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Re: Dead or Alive series formats and tools

Posted: Sun Aug 05, 2012 11:49 am
by b0ny
sagesau

Code: Select all

1-14[13]        5(0.0333, 0.000010, 0.002602)   [1.83°]
one row is one keyframe, here is the explanation of the values:
"from this frame" - "to this frame"["how many frames"] "keyframe type"("main value", "additional value 1", "additional value 2") ["rotation in degrees"]

"keyframe type" -- there are four types of key frames. all of them have a main value, which is location/rotation, and some have additional values, i suppose those can be some kind of animation vectors(?).

"main value" -- i called this "myfloat" in the script

"rotation in degrees" -- rotation is in some kind of "doa units", and i have transformed it here in degrees

"from this frame" -- all you have to do is - go in blender to this frame and set here the "main value".

Re: Dead or Alive series formats and tools

Posted: Sun Aug 05, 2012 1:21 pm
by sagesau
OK.
I'm not sure why you say "location/rotation", seems only location to me.
That rotation value might be for the bone roll ("rotation along itself"). Full rotation needs 3 (euler) or 4 (quaternion) values.

Anyway, thanks!

I'll make a test script and see how it goes.
Right now I only have DOA2U and DOAX though, have you checked if the format changed from DOA3?

I also know how to get your model importer working in 2.63, if you're interested.

Re: Dead or Alive series formats and tools

Posted: Mon Aug 06, 2012 5:41 pm
by sagesau
From the incomplete info we have I wrote this incomplete/unusable MOT importer for Blender.
It creates Actions for each animations in the mot and names them "motname_animationindex".

You can just go to edit mode, select all bones and press Alt+P to unparent bones and see that there's more problems than that.

http://pastebin.com/Rmcabx3y

BTW, about the xpr importer: are you sure you generate the bones or weights right? The arm bones deform the mesh pretty weirdly.

Re: Dead or Alive series formats and tools

Posted: Mon Aug 06, 2012 9:37 pm
by Canardlaquay
Hey guys, I'm following this thread since a while, even if I'm pretty bad understanding 3D models imports, edits, and etc, thank you for your work.
I thought editing DOA Online texture would be very funny, but it was very repetitive... I mean, edit one by one texture, and etc...
So I made a little tool: http://minecoin.fr/dl/DOAOModder_1.0.zip (Can't give a simpler name :p)
Could I have your feedback about errors, if it's working, etc ? Thank you.

And a question to finish: how do you extract EMP files with C# (or VB) ? I currently use EMPtool as an external utility, but I'd prefer to include it, to extract/repack easily.
Keep up the great work ! Have fun !

Re: Dead or Alive series formats and tools

Posted: Sun Aug 26, 2012 1:12 am
by THESIERRAMAN
HELLO PEOPLE :D
Thanks for answer my questions :D

b0ny wrote:
the costumes are in werone.afs and wertwo.afs, but that "nude patch" don't have them. how do you think they made it "nude" ? - they just deleted all the costumes!

I found in werone.afs and wertwo a lot of archives without "extension" (nothing of .tpr and .tp or .gmd "I watched .gmd in Noesis") they appear in white.
These archives appear in the document:
werone:
0001_dmy_aa_a_m
0002_vay_ch_g_m
0003_vay_ch_g_m
0004_vay_ch_g_m
...
0050_vay_on_k_m
0051_vay_on_k_m
0052_vay_on_k_m
...
0333_vht_sh_g_m
0334_vht_sh_g_m
0335_vht_sh_g_m

wertwo:
0000_vht_sk_b_m
0001_vht_sk_b_m
0002_vht_sk_b_m
...
0220_vls_cs_h_m
0221_vls_cs_h_m
0222_vls_dl_b_m
...
0341_vtn_tk_e_m
0342_vtn_tk_e_m
0343_vtn_tk_e_m

All of them without extension
Do you know if these archives are the costumes (bikinis)???

If not, Someone can put the iso game or the werone.afs and wertwo.afs for download (if you can on mediarfire) please, I search in google all a week and I only found the "nude patch version" or some those versions didn't say "nude patch" and when you download those versions have the patch ( :x ) I downloaded 6 times the game and all of them have the same patch.

Thanks for your help and attention :)

Re: Dead or Alive series formats and tools

Posted: Sun Aug 26, 2012 4:00 am
by zaykho
I found in werone.afs and wertwo a lot of archives without "extension" (nothing of .tpr and .tp or .gmd "I watched .gmd in Noesis") they appear in white.
These archives appear in the document:

these are the swimsuits, just extract one, then add the extension .tpr, and voila ~

.Gmd are for Ninja Gaiden, .tp are for DOAX2 stages, and .tpr are for DOAX2 character, item, boat, swimsuit etc....

I have just one question:

why when I extract some DOAX2 characters from noesis, they didn't have materials assigned to the groups ?

I mean, I get a .obj file with tons of groups, but without any materials, even when I re-import the extracted .obj in noesis, the textures doesn't show up. (but the textures are extracted, it's just that is boring to re-assign texture-by-texture on 320+ groups....)

Re: Dead or Alive series formats and tools

Posted: Sun Sep 09, 2012 9:31 pm
by TRDaz
Has Dead or Alive Paradise ever been extractable? I extracted the iso, and found a .arc file named doap, thats the biggest file there so im guessing models are there. Anyone able to extract it? I could try and upload the .arc file for whoever wants to try and extract it.

Re: Dead or Alive series formats and tools

Posted: Sun Sep 09, 2012 10:48 pm
by JayK
use psarc

Re: Dead or Alive series formats and tools

Posted: Mon Sep 10, 2012 5:26 pm
by TRDaz
rman2 wrote:use psarc
Doesnt that only extract psarc files? Didnt work when I tried to use it with the .arc.

Re: Dead or Alive series formats and tools

Posted: Tue Sep 11, 2012 7:43 am
by fatduck
It been floating around for some times mate! Here you go:

Code: Select all

# Game: Dead Or Alive Paradise (PSP)
# by Fatduck   Mar2010
# script for QuickBMS http://aluigi.org/papers.htm#quickbms

get DOAPEXT extension
if DOAPEXT != "bin"
    open FDDE bin 0
endif
open FDDE arc 1
comtype gzip
idstring "PAA\0" 0
get DUMMY long 0
get NUMRES long 0
get OFSIDXTBL long 0
get OFSPOS long 0
goto OFSIDXTBL 0
savepos INDEXPOS 0
for i = 1 to NUMRES do 
   goto INDEXPOS 0
   get NAMEPOS long 0
   get RESSIZE long 0
   get UKN02 long 0
   get UKN03 long 0
   savepos INDEXPOS 0
   goto OFSPOS 0
   get OFSRES long 0
   savepos OFSPOS 0
   goto NAMEPOS 0
   get RESNAME string 0
   goto OFSRES 1
   get TESTGZ threebyte 1
   if TESTGZ == 0x88B1F then 
      clog RESNAME OFSRES RESSIZE RESSIZE 1
   else
      log RESNAME OFSRES RESSIZE 1
   endif
next i

Re: Dead or Alive series formats and tools

Posted: Tue Sep 11, 2012 4:12 pm
by TRDaz
Thanks so much mate! :D

EDIT: Noesis doesnt load the .tpr models like DOAX2... how would I get the models?

Re: Dead or Alive series formats and tools

Posted: Tue Sep 11, 2012 4:26 pm
by Darko
TRDaz wrote:Thanks so much mate! :D

EDIT: Noesis doesnt load the .tpr models like DOAX2... how would I get the models?
With fatimporter for 3dsmax, the link is 2 posts above in fatduck's signature (the autor of the script lol), but It's still in an alpha or beta process.

See ya.

Re: Dead or Alive series formats and tools

Posted: Tue Sep 11, 2012 4:44 pm
by TRDaz
Thanks! :D

Re: Dead or Alive series formats and tools

Posted: Tue Sep 11, 2012 4:50 pm
by Darko
TRDaz wrote:Thanks! :D
No problem, but the importer as I said is in a beta phase, so this is what you're gonna get:

Image

I don't know if fatduck has made any progress in the formar.

See ya.

Re: Dead or Alive series formats and tools

Posted: Tue Sep 11, 2012 5:31 pm
by TRDaz
Yeah, I got that... I have all the basic bodies from DOAX2 anyway, all I want is Rio's model. Just need to find which file her body and head is.... BTW, how do you get textures? They dont appear when importing it, and I dont know how to extract it neither D: