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Re: Dead or Alive series formats and tools

Posted: Wed Apr 15, 2015 3:32 pm
by Rosalin
SkacikPL wrote: Could you possibly make a few screenshots of those changes?
meaningless.
seriously.
Imagine just skin got brightness up and contrast down.

or you can try it yourself.

on any kokoro's TMC
find

Code: Select all

9A99993E 0000803E CDCC4C3E CDCC4C3E (reversed float)
 R        G        B        depth

Re: Dead or Alive series formats and tools

Posted: Wed Apr 15, 2015 7:24 pm
by SkacikPL
Rosalin wrote:
SkacikPL wrote: Could you possibly make a few screenshots of those changes?
meaningless.
seriously.
Imagine just skin got brightness up and contrast down.

or you can try it yourself.

on any kokoro's TMC
find

Code: Select all

9A99993E 0000803E CDCC4C3E CDCC4C3E (reversed float)
 R        G        B        depth
If PC version has handling for SSS then possibly other features that are supposedly "not there" can be tweaked too?

Re: Dead or Alive series formats and tools

Posted: Wed Apr 15, 2015 8:48 pm
by Lilstormcloud
Nice!, you found the "soft engine" lol :P

Re: Dead or Alive series formats and tools

Posted: Wed Apr 15, 2015 11:37 pm
by Rosalin
PS3 and 360 version also had SSS options.
it's been always activated.
and PS4 version has 'better' SSS...

Re: Dead or Alive series formats and tools

Posted: Wed Apr 15, 2015 11:54 pm
by Vashey
That would mean they actually tried to implement soft engine.
I don't think the game as it is now can put SSS to use with efficiency anyway.

Call it window dressing.

Re: Dead or Alive series formats and tools

Posted: Thu Apr 16, 2015 12:06 am
by Rosalin
It's a core feature.
it can't be achieved by tweaking TMC.

Re: Dead or Alive series formats and tools

Posted: Thu Apr 16, 2015 12:28 am
by Lilstormcloud
It okay, we can all use a bit of window dressing.

from now on we could call all the mods "nude engine"

with the sub text

"makes the skin look more naked than regular tecmo DLC" (but only slightly)

"the nude engine is only available on PC due to hardware constraints" :oops:

Re: Dead or Alive series formats and tools

Posted: Thu Apr 16, 2015 5:35 am
by CDD Xtreme
Lilstormcloud wrote:It okay, we can all use a bit of window dressing.

from now on we could call all the mods "nude engine"

with the sub text

"makes the skin look more naked than regular tecmo DLC" (but only slightly)

"the nude engine is only available on PC due to hardware constraints" :oops:
Wow its been ages since I caught up with the modding community. So what are you guys trying to achieve.

PS. For this sites safety we should probably not use the word "n*de" anywhere lol. Might wanna keep it soft engine I
like it better ....mmm boobies.

Re: Dead or Alive series formats and tools

Posted: Thu Apr 16, 2015 6:06 am
by Rosalin
CDD Xtreme wrote: So what are you guys trying to achieve.
We need a genius hacker who can hack into game.exe,
then we will going to a get high resolution textures on the stages without using damn uMods. and furthermore.

Re: Dead or Alive series formats and tools

Posted: Thu Apr 16, 2015 7:01 am
by CDD Xtreme
Rosalin wrote:
CDD Xtreme wrote: So what are you guys trying to achieve.
We need a genius hacker who can hack into game.exe,
then we will going to a get high resolution textures on the stages without using damn uMods. and furthermore.
I see. Well I am a little confused. I don't play DOA for how the stages look, I play it for the girls and I have had more than my fill playing with them....

Based on this clip personally http://www.siliconera.com/2014/12/24/de ... omparison/
The "Soft Engine" shown on left is for the PS4. So am I to assume you guys want this for the PC?

From my experience it definitely is possible to make this hack happen but I am questioning If it is actually a simple switch or something that makes everything look better than why did Team Ninja not enable it in the first place? Could it be a test to see how good our hacker community is or something?

Re: Dead or Alive series formats and tools

Posted: Thu Apr 16, 2015 7:12 am
by Rosalin
@CCD
I don't know what you mean.

Re: Dead or Alive series formats and tools

Posted: Thu Apr 16, 2015 8:06 am
by CDD Xtreme
Rosalin wrote:@CCD
I don't know what you mean.
Dw, I am a little confused as to why go through all the effort when instead we should be rallying at Team Ninja for a Poor Port to the most powerful system.

Re: Dead or Alive series formats and tools

Posted: Thu Apr 16, 2015 9:49 am
by Vashey
Is it really why we are here for?
From my experience it definitely is possible to make this hack happen
How?
Tell us more.

Re: Dead or Alive series formats and tools

Posted: Thu Apr 16, 2015 1:11 pm
by CDD Xtreme
Vashey wrote:Is it really why we are here for?
From my experience it definitely is possible to make this hack happen
How?
Tell us more.
From my experience simple texture changes will achieve a similar affect.

Otherwise if this Soft Engine thing is really within the engine and its a switch or something that you can turn on/off you will probably need a hacker to do it.

The worst case is if the features are actually incomplete (as in maybe the left it out because they never finished it for the PC) and then just left unusable traces....

Re: Dead or Alive series formats and tools

Posted: Thu Apr 16, 2015 4:09 pm
by tcl36478655
Protocol X27 wrote: Input format is a text file. Paste the desired block of hex from the hex editor (with spaces) into a blank txt then make sure to identify that name at the start of the script along with the offset/shift value. I also made sure to ignore 'FF FF' values.
OTL...Help!!!
I opened a txt file. Paste 00000100. Named it 123.txt. Then opened IndexShifter.py. Set fileName = '123.txt' ? Set hexByteShiftValue = 2 or 8??? I'm confused...

Protocol X27 wrote: Here's my next step in the chain for cross costume vertex adjustments. Bone Node Ripper. Again, not useful by itself unless someone wants to use the data. It automates ripping the bone nodes and provides additional info other than the raw hex. It outputs to a txt with the following info:
bone index(int)| bone name| bone name(hex string)| node offset in nodeLay (int)| node offset in nodeLay (hex, big(?) endian)
Seems it's PC version?
elif(nodeObjLength[0] == 112):
structFormat = 'cccccccccccccccccccccccccccccccccccccccccccccccc'
nameLength = 48
Should '112' to be '192'? or just PC version must be 112? I just modified it for xbox version and noticed that.