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Re: Dead or Alive series formats and tools

Posted: Mon Oct 05, 2015 3:04 am
by Protocol X27
@sf234, thanks for the updates.

Good to see new DLC has generated some activity, lol.

My project list is now a mile long with all of the things I'd like to work on. Still working on streamlining while creating some mods.

BSTV2.5: https://www.mediafire.com/?b73bz12d7279osc

Fixed something I broke with my last update. MeshReactor wasn't updating file length properly for PC. No biggie, until MeshWarp attempted to use the file.

Only 'slight' feature: New flag to allow overwrite of the target file instead of copying to the 'out' folder. Can speed up frequent changes on the same object.

Re: Dead or Alive series formats and tools

Posted: Mon Oct 05, 2015 3:13 am
by bbbmods
sf234 wrote:bbbmods
Which file in which dlc? What version of archivarius you use? Latest is either this or this.
The logic behind BLP entries detection (which is used in swap function) usually fail on small files (---C/--P/--H), but it should work for TMC/TMCL. Anyway, I didn't spent too much time fixing/testing swap function, and looks like b0ny himself didn't touch it either.
Thanks, tried the first one and the tmc/tmcl swapping was sucessful :) I do have edited --P files that don't have wings, but that's not really important, but its unfortunate I can't swap the ---C files since I have those edited on every costume to have glasses available on all hair styles. :(

edit-

also, NYOTENGU_DLCU_014 in 358140 crashes the game when swapped

Re: Dead or Alive series formats and tools

Posted: Mon Oct 05, 2015 9:25 am
by navmesh
Hello, please help
is it possible to change the mesh slot become toggleable (toggle by .---C file) like the NyoTengu wgt_mask ,we can toggle it on or off through hairstyle (which is set by .---C file )?
for more clearly i have a static mesh slot (normal mesh slot ) i want to change it to toggleable
Thanks

Re: Dead or Alive series formats and tools

Posted: Thu Oct 08, 2015 2:19 am
by Protocol X27
navmesh wrote:Hello, please help
is it possible to change the mesh slot become toggleable (toggle by .---C file) like the NyoTengu wgt_mask ,we can toggle it on or off through hairstyle (which is set by .---C file )?
for more clearly i have a static mesh slot (normal mesh slot ) i want to change it to toggleable
Thanks
It's a bit more than the config file, not sure if anyone knows how to do that yet. :(

***

@abcdefh

I started looking into your notes. I think I understand what I have to change. I had a successful test, so I will attempt to update when I have the time.

Do you know what all of the customp options do? Some are to remove objects, some are for alpha? What others are inside of customp blocks?

Re: Dead or Alive series formats and tools

Posted: Thu Oct 08, 2015 3:44 am
by Bagserk
Any ideas on why when I try to open any bin/lnk file with Archivarius it tells me this?

"multiple lnk archives not supported"

EDIT: Nevermind, this version fixed it: viewtopic.php?p=104985#p104985

Re: Dead or Alive series formats and tools

Posted: Fri Oct 09, 2015 7:22 pm
by Protocol X27
@abcdefh: Done!

BodyShopToolkitV2.8: https://www.mediafire.com/?7bzmarabc0kgz3d

Updated MeshReactorDual to update the matecp & itable blocks when an ObjGeoMeshItem is cloned.

***
I need to finish the Xbox to PC project, but I have a few distracting ideas to look into first. I would like to be able to potentially add ObjGeo Blocks, Nodes, Bones or even alternate texture files. If anyone has any thoughts or tips they'd be appreciated, especially if anyone has any useful knowledge on how the --H & --HL files are referenced by the TMC

Re: Dead or Alive series formats and tools

Posted: Sat Oct 10, 2015 1:44 am
by abcdefh
@Protocol X27

Thank you for update.

I found a "MeshReactorDual" problems.

Does not seem to be the boundary adjustment of IdxLay, it shifts the subsequent position.

Also, it seems correct ObjInfo is not be copied.
I've copied the first submesh, but last ObjInfo had been copied.
In this case, you should copy the first ObjInfo.
Protocol X27 wrote:
@abcdefh

I started looking into your notes. I think I understand what I have to change. I had a successful test, so I will attempt to update when I have the time.

Do you know what all of the customp options do? Some are to remove objects, some are for alpha? What others are inside of customp blocks?
I don't know other what kind of roles there are.

Re: Dead or Alive series formats and tools

Posted: Sat Oct 10, 2015 11:26 am
by Rosalin
I made my own skeleton patcher and I uploaded it on the mega link I said before.

Clothing simulation was broken when it's synced 2 bones only.

But I could check it works more naturally with 3 bones sync.

Re: Dead or Alive series formats and tools

Posted: Sat Oct 10, 2015 8:48 pm
by SleepySea
In the spirit of sharing, I've also released my tool here http://www.loverslab.com/topic/50997-do ... ?p=1346825

It allows easy handling of normal vectors and UV maps among other mathematically interesting things. I've tried my best to explain the key features in that post. I hope some people will find it useful.

Any feedback and/or bug reports are welcome.

Re: Dead or Alive series formats and tools

Posted: Tue Oct 13, 2015 6:03 am
by sf234
After a week of binge coding an alternative for Archivarius is finally done.
Archive Tool 1.0:
viewtopic.php?p=111368#p111368

Some tips:
  • Archive can be opened by drag-and-dropping the BIN file to the program's window (instead of clicking "Open").
  • Single file can be extracted either by using "Extract" from the context menu (uses dialog), pressing "Extract Selected" (which will extract file to the specified path), or by drag-and-dropping file to the target folder (e.g. Desktop).
  • To do the same for multiple files use checkboxes (next to the file index). Note: when at least one file selected by this way "Extract Selected" and drag-and-drop functions doesn't count highlighted file as selected.
  • After extracting files with drag-and-drop sometimes either temporary "DragNDropFile" file remains visible or extracted files doesn't appear in the target folder - refresh by pressing "F5" (or from context menu) should solve this.
  • "Swap" function works only for DLC archives that have "<archive name>.blp" file. Use it from the context menu or by selecting target file and drag-and-dropping source file to the program's window.
file5lr.dat is simplified version of Archivarius' doa5LRarchivarius.dat.
  • Entry format: <Encrypted Name>(Tab)<Decrypted Name>(Tab)<File Flags>(Tab)<File Indexes>. Indexes and flags can be skipped.
  • Types of flags: "E0"/"C0" - file encrypted and compressed, "40" - file compressed, "00" - file stored in archive as-is. "Force/Disable" overrides source flag.
  • "Update DB" function theoretically should allow to automatically apply any changes from future patches. Decrypted names for new/changed (after the update) entries of course must be entered manually.
  • Since all DLC names are already in the DB and BLP parsing routine should found correct flags for them - BLP Converter (or "Archivarius fix2" and similar DB edits) is no more needed.
Credits:
  • b0ny for decryption routine.
  • immi for key calculation routine.
bbbmods wrote:also, NYOTENGU_DLCU_014 in 358140 crashes the game when swapped
Try this program. Also, swap now should work for any files (e.g. "---C", "--P").

Re: Dead or Alive series formats and tools

Posted: Tue Oct 13, 2015 7:27 am
by navmesh
@sf234 : Thank you ,this tool is great :)

Re: Dead or Alive series formats and tools

Posted: Tue Oct 13, 2015 7:43 am
by bbbmods
sf234 wrote:After a week of binge coding an alternative for Archivarius is finally done.
Archive Tool 1.0:
http://rghost.net/private/7Bq6d6pHy/6f0 ... c909d6a667

Some tips:
  • Archive can be opened by drag-and-dropping the BIN file to the program's window (instead of clicking "Open").
  • Single file can be extracted either by using "Extract" from the context menu (uses dialog), pressing "Extract Selected" (which will extract file to the specified path), or by drag-and-dropping file to the target folder (e.g. Desktop).
  • To do the same for multiple files use checkboxes (next to the file index). Note: when at least one file selected by this way "Extract Selected" and drag-and-drop functions doesn't count highlighted file as selected.
  • After extracting files with drag-and-drop sometimes either temporary "DragNDropFile" file remains visible or extracted files doesn't appear in the target folder - refresh by pressing "F5" (or from context menu) should solve this.
  • "Swap" function works only for DLC archives that have "<archive name>.blp" file. Use it from the context menu or by selecting target file and drag-and-dropping source file to the program's window.
file5lr.dat is simplified version of Archivarius' doa5LRarchivarius.dat.
  • Entry format: <Encrypted Name>(Tab)<Decrypted Name>(Tab)<File Flags>(Tab)<File Indexes>. Indexes and flags can be skipped.
  • Types of flags: "E0"/"C0" - file encrypted and compressed, "40" - file compressed, "00" - file stored in archive as-is. "Force/Disable" overrides source flag.
  • "Update DB" function theoretically should allow to automatically apply any changes from future patches. Decrypted names for new/changed (after the update) entries of course must be entered manually.
  • Since all DLC names are already in the DB and BLP parsing routine should found correct flags for them - BLP Converter (or "Archivarius fix2" and similar DB edits) is no more needed.
Credits:
  • b0ny for decryption routine.
  • immi for key calculation routine.
bbbmods wrote:also, NYOTENGU_DLCU_014 in 358140 crashes the game when swapped
Try this program. Also, swap now should work for any files (e.g. "---C", "--P").
Thanks :) that costume swapped successfully. now there are no traces of wings in my game :D

only tested it with that same dlc pack so far, the --p and ---c of NYOTENGU_DLCU_014 went okay, and the --c of NYOTENGU_DLCU_013 went okay, but with the --p of NYOTENGU_DLCU_013, I got this message.

Error: BLP index for this file is unknown. (Note: Swap works only for DLC archives.)

Re: Dead or Alive series formats and tools

Posted: Tue Oct 13, 2015 4:05 pm
by sf234
Updated free/used costume slots information:
viewtopic.php?p=112401#p112401

bbbmods
DLC 358140? DLC archive files were original or already swapped with Archivarius?

Re: Dead or Alive series formats and tools

Posted: Tue Oct 13, 2015 9:33 pm
by Protocol X27
abcdefh wrote:@Protocol X27

Thank you for update.

I found a "MeshReactorDual" problems.

Does not seem to be the boundary adjustment of IdxLay, it shifts the subsequent position.

Also, it seems correct ObjInfo is not be copied.
I've copied the first submesh, but last ObjInfo had been copied.
In this case, you should copy the first ObjInfo.
The IdxLay boundary has never been adjusted in any utils I've made for the past couple of years. Everything has functioned normally. If there's a technical reason to do so I can look into it, but it's not a high priority otherwise.

As for the ObjInfo, I'll take a look when I get some time.

***
@sf234, Sleepy Sea
Thanks for the updates!! :D

***

I decided to hold off on new concepts until I get the Xbox converter finished. I'm already close, I just need to force myself to finish it.

***

From the sound of things, this latest batch is the last that the Xbox & PS3 well get, but on the flip side at least the PC got the DLC release at the same time.

***

@Ros, what's the scoop on the Skeleton Patcher? Does it do anything additional beside the HieLay & BnOfsMtx? Just curious as to what scenarios you created it for.

Re: Dead or Alive series formats and tools

Posted: Tue Oct 13, 2015 10:15 pm
by Darko
Can someone update the blp converter for 360 files pls?? It has no problems to decrypt female files, but I doesn't decrypt any new male files.