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Re: Dead or Alive series formats and tools

Posted: Fri Feb 19, 2016 2:20 pm
by syasuker
SleepySea wrote:How's everyone doing?

I recently got interested in DOA5 modding again after a long hiatus and made a character transformer tool out of curiosity that turned into a few days of coding frenzy. I've finally made it work pretty well, and it seems to be in a relatively stable state to be used as a fun tool or supplement in modding.

Here's the link to my post with instructions and stuff: http://www.loverslab.com/topic/50997-do ... ?p=1460252
or (if it is down, which happens quite often :))
https://www.undertow.club/threads/doa5l ... ost-115749

It basically allows one to take any female's costume and transform it to fit any other female body type with a few clicks. I've made it so that it has very good performance with a simple user interface that is easy to understand and use. Please let me know if you have any questions. I have pretty detailed instructions and update logs in the link above.

I've also updated my OBJ converter to deal with "rotated" (transformed) objects. It can now accurately show where objects should be, and it can put all the changes back in after editing it in an editor like 3ds max without having to reset their transformation matrices. I figured there must still be a few people who prefer doing things in 3ds max, and this tool of mine could find a niche market :)

my converter can be found here http://www.loverslab.com/topic/50997-do ... ?p=1346825
or
https://www.undertow.club/threads/doa5l ... ost-114712

I've added a section called "TMC post processing" which includes functionality to recalculate normal vectors (if they are broken for some reason), smooth seams (that is the same as the current version to remove seams/gaps on models) and now it can automatically fix neck vertices for you after using the recompute normal vectors to remove neck seam. The recompute normal vector functionality calculates normal vectors while taking into account neighboring triangles to achieve the same kind of smoothness you see in things like 3ds max. Please let me know if you have any questions.
[bruce] :D tim!

Re: Dead or Alive series formats and tools

Posted: Sat Feb 20, 2016 9:36 pm
by MarieRose1301
Hello does anyone have a link for valentines day dlc fro pc yet?

Re: Dead or Alive series formats and tools

Posted: Mon Feb 22, 2016 1:58 am
by Darko
MarieRose1301 wrote:Hello does anyone have a link for valentines day dlc fro pc yet?
Here:

http://w11.zetaboards.com/SFxT_Mods/topic/11172794/1/

Re: Dead or Alive series formats and tools

Posted: Mon Feb 22, 2016 11:19 am
by zaykho
Darko wrote:
MarieRose1301 wrote:Hello does anyone have a link for valentines day dlc fro pc yet?
Here:

http://w11.zetaboards.com/SFxT_Mods/topic/11172794/1/
Tagging that ! :]

Re: Dead or Alive series formats and tools

Posted: Tue Feb 23, 2016 7:11 pm
by MarieRose1301
Darko wrote:
MarieRose1301 wrote:Hello does anyone have a link for valentines day dlc fro pc yet?
Here:

http://w11.zetaboards.com/SFxT_Mods/topic/11172794/1/
Thank you so much
I've got an other question though. Can Texture Tool extract textures with their real names instead of Lxx.dds?

Re: Dead or Alive series formats and tools

Posted: Wed Feb 24, 2016 2:17 am
by hulkspidey
@sf234:
The current Archive Tool 1.2.1 with the latest updated dat file (got from here) seems can't open the Tatsunoko DLC pack correctly (nearly all files have pink color gibberish names), but all other DLC packs including the latest Valentine DLC can be open just fine.

Will you provide an update for the tool and the dat file?

Thank you.

Re: Dead or Alive series formats and tools

Posted: Thu Feb 25, 2016 7:30 pm
by Protocol X27
SleepySea wrote:How's everyone doing?
I recently got interested in DOA5 modding again after a long hiatus and made a character transformer tool out of curiosity that turned into a few days of coding frenzy. I've finally made it work pretty well, and it seems to be in a relatively stable state to be used as a fun tool or supplement in modding.
I know them feels, I definitely needed a couple months off. Thankfully tool support has advanced to the point, I don't need to do much and focus on mods at least for the items I want to make still
weetold wrote:Anyone still have the tools for extractors Dead or Alive 4, or Xtreme 2 models?
I know that AFSExplorer works for Xtreme 2, if you cannot find it let me know. Noesis works fine for exporting .tpr's once you have them extracted from the afs.


I'm trying to get into some different stuff for mods. This is probably best a question for @zaykho or @Darko or anyone who's more versed on the classic games. I have the DOAX2 data I pulled from my 360, I can open werone.afs and extract costumes & items fine, but it seems that the afs file only has about half of the costumes. Does anyone know if I'm missing a file, or if AFSExplorer may not be reading it correctly? Any solutions'd be helpful. Thanks.

Re: Dead or Alive series formats and tools

Posted: Fri Feb 26, 2016 4:40 pm
by zaykho
Protocol X27 wrote:
weetold wrote:Anyone still have the tools for extractors Dead or Alive 4, or Xtreme 2 models?
I know that AFSExplorer works for Xtreme 2, if you cannot find it let me know. Noesis works fine for exporting .tpr's once you have them extracted from the afs.


I'm trying to get into some different stuff for mods. This is probably best a question for @zaykho or @Darko or anyone who's more versed on the classic games. I have the DOAX2 data I pulled from my 360, I can open werone.afs and extract costumes & items fine, but it seems that the afs file only has about half of the costumes. Does anyone know if I'm missing a file, or if AFSExplorer may not be reading it correctly? Any solutions'd be helpful. Thanks.
If anyone want a tool related to the classic DOA, they can go into my signature (Mediafire folder).

For your case about DOAX2, I don't think it's a problem related to AFSExplorer, but more about other sub .afs that can contain more costumes.

I don't have DOAX2 near me, but more info would be great, how many costumes did you extracted ?

Re: Dead or Alive series formats and tools

Posted: Sat Feb 27, 2016 2:30 am
by ToonLink
hi there,

-I'm new in moding but now i can use mods and put them in the game
but when i was searching for good mods i saw beautiful mods, i tried to put them in the
game but i didn't know how?!
- i found someone's account on mediafire contains mods which i was talking about
you can check it here: https://www.mediafire.com/folder/h7gie9t2l198w/DOA5

as you see the files are extracted so what i want is to know how to use them with the easiest way :D

Re: Dead or Alive series formats and tools

Posted: Sat Feb 27, 2016 3:21 am
by Protocol X27
Thanks, zaykho, about half. I'm missing a file from what I've gathered by doing some googling. :(

Hi ToonLink,
There's a couple of different solutions. You can either use a tool called LNK Reshuffle which will replace files in the core game files, or you can use a DLC Tool to re package custom DLC files. There are tutorials out there. I've seen a fair matter of resources floating around either the SFxT mod site, or on a DOA site called FreeStepDodge. You could take a gander around those for some more in depth info.

Re: Dead or Alive series formats and tools

Posted: Sat Feb 27, 2016 4:30 pm
by ToonLink
Protocol X27 wrote:
Hi ToonLink,
There's a couple of different solutions. You can either use a tool called LNK Reshuffle which will replace files in the core game files, or you can use a DLC Tool to re package custom DLC files. There are tutorials out there. I've seen a fair matter of resources floating around either the SFxT mod site, or on a DOA site called FreeStepDodge. You could take a gander around those for some more in depth info.
i know this ways..but what i mean is the files are extracted like this
Image

Re: Dead or Alive series formats and tools

Posted: Sun Feb 28, 2016 11:20 pm
by SleepySea
Protocol X27 wrote: I know them feels, I definitely needed a couple months off. Thankfully tool support has advanced to the point, I don't need to do much and focus on mods at least for the items I want to make still
Good to see you back!

I got into a bit of a coding frenzy and decided to update all of my tools to relatively bug free states, lol. I know the existence of some bugs, and they have been bugging me for quite some time, but I never really bothered to fix them up until now.

I think my transformer is in a relatively stable state now
Here's the link to my post with instructions and stuff: http://www.loverslab.com/topic/50997-do ... ?p=1460252



My OBJ to TMC converter is now all fixed up to read vertex/index buffer from TMC instead of relying on what object info tells me, so this should get rid of most "starfish" problems during conversion, lol, and it now does a bit more than just converting to/fro TMC/OBJ. The unreferenced vertices used to give my tool a hard time, but now all seems well again.

Also, my converter now has a group of post processing controls that allows the users to fix broken normal vectors and seams by recalculating normal vectors and smoothing seams. I've also added another feature to correct vertices around neck rings (since recomputing normals kind of destroy these normals) so they can be used together to correct models that are otherwise broken.

my converter can be found here http://www.loverslab.com/topic/50997-do ... ?p=1346825

Re: Dead or Alive series formats and tools

Posted: Fri Mar 04, 2016 3:19 am
by Protocol X27
@SleepySea, nice job. Sounds like those are handy. Hopefully this doesn't come as a buzz kill unless that ends up being a more efficient method. Do you use your tools in conjunction with Blender and/or the tmcmesh import/export method? Some of the existing scripts / plugins may overlap some functionality. Once I realized they surpassed my scripts it made me realize there were already some easier ways to do stuff.

@ToonLink. It looks like you have an XNALara model which is not a functioning mod. You can use the XNALara model, but you still need a DOA costume and then manually have to replace parts in that costume with the parts from the XNALara model. That is a much more in depth discussion. It'd be easier to start with learning how to manipulate an existing costume and then work your way up to a full edit like that.

***
Well, out of pure convenience I got another Util written almost accidentally. I was helping someone with some material questions while working on some stuff of my own. Managed to write a material swapper within a couple of hours thanks to doing the groundwork correctly with some of my scripts last year. Combined with information from TMC Object Tool, it's fairly easy to identify which materials to swap. Will pull values from Xbox containers as well.

MaterialSwapper: http://www.mediafire.com/download/13dfc ... erV1.0.zip

1) Place the scripts in the same folder as two costume containers
2) Edit Material Swapper in a python Editor such as IDLE.
3) Change the needed values for the costumes and values to swap
4) Press F5 to Run

Re: Dead or Alive series formats and tools

Posted: Sun Mar 06, 2016 12:29 pm
by sf234
Updated file5lr.dat:
https://www.mediafire.com/folder/ec6hz31s15fof/5LRTools

Unless there will be some cardinal changes in game's db format anyone can update file5lr.dat like this:
1. Copy current file5lr.dat somewhere.
2. Use "Update DB" function in Archive Tool.
3. Compare updated file5lr.dat with its copy (I use notepad++ with compare plugin for this).
You'll see what was changed and which names should be copied to updated file.
Dunno how it will be with the release of new character though. Most likely I won't provide any future updates.

Re: Dead or Alive series formats and tools

Posted: Mon Mar 07, 2016 5:40 am
by SleepySea
Protocol X27 wrote:@SleepySea, nice job. Sounds like those are handy. Hopefully this doesn't come as a buzz kill unless that ends up being a more efficient method. Do you use your tools in conjunction with Blender and/or the tmcmesh import/export method? Some of the existing scripts / plugins may overlap some functionality. Once I realized they surpassed my scripts it made me realize there were already some easier ways to do stuff.
Thanks for the new tool! This will surely come in handy.

You are absolutely right that some of the functionalities of my converter tool are already outdated (have been for a while actually lol) as there is a very complete suite of tools/scripts to support Blender. I started out learning 3ds max (I am by no means an expert at any of this stuff - just an amateur who knows how to write some simple code, lol) so the converter works perfectly there. Like you, I made enhancements to my tools for the sake of completion and learning. I don't really actively mod the game much anymore, but I do enjoy working on my tools and learning how things are done behind the scenes.

Recently I added a new functionality that allows the entire TMC to be exported as one object complete with full support of normal vector management which I think can still come in handy. I didn't think to implement this functionality until I discussed with Harry Palmer (who goes by a different name here ;)), and he encouraged me to add it in. Now, thanks to him, I see the value in having the ability to edit an entire TMC as one OBJ file. It is really quite convenient. This was also a great opportunity for me to learn how to properly handle index and vertex buffers so that the entire TMC can be output as one OBJ.

I also fixed issues with "transformed/rotated" object handling found in v0.4.2. I don't know much about Blender at all, but, based on my limited understanding, it's normal vector management is a bit lacking and a pain to make right in Blender. My converter with its set of "TMC Post Processing" functionalities can be used to easily repair broken normal vectors, seams and stuff, so there might still be some use for it :D

It's updated here http://www.loverslab.com/topic/50997-do ... ?p=1346825

A quick how to guide and what's new in this version http://www.loverslab.com/topic/50997-do ... ?p=1490009