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Re: Dead or Alive series formats and tools

Posted: Thu Aug 13, 2015 7:17 pm
by skawars1983
Darko wrote:
Vashey wrote:For some reason every time I try to use a plugin on Blender, I end up having trouble making it run.
The plugin doesn't work here, I extracted it in scripts/addon as the readme said.

It doesn't import anything when I select a .tmc to import.

How did you manage to make it work?
Download this crap:

https://mega.co.nz/#!ipYlwB5R!6ZbAziN1c ... AyvISi3bko

It's the blender version I use with all the plugins I have

And download this python version:

http://www.python.org/ftp/python/3.2.3

The only way i have been able to open TMC's in Blender is to first convert it to a tmcmesh using the TMC Polygon tool, then importing the tmcmesh file into Blender.
You also need Recalc Vertex Normals plugin for Blender as far as i know. hope that helps someone

Re: Dead or Alive series formats and tools

Posted: Thu Aug 13, 2015 9:10 pm
by Lilstormcloud
Protocol X27 wrote:@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
Haven't seen anything for the 360, but I haven't been looking either.
most people are working on the PC I think.

Re: Dead or Alive series formats and tools

Posted: Fri Aug 14, 2015 6:14 am
by savinpvtmike
so no one knows how to get the textures from doa4? i was referd to this web site from this video
https://www.youtube.com/watch?v=sjvnZ4fVXY8
and i managed to find things for blender and idk how to get the textures ik there is a way just all links that have the tools are dead or i cant connect to them. some one on this thread told me to contact the original poster but he was band

Re: Dead or Alive series formats and tools

Posted: Fri Aug 14, 2015 8:16 pm
by Darko
savinpvtmike wrote:so no one knows how to get the textures from doa4? i was referd to this web site from this video
https://www.youtube.com/watch?v=sjvnZ4fVXY8
and i managed to find things for blender and idk how to get the textures ik there is a way just all links that have the tools are dead or i cant connect to them. some one on this thread told me to contact the original poster but he was band
tecmo textures extractor by bunny:

https://onedrive.live.com/?id=FFBE4E570 ... BE&group=0

I made it an exe so it can be easier to excute.

Re: Dead or Alive series formats and tools

Posted: Sat Aug 15, 2015 1:02 am
by savinpvtmike
Darko wrote:
savinpvtmike wrote:so no one knows how to get the textures from doa4? i was referd to this web site from this video
https://www.youtube.com/watch?v=sjvnZ4fVXY8
and i managed to find things for blender and idk how to get the textures ik there is a way just all links that have the tools are dead or i cant connect to them. some one on this thread told me to contact the original poster but he was band
tecmo textures extractor by bunny:

https://onedrive.live.com/?id=FFBE4E570 ... BE&group=0

I made it an exe so it can be easier to excute.
thx man your awsome

Re: Dead or Alive series formats and tools

Posted: Sun Aug 16, 2015 10:58 am
by Ghost1705
Finally there is an PC Version of the TMC Importer for Blender. Support Bones

https://www.mediafire.com/folder/9zi2gt8dyllaj/doa5mod

Re: Dead or Alive series formats and tools

Posted: Tue Aug 18, 2015 2:08 am
by Protocol X27
Merry Christmas!

http://www.mediafire.com/download/cf22f ... itV1.0.zip

Auto Injector Base Version Complete!! :D

Hex free, Blender free, works for PC & Xbox 360, preserves model so it's still visible in Noesis, cuts former method of hours into seconds.

Included a few utils
1) MeshInjectorDual: Will inject or overwrite a mesh from one costume to another. Some buffer groups are limited for now, intend to fix in a future version. No longer requires extracting vertices, bone id's or bone weights. Automatically updates all values. May require a couple tests, hence the 'patchValue' when injecting instead of replacing.

2) VertexBoneSubSingle: Allows the ability to sub bones of a mesh piece against a sub list without requiring an overwrite or injection.

3) MeshWarpAuto: (PC Only) Works much like previous version, snaps vertices of a PC version to a matching Xbox version, but no longer requires ripping verts. Only needs group & mesh index just like MeshInjector.

Tried to document input values as well as I could. Will be updating features once I have time. Drop questions here, if anything is unclear.

Re: Dead or Alive series formats and tools

Posted: Tue Aug 18, 2015 6:29 am
by mralex
Protocol X27 wrote:Merry Christmas!

http://www.mediafire.com/download/cf22f ... itV1.0.zip

Auto Injector Base Version Complete!! :D

Hex free, Blender free, works for PC & Xbox 360, preserves model so it's still visible in Noesis, cuts former method of hours into seconds.

Included a few utils
1) MeshInjectorDual: Will inject or overwrite a mesh from one costume to another. Some buffer groups are limited for now, intend to fix in a future version. No longer requires extracting vertices, bone id's or bone weights. Automatically updates all values. May require a couple tests, hence the 'patchValue' when injecting instead of replacing.

2) VertexBoneSubSingle: Allows the ability to sub bones of a mesh piece against a sub list without requiring an overwrite or injection.

3) MeshWarpAuto: (PC Only) Works much like previous version, snaps vertices of a PC version to a matching Xbox version, but no longer requires ripping verts. Only needs group & mesh index just like MeshInjector.

Tried to document input values as well as I could. Will be updating features once I have time. Drop questions here, if anything is unclear.
What This tool is for ? :/

Re: Dead or Alive series formats and tools

Posted: Tue Aug 18, 2015 8:26 am
by syasuker
Protocol X27 wrote:Merry Christmas!

http://www.mediafire.com/download/cf22f ... itV1.0.zip

Auto Injector Base Version Complete!! :D

Hex free, Blender free, works for PC & Xbox 360, preserves model so it's still visible in Noesis, cuts former method of hours into seconds.

Included a few utils
1) MeshInjectorDual: Will inject or overwrite a mesh from one costume to another. Some buffer groups are limited for now, intend to fix in a future version. No longer requires extracting vertices, bone id's or bone weights. Automatically updates all values. May require a couple tests, hence the 'patchValue' when injecting instead of replacing.

2) VertexBoneSubSingle: Allows the ability to sub bones of a mesh piece against a sub list without requiring an overwrite or injection.

3) MeshWarpAuto: (PC Only) Works much like previous version, snaps vertices of a PC version to a matching Xbox version, but no longer requires ripping verts. Only needs group & mesh index just like MeshInjector.

Tried to document input values as well as I could. Will be updating features once I have time. Drop questions here, if anything is unclear.
For a long time don't know how to use your tools.
Maybe we need a tutorial :D

Re: Dead or Alive series formats and tools

Posted: Tue Aug 18, 2015 4:05 pm
by Protocol X27
mralex wrote: What This tool is for ? :/
It replaces or appends a mesh piece from one costume to another. Like say a bikini top, it can completely replace one from same or different character with that of another. I know the newer Blender issues can do this as well, but this also automatically updates bones, does not require weight transferring and still allows viewing in Noesis plus can be done without 3D support IF you know the ObjGeo & index values of the item you want to swap. It can be really quick.
syasuker wrote: Maybe we need a tutorial :D
Sorry, I know my stuff tends to be more advanced. If you have an example of what you want to try to do, I could try explaining how to use it.

Edit:
I did spot a bug in the VertexBoneSubSingle, I'll try to upload the fix tonight.

Re: Dead or Alive series formats and tools

Posted: Tue Aug 18, 2015 6:02 pm
by Neostatos4
Hello, I'm new on this forum and tried to figure out what is useful to learn to get the character 3d model of DOA5 pc steam version, my computer is 64 bit with window 8.1(Nvidia card, corei7), so I have some little ask if someone can help it would be great:

-I have to use python 3.2.3 and not 3.2.4? I don't use the lastest version of python for x64 window?
-How many plugins is there to get for python to understand all I'm supposed to ask him to do to get the models? The plugins: "file.py" are to be installed in the folder Tools/Scripts of the folder of the Python version installed right?
-I should use the blender version for x64 as well and not the x32 right?
-I found Uarchivarius 1.6b and Uarchivarius 1.7b, and read about the Tools Quickbms and all the scripts(so many...) and hum, are those tool still useful and able to extract the thing from the archive character_common.bin and .lnk? When I run Uarchivarius(in the game folder) 1.6b or 1.7b and try to open char**common.bin the cmd window display: "multiple lnk archives not supported", I didn't found explanation about this on this topic, there's lot of page, if there is a better unpacker or a tutorial very easy for noob like me, give me a link please, if you want a screenshot about this error feel free to ask me.
-And all the QuickBms and simple doa5 unpacker are useless for pc version?
-Does all the DLC have to be owned in order to make your tools work?
I have Noesis, I didn't found the LNK script of the video tutorial about QuickBms.
I also saw the tutorial of Darko page 38 but it's not helping me either yet. Because I cannot unpack the archive yet. I would know how please.

I just would edit some model on 3dsmax, thank you for reading, will hope for soon reply and wish you a nice day while waiting.

Re: Dead or Alive series formats and tools

Posted: Tue Aug 18, 2015 6:34 pm
by Ghost1705
These Phyton Scripts makes me confusing.How i can use this in generell? Lets say i would extract an Mesh in Noesis without Wight and Bones. I would modified this Mesh and bring it back to the TMC. What have i to do with your Tools? I miss an UI. I known these things work without an UI, but dont understand really how to use.

Re: Dead or Alive series formats and tools

Posted: Tue Aug 18, 2015 7:02 pm
by Protocol X27
Ghost1705 wrote:These Phyton Scripts makes me confusing.How i can use this in generell? Lets say i would extract an Mesh in Noesis without Wight and Bones. I would modified this Mesh and bring it back to the TMC. What have i to do with your Tools? I miss an UI. I known these things work without an UI, but dont understand really how to use.
These scripts can read and edit TMC's. Unfortunately, they don't handle custom meshes, but if you want to move a piece that already exists you can. You do not have to extract anything first, you can go directly from one costume to the next.

Basic concepts. TMC's have a group of objects called 'ObjGeo' or Object Geometry. These are usually groups of individual mesh pieces. Nyotengu's wings have their own ObjGeo, usually character bodies are part of an ObjGeo. Sweat, Accessories often exist in an ObjGeo, but within each ObjGeo are the individual meshes. I'll use Nyotengu's towel costume. It has several ObjGeo's wings, fan, towel, body, etc. Her 'WGT_Body' ObjGeo has 3 mesh pieces, 1 for the panties, 1 for the body, 1 for the shoes. This does not require hex, but you can use a Hex Editor or can import the xbox model into 3dsmax to find these values. Even the TMC utils may help find these numbers.

So...

If you open MeshInjectorDual and edit the variables, you can move one mesh piece from one costume to another. You have to provide the number of the group (ObjGeo) and the mesh (the item inside of the ObjGeo) There are variables that need the names of the files, so if you have those python scripts in the same location as your file, you can just update sourceFileName = 'MyCostume_01.TMC' (update to actual name of course) for the source and target files. Provide the other correct numbers, and it's ready to run.

I use IDLE to run these scripts, so once you edit it, press F5 to run it. If done correctly with no errors, the script will output a new copy of the TMC & TMCL which should be visible in Noesis.

Let me know if this helps
Neostatos4 wrote: -I have to use python 3.2.3 and not 3.2.4? I don't use the lastest version of python for x64 window?
-How many plugins is there to get for python to understand all I'm supposed to ask him to do to get the models? The plugins: "file.py" are to be installed in the folder Tools/Scripts of the folder of the Python version installed right?
-I should use the blender version for x64 as well and not the x32 right?
-I found Uarchivarius 1.6b and Uarchivarius 1.7b, and read about the Tools Quickbms and all the scripts(so many...) and hum, are those tool still useful and able to extract the thing from the archive character_common.bin and .lnk? When I run Uarchivarius(in the game folder) 1.6b or 1.7b and try to open char**common.bin the cmd window display: "multiple lnk archives not supported", I didn't found explanation about this on this topic, there's lot of page, if there is a better unpacker or a tutorial very easy for noob like me, give me a link please, if you want a screenshot about this error feel free to ask me.
-And all the QuickBms and simple doa5 unpacker are useless for pc version?
-Does all the DLC have to be owned in order to make your tools work?
I have Noesis, I didn't found the LNK script of the video tutorial about QuickBms.
I also saw the tutorial of Darko page 38 but it's not helping me either yet. Because I cannot unpack the archive yet. I would know how please.

I just would edit some model on 3dsmax, thank you for reading, will hope for soon reply and wish you a nice day while waiting.
- I think any near recent version of Python 3 should be good.
- Python plugins not sure for Blender
- Blender x64/x32 may not matter as long as the plugins do run
- Archivarius is the best unpacker that I know of, make sure you have the PC version, I thought it was 1.8, but I could be wrong.
- The Quickbms methods were mostly for vanilla DOA5 on Xbox, I don't think those methods are up to date
- There are a few scripts for Noesis that go in the plugins/python folder to allow viewing of TMC's I don't recally which onces but they are named doa5.py or something similar

Re: Dead or Alive series formats and tools

Posted: Tue Aug 18, 2015 8:55 pm
by Lilstormcloud
Thanks for the tools,

Very useful for those of us who know what's going on behind the scenes.

casual users will have to learn why they're performing a certain function rather than just relying on pressing a few buttons.

Re: Dead or Alive series formats and tools

Posted: Wed Aug 19, 2015 5:50 am
by navmesh
sf234 wrote:Updated DLC Tool (needs .NET Framework 4). Drag and drop now supported for "open bcm"/"add" files.
viewtopic.php?p=106117#p106117
SkacikPL wrote:Is it not yet released or i missed something again?
Here it is.
Thanks for the DLC tool
is it possible to have feature like move mods / up down on the "character" listbox (on the left) for easily organize mods
and open folder that contain mod files in "files" box(on the right ) ? (or copy mods directory's path)