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Dead or Alive series formats and tools

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VeiX
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Re: Dead or Alive series formats and tools

Post by VeiX »

Thank you porimac

Time for some renders :D
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Re: Dead or Alive series formats and tools

Post by Darko »

Updated dat file.

I did'nt know the correspondance of some 7 and b's files (--h and -hl) to which character so I didn't bother with them.
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Protocol X27
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Re: Dead or Alive series formats and tools

Post by Protocol X27 »

Awesome stuff, guys!

Thanks for the file updates & UV calculator, Ros!

Edit:
So far looks like Kasumi, Ayane, Hitomi, Leifang, Pai, Mila all have options, but nothing 100%.
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Re: Dead or Alive series formats and tools

Post by zareef »

Darko wrote:Updated dat file.

I did'nt know the correspondance of some 7 and b's files (--h and -hl) to which character so I didn't bother with them.
Thanks a lot, man :)
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Re: Dead or Alive series formats and tools

Post by MisterNatal »

Could someone help me get the Blender importer for DOA5U?

the one im using has some problems :c like Kasumi's Halloween 2014 costume loads perfectly but when I load her head from 5U it is off to the right but the bones are connected so there isn't much I can do or stuff like Momiji's face won't load, only the "Faceparts" which are eyelashes the mouth/tounge and the eyeshadow load
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Re: Dead or Alive series formats and tools

Post by Rosalin »

-
Last edited by Rosalin on Sun Mar 15, 2015 6:56 pm, edited 1 time in total.
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Re: Dead or Alive series formats and tools

Post by Protocol X27 »

Nice stuff, Ros, the application for the face organizing is still above me, I have to fight a reason to start learning all of that. XD

@MisterNatal. Unless I overlooked a past script, I didn't know there was a direct import. The alternate method is to import into 3dsmax, export to mesh.ascii and then use the mesh.ascii importer for Blender

***

I started working on finishing up the Vertex Snapper again. Doing some tests I found that Alpha's mesh snaps to Ayane's Towel one rather well after being converted to '2C'. Only a small number of verts didn't shift. I'm trying to add upper x/y bounds so that areas like feet & fingernails can be ignored. I still have a few more tests to do, to see if that mesh will convert to other characters halfway decent.

***

Looks like cgfx got spammed into oblivion too...
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Re: Dead or Alive series formats and tools

Post by MisterNatal »

Protocol X27 wrote:Nice stuff, Ros, the application for the face organizing is still above me, I have to fight a reason to start learning all of that. XD

@MisterNatal. Unless I overlooked a past script, I didn't know there was a direct import. The alternate method is to import into 3dsmax, export to mesh.ascii and then use the mesh.ascii importer for Blender

***

I started working on finishing up the Vertex Snapper again. Doing some tests I found that Alpha's mesh snaps to Ayane's Towel one rather well after being converted to '2C'. Only a small number of verts didn't shift. I'm trying to add upper x/y bounds so that areas like feet & fingernails can be ignored. I still have a few more tests to do, to see if that mesh will convert to other characters halfway decent.

***

Looks like cgfx got spammed into oblivion too...
Well, the only way I know of as of yet is blender 2.49b to XNA but im not certain I can go from .67 to .49 and not lose any important data
Protocol X27
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Re: Dead or Alive series formats and tools

Post by Protocol X27 »

MisterNatal wrote: Well, the only way I know of as of yet is blender 2.49b to XNA but im not certain I can go from .67 to .49 and not lose any important data
What's your end objective? If you're looking to just work with the mesh & skeleton in a newer version of blender, you can import into 2.49b and then open the .blend file in 2.67. But if your looking to export to XNALara, as far as I know, the preferred method is still 3dmax > 2.49b > XNALara.
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Re: Dead or Alive series formats and tools

Post by Rosalin »

I'm attempting to inject modifed models to chara_common
using archivarious.

I got deafault.exe form defaut.xex through xextool.

but after I selected file for swapping tmc or tmcl file in archivarous,
it showed me an error messages and it does no swapping jobs.

Code: Select all

Exception in Tkinter callback
Traceback (most recent call last):
  File "C:\Python34\lib\tkinter\__init__.py", line 1482, in __call__    return self.func(*args)
  File "C:\mod\Chara Common\doa5Uarchivarius.py", line 660, in <lambda>
    Button(optbarframe, text='swap selected', font='sans 11', command=lambda:swapselected(texlist, noteinject.get())).pack(side = 'right')
  File "C:\mod\Chara Common\doa5Uarchivarius.py", line 407, in swapselected    fxex.seek(0xc8d840 + fl.filetableindex*8)
AttributeError: 'cfile' object has no attribute 'filetableindex'
and, lnk or blp or default.exe files are not modified at all.

Can anyone please tell me where should I start for this job?

*****

I've looked at the mario's tutorial for this to do in manual way...
and found some lsc's tips on other site.

but. problem was,.. in default-done.xex file, there I could find uncompressed file size, but I couldn't for compressed size and flags for changing them.

this is how normal blp file goes.
000000C1 0000B584 E0000097 00030C70 A30D7F6B
that bold one is uncompressed size. and there's compressed size and a flag.

but in default-done.xex file
4E3AC63F 00096000 F06FB763 00019C40 436E5313 0062D000 AF10683B 0000DEF0 D5B03BEB 007D3000 1900589B 00005600 71104693 00004000 1AA06F57
I have really no idea around that.
Protocol X27
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Re: Dead or Alive series formats and tools

Post by Protocol X27 »

Ros,
The process is very similar to the DLC.

In the chara_common.lnk, do the same stuff as you would for any content.lnk.

Not sure what you mean about getting a .exe. Even with using xextool, I've only had to encrypt / decrypt. Sounds like you at least have it decrypted though.

Within the default.xex, look for the compressed file sizes. You can use either archivarius to find these or an more manual method of locating the file in the chara_common, and then finding its index entry.

All of the compressed file sizes are together and are the only parts needing to be changed in the .xex, along with the usual 'E0' compression flags.

After changing the xex it needs to be re-encrypted and have the first 4590 bytes or so from an unedited .xex pasted back into the modified one. This always needs to be done after the game starts receiving significant title updates. Vanilla version seem to not need it.
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Rosalin
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Re: Dead or Alive series formats and tools

Post by Rosalin »

Thanks prot.
I got compressed size from archivarious dat file and
modifed all compressed size to uncompressed and fixed flags to 0

Maybe I've done with it right with them. files extended and changed size on header etc..
but I'm not sure about re-encrypting and
things related to TU stuffs.
I can't get it clearly at all..

So it crashes or loading forever.


*************
Oh it's terribly confusing. @@
Well... let me check the process from the first.
I'm only trying fix one TMCL file. without tmc.

1. I.. decrypted default.xex file.

2. I got uncompressed size and compressed size of TMCL from archivarious dat file.
and also got E000.... index(?) number with compression flag.

3. In decrypted default.xex file, I changed a compressed size value into uncompressed size,
and changed E000.. to 0000..
total two numbers are changed in decrypted default.xex file.

4. In chara_common.lnk, I changed a pair of compressed size to uncompressed size.
And at the end of file, I attached edited TMCL file.
And at the entry of this tmcl file, I changed address of TMCL into new one.

finally I changed total size value in chara_common.lnk header.

5. re-encrypted default.xex file to default-done.xex


After I copied two files into hard disk.. I launched default-done.xex file,

It loaded to title screen safely but some sort of freezing happend after I selected a menu.
I can't do anything more.

But what's most annoying is, If I launch it with un-edited default.xex file,
it doesn't crashes at all and shows me un-edited costume without any troubles.

How this thing can happen?
even there was something wrong with encrypting default-done.xex file,
I edited chara_common costume address entry.
I expected that it crashes or something like that.
I can hardly understand that.

I need some advice plz.
Lilstormcloud
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Re: Dead or Alive series formats and tools

Post by Lilstormcloud »

Rename default done to
default.xex (prob no effect)

copy around the first 40c0 of unmodified default.xex and overwrite the first 40c0 of modified encrypted default.xex.

go to you 360 systems and clear the hard drive cache.
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Re: Dead or Alive series formats and tools

Post by Protocol X27 »

LSC, beat me to it, If any title update past 1.03 is active than the process he mentioned needs to occur.

***

I tested snapping Alpha against Christie, and that worked too, just need to see if a mid & large mesh works.
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Re: Dead or Alive series formats and tools

Post by Rosalin »

Thank you so much for the helps.
It's done finally

This simple thing took my 4-days away. T-T

***

I've heard a news about DOA5 LR.
It's going to be released on 02/19/15
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