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Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis script.

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Kamillho
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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr

Post by Kamillho » Fri Dec 14, 2012 6:03 pm

Ok, Nevermind

I fixed!

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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr

Post by mariokart64n » Sun Dec 16, 2012 1:11 am

can someone help decipher the hitboxes

the structures are seen in the MDLInfo block. and also once at the start of the file at offset 0x60

I don't think its a matrix, seems like min, max but what I've tried doesnt look right.
Maxscript and other finished work I've done can be found on my DeviantArt account

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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr

Post by Milesgboy » Sun Dec 16, 2012 6:27 am

I'm not sure if I'm using the right script or not. Since I want to import NG3 models but it just give me this error.

http://puu.sh/1BrfN

252gt
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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr

Post by 252gt » Mon Dec 17, 2012 1:07 am

Delete
Last edited by 252gt on Thu Dec 20, 2012 3:13 pm, edited 1 time in total.

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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr

Post by Darko » Mon Dec 17, 2012 1:49 am

252gt wrote:Hi

I found this Chinese site

http://hi.baidu.com/luis_dior/item/69e4 ... 741009b59a

It may be helpful

inside, there is a MAX script to import DOA 5 models with bones

I don't know if anybody mention it before

anyway here is the link for script
http://pan.baidu.com/share/link?shareid ... 3305297226


I was able to import model with bones, but you know that model is not align to bone

so you need to skin it and ..... ( alot of work )

I hope this will help you.


-- Sorry for bad English --
isn't that the max script mario made for research??

That script isn't even complete and has uv problems. Even the newest one is not ready yet to completely import a doa5 character in 3ds max.
Image

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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr

Post by mariokart64n » Mon Dec 17, 2012 4:55 am

lol yeah thats my script, you can see all the boxes I've tried to import.

anyways thats why I've finally posted here about it. I can't resolve the way they've encoded their hitboxes.
Any help or ideas on the encoding would be helpful

also here's the latest script, test it out and report any problems.
TMC Praser.zip
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Maxscript and other finished work I've done can be found on my DeviantArt account

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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr

Post by 252gt » Mon Dec 17, 2012 5:59 am

Well
It is kind of shame
That Chinese site didn't even credit your work

Well thanx alot mariokart


-- sorry for bad English --

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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr

Post by Darko » Fri Dec 21, 2012 7:31 am

Lol the forum was offline for a couple of days and it seems the last sql backup was from a day before the crash and the posts couldn't be saved.

Ok basically:

The converter works fine with bodies and ayane-kasumi boss faces and hitomi's face. The other faces as far as I have imported have weighting problems. Also, eyes and eye shadows have no uv's.

The texture I tried to unswizzle was 0x001A7000_DXT1_TX3D.dds from helena costume 02

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Image

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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr

Post by mariokart64n » Sun Dec 23, 2012 9:31 pm

its a typical 1024x512 3D tiled texture, the problem is from my script. data in the DDS should be written at position 0x80, but instead its at 0x78

there must be an error in my script where I read the XPR2 header. I had known about the texture support being buggy, this further supports the need for me to redo that part :P
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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr

Post by Darko » Sun Dec 23, 2012 10:16 pm

mariokart64n wrote:its a typical 1024x512 3D tiled texture, the problem is from my script. data in the DDS should be written at position 0x80, but instead its at 0x78

there must be an error in my script where I read the XPR2 header. I had known about the texture support being buggy, this further supports the need for me to redo that part :P
Lol yeah, and It's a shame the forum was offline, I could'nt contact you.

Also don't forget the .tex files, those files have some normal bumps that need to be untiled.
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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr

Post by HeliosAI » Mon Dec 24, 2012 1:29 pm

can anyone share the script that imports weighting on body's and some faces again? It got lost during the forum crash ><

Also is there any chance to update it to support more faces?

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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr

Post by Darko » Mon Dec 24, 2012 2:40 pm

o0Crofty0o wrote:can anyone share the script that imports weighting on body's and some faces again? It got lost during the forum crash ><

Also is there any chance to update it to support more faces?
The importer is above:

tmcpraser.zip.
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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr

Post by HeliosAI » Mon Dec 24, 2012 3:07 pm

Thanks but wasn't there one that imports weights too?

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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr

Post by Darko » Mon Dec 24, 2012 5:22 pm

o0Crofty0o wrote:Thanks but wasn't there one that imports weights too?
That script imports weights, just write true in:

skinON = true

Edit:

Not all the meshes are imported with uv's in my case (kasumi_boss_cos001) the kodachi and kodachi's ropes have no uv's. What I do is to transfere weight data from one mesh generated with Mario's script to another one generated in noesis. I use a perl script called riggomatic.pl by hunter.
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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr

Post by mariokart64n » Mon Dec 24, 2012 8:15 pm

lol my list of bug fixing is getting ever so large :P

please tell me if theres anything else wrong

anyway about the UVs, DOA5 uses 2D UVs and 4D UVs.

I don't think I implemented the use of 4D UVs, so thats probably why UVs are not all there

the goal is to be able to import and file and export it back with very little change. that is why 4D uvs are skipped, because I'm not 100% sure how to handle them in max

however chrrox likely treated the 4D ones, as normal 2D ones.
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