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Dead or Alive series formats and tools

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Protocol X27
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Re: Dead or Alive series formats and tools

Post by Protocol X27 » Tue Nov 11, 2014 3:32 am

Thanks for the ongoing plugin tests, Ros.

I keeping looking for ways to smooth out pixelation as well since I know I've seen some clean mods on dA. It finally dawned on my to try something different. It would seem that the anti aliasing issue is worse when zoomed out more than torso height. Close ups don't seem to have as much of an issue.

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Rosalin
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Re: Dead or Alive series formats and tools

Post by Rosalin » Tue Nov 11, 2014 9:47 am

hm.. yeh.
SMAA is one of the known best post-processing anti-aliasing algorithm as I know.. so result should be quite nice if you want to deal with jaggies.
And DX9 viewer can be also combined with SweetFX
Last edited by Rosalin on Thu Nov 27, 2014 12:32 pm, edited 1 time in total.

Protocol X27
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Re: Dead or Alive series formats and tools

Post by Protocol X27 » Thu Nov 13, 2014 4:45 am

Hmmm,

I must be missing something. I followed your directions. Dragged it onto the exe, hit Printscreen, but the .bmp I get still has virtually the same amount of jaggies. Am I forgetting to do something? Or could I be missing something display related or for graphics?

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Rosalin
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Re: Dead or Alive series formats and tools

Post by Rosalin » Thu Nov 13, 2014 5:56 am

Second one that I uploaded has a sharpen filter in it.
So that might make it look less effective.

If you zoom in the image, there might be changes.
If you have no changes with both of them, well.. that might be problem.

Basically, that requires DX9.
That's all it needs as I know.

You should move your image to tool's folder
And you'll get additional .bmp file after pressing printscreen key.

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Re: Dead or Alive series formats and tools

Post by Protocol X27 » Fri Nov 14, 2014 3:14 am

Changes might just be subtle and I'm not noticing then. Eh well.

Thanks to the tip on where to look on cgfx, I finally starting messing with the .bcm. I don't know how to toggle the glasses or accessories yet, but I've at least some patterns by comparing different bcms and testing smaller ones like with the Intimate DLC pack. Here's what I've noticed so far.

Code: Select all

Start of BCM
03 : DLC Grouping (Changes After every character release)
00 : ??
02 : Number of Characters
36 : ??

...
Pattern in BCM
XX : Character Identifier
## : Costume Slot
XX : ??
XX : ??
XX : Hair Slot
XX : Face Slot
XX : ??
XX : ??

b0ny
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Re: Dead or Alive series formats and tools

Post by b0ny » Fri Nov 14, 2014 10:58 am

Protocol X27 wrote:Thanks to the tip on where to look on cgfx, I finally starting messing with the .bcm. I don't know how to toggle the glasses or accessories yet, but I've at least some patterns by comparing different bcms and testing smaller ones like with the Intimate DLC pack. Here's what I've noticed so far.
have you actually successfully edited a bcm?

if you're interested i could make a template for 010editor to easily distinct the bcm structure.(if you don't have(need/like) 010editor it's possible to use a portable version)
here is my python script i used a while ago to dump bcm files for research purposes:

Code: Select all

import struct, os

charindices = ['ZACK', 'TINA', 'JANNLEE', 'EIN', 'HAYABUSA', 'KASUMI', 'GENFU', 'HELENA', 'LEON', 'BASS', 'KOKORO', 'HAYATE', 'LEIFANG', 'AYANE',
               'ELIOT', 'LISA', 'ALPHA152', '&17', '&18', 'BRAD', 'CHRISTIE', 'HITOMI', '&22', '&23', 'BAYMAN', '&25', '&26', '&27', '&28', 'RIG',
               'MILA', 'AKIRA', 'SARAH', 'PAI', '&34', '&35', '&36', '&37', '&38', 'MOMIJI', 'RACHEL', 'JACKY', 'MARIE', 'PHASE4', 'NYOTENGU',
               'future_slot45','future_slot46','future_slot47','future_slot48']

def main():
    dirs = [
            r"c:\doa5u\DLC\bcm inspector",
           ]#folders with bcm files

    mydict = []
    for dr in dirs:
        print(dr)
        for filename in os.listdir(dr):
            if filename[-4:].upper() not in (".BCM",): continue #filter only bcm files

            with open(dr + "/" + filename, 'rb') as f:
                bcmver, bcmunknull, bcmcount, bcmchecksumm = f.read(4)
                print('#%x %2x'%(bcmver, bcmchecksumm), filename)
                for bcmi in range(bcmcount):
                    charidx, charcosidx, pantscount, unkcount = f.read(4)
                    slotname = '%s_%d*%x'%(charindices[charidx], charcosidx+1, pantscount)
                    print('%14s'%slotname, end = '  ')
                    for unki in range(unkcount):
                        unk1, unk2 = f.read(2) #unk2 = 0,1,2; unk1 = 0-6 (); ?face/hair variation?
                        #0_0 hair and face included(?); 0_1 = do not use external hair;
                        print('%x_%x'%(unk1, unk2), end = ' ')
                        a = unk1
                        if a not in mydict: mydict.append(a)
                    print()

    print(mydict)

if __name__ == '__main__':
    main()

Lilstormcloud
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Re: Dead or Alive series formats and tools

Post by Lilstormcloud » Sun Nov 16, 2014 9:16 am

Was looking for a model with lots of vertices to port to another models I was working on.

Ayane dlu 10 is quite nice, has a high number of vertices on the butt area. ie it'll end up more curved rather than triangular. I checked a few including most of tina and momiji cos 4. and this was the best one I found so far.

anyone interested can probably just fill the small gaps and use it as is.

*

Holy crap I must say tecmo isn't even trying anymore with the last few dlcs.
They're recycling assets left and right, same, the EXACT same fishnet stockings in 3 dlcs in a row, same texture, same model.
Half the costumes just look like retextured parts of the maid + bunny dlc.

a blue maid with a gun must be a police right? lol

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Re: Dead or Alive series formats and tools

Post by porimac » Tue Nov 18, 2014 3:17 pm

DOA5U POLICE DLC

Code: Select all

2Q151S1@131A@S1]]J33J183K62DF1QRG15N{S7511071J AYANE_COP.TMC
BQ161S1@131B@S1]]2J3B183K52E1F1QRG14N{S7511071J AYANE_COP.TMCL

2Q763S1@131@BB1G]]I183500G1J1FE1H1A8PQH18M{R75171L LEIFANG_COP.TMC
BQ873S1@131@CC1]H]C183400G1J1GE12H1A8PQH17M{R75171L LEIFANG_COP.TMCL

2Q963S1@131@CE1G]]I1835D2164F1PQ107MF1{R7216151J KASUMI_COP.TMC
BQA73S1@131@DF1]H]C1834E21644F1PQ104MF1{R7216151J KASUMI_COP.TMCL

2Q963S1@131@CG]]I1735C644712E1PQM13192{H1R251712 HITOMI_COP.TMC
BQA73S1@131@D]H]B1734D6447125E1PQM13152{H1R251712 HITOMI_COP.TMCL

2Q963S1@131@CG]]I1735CH312D1F1PQM1CA71A2{R95191A MOMIJI_COP.TMC
BQA73S1@131@D]H]B1734DH312D14F1PQM1CA8182{R95191A MOMIJI_COP.TMCL

2Q052S1@131@BF1G]]00724B21G1E1PQ988M{R85181H MILA_COP.TMC
BQ062S1@131@C71]H]00723C212G1E1PQ987M{R85181H MILA_COP.TMCL

2Q052S1@131@BH1H]]J1835CP1F11QJ15MB9{R77181I TINA_COP.TMC
BQ062S1@131@CH1]I]B1834DP12F11QJ14MB9{R77181I TINA_COP.TMCL

2QF63S1@131@CH]]J1735C64C1E1PQPM10093610{R861812 KOKORO_COP.TMC
BQF73S1@131@D]I]B1734D64C14E1PQPM10063610{R861812 KOKORO_COP.TMCL

2T512@1S1T1@CH10]]J183H42DO1G187QR7H1O{S76171J MARIE_COP.TMC
BT612@1S1T1@DH1]0]B183H42EO12G187QR6H1O{S76171J MARIE_COP.TMCL

2TL63@1S1T1@DI]]K1835R1M1FH13GG1B97V1O10{TNB713C1C10 NYOTENGU_COP.TMC
BTL73@1S1T1@E]J]C1834R1M1G1H13GG1B96V1O10{TNB713C1C10 NYOTENGU_COP.TMCL
someone make new doa5Uarchivarius.dat please :cry:

Darko
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Re: Dead or Alive series formats and tools

Post by Darko » Tue Nov 18, 2014 5:52 pm

porimac wrote:DOA5U POLICE DLC

Code: Select all

2Q151S1@131A@S1]]J33J183K62DF1QRG15N{S7511071J AYANE_COP.TMC
BQ161S1@131B@S1]]2J3B183K52E1F1QRG14N{S7511071J AYANE_COP.TMCL

2Q763S1@131@BB1G]]I183500G1J1FE1H1A8PQH18M{R75171L LEIFANG_COP.TMC
BQ873S1@131@CC1]H]C183400G1J1GE12H1A8PQH17M{R75171L LEIFANG_COP.TMCL

2Q963S1@131@CE1G]]I1835D2164F1PQ107MF1{R7216151J KASUMI_COP.TMC
BQA73S1@131@DF1]H]C1834E21644F1PQ104MF1{R7216151J KASUMI_COP.TMCL

2Q963S1@131@CG]]I1735C644712E1PQM13192{H1R251712 HITOMI_COP.TMC
BQA73S1@131@D]H]B1734D6447125E1PQM13152{H1R251712 HITOMI_COP.TMCL

2Q963S1@131@CG]]I1735CH312D1F1PQM1CA71A2{R95191A MOMIJI_COP.TMC
BQA73S1@131@D]H]B1734DH312D14F1PQM1CA8182{R95191A MOMIJI_COP.TMCL

2Q052S1@131@BF1G]]00724B21G1E1PQ988M{R85181H MILA_COP.TMC
BQ062S1@131@C71]H]00723C212G1E1PQ987M{R85181H MILA_COP.TMCL

2Q052S1@131@BH1H]]J1835CP1F11QJ15MB9{R77181I TINA_COP.TMC
BQ062S1@131@CH1]I]B1834DP12F11QJ14MB9{R77181I TINA_COP.TMCL

2QF63S1@131@CH]]J1735C64C1E1PQPM10093610{R861812 KOKORO_COP.TMC
BQF73S1@131@D]I]B1734D64C14E1PQPM10063610{R861812 KOKORO_COP.TMCL

2T512@1S1T1@CH10]]J183H42DO1G187QR7H1O{S76171J MARIE_COP.TMC
BT612@1S1T1@DH1]0]B183H42EO12G187QR6H1O{S76171J MARIE_COP.TMCL

2TL63@1S1T1@DI]]K1835R1M1FH13GG1B97V1O10{TNB713C1C10 NYOTENGU_COP.TMC
BTL73@1S1T1@E]J]C1834R1M1G1H13GG1B96V1O10{TNB713C1C10 NYOTENGU_COP.TMCL
someone make new doa5Uarchivarius.dat please :cry:
I check almost daily doa5u jap site to see if there's more dlc and this took me by surprise. Let work :P
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Re: Dead or Alive series formats and tools

Post by sf234 » Tue Nov 18, 2014 5:56 pm

b0ny, Protocol X27

Code: Select all

Pattern in BCM
XX : Character Identifier
XX : Costume Slot				
XX : Alternative textures count			01 = no alternative textures
XX : Hairstyle slots count			01 = A; 02 = A,B; etc
XX : Hairstyle slot A - hair/accessories	00 = use included with costume; 01,02..0x = use (CHARACTER)_HAIR_0[01,02..0x] (for Kasumi/Christie/Mila/Tina: 01 = _HAIR_001; 02 = HAIR_001_A; 03 = HAIR_002; etc)
XX : Hairstyle slot A - face			00 = use included with costume; 01 = use default (CHARACTER)_FACE; 02 = use LISA_FACE_MASK/MILA_FACE_BANDAID
XX : Hairstyle slot B - hair/accessories
XX : Hairstyle slot B - face
.....

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Re: Dead or Alive series formats and tools

Post by Protocol X27 » Tue Nov 18, 2014 6:45 pm

@b0ny, Yes editing the .bcm is pretty simple. I'll post a sample later if I can. I'll starting working on the list of character ID's as well.

@lsc, Take a look at Leifang's recent Halloween one, that has some nice form to it.

@pori, thanks for the jump start. :)

@Darko, I usually frequent FSD to keep on news as quickly as possibly. Folks started noticing indication of this DLC yesterday somehow.

@sf234, thanks, that is helpful. I wondered what the pattern was. :)

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Re: Dead or Alive series formats and tools

Post by mikulover39 » Tue Nov 18, 2014 7:15 pm

The new DLC is here!!!!!
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Re: Dead or Alive series formats and tools

Post by Protocol X27 » Wed Nov 19, 2014 4:48 am

Awesome, Miku! Thanks! :)

Code: Select all

04	Hayabusa
05	Kasumi
0D	Ayane
15	Hitomi
27	Momiji	
28	Rachel
Here's some of the Character indentifiers in the .bcm. It'll be trial and error to find them, so just need to find the time. Hopefully the flag for alternate textures in there might make it possible to put costumes without alternate textures into slots that do and vice versa. I was hoping that the glasses would be an option within, but I don't see how that works if it is possible. :-/

There still has to be something else that controls actual accessories combined with a reference in the .tmc perhaps. For example: Rachel's School coat. It's treated as a hair option, but is not actually using a hair .tmc.

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Re: Dead or Alive series formats and tools

Post by sf234 » Wed Nov 19, 2014 8:56 am

Protocol X27
You can use "charindices = " array in the bony's script to find needed character indentifier.

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Re: Dead or Alive series formats and tools

Post by b0ny » Wed Nov 19, 2014 5:10 pm

the python script for bcm dumping i provided could be helpful to find out the names of costumes in new dlc's... (you still have to match them to the appropriate files)

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