Re: Dead or Alive series formats and tools
Posted: Wed Jan 18, 2012 9:56 pm
are all the mot files the same? swapping them causes the game to crash. and what do you think the BIN files do?
I looked at the mots before and the offsets are all the same.. point to the same location, which lists more offsets.. I couldnt make out any data
also I'm trying to get the faces from DOA3 import properly, do you have any ideas on how to correct the direction problem?
EDIT
here are the 4 vertex types used in DOAU
Vertex #0
LONG: Position X
LONG: Position Y
LONG: Position Z
Weight #1 == 1.0
LONG: Vertex Normal X
LONG: Vertex Normal Y
LONG: Vertex Normal Z
LONG: Texture Coordinate U
LONG: Texture Coordinate V
Vertex #1
LONG: Position X
LONG: Position Y
LONG: Position Z
LONG: Weight #1
(subtract "1" from Weight #1 to get Weight #2)
LONG: Vertex Normal X
LONG: Vertex Normal Y
LONG: Vertex Normal Z
LONG: Texture Coordinate U
LONG: Texture Coordinate V
Vertex #2
LONG: Position X
LONG: Position Y
LONG: Position Z
LONG: Weight #1
LONG: Weight #2
(add Weight#1 & 2 then subtract 1 to get Weight #3)
LONG: Vertex Normal X
LONG: Vertex Normal Y
LONG: Vertex Normal Z
LONG: Texture Coordinate U
LONG: Texture Coordinate V
Vertex #3
LONG: Position X
LONG: Position Y
LONG: Position Z
LONG: Weight #1
LONG: Weight #2
LONG: Weight #3
(add Weight#1, 2, & 3 then subtract 1 to get Weight #4)
LONG: Vertex Normal X
LONG: Vertex Normal Y
LONG: Vertex Normal Z
LONG: Texture Coordinate U
LONG: Texture Coordinate V
image with the weights converted to vertex colours.
I noted before that the CAT file contained weight data for the mesh joints, like neck, shoulder, elbows, wrists etc...
and as you can see below the vertex weights from the XPR don't cover all the objects... which is totally weird
some are duplicated in the CAT even.
why on earth would they store vertex weights separately from the model
I looked at the mots before and the offsets are all the same.. point to the same location, which lists more offsets.. I couldnt make out any data
also I'm trying to get the faces from DOA3 import properly, do you have any ideas on how to correct the direction problem?
EDIT
here are the 4 vertex types used in DOAU
Vertex #0
LONG: Position X
LONG: Position Y
LONG: Position Z
Weight #1 == 1.0
LONG: Vertex Normal X
LONG: Vertex Normal Y
LONG: Vertex Normal Z
LONG: Texture Coordinate U
LONG: Texture Coordinate V
Vertex #1
LONG: Position X
LONG: Position Y
LONG: Position Z
LONG: Weight #1
(subtract "1" from Weight #1 to get Weight #2)
LONG: Vertex Normal X
LONG: Vertex Normal Y
LONG: Vertex Normal Z
LONG: Texture Coordinate U
LONG: Texture Coordinate V
Vertex #2
LONG: Position X
LONG: Position Y
LONG: Position Z
LONG: Weight #1
LONG: Weight #2
(add Weight#1 & 2 then subtract 1 to get Weight #3)
LONG: Vertex Normal X
LONG: Vertex Normal Y
LONG: Vertex Normal Z
LONG: Texture Coordinate U
LONG: Texture Coordinate V
Vertex #3
LONG: Position X
LONG: Position Y
LONG: Position Z
LONG: Weight #1
LONG: Weight #2
LONG: Weight #3
(add Weight#1, 2, & 3 then subtract 1 to get Weight #4)
LONG: Vertex Normal X
LONG: Vertex Normal Y
LONG: Vertex Normal Z
LONG: Texture Coordinate U
LONG: Texture Coordinate V
image with the weights converted to vertex colours.
I noted before that the CAT file contained weight data for the mesh joints, like neck, shoulder, elbows, wrists etc...
and as you can see below the vertex weights from the XPR don't cover all the objects... which is totally weird
some are duplicated in the CAT even.
why on earth would they store vertex weights separately from the model