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Re: Dead or Alive series formats and tools

Posted: Sun May 10, 2015 4:37 pm
by Rosalin
Maybe someone is already having TMC_Parser for PC version, personally.
I don't know who he is, but there're a lot of skillful engineers in this forum and it's no strange.

Re: Dead or Alive series formats and tools

Posted: Sun May 10, 2015 7:35 pm
by SkacikPL
sf234 wrote:Finally bothered to look at other modding sites. Information scattered around net (even japanese community is revived), but for now it looks like there is only discussion about content that's developed in this (and preceding) thread. Also, it turns that this forum now requires donation for new registrations. Which leads me to question: maybe we should decide on, ehm, reserve discussion place that is more friendly to new users that willing to participate?
I was trying to secure some space and knowledge on reddit.

Mainly whatever i could crystalize from last several pages of this thread, because it's messy as hell and putting everyone who's willing or capable to plow through this thread for needed knowledge/tools is counterproductive.
Besides, i don't think that there are many places/people who are capable/interested in reversing or creating tools for this game, which is why it mostly revolves around what has been created by xentax people.

Leaving that aside, is it me or archivarius plainly does not see certain tmcs? It does not see certain Nyotengu/Honoka costumes.
This is mostly visible with DLC files, where it's capable of extracting most of them, but does not see any for Nyotengu or Honoka.

Like those from Tropical Paradise set (358142)

//
Yeah, okay. Problem solved.
I've attached updated .dat for archivarius, which should contain all DLC info as of 10/05/15.

Re: Dead or Alive series formats and tools

Posted: Sun May 10, 2015 8:43 pm
by Protocol X27
sf234 wrote:Finally bothered to look at other modding sites. Information scattered around net (even japanese community is revived), but for now it looks like there is only discussion about content that's developed in this (and preceding) thread. Also, it turns that this forum now requires donation for new registrations. Which leads me to question: maybe we should decide on, ehm, reserve discussion place that is more friendly to new users that willing to participate?
Well there's a couple of mixed issues. I'm open to other sites if there's some active discussion, but if its just a rehash of what we're doing then, this is still a good spot for tech discussion. The lot of us moved over from xbox360iso because the site became unusable on account of adds. Plus there really wasn't many who cared to help with and learn the process. In general there always seems to be a higher ratio of moochers to those working on tools and processes. Since nude mods have already been released, I suspect that most low interest people are getting there fix and have little effort in investing more time into modding. Obviously, some more people have stepped up which is a good thing, but I'm less inclined to wade through a site that has more junk than tech. Opinion, of course.
LarsMasters wrote:I'd like to ask, was there some other way export to .TMC files after a mesh mod on max or Blender? I swore it still exist somewhere
So far, unless on some other site, there is still only a way to inject changes back into the xbox 360 version.
SkacikPL wrote: I was trying to secure some space and knowledge on reddit.

Mainly whatever i could crystalize from last several pages of this thread, because it's messy as hell and putting everyone who's willing or capable to plow through this thread for needed knowledge/tools is counterproductive.
Besides, i don't think that there are many places/people who are capable/interested in reversing or creating tools for this game, which is why it mostly revolves around what has been created by xentax people.

Leaving that aside, is it me or archivarius plainly does not see certain tmcs? It does not see certain Nyotengu/Honoka costumes.
This is mostly visible with DLC files, where it's capable of extracting most of them, but does not see any for Nyotengu or Honoka.
Nice work! Actually making tutorials is a huge thing were missing too. That would make things easier for new people. Most of us 'vets' haven't spent the time to do that most of our chat has been more advanced and there has still been a lot to do.

Archivarius reads from the .dat file, so in some cases if the .dat file doesn't have the information for the encrypted name and the plain name. sf234's BLP converter will actually read the names properly and then provide a string. That string can be pasted into the .dat for Archivarius. After that Archivarius should be able to recognize them.

Re: Dead or Alive series formats and tools

Posted: Sun May 10, 2015 9:38 pm
by SkacikPL
Protocol X27 wrote:Archivarius reads from the .dat file, so in some cases if the .dat file doesn't have the information for the encrypted name and the plain name, it won't like they containers are in their. sf234's BLP converter will actually ready the names properly and then provide a string. That string can be pasted into the .dat for Archivarius. After that Archivarius should be able to recognize them.
Ah, yes. Another mystery solved, thank you.
I'll make sure to add appropriate note in the reddit tutorial.

//
I did some tweaks to the BLP converter, added (simple) autoparsing to make things a bit faster, than going copy'n paste manually. Nothing too fancy (like full automation) because i've never touched C# before. However autoparse function will now load any .BLP and save (or append to existing) .dat file, allowing you to automatically add any DLC to existing .dat with ease.

Re: Dead or Alive series formats and tools

Posted: Sun May 10, 2015 11:48 pm
by Vashey
I'd like to help more, but like stated the information is loose and scattered everywhere making it hard to follow up, I respect the work you've done so far and how accessible you made it.
Just now I started learning a bit of reverse engineering, I have no coding experience whatsoever, all I have are some 3D models that I want to import in-game.
I've seen some screencaps with fully rigged models imported in 3dsmax in previous pages.
How do you import tmc files like this?

Re: Dead or Alive series formats and tools

Posted: Sun May 10, 2015 11:55 pm
by SkacikPL
Vashey wrote:I'd like to help more, but like stated the information is loose and scattered everywhere making it hard to follow up, I respect the work you've done so far and how accessible you made it.
Just now I started learning a bit of reverse engineering, I have no coding experience whatsoever, all I have are some 3D models that I want to import in-game.
I've seen some screencaps with fully rigged models imported in 3dsmax in previous pages.
How do you import tmc files like this?
Mariokart64n made maxscripts for importing TMCs, but i don't think they also cover exporting in PC TMC format.
You could import them, fool around with them and then just put them on shelf, because there's no way to import them back into the game.

Re: Dead or Alive series formats and tools

Posted: Mon May 11, 2015 5:04 am
by Vashey
This is the idea, I also want to see the rigging itself.
Do you have this maxscript?

Re: Dead or Alive series formats and tools

Posted: Tue May 12, 2015 1:09 am
by Protocol X27
SkacikPL wrote: Mariokart64n made maxscripts for importing TMCs, but i don't think they also cover exporting in PC TMC format.
You could import them, fool around with them and then just put them on shelf, because there's no way to import them back into the game.
Vashey wrote:This is the idea, I also want to see the rigging itself.
Do you have this maxscript?
Mesh edits can be done. Since Xbox models can be injected with changes, the coordinates can serve as a reference point for the same vertices in the PC version. That's what MeshWarp.py is for. It involves finding the vertices in hex though for both containers. The script will match the coordinates, and the updated verts will need to be pasted back into the PC version.

Re: Dead or Alive series formats and tools

Posted: Tue May 12, 2015 3:29 am
by Vashey
I have this .py script. :)
Still if I follow right, you woud have to export an edited tmc file to check the vertices on?

If it was this simple, how come we don't see more mesh edit mods yet?

Re: Dead or Alive series formats and tools

Posted: Tue May 12, 2015 11:52 am
by SkacikPL
Protocol X27 wrote: Mesh edits can be done. Since Xbox models can be injected with changes, the coordinates can serve as a reference point for the same vertices in the PC version. That's what MeshWarp.py is for. It involves finding the vertices in hex though for both containers. The script will match the coordinates, and the updated verts will need to be pasted back into the PC version.
Which means i can make characters boobs bigger but i can't make it more detailed, because vertices have to match?

Well, it's better than nothing - ridiculous boob mods inbound.
Though, if i don't have 360 version, it seems like tough luck getting models from that version.

Re: Dead or Alive series formats and tools

Posted: Tue May 12, 2015 2:03 pm
by urke1000
^ So there really is no way to actually increase the poly count on characters and make the models work in the game?

Re: Dead or Alive series formats and tools

Posted: Tue May 12, 2015 2:11 pm
by Protocol X27
Vashey wrote:I have this .py script. :)
Still if I follow right, you woud have to export an edited tmc file to check the vertices on?

If it was this simple, how come we don't see more mesh edit mods yet?
Not sure what you mean by export, since a tmc/tmcl is already 'exported' before its edited. I'll attempt to break down the process more

1) Import Xbox 360 model > 3dsmax using TMCPraser
2) Change Vertices
3) Inject Xbox 360 model > using StickItBack
4) Open Xbox 360 TMCL > hex editor of choice
5) Copy vertices of modified object into a text editor.
6) Open corresponding PC TMC > hex editor
7) Copy vertices of corresponding object into a text editor, be sure to accommodate for PC length
8 ) Open MeshWarp & update necessary variables with paths to 360 & PC vertex text files
9) Use correct vertex buffer length values
10) Run Mesh Warp
11) Open modified PC vertex text file
12) Copy values back into PC TMC

So, to answer your question, although the process is 'simple' the issue is that it still involves knowing how to properly find vertex values for both 360 & PC. A task that many haven't had interest to learn until the utilities / tools become more refined. Plus if the changes involve more than one mesh group, those steps need to be completed for each object which is time consuming.
SkacikPL wrote: Which means i can make characters boobs bigger but i can't make it more detailed, because vertices have to match?

Well, it's better than nothing - ridiculous boob mods inbound.
Though, if i don't have 360 version, it seems like tough luck getting models from that version.
Not sure what to tell you, getting resources is not that difficult, especially if you have an Xbox... Costume data is contained in the catalogs, and getting the game data does not even require having a modded system.

What do you mean between 'bigger' and 'more detailed'? Vertex edits are vertex edits. Make all the changes you want and inject back into a 360 model. Unless your talking about making UV changes, vertex edits are all the same.
urke1000 wrote:^ So there really is no way to actually increase the poly count on characters and make the models work in the game?
It would only be possible if you rebuilt a higher poly model and exported it with the correct file structure and then injected it into an existing container. No one's done it, and it would take a lot of work. Would require knowledge of all vertex buffers, how to create a proper index and how to update all changed values in the container.

Re: Dead or Alive series formats and tools

Posted: Tue May 12, 2015 2:32 pm
by SkacikPL
Protocol X27 wrote:Not sure what to tell you, getting resources is not that difficult, especially if you have an Xbox... Costume data is contained in the catalogs, and getting the game data does not even require having a modded system.
Well, actually i don't have any console. And as far as i can tell only versions of LR on torrents are the PC version.
Unless Xbox version of any DOA5 will work, then i guess that either i'm out of luck or i'm looking in wrong places.

Re: Dead or Alive series formats and tools

Posted: Tue May 12, 2015 3:15 pm
by urke1000
Protocol X27 wrote:
urke1000 wrote:^ So there really is no way to actually increase the poly count on characters and make the models work in the game?
It would only be possible if you rebuilt a higher poly model and exported it with the correct file structure and then injected it into an existing container. No one's done it, and it would take a lot of work. Would require knowledge of all vertex buffers, how to create a proper index and how to update all changed values in the container.
I see, thanks.

Re: Dead or Alive series formats and tools

Posted: Tue May 12, 2015 4:46 pm
by SleepySea
Edited