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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 »

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.
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Rosalin
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Re: Dead or Alive series formats and tools

Post by Rosalin »

Image

Sorry it was my silly mistake. please forget it.
I was able to do it anyway.
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Rosalin
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Re: Dead or Alive series formats and tools

Post by Rosalin »

Image
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.
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Re: Dead or Alive series formats and tools

Post by tcl36478655 »

...
Never mind.
Solved...
(╯‵□′)╯︵┻━┻
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Rosalin
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Re: Dead or Alive series formats and tools

Post by Rosalin »

Image

@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 :)
Protocol X27
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Re: Dead or Alive series formats and tools

Post by Protocol X27 »

@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.
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Re: Dead or Alive series formats and tools

Post by Rosalin »

@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 [roll]
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Re: Dead or Alive series formats and tools

Post by Lilstormcloud »

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.
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Re: Dead or Alive series formats and tools

Post by Rosalin »

Well. thanks.

Anyway It seems that morphing doesn't work when indices are edited. :[
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Re: Dead or Alive series formats and tools

Post by Lilstormcloud »

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?
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Re: Dead or Alive series formats and tools

Post by Protocol X27 »

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.
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Re: Dead or Alive series formats and tools

Post by MarieRose1301 »

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)
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Re: Dead or Alive series formats and tools

Post by Rosalin »

Image
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Re: Dead or Alive series formats and tools

Post by Protocol X27 »

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
***
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.
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Re: Dead or Alive series formats and tools

Post by porimac »

DOA5U Haloween DLC
I coud not decrypt filename, but I tried convert some TMC files manually :oops:

(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.
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