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Re: Dead or Alive series formats and tools

Posted: Tue Apr 09, 2013 10:48 pm
by Darko
An exe version of b0ny's script in case you're having problems:

http://www15.zippyshare.com/v/58377750/file.html

Re: Dead or Alive series formats and tools

Posted: Wed Apr 10, 2013 4:08 pm
by b0ny
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?
that's strange, - this texture is exported perfectly for me. are you using version 1.2? are you using windows?
anyone else confirming this problem?
Darko wrote: Bony, can you add support for doa5 textures packs (*.tex)?? some have volumetric textures :P
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:An exe version of b0ny's script in case you're having problems:
http://www15.zippyshare.com/v/58377750/file.html
are you a wizard? how do you do that.
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

Re: Dead or Alive series formats and tools

Posted: Wed Apr 10, 2013 5:51 pm
by Darko
b0ny wrote:
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?
that's strange, - this texture is exported perfectly for me. are you using version 1.2? are you using windows?
anyone else confirming this problem?
Darko wrote: Bony, can you add support for doa5 textures packs (*.tex)?? some have volumetric textures :P
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:An exe version of b0ny's script in case you're having problems:
http://www15.zippyshare.com/v/58377750/file.html
are you a wizard? how do you do that.
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
Lol, I'm not a wizzard a little 13 years old kid showed me how to do that:

https://www.youtube.com/watch?v=XHcDHSW ... Ug&index=1

But yeah, I can do the build for you with the first script.

Edit: the executable version of your first script:

http://www48.zippyshare.com/v/48282565/file.html

The 1.2 is on my skydrive:

https://skydrive.live.com/#cid=FFBE4E57 ... 49FCBE!177

Re: Dead or Alive series formats and tools

Posted: Wed Apr 10, 2013 6:13 pm
by b0ny
Darko wrote:I can do the build for you with the first script.
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.
not like this really matters...
i'm confused :constipated:

Re: Dead or Alive series formats and tools

Posted: Wed Apr 10, 2013 7:10 pm
by Darko
b0ny wrote:
Darko wrote:I can do the build for you with the first script.
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.
not like this really matters...
i'm confused :constipated:
Ok ok hehehe.

Re: Dead or Alive series formats and tools

Posted: Thu Apr 11, 2013 3:59 pm
by tcl36478655
b0ny wrote:
Darko wrote:I can do the build for you with the first script.
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.
not like this really matters...
i'm confused :constipated:
yes i use ver 1.2 and Windows 7 x64.

Re: Dead or Alive series formats and tools

Posted: Mon Apr 15, 2013 10:01 pm
by porimac
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.

Re: Dead or Alive series formats and tools

Posted: Tue Apr 16, 2013 2:55 pm
by Darko
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.
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.

Re: Dead or Alive series formats and tools

Posted: Tue Apr 16, 2013 3:58 pm
by porimac
Darko wrote:Even if those maps are ATI2 dds.
Oh thanks, I could open that the dds.
http://i.imgur.com/UuDXDQW.png
but, it fragmented...make sense? :(

Re: Dead or Alive series formats and tools

Posted: Tue Apr 16, 2013 9:11 pm
by Darko
porimac wrote:
Darko wrote:Even if those maps are ATI2 dds.
Oh thanks, I could open that the dds.
http://i.imgur.com/UuDXDQW.png
but, it fragmented...make sense? :(
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

Re: Dead or Alive series formats and tools

Posted: Tue Apr 16, 2013 9:46 pm
by porimac
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
Thanks! solved!

Re: Dead or Alive series formats and tools

Posted: Mon Apr 29, 2013 12:02 am
by leidoa
i want doa2 ultimate costume for doa3
and can we make doa3 unplayable stages playable like the final stage when you fight genra ?? plz help
_____________
and this one too
http://image.gamespotcdn.net/gamespot/i ... een039.jpg

Re: Dead or Alive series formats and tools

Posted: Sun May 19, 2013 9:10 pm
by aagems
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 :)

Re: Dead or Alive series formats and tools

Posted: Sun May 19, 2013 11:21 pm
by zaykho
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 :)
Have you downloaded the latest Fatimporter ? I know they are a Fatimporter updated specially for fixing animation on DOAP.
Sorry if I don't upload it on my mediafire its because Fatduck say:
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!
This is why I only upload Video tutorial of FatImporter, and not the program itself.
And I always respect rules of good people, so you will need to dig here --> viewtopic.php?f=33&t=7901

Re: Dead or Alive series formats and tools

Posted: Mon May 20, 2013 9:17 pm
by aagems
yes,i've downloaded fat importer v1.5 season 4. or maybe i use 3dsmax 9 so the problem occur?Maybe i take your advice and ask this problem in fat importer thread.thanks anyway