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Re: Dead or Alive series formats and tools

Posted: Fri May 24, 2013 3:31 am
by Protocol X27
For any of you have had lengthy experience working the extractors & formats...

How do I inject a texture back into a .tmcl? The latest python script exports them with their proper names, but I was under the impression that I still needed them in the ____DXT5 etc. naming convention. I'm saving to a .dds with the same compression listed from the python extractor, but I still get an 'incorrect compression' type when I attempt to re-inject the texture through 3dsmax.

Suggestions appreciated, Thanks!

Re: Dead or Alive series formats and tools

Posted: Fri May 24, 2013 8:11 am
by tcl36478655
Protocol X27 wrote:For any of you have had lengthy experience working the extractors & formats...

How do I inject a texture back into a .tmcl? The latest python script exports them with their proper names, but I was under the impression that I still needed them in the ____DXT5 etc. naming convention. I'm saving to a .dds with the same compression listed from the python extractor, but I still get an 'incorrect compression' type when I attempt to re-inject the texture through 3dsmax.

Suggestions appreciated, Thanks!
seem that import script of 3dsmax also export the dds liked 0x00020000.dds~

Re: Dead or Alive series formats and tools

Posted: Fri May 24, 2013 1:30 pm
by Protocol X27
tcl36478655 wrote:
Protocol X27 wrote:For any of you have had lengthy experience working the extractors & formats...

How do I inject a texture back into a .tmcl? The latest python script exports them with their proper names, but I was under the impression that I still needed them in the ____DXT5 etc. naming convention. I'm saving to a .dds with the same compression listed from the python extractor, but I still get an 'incorrect compression' type when I attempt to re-inject the texture through 3dsmax.

Suggestions appreciated, Thanks!
seem that import script of 3dsmax also export the dds liked 0x00020000.dds~
That's what I initially thought based on mariokart's tutorial, but I have received conflicting feedback. The video mentions that it doesn't work in the newer script as confirmed by someone else. I also tried it with the the script and it fails before doing anything. I don't know anything about max scripts.

Do you have a working version?

The method to me doesn't matter if there's an alternate work around to perserve the compression or get the expected file name for injection, etc.

Thanks :)

Re: Dead or Alive series formats and tools

Posted: Sat May 25, 2013 6:07 pm
by tcl36478655
Protocol X27 wrote:
tcl36478655 wrote:
Protocol X27 wrote:For any of you have had lengthy experience working the extractors & formats...

How do I inject a texture back into a .tmcl? The latest python script exports them with their proper names, but I was under the impression that I still needed them in the ____DXT5 etc. naming convention. I'm saving to a .dds with the same compression listed from the python extractor, but I still get an 'incorrect compression' type when I attempt to re-inject the texture through 3dsmax.

Suggestions appreciated, Thanks!
seem that import script of 3dsmax also export the dds liked 0x00020000.dds~
That's what I initially thought based on mariokart's tutorial, but I have received conflicting feedback. The video mentions that it doesn't work in the newer script as confirmed by someone else. I also tried it with the the script and it fails before doing anything. I don't know anything about max scripts.

Do you have a working version?

The method to me doesn't matter if there's an alternate work around to perserve the compression or get the expected file name for injection, etc.

Thanks :)
maybe you need it~

Re: Dead or Alive series formats and tools

Posted: Mon May 27, 2013 4:40 pm
by Protocol X27
tcl36478655 wrote:
maybe you need it~
Oh my goodness... That was it!! Thank you, thank you, thank you. :D :D :D

Given that all links I see and files that people have sent me are to the newer import script which hasn't worked. I couldn't find the older working version.

Re: Dead or Alive series formats and tools

Posted: Fri May 31, 2013 2:47 pm
by b0ny
plugins for importing doa4, doa5/ng3 to blender

"dead or alive 5"/"ninja gaiden 3" blender importer(fix: handle the texture index -1)
"dead or alive 4" blender importer(new)
"dead or alive ultimate"/"dead or live online"/"dead or alive extreme" blender importer(update)
not always correctly importing the models.
planning a doax2 importer

Image

doa4 uses some common things with doa2u. maybe it's possible to make a loose converter to play doa4 models in doao/doau... (like i already did with doa3 skins)

Re: Dead or Alive series formats and tools

Posted: Fri May 31, 2013 5:00 pm
by zaykho
b0ny wrote:plugins for importing doa4, doa5/ng3 to blender

"dead or alive 5"/"ninja gaiden 3" blender importer(fix: handle the texture index -1)
"dead or alive 4" blender importer(new)
"dead or alive ultimate"/"dead or live online"/"dead or alive extreme" blender importer(update)
not always correctly importing the models.
planning a doax2 importer

doa4 uses some common things with doa2u. maybe it's possible to make a loose converter to play doa4 models in doao/doau... (like i already did with doa3 skins)

Execellent !
planning a doax2 importer
please do it ! I remember how hard was it to fully export everything from noesis , then re-import in 3ds max......really a pain in the ass !
I hope we will be able to import everything easily, without need to re-position every textures and model parts.


PS: Can I upload them to my Mediafire Folder ? If yes, I will stack them in .zip file with credits to you.

Re: Dead or Alive series formats and tools

Posted: Sat Jun 01, 2013 2:13 am
by Protocol X27
Nice work on the importers, b0ny! :)

Dead or Alive 5 Data Question:

Is there a way to get the process as to how the 'Alternate' Textures are extracted from the .--H, --HL files etc. I can see roughly where the image is in Hex, but I notice that it still does not exactly match a re-swizzled image or match the file length if viewing the data in an extracted --HL file.

I'd like to inject / paste an image back into one of the --HL files, but I know I don't have it swizzled correctly.

Re: Dead or Alive series formats and tools

Posted: Sat Jun 01, 2013 6:46 am
by b0ny
zaykho wrote:PS: Can I upload them to my Mediafire Folder ? If yes, I will stack them in .zip file with credits to you.
also credits to xentax forum's users - found useful info in here. and please don't let them outdate.
Protocol X27 wrote:I'd like to inject / paste an image back into one of the --HL files, but I know I don't have it swizzled correctly.
swizzling and unswizzling are different things. i created "tecmo360texturesExtractorV12" tool and reuse it's code for extracting/unswizzling.

if you want to swizzle you can use the same method the developers used: a tool called "bundler.exe". you can find it in xbox 360 sdk(XDK), and xbox 360 sdk can be found on "the pirate bay", and the info how to use this tool can be found in internets.

you're talking only about "--HL" files. are you able to inject in tmc(l)? is there a need of a tool that will inject textures in tecmo models?

----
i hope blender will get handling for normals in the next iteration and there will be no need in that many tricks to surpass blenders limitations

and thank you guys for cheering!



[edit]
blender importers for team ninja games v2 click to download
plugins(version 2) for "blender 2.67"(http://www.blender.org) to import models from the following tecmo games:

+ "io_import_TMC-GMD.py"(v2)
--- "dead or alive 5" xbox360
--- "ninja gaiden 3" xbox360

+ "io_import_TPR-GMD.py"(v2)
--- "dead or alive 4" xbox360
--- "dead or alive extreme beach voleyball 2" xbox360
--- "ninja gaiden 2" xbox360

+ "io_import_XPR-EMP.py"(v2)
--- "dead or live 2 ultimate"(xbox1)
--- "dead or live online"(pc)
--- "dead or alive extreme beach voleyball"(xbox1)
+ "skeletons" - folder needed for xpr import. place it in "addons" along with the "io_import_XPR.py" to have the models rigged(assembled)

-no skeletons for doax2 and ng2
these importers are far from perfect, which is caused by many unknowns(at least for me) in these game formats.

[edit]
io_import_TMC-GMD.py (version 2.1)
fixed the skinning(weighting) for doa5 faces and ng3 models

in doa5 some character's heads have wrong weighting, i added an option, called "Fix head skinning", to the plugin panel. this option will fix the wrong weighting but will mess up the weighting for heads that have correct weighting(for example "ALPHA152_HAIR_001.tmc"), in that case you should uncheck that option

you'll need sometimes to parent some bones manually to make everything work right(sleeves for R_MOM_A.GMD)

Re: Dead or Alive series formats and tools

Posted: Mon Jun 03, 2013 8:24 am
by qq99q1
The tmc can't export unable to do Mod = =

Re: Dead or Alive series formats and tools

Posted: Mon Jun 03, 2013 10:46 am
by zaykho
b0ny wrote:
zaykho wrote:PS: Can I upload them to my Mediafire Folder ? If yes, I will stack them in .zip file with credits to you.
also credits to xentax forum's users - found useful info in here. and please don't let them outdate.
Done. :)

For the updating part, I can't ensure that I will be able to update everyday. This is why I write the date of the upload on the zip name.

Like this:
TEAM NINJA - Blender Importer (v2.0) + (v2.1) -- (01-06-2013).zip

Here the link --> http://www.mediafire.com/?sbd2c9r8ok3u3


PS: b0ny, if there are any problems with the uploads, pm me.

Re: Dead or Alive series formats and tools

Posted: Mon Jun 03, 2013 7:39 pm
by Darko
qq99q1 wrote:The tmc can't export unable to do Mod = =
It's not focused to mod DOA5 but to get models only.

Re: Dead or Alive series formats and tools

Posted: Mon Jun 03, 2013 9:06 pm
by Darko
mmm... I'm trying to import DOA5 heads and I have the same weights problem with the fix option enabled in blender.

Re: Dead or Alive series formats and tools

Posted: Tue Jun 04, 2013 3:20 pm
by Protocol X27
b0ny wrote:
Protocol X27 wrote:I'd like to inject / paste an image back into one of the --HL files, but I know I don't have it swizzled correctly.
swizzling and unswizzling are different things. i created "tecmo360texturesExtractorV12" tool and reuse it's code for extracting/unswizzling.

if you want to swizzle you can use the same method the developers used: a tool called "bundler.exe". you can find it in xbox 360 sdk(XDK), and xbox 360 sdk can be found on "the pirate bay", and the info how to use this tool can be found in internets.

you're talking only about "--HL" files. are you able to inject in tmc(l)? is there a need of a tool that will inject textures in tecmo models?
Ah, I see, thanks for the clarification. I probably have access to bundler already. As far as the .tmc/l's injection, mariokart's 3dsmax script works pretty well for those, but it doesn't recognize the --HL files, so I was curious if it could be done manually (through Hex) 'IF' it were possible to get the modified image back into the same format.

Another topic, I cannot seem to get Ayane's Cos 003 to import into 3dsmax correctly. Or should I say, it will load, but it is not possible to inject anything back into it, because the object information that it reads is either incomplete or corrupted. Has anyone worked with the 'TMC praser' script enough to know a possible work around for that? Thanks :)

Re: Dead or Alive series formats and tools

Posted: Tue Jun 04, 2013 7:11 pm
by b0ny
Darko wrote:mmm... I'm trying to import DOA5 heads and I have the same weights problem with the fix option enabled in blender.
io_import_TMC-GMD.py (version 2.2)

fixed my fix now. following situation for doa5 faces:
akira, brad, hayabusa, rig, rtm006 - corrupted meshes for the face.
ayane_boss_face, kasumi_boss_face - the "Fix head skinning" option should be disabled for these files
other doa5 faces should work fine

i can't find the variable that tells the game if the weights order is straight or is reversed. if anyone knows the trick, a helping hand would be welcome.

[edit]
link updated. added a vertex group for "ninja gaiden 3" models that don't have one, now all accessories are attached to the body.
sorry for so many updates...


zaykho
oh, in contrary - i'd suggest you to wait like a week before updating your files, coz i could release withing an hour "a fix, that will fix my fix, that where fixing something itself", and without that fix you could end up with a corrupted script in your directory :)