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Re: Dead or Alive series formats and tools

Posted: Thu Oct 11, 2012 2:42 pm
by viperzerofsx
TRDaz wrote:Is it possible to get 3DS models at all? I would have loved to get Raidou and Shiden from DOA:D
I actually don't think anyone has hacked the 3ds yet but I would love to be wrong about that

Re: Dead or Alive series formats and tools

Posted: Thu Oct 11, 2012 7:59 pm
by TRDaz
Will have to wait until its possible to be hacked, but, thanks for the reply :)

Re: Dead or Alive series formats and tools

Posted: Sat Oct 20, 2012 3:24 pm
by b0ny
need testing on this blender addon

dead or alive online blender export script (blender 2.63/2.64a)
1. put "io_export_doau_xpr.py", "NvTriStripper-cli.exe" and "nvdxt.exe" in blender "addons" folder
2. activate the plugin in blenders config
3. create your scene and export it as xpr. you can load now your scene to greed explorer to see if it was exported correctly
4. use the doao private server or the pyserver(animation viewer) to play your "stage" ingame. for the private server:
a. convert it to emp using "XPR2EMP.exe"
b. rename it to "stage_EFC.emp" and put it in "\doa_online\data\ingame\Dat\stage\stage_EFC\" folder. you'll need doao with the last unofficial path on it
c. in lobby talk to the girl with a gift icon on her head and select the "3 Azuchi [down]" stage, and run a fighting mode to see your 3d scene

- to export textures with transparency layer, you should activate(at least before exporting) the "alpha" check box in the "influence" section of the texture settings tab(in blender)
- TODO: export shadeless textures; create simple cat files for simple low poly skins;

here is a remake of a stage from doa1u crated by me, with the source blender file (click to download)

Image
feed back please(with pictures)

tried to swap kasumi's head with her head from doa5, but ended up swapping the head for bayman:
Image
Image
the morphing targets(face/hands/boobs animation) were disabled. some bug with big textures, thus the face texture were scaled down, from 1024x1024 to 512x512

if you're interested in a tutorial or this skin, just ask...

Re: Dead or Alive series formats and tools

Posted: Sat Nov 03, 2012 5:28 am
by BakameExcalibur
Sorry if this doesn't really have any "useful" information, but I've managed to rip the contents of my copy of DOA4, and the model files contained within some .afs archives seem to be of a similar format to the ones found in DOAX2. Unfortunately, the DOAX2 plugin for Noesis doesn't seem to recognize them, and exporting them to other formats doesn't work either. I also found that the movie files are in .sfd format, though the sfd2mpg tool doesn't work at all, and the PES 2012 Video Converter tool will produce a complete audio file, but a junk video file.

Has anyone successfully managed to get DOA4's model files viewable in Noesis?

Re: Dead or Alive series formats and tools

Posted: Fri Jan 18, 2013 7:25 pm
by sidneymadmax

Re: Dead or Alive series formats and tools

Posted: Wed Jan 23, 2013 4:19 pm
by JK88
TRDaz wrote:Is it possible to get 3DS models at all? I would have loved to get Raidou and Shiden from DOA:D
viperzerofsx wrote: I actually don't think anyone has hacked the 3ds yet but I would love to be wrong about that
Actually seems that the thing is already happened:

http://www.youtube.com/watch?v=DVWIkC7qZuQ

http://www.youtube.com/watch?v=mDbe3v9Rhjc

http://www.youtube.com/watch?v=_PjaDhR3w_Q

Re: Dead or Alive series formats and tools

Posted: Thu Jan 24, 2013 3:33 am
by mariokart64n
.. thats the xbox version, NOT the 3DS version. you can tell from the button icons and the xbox menu lol

Re: Dead or Alive series formats and tools

Posted: Fri Jan 25, 2013 9:51 pm
by TRDaz
So im using GreedXplorer to open DOAU models, but how would I get to export them? I only need them in obj format.

Re: Dead or Alive series formats and tools

Posted: Fri Mar 29, 2013 8:56 pm
by b0ny
tecmo360texturesExtractor.py

tecmo360texturesExtractor will extract textures from xbox360 tecmo texture container files such as:
doa5=TMC,SPR,--P,--H,TNF; ng3=TNF,TTG,IBL,GMD,EFFMC; doa4=TPR,XPR,C,CT; doax2=TPR;

this script requires python 3.2.3 installed on your computer(at least for me 3.3.0 didn't work):http://www.python.org/download/releases/3.2.3/

you can need a good dds viewer, here you can find one http://www.nvidia.ru/object/windows_texture_viewer.html, it's called "windows texture viewer"

Re: Dead or Alive series formats and tools

Posted: Sat Mar 30, 2013 2:45 am
by Darko
b0ny wrote:tecmo360texturesExtractor.py

tecmo360texturesExtractor will extract textures from xbox360 tecmo texture container files such as:
doa5=TMC,SPR,--P,--H,TNF; ng3=TNF,TTG,IBL,GMD,EFFMC; doa4=TPR,XPR,C,CT; doax2=TPR;

this script requires python 3.2.3 installed on your computer(at least for me 3.3.0 didn't work):http://www.python.org/download/releases/3.2.3/

you can need a good dds viewer, here you can find one http://www.nvidia.ru/object/windows_texture_viewer.html, it's called "windows texture viewer"
Use noesis to convert the textures regarding the nvidia windows texture viewer.

Re: Dead or Alive series formats and tools

Posted: Sat Mar 30, 2013 3:10 am
by porimac
Edit: Disregard this post :|

Re: Dead or Alive series formats and tools

Posted: Sat Mar 30, 2013 3:28 am
by Darko
It can't.

Re: Dead or Alive series formats and tools

Posted: Sat Mar 30, 2013 7:12 am
by b0ny
Darko wrote:Use noesis to convert the textures regarding the nvidia windows texture viewer.
my tool(tecmo360texExtractor) vs noesis:
1 noesis will unpack any dds texture to ARGB32, my tool is keeping the compression, this "may be" good for resulting size (or quality if you'll decide to re-compress them to the initial size)

2 noesis can't handle the L8 format used in sprites(unbundler will crash on L8 files with width not divisible by 2)

3 noesis don't have scripts for "ALL" tecmo texture file types for doa5, doa4, ng3, "doax2(tpr only)"

4 using this tool you can extract all files found in a folder to separate folders for each file

5 if you have a xbox360 file that starts with "XPR2" magic word:
a)open the script in a text editor
b)add the extension of your file to the "extensions" list
c)save the script
d)now the script can extract textures from your file

P.S. when i reversed the "xbox360 deswizzle function" for my blender script i decided to make this tool, then i thought that it can be useful for anyone, so i added a gui and delivered

Re: Dead or Alive series formats and tools

Posted: Sat Mar 30, 2013 8:10 am
by Darko
b0ny wrote:
Darko wrote:Use noesis to convert the textures regarding the nvidia windows texture viewer.
my tool(tecmo360texExtractor) vs noesis:
1 noesis will unpack any dds texture to ARGB32, my tool is keeping the compression, this "may be" good for resulting size (or quality if you'll decide to re-compress them to the initial size)

2 noesis can't handle the L8 format used in sprites(unbundler will crash on L8 files with width not divisible by 2)

3 noesis don't have scripts for "ALL" tecmo texture file types for doa5, doa4, ng3, "doax2(tpr only)"

4 using this tool you can extract all files found in a folder in separate folders for each file

5 if you have a xbox360 file that starts with "XPR2" magic word:
a)open the script in a text editor
b)add the extension of your file to the "extensions" list
c)save the script
d)now the script can extract textures from your file

P.S. when i reversed the "xbox360 deswizzle function" for my blender script i decided to make this tool, then i thought that it can be useful for anyone, so i added a gui and delivered
The only issue is some DOA5 normal bumps are no correctly unswizzled :S

Re: Dead or Alive series formats and tools

Posted: Sat Mar 30, 2013 10:02 am
by b0ny
Darko wrote: The only issue is some DOA5 normal bumps are no correctly unswizzled :S
yes. volumetric textures, because of the z dimension, are untiled incorrectly, i think i need a third complex loop in the untiling function to handle them.
maybe if i would understand anything in my revers-engineered unswizzle function i would fix this :(

also i extract cubic textures joined in one texture, though i can export them separately as unbundler does

is this possible to find any readable source code for xbox360 unswizzling? i have 'XDK' but i found a untiling code only in some dll compiled for powerpc(not even for x86)...