Join also our Discord channel! Click here.

Dead or Alive series formats and tools

Post questions about game models here, or help out others!
gjinka
Banned
Posts: 95
Joined: Sun Apr 10, 2011 5:30 pm
Been thanked: 15 times

Re: Dead or Alive series formats and tools

Post by gjinka » Mon Jan 09, 2012 3:28 pm

look again in here viewtopic.php?p=64883#p64883
Sorry, dont get what you mean.

b0ny
mega-veteran
mega-veteran
Posts: 239
Joined: Sat May 22, 2010 10:10 am
Has thanked: 22 times
Been thanked: 118 times

Re: Dead or Alive series formats and tools

Post by b0ny » Mon Jan 09, 2012 7:28 pm

2mariokart64n
do you know the characters order for doa3? something like this:
0 - "ZACK"
1 - "TINA"
2 - "JANN-LEE"
3 - "EIN"
4 - "HAYABUSA"
5 - "KASUMI"
6 - "GEN-FU"
7 - "HELENA"
8 - "LEON"
9 - "BASS"
a - "LEIFANG"
A - "AYANE"
B - "TENGU"
C - "BAYMAN"
D - "HAYATE"
E - "HITOMI"
F - "GENRA"
10- "BRAD-WONG"
11- "CHRISTIE"

i think this list is wrong, because i don't see "chen" in it, and doa3 has 20 unique skeletons! i need the names to dump them correctly(like "bni" for genra).

i know the characters order for doau, and i already damped the doau skeletons = 24 bones each. the skeleton for tengu is bigger = 30 bones. in doa3 all skeletons = 17 bones.
gjinka wrote:
look again in here viewtopic.php?p=64883#p64883
Sorry, dont get what you mean.
i mean "it" can start at the 9th dword, or at the 13th dword, or if there are two vertex buffers one will start at the 9th dword, and the second one at the 13th dword.

gjinka
Banned
Posts: 95
Joined: Sun Apr 10, 2011 5:30 pm
Been thanked: 15 times

Re: Dead or Alive series formats and tools

Post by gjinka » Mon Jan 09, 2012 9:08 pm

i mean "it" can start at the 9th dword, or at the 13th dword, or if there are two vertex buffers one will start at the 9th dword, and the second one at the 13th dword.
"It"? You mean the vertex/index counts and offsets? OK, do we know when which one? And what do you mean "two vertex buffers"?

b0ny
mega-veteran
mega-veteran
Posts: 239
Joined: Sat May 22, 2010 10:10 am
Has thanked: 22 times
Been thanked: 118 times

Re: Dead or Alive series formats and tools

Post by b0ny » Mon Jan 09, 2012 10:06 pm

ok guys, here you can take all skeletons for doau, doax and doa3
viewtopic.php?p=65409#p65409
gjinka wrote:
i mean "it" can start at the 9th dword, or at the 13th dword, or if there are two vertex buffers one will start at the 9th dword, and the second one at the 13th dword.
"It"? You mean the vertex/index counts and offsets?
yes
gjinka wrote: OK, do we know when which one?
that depends on what vertex type is storing that OBJ.
gjinka wrote:And what do you mean "two vertex buffers"?
i mean that one obj can have more than one vertex/index counts and offsets
Last edited by b0ny on Tue Jan 17, 2012 2:33 pm, edited 1 time in total.

mariokart64n
ultra-veteran
ultra-veteran
Posts: 546
Joined: Sun Jun 05, 2005 12:00 pm
Location: Ontario, Canada
Has thanked: 31 times
Been thanked: 182 times

Re: Dead or Alive series formats and tools

Post by mariokart64n » Tue Jan 10, 2012 2:07 am

praise!! finally skeletons

EDIT
These are collapsed in a sense, they'll only work in the CAT. not as a workable skeleton for importing the meshes

I could write a tool to add these into the cat, but I only know maxscript. any body wanna do this up in a compiled language?
Maxscript and other finished work I've done can be found on my DeviantArt account

gjinka
Banned
Posts: 95
Joined: Sun Apr 10, 2011 5:30 pm
Been thanked: 15 times

Re: Dead or Alive series formats and tools

Post by gjinka » Tue Jan 10, 2012 8:30 am

b0ny wrote:
gjinka wrote: OK, do we know when which one?
that depends on what vertex type is storing that OBJ.
OK, then which types?
And what is stored in the 9th byte when it starts at 13th byte?
i mean that one obj can have more than one vertex/index counts and offsets
That's new. How do we know (where do we find out) how much it has? Or do we keep reading 4 dwords until a terminator is met? What terminator then?

You guys are really cryptic. :ninja:
Few have the xpr format understood and are already moving to other formats. What about us? :(

b0ny
mega-veteran
mega-veteran
Posts: 239
Joined: Sat May 22, 2010 10:10 am
Has thanked: 22 times
Been thanked: 118 times

Re: Dead or Alive series formats and tools

Post by b0ny » Tue Jan 10, 2012 1:29 pm

mariokart64n wrote:These are collapsed in a sense, they'll only work in the CAT. not as a workable skeleton for importing the meshes
those "skeletons" can be used to import a skin with skeleton, with all parts settled to their places. it contains the position information for each bone, what else is needed...

i already written a tool to add the skeleton to a cat file, but i don't think that this is a great idea to use skins for other characters :?

2gjinka
i think you should wait till someone will port the xpr format to the xentax wiki...

gjinka
Banned
Posts: 95
Joined: Sun Apr 10, 2011 5:30 pm
Been thanked: 15 times

Re: Dead or Alive series formats and tools

Post by gjinka » Tue Jan 10, 2012 1:47 pm

I think no one will be able to 'port' the formats to the wiki except you guys, since it seems you are the only ones who have fully understood the format and are already exploring other formats.
I created the wiki page for DOAU btw. Feel free to fill it. I wanted to fill the page myself after you would teach me what is left to know, but if you want you can fill it yourselves, sure.

I'll be in the Tekken Hybrid thread if anything.

mariokart64n
ultra-veteran
ultra-veteran
Posts: 546
Joined: Sun Jun 05, 2005 12:00 pm
Location: Ontario, Canada
Has thanked: 31 times
Been thanked: 182 times

Re: Dead or Alive series formats and tools

Post by mariokart64n » Tue Jan 10, 2012 11:08 pm

i'm still trying to write a function to create triangle strips in 3dsmax :(
Maxscript and other finished work I've done can be found on my DeviantArt account

gjinka
Banned
Posts: 95
Joined: Sun Apr 10, 2011 5:30 pm
Been thanked: 15 times

Re: Dead or Alive series formats and tools

Post by gjinka » Wed Jan 11, 2012 9:53 am

If you are already working on an exporter, then you probably can already import it.

We can't, oh come on guys :(

b0ny
mega-veteran
mega-veteran
Posts: 239
Joined: Sat May 22, 2010 10:10 am
Has thanked: 22 times
Been thanked: 118 times

Re: Dead or Alive series formats and tools

Post by b0ny » Wed Jan 11, 2012 7:08 pm

i am confused. :?
i want to learn how to import stuff to blender, but the tutorials i found is for 2.49, should i try harder and learn the new way of how to work with blender scripting, or should i install 2.49, and be happy scripting for this dead end! :scaredy:

please, someone, tell me what to do, because i have big plans on importing models and animation for doa and i'm stuck right now on a such trivial stuff :cry:

mariokart64n
ultra-veteran
ultra-veteran
Posts: 546
Joined: Sun Jun 05, 2005 12:00 pm
Location: Ontario, Canada
Has thanked: 31 times
Been thanked: 182 times

Re: Dead or Alive series formats and tools

Post by mariokart64n » Thu Jan 12, 2012 2:18 am

where are you on the importing? I thought you were ok with the MDL and OBJ blocks?

bony just posted the specs on the material block, which sums up the format.

do you need an explanation of what to do with the data?

EDIT
GAH!?!!

I fail to make strips :(

maybe someone can help re-interpret what the concept is here
http://www.codercorner.com/Strips.htm

I created an array of edges, but get stuck trying to "walk along" or to push to the next face kinda thing. :(
I tried exporting the strips like this
1,2,3
3,4,5
5,6,7

thats with degenerates, so it should export right... but I need resets? which would be like
1,2,3
-1
4,5,6
-1
7,8,9

?????? >_< guess I'll sleep on it and maybe it'll come to me. if i can export strips from max I can start on rebuilding new XPRs

EDIT2
Holy poo, this gets soo confusing

triangle windings? of the direction of the edge ids.. counterclockwise and clockwise edges.. different algos..
http://users.telenet.be/tfautre/softdev ... er/how.htm

I wonder why there just isnt a really really basic outline on generating a single strip. every article incorporates different tricks to gain more speed.. but doesn't detail the basics :(
Null links and Degenerates, when and how do I use them?

sorting, what do I sort?

Striping, how do I combine strips?

how to ensure correct direction for single sided triangles.. Fing poo

EDIT3
http://www.riemers.net/eng/Tutorials/Di ... _Strip.php

..explains windings, every other face needs to be reversed to maintain the face direction.. but what if the windings opposite already? is detection prior to that rule needed?
Maxscript and other finished work I've done can be found on my DeviantArt account

daronarre
ultra-n00b
Posts: 1
Joined: Tue Jan 10, 2012 11:08 pm
Been thanked: 1 time

Re: Dead or Alive series formats and tools

Post by daronarre » Fri Jan 13, 2012 8:09 pm

mariokart64n

I made a little program to help you.
Export your mesh indices in triangle list format to a binary file.
Then call TriList2Strip to convert your mesh indices to a triangle strip format.

I'v provided a sample binary file in the archive.

Usage:
TriList2Strip <input_file> <output_file> [-log <log_file>]

<input_file> Input file (Triangle list indices)
<output_file> Output file (Triangle strip indices)

input/output file format (little endian):
U32 Num Indices (1-n)
U16 Index_1
...
U16 Index_n


Hope this help
You do not have the required permissions to view the files attached to this post.

mariokart64n
ultra-veteran
ultra-veteran
Posts: 546
Joined: Sun Jun 05, 2005 12:00 pm
Location: Ontario, Canada
Has thanked: 31 times
Been thanked: 182 times

Re: Dead or Alive series formats and tools

Post by mariokart64n » Fri Jan 13, 2012 9:32 pm

^_^ awesome, this will work better even then making a function in max.
Maxscript and other finished work I've done can be found on my DeviantArt account

gjinka
Banned
Posts: 95
Joined: Sun Apr 10, 2011 5:30 pm
Been thanked: 15 times

Re: Dead or Alive series formats and tools

Post by gjinka » Sat Jan 14, 2012 9:23 am

where are you on the importing? I thought you were ok with the MDL and OBJ blocks?
Nope, not really.

There seems to be only 1 type of OBJ chunk documented. You guys say there are multiple and they store different things, you also say they can have multiple vertex/index buffers. How do you know how much? I think it would be simpler to just document the different types of the OBJ chunk.

I was asking these to b0ny but he suggested to wait until the format will be documented in the wiki, I kind of doubt it will, you guys just moved to other formats, which is great, but it would be better if the formats were documented on the way, people could create scripts for other modelling packages and stuff. I don't think it's too much to ask.

Post Reply