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Re: Dead or Alive series formats and tools

Posted: Wed Jul 29, 2015 6:42 pm
by Vashey
Your version is to import the 360 models ?
Because I'm trying to import the PC models with the plugin syasukey just dropped here.
And that version doesn't allow this plugin nor does it let me import PC models.

I just realized i'm having the same problem protocol X27 has, so if he figured out a way to make it work please let me know.

Re: Dead or Alive series formats and tools

Posted: Wed Jul 29, 2015 8:57 pm
by Ghost1705
Darko wrote:
Ghost1705 wrote:I loaded the latest Version of Blender. Think its Version 2.75. Works great.

I dont have expierience with Blender, so i tried export to different Format like obj or fbx to use in 3dsmax. But this gives me Problems with the Scale Format of the Mesh. Then i export the TMCMesh directly from Noesis as obj. Now i got the right Scale Format. Modifed an Swimsuit and used the Tmc Tools to insert the Mesh back. Looks great in Noesis. But Ingame its just an Static Mesh that follow the Pelvis Area :(

In another Forum i read that i have to transfer the vertex weights. But how?
The tutorial is in this thread, I made it.
Thanx Darko. Found your Tutorial at Page 38. Here are to many Pages for all this Stuff, lol. I will try this if i got some Time at Weekend :)

@Vashey: This Script is for .tmcmesh Format,which is used with the Tmc Polygon Tools. Not an .tmc importer itself.

Re: Dead or Alive series formats and tools

Posted: Thu Jul 30, 2015 1:48 am
by syasuker
I'm sorry, I'm just a porter [bruce]

I don't really understand Japanese

says:we need the blender 2.75a or UP
and http://w11.zetaboards.com/SFxT_Mods/topic/11221937/1/

that‘s all!

:ninja:

Re: Dead or Alive series formats and tools

Posted: Fri Jul 31, 2015 1:55 am
by Protocol X27
Thanks @all either way! It's good to have multiple people chip in to help answer questions.

It looks like there's still a while to go yet before we have actual PC importing. It's good to know that at least there are some more user friendly tools though.

I did get the plugins to import into Blender, but as suggested it doesn't seem like they are importers just yet.

I'm going to forge ahead on on the script injector at least.

Re: Dead or Alive series formats and tools

Posted: Fri Jul 31, 2015 12:28 pm
by Ghost1705
Is there a Way for your Coders, to convert the Data of the Python Script to an Max Script? I mean the TmcMesh import/export Script. That would Things make much easier for me.

Re: Dead or Alive series formats and tools

Posted: Sat Aug 01, 2015 5:09 pm
by Protocol X27
Ghost1705 wrote:Is there a Way for your Coders, to convert the Data of the Python Script to an Max Script? I mean the TmcMesh import/export Script. That would Things make much easier for me.
Unfortunatley, I have no knowledge of 3dsmax scripting, and I have minimal knowledge of how towork with raw resources. Our waning community here seems to be limited in 3dsmax support.

***
This may be a question for Habeeb/Ros/SleepySea.

I did a different injection with Nyotengu's SK model. Duplicating the first/end indices where the two were joined still didn't fix the face issue, so I added a 3rd face and that fixed it. For the sake of automatically resolving that. Is there a way to calculate how many faces might be needed?

Re: Dead or Alive series formats and tools

Posted: Sat Aug 01, 2015 9:30 pm
by Lilstormcloud
doa x3 is announced apparently lol.

I'm predicting it's going to be free to play.
but include 3 characters with 4 costumes each.

+ hundreds of DLC.

Re: Dead or Alive series formats and tools

Posted: Tue Aug 11, 2015 10:12 am
by savinpvtmike
can i have a link to the doa4 tools plus i cant seem to find any tool for any of the games i looked all over the site youtube and google all are dead links i just want to por to 3ds max

Re: Dead or Alive series formats and tools

Posted: Tue Aug 11, 2015 2:05 pm
by Protocol X27
savinpvtmike wrote:can i have a link to the doa4 tools plus i cant seem to find any tool for any of the games i looked all over the site youtube and google all are dead links i just want to por to 3ds max
Best chance may be to PM the original poster. Many of the DOA5 crew have not spent much time on DOA4.

***

Hot summer costumes are up. Looks like Honoka finally has a useable top!! Has some strap issues though. :( Also most costumes have optional accessories, that's useful. Once PC ever gets this stuff, lol.

***

Got an Auto injector working. I have some touch ups to do, may have to add some UI.

PS: Where has everyone been working on stuff lately? Or has involvement dropped off? This place has been dead.

Re: Dead or Alive series formats and tools

Posted: Tue Aug 11, 2015 4:52 pm
by savinpvtmike
wel how can i get the texturs thats all i need to know now i found some stuff for blender

Re: Dead or Alive series formats and tools

Posted: Tue Aug 11, 2015 8:58 pm
by Lilstormcloud
Protocol X27 wrote:
savinpvtmike wrote:can i have a link to the doa4 tools plus i cant seem to find any tool for any of the games i looked all over the site youtube and google all are dead links i just want to por to 3ds max
Best chance may be to PM the original poster. Many of the DOA5 crew have not spent much time on DOA4.

***

Hot summer costumes are up. Looks like Honoka finally has a useable top!! Has some strap issues though. :( Also most costumes have optional accessories, that's useful. Once PC ever gets this stuff, lol.

***

Got an Auto injector working. I have some touch ups to do, may have to add some UI.

PS: Where has everyone been working on stuff lately? Or has involvement dropped off? This place has been dead.
Got side tracked playing hearthstone too much :oops:
might patch up the holes on the helena last get away costume and work on a transparent version of that this weekend.

I wonder when they're going to release these costumes for PC, I sort of want to just port them, but at the same time I wonder if they're going to just release them later so, it's sort of like a waste of time.

Re: Dead or Alive series formats and tools

Posted: Wed Aug 12, 2015 3:56 am
by Protocol X27
savinpvtmike wrote:wel how can i get the texturs thats all i need to know now i found some stuff for blender
Archivarius might be able to access the containers, I don't remember since I didn't spend much time on it.

***

@LSC, all good. Lulls in activity have been normal anyway right ;) I know there's been some good progress, I just wasn't sure if it was a xentax thing or presently or low activity thing. I read that TN reiterated that they're still working on PC, so I think we'll still see more, they just need to fulfill obligations with the online first.

Re: Dead or Alive series formats and tools

Posted: Thu Aug 13, 2015 1:32 am
by Lilstormcloud
It's low activity everywhere.
or at least quite a bit lower than before.

still "working" lol, if we can port dlc from 360 to PC in a matter of minutes then TN must be able to do it in half that time.

Re: Dead or Alive series formats and tools

Posted: Thu Aug 13, 2015 5:01 am
by Ghost1705
Finally i got my first modified Mesh working ingame. Just some changes on Hitomi.

Its way easier to transfer the Wights in Blender. Here you can see how to do:

http://www.freestepdodge.com/threads/pc ... 65/page-46

Re: Dead or Alive series formats and tools

Posted: Thu Aug 13, 2015 7:16 pm
by Protocol X27
@LSC, Cool, I can see there's progress on the custom front, but since I avoid some sites, I wasn't sure if I was overlooking any key activity. Has there been direct 360 injection outside of custom obj's so far?

The util I'm working on so far, is functional in inserting PC > PC or 360 > 360, only requires inputing the files, the obj group index & mesh index, and it'll do insertion, subbing, index shifts, etc. I think it would be possible to do 360 > PC injects, but I don't know what those extra vertex buffer values do. Is that a known topic yet? I haven't had the time to do a test if a 360 mesh were added with all 00's in those new sections. I'm also still missing the old scaling ability to use meshes of different buffer lengths. I'll at least post a crude version hopefully soon if tests work across a few different models.

***

@Ghost, nice work. It's awesome to know that custom weight support is working. :D