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Dead or Alive series formats and tools

Post questions about game models here, or help out others!
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Rosalin
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Re: Dead or Alive series formats and tools

Post by Rosalin » Wed Jun 18, 2014 4:57 am

I'm almost done with my script too.
I can guess it will be done in 24 hours.

lil, I know you have vertex ID grabber 3dsmax script.
Why don't you share it? That will make this job much easier.

and thanks for the update mikulover :)
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Re: Dead or Alive series formats and tools

Post by Lilstormcloud » Wed Jun 18, 2014 6:51 am

I thought you had
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Re: Dead or Alive series formats and tools

Post by Protocol X27 » Wed Jun 18, 2014 1:56 pm

Nice, Ros!

A couple tidbits I forgot to mention, the information in the HieLay looks like it's the ids of the bones after the 0x40 bytes that we replace. This could come in handy for reparenting accessory bones.

Also my initial list of texture type order in the GeoObj was limited. It looks like the specular is listed in there too. I'm still trying to establish consistency and resolve what some of the other values do.

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Re: Dead or Alive series formats and tools

Post by Rosalin » Wed Jun 18, 2014 3:16 pm

Yay, it's done.
It's limited to use for 44,44,44.. models only.
If you need to do for some other models, you can do it after some calculations.
This app is quite... manual.
And This might require some .DLL, I hope not.

This app worked with numerically ordered vertex ID references.
It will be very convenient with vertex ID grabbing max script.
But I don't guarantee the results when you did that.
Matching them to corresponding vertex ID source to target 1:1 by vertex position is basic principle.

Anyway, it can be done to 2nd, 3rd neck ring too,

And thanks for the readme.txt prot (:

***
Thanks lil for the script. That was really useful.
I packed it too. is it OK?
Anyway i think it will be much more convenient if it shows result in just 3dsmax listener rather than in TXT file.
don't know how to fix it.

***

prot, yes. I think I remember someone made entire bone structure with only hiely in this thread.
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Re: Dead or Alive series formats and tools

Post by Lilstormcloud » Wed Jun 18, 2014 7:40 pm

don't mind
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Re: Dead or Alive series formats and tools

Post by Protocol X27 » Wed Jun 18, 2014 9:22 pm

Nice work on makin' an app, Ros!

What's your method for comparing and finding the match? Did the UV coordinate thing work, or are you doing a calculation based on the vert position from the start of the Vertex Layer.

Something got me thinking, if the UV thing did match, or had a very slight tolerance as LSC was sayin', it should be possible to match every vertex and reform the bodies automatically with a reasonable method. I want to start working on an injector that will build on some stuff I've already done, but the one thing I need to track down is the relationship between the mesh group and the vertex buffer group that it belongs to.... For example, where is the value that identifies a body object as a member of the 44 group. If I have that I can start doing some automating...


I've revisited attempts to add alpha to an image that utilizes a wet / alt texture, but I still can't figure it out. I've tried changing a ton of stuff, but haven't found what actually differs between a regular mesh and the others.

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Re: Dead or Alive series formats and tools

Post by Rosalin » Wed Jun 18, 2014 11:05 pm

This thing does it in simplest way.

The address of vertex buffer starting start position
+Vertex_ID*44

yeh~

It assumes that every vertices are in 44 group.
It checks bone ID so it will not start copying if there's bone ID mismatch in vertex address.

You can do it for another groups something like this.

The address of vertex buffer starting start position
- number of verts that are in 40 group before neck vert* (44-40)
+Vertex_ID*44

So the ref value should be like this.
[12312312 - num*4 ,5466,5467,5468,......]
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Re: Dead or Alive series formats and tools

Post by Protocol X27 » Thu Jun 19, 2014 4:50 am

Ah, nice!

Also awareness of that snap feature is huge. I'm kicking myself for not bothering to see if 3dsmax had that. I should have known better. I got most of a torso done within a couple of hours compared to a fraction of that before.

Most of the new DLC's are full torso's minus Kasumi / Ayane. :lol: They are also getting sneaky with some of the texture stuff. Some of the back facing textures aren't easy to spot on the texture itself, so setting the alpha requires being thorough in the alpha layer.

PS: I'm also diggin' the progress made lately w/ out the horrendous ads, :D

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Re: Dead or Alive series formats and tools

Post by Rosalin » Thu Jun 19, 2014 7:20 am

I've checked my app again, but it's strange that it doesn't work with 2nd 3rd neck ring.
It seems that 2nd neck ring vertices don't share identical boneID.

and I forced to copy to 2nd neck ring, but some weights looked corrupted.
I can guess the weight values should be kept as well as bone ID when copying.

I should fix my app and test.


**
I realized that it doesn't need to be done it for 2nd neck ring or more at all.
So the app is just fine.
I've just packed the new script below and added simple guide about it.
**

well, I've changed max script by myself

Code: Select all

for x=1  to 1 do (
	vCount = $.selectedVerts.count
	fCount = $.selectedfaces.count 
	ref="\n▼▼\nVertex [" + vCount as String +"]\n")
for a = 1 to vCount do
(
	ref = ref + $.selectedVerts[a].index as string
	if(a==vCount) then ref=ref+"\n\nFace ["+ fCount as String +"]\n"
	else ref=ref+","
)
for b = 1 to fCount do
(
	ref = ref +$.selectedfaces[b].index as string
	if(b<fCount) then ref=ref+","
)
ref = ref+"\n▲▲\n\n"
This's been just simplified as I wanted

****

prot, your app worked perfectly
and I'm so pleased that I got a really perfect base body of momiji.
thanks.
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Re: Dead or Alive series formats and tools

Post by Protocol X27 » Fri Jun 20, 2014 2:48 am

No prob, Ros! Glad it helped! Is your script change for just returning selected vert numbers ??

I think the mismatch on the bone id is because a vertex can have up to four bone ids, the closer inward on the body the increased likelihood of having different bone id's.

***

I cannot for the life of me figure out how to 'alpha out' meshes without dual textures. I've tried swapping everything unique minus index related values for the Mesh Object, ObjInfo Block, Specific TTX, and no impact for the better.

Grrr, I'm really hoping that it's not data contained in the .bin or something. I'm not sure what else to check.

***

At least I started working on the patterns for the vtx / idx index for the mesh objects. It's a lil' old / a lil' new, I just forgot to do reference previously for the blue stuff. The red value seems to be a consistent value based on the vertex buffer grouping even if not actually an index value.

Image
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Re: Dead or Alive series formats and tools

Post by Rosalin » Fri Jun 20, 2014 5:29 am

Yes but why? Yet I don't know where to use face index.
So I limited it for vertex index.

**
It's a bad news about the boneID.. :[
It wasn't simple like that.

**
And that rachel in VR suit looks good.
I'm also planning to make more like that.
I about to make powers rangers lol

**
I uploaded tiled screenshot on core.
Bigger the better.
but you know.. the tiling cannot be done by simply placing the tiles in place.
There happens some kind of distortion between the tiles.
You may need to soften edges and 'warp' in photoshop to fix the distortion and stitch the tiles.

And you may know Y+left stick up allows more zoom when taking photos.

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Re: Dead or Alive series formats and tools

Post by Lilstormcloud » Fri Jun 20, 2014 7:18 am

take a ultra large one. print it on a dakimakura cover, listed it on ebay

Profit~~~~~~~~~~ Lol.
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Re: Dead or Alive series formats and tools

Post by Protocol X27 » Fri Jun 20, 2014 2:24 pm

Ros, yeah modifying vertices is a beast, it may take a bit to fully tackle that issue.

LSC, Phase 4 has potential, I modded the overalls already, but haven't checked the mesh on the ayane style costumes. We're still at a bit of a deficit, since we don't have proper intel on injecting files back into the patch file correctly which requires encryption.

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Re: Dead or Alive series formats and tools

Post by Lilstormcloud » Fri Jun 20, 2014 10:17 pm

I saw bunnies around here I swear :scaredy:
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Re: Dead or Alive series formats and tools

Post by Rosalin » Sat Jun 21, 2014 8:46 am

I have a question.

Will it be possible to put Lisa's body into this one?
Image
Or taking some part of this costume (hat, backpack or etc) to Lisa's body.
Last edited by Rosalin on Sat Jun 21, 2014 12:32 pm, edited 3 times in total.

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