READ THE RULES: Click here

Follow us on Facebook: https://www.facebook.com/xentax/ :)

Dead or Alive series formats and tools

Post questions about game models here, or help out others!
User avatar
Rosalin
mega-veteran
mega-veteran
Posts: 187
Joined: Fri Jun 13, 2014 11:38 am
Has thanked: 62 times
Been thanked: 50 times

Re: Dead or Alive series formats and tools

Post by Rosalin » Sat Sep 27, 2014 3:31 am

:buck:
You do not have the required permissions to view the files attached to this post.
Last edited by Rosalin on Tue Apr 28, 2015 12:06 pm, edited 4 times in total.

Lilstormcloud
mega-veteran
mega-veteran
Posts: 162
Joined: Sun Aug 04, 2013 9:39 pm
Has thanked: 47 times
Been thanked: 20 times

Re: Dead or Alive series formats and tools

Post by Lilstormcloud » Sat Sep 27, 2014 3:53 am

omg.. dat calculation lol

User avatar
Rosalin
mega-veteran
mega-veteran
Posts: 187
Joined: Fri Jun 13, 2014 11:38 am
Has thanked: 62 times
Been thanked: 50 times

Re: Dead or Alive series formats and tools

Post by Rosalin » Sat Sep 27, 2014 11:49 am

When editing vertex structure, especially in lisa04, I realized that I don't need to extend index buffer size.
because I can use previous mesh's index buffer, which is shrunk to 0,0,0 and unused.

also previous vertex buffer can be brought to add more vertices.

This will not going to require much correction in TMC file.
and also I can bring most buffers of previous mesh for for further editing.
They can remain unused.

This doesn't corrupt vertex count vertex ID and vertex structures remained, so Stickitback and Morph-target still work for those edited.

tcl36478655
beginner
Posts: 34
Joined: Mon Apr 08, 2013 2:22 am
Has thanked: 25 times
Been thanked: 3 times

Re: Dead or Alive series formats and tools

Post by tcl36478655 » Sat Sep 27, 2014 3:50 pm

Image
Only adding 4 vertex cost a whole night...(╯‵□′)╯︵┻━┻

tcl36478655
beginner
Posts: 34
Joined: Mon Apr 08, 2013 2:22 am
Has thanked: 25 times
Been thanked: 3 times

Re: Dead or Alive series formats and tools

Post by tcl36478655 » Sun Sep 28, 2014 4:00 pm

did anyone met this following:
RACHEL_DLCU_001.TMCL
info offset in 'blp' = 0xf10 <==== must be wrong,should be 0xd94
ftable order in 'blp' = 2257
size in 'blp' = 29024 <blp says that this file is unpacked>
same the SARAH_DLCU_002.TMC

Protocol X27
ultra-veteran
ultra-veteran
Posts: 338
Joined: Wed Dec 14, 2011 5:46 pm
Has thanked: 139 times
Been thanked: 115 times

Re: Dead or Alive series formats and tools

Post by Protocol X27 » Mon Sep 29, 2014 3:18 am

@tcl, nice edit, Did you add just the missing faces?

Yes, I did see some discrepancies in some of the arch calculations. I mostly just grab the key if I need it. I've still been doing my offsets and injection manually.

@lsc, Yeah, I definitely see where some complexity comes into play. I guess I'll stick to the basic questions first. Which mesh object are you using for the replacement? One of the undies?

Once you decide on which mesh, (probably repeating myself or forgot) ... Are selecting each vertex in a face and following that process for every single one?

tcl36478655
beginner
Posts: 34
Joined: Mon Apr 08, 2013 2:22 am
Has thanked: 25 times
Been thanked: 3 times

Re: Dead or Alive series formats and tools

Post by tcl36478655 » Mon Sep 29, 2014 3:53 am

@Protocol X27
I did like these below:
1.add the vertexs into body(may lend some from other obj) <TMCL>
2.fix vertexs' opsition\UV\Normal\bone_id<TMCL>
3.fix faces<TMCL>
4.fix body's index<TMC>
:D :D :D
RACHEL_DLCU_001.TMCL
info offset in 'blp' = 0xf10
ftable order in 'blp' = 2257<==== must be wrong,should be 2022
size in 'blp' = 29024 <blp says that this file is unpacked>
Seems that 2022 is not in ftlinkdict.
but if i don't make this words work:
if filetableindex in ftlinkdict :
everything is great??? why??? OTL...

Lilstormcloud
mega-veteran
mega-veteran
Posts: 162
Joined: Sun Aug 04, 2013 9:39 pm
Has thanked: 47 times
Been thanked: 20 times

Re: Dead or Alive series formats and tools

Post by Lilstormcloud » Tue Sep 30, 2014 9:14 am

"(╯‵□′)╯︵┻━┻"

Lol that's awesome.

*

Pro,
replacing saves time but beware, you still need to write in vertices manually.

you know how when you close gaps between two parts that are supposed to be attached and move in sync?
well if the two parts have a mismatch in number of vertices on the edge, a visible gap will open when the part moves.
that's why you still need to write in more, or remove extras.

User avatar
Rosalin
mega-veteran
mega-veteran
Posts: 187
Joined: Fri Jun 13, 2014 11:38 am
Has thanked: 62 times
Been thanked: 50 times

Re: Dead or Alive series formats and tools

Post by Rosalin » Tue Sep 30, 2014 1:31 pm

@tcl36478655
That's wonderful work.

***

I was able to convert vt(UV) also.
it's based on IEEE 754 and half size of single floating.

http://en.wikipedia.org/wiki/Half-preci ... int_format


***

When adding extra vertices.. it seems that setting weight is most annoying part.
now normals can be calculated. UV can calculated.
but weight is not only about calculation you know.
well.. I don't want to think about that.

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 Sep 30, 2014 6:04 pm

Darko wrote:any advance with DOA5 motions??
nope :oops:
Rosalin wrote: When adding extra vertices.. it seems that setting weight is most annoying part
how many vertices are we talking here? you can test the weights in blender for example, by setting the weight values and bending the joint to see how it goes.

tcl36478655
this script is a remake of doa5 vanila which is a remake of ninjagaiden3 unpacker. it needs some heavy refactoring, but i'm not that type of person who does this sort of things :(

Darko
double-veteran
double-veteran
Posts: 702
Joined: Mon Jul 13, 2009 6:16 pm
Has thanked: 70 times
Been thanked: 118 times

Re: Dead or Alive series formats and tools

Post by Darko » Tue Sep 30, 2014 7:40 pm

b0ny wrote:
Darko wrote:any advance with DOA5 motions??
nope :oops:
Rosalin wrote: When adding extra vertices.. it seems that setting weight is most annoying part
how many vertices are we talking here? you can test the weights in blender for example, by setting the weight values and bending the joint to see how it goes.

tcl36478655
this script is a remake of doa5 vanila which is a remake of ninjagaiden3 unpacker. it needs some heavy refactoring, but i'm not that type of person who does this sort of things :(
Hehehehe don't worry, thanks for the answer.
Image

tcl36478655
beginner
Posts: 34
Joined: Mon Apr 08, 2013 2:22 am
Has thanked: 25 times
Been thanked: 3 times

Re: Dead or Alive series formats and tools

Post by tcl36478655 » Wed Oct 01, 2014 3:27 am

@Lilstormcloud
8)
@Rosalin
THX
@b0ny
You have already gave much more help,thank you :D
*
I did a little edit so this script solve my problem.ONLY the problem I care. :oops:
so it may lead to other problem. :[
You do not have the required permissions to view the files attached to this post.

User avatar
Rosalin
mega-veteran
mega-veteran
Posts: 187
Joined: Fri Jun 13, 2014 11:38 am
Has thanked: 62 times
Been thanked: 50 times

Re: Dead or Alive series formats and tools

Post by Rosalin » Wed Oct 01, 2014 4:33 pm

I actually made a script for catching multiple vn from OBJ file and injecting back to TMCL.

It looked it's working. but it didn't worked right for some parts.
especially in some narrow creases. and I couldn't figure out why.

I'm just guessing that they are actually getting normals from some more detailed high polygon models or something like that.

If it worked, I was about to do some hardcore mesh editing based on the script.
But well.. there's something I can do with it still though..

@b0ny
never mind. that was just pointless thinking.
I can actually do for some few in 3dsmax.

User avatar
Rosalin
mega-veteran
mega-veteran
Posts: 187
Joined: Fri Jun 13, 2014 11:38 am
Has thanked: 62 times
Been thanked: 50 times

Re: Dead or Alive series formats and tools

Post by Rosalin » Thu Oct 02, 2014 10:16 am

Now I have a serious question.
Can anyone teach me about how index buffer organizes faces?

I was analyzing some parts in body.
but I couldn't understand orders in some parts.

index buffer :
7733 7674 7734 7673 7735 7671 7736 7670 7737

Look around 7735 plz.
they're totally jumping around vertices without following the line.
So if I change 7735 into FFFF (I was about to delete it), then there happens concatenative loss of faces.
What lil told me worked for me. but it seems there're some another rules behind.

Could it be explained in simple ways?
Last edited by Rosalin on Thu Oct 02, 2014 4:01 pm, edited 2 times in total.

tcl36478655
beginner
Posts: 34
Joined: Mon Apr 08, 2013 2:22 am
Has thanked: 25 times
Been thanked: 3 times

Re: Dead or Alive series formats and tools

Post by tcl36478655 » Thu Oct 02, 2014 11:20 am

Rosalin wrote:Now I have a serious question.
Can anyone teach me about how index buffer organizes faces?

I was analyzing some parts in body.
but I couldn't understand orders in some parts.

Image

index buffer :
7733 7674 7734 7673 7735 7671 7736 7670 7737

Look around 7735 plz.
they're totally jumping around vertices without following the line.
So if I change 7735 into FFFF (I was about to delete it), then there happens concatenative loss of faces.
What lil told me worked for me. but it seems there're some another rules behind.

Could it be explained in simple ways?
strange the order which index buffer is don't match that picture. :?
the index buffer should means that:
face1:7773 7674 7734
face2: 7674 7734 7673
face3: 7734 7673 7735
...
facen-1: 7671 7736 7670
facen: 7736 7670 7737

I also have a question maybe you already know.
Did DOA5U use another zlib for compress?
Because I try to use Quickbms for compressing but error.

Post Reply