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Dead or Alive series formats and tools

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Kamillho
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Re: Dead or Alive series formats and tools

Post by Kamillho » Sat Mar 30, 2013 8:54 pm

Hey guys.

Somebody know file names of Kasumi outfits in DOA4?

Darko
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Re: Dead or Alive series formats and tools

Post by Darko » Sat Mar 30, 2013 10:48 pm

Kamillho wrote:Hey guys.

Somebody know file names of Kasumi outfits in DOA4?
What do you want to know?? Which file is a specific costume?? Because kasumi is everything beginning with kas.

KASAA, KASAB, etc... are heads with different hair styles.

Kas00, Kas01, etc... are costumes.
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Kamillho
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Re: Dead or Alive series formats and tools

Post by Kamillho » Sat Mar 30, 2013 10:53 pm

Darko wrote:
Kamillho wrote:Hey guys.

Somebody know file names of Kasumi outfits in DOA4?
What do you want to know?? Which file is a specific costume?? Because kasumi is everything beginning with kas.

KASAA, KASAB, etc... are heads with different hair styles.

Kas00, Kas01, etc... are costumes.

Ooo shit! I dont have Kas00 :| Only base model :| I checked chrthree_files and chrtwo_files and nothing :|

Ok, got it

Protocol X27
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Re: Dead or Alive series formats and tools

Post by Protocol X27 » Mon Apr 01, 2013 4:23 pm

Can someone share a quick run down on extracting from DOAX2, I'd like to get files for swimsuits, items and volleyballs.

Thanks. :)

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Re: Dead or Alive series formats and tools

Post by Darko » Mon Apr 01, 2013 4:36 pm

Protocol X27 wrote:Can someone share a quick run down on extracting from DOAX2, I'd like to get files for swimsuits, items and volleyballs.

Thanks. :)
Leave that to me and I'm sending you a PM.
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Re: Dead or Alive series formats and tools

Post by Darko » Wed Apr 03, 2013 5:57 am

TMC praser and tmc noesis script are perfectly compatible with razor's edge.
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b0ny
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Re: Dead or Alive series formats and tools

Post by b0ny » Fri Apr 05, 2013 7:21 am

tecmo360texturesExtractor.py (click to download) - texture extractor for doax2, doa4, doa5, ng3

minor update:
- correctly exporting cube textures
- fixed error in size calculation
- added a left behind doa4 format 'TDP'(models of rooms and avatars(minichars) for doa4 online lobby)
- added in beginning of the script default values for infile and outdir entries
. still no luck with volume texture unswizzling

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zaykho
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Re: Dead or Alive series formats and tools

Post by zaykho » Fri Apr 05, 2013 1:48 pm

b0ny wrote:tecmo360texturesExtractor.py (click to download) - texture extractor for doax2, doa4, doa5, ng3

minor update:
- correctly exporting cube textures
- fixed error in size calculation
- added a left behind doa4 format 'TDP'(models of rooms and avatars(minichars) for doa4 online lobby)
- added in beginning of the script default values for infile and outdir entries
. still no luck with volume texture unswizzling
Thank's bony :p

Protocol X27
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Re: Dead or Alive series formats and tools

Post by Protocol X27 » Fri Apr 05, 2013 4:04 pm

b0ny wrote:tecmo360texturesExtractor.py (click to download) - texture extractor for doax2, doa4, doa5, ng3

minor update:
- correctly exporting cube textures
- fixed error in size calculation
- added a left behind doa4 format 'TDP'(models of rooms and avatars(minichars) for doa4 online lobby)
- added in beginning of the script default values for infile and outdir entries
. still no luck with volume texture unswizzling
Thank you. :)

Since I'm still learning extraction on the older games...
Is this for Noesis? & If so which data containers is it for? the usual .tmc/.tmcl?

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Re: Dead or Alive series formats and tools

Post by porimac » Fri Apr 05, 2013 10:28 pm

b0ny wrote:tecmo360texturesExtractor.py (click to download) - texture extractor for doax2, doa4, doa5, ng3

minor update:
- correctly exporting cube textures
- fixed error in size calculation
- added a left behind doa4 format 'TDP'(models of rooms and avatars(minichars) for doa4 online lobby)
- added in beginning of the script default values for infile and outdir entries
. still no luck with volume texture unswizzling
Thank you b0ny,
I use your script to extract textures from HITOMI_COS_002.TMC of DOA5.
but some part of the normal-map was fragmented (same as noesis)
http://i.imgur.com/d6NHEWQ.jpg
http://i.imgur.com/yufIBsN.jpg
Would you mind doing fix it?

SOLVED!! thanks b0ny!!
Last edited by porimac on Mon Apr 08, 2013 10:37 am, edited 1 time in total.

Darko
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Re: Dead or Alive series formats and tools

Post by Darko » Sat Apr 06, 2013 12:46 am

porimac wrote:
b0ny wrote:tecmo360texturesExtractor.py (click to download) - texture extractor for doax2, doa4, doa5, ng3

minor update:
- correctly exporting cube textures
- fixed error in size calculation
- added a left behind doa4 format 'TDP'(models of rooms and avatars(minichars) for doa4 online lobby)
- added in beginning of the script default values for infile and outdir entries
. still no luck with volume texture unswizzling
Thank you b0ny,
I use your script to extract textures from HITOMI_COS_002.TMC of DOA5.
but some part of the normal-map was fragmented (same as noesis)
http://i.imgur.com/d6NHEWQ.jpg
http://i.imgur.com/yufIBsN.jpg
Would you mind doing fix it?
Volumetric Normal Bumps... not yet supported.
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b0ny
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Re: Dead or Alive series formats and tools

Post by b0ny » Mon Apr 08, 2013 8:22 am

tecmo360texturesExtractor VERSION 1.2 (click to download) - texture extractor for doax2, doa4, doa5, ng3

changes:
- correctly exporting volume textures(for now - doa5 only)
- added in beginning of the script "convert_volumetric_texture_to_2D" option, which when set to true makes visible the wet layer(for preview)
(open this script in a text editor to set the additional options)

please report any bugs
to run this tool(script) install python 3.2.3 from: http://www.python.org/ftp/python/3.2.3 (maybe you can use the latest version)

[update]
fixed the link to the extractor

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Re: Dead or Alive series formats and tools

Post by tcl36478655 » Mon Apr 08, 2013 11:49 am

b0ny wrote:tecmo360texturesExtractor VERSION 1.2 (click to download) - texture extractor for doax2, doa4, doa5, ng3

changes:
- correctly exporting volume textures(for now - doa5 only)
- added in beginning of the script "convert_volumetric_texture_to_2D" option, which when set to true makes visible the wet layer(for preview)
(open this script in a text editor to set the additional options)

please report any bugs
to run this tool(script) install python 3.2.3 from: http://www.python.org/ftp/python/3.2.3 (maybe you can use the latest version)

[update]
fixed the link to the extractor
thank you,b0ny.
i found it has little mistake about kok_03_base2.dds(http://rghost.net/45135296) of KOKORO_COS_06.
and is it wrong that DXT5 512*1024 will change to 1024*512?

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Re: Dead or Alive series formats and tools

Post by Darko » Mon Apr 08, 2013 4:38 pm

b0ny wrote:tecmo360texturesExtractor VERSION 1.2 (click to download) - texture extractor for doax2, doa4, doa5, ng3

changes:
- correctly exporting volume textures(for now - doa5 only)
- added in beginning of the script "convert_volumetric_texture_to_2D" option, which when set to true makes visible the wet layer(for preview)
(open this script in a text editor to set the additional options)

please report any bugs
to run this tool(script) install python 3.2.3 from: http://www.python.org/ftp/python/3.2.3 (maybe you can use the latest version)

[update]
fixed the link to the extractor
Bony, can you add support for doa5 textures packs (*.tex)?? some have volumetric textures :P
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Protocol X27
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Re: Dead or Alive series formats and tools

Post by Protocol X27 » Tue Apr 09, 2013 8:14 pm

b0ny wrote: please report any bugs
to run this tool(script) install python 3.2.3 from: http://www.python.org/ftp/python/3.2.3 (maybe you can use the latest version)

[update]
fixed the link to the extractor
Thank you for posting this and explaining it. I didn't realize the script would run stand alone. Nice work. Very helpful for the extra textures. :)

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