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Dead or Alive series formats and tools

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Protocol X27
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Re: Dead or Alive series formats and tools

Post by Protocol X27 » Sun Feb 16, 2014 9:27 pm

@b0ny, thanks!! :D

I tried changing that flag and it didn't seem to have an impact by itself. The template worked no issue with the newer app at least. The container I'm using show multiple instances of the same .dds so I tried changing all of them to transparent. The texture I injected had a completely white alpha channel, just to make sure it's not that.

That Noesis plugin is awesome. On the subject of skeleton rotation, any chance the translation can be applied somehow to the 3dsmax script. One of the mods I really want to do involves a rotated model and replaced one of the meshes from one that is not. The info on coregrafx at the time was limited as is my knowledge on the 3D structure to know which values needed changing.

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Re: Dead or Alive series formats and tools

Post by synce » Mon Feb 17, 2014 7:33 pm

Can anyone confirm what's inside patch_04_catalog.lnk included in the 1.04 patch? Costumes or Marie Rose?

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Re: Dead or Alive series formats and tools

Post by chrrox » Mon Feb 17, 2014 7:53 pm

its costumes it says so right on their site.
They are not going to release an arcade only character for a while.

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Re: Dead or Alive series formats and tools

Post by b0ny » Mon Feb 17, 2014 9:33 pm

mot doa4to2.py

a python script that will convert doa4 mot files to doao.
you have to open it in a text editor and edit the paths, to doa4 mot folder and to a folder to save the results.
you can watch the doa4 animations by swapping the doao animations with doa4 animations converted by this script. for example to watch cocoro's doa4 intro animations, you should rename cocoro's cinematic animation - "m_hakyo.mot" to "ayane.mot" and replace the original one. then run the game with pyserver, and start watching animations for "ayane" starting with animation 900.

[about doa5 transparency]
i see from these pictures with hex patching, that this guy who made them has found the right values by experimenting. i can't help you without access to the game. you should try to figure it out yourself:
1 find a body with less clothes(like bikini).
2 change all textures to dxt5 with a semitransparent alpha.
3 (draw an owl) try to do that thing from the image. count the amount of bytes from the start of the "objinfo" and edit the values as shown.
4 test it in game. post the results here, maybe together we'll figure out something

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Re: Dead or Alive series formats and tools

Post by Darko » Mon Feb 17, 2014 9:58 pm

synce wrote:Can anyone confirm what's inside patch_04_catalog.lnk included in the 1.04 patch? Costumes or Marie Rose?
A bunch of motions for the new video crap, system balance I guess and 2 riffwave I found and that's all, no meshes inside.
Image

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Re: Dead or Alive series formats and tools

Post by synce » Tue Feb 18, 2014 1:54 pm

Thanks.. one more month to go I guess

Protocol X27
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Re: Dead or Alive series formats and tools

Post by Protocol X27 » Wed Feb 19, 2014 4:49 am

b0ny wrote: [about doa5 transparency]
i see from these pictures with hex patching, that this guy who made them has found the right values by experimenting. i can't help you without access to the game. you should try to figure it out yourself:
1 find a body with less clothes(like bikini).
2 change all textures to dxt5 with a semitransparent alpha.
3 (draw an owl) try to do that thing from the image. count the amount of bytes from the start of the "objinfo" and edit the values as shown.
4 test it in game. post the results here, maybe together we'll figure out something
Yay!! Solved it!! :D

There's 3 parts being edited.
1) The transparency flag which your template already does
2) The untiled byte which your extractor/injector does when converting to DXT5
3) Some other information within the ObjInfo for a specific mesh group object. The trick here is to set a couple bytes like in the last set of the image that LSC posted. It's a matter of setting it for the specific group since all mesh group objects are contained with the ObjInfo block.

Now the kicker. I hope someone might have extra info on this, but when a texture with alpha overlays another texture with alpha the bottom texture completely turns invisible. Not typically a desirable effect. It's like the DOAX visor trick. I'm slightly still baffled that it occurs. Even current costumes cause it to happen in game. Is this an Xbox 360 issue, or just a common Team Ninja dev practice that still persists?

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Re: Dead or Alive series formats and tools

Post by Darko » Wed Feb 19, 2014 4:53 am

Protocol X27 wrote:
b0ny wrote: [about doa5 transparency]
i see from these pictures with hex patching, that this guy who made them has found the right values by experimenting. i can't help you without access to the game. you should try to figure it out yourself:
1 find a body with less clothes(like bikini).
2 change all textures to dxt5 with a semitransparent alpha.
3 (draw an owl) try to do that thing from the image. count the amount of bytes from the start of the "objinfo" and edit the values as shown.
4 test it in game. post the results here, maybe together we'll figure out something
Yay!! Solved it!! :D

There's 3 parts being edited.
1) The transparency flag which your template already does
2) The untiled byte which your extractor/injector does when converting to DXT5
3) Some other information within the ObjInfo for a specific mesh group object. The trick here is to set a couple bytes like in the last set of the image that LSC posted. It's a matter of setting it for the specific group since all mesh group objects are contained with the ObjInfo block.

Now the kicker. I hope someone might have extra info on this, but when a texture with alpha overlays another texture with alpha the bottom texture completely turns invisible. Not typically a desirable effect. It's like the DOAX visor trick. I'm slightly still baffled that it occurs. Even current costumes cause it to happen in game. Is this an Xbox 360 issue, or just a common Team Ninja dev practice that still persists?
The type of alpha blending??
Image

Lilstormcloud
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Re: Dead or Alive series formats and tools

Post by Lilstormcloud » Wed Feb 19, 2014 5:30 am

Very well done.
Last edited by Lilstormcloud on Sat Jul 26, 2014 6:36 pm, edited 1 time in total.

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Re: Dead or Alive series formats and tools

Post by zaykho » Wed Feb 19, 2014 10:05 am

Lilstormcloud wrote:Very well done.
what you're describing is normal.
here's an example from gamefaqs where they discovered this "glitch"
http://i.imgur.com/B8G35KQ.jpg


Crap ! The pose, those dress and plenty of sakura flower all over them......this picture is like art ! 8)
Lilstormcloud wrote:seems only 1 transparency will be displayed at a time.
About this, I know that "glitch" is here since DOA3, the first episode who really talk about this was the DOAX, with the "X-Ray Visor" !

Protocol X27
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Re: Dead or Alive series formats and tools

Post by Protocol X27 » Wed Feb 19, 2014 2:52 pm

Here's a thought, even though it's been common to Team Ninja games. Is it an unavoidable issue? Example: Hair textures use DXT5 with alpha set to true, but they do not suffer this same effect. Could be a result of a different property, or possibly because they have dual meshes (one with flipped faces) that may counteract this effect.
:?

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zaykho
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Re: Dead or Alive series formats and tools

Post by zaykho » Wed Feb 19, 2014 3:18 pm

Protocol X27 wrote:Could be a result of a different property, or possibly because they have dual meshes (one with flipped faces) that may counteract this effect.
:?
Maybe......

But the thing is, why bother to fixing this issue ? if I was a dev I will let this issue there, and as a fan, I'm happy to know that this "glitch" is still here..... :]

Protocol X27
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Re: Dead or Alive series formats and tools

Post by Protocol X27 » Wed Feb 19, 2014 5:48 pm

zaykho wrote:
Protocol X27 wrote:Could be a result of a different property, or possibly because they have dual meshes (one with flipped faces) that may counteract this effect.
:?
Maybe......

But the thing is, why bother to fixing this issue ? if I was a dev I will let this issue there, and as a fan, I'm happy to know that this "glitch" is still here..... :]
Um, well as one with intent to make creative trends, its counterproductive to some efforts. Plus with ability to change it, having such a 'glitch' is a moot point. If someone is going to take the time to make a full nude mesh, I don't know why having to see it through a different persons clothing would be all that relevant, lol.

---

A couple of things I forgot to mention.

b0ny, that Noesis update is incredible. Most stages and static items are all positioned correctly. That's huge for porting stages & items now. 8D 8D 8D

Also, I take that plugin change handles untiled textures now, since the DXT5's all show up properly now even after modified.

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Re: Dead or Alive series formats and tools

Post by b0ny » Wed Feb 19, 2014 11:46 pm

Protocol X27 cool, you did it :)
you can try to look what values take these objinfo flags for different transparent objects.

maybe this is unrelated, but i think i see similarities to doa2xpr, where 1 should mean transparent( i have seen in one place how they use this 1 flag to solve the multiple_transparency problems by converting it to 2 ), and 8 is related to "backface culling"/"triangle winding", in this case 0 should mean "double facing", 1 = normal normals, 2 = inverted normals, 8 = mesh has a superior alpha order and is visible through other transparent objects(this is used for hair). (once again, i can be wrong)

TMCmattransparentTemplate.bt

here is an updated version of the 010 template. with highlights for transparency in "objinfo" and "objmat".

note: you can search in "010 editor's template results" by pressing <ctrl+F> while the focus being in it.

p.s. the noesis script supports also the ng3 files.

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Re: Dead or Alive series formats and tools

Post by Protocol X27 » Fri Feb 21, 2014 4:11 am

Thanks for the tips, b0ny. I was initially going to skip the current costume since others don't have the same issue, but between your suggestions on the values and some comparison against a hair file, I figured it out.

It required changing two values. The value directly below the UBYTE Transparency 8 (the overall ObjInfo value) AND the value beneath the '08' for the specific item within the ObjInfo both need to be set to '01' There were still some minor normal/tiling issues on part of the texture, but at least it wasn't doing the dual transparency thing. :D

---

On a different note, yep I did notice the new plugin was working for the ng stuff as well. :) Since you figured out the rotation issue. Is it possible for you to explain where that value is in the tmc and how it affects the vertices?

I want to inject an 'unrotated' mesh into a .tmc that is 'rotated', but that won't work correctly without translating the verts. If I knew what values to apply to the verts I could right a routine that will do so for all of them.

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