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Re: Dead or Alive series formats and tools

Posted: Wed Sep 24, 2014 10:21 am
by b0ny
Lilstormcloud wrote:
Protocol X27 wrote:@b0ny, miku or whoever can help. Is there a newer version of the texture extractor I'm missing? I still cannot export the --H & --HL versions from v16 or any other version I have. As far as I know archivarius is dumping them correctly.
The Nurse files are not extracted properly by arch. It's not the texture extractors prob.
the problem for these files is that in this case some "--H" files have the same size, thus can't be detected inside the blp file by size. thus the encryption info can't be extracted from the blp file and is extracte from the "doa5Uarchivarius.dat", but the info in "doa5Uarchivarius.dat" is old/wrong...

one way to fix that is to fix the encryption flag for these "--H" files inside the "doa5Uarchivarius.dat", like this:

Code: Select all

from:
... AYANE_DLCU_014_003.--H	110	0000	00000000	0000
to:
... AYANE_DLCU_014_003.--H	110	E0000333	00000000	0000
doa5Uarchivarius(v18)
an alternative solution, is to use the python file from this new "doa5u archivaruis", and check the appropriate checkbox to forcibly decrypt the files. (open the ".py" file in a text editor to edit the maximum file size or to hide the option)

Re: Dead or Alive series formats and tools

Posted: Wed Sep 24, 2014 11:10 am
by Lilstormcloud
:ninja: [bruce]

Re: Dead or Alive series formats and tools

Posted: Wed Sep 24, 2014 9:50 pm
by Esppiral
Is there any tool to extract/modify models from Dead or alive 2 (Ps2 Dreamcast) ?

Re: Dead or Alive series formats and tools

Posted: Thu Sep 25, 2014 4:55 am
by Protocol X27
@b0ny, awesome!! Thanks, that did the trick. Now I can attempt to rebuild one of the costumes with a standard res texture in another slot to see if the slot itself is broken.

@lsc, Daaaaang. Nice, I have a few questions on how your doing that because I'm apparently slow regarding last time you posted notes on that. Are you manually find each vertex in the face and then somehow tracking down the index for each?

Re: Dead or Alive series formats and tools

Posted: Thu Sep 25, 2014 5:17 am
by Lilstormcloud
There are varying degrees of complexity.

if you select 1 element and then export the vertex IDs of that, then there's a high chance they'll be a continuous block of numbers.

e.g
4921 4922 4923 4924 4925 4926
this is the little triangle I showed in the previous screen.

you can find the index by

(vertex ID - 1) convert to Hex = start index (do a Ctrl +F searching backwards into the index)
Find end value same method

It should look. FF FF "Start Number" etc etc etc "end value" etc etc FF FF
copy all values between the two "FF FF"

note that the index sometimes backward or forward reference

0001 0002 0040

followed by

1705 0040 1706

when scaling the index beware of forward and backward referencing values,
they must equal what they are referencing at all time regardless of how much you're scaling the rest of the block by.


Need to reshape & change weights after done filling the gap.
*Barbie doll* lol
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Re: Dead or Alive series formats and tools

Posted: Fri Sep 26, 2014 3:30 am
by tcl36478655
Lilstormcloud wrote:......
Bravo! :keke:

Re: Dead or Alive series formats and tools

Posted: Fri Sep 26, 2014 7:12 am
by Rosalin
I was able to delete some vertices in the knee and fill the hollows in there.

but the result was not enough to fix the knee shape.

so I'm thinking about inserting some vertices using deleted ones.

Sometimes they were uncontrollable. but sometimes it worked. I wouldn't get the differences yet clearly.

Re: Dead or Alive series formats and tools

Posted: Fri Sep 26, 2014 8:22 am
by Lilstormcloud
maybe the boneID + weight.

also try moving that particular one upwards. it pops out coz it doesn't move in sync with the rest of the leg.

also try.
build index and vertex same as what you're copying (slow process)
then match boneID and bone weight.

Re: Dead or Alive series formats and tools

Posted: Fri Sep 26, 2014 9:03 am
by Rosalin
I already matched boneID + Weight perfectly using script.

maybe that's because one missing vertex I hope.

***

There's a thin plate on marie's jersey costume.
Using that, I'm thinking about reinforcing textures in some parts.

Re: Dead or Alive series formats and tools

Posted: Fri Sep 26, 2014 10:04 am
by Lilstormcloud
I think the one causing the problem is,

1 space down, 1 space left from the one you deleted.

But yea maybe it's missing one beside it, for now I've been just moving it up.

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Re: Dead or Alive series formats and tools

Posted: Fri Sep 26, 2014 10:48 am
by Rosalin
Is there any way to pick up the multiple Normal values at a time?

I was able to pick one normal value of a vertex by looking at OBJ file.

but, you know vertex Normal ID was different from vertex ID, so I had to matched them one by one manually in 3DSmax.

I couldn't figure out relation between those two IDs.

Converting them to HEND3N was not problem any more.

I wish I could get a list of vertex normals massively in easy way.

something like this

3783 - 0.11 0.32 0.54
3784 - 0.11 0.33 0.67
3785 - 0.12 0.33 0.78
..

Re: Dead or Alive series formats and tools

Posted: Fri Sep 26, 2014 12:53 pm
by Esppiral
b0ny wrote:hi guys. i've searched around internet and didn't found any information about the playstation2 version of doa.
and then i've made myself an extractor for the hardcore version. if anyone will be interested i think i can make also an importer, and an extractor for the jap doa2 for ps2(not hardcore) which can be launched on the pcsx2 emulator.

you can take the doa2unpacker here

p.s. maybe the blender importer will work for you guys when i at last will port it to blender 2.63... (and i'm a lamer that works only on windows so i can't guarantee that it will work on linux)
Could you please reupload the unpacker? the file is no longer available.

Re: Dead or Alive series formats and tools

Posted: Fri Sep 26, 2014 5:32 pm
by b0ny
Esppiral wrote:Could you please reupload the unpacker? the file is no longer available.
doa2hardcore_unpacker.zip

here you go, along with the source. though, afaik, there are no parsers for ps2 doa files, what are you going to do with the files?

Re: Dead or Alive series formats and tools

Posted: Fri Sep 26, 2014 6:18 pm
by Darko
b0ny wrote:
Esppiral wrote:Could you please reupload the unpacker? the file is no longer available.
doa2hardcore_unpacker.zip

here you go, along with the source. though, afaik, there are no parsers for ps2 doa files, what are you going to do with the files?
any advance with DOA5 motions??

Re: Dead or Alive series formats and tools

Posted: Sat Sep 27, 2014 1:20 am
by Lilstormcloud
Rosalin wrote:Is there any way to pick up the multiple Normal values at a time?

I was able to pick one normal value of a vertex by looking at OBJ file.
..etc

..
Not sure I understand what you mean. They're all in order.

Here's Lisa DLC body.

Looking at this, it seems like it's completely possible to make an app to convert an obj model to tmcl format.
Could be worth testing if can convert a obj model from another game and inserting into doa.

I'm just not so sure how to calculate the vt and vn though.

forget about the face, that's in-order, but not in scale, since it's jumbled with A connected to B connected to A connected to C and crap.
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