Important information: this site is currently scheduled to go offline indefinitely by December 1st 2023.
If you wish to donate to attempt the preservation of tools and software somewhere else before it goes down, check the GoFundMe

Search found 12 matches

by Habeeb
Mon Jul 06, 2015 12:24 am
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2012
Views: 795603

Re: Dead or Alive series formats and tools

The only remaining issue is that there is still a connecting face between the two groups. Did you remove all the FFs? At 0x16de90 I have (buffer is 2 bytes shorter): DE 28 BE 28 DD 28 BC 28 DC 28 BB 28 DB 28 DB 28 E2 28 E2 28 E3 28 E3 28 E3 28 E4 28 E5 28 E5 28 Instead of: DE 28 BE 28 DD 28 BC 28 D...
by Habeeb
Sat Jul 04, 2015 3:35 am
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2012
Views: 795603

Re: Dead or Alive series formats and tools

Protocol X27 wrote:But, with the shorthand I understand that redundant values are omitted.
It's a triangle strip. If you duplicate the first index, the normals for each face would be flipped.
But that might not the issue actually, if only some parts are transparent.
by Habeeb
Fri Jul 03, 2015 10:08 pm
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2012
Views: 795603

Re: Dead or Alive series formats and tools

Protocol X27 wrote:Suggestion 2
It's by submesh (material), normally.
For Suggestion 1 I'd try writing faces with a different winding (ABC --> ACB).

It's weird though, maybe you can upload the tmc+tmcl to see what's up.
by Habeeb
Fri Jul 03, 2015 3:42 am
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2012
Views: 795603

Re: Dead or Alive series formats and tools

Protocol X27 wrote:Essentially the normals (faces?) are flipped.
Try writing indexes in a reverse order (inverse the winding of triangles). Or maybe duplicate the first index to flip all normals.
by Habeeb
Thu Jul 02, 2015 12:15 pm
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2012
Views: 795603

Re: Dead or Alive series formats and tools

If you add new submeshes (materials) you probably also will need to update the matecp and mcapack sections, and copy the submesh info from the MdlInfo section.

Null offsets mean the section is skipped.
by Habeeb
Sun Jun 14, 2015 8:58 pm
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2012
Views: 795603

Re: Dead or Alive series formats and tools

It's like objgeo @matecp, you can jump to a block but I can't seem to find an index to tell me which is for the skin object. (most of them look exactly the same) The itable section has that. The main offsets are for objects. Then you have the number of submeshes followed by the customp index for ea...
by Habeeb
Sun Jun 14, 2015 2:00 am
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2012
Views: 795603

Re: Dead or Alive series formats and tools

Lilstormcloud wrote:The usual transparency procedure doesn't work on the body object, figure there must be something else that needs to be changed
Should be inside the matecp section. Material/texture/shader parameters go there normally.
by Habeeb
Fri Jun 12, 2015 12:27 pm
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2012
Views: 795603

Re: Dead or Alive series formats and tools

I'll just modify the obj exporter and add bones/weights/tangents to it and modify my parser to read it in. So zero work is lost. I guess it makes sense for testing. But I thought you would want to write a TMC importer for blender or max or whatever software you are using instead. No intermediaries ...
by Habeeb
Thu Jun 11, 2015 5:40 pm
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2012
Views: 795603

Re: Dead or Alive series formats and tools

Rosalin wrote:I can hardly understand just sitting and complaining like you.
What are you even talking about
by Habeeb
Thu Jun 11, 2015 4:41 pm
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2012
Views: 795603

Re: Dead or Alive series formats and tools

Rosalin wrote:Sounds like you want everything is automated.
Ideally, sure.
But here I'm just pointing out issues that amandabyyy might have missed, so he doesn't waste too much time on things that are pretty much broken by design.
by Habeeb
Thu Jun 11, 2015 3:48 pm
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2012
Views: 795603

Re: Dead or Alive series formats and tools

Rosalin wrote:Multiple UV is not that important thing.
It kind of is. Just like the tangents. The model will be degraded needlessly, especially if you just want to do a couple of minor edits.
Also, dirt textures don't always come last and noesis only exports one uv layer.
by Habeeb
Thu Jun 11, 2015 4:01 am
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2012
Views: 795603

Re: Dead or Alive series formats and tools

artworkplay wrote:isn't .obj an incredibly limited format
It is. I'm not even sure it can support multiple UV maps.