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Re: Dead or Alive series formats and tools

Posted: Fri Jun 12, 2015 11:22 am
by Rosalin
Anyway, while modding TMC files manually , some vertices can be excluded from indices of triangles.
Then the vertices will be fragmented.

The fragmented vertices will cause a little problem with OBJ.
Actually, it's the matter of 3DS Max.

While importing OBJ file to Max, fragmented vertices will be deleted, and the index of vertices will be contracted by excluding fragmented vertices. (it doesn't happen while exporting OBJ files)
Then it will cause problem with synchronizing TMC vertex indices, you know, numbers and orders of vertex is very important while modifying TMC.

Zbrush can keep those vertices while importing.
But I couldn't do it in 3DS max.

Re: Dead or Alive series formats and tools

Posted: Fri Jun 12, 2015 11:54 am
by casnova
That's great news!
very nice!i love it. [bruce] [bruce]










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Re: Dead or Alive series formats and tools

Posted: Fri Jun 12, 2015 12:27 pm
by Habeeb
amandabyyy wrote:I'll just modify the obj exporter and add bones/weights/tangents to it and modify my parser to read it in. So zero work is lost.
I guess it makes sense for testing. But I thought you would want to write a TMC importer for blender or max or whatever software you are using instead. No intermediaries this way and you'll be able to import much more info eventually, once more of the format is known.

Re: Dead or Alive series formats and tools

Posted: Fri Jun 12, 2015 3:49 pm
by amandabyyy
Habeeb wrote:
amandabyyy wrote:I'll just modify the obj exporter and add bones/weights/tangents to it and modify my parser to read it in. So zero work is lost.
I guess it makes sense for testing. But I thought you would want to write a TMC importer for blender or max or whatever software you are using instead. No intermediaries this way and you'll be able to import much more info eventually, once more of the format is known.
Of course. You'd have to have a TMC importer for one of those to get bone information and what not. But I'm not even touching bones right now. It's too easy to write an obj file to ignore right now. I think I have enough knowledge to write a TMC importer now actually.

At least I have enough knowledge to import the weights/bones along with all the typical stuff which is good enough for now. I'll actually probably start working on that next.

Re: Dead or Alive series formats and tools

Posted: Fri Jun 12, 2015 3:58 pm
by SleepySea
Rosalin wrote:Anyway, while modding TMC files manually , some vertices can be excluded from indices of triangles.
Then the vertices will be fragmented.

The fragmented vertices will cause a little problem with OBJ.
Actually, it's the matter of 3DS Max.

While importing OBJ file to Max, fragmented vertices will be deleted, and the index of vertices will be contracted by excluding fragmented vertices. (it doesn't happen while exporting OBJ files)
Then it will cause problem with synchronizing TMC vertex indices, you know, numbers and orders of vertex is very important while modifying TMC.

Zbrush can keep those vertices while importing.
But I couldn't do it in 3DS max.
I also noticed the loss of vertices when using Noesis exporting tool as well which makes mapping OBJ to TMC quite troublesome.

Re: Dead or Alive series formats and tools

Posted: Fri Jun 12, 2015 4:11 pm
by amandabyyy
Rosalin wrote:Anyway, while modding TMC files manually , some vertices can be excluded from indices of triangles.
Then the vertices will be fragmented.

The fragmented vertices will cause a little problem with OBJ.
Actually, it's the matter of 3DS Max.

While importing OBJ file to Max, fragmented vertices will be deleted, and the index of vertices will be contracted by excluding fragmented vertices. (it doesn't happen while exporting OBJ files)
Then it will cause problem with synchronizing TMC vertex indices, you know, numbers and orders of vertex is very important while modifying TMC.

Zbrush can keep those vertices while importing.
But I couldn't do it in 3DS max.
The Blender obj importer keeps all vertices. It can also keep order and export in the same order. Max is much better software, but hey Blender is free. :P

Re: Dead or Alive series formats and tools

Posted: Fri Jun 12, 2015 6:52 pm
by Rosalin
That's a bad idea.
Then TMC should need to be fixed for Max.
:harry
By simply linking isolated vertices.

Well.. never mind.
it's just my opinion because I'm too familiar with stuffs around the 3ds Max.


------
Anyway,.. Noesis OBJ exporter never worked right for me.
I always did it through 3DS max.

Re: Dead or Alive series formats and tools

Posted: Sun Jun 14, 2015 12:22 am
by Lilstormcloud
Had an interesting issue from FSD, trying to make body object transparent.

The usual transparency procedure doesn't work on the body object, figure there must be something else that needs to be changed since when the body mesh is swapped to another object it works fine.
I've never ran into this issue before since it's pretty much the first time anyone's tried to make the body see through.

I think there was some documentation of this issue, waaaay back from the 360iso days.
anyone recall anything or had experience with this?

Re: Dead or Alive series formats and tools

Posted: Sun Jun 14, 2015 2:00 am
by Habeeb
Lilstormcloud wrote:The usual transparency procedure doesn't work on the body object, figure there must be something else that needs to be changed
Should be inside the matecp section. Material/texture/shader parameters go there normally.

Re: Dead or Alive series formats and tools

Posted: Sun Jun 14, 2015 3:07 am
by Rosalin
I checked that Noesis OBJ exporter definitely drops fragmented vertices.
total V count has decreased.

And it even sometimes distorts order of vertices, I don't know reason why.

And it also drops some part of meshes too.


I think it would be a good idea to parse a new OBJ exporter for this.


OBJ is fine. Because I tested a lot with it.
But I seriously doubt the Noesis.

Re: Dead or Alive series formats and tools

Posted: Sun Jun 14, 2015 9:30 am
by Lilstormcloud
Habeeb wrote:
Lilstormcloud wrote:The usual transparency procedure doesn't work on the body object, figure there must be something else that needs to be changed
Should be inside the matecp section. Material/texture/shader parameters go there normally.
you're right, it was there.

many thanks.

Re: Dead or Alive series formats and tools

Posted: Sun Jun 14, 2015 1:06 pm
by Rosalin
Oh I was also having similar issue.
I tried to make another object into skin object, but something was missing and caused troble.
And matecp seems to be the answer.

But there are so many entries in matecp and I couldn't find any linkage between the object.
any tutorial?

***
I visited FSD for that.

is he trying to make swimsuit transparent?
I guess it will reveal the broken body parts under the swimsuit lol.

Re: Dead or Alive series formats and tools

Posted: Sun Jun 14, 2015 8:22 pm
by Lilstormcloud
He was trying to make more costumes for alpha 123. wanted to make the skin see through.

It's like objgeo @matecp, you can jump to a block but I can't seem to find an index to tell me which is for the skin object. (most of them look exactly the same)
I just tested turning them off till I found the right one. In my case it was entry 1D, but the texture number was 18, object was 8. maybe there's a link in geodecl, haven't checked.

The skin entry seem to just mean EF FE 53 EB, since the rest is pretty much the same as everything else.
I tested ctrl+f the skin entry on one more costume and it's the same, maybe same for every costume.

Not sure what the set of numbers mean, make any change at all to the numbers and the skin turn transparent, don't even need to put AD 48 65 D6, change even one of those to 01 or something else and same thing happens. (maybe something else happens too, but i didn't see difference prob because skin was too faded)

not sure what other uses can be made from this.
maybe can take hitomi ghost costume and turn her to real ghost :P

Re: Dead or Alive series formats and tools

Posted: Sun Jun 14, 2015 8:58 pm
by Habeeb
Lilstormcloud wrote:It's like objgeo @matecp, you can jump to a block but I can't seem to find an index to tell me which is for the skin object. (most of them look exactly the same)
The itable section has that.
The main offsets are for objects. Then you have the number of submeshes followed by the customp index for each submesh.

For MARIE_DLCU_001.TMC you have:
69 74 61 62 6C 65 00 00 00 00 01 01 30 00 00 00
90 00 00 00 02 00 00 00 02 00 00 00 00 00 00 00
30 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
40 00 00 00 80 00 00 00 00 00 00 00 00 00 00 00
0E 00 00 00 05 00 00 00 05 00 00 00 04 00 00 00
04 00 00 00 04 00 00 00 01 00 00 00 03 00 00 00
03 00 00 00 0D 00 00 00 00 00 00 00 0C 00 00 00
0D 00 00 00 0D 00 00 00 07 00 00 00 00 00 00 00

01 00 00 00 0D 00 00 00 00 00 00 00 00 00 00 00

Re: Dead or Alive series formats and tools

Posted: Tue Jun 16, 2015 6:24 pm
by Protocol X27
Interesting finds on the material stuff. So is the matecp it's own block? I don't recall noticing it before. I would have only though to check in the mtrcol.

I tried making the body transparent a long time ago, but cannot remember for what purpose. Obviously never solved it back then. XD

***

In other news, Deception DLC is available, although I still can't seem to get certain costumes to be read in the BLP tool for 360 specifically Raidou, Honoka, etc... Anyone else have this issue?

Still no destruction alt of course, but Nyotengu does have a complete pelvis mesh between upper legs & waist should anyone find that useful.