I do use GreedXplorer for extracting textures, but how would I go about re-encoding the textures back into the xpr/hdd through GreedXplorer after Im done modifying them and am putting them back in?
I use 'replace texture' when browsing an xpr on there, but again, it shows up normal on greedXplorer but in game the whole model is invisible.
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Dead or Alive series formats and tools
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Re: Dead or Alive series formats and tools
i know you can extract all of the textures from the xpr files and to replace the textures you have to click the individual files in the window below to replace them at all. to view what you're doing, enable "load 3D objects automatically" in options.
that's all i figured out in so far unfortunately.
that's all i figured out in so far unfortunately.
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Re: Dead or Alive series formats and tools
so guys what are your thoughts on doa5 3d format. i think it's partially based on doax2 tpr format.
does anyone have the description of doax2 tpr(or doa4)? or maybe some source code using this format(please-please-please). it will be very helpful for understanding the doa5 models structure.
i think it's our duty to meet the final release of the game with good skins and modding tools
does anyone have the description of doax2 tpr(or doa4)? or maybe some source code using this format(please-please-please). it will be very helpful for understanding the doa5 models structure.
i think it's our duty to meet the final release of the game with good skins and modding tools
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Re: Dead or Alive series formats and tools
I think there's some info in this thread:b0ny wrote:so guys what are your thoughts on doa5 3d format. i think it's partially based on doax2 tpr format.
does anyone have the description of doax2 tpr(or doa4)? or maybe some source code using this format(please-please-please). it will be very helpful for understanding the doa5 models structure.
i think it's our duty to meet the final release of the game with good skins and modding tools
viewtopic.php?f=16&t=3741&hilit=Ninja+Gaiden
NG2 and DOAX2 use the same format. I don't know if Noesis plugin has the source code.
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Re: Dead or Alive series formats and tools
nothing tricky happening in the format?
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
my blender importer for vertex data from doa5 models:
viewtopic.php?p=69908#p69908
LHeader - tmcl header, contains the offsets and sizes for texture block, vertex block and index block
VtxLay - offsets and sizes for vertex buffers in vertex block (tmcl)
IdxLay - offsets and sizes for index buffers in index block (tmcl)
P.S. does anyone know how to unpack ninja gaiden 3 "lnk" container. i'd like to extract ng3 models because doa5 models are imao boring(model is in one piece) and ugly
an extractor for doa5 ".lnk" archive:viewtopic.php?p=69908#p69908
i don't have much info, and actually was hoping for some help on the format.daydreamdirty wrote:sure, couldn't hurt to know.
compared to what? i'm not familiar with the doax2 and ng2 format, and couldn't find much info on them. though the format is reversed to the ground and noesis can lossles import these models.mariokart64n wrote:nothing tricky happening in the format?
to export the vertex data i used info from three objects:the whole file is made of objects with a common interface, which is like this:
char[8] - objectName //up to 8 characters
DWORD - ? //is always 0xff000100
DWORD - objectType? //0x30 - this file, 0x50 - tmcl header
DWORD - objectSize //size of this object
DWORD - num1 // number of objects in the first array
DWORD - num2 // number of objects in the second array
DWORD - offset1 // offset in this object to the first array mostly array of offsets to some data(subobjects) in this object
DWORD - offset2 // offset in this object to the second array mostly array of sizes to data from the first array
LHeader - tmcl header, contains the offsets and sizes for texture block, vertex block and index block
VtxLay - offsets and sizes for vertex buffers in vertex block (tmcl)
IdxLay - offsets and sizes for index buffers in index block (tmcl)
P.S. does anyone know how to unpack ninja gaiden 3 "lnk" container. i'd like to extract ng3 models because doa5 models are imao boring(model is in one piece) and ugly
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Re: Dead or Alive series formats and tools
Using offzip you can rip the data without names (just extensions) but it's worth of trying.b0ny wrote:my blender importer for vertex data from doa5 models:an extractor for doa5 ".lnk" archive:
viewtopic.php?p=69908#p69908
i don't have much info, and actually was hoping for some help on the format.daydreamdirty wrote:sure, couldn't hurt to know.
compared to what? i'm not familiar with the doax2 and ng2 format, and couldn't find much info on them. though the format is reversed to the ground and noesis can lossles import these models.mariokart64n wrote:nothing tricky happening in the format?to export the vertex data i used info from three objects:the whole file is made of objects with a common interface, which is like this:
char[8] - objectName //up to 8 characters
DWORD - ? //is always 0xff000100
DWORD - objectType? //0x30 - this file, 0x50 - tmcl header
DWORD - objectSize //size of this object
DWORD - num1 // number of objects in the first array
DWORD - num2 // number of objects in the second array
DWORD - offset1 // offset in this object to the first array mostly array of offsets to some data(subobjects) in this object
DWORD - offset2 // offset in this object to the second array mostly array of sizes to data from the first array
LHeader - tmcl header, contains the offsets and sizes for texture block, vertex block and index block
VtxLay - offsets and sizes for vertex buffers in vertex block (tmcl)
IdxLay - offsets and sizes for index buffers in index block (tmcl)
P.S. does anyone know how to unpack ninja gaiden 3 "lnk" container. i'd like to extract ng3 models because doa5 models are imao boring(model is in one piece) and ugly
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Re: Dead or Alive series formats and tools
Hi bony, I had this error in your python script:
Uploaded with ImageShack.us
Edit: I could run it in blender 2.61.
Uploaded with ImageShack.us
Edit: I could run it in blender 2.61.
Last edited by Darko on Wed Apr 11, 2012 2:47 am, edited 1 time in total.
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Re: Dead or Alive series formats and tools
damn soo many funny projects.. when does the full game release?
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
a little unpacker for "ninja gaiden 3":
http://rghost.ru/37543470
i renamed "R_AYA_A.GMD" to "R_AYA_A.TMC" and "R_AYA_A.TTGL" to "R_AYA_A.TMCL" and imported it to blender with the doa5 script i posted before:
it's cool that ng3 models are compatible with doa5 format. i'm wondering if it's possible to swap doa5 models with ng3 models
http://rghost.ru/37543470
i renamed "R_AYA_A.GMD" to "R_AYA_A.TMC" and "R_AYA_A.TTGL" to "R_AYA_A.TMCL" and imported it to blender with the doa5 script i posted before:
it's cool that ng3 models are compatible with doa5 format. i'm wondering if it's possible to swap doa5 models with ng3 models
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Re: Dead or Alive series formats and tools
Where's that model?? lol from the common file I can't find her.b0ny wrote:a little unpacker for "ninja gaiden 3":
http://rghost.ru/37543470
i renamed "R_AYA_A.GMD" to "R_AYA_A.TMC" and "R_AYA_A.TTGL" to "R_AYA_A.TMCL" and imported it to blender with the doa5 script i posted before:
it's cool that ng3 models are compatible with doa5 format. i'm wondering if it's possible to swap doa5 models with ng3 models
Are you gonna contine developing your tool??
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Re: Dead or Alive series formats and tools
this tool will only unpack the whole game at once, not just the common file. you should put it in a folder with the "archive_order.bin" and all "lnk" files, and it will unpack all files in the same directory, otherwise it will give you an error on the missing lnk file and will stop unpacking.Darko wrote:Where's that model?? lol from the common file I can't find her.b0ny wrote:a little unpacker for "ninja gaiden 3":
http://rghost.ru/37543470
i renamed "R_AYA_A.GMD" to "R_AYA_A.TMC" and "R_AYA_A.TTGL" to "R_AYA_A.TMCL" and imported it to blender with the doa5 script i posted before:
it's cool that ng3 models are compatible with doa5 format. i'm wondering if it's possible to swap doa5 models with ng3 models
Are you gonna contine developing your tool??
this model is from the "\CHAR\R_AYA_A\" folder. you'll find in the char folder all characters from the game
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Re: Dead or Alive series formats and tools
I've been able to use the doa5 importer perfectly on the ng3 models. Thank you so much!
I'm now wondering what to do about getting the textures. Is there a simple step I'm overlooking? Or have they not been figured out yet?
I'm now wondering what to do about getting the textures. Is there a simple step I'm overlooking? Or have they not been figured out yet?