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 » Sun Jun 15, 2014 1:24 am

a ha found a rabbit hole :twisted:
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Re: Dead or Alive series formats and tools

Post by Rosalin » Sun Jun 15, 2014 11:39 am

That's nice idea. Like you said, it will be better to check it with bone index or UV coordinates.

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Re: Dead or Alive series formats and tools

Post by Protocol X27 » Sun Jun 15, 2014 10:45 pm

For the neck, I don't think an approximation will cut it because it has to assume a near value on x,y and z axes. In some extreme cases the first neck ring verts could be closer to the second neck ring verts of different body type. The only way I can presently think to do it programmatically is to get the Vertex # of each from both target and source models. It is possible to calculate where each falls within the TMCL at that point, but it sure would be a lot of grief.

On the flip side, I started on an app. It shouldn't be too difficult. I just may have a time shortage over the next few days to finish it. I already have it reading the Ofs,HieLay and NodeLay. I just have to get the comparisons, replacement, and file writing done.

Ros, C# and Python both have the ability to read & write files. I don't know Python the way b0ny does, but I know with C# reading and writing files is fairly simple. If you did want to learn, either language would be recommendation. Python is easier to start with though.

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Re: Dead or Alive series formats and tools

Post by Rosalin » Mon Jun 16, 2014 5:57 am

For the neck again, I've check 3 character's UV coordinates in the neck. (MR, Rachel, Momiji)
I could that find they had all same U,V,W whatever their vertex x,y,z are.

This means we can find the vertices we need by UV coordinates.

But there is one problem. They have 2 vertices in one UV map because of the symmetry.
And I could find that Left side of the vertex ID is larger than right side of it.

that means. if you search for the 44 values package of a vertex in TMCL from the first of the file by UV,
the one you can get first is right side of it, and the second is the left side.

In conclusion, we don't need any of TXT file or something like that to get the vertices in the neck.
They can be fully automated.

***********************

Unfortunately, it seems that they have some exceptions on UV coordinates.
I'll soon make a data table for it.
At least they will have same neck UV on one character
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Re: Dead or Alive series formats and tools

Post by Lilstormcloud » Mon Jun 16, 2014 7:16 am

oh wait it was a mole :eek:
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Re: Dead or Alive series formats and tools

Post by Rosalin » Mon Jun 16, 2014 2:37 pm

I don't think it will be useful to do it with hands or arms or legs..
There will be so much unexpected problems I think..
Do you Know 10 nails are sharing one UV plane?
Well... you do know.


I think it will be just good to snap the vertices with 3DS MAX.

anyway, for the neck, there is only about 0.001 differences in UV coordinates between the models.
so when the UV coordinate HEX values could be turned into floats, I can guess it will not be difficult to find the vertices by the UV coordinates.

Sometime some other vertices could be near that coordinates, I think it can be filtered by double checking with some other conditions.


******************************

I tried to find out what's UV in 44 bytes.

Code: Select all

3D C4 6C BB 3E 93 BF 46 3D 69 93 3C 56 8D 92 65
4A 28 3A 53 4B 48 4A 1B 6B 5F B9 84 3B EA 3B DC
34 0A 31 6E 3B EA 3B DC 3B EA 3B DC
UV of This vertex is U=0.989 V=0.018.
Well.. I can't read it.

Are they really floats?

*****************
ah.. forget about fully automated bullshits.
I'll try this my own way.

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Re: Dead or Alive series formats and tools

Post by Lilstormcloud » Mon Jun 16, 2014 8:39 pm

Might not
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Re: Dead or Alive series formats and tools

Post by Protocol X27 » Tue Jun 17, 2014 1:37 am

Edit:

Utility just needs testing, found a bug, but otherwise HieLay & BnOfsMtx seem to work. I don't think those alone will solve everything, but at least they take care of some of the form. Meshes still need adjustments if trying to recreate original form.

***

Good find on tracking down the UV coordinates. Which values are they in the index buffer. That will come in handy for eventual rewrites. I won't have the time to tackle neck stuff just yet, but the closer we get the theory, the easier it will be once we're sure.

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Re: Dead or Alive series formats and tools

Post by Rosalin » Tue Jun 17, 2014 1:08 pm

Hey what's the neck bone ID?

Code: Select all

00 00 00 00 3E ED 9F D3 3C D5 B6 81 7D FA 68 00 00 00
7F 80 00 00 1B 1A 7B 18 20 00 21 CD 38 12 21 CD 38 12
21 CD 38 12 34 DC 24 9A
I got it 1B1A

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Re: Dead or Alive series formats and tools

Post by Protocol X27 » Tue Jun 17, 2014 5:52 pm

Looks like archivarius will need an update, or at least the reference file. It doesn't find any of the new containers by default for Phase 4 or the Overalls.

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Re: Dead or Alive series formats and tools

Post by Lilstormcloud » Tue Jun 17, 2014 8:54 pm

I wonder [roll]
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Re: Dead or Alive series formats and tools

Post by Protocol X27 » Tue Jun 17, 2014 9:29 pm

Plausible theory considering end values would apply to something that Alpha 152 does not have. She has a 32 buffer length and does not use UV coordinates.
I'd be curious if the one is actually spec or not w/out it being referenced the same.

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Re: Dead or Alive series formats and tools

Post by mikulover39 » Tue Jun 17, 2014 10:35 pm

Updated the .dat file to get all the models out for phase 4 and the new dlc costumes.
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Re: Dead or Alive series formats and tools

Post by Protocol X27 » Tue Jun 17, 2014 10:48 pm

mikulover39 wrote:Updated the .dat file to get all the models out for phase 4 and the new dlc costumes.
Thanks!! :D

How u do dat so fast? :ninja:

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Re: Dead or Alive series formats and tools

Post by Darko » Tue Jun 17, 2014 11:39 pm

mikulover39 wrote:Updated the .dat file to get all the models out for phase 4 and the new dlc costumes.
Thanks, now Hitomi with the new hot outfit.
Image

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