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Search found 341 matches

by Protocol X27
Mon Jul 06, 2015 12:11 am
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2012
Views: 791088

Re: Dead or Alive series formats and tools

Welcome, mralex. Yep it's technically the MS Xbox SDK that creates xlast files. *** @Habeeb, Ros: Thanks for the explanations. Your combined explanations helped make more sense. So per Habeeb's suggestion I removed 2 bytes, to prevent changing lengths and offsets, I padded the end of the index group...
by Protocol X27
Sat Jul 04, 2015 4:48 pm
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2012
Views: 791088

Re: Dead or Alive series formats and tools

Sorry if I am not understanding the issues correctly, but if you are just moving mesh objects from PC to PC, wouldn't dumping the entire index buffer (with proper adjustments) from one to another work without doing any post processing? yea you're right, all it requires is a number shift across the ...
by Protocol X27
Sat Jul 04, 2015 2:52 am
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2012
Views: 791088

Re: Dead or Alive series formats and tools

Ok, I sorta get it, but don't. My brain is stuck in old school DOA from when penguin first explained the vertex/index buffer lengths. Since an index is only 2 bytes the messes me up because a face would then technically be 6 bytes. But, with the shorthand I understand that redundant values are omitt...
by Protocol X27
Fri Jul 03, 2015 8:19 pm
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2012
Views: 791088

Re: Dead or Alive series formats and tools

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. Very plausible theory :!: Ok, so I doubled checked my index shifter script, and everything still works properly in there, ...
by Protocol X27
Fri Jul 03, 2015 2:49 am
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2012
Views: 791088

Re: Dead or Alive series formats and tools

Ok, I can clarify... Just to make sure it wasn't something with the Senran Kagura model, I tried again on the Cop costume. This process worked on both 360 models back in the day, so it should be doable. Since the cop costume does not have a conflicting mesh it's easier to notice. Essentially the nor...
by Protocol X27
Thu Jul 02, 2015 3:01 am
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2012
Views: 791088

Re: Dead or Alive series formats and tools

Thanks for posting the links, guys! Injection Update: I have successfully done a mesh injection (extend an existing mesh), but for some reason the 2nd mesh has alpha transparency issues. I tried adding Nyotengu's towel body into her Senran Kagura costume. The inject worked along with the proper bone...
by Protocol X27
Tue Jun 30, 2015 1:50 am
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2012
Views: 791088

Re: Dead or Alive series formats and tools

^ Good find. What exactly did they change? I cannot tell by the screen shots, just one of the costumes without the stockings? Maybe I'm missing something, but I couldn't figure out how to download the files, it just seemed like circular links. *** I'm one step away from getting the bone sub script d...
by Protocol X27
Sun Jun 21, 2015 3:26 am
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2012
Views: 791088

Re: Dead or Alive series formats and tools

I don't think that's possible yet... It can be added, but whether the game will handle it correctly, or have the costume reference it properly is another story. *** I've updated a couple of scripts to work for 360 now. I'm working on my first injection test. If anyone has already done this and has a...
by Protocol X27
Tue Jun 16, 2015 6:24 pm
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2012
Views: 791088

Re: Dead or Alive series formats and tools

Interesting finds on the material stuff. So is the matecp it's own block? I don't recall noticing it before. I would have only though to check in the mtrcol. I tried making the body transparent a long time ago, but cannot remember for what purpose. Obviously never solved it back then. XD *** In othe...
by Protocol X27
Wed Jun 03, 2015 9:52 pm
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2012
Views: 791088

Re: Dead or Alive series formats and tools

Fail Update: I've been having some distraction issues with W3 as well and some computer spec issues, so I'm trying to get back into the right mode.

I know have a couple of PM's to catch up and utils to finish. :-/
by Protocol X27
Tue May 19, 2015 3:02 pm
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2012
Views: 791088

Re: Dead or Alive series formats and tools

@SkacikPL That's some of the same findings I had in Vanilla, except I got stalled and never revisited. I swapped the select animation and it worked, but the camera was goofy. I tried swapping the select cam and that didn't work. Same for swapping in game stuff as you mentioned. It didn't help that w...
by Protocol X27
Sat May 16, 2015 4:50 pm
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2012
Views: 791088

Re: Dead or Alive series formats and tools

its the long weekend, I'll see if i can write something in maxscript. what are you guys wanting to do ? Good luck and thanks for chipping in again. To echo previous sentiments, just being able to import & inject PC models again would be a huge asset, so if modified TMC Parser & StickItBack ...
by Protocol X27
Wed May 13, 2015 2:30 am
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2012
Views: 791088

Re: Dead or Alive series formats and tools

To echo what LSC said, we all started with zero knowledge on that stuff. I started a few years ago just for the sake of XNALara, but through that Blender which eventually lead into learning 3dsmax for modding. It just takes time. I'm still using 3dsmax 2013 for messing around, scripts all work in th...
by Protocol X27
Tue May 12, 2015 2:11 pm
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2012
Views: 791088

Re: Dead or Alive series formats and tools

I have this .py script. :) Still if I follow right, you woud have to export an edited tmc file to check the vertices on? If it was this simple, how come we don't see more mesh edit mods yet? Not sure what you mean by export, since a tmc/tmcl is already 'exported' before its edited. I'll attempt to ...
by Protocol X27
Tue May 12, 2015 1:09 am
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2012
Views: 791088

Re: Dead or Alive series formats and tools

Mariokart64n made maxscripts for importing TMCs, but i don't think they also cover exporting in PC TMC format. You could import them, fool around with them and then just put them on shelf, because there's no way to import them back into the game. This is the idea, I also want to see the rigging its...