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Dead or Alive series formats and tools

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Lilstormcloud
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Re: Dead or Alive series formats and tools

Post by Lilstormcloud »

manual delete the correct vertices based on V ID, manually delete the correct Index, scale the index back for each deleted section. rewrite sizes in tmc and L + mod geo dec.

I don't like the lisa body coz it's missing points on the butt and leg to make it round :cry: instead I end up with jaggies :twisted:

yea I know i'm just being a spaz.
Seriously though I think there needs to be at least a few more on the outer thigh in order to make the hip and upper leg look smooth, as it is right now there's a slight triangular protrusion when they are standing up straight, instead of a triangle a few more vertices will make it a curve.

Also there's seems to be a few extra vertices at the knee, it flunking deforms and protrudes every time they bend their knee joints (which drives me up a wall)
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Re: Dead or Alive series formats and tools

Post by MisterNatal »

Lilstormcloud wrote:snip
Do you use 3ds max? I was wondering if you could teach me how to de-triangulate meshes for a better result?
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Re: Dead or Alive series formats and tools

Post by Lilstormcloud »

Anything I say won't really apply to you, since you're doing XNA and I'm talking game modification.
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Re: Dead or Alive series formats and tools

Post by MisterNatal »

Lilstormcloud wrote:Anything I say won't really apply to you, since you're doing XNA and I'm talking game modification.
My bad, I suppose it was wrong of me to assume you did the modifications in 3ds max really sorry for the assumption
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Re: Dead or Alive series formats and tools

Post by Lilstormcloud »

I did use 3dm, but I have to work in the confines of what I can port into the game.

for XNA, (which mind you I know nothing about), I'm under the impression you can just increase the vertex count and do whatever you like to it and then spit out a .obj, I could be wrong though.
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Rosalin
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Re: Dead or Alive series formats and tools

Post by Rosalin »

Lilstormcloud wrote: yea I know i'm just being a spaz.
Image

You are not a spaz

**********

Anyway, I figured out how to edit skin weight in 3DS max and take that data to TMCL.
There was a table for each vertex weight in 3ds max menu in envelope section.
simple calculation made them hex.
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Re: Dead or Alive series formats and tools

Post by Lilstormcloud »

Protocol X27 wrote:@kasaka, the Nyotengu defaults are in the patch.bin file.

@lsc, so what's missing with lisa's geometry if it isn't suitable for modifying? So did you manually null out the P4 top, or is it one of the anomalies that actually has more than one body mesh?

@b0ny, miku or whoever can help. Is there a newer version of the texture extractor I'm missing? I still cannot export the --H & --HL versions from v16 or any other version I have. As far as I know archivarius is dumping them correctly.

you mean you can't export the textures from them?
for ANY and all?
We're talking the pantsu texture right? lol

****************************************************************************
Wooo Ros, high five, we can be perfectionists together Lol.

Nice find on the weight.
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Re: Dead or Alive series formats and tools

Post by MisterNatal »

Lilstormcloud wrote:
Protocol X27 wrote:@kasaka, the Nyotengu defaults are in the patch.bin file.

@lsc, so what's missing with lisa's geometry if it isn't suitable for modifying? So did you manually null out the P4 top, or is it one of the anomalies that actually has more than one body mesh?

@b0ny, miku or whoever can help. Is there a newer version of the texture extractor I'm missing? I still cannot export the --H & --HL versions from v16 or any other version I have. As far as I know archivarius is dumping them correctly.

you mean you can't export the textures from them?
for ANY and all?
We're talking the pantsu texture right? lol

****************************************************************************
Wooo Ros, high five, we can be perfectionists together Lol.

Nice find on the weight.
Panties to my knowledge are in the various other files "H, TMCL, P, and C ect" I use the Tecmo 360 texture extractor for that stuff lol
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Re: Dead or Alive series formats and tools

Post by Protocol X27 »

@lsc, MisterNatal : I forgot to mention it's the Nurse alt textures only that don't seem to open correctly in the extractor, even after I used miku's updated file to dump them from archivarius.

@MisterNatal, you can de-triangulate in Blender with Ctrl J (or T?) I think if you're working on porting. I typically don't do much in 3dsmax for the porting stuff.
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Re: Dead or Alive series formats and tools

Post by Lilstormcloud »

I've had no problems with extracting

hi res tex from tengu nurse dlcu.

in fact that's one I tested on this morning.

2 textures results 1 for pantsu

1 for wet clothes.

I only tried for alt 1 though
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Re: Dead or Alive series formats and tools

Post by mariokart64n »

thanks to chrrox for his help understanding the ps3's face compression I was able to import sigma2 models finally ^_^

sadly can't find the UV's :'( still need to look at the PS3 version of DOA5U

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Image
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

Post by MisterNatal »

mariokart64n wrote:thanks to chrrox for his help understanding the ps3's face compression I was able to import sigma2 models finally ^_^

sadly can't find the UV's :'( still need to look at the PS3 version of DOA5U

Image

Image
amazing job!
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Re: Dead or Alive series formats and tools

Post by mariokart64n »

yes textures!!
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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

Post by VeiX »

Amazing work Mario

She looks ugly but her outfit is good
what about bones, did you manage to get them or only mesh and textures ?!
Although you can rig it based on DOA 5 body which is better
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Re: Dead or Alive series formats and tools

Post by mariokart64n »

Hm yeah bones etc are all there, didn't bother reading it in though. Just wanted to explore and maybe add it into doa5 later
Maxscript and other finished work I've done can be found on my DeviantArt account
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