Re: Dead or Alive series formats and tools
Posted: Tue Apr 09, 2013 10:48 pm
An exe version of b0ny's script in case you're having problems:
http://www15.zippyshare.com/v/58377750/file.html
http://www15.zippyshare.com/v/58377750/file.html
that's strange, - this texture is exported perfectly for me. are you using version 1.2? are you using windows?tcl36478655 wrote: i found it has little mistake about kok_03_base2.dds(http://rghost.net/45135296) of KOKORO_COS_06.
and is it wrong that DXT5 512*1024 will change to 1024*512?
maybe in the next iteration. the thing is that this tool is compatible with latest simpleDoa5Unpacker and already has support for "*.tex" called here: "*.--H"Darko wrote: Bony, can you add support for doa5 textures packs (*.tex)?? some have volumetric textures
are you a wizard? how do you do that.Darko wrote:An exe version of b0ny's script in case you're having problems:
http://www15.zippyshare.com/v/58377750/file.html
Lol, I'm not a wizzard a little 13 years old kid showed me how to do that:b0ny wrote:that's strange, - this texture is exported perfectly for me. are you using version 1.2? are you using windows?tcl36478655 wrote: i found it has little mistake about kok_03_base2.dds(http://rghost.net/45135296) of KOKORO_COS_06.
and is it wrong that DXT5 512*1024 will change to 1024*512?
anyone else confirming this problem?
maybe in the next iteration. the thing is that this tool is compatible with latest simpleDoa5Unpacker and already has support for "*.tex" called here: "*.--H"Darko wrote: Bony, can you add support for doa5 textures packs (*.tex)?? some have volumetric textures
are you a wizard? how do you do that.Darko wrote:An exe version of b0ny's script in case you're having problems:
http://www15.zippyshare.com/v/58377750/file.html
can you please add the initial python script to your archive with the 'exefied' version, just in case(for multiplatform).
right now i'm in the weird part of 'modding': i decided to add support for NG2, and found that there is no good extractor for it. i found the names inside the xex and they are connected to data in "load_img.bin" but i can't understand what is the second value(the first value is the file type), and how is this info connected to the *.ng2 files.
any help is appreciated
i'm not strong at english - by initial script, i meant the python script you converted, to put it in the archive with the exe. to be there, just in case, to run on linux and for source code.Darko wrote:I can do the build for you with the first script.
Ok ok hehehe.b0ny wrote:i'm not strong at english - by initial script, i meant the python script you converted, to put it in the archive with the exe. to be there, just in case, to run on linux and for source code.Darko wrote:I can do the build for you with the first script.
not like this really matters...
i'm confused
yes i use ver 1.2 and Windows 7 x64.b0ny wrote:i'm not strong at english - by initial script, i meant the python script you converted, to put it in the archive with the exe. to be there, just in case, to run on linux and for source code.Darko wrote:I can do the build for you with the first script.
not like this really matters...
i'm confused
Did you edit the script to convert volumetric maps?? Because the script has no problems to convert those maps. Even if those maps are ATI2 dds.porimac wrote:b0ny, I found a trouble again..
When extract KASUMI_DLC_006.TMC(Bunny DLC) of DOA5
http://i.imgur.com/3fX5E7F.jpg
The DDS which cannot be decoded is extracted.
Oh thanks, I could open that the dds.Darko wrote:Even if those maps are ATI2 dds.
Nope, It didn't convert the volumetric map.porimac wrote:Oh thanks, I could open that the dds.Darko wrote:Even if those maps are ATI2 dds.
http://i.imgur.com/UuDXDQW.png
but, it fragmented...make sense?
Thanks! solved!Darko wrote: Nope, It didn't convert the volumetric map.
Download the executable version I made, It has the conversion option turned on as deffault.
https://skydrive.live.com/#cid=FFBE4E57 ... 49FCBE!177
Have you downloaded the latest Fatimporter ? I know they are a Fatimporter updated specially for fixing animation on DOAP.aagems wrote:Can anybody help me?i had a problem with doa paradise animation. I try follow fatduck animation fix video tutorial,but im still failed getting proper hand position like i saw in fatduck video. I try rename "lfore_twist" to "lshld_twist" and click copy animation button and select "lshld" but the arm still look weird. Can anybody give step by step tutorial using picture (if can), since fatduck video had no sound. All help i appreciate
This is why I only upload Video tutorial of FatImporter, and not the program itself.You CAN NOT RE-DISTRIBUTE the program!
- if you are not getting it from Xentax or my Chinese Game Research forum. Someone had already beach my rule!