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Re: Dead or Alive series formats and tools

Posted: Sat Jan 24, 2015 6:01 am
by Protocol X27
Just a theory, but I think the last four vertex groups may be 2 pairs of UV... UV 1/2, UV 1/2

***
I don't know enough about 3dsmax, to use a different UV layer, I would guess, finding where it reads the first layer and replace with the 2nd if possible. I don't even know how 3dsmax handles multiple layers. I only saw it be an issue when using the export script to XNALara.

Re: Dead or Alive series formats and tools

Posted: Sat Jan 24, 2015 6:25 am
by Rosalin
I'm not talking about handling multiple UV layers in 3ds max.
I just want to edit TMC_Parser.ms to import another UV layer from another byte group, if the last 4 bytes represents another UV layer.
It seems that it can be simply done by editing one offset value. (but I don't know what is it.)

I wish to check the shape of it in 3DSmax, if the last one is also another UV layer.
I'm guessing it is related to dust texture on body.

***

And if the last 4 byte group and 7th group could be calculated, I might be able to put an whole new object into TMCL. (Something like this)
I figured out 7th group controls normal map in some ways.
ex) Something related to using x-flipped symmetrical normal map.

But I don't know how to calculate that 4 bytes exactly.

Re: Dead or Alive series formats and tools

Posted: Sun Jan 25, 2015 8:24 am
by MisterNatal
Sorry for the inactivity, Can someone help me? I'm trying to learn how to extract DoA4 models because reasons but I haven't a clue on how to extract the data from the game

Re: Dead or Alive series formats and tools

Posted: Sun Jan 25, 2015 3:10 pm
by Darko
MisterNatal wrote:Sorry for the inactivity, Can someone help me? I'm trying to learn how to extract DoA4 models because reasons but I haven't a clue on how to extract the data from the game
Use noesis.

Re: Dead or Alive series formats and tools

Posted: Mon Jan 26, 2015 6:30 am
by MisterNatal
Darko wrote:
MisterNatal wrote:Sorry for the inactivity, Can someone help me? I'm trying to learn how to extract DoA4 models because reasons but I haven't a clue on how to extract the data from the game
Use noesis.
Well yes but how do I get the models from the game though? Dx

Re: Dead or Alive series formats and tools

Posted: Mon Jan 26, 2015 8:29 am
by Darko
MisterNatal wrote:
Darko wrote:
MisterNatal wrote:Sorry for the inactivity, Can someone help me? I'm trying to learn how to extract DoA4 models because reasons but I haven't a clue on how to extract the data from the game
Use noesis.
Well yes but how do I get the models from the game though? Dx
Download the blender pack I uploaded here:

https://onedrive.live.com/?cid=FFBE4E57 ... 49FCBE!281

It has all bony's scripts and install the python version I uploaded.

Re: Dead or Alive series formats and tools

Posted: Thu Jan 29, 2015 7:56 pm
by Lilstormcloud
PC versions been delayed :cry:

Re: Dead or Alive series formats and tools

Posted: Fri Jan 30, 2015 3:20 am
by Darko
Lilstormcloud wrote:PC versions been delayed :cry:
>_<'

Re: Dead or Alive series formats and tools

Posted: Mon Feb 09, 2015 6:19 pm
by Baal
Hi guys !
It feel like a decade since i last posted in a DOA modding thread ^^
With the upcoming PC version, and the probably ton of new persons that will give DOA a try, i was wondering where would we share our progress and tools. Here ? Somewhere else ? Does anybody also thought of that or I'm asking myself useless questions ^^?
Also, it look like coregrafx.info is dead. I wonder if this is just for me, but each time i try to get there i get a "Lolipop" untranslatable screen.

Re: Dead or Alive series formats and tools

Posted: Tue Feb 10, 2015 4:06 am
by Protocol X27
Hey Baal,

Good to see ya again. I noticed you've been keeping up the fight on FSD. Funny how non-modders think it'll be so easy to overhaul everything about the game, lol.

I'll still post stuff here once I get a crack at some new data. I think I got burnt out with the complexity of the more recent mods that I did. I've been making an effort to work on extraction & stuff for some other games during the wait, but I've just been plain short on time all around.

PC delay is only an inconvenience. There will be at least some stuff to mess with during the wait even if 360 doesn't get the full amount of content.

***

@MisterNatal, past DOA games use to store stuff in .afs containers. Do you have access to the games RAW data or are you asking how to do that?

Re: Dead or Alive series formats and tools

Posted: Tue Feb 10, 2015 6:43 am
by Rosalin
I tried to put normal map back into TMCL but it looks fragmented partly, especially for arms.
It worked before, but It doesn't work for some other models with other textures.


I tried to do it with mario's way, I could untile it, but I couldn't swizzle it back to original image with any options.

I guess it happens because some normal map(Volume Texture) have different file type.
They had same resolution(512x1024) but had different file size.

Is there any solution for that?

Code: Select all

//*bbp4 1024x512 (TX3D)
----
This was code for how to untile it.
How can I reverse it?

Re: Dead or Alive series formats and tools

Posted: Tue Feb 10, 2015 4:09 pm
by Esppiral
Dead or alive 2 needs more love. :(

Re: Dead or Alive series formats and tools

Posted: Wed Feb 11, 2015 6:36 am
by Rosalin
Oh, I could reverse it by myself.
It was fun to do.
I added at the end.

Re: Dead or Alive series formats and tools

Posted: Sat Feb 14, 2015 5:38 am
by Rosalin
Well, I've checked the last UV group in 44, yes it was one for the dust texture UV.
But one thing important is, the shape of UV varies with the model, not like other skin textures.
So when you mix the parts or export vertex data to another model, you should think about this.

Re: Dead or Alive series formats and tools

Posted: Tue Feb 17, 2015 11:44 pm
by Darko
Can someone dump blc names pls for the new tittle update?? I already have all momoka's dlc costumes, but patch files are a real mess.