Poll & Discussion: We wish the site to continue (Y/N)
Search found 239 matches
- Mon Jul 15, 2013 6:30 am
- Forum: 3D/2D models
- Topic: publicly importing DoA3 to Noesis(voyearism, gang bang)
- Replies: 36
- Views: 10876
Re: publicly importing DoA3 to Noesis(voyearism, gang bang)
The rpg interface will allow you to specify materials on a per-triangle basis. Just use rpgSetMaterial before the commit. Isn't this this just a convention - I still have to load the data per material(one material - one commit)? Is there any way to load the materials post factum(after committing), ...
- Sun Jul 14, 2013 5:44 am
- Forum: 3D/2D models
- Topic: publicly importing DoA3 to Noesis(voyearism, gang bang)
- Replies: 36
- Views: 10876
Re: publicly importing DoA3 to Noesis(voyearism, gang bang)
I'd also suggest not getting caught up on semantics as you dive into things, it will only hold you back and give you an excuse to delay tackling the hard stuff. :) My today's deja-vu! :D (Last monday morning: my teamleader speaking to me.) hi all. (: I'm a lazy person, and it's only getting worse. ...
- Sat Jul 13, 2013 4:53 pm
- Forum: 3D/2D models
- Topic: publicly importing DoA3 to Noesis(voyearism, gang bang)
- Replies: 36
- Views: 10876
Re: publicly importing DoA3 to Noesis(voyearism, gang bang)
I know I'm pretty slow and I need to be faster if I don't want to loose all my precious voyeurs... At this point this script can import textures: #Noesis Python model import+export test module, imports/exports some data from/to a made-up format from inc_noesis import * import noesis import rapi #rap...
- Sat Jul 13, 2013 3:16 pm
- Forum: 3D/2D models
- Topic: publicly importing DoA3 to Noesis(voyearism, gang bang)
- Replies: 36
- Views: 10876
Re: publicly importing DoA3 to Noesis(voyearism, gang bang)
That wouldn't make much sense. If anything, you'd want that argument to be size in the native type (so, count) instead of bytes, that's the point of using typed reads. You're also trying to read a float from a list of 0x28 ints, you wouldn't just seek to 0x28 and then read a single int, as that wou...
- Sat Jul 13, 2013 12:57 pm
- Forum: 3D/2D models
- Topic: publicly importing DoA3 to Noesis(voyearism, gang bang)
- Replies: 36
- Views: 10876
Re: publicly importing DoA3 to Noesis(voyearism, gang bang)
noesis does support morph targets. http://www.youtube.com/watch?v=vgkKprVyQl8 Thanks. Good news for me :) ______________________ First of all i downloaded latest version of Noesis(and "PyScripter" for editing python scripts.) Copypasted the template for Noesis python plugin from forum.xen...
- Sat Jul 13, 2013 10:59 am
- Forum: 3D/2D models
- Topic: publicly importing DoA3 to Noesis(voyearism, gang bang)
- Replies: 36
- Views: 10876
publicly importing DoA3 to Noesis(voyearism, gang bang)
hi all. (: I'm a lazy person, and it's only getting worse. I want to make a DoA3 importer(python), to learn how to make a noesis plugin , and how to do both "the right way"(if there is any), but my laziness is killing me. So I decided to do this on public, so there would be a chance to be ...
- Sun Jul 07, 2013 7:11 am
- Forum: 3D/2D models
- Topic: Dead or Alive series formats and tools
- Replies: 2010
- Views: 753397
Re: Dead or Alive series formats and tools
Okay, I tried this method on the costumes, and still nothing changed. Either I'm missing something, or you perhaps did something else to get this method to work. :-/ pm me with your "default.xex" that didn't work with the swapped files, i'll have a look. Is there anyway to track those dow...
- Fri Jul 05, 2013 10:57 am
- Forum: 3D/2D models
- Topic: Dead or Alive series formats and tools
- Replies: 2010
- Views: 753397
Re: Dead or Alive series formats and tools
the file linked in here is the one with offsets. scroll at the beginning of the table to see the headers for columns. the column with offsets is the rightmost one with data of type "0xNNNNN", these offsets are for decrypted default.xex file. My bad, I didn't see the link and had just used...
- Thu Jul 04, 2013 5:12 am
- Forum: 3D/2D models
- Topic: Dead or Alive series formats and tools
- Replies: 2010
- Views: 753397
Re: Dead or Alive series formats and tools
I'm not seeing the offset, In column A this file is 6760, and Column B is 0x07. How do I calculate the offset from those? Or do I have an outdated doa5filerefs.ods? the file linked in here is the one with offsets. scroll at the beginning of the table to see the headers for columns. the column with ...
- Wed Jul 03, 2013 1:37 pm
- Forum: 3D/2D models
- Topic: Dead or Alive series formats and tools
- Replies: 2010
- Views: 753397
Re: Dead or Alive series formats and tools
Protocol X27 tell me how it goes. also maybe you can test this: when you go to an offset you see 3 values in 12 bytes: first 4 bytes are the "memory offsets" for the filename name; then you have 4 bytes for the file type; then you have 4 bytes for the lnk name "memory offset". y...
- Sun Jun 30, 2013 8:31 pm
- Forum: 3D/2D models
- Topic: Dead or Alive series formats and tools
- Replies: 2010
- Views: 753397
Re: Dead or Alive series formats and tools
i have a question, can anyone help me? does the doa5 patch 1.03(with zack's island) bring a new "default.xex"? you should encrypt default-done.xex then replace 0x000-0x45c0 from default.xex(original). [edit] seems like the files table is the same, and they hide the information for additio...
- Sat Jun 29, 2013 2:59 pm
- Forum: 3D/2D models
- Topic: Dead or Alive series formats and tools
- Replies: 2010
- Views: 753397
Re: Dead or Alive series formats and tools
tecmo360texturesExtractorV13 - with injection functionality Protocol X27 try injecting textures with this version of tecmo360textureextractor. in this version i added an injection functionality which is a wrapper on "bundler.exe", so you have to have "bundler.exe" in the same fo...
- Thu Jun 27, 2013 6:28 pm
- Forum: 3D/2D models
- Topic: Dead or Alive series formats and tools
- Replies: 2010
- Views: 753397
Re: Dead or Alive series formats and tools
zaykho unfortunately my old radeon9550 ain't compatible with webgl :( doax, doax2, doap and doa5 have the same skeleton structure, plus you anyway convert the models to your own format, so there's just no sense to not use any animation on any model. (doa 2/3/4 also use the same skeleton structure) ...
- Wed Jun 26, 2013 8:18 am
- Forum: 3D/2D models
- Topic: Dead or Alive series formats and tools
- Replies: 2010
- Views: 753397
Re: Dead or Alive series formats and tools
Thanks for your ongoing work on this. :) Glad to see your finding more files. I was looking to swap some of the animation files (MPM). I noticed that in some cases files have identical file lengths. As of right now the only way I know to find a file in Hex is using it's length. If the lengths are t...
- Thu Jun 20, 2013 7:17 pm
- Forum: 3D/2D models
- Topic: Bones matrix
- Replies: 10
- Views: 3959
Re: Bones matrix
are you importing to blender? as far as i know games usually have node based bones which do not have tails(required by blender), and in blender you have to find how many children a bone have and to decide which bones should be connected. but this messes things even more because the animation for nod...
