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Dead or Alive series formats and tools

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b0ny
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Re: Dead or Alive series formats and tools

Post by b0ny » Wed Apr 18, 2012 3:52 pm

dragbody wrote:I've been able to use the doa5 importer perfectly on the ng3 models. Thank you so much!

I'm now wondering what to do about getting the textures. Is there a simple step I'm overlooking? Or have they not been figured out yet?
"they" have not been figured out yet :) this requires some unswizling using python, then i have to learn how to import textures in blender :) (is it really necessary to export the image in a separate file and then reimport it again?)

the more i learn about blender importing the less i like it - blender don't save normals and don't have a material ambient light property :(

i played a little with my blender doau/doax import script, and it now will import from XPR and CAT materials and will setup the high, low and shape models; and will ad to the low poly model an inverse kinematic skeleton(just grab the wrists/ankle and drag to "pose")
xpr import.zip
place the "io_import_xpr.py" and the "skeletons" directory to the blender's "addons" folder

Image
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Darko
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Re: Dead or Alive series formats and tools

Post by Darko » Thu Apr 19, 2012 11:14 pm

Does your tool support uv's??
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khanbot
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Re: Dead or Alive series formats and tools

Post by khanbot » Mon Apr 23, 2012 8:16 am

hi, this can probably considered off topic so my apologies but I am desperate :(

my question is, if anyone with some experience with AFS explorer can answer, is there any way to swap files within an afs file? I have afs explorer v3.7 I think and I have this DoA 4 afs file. What I am trying to achieve is a outfit swap for a character and I need to swap a .tpr and .cat file with another from what I've read. so please, any help with this??

thanks! :)

b0ny
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Re: Dead or Alive series formats and tools

Post by b0ny » Tue Apr 24, 2012 1:47 pm

Darko wrote:Does your tool support uv's??
now it can import textures
in this image i first imported vay00.xpr (with vay00.cat) and then imported the costume mdAy20ay.xpr with(mdAy20ay.cat)
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khanbot wrote:hi, this can probably considered off topic so my apologies but I am desperate :(

my question is, if anyone with some experience with AFS explorer can answer, is there any way to swap files within an afs file? I have afs explorer v3.7 I think and I have this DoA 4 afs file. What I am trying to achieve is a outfit swap for a character and I need to swap a .tpr and .cat file with another from what I've read. so please, any help with this??

thanks! :)
have no idea. sorry. maybe someone else will help you
Last edited by b0ny on Thu Apr 26, 2012 4:20 pm, edited 1 time in total.

Darko
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Re: Dead or Alive series formats and tools

Post by Darko » Tue Apr 24, 2012 11:00 pm

Yay, you rock!!! Hitomi in Venus

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See ya
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b0ny
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Re: Dead or Alive series formats and tools

Post by b0ny » Thu Apr 26, 2012 4:19 pm

little update. some options when importing (and a shadeless option that make the model look "different") and some bugs fixed.

http://rghost.ru/37782030

now i'd like to implement unsswizling for p8 and argb. if i'll do that, i'll be ready to import textures in blender for doa5 importer

BakameExcalibur
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Re: Dead or Alive series formats and tools

Post by BakameExcalibur » Thu Apr 26, 2012 11:04 pm

Awesome tool, first time I've fiddled with Blender in months... question though: does this work with DOA Ultimate .xpr files or is this script DOAX-only?

Darko
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Re: Dead or Alive series formats and tools

Post by Darko » Fri Apr 27, 2012 6:56 am

BakameExcalibur wrote:Awesome tool, first time I've fiddled with Blender in months... question though: does this work with DOA Ultimate .xpr files or is this script DOAX-only?
DOAX and DOAU use the same format, so that's your answer.

Also Bony is using screens from both games ;-).

See ya.
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BakameExcalibur
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Re: Dead or Alive series formats and tools

Post by BakameExcalibur » Fri Apr 27, 2012 7:43 am

Darko wrote:
BakameExcalibur wrote:Awesome tool, first time I've fiddled with Blender in months... question though: does this work with DOA Ultimate .xpr files or is this script DOAX-only?
DOAX and DOAU use the same format, so that's your answer.

Also Bony is using screens from both games ;-).

See ya.
Yeah, about that... I asked because I can't get the addon to actually work with DOAU .XPRs, it just gives me a traceback error.

Darko
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Re: Dead or Alive series formats and tools

Post by Darko » Fri Apr 27, 2012 7:56 am

BakameExcalibur wrote:
Darko wrote:
BakameExcalibur wrote:Awesome tool, first time I've fiddled with Blender in months... question though: does this work with DOA Ultimate .xpr files or is this script DOAX-only?
DOAX and DOAU use the same format, so that's your answer.

Also Bony is using screens from both games ;-).

See ya.
Yeah, about that... I asked because I can't get the addon to actually work with DOAU .XPRs, it just gives me a traceback error.
Did you use greed explorer to extract the xpr from the afs file?? In greed explorer just left click on the file what you want to extract and then go to extract xpr with cat and select doau decode (xpr breaker). Then just rename both files with the same name name and different extension.

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BakameExcalibur
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Re: Dead or Alive series formats and tools

Post by BakameExcalibur » Fri Apr 27, 2012 8:24 pm

Did you use greed explorer to extract the xpr from the afs file?? In greed explorer just left click on the file what you want to extract and then go to extract xpr with cat and select doau decode (xpr breaker). Then just rename both files with the same name name and different extension.

See ya.
Thanks, I didn't know GreedXplorer could do that. :oops: Bit surprised by all the extra stuff pulled in as well, though I assume the extra model is for skeleton data. Still don't get what the giant white blocky-thing is for though.

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Re: Dead or Alive series formats and tools

Post by Darko » Fri Apr 27, 2012 10:54 pm

BakameExcalibur wrote:Thanks, I didn't know GreedXplorer could do that. :oops: Bit surprised by all the extra stuff pulled in as well, though I assume the extra model is for skeleton data. Still don't get what the giant white blocky-thing is for though.
Collision models maybe.

See ya.
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Re: Dead or Alive series formats and tools

Post by khanbot » Sat Apr 28, 2012 7:31 am

Hi
I tried using the python script for doa5 .tmc importer with the hitomi model posted somewhere by Darko. it gives me a traceback error.
I've attached the error screenshot below. any help?

Image


below is the model I'm trying to view.
http://www.mediafire.com/download.php?ycmoi5tagpfvfdh

b0ny
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Re: Dead or Alive series formats and tools

Post by b0ny » Sat Apr 28, 2012 6:14 pm

khanbot wrote:Hi
I tried using the python script for doa5 .tmc importer with the hitomi model posted somewhere by Darko. it gives me a traceback error.
I've attached the error screenshot below. any help?

Image


below is the model I'm trying to view.
http://www.mediafire.com/download.php?ycmoi5tagpfvfdh
all of these files in archive are corrupt. use this script to unpack the demo viewtopic.php?p=69908#p69908

CDD Xtreme
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Re: Dead or Alive series formats and tools

Post by CDD Xtreme » Sun Apr 29, 2012 9:15 pm

Hello users I am glad this hacking community is back alive for Doax2 / Doa5 - I have been dealing with DOAX2 for some time and finally got one running with nude hack on my Joker Xbox 360.
So basically I used a DL Disc with Img Burn and the Data DVD with Image.000 Successfully done.
So now that I have done that the next step I want to undertake is modifying actual models and re-injecting!

We all know doax2 have goofy feet so I want to export the models into 3ds max and modify those models = I am a game developer and have made some models are better than doax2 and more realistic which I will give a link to later, I will try the methods available until one that is suitable and compatible works, keep in mind starting with the feet have two methods - the first one is trace method which involves using a reference foot and then moving the vertices into position as close as possible - the second method is the complete editing of the original model after extracting - I know doax2 models have placement have been detached rather than 1 model so the editing should be no problem but we need a extracter and and injector back - into the original format - I know we have an extractor but I may need some guidence as my one may be outdated etc but after the modifications one will need to reinject the game - burn and play test etc now burning is also a problem as I want to avoid burning multiple DL Discs so If someone can help with running doax2 from a hardrive etc let me know. I will also modify the texture of the feet to test.

If I can get a fully tested playable transfer of the foot being displayed on the characters of my choice we can then jump to further more difficult areas such as the complete replacement of the face VISUALLY (vertex placement using trace) or Literally a replace of the face with another (delete and replace) we can then move to doa5 for even more modifications - I personally think the vertex trace method would be more easier as the engines may respond oddly if one deletes a model entirely but then we have the morph target which can also be a problem but thanks to doas split objects that would be little of a problem. I expect eventually I will be able to get this girl into Doax2 perfectly running, here she is :
http://www.4theuniverse.com/showcase.html

Keep in mind these pictures are outdated and she is less than perfect but she is REALLY good in every other area such as rigging, movement and topology is flawless. We can test if we can get body parts and textures working within doax2 first because that is more well known and we have more tools and doa5 is new and honestly they have already upgraded the girls very much so I would think costume modifications would be the norm for that which I will gladly lend a hand for, I will freely share the modifications I make to doax2 and 5 without fear from tecmo or team ninja as I have no interest in releasing nude mods as that has already been done and we all know the other reason, true modding is what is of interest to me so if anyone would like to team up and get this done simply let me know - if you would like keep communication private let me know etc. I have already spoken with mario kart but that was a year ago - I would like to put this doax2 thing to rest and get the game fully moddable in a respectful manner. Nude hacks can be completed also after the methods used are displayed but they are to be done at your own risk if you choose to partake as I already stated I will start with the feet as that is harmless and somewhere which actually could use some improving.

Since the girl on my website has the best feet in 3d model history the trace method can be done as a complete replacement of the original foot with her feet may cause unexpected results as I would expect the skinning for the bending of the feet are tied to the original but tracing feet and moving the vertex without deleting will keep the skin data in tact....

I should also mention this girl is from a game I have made which is very much like doax2 - If one needs prove I can record a video and show. Remember I can make any model for doax2 including backgrounds and body part as I did mention I am a game developer and have made games before. My latest game which was a demo is to be seen here>
http://www.youtube.com/watch?v=3Wx21ENA ... B946222489
DOAX 3 - I repeat - Dead Or Alive Xtreme 3 Has been announced but we need your support to get it outside Asia - Please Sign this Petition: http://chn.ge/1Iwi1sC

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