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Search found 12 matches
- 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...
- 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
It's a triangle strip. If you duplicate the first index, the normals for each face would be flipped.Protocol X27 wrote:But, with the shorthand I understand that redundant values are omitted.
But that might not the issue actually, if only some parts are transparent.
- 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
It's by submesh (material), normally.Protocol X27 wrote:Suggestion 2
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.
- 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
Try writing indexes in a reverse order (inverse the winding of triangles). Or maybe duplicate the first index to flip all normals.Protocol X27 wrote:Essentially the normals (faces?) are flipped.
- 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.
Null offsets mean the section is skipped.
- 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...
- 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
Should be inside the matecp section. Material/texture/shader parameters go there normally.Lilstormcloud wrote:The usual transparency procedure doesn't work on the body object, figure there must be something else that needs to be changed
- 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 ...
- 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
What are you even talking aboutRosalin wrote:I can hardly understand just sitting and complaining like you.
- 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
Ideally, sure.Rosalin wrote:Sounds like you want everything is automated.
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.
- 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
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.Rosalin wrote:Multiple UV is not that important thing.
Also, dirt textures don't always come last and noesis only exports one uv layer.
- 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
It is. I'm not even sure it can support multiple UV maps.artworkplay wrote:isn't .obj an incredibly limited format
