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Dead or Alive series formats and tools

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Lilstormcloud
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Re: Dead or Alive series formats and tools

Post by Lilstormcloud » Mon Dec 30, 2013 3:20 pm

resolved
Last edited by Lilstormcloud on Tue Dec 31, 2013 5:49 pm, edited 1 time in total.

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aagems
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Re: Dead or Alive series formats and tools

Post by aagems » Mon Dec 30, 2013 9:00 pm

Sorry,i had a problem :D i still confuse using doa 4 importer for blender(b0ny script),when i import head part,the hair meshes is above head model,this is the same problem i've encourtered with doa paradise importer from fat duck,but since it for 3dsmax,i can solve it,but i dont know how to do it in blender,so the question is how to attach the "flying" hair back to the head model so it join properly with head model,any help will be appreciated
Last edited by aagems on Wed Jan 15, 2014 9:02 am, edited 1 time in total.
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Darko
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Re: Dead or Alive series formats and tools

Post by Darko » Wed Jan 15, 2014 3:50 am

Stupid question, in DOAX2 where's the skeleton and vertex weights for hair?? I mean, in the game the Hair has physics and collisions and according to Mario, the engine itself layers a bunch of joints with vertex weight thata, so the data shoul be stored somewhere.
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Re: Dead or Alive series formats and tools

Post by Artunia » Sun Jan 26, 2014 2:22 pm

Hi guys....i have a question concerning the DOA5U

I downloaded (doa5Uarchivarius) by b0ny... and i saw a strange extension (--c, --H and --HL)
Just i want to know how to open that file

Can you help me please?

Lilstormcloud
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Re: Dead or Alive series formats and tools

Post by Lilstormcloud » Tue Jan 28, 2014 6:32 am

:ninja: texture extractor
Last edited by Lilstormcloud on Sat Jul 26, 2014 6:41 pm, edited 1 time in total.

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Re: Dead or Alive series formats and tools

Post by blackfoxeye » Tue Jan 28, 2014 10:08 am

Is it possible to extract the animation files from DOA-5 ?

b0ny
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Re: Dead or Alive series formats and tools

Post by b0ny » Wed Jan 29, 2014 12:02 am

i have a question for you guys, is there any need in a doa5u to doa5 converter?

it's not like i have one, but right now i'm dinging into physics and just checking if there could be any reason in such converter.
aagems wrote:... doa 4 ... hair meshes is above head model...
you mean doa5? coz in doa4 the hair+head is one model. which model do you have problems with?
Darko wrote:...DOAX2 ... skeleton and vertex weights for hair?? ...
can't find any weights for doa4, i thought doax2 uses the same technique. should check mario's findings...
blackfoxeye wrote:Is it possible to extract the animation files from DOA-5 ?
no

Lilstormcloud
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Re: Dead or Alive series formats and tools

Post by Lilstormcloud » Wed Jan 29, 2014 7:59 pm

rather a sure fire way
Last edited by Lilstormcloud on Sat Jul 26, 2014 6:41 pm, edited 1 time in total.

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Re: Dead or Alive series formats and tools

Post by aagems » Wed Jan 29, 2014 9:11 pm

b0ny wrote:you mean doa5? coz in doa4 the hair+head is one model. which model do you have problems with?


Its DOA4,here's the screenshot.

Image

how can i fix this,since i'm not too familiar with blender :D sorry if its noob question :D
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Re: Dead or Alive series formats and tools

Post by b0ny » Wed Jan 29, 2014 9:39 pm

ok then i'll concentrate on a ng3 to doa5u converter(not sure if this is doable). are there any ng3 outfits not available officially in doa5(u) yet?

right now i've found that doa5 has 4 kind of physics two of which are similar in some way, and in doa5u they introduced two more physics types.
the chunk names for ACSCLS block are visible in doa5demo. here is the chunks hierarchy but they changed many things for each physic type after the alpha demo.

Code: Select all

TMC
|
+---ACSCLS
	|
	+---ACCESSOR---INFO
	|	|
	|	+---CLOTH _0
	|	|	|
	|	|	+---POINT
	|	|	|	+---POINTINF
	|	|	|		+---CONCRETE
	|	|	|
	|	|	+---EDGE
	|	|	|	+---EDGEINFO
	|	|	|		+---HARD
	|	|	|
	|	|	+---TRIANGLE
	|	|
	|	+---? _4 and _5 for doa5u
	|	|	+---?...
	|	|
	|	+---MIXER _2
	|	|	+---COLUMN
	|	|
	|	+---STRING _3 (_1)
	|		|
	|		+---POINT
	|		|	+---POINTINF
	|		|		+---CONCRETE
	|		|
	|		+---EDGE
	|			+---EDGEINFO
	|				|
	|				+---CONCRETE
	|				|
	|				+---HARD
	|
	+---COLLISIO---INFO
	|
	+---WORK
	|
	+---BONE
the mixer(physic type 2) is the simplest one, it has 7 subchunks called "columns" with some vector information for each related bone. i was thinking why there are 7 of them, and my guess is that this is a location(and more) information, a little bit similar like they used for breasts in earlier versions of doa: first case is the default state, then there are 6 states, which result in two most extreme values per each of xyz axis. because of this, physic 2(mixer) doesn't use collision objects. it just links in header the WORK bone for the root, and the BONE bones in "columns" for flexible parts of costume.

i think the easiest way to have fun with physics is to find the value for physical weight and to change it to negative numbers, this way the skirts will attract to the outer space, revealing the panties :)

aagems the second head is for the lowpoly or for shadows, just delete it. i guess you need only the highpoly version of the outfit.

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Re: Dead or Alive series formats and tools

Post by Darko » Wed Jan 29, 2014 10:45 pm

aagems wrote:
b0ny wrote:you mean doa5? coz in doa4 the hair+head is one model. which model do you have problems with?


Its DOA4,here's the screenshot.

Image

how can i fix this,since i'm not too familiar with blender :D sorry if its noob question :D
Thats a collision model or a LOD, just erase it, the important thing is the highpoly model.

Regarding DOAX2, any plans to support animations??
Image

Lilstormcloud
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Re: Dead or Alive series formats and tools

Post by Lilstormcloud » Thu Jan 30, 2014 5:41 am

all just cosmetics 8D
Last edited by Lilstormcloud on Sat Jul 26, 2014 6:42 pm, edited 1 time in total.

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Re: Dead or Alive series formats and tools

Post by b0ny » Thu Jan 30, 2014 11:41 am

doa4toO ver01a.7z ~60MB

the lowpoly(LOD) versions of all doa4 outfits for dead or alive online(no physics for clothes yet).
trying to make a decent conversion of doa4 outfits to doao here. experiencing some problems now, like, the joints weight data is empty, and i can't find where is the real one.

the script used for conversion is included. before using it open it in a text editor and edit the paths to the right folders, also you can edit such options like, whether export or not the highpoly or shadow objects.

read the readme for more details...

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Re: Dead or Alive series formats and tools

Post by Artunia » Thu Jan 30, 2014 12:11 pm

Artunia wrote:Hi guys....i have a question concerning the DOA5U

I downloaded (doa5Uarchivarius) by b0ny... and i saw a strange extension (--c, --H and --HL)
Just i want to know how to open that file

Can you help me please?
Any answer~??

b0ny
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Re: Dead or Alive series formats and tools

Post by b0ny » Thu Jan 30, 2014 12:34 pm

Artunia
"--H" + "--HL" are customizable textures for underwears. no idea what "--C" is for. Lilstormcloud already gave you an answer

Lilstormcloud what i mean by ng3 to doa5 conversion is a conversion for the physics block(ribbons, clothes, ...). in rest the models are mostly compatible. i have no intention in generating extra data like dirt textures, just converting the existing(physics)

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