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Dead or Alive series formats and tools

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wardialer6000
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Re: Dead or Alive series formats and tools

Post by wardialer6000 » Sun Jul 03, 2016 5:57 am

if anyone managed to grab b0ny's 'anim try.7z' blender import script, i'd love to get a copy of it. original link is dead.

thx

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Re: Dead or Alive series formats and tools

Post by MisterNatal » Wed Sep 14, 2016 6:20 am

http://www.xbox360iso.com/pc-general-ch ... dead+alive

Mai, her Debut set, and the KoF costumes are here (ported from the 360 version I believe) I forgot how to update my stuff to port Mai myself though lol

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Re: Dead or Alive series formats and tools

Post by xperiagenerator » Thu Sep 15, 2016 9:20 am

please
can someone work on doax3 venus tmc files? i cant manage to view them on noesis either mod them

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Re: Dead or Alive series formats and tools

Post by Protocol X27 » Thu Sep 29, 2016 3:19 pm

I've tried working on the x3 files a couple of times. I actually did another test again today on a different costume hoping that maybe I overlooked something a few months ago.

I ended up with the same 'starfish' like result with an Ayane costume when importing into Blender. Noesis still cannot open the file due to the texture layout being different. I suspect that the indices are different much like the difference between Xbox & PC, each index group may need to be processed individually. Otherwise I don't know what to change and will have to defer to anyone else's expertise to make them useable. :(

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Re: Dead or Alive series formats and tools

Post by Espio » Wed Oct 05, 2016 11:56 pm

Is there any command line tool or BMS script to just decrypt/encrypt extracted files? Archive Tool is cool, but GUI is not always an option.

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Re: Dead or Alive series formats and tools

Post by Protocol X27 » Mon Oct 10, 2016 9:08 pm

Espio wrote:Is there any command line tool or BMS script to just decrypt/encrypt extracted files? Archive Tool is cool, but GUI is not always an option.
I don't think there has been command line only since Xbox versions of 5/5U. Mostly apps have been designed for user friendliness over speed.

LNK Reshuffle can extract from 5LR on PC, but it's still GUI based. Might I ask what need there would be to batch dump all files at once?

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Re: Dead or Alive series formats and tools

Post by ryijun » Wed Nov 23, 2016 6:01 am

Good day to all. I am trying to unpack Ninja Gaiden Sigma 2 Plus ps vita. The files can be opened .spr? Texture tool 1.3 files will not open.
P.S. Unpacking files using the Archive tool.
You do not have the required permissions to view the files attached to this post.

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Re: Dead or Alive series formats and tools

Post by mariokart64n » Mon Jan 09, 2017 1:38 am

Hey I'm writing a maxscript for DOA5LR on the PC

I'm just having problems understanding the MCAPACK, cpf and ACSCLS blocks, can anyone give me some pointers?

Code: Select all

	Format Structure Overview:
	(*.Tmc) File                                       	//	PC Version, Little Endian
		Header                                          	//	Bound Box, File Name, Block Info
		o	MdlGeo                                     	//	Defines a Model
				ObjGeo                                 	//	Meshes within the Model
					GeoDecl                           	//	Mesh Struct
						VERTEX_DEF                	//	Vertex Struct
					ObjMat                             //	Mesh Materials
						MatTex                        	//	Shader Info, including Texture Assignment
		o	TTDM                                       	//	Texture Data
				TTDH                                   	//	Texture Order
					INFO                                	//	Texture Info
				TTDL                                    	//	Texture Container Data (TMLC)
					SIZE                                 	//	Texture Sizes (TMLC)
					ADDRESS                          	//	Texture Locations (TMLC)
		o	VtxLay                                      	//	Vertex Data
				BUFFER                                	//	Vertex Buffer
		o	IdxLay                                     	//	Index Data
				BUFFER                                	//	Index Buffer
		o	MtrCol                                     	//	?	Material Data
				COLOURS                             	//	?	Material Colours
		o	MdlInfo                                     	//	Model Info
				ObjInfo                                 	//	Sub Mesh Bounding Boxes, and draw ordering
		o	HieLay                                     	//	Hierarchy Data
				Hie                                     	//	Node Linking Info
		o	LHeader                                   	//	Linked File
				TMCL_INFO                           	//	TMCL Hash
		o	NodeLay                                   	//	Node Names
				NodeObj                                	//	Node Properties
					BoneMap                           	//	Bone Indicies Used in Object
		o	GlblMtx                                     	//	Bone Transform Data 1
				WORLD_MATRIX                    	//	World/Global Matrices
		o	BnOfsMtx                                 	//	Bone Transform Data 2
				LOCAL_MATRIX                      	//	Relative/Local Matrices
		o	cpf                                          	//	?	Sweat Material ???
				nodecp                                 	//	?	
					customp                           	//	?	
				matecp                                 	//	?	
					itable                                	//	?	
					customp                            	//	?	
		o	MCAPACK                                	//	?	
				MCAINDEX                            	//	?	
				MCAMTRL                             	//	?	
					MCAPARAM                      	//	?	
		o	RENPACK                                 	//	?	
		o	ACSCLS                                 	//
				BLOCK01                              	//	Collision Boxes
				BLOCK02                              	//	?	Data is Dynamic????
				BLOCK03                              	//	?	Index Table
				BLOCK04                              	//	?	Index Table
Edit - Jan 18 2017
"MtrCol" Block
In the ObjGeo I edited the MtrCol index to 0 so that only the first MtrCol entry was indexed by each object.
I was then able to play around with the MtrCol block during runtime.

This is what I found so far, there just guesses though;

Code: Select all

RGBA	Ambient
RGBA	Diffuse
RGB	Specular
A	Glossiness
RGBA	???
RGBA	???
RGBA	???
R	???
G	Glow1
B	Glow2
A	???
RGBA	??? Emissive
RGBA	??? Duplicates Previous, but doesnt do anything?
RGBA	??? Diffuse
RGBA	??? Specular
RGBA	???
RGBA	??? not floats?
One oddity is that they have more values there then I was hoping for, after the standard ambient, diffuse, spec, I get stuff which I have a hard time understanding. I'm just thinking that there is a mix of power and colour values for some custom shader they are using. However poking these values mostly does nothing, which is odd cause the game stores values there. The second strange thing is that I am applying these material values to all the objects but not all the objects look the same.

For Example, the hands are red, as the shirt is white but will glow during game play.
I assume there may be more to discover in the ObjGeo and possibly MCAPACK block
Image

Edit - Jan 19 2017
There is a 32bit uint that I thought controlled the shader type applied to the material.
So in the previous MtrCol experiment I changed this to a value that was assumed not use any textures.
However the strange artifacts I had are actually from the texture count and addresses I had left in the file.

My concern is that this shader hash code determines the values found in the MtrCol block :/ I'm hoping not...

For that matter the Shader Hash Codes I'm just collecting as I test from model to model.
It would be nice if someone could disassemble the exe, it would save me time documenting all this.

Anyway here is what i documented so far, it is based on visual understanding of the textures present in the material.
Keep in mind the texture count appears to be flexible, we can have less or more then a given shader needs.
...It's just crazy how many different shaders they have holy! just imagine all the material combinations you could have!

Code: Select all

0x00800000	0	nothing				
0x00880000	0	nothing				
0x10000000	1	Diffuse/Alpha				
0x10000010	1	Diffuse/Alpha				
0x10001000	1	Diffuse/Alpha				
0x10001000	1	Diffuse/Alpha				
0x10001010	1	Diffuse/Alpha				
0x10400000	1	Diffuse/Alpha				
0x10400010	1	Diffuse/Alpha				
0x10401000	1	Diffuse				
0x10426000	2	Diffuse	Reflection			
0x10426002	2	Diffuse	Reflection			
0x10427000	2	Diffuse	Reflection			
0x10800000	1	Diffuse				
0x10800010	1	Diffuse				
0x10810000	2	Diffuse	Reflection			
0x10826000	2	Diffuse	Reflection			
0x10826001	3	Diffuse	Specular	Reflection		
0x10880000	1	Diffuse				
0x10880010	1	Diffuse/Alpha				
0x10c00000	1	Diffuse/Alpha				
0x10c00800	2	Diffuse	Normal			
0x10c00810	2	Diffuse	Specular			
0x10c10000	2	Diffuse	Reflection			
0x10c80000	1	Diffuse				
0x10c80010	1	Diffuse/Alpha				
0x10c80800	2	Diffuse/Alpha	Diffuse?			
0x10c90000	2	Diffuse/Specular	Reflection			
0x145a6000	3	Diffuse/Alpha	Normal	Reflection		
0x145a7000	3	Diffuse/Alpha	Normal	Reflection		
0x14980000	2	Diffuse/Alpha	Normal			
0x14980010	2	Diffuse/Alpha	Normal			
0x14990000	3	Diffuse	Normal	Reflection		
0x14d80000	2	Diffuse	Normal			
0x14d80010	2	Diffuse/Alpha	Normal			
0x14d80800	3	???	???	???	// Used for the animating sweat, textures are all black	
0x14d80800	3	Diffuse	Normal	Specular		
0x14d80810	3	Diffuse/Alpha	Normal	Specualer/Mask?		
0x14d90000	3	Diffuse	Normal	Reflection		
0x14d90800	4	Diffuse	Normal	Specular	Reflection	
0x14da6800	4	Diffuse	Normal	Specular	Reflection	
0x14da6804	4	Diffuse	Normal	Specular	Reflection	
0x14da7800	4	Diffuse	Normal	Specular	Reflection	
0x14da7804	4	Diffuse	Normal	Specular	Reflection	
0x20000000	2	Nomral?	Diffuse?/Specular?			
0x20001000	2	Diffuse/Alpha	???/Reflection			
0x20400000	2	Diffse	Occlusion			
0x20426000	3	Diffuse	Occlusion	Reflection		
0x20426001	3	Diffuse	Occlusion	Reflection		
0x20426002	3	Diffuse	Occlusion	Reflection		
0x20800000	2	Diffuse	Occlusion			
0x20826001	4	Diffuse	Occlusion	Specular	Reflection	
0x20c00000	2	Diffuse	Occlusion			
0x20c00010	2	Diffuse/Alpha	Specular?			
0x20c00800	4	Diffuse	Occlusion?	Normal	Diffuse?	
0x20c00800	3	Diffuse	Occlusion	Specular		
0x20c10800	4	Diffuse	Occlusion	Specular	Reflection	
0x20c26000	2	Diffuse	Occlusion			
0x20c26800	4	Diffuse/Alpha	Occlusion	Specular	Reflection	
0x20c26801	4	Diffuse/Alpha	Occlusion	Specular	Occlusion?	
0x20c26804	4	Diffuse	Occlusion	Specular	Reflection	
0x20c26814	4	Diffuse/Alpha	Occlusion	Specular	Reflection	
0x24980000	3	Diffuse/Alpha	Normal			
0x24980010	3	Diffuse/Alpha	Specular	Normal		
0x24d80000	3	Diffuse	Specular	Normal		
0x24d80010	3	Diffuse/Alpha	Specular	Normal		
0x24d80010	3	Diffuse/Alpha	Specular	Normal		
0x24d80800	4	Diffuse/Alpha	Sweat/Alpha	Normal	Specular	
0x24d80800	4	Diffuse	Wet	Normal	Specular	
0x24d80810	4	Diffuse/Alpha	Specular	Normal	Specular?	
0x24d90000	4	Diffuse	Specular	Normal	Reflection	
0x24d90800	5	Diffuse	Occlusion	Normal	Diffuse?	Reflection
0x34981000	4	Diffuse/Alpha	Animated???/Alpha	Occlusion	Normal
Research: [DOA2U] [DOA5U]

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Re: Dead or Alive series formats and tools

Post by Protocol X27 » Fri Jan 27, 2017 5:33 am

This thread's been dead for a while since people have been operating from different forums.

Do you have personal reason for doing a 3dsmax script? There have been nearly complete Blender tools for almost a year now for importing TMC's and even more recently animations. They're quite thorough other than perhaps texture importing which hasn't been all that necessary for modding. The Object tool is quite detailed too for rearranging tons of the details your mentioning.

Most have been made by doutoku, lots of links either on the SFxT mod forums or loverslab, I think.

Edit: or this

https://www.mediafire.com/folder/9zi2gt8dyllaj/doa5mod

I don't know anything about the content of the scripts, but the Blender stuff may yield info if you still need structure data for 3dsmax.

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Re: Dead or Alive series formats and tools

Post by moge1975 » Mon Jan 30, 2017 11:16 pm

:(
I need VITA DOAX3 *.TMC importing script.. :scaredy:

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Re: Dead or Alive series formats and tools

Post by mariokart64n » Tue Jan 31, 2017 9:24 am

Hey thanks for the info, yes I had looked at the blender scripts but that wasn't too helpful.
Since from years ago I was already able to import model data, so mesh importing is not an issue.

I also had a look at the "object tool" source and from what I understand it does not create a new TMC, but rather it can modify an existing one. So my guess here is that the data I'm looking at was never figured out, so that's why these tools only "Edit" or "Inject" stuff.

Honestly I'm not sure whats going on in this dudes code, he reads the shader hash as the MaterialType but then I think nothing? he does somehow calculate a thing he calls TexType, but you can't freely change it. In some cases I'd have 20 items in the TexType drop down, then in others I'd have like 3.
Image

My feeling here is that he leaves the shader hash or material type alone. But is editing some other info that I had missed which is texture type data.
Research: [DOA2U] [DOA5U]

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Re: Dead or Alive series formats and tools

Post by Rosalin » Tue Jan 31, 2017 4:40 pm

Yes I also was interested in changing object's material types. (or texture types whatever it's called)
As I know, current 'TMC Object tool' only allows to switch material-type within the existing types inside a TMC file, and cannot add a new one.
(Sometimes it causes error even with it.)

And Doutoku already said that he doesn't understand the structure of the TMC file 100%.
Maybe that's why he didn't make a tool for 'creating' a whole new TMC file.

But anyway, that tool was very useful for me in many many ways.
Maybe it's going to be nice if that tool can also handle the list of data you said above.

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Re: Dead or Alive series formats and tools

Post by mariokart64n » Tue Jan 31, 2017 10:12 pm

Thanks that verifies what I had thought was going on with the Object Tool, strange that he didn't allow that field in the GUI so you could just edit it.

Anyway the shader codes I collected need to be review, depending on how dynamic these shader id's are this might be troublesome, otherwise easy and we can take advantage of the games many shaders. For example I'm worried if I insert a certain Shader ID, then data in the "cpf" or "MCAPACK" will need to be present. I had a look into the MtrCol and it seems very linear, I don't think it will be an issue.
Research: [DOA2U] [DOA5U]

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Re: Dead or Alive series formats and tools

Post by Rosalin » Wed Feb 01, 2017 6:10 am

ah.. yes shader. why I didn't see that word.

Anyway, I don't think changing shader will be a simple job.
If that was easy, switching shader option in TMC Object Tool should have worked normally, but it didn't.
They will bring lots of extra parameters need to be adjusted, I believe.

So modders who want use a shader from another object usually duplicate that object with that tool.
Then they get another object with same shader.


One thing I noticed was the parameters in GeoDecl.
they were differed by their shader what they're using.
I'm not 100% sure about this..

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Re: Dead or Alive series formats and tools

Post by Protocol X27 » Fri Feb 03, 2017 7:53 pm

Not sure how much help I am, I still don't know anything about the cpf or MCAPack. Since doutoku released & updated tools, I haven't done much research in a long time.

Like Ros said, in most cases people just replicate objects and import the parameters they want from other materials or costumes. Really the ability to create costumes from scratch already exists if at least working from a core skeleton and by mixing parts from essentially any mesh with matching vertex groups.

In terms of TexType, are you looking to change the shader method to something other than Diffuse, Normal, Spec, etc? As far as I know the 0 1 2 3 represents the use of the texture. 0 = Diffuse or Wet/Dirt(?), 1 = Normal, 2 = Spec and 3 = Env. New Materials can be added, but as the editor suggests what all the values do still aren't listed.

Since people are visiting again.

Is there a way to import Ninja Gaiden 2 with weights in anyway possible?

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