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Search found 34 matches

by tcl36478655
Mon Jun 06, 2016 12:19 pm
Forum: 3D/2D models
Topic: Senran Kagura Shinovi Versus (PC)
Replies: 32
Views: 20243

Re: Senran Kagura Shinovi Versus (PC)

b59943201 wrote:sorry everybady

now i get it...

big to thank you every one!!
hi,you should use TamsoftSKPC_CAT.bms first.
that makes .cat ==>.dat
then use Tamsoft_GXT.bms.
so the .dat ==>.dds
by tcl36478655
Thu Apr 16, 2015 4:09 pm
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2005
Views: 460448

Re: Dead or Alive series formats and tools

Input format is a text file. Paste the desired block of hex from the hex editor (with spaces) into a blank txt then make sure to identify that name at the start of the script along with the offset/shift value. I also made sure to ignore 'FF FF' values. OTL...Help!!! I opened a txt file. Paste 00000...
by tcl36478655
Sat Apr 11, 2015 3:43 pm
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2005
Views: 460448

Re: Dead or Alive series formats and tools

@Protocol X27

It should be possible. Because the reason why can't import more than 20 objGeo is the array which mario defined seems only can include 20 maxium parameters. That's why I add another loop for 40 objGeo... :( mario should fix it easily maybe... :D
by tcl36478655
Sat Apr 11, 2015 5:51 am
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2005
Views: 460448

Re: Dead or Alive series formats and tools

Since you are revisiting this, will you be able to address the 20 ObjGeo cap in the original? I think dloman made a workaround the last time since there were the occasional costume that went into 40-60 objects within the ObjGeo. Also, b0ny had figured out how to fix the rotation matrix, so that eve...
by tcl36478655
Sun Apr 05, 2015 4:16 am
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2005
Views: 460448

Re: Dead or Alive series formats and tools

@Mariokart Archivarious supposed to handle that part originally. I don't know how to read a python code, but it seems that it has some problems with parsing blp file, with new blp format. @Mariokart yeah,i want to know how it link blp because it linked wrong offset sometime. So the files maybe pack...
by tcl36478655
Sat Apr 04, 2015 8:11 am
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2005
Views: 460448

Re: Dead or Alive series formats and tools

damn, I want it so badly. I wish to learn how to build a string like "mesh_data = #(#(44, 44, 44, 44, .." in the max object. When I right a script, I usually copy and paste that part, but if I can get it from TMC directly, then it's going to be more decent. Vertex normal part is confirmed. That 3 o...
by tcl36478655
Fri Apr 03, 2015 2:18 pm
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2005
Views: 460448

Re: Dead or Alive series formats and tools

Fixed version of archivarius (credits to b0ny for original script, also to mikulover39 for adapting it to PC format). 4byte-keys handling not implemented (I have no idea how to do it, at least for now). Some files produce errors (although their keys looks legit). Also some files (in particular KOKO...
by tcl36478655
Fri Oct 03, 2014 2:24 pm
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2005
Views: 460448

Re: Dead or Alive series formats and tools

...
Never mind.
Solved...
(╯‵□′)╯︵┻━┻
by tcl36478655
Thu Oct 02, 2014 11:20 am
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2005
Views: 460448

Re: Dead or Alive series formats and tools

Now I have a serious question. Can anyone teach me about how index buffer organizes faces? I was analyzing some parts in body. but I couldn't understand orders in some parts. http://www.coregrafx.info/sexy/src/1412240632131.png index buffer : 7733 7674 7734 7673 7735 7671 7736 7670 7737 Look around...
by tcl36478655
Wed Oct 01, 2014 3:27 am
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2005
Views: 460448

Re: Dead or Alive series formats and tools

@Lilstormcloud
8)
@Rosalin
THX
@b0ny
You have already gave much more help,thank you :D
*
I did a little edit so this script solve my problem.ONLY the problem I care. :oops:
so it may lead to other problem. :[
by tcl36478655
Mon Sep 29, 2014 3:53 am
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2005
Views: 460448

Re: Dead or Alive series formats and tools

@Protocol X27 I did like these below: 1.add the vertexs into body(may lend some from other obj) <TMCL> 2.fix vertexs' opsition\UV\Normal\bone_id<TMCL> 3.fix faces<TMCL> 4.fix body's index<TMC> :D :D :D RACHEL_DLCU_001.TMCL info offset in 'blp' = 0xf10 ftable order in 'blp' = 2257<==== must be wrong,...
by tcl36478655
Sun Sep 28, 2014 4:00 pm
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2005
Views: 460448

Re: Dead or Alive series formats and tools

did anyone met this following:
RACHEL_DLCU_001.TMCL
info offset in 'blp' = 0xf10 <==== must be wrong,should be 0xd94
ftable order in 'blp' = 2257
size in 'blp' = 29024 <blp says that this file is unpacked>
same the SARAH_DLCU_002.TMC
by tcl36478655
Sat Sep 27, 2014 3:50 pm
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2005
Views: 460448

Re: Dead or Alive series formats and tools

Image
Only adding 4 vertex cost a whole night...(╯‵□′)╯︵┻━┻
by tcl36478655
Fri Sep 26, 2014 3:30 am
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2005
Views: 460448

Re: Dead or Alive series formats and tools

Lilstormcloud wrote:......
Bravo! :keke:
by tcl36478655
Mon Sep 15, 2014 9:12 am
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2005
Views: 460448

Re: Dead or Alive series formats and tools

Some stuff about the index buffer. Can probably try to delete objects, or fill up hollow parts of models: by pasting in the vertex and manually writing in the index, but seems like a very slow + boring process. The problem with copy and pasting in mass is that everything is all over the place. One ...