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 Post subject: Re: Dead or Alive series formats and tools
PostPosted: Sat May 02, 2015 5:28 pm 
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mariokart64n wrote:
ok what is this, peeps using my old 360 vertex editor script to edit 360 models then copy and paste the new float range into the pc files lol

And you can also make it useless, again.


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 Post subject: Re: Dead or Alive series formats and tools
PostPosted: Sat May 02, 2015 5:42 pm 
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Rosalin wrote:
mariokart64n wrote:
ok what is this, peeps using my old 360 vertex editor script to edit 360 models then copy and paste the new float range into the pc files lol

And you can also make it useless, again.



right... its just I lost steam/motivation when I was looking into creating new models from scratch for 360.

Though in terms of the format research everything should be fine, again just a matter of me not being a lazy bastard i guess

if I'm feelin it maybe I'll try not to make it "useless, again"

_________________
Research: [DOA2U] [DOA5U]


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 Post subject: Re: Dead or Alive series formats and tools
PostPosted: Sat May 02, 2015 7:13 pm 
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mariokart64n wrote:
right... its just I lost steam/motivation when I was looking into creating new models from scratch for 360.

Though in terms of the format research everything should be fine, again just a matter of me not being a lazy bastard i guess

if I'm feelin it maybe I'll try not to make it "useless, again"


Yeah, there were only a few of us that stuck with it, but it already looks like PC may be drawing in some fresh help. Your skills would be appreciated. I also wouldn't mind knowing how you fared on that Sigma 2 import progress.

LoL, I think the 'useless'/ful had better be a typo... XD


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 Post subject: Re: Dead or Alive series formats and tools
PostPosted: Sat May 02, 2015 7:20 pm 
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Slightly improved version of BLP Converter (needs .NET Framework 4).

Protocol X27 wrote:
Nice! Have all those current releases been .NET? Or future ones. I never looked at the source, so wasn't sure.
I can find the original, and get it to you. Even though we don't have an importer, just fixing the matrix will be helpful because the vert coordinates from the 360 can be copied into the PC version. If the matrix is still messed up in the PC version, the 'correctly rotated' verts from the 360 won't line up when displayed in Noesis or in game, of course.
Old releases was in Delphi 7/XE, the future ones (if there will be any) would use .NET.
My point about b0ny's script conversion is since there is no known examples of issue that it fixes (on PC) there is no way to test if it was converted successfully. And, again, since mariokart64n himself is in this thread it would be more logical to ask him to address this particular issue in his new script.
Darko wrote:
Do you want Mariokart64n scripts??
I was talking about b0ny's "object rotater" script.


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 Post subject: Re: Dead or Alive series formats and tools
PostPosted: Sat May 02, 2015 11:02 pm 
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Protocol X27 wrote:
mariokart64n wrote:
right... its just I lost steam/motivation when I was looking into creating new models from scratch for 360.

Though in terms of the format research everything should be fine, again just a matter of me not being a lazy bastard i guess

if I'm feelin it maybe I'll try not to make it "useless, again"


Yeah, there were only a few of us that stuck with it, but it already looks like PC may be drawing in some fresh help. Your skills would be appreciated. I also wouldn't mind knowing how you fared on that Sigma 2 import progress.

LoL, I think the 'useless'/ful had better be a typo... XD


Yep that timmyc guy's got the right attitude. he reminds me of you guys when you first started *sniffles* :cry: lol


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 Post subject: Re: Dead or Alive series formats and tools
PostPosted: Sun May 03, 2015 12:25 pm 
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mariokart64n wrote:
right... its just I lost steam/motivation when I was looking into creating new models from scratch for 360.

Though in terms of the format research everything should be fine, again just a matter of me not being a lazy bastard i guess

if I'm feelin it maybe I'll try not to make it "useless, again"

Whatever you say.
You are still helping. :]


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 Post subject: Re: Dead or Alive series formats and tools
PostPosted: Mon May 04, 2015 5:27 am 
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edited - irrelevant to the discussion


Last edited by SleepySea on Mon May 18, 2015 12:09 am, edited 2 times in total.

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 Post subject: Re: Dead or Alive series formats and tools
PostPosted: Tue May 05, 2015 1:34 am 
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Conversion is done for the HieLay / BnOfsMtx patcher. It does both automatically this time. I didn't see the benefit of splitting the functions for now. It will update the bone heirachy stuff & bone offset matrix stuff in the source model with that of the target one. Not much really to explain beyond that.

Haven't had any real time to test adjustments in game yet, so if anyone gets to it before me and runs into any issues, let me know.


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 Post subject: Re: Dead or Alive series formats and tools
PostPosted: Tue May 05, 2015 6:26 pm 
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sf234 wrote:
SkacikPL wrote:
sf234 wrote:
Also i have another question about DLC tool.
I've been tinkering about face/hair options. Indexes from 0-9 work fine, but after that the DLC tool only accepts inputs like 23, 34, 45 and so on.
I don't quite get the logic behind this index and i'm just trying blindly, also using indexes above 100 will load actual head meshes for hair.

You can refer to this post (which defines BCM character's entries): viewtopic.php?p=100749#p100749


Okay i did some tinkering with hex editing BCMs and here's my conclusion.
Indexes are in 1 to 999 range with no exceptions inbetween, however it's the DLC tool that doesn't allow you to input faces/hair indexes like 11/13/15/20, etc.
Not sure who's the author of the DLC tool but i assume it's a bug that it doesn't allow continuous indexes above 9 as clearly they exist.


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 Post subject: Re: Dead or Alive series formats and tools
PostPosted: Tue May 05, 2015 7:26 pm 
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SkacikPL
Hair/face value stored in single byte, so range is 0-255 (0x00-0xFF). Input value checking routine in DLC Tool assumes that this value is single-digit number (as in official DLCs). It's already changed in next version.


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 Post subject: Re: Dead or Alive series formats and tools
PostPosted: Tue May 05, 2015 8:00 pm 
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sf234 wrote:
Hair/face value stored in single byte, so range is 0-255 (0x00-0xFF)

Yeah, my bad. I was thinking in laymans terms as i don't hex edit that often. I just oversimplified my thought that the input can be any integer without exceptions. Didn't even think about single byte limitation.

sf234 wrote:
It's already changed in next version.

Is it not yet released or i missed something again?


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 Post subject: Re: Dead or Alive series formats and tools
PostPosted: Thu May 07, 2015 4:41 am 
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Updated DLC Tool (needs .NET Framework 4). Drag and drop now supported for "open bcm"/"add" files.
viewtopic.php?p=106117#p106117

SkacikPL wrote:
Is it not yet released or i missed something again?
Here it is.


Last edited by sf234 on Thu May 14, 2015 6:47 pm, edited 1 time in total.

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 Post subject: Re: Dead or Alive series formats and tools
PostPosted: Thu May 07, 2015 11:25 am 
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sf234 wrote:
Updated DLC Tool (needs .NET Framework 4). Drag and drop now supported for "open bcm"/"add" files.

SkacikPL wrote:
Is it not yet released or i missed something again?
Here it is.

Well, i'm an idiot. I totally forgot you attach sources, i could've fixed that myself without bothering you lol.

Nonetheless, your work is appreciated. Thanks.


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 Post subject: Re: Dead or Alive series formats and tools
PostPosted: Sat May 09, 2015 11:07 pm 
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Finally bothered to look at other modding sites. Information scattered around net (even japanese community is revived), but for now it looks like there is only discussion about content that's developed in this (and preceding) thread. Also, it turns that this forum now requires donation for new registrations. Which leads me to question: maybe we should decide on, ehm, reserve discussion place that is more friendly to new users that willing to participate?


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 Post subject: Re: Dead or Alive series formats and tools
PostPosted: Sun May 10, 2015 4:11 pm 
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I'd like to ask, was there some other way export to .TMC files after a mesh mod on max or Blender? I swore it still exist somewhere


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