is it possible to extract stuff from ps3 version of doa5u?
thanks

the models format is unknown. not sure if there is a easy way to import models in ps2 version, i'll see what i can do but i'm short in time right now.aagems wrote:B0ny,is tool/blender script or model importer for doa2 dreamcast/doa2 hardcore (PS2) exist?on previous page in this topic(can't remember which page)you share an extractor for *.bin package for doa2 ps2,i wonder if you can make an importer for doa2 model, that would be awesome
afaik, no. i had a look for myself in ps3 models and i didn't like what i've seen, i even couldn't find the vertices to load in blender.khanbot wrote:hi guys
is it possible to extract stuff from ps3 version of doa5u?
thanks
the difference is all about better shaders, they use the same models for both games(afaik)khanbot wrote:aww
the game looks better visually on ps3 but idk if thats just me. but anyways, thanks.
thanks for your attention on my request b0ny, i'll be patient since i know youre very busy with other project.if dreamcast version is more easier to figure it out,then dreamcast version is okay (since i have both version),also if you need a sample for dreamcast version, i'll be happy to helpb0ny wrote:the models format is unknown. not sure if there is a easy way to import models in ps2 version, i'll see what i can do but i'm short in time right now.
i have found my old unfinished scripts where i tried to import doa2 for ps2 and dreamcast in blender. i couldn't reverse the formatsaagems wrote:thanks for your attention on my request b0ny, i'll be patient since i know youre very busy with other project.if dreamcast version is more easier to figure it out,then dreamcast version is okay (since i have both version),also if you need a sample for dreamcast version, i'll be happy to helpb0ny wrote:the models format is unknown. not sure if there is a easy way to import models in ps2 version, i'll see what i can do but i'm short in time right now.
Thanks for the update to this. I might be doing something incorrect because in Noesis I'm getting a strange tiling with my initial test.b0ny wrote: [Protocol X27]
dxt5 is storing the alpha for each color channel thus it's twice as bigger as dxt1, thus to replace a dxt1 texture with a dxt5 texture you have to divide one of it's sides by two. but with swizzled textures it's even worse, the swizzled data is not proportional to the unswizzled one, thus (afaik) the dxt5 swizzled texture data can be more then 4 times bigger than dxt1 swizzled texture data. but why would you care, just press the little 'X' button and select what side in your opinion is better to keep and which to shorten.
but to enable the transparency correctly in the game, i think you should still edit the material flags or something(not sure about that)
you can't judge by noesis script coz it doesn't handle untilled textures, have you tried it actually in the game?Protocol X27 wrote: Thanks for the update to this. I might be doing something incorrect because in Noesis I'm getting a strange tiling with my initial test.
the dimensions and the format doesn't matter, for alpha you can use tga or png, the injector will transform the image automatically(rescaling it to required dimensions).Protocol X27 wrote: I have by default a 1024 x 512 DXT1. I have saved it as a .tga with an alpha channel. So do I need to save my image with dimensions cut in half? ie 512x512 for width/yes or 1024 x256 for height/no?
Thanks, no I have not yet. I will try that next, and I'll post screen caps if that doesn't do the trick. I didn't realize there was a variance between Noesis and the end result.b0ny wrote:you can't judge by noesis script coz it doesn't handle untilled textures, have you tried it actually in the game?Protocol X27 wrote: Thanks for the update to this. I might be doing something incorrect because in Noesis I'm getting a strange tiling with my initial test.
you have to enable transparency for the materials that use that texture. i could make all the materials, that contain the converted texture, transparent, in the texture extractor itself. but this will kill all the fun, wouldn't it?Protocol X27 wrote:... values relate to that? If it's stored in the .tmc in the TTX section, ...
i need to have a look that post. any chance that you have saved it to your hdd or something?Lilstormcloud wrote:This is similar to that post on coregrafx which showed the same process.
assuming that there are no other differences then the next step the coregrafx example showed was a modification in the objinfo block.