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Re: Dead or Alive series formats and tools

Posted: Tue Apr 21, 2015 9:33 pm
by NebulaUK
again thank you but as i said i have no idea where to start could you please help me

Re: Dead or Alive series formats and tools

Posted: Tue Apr 21, 2015 11:03 pm
by NebulaUK
ok so heres what i want to do unpack the pc modded dlc and use it on the xbox 360 which file does it go into and what tools to use to do this

Thanks

Re: Dead or Alive series formats and tools

Posted: Wed Apr 22, 2015 1:19 am
by Rosalin
I'm sorry, that's the worst scenario and there's no tool for each and every steps. :[

I can't help with that.

Re: Dead or Alive series formats and tools

Posted: Wed Apr 22, 2015 1:20 am
by Lilstormcloud
Why are you so interested to port them to 360 if we just basically said they're exactly the same?? lol

same shape, same vertex count, same.

edit
oooooo
I understand now, you want to use the PC mod on the 360 lol.
That's more complicated than making the mod yourself on the 360.

We can revisit this round 11th of May if you still haven't found a solution by then.
(too busy with work to do anything atm)

Re: Dead or Alive series formats and tools

Posted: Wed Apr 22, 2015 3:58 pm
by NebulaUK
ok i think i am getting an idea of what to do now how do i extract the pc version dlc to get the tmc and tmcl files out. then how do i add this data onto the end of content_data.lnk and change the values to point to the new TMC and TMCL data in a hex editor.

Re: Dead or Alive series formats and tools

Posted: Wed Apr 22, 2015 5:23 pm
by NebulaUK
ok i used archivarius to extract the pc dlc but it has weird filename how do i fix this.

Re: Dead or Alive series formats and tools

Posted: Wed Apr 22, 2015 8:43 pm
by Protocol X27
NebulaUK wrote:ok i used archivarius to extract the pc dlc but it has weird filename how do i fix this.
Not all files have 'normal' file names. If some files have encrypted names, you will need the 'blp converter'. With this tool you open the blp, and it dumps out translated names that need to go into the .dat file for archivarius.

***

While waiting for a PC 3dsmax importer, I had an idea.... If all of the models are indeed matching in vertex count, it would be possible to make mesh changes to the 360 model, get the verts and then translate the x,y,z coordinates of the PC model to match. I'm going to see if I can make a util for that in the next couple of days. Just been trying to resolve some hardware stuff, hence my own slow progress.

Re: Dead or Alive series formats and tools

Posted: Wed Apr 22, 2015 11:32 pm
by NebulaUK
thanks for your help no how do i get this into the content_data file for the xbox 360

Re: Dead or Alive series formats and tools

Posted: Thu Apr 23, 2015 1:22 am
by Rosalin
@Prot

I guess, the mod he has modified uv, index order, bone size, vertex normal and tweaked geodecl as well as vertex xyz.

Re: Dead or Alive series formats and tools

Posted: Thu Apr 23, 2015 1:40 am
by Lilstormcloud
"Guess" :D

Pro,
Is the tool going to inject the xyz or will it convert the whole tmc & l?
reason I ask is most of our 360 stuff are swapped and adjusted in the usual ways so a straight forward xyz injection will be more likely to create a starfish.

Re: Dead or Alive series formats and tools

Posted: Thu Apr 23, 2015 2:08 am
by Protocol X27
NebulaUK wrote:thanks for your help no how do i get this into the content_data file for the xbox 360
You'll need the '.tmc, '.tmcl', '--p' and '--c' files from the costumer you want to use. Once you have those you can use the 'DLC Tool' to repack them. Along with most of the links, sf234 included instructions on how to use it.

However, this is only going to work by using 360 files with the 360. PC files are not going to work with the 360 or vice versa.

***
Rosalin wrote:@Prot

I guess, the mod he has modified uv, index order, bone size, vertex normal and tweaked geodecl as well as vertex xyz.
So you think there are different values now? O_0 I know you said there were extra buffer groups, but everything else should be the same... You must have edited your original post on that subject because I couldn't find it.
Lilstormcloud wrote: Pro,
Is the tool going to inject the xyz or will it convert the whole tmc & l?
reason I ask is most of our 360 stuff are swapped and adjusted in the usual ways so a straight forward xyz injection will be more likely to create a starfish.
No time for auto injection just yet, it'll be the old text document approach. Also, I'll just read against the provided fields for a source and target vert set. It'll then require pasting back into the original location. As long as the source & target vert sets match it shouldn't be a problem.

Re: Dead or Alive series formats and tools

Posted: Thu Apr 23, 2015 9:47 am
by Vashey
What are -TMCL and -C files for?
I know TMC contains 3D data and -P is just the picture.

I'm trying to hex edit some files here, but it would help a lot if I could compare a file that I modified in 3Dsmax and the original one.
of course they have to be both TMC files, mariokart64n posted a script before, but the pastbin has been removed, any of you still have the maxscript here?

If not I could also just do trial and error, but how do I recognize a vertex float in the hex editor?

Re: Dead or Alive series formats and tools

Posted: Thu Apr 23, 2015 12:18 pm
by NebulaUK
Protocol X27 wrote:
NebulaUK wrote:thanks for your help no how do i get this into the content_data file for the xbox 360
You'll need the '.tmc, '.tmcl', '--p' and '--c' files from the costumer you want to use. Once you have those you can use the 'DLC Tool' to repack them. Along with most of the links, sf234 included instructions on how to use it.

However, this is only going to work by using 360 files with the 360. PC files are not going to work with the 360 or vice versa.
I thought the tmc and tmcl files where the same so it's not possible without some kind of conversion.

Where to find the xbox 360 version of dlc tool or is it the same as the pc version. Are there any existing mods for the 360 and where can they be found.

Re: Dead or Alive series formats and tools

Posted: Thu Apr 23, 2015 3:11 pm
by Protocol X27
Vashey wrote:What are -TMCL and -C files for?
I know TMC contains 3D data and -P is just the picture.

I'm trying to hex edit some files here, but it would help a lot if I could compare a file that I modified in 3Dsmax and the original one.
of course they have to be both TMC files, mariokart64n posted a script before, but the pastbin has been removed, any of you still have the maxscript here?

If not I could also just do trial and error, but how do I recognize a vertex float in the hex editor?
NebulaUK wrote: I though the tmc and tmcl files where the same so it's not possible without some kind of conversion.

Where to find the xbox 360 version of dlc tool or is it the same as the pc version. Are there any existing mods for the 360 and where can they be found.
Here's the basic file breakdown
360
TMC: contains most data
TMCL: contains textures, vertices, indices

PC:
TMC: contains everything BUT textures
TMCL: only contains textures

Both
---P: contains dlcicon texture (does not exist for standard costumes)
--C: contains configuration information for costume like face / hair / accessory toggling.

***
@Vashey, the script you mentioned only splits the containers into blocks at the moment, I don't know how it's to be implemented. There was a 360 import script which pulls the mesh and everything into 3dsmax.

To find vertices, you'll have to look into the 'VtxLay' in the TMC. Most groups in the TMC, have some basic info, then the list of offsets and sometimes the lengths for the objects in those offsets. The PC version has different vertex buff lengths, so at the moment I don't know if all vertices are now 64 bytes long for all mesh groups or not. 360 models used to vary between 28 bytes and 44 bytes. It's going to take some self study or more in depth explanation.

@Nebula
When people said they were the same, they meant the costumes, but no, the TMC & TMCL files are radically different enough that there is no easy conversion process this early. Most utils were still in this thread somewhere even for 360, but I don't know of anywhere to find mods. The community was very small, and most people worked on their own mods.

Re: Dead or Alive series formats and tools

Posted: Thu Apr 23, 2015 8:52 pm
by Darko
For those who want to extract models from 360 version, the new hotgateway dlc is already out, just use the blp converter to update your dat file.