deal. because I should handle much things in TMC and TMCL to do that I guess.
***
Anyway, I wish there was a StickitBack for bone nodes coordinates in 3dsmax.
I should have asked for mariokart about it when he was uploading some pictures about that
-
- 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
I wrote a while back about the TTX block, should be able to refer to that to change texture address and size etc.
it's okay if the target texture slot isn't the same size/shape as the original.
Just resize (squeeze or stretch) it into the correct shape in photoshop (do not cut, trim or etc, just resize -> stretch image, squeeze image), the texture will still appear correctly after injection. except for a loss in quality if you go too small, for such cases swap the texture reference to a larger one and inject into that slot.
it's okay if the target texture slot isn't the same size/shape as the original.
Just resize (squeeze or stretch) it into the correct shape in photoshop (do not cut, trim or etc, just resize -> stretch image, squeeze image), the texture will still appear correctly after injection. except for a loss in quality if you go too small, for such cases swap the texture reference to a larger one and inject into that slot.
-
- 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
The new Halloween pack looks good,
new mesh pieces and textures to swap around lol.
time to have bet,
ayane has a full unhollowed body under that halloween costume.
Takers?
new mesh pieces and textures to swap around lol.
time to have bet,
ayane has a full unhollowed body under that halloween costume.
Takers?
-
- 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
I'm liking the new stuff too. It'll be interesting to see what is 'available'.
I'd like to think full mesh, but I suspect minimal verts may still be missing like w/ Lisa's tropical. Rachels may have potential since I can't tell if the skeleton is a seconday mesh or texture.
I'd like to think full mesh, but I suspect minimal verts may still be missing like w/ Lisa's tropical. Rachels may have potential since I can't tell if the skeleton is a seconday mesh or texture.
-
- veteran
- Posts: 97
- Joined: Sat Oct 11, 2014 10:29 pm
- Has thanked: 17 times
- Been thanked: 7 times
Re: Dead or Alive series formats and tools
Just wanted to ask
Is there a complete .mpm blender script for DOA5U?(I mean which imports face animations and doesn't screw bodies up)
Is there a complete .mpm blender script for DOA5U?(I mean which imports face animations and doesn't screw bodies up)
-
- 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
If anyone is working on the archivarius update for the latest content, it seems that half of the stuff already renames, primarily males & VF characters.
Here's what I had a few minutes to find
Here's what I had a few minutes to find
I'll do more later unless someone beats me to it. So far Kasumi & Tina are the only semi-full upper meshes***
Last edited by Protocol X27 on Tue Oct 14, 2014 10:28 pm, edited 1 time in total.
- porimac
- VIP member
- Posts: 109
- Joined: Wed Sep 08, 2010 4:46 pm
- Location: Japan,Kanagawa
- Has thanked: 63 times
- Been thanked: 14 times
Re: Dead or Alive series formats and tools
DOA5U Haloween DLC
I coud not decrypt filename, but I tried convert some TMC files manually
(edit : s-sorry for the mistake!)
I coud not decrypt filename, but I tried convert some TMC files manually
(edit : s-sorry for the mistake!)
Code: Select all
2S512@1S1T1@CH10]]J183H42DO1G187QR7H1O{S76171J | MARIE | .TMC
2SL63@1S1T1@DI]]K1835R1M1FH13GG1B97V1O10{TNB713C1C10 | NYOTENGU| .TMC
2SU63@1T1U151@D10I]]K1935Q1EO1H1RS5B9G1Q{A98191K | PHASE4 | .TMC
2Z052@1S1T1@CG1H]]00824C21H1F1QR988N{S85181H | MILA | .TMC
2Z052@1S1T1@CI1I]]K19357110D75F1E1QR007N{S65161I | HELENA | .TMC
2Z052@1S1T1@CI1I]]K1935DQ1G11RK15NB9{S77181I | TINA | .TMC
2Z052@1S1T1@CN1I]]K1935D00F175QR6K1O{C76171H | LISA | .TMC
2Z151@1S1T1@CH]1]1J182H62D10Q1P1H12R4C171OR1{087181I | CHRISTIE| .TMC
2Z151@1S1T1B@T1]]K33K193L62EG1RSH15O{T7511071J | AYANE | .TMC
2Z763@1S1T1@CC1H]]J193500H1K1GF1I1A8QRH18N{S75171M | LEIFANG | .TMC
2Z963@1S1T1@DF1H]]J1935E2164G1QR107NF1{S7216151K | KASUMI | .TMC
2Z963@1S1T1@DH]]J1835D644712F1QRN13192{I1S251712 | HITOMI | .TMC
2Z963@1S1T1@DH]]J1835DI312E1G1QRN1CA71A2{S95191A | MOMIJI | .TMC
2ZC63@1S1T1@DM1I]81]C1A3681D10DF12QR4C9O{S87181B | RACHEL | .TMC
2ZF63@1S1T1@DI]]K1835D64D1F1QRQN10093610{S861812 | KOKORO | .TMC
BS612@1S1T1@DH1]0]B183H42EO12G187QR6H1O{S76171J | MARIE | .TMCL
BSL73@1S1T1@E]J]C1834R1M1G1H13GG1B96V1O10{TNB713C1C10| NYOTENGU| .TMCL
BSU73@1T1U151@E10]J]C1934Q1FO12H1RS4B9G1Q{A98191K | PHASE4 | .TMCL
BZ062@1S1T1@D81]I]00823D212H1F1QR987N{S85181H | MILA | .TMCL
BZ062@1S1T1@DI1]J]C19347110E753F1E1QR005N{S65161I | HELENA | .TMCL
BZ062@1S1T1@DI1]J]C1934EQ12G11RK14NB9{S77181I | TINA | .TMCL
BZ062@1S1T1@DN1]J]C1934E001F175QR6K1O{C76171H | LISA | .TMCL
BZ161@1S1T1@D]1]J2B183H52E10Q1P12H13R4C171OR1{087181I| CHRISTIE| .TMCL
BZ161@1S1T1C@T1]]2K3C193L52F1G1RSH14O{T7511071J | AYANE | .TMCL
BZ263@1S1T1@DM1]71J]C1A3481E100DF12QR4C9O{S87181B | RACHEL | .TMCL
BZ873@1S1T1@DD1]I]D193400H1K1HF12I1A8QRH17N{S75171M | LEIFANG | .TMCL
BZA73@1S1T1@EG1]I]D1934F21644G1QR104NF1{S7216151K | KASUMI | .TMCL
BZA73@1S1T1@E]I]C1834E6447125F1QRN13152{I1S251712 | HITOMI | .TMCL
BZA73@1S1T1@E]I]C1834EI312E14G1QRN1CA8182{S95191A | MOMIJI | .TMCL
BZF73@1S1T1@E]J]C1834E64D14F1QRQN10063610{S861812 | KOKORO | .TMCL
Last edited by porimac on Tue Oct 14, 2014 6:12 pm, edited 1 time in total.