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[Request] Dragon's Dogma .mod File Format

Post questions about game models here, or help out others!
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porimac
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Re: [Request] Dragon's Dogma .mod File Format

Post by porimac » Fri Mar 14, 2014 1:20 am

zaramot wrote:Hi, I don't need samples I have this game, format is similar to DD, but there are differences.
Aww, you did it
i need your script for SB4..., but i should not ask you for now, it is offtopic. :[

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zaramot
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Re: [Request] Dragon's Dogma .mod File Format

Post by zaramot » Tue Mar 18, 2014 12:13 pm

So guys, any bug-report on this? I don't have a game anymore so I can't test by myself, a lot of games lack of HDD space :)
Making model-import scripts, PM

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Re: [Request] Dragon's Dogma .mod File Format

Post by erik945 » Thu Mar 20, 2014 5:55 am

Thank You!
The script is stable. But I have a problem extracting the textures.
I use ArcTools 0.9.26. This soft incorrect extract some normal maps from DragonsDogma (Xbox).
If use "-texRE6" - created only txt file, without tga;
if use only "-tex" - maps incorrect;
Sample:
http://www.sendspace.com/file/0lkf02

How unpack *.dlcp (HD textures from Dark Arisen)?

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Re: [Request] Dragon's Dogma .mod File Format

Post by MorgothZeONE » Sun Dec 11, 2016 10:23 pm

hello, I need help on trying to access the .mod files, mainly where do I go to find them and access model files for the Ur-Dragon and Grigori

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Re: [Request] Dragon's Dogma .mod File Format

Post by TehDave » Mon Dec 12, 2016 2:16 am

Speak of the devil, I just replied to your thread on FP because I couldn't find this either.

Said script seems to be for the PS3/360 version though. However, I did find this link in another thread (I'll post this in your FP thread as well) that apparently does work for DD .mod, so maybe try the MT_FRAMEWORK.ms from it and see if that works.

http://residentevilmodding.boards.net/t ... ipt-3dsmax

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Re: [Request] Dragon's Dogma .mod File Format

Post by MorgothZeONE » Mon Dec 12, 2016 3:53 am

TehDave wrote:Speak of the devil, I just replied to your thread on FP because I couldn't find this either.

Said script seems to be for the PS3/360 version though. However, I did find this link in another thread (I'll post this in your FP thread as well) that apparently does work for DD .mod, so maybe try the MT_FRAMEWORK.ms from it and see if that works.

http://residentevilmodding.boards.net/t ... ipt-3dsmax
it works indeed but with .mod files that have been pre downloaded, my issue is that if I wanted to get Ur-Dragon's .mod I don't know where to find it :(

please I need help

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Re: [Request] Dragon's Dogma .mod File Format

Post by TokiChan » Thu Dec 15, 2016 6:55 pm

Why I have this error when try import models of Dragon's Dogma?
My max is 2010
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http://tokami-fuko.deviantart.com/
Extracted, converted, rigged models :)
Skyrim, Witcher 3, Dark Souls, Demon's Souls, Doom 3, random dragons

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Re: [Request] Dragon's Dogma .mod File Format

Post by MorgothZeONE » Thu Dec 15, 2016 7:07 pm

TokiChan wrote:Why I have this error when try import models of Dragon's Dogma?
My max is 2010
your not alone Image

:c help

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Re: [Request] Dragon's Dogma .mod File Format

Post by MorgothZeONE » Sun Feb 05, 2017 11:10 pm

hey, Zaramot I was wondering how things were going with the modified version of your script for PC, I patiently await its arrival, i'd just like to know how it's coming along is all (as well just making sure when it will be available) :3

also If you need test file from DD pc port head here http://sta.sh/0157ac8xgojt

I hope to here from you soon

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Re: [Request] Dragon's Dogma .mod File Format

Post by Lorian Elder Prince » Wed Sep 06, 2017 2:18 pm

Sorry to bump this thread but I don't really know where else I could ask. I tried opening those models in max with the script but I either get an error or nothing at all.

http://www.mediafire.com/file/90bnw3akp ... +Dogma.zip

(also if anyone happens to know npcs faces localisation it would be great)

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Re: [Request] Dragon's Dogma .mod File Format

Post by Acewell » Mon Sep 25, 2017 4:11 am

i don't know anything of the models and i know there is tools to convert the textures but i made Noesis python script to open the .tex file samples you have just for kicks :D
tex_DragonsDogma_tex.zip
supports dxt1, dxt5 and rgba32
i guess those are from PC version?
i translated the C# code from this source to Noesis python api and added 3 more format IDs not in the source :]
https://github.com/mhvuze/ArisenTools/b ... Program.cs
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Re: [Request] Dragon's Dogma .mod File Format

Post by shakotay2 » Mon Sep 25, 2017 9:58 am

there's point clouds but I don't have the time atm to solve the face indices riddle (seems there's about 32 submeshes for the npc):
e_npc013-mod.jpg
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Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: [Request] Dragon's Dogma .mod File Format

Post by TokiChan » Mon Jun 03, 2019 7:37 pm

Hello!
i'm back after my comp's death, then I lost almost all my files.

Please, someone, give me the DDDA model import scripts :)
http://tokami-fuko.deviantart.com/
Extracted, converted, rigged models :)
Skyrim, Witcher 3, Dark Souls, Demon's Souls, Doom 3, random dragons

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Re: [Request] Dragon's Dogma .mod File Format

Post by TokiChan » Mon Jun 03, 2019 11:03 pm

When I try older script it gives me bugged models
Example - griffin has only wings and twisted bones - no body...
Textures are fine! Thanks for Noesis script :)

Files that I try https://sta.sh/0lsp0ja41ja
http://tokami-fuko.deviantart.com/
Extracted, converted, rigged models :)
Skyrim, Witcher 3, Dark Souls, Demon's Souls, Doom 3, random dragons

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Re: [Request] Dragon's Dogma .mod File Format

Post by Darkhowlings » Wed Jun 05, 2019 4:28 pm

I mostly use this tool for import Dragon Dogma models:

https://forum.xentax.com/viewtopic.php?f=16&t=16420

The last updates actually make a great work.
But, I never know they were a Noesis Script for Dragon Dogma...

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