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Dead or Alive series formats and tools
- Rosalin
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Re: Dead or Alive series formats and tools
lol.. I understood.
I should have known why it requires TXT format..
******
Good, I think I made it quite correctly.
But it didn't ended up perfectly. (pic on coreg)
Some nodes couldn't find corresponding nodes, and the rigging was broken.
and.. what's more serious is there's lack of space for index list in Nodelay T_T
Compared to lisa's body, using all body nodes, bodies in some other costumes doesn't use all of them and so there's missing body nodes, not only missing vertices.
So there's lack of space for additional node index.
Maybe I could enlarge TMC file size and adjust offests for that...
I don't know lil and prot faced this problem already..
But anyway... now we have mariokart here and I'm so sure he could provide a perfect answer for this once he is willing to do.
And his new video seems to be showing offsets for sub-blocks. that will be helping for enlarging TMC file.
I'll ask for help if I can't do this any longer by myself.
****
Anyway, it seems that the app is having maunal substitution list option.
Can anyone tell me how to use it?
I mean the form that the app requires.
I guess I can make it in excel.
I should have known why it requires TXT format..
******
Good, I think I made it quite correctly.
But it didn't ended up perfectly. (pic on coreg)
Some nodes couldn't find corresponding nodes, and the rigging was broken.
and.. what's more serious is there's lack of space for index list in Nodelay T_T
Compared to lisa's body, using all body nodes, bodies in some other costumes doesn't use all of them and so there's missing body nodes, not only missing vertices.
So there's lack of space for additional node index.
Maybe I could enlarge TMC file size and adjust offests for that...
I don't know lil and prot faced this problem already..
But anyway... now we have mariokart here and I'm so sure he could provide a perfect answer for this once he is willing to do.
And his new video seems to be showing offsets for sub-blocks. that will be helping for enlarging TMC file.
I'll ask for help if I can't do this any longer by myself.
****
Anyway, it seems that the app is having maunal substitution list option.
Can anyone tell me how to use it?
I mean the form that the app requires.
I guess I can make it in excel.
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Protocol X27
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Re: Dead or Alive series formats and tools
@mario, welcome back, thought you were completely off the DOA grid, lol. It is also possible to inject meshes from one costume into another or even append. Results can vary, but the process is fairly systematic at this point.
@miku, thanks for the explanation. I'll still have to process what you're saying there, since time is sparse over the next week. Ya, my nurse containers don't extract. I think I'm using the .dat file you provided when that pack came out. If I needed to edit that file what might I need to change?
@ros, Bone substitutions can be done in notepad. Start a new line for each substitution. source_bone_name|target_bone_name
@miku, thanks for the explanation. I'll still have to process what you're saying there, since time is sparse over the next week. Ya, my nurse containers don't extract. I think I'm using the .dat file you provided when that pack came out. If I needed to edit that file what might I need to change?
@ros, Bone substitutions can be done in notepad. Start a new line for each substitution. source_bone_name|target_bone_name
- Rosalin
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Re: Dead or Alive series formats and tools
Well, I made it.
All missing nodes have been added to the index list, and offsets and buffer size were adjusted in each headers correctly.
No more broken weights.
No crash.
Thank you all.

Now I think I'm fully ready for nyotengu release.
All missing nodes have been added to the index list, and offsets and buffer size were adjusted in each headers correctly.
No more broken weights.
No crash.
Thank you all.
Now I think I'm fully ready for nyotengu release.
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Lilstormcloud
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Re: Dead or Alive series formats and tools
Pro a while back when you put 2 mesh into one object.
The face messed up and you had to separate the two in the index with FF FF.
That's coz they were in sequence.
e.g 10 00 and 10 01
say 10 00 is the end of mesh 1, and 10 01 is the start of mesh 2.
what the index is saying is 10 01 is joined to 10 00, which is wrong, hence you get the face flying off to meet the other face.
The face messed up and you had to separate the two in the index with FF FF.
That's coz they were in sequence.
e.g 10 00 and 10 01
say 10 00 is the end of mesh 1, and 10 01 is the start of mesh 2.
what the index is saying is 10 01 is joined to 10 00, which is wrong, hence you get the face flying off to meet the other face.
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mariokart64n
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Re: Dead or Alive series formats and tools
had a look at the bone structures in DOA5, and I'm very puzzled about the "BnOfsMtx" block.

HieLay defines a relative matrix4x4 for the skeleton, along with hierarchy info such as the parenting and children
NodeLay Stores the Node Names, and indices in which to assign them to the skeleton
GlblMtx defines a world matrix4x4 for the skeleton
BnOfsMtx Somewhat resembles a skeleton if read as a world matrix4x4.. however the skeleton is deformed? but to what purpose?
the resulting skeleton derived from data of both the NodeLay and GlblMtx blocks are exactly identical.
tests run on modifying the BnOfsMtx block show that it has a direct affect on how the final skeleton operates in the game....
any thoughts guys? maybe a animation bind pose?

HieLay defines a relative matrix4x4 for the skeleton, along with hierarchy info such as the parenting and children
NodeLay Stores the Node Names, and indices in which to assign them to the skeleton
GlblMtx defines a world matrix4x4 for the skeleton
BnOfsMtx Somewhat resembles a skeleton if read as a world matrix4x4.. however the skeleton is deformed? but to what purpose?
the resulting skeleton derived from data of both the NodeLay and GlblMtx blocks are exactly identical.
tests run on modifying the BnOfsMtx block show that it has a direct affect on how the final skeleton operates in the game....
any thoughts guys? maybe a animation bind pose?
Maxscript and other finished work I've done can be found on my DeviantArt account
- Rosalin
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Re: Dead or Alive series formats and tools
@Mariokart
I never knew it was T pose, lol..
As I know.. BnOfsMtx affects in-game model most among 3 of them... maybe
*******
I have a question..
in archivarious .dat file
what are those numbers in the end of each lines?
1604 E0000017 00005600 71104693.... something like that.
**************
Lol.
Another DOA5 is coming out for XBO/PS4
http://www.youtube.com/watch?v=ukOO1I5CNXs
2015 1Q
I never knew it was T pose, lol..
As I know.. BnOfsMtx affects in-game model most among 3 of them... maybe
*******
I have a question..
in archivarious .dat file
Code: Select all
0x19 chara_dlccos_none 2T052@1S100@BH1H]]J1835CP1F11QJ15MB9{R77181H TINA_DLCU_003.TMC 1604 E0000017 00005600 71104693
1604 E0000017 00005600 71104693.... something like that.
**************
Lol.
Another DOA5 is coming out for XBO/PS4
http://www.youtube.com/watch?v=ukOO1I5CNXs
2015 1Q
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Lilstormcloud
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Re: Dead or Alive series formats and tools
another porting operation of existing stuff comes 2015. that's lammmmmmmmeeeeee
It'll probably be quite similar to what we have now. might even be exactly the same then we open it up and lol "larger textures"
wonder which version to get though. PS4 or X1,
Modifications to GlblMtx does nothing for me, I swapped out the whole block 1 time and can't spot a difference.
It'll probably be quite similar to what we have now. might even be exactly the same then we open it up and lol "larger textures"
wonder which version to get though. PS4 or X1,
Modifications to GlblMtx does nothing for me, I swapped out the whole block 1 time and can't spot a difference.
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mariokart64n
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Re: Dead or Alive series formats and tools
..alrighty I have all of the three skeleton's working right now 
I feel stupid because it was a simple thing and I should have spotted it earlier.
anyway I can rule out Rosalin's theory about the 3 skeleton's controlling breast size.
you can tweak the skeleton and cause a deformation that would lead the the breasts skewing..
however it is not a specific control mechanism for the breast physic's in the game. :/
there are however separate files that seem to handle the physics and collision data, so I wager its in there.

I feel stupid because it was a simple thing and I should have spotted it earlier.
anyway I can rule out Rosalin's theory about the 3 skeleton's controlling breast size.
you can tweak the skeleton and cause a deformation that would lead the the breasts skewing..
however it is not a specific control mechanism for the breast physic's in the game. :/
there are however separate files that seem to handle the physics and collision data, so I wager its in there.

Maxscript and other finished work I've done can be found on my DeviantArt account
- Rosalin
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Re: Dead or Alive series formats and tools
Maybe we can expect higher resolution, improved lighting effects, 1080p .. that will be enough.
Anyway, nyotengu is going to be released very very soon!
***
Wow. DOA5LR is going to be released for XBOX360, too

Anyway, nyotengu is going to be released very very soon!
***
Wow. DOA5LR is going to be released for XBOX360, too
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MisterNatal
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Re: Dead or Alive series formats and tools
Hello! im starting out new here and I want to learn how to port (obviously lol) I've checked the majority of this thread but im still lost on where to start. Im trying to get a jtagged xbox so i can port dlc's and costumes people haven't yet ported could I have a referral on which page to start on? and possibly some starter files to get me started on my journey? Much appreciated!
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Naroax
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Re: Dead or Alive series formats and tools
Check the tutorials section, and look at Maxscript video guide by mariokart64n, it's very usefull.MisterNatal wrote:Hello! im starting out new here and I want to learn how to port (obviously lol) I've checked the majority of this thread but im still lost on where to start. Im trying to get a jtagged xbox so i can port dlc's and costumes people haven't yet ported could I have a referral on which page to start on? and possibly some starter files to get me started on my journey? Much appreciated!
to port models/dlc you need a script for them, download some few of them around here by chrrox and learn how they're written with a simple format. and every model is stored in an archive so you also need a BMS script to extract them off, there are also 3 guides for quickbms by chroxx!! so I recommend you to check them out, have a nice day.
Re: Dead or Alive series formats and tools
Anyone working on the archiv dat?
dying to get Nyotengu models. XD
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mikulover39
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Re: Dead or Alive series formats and tools
@Protocol, well it depends on what is not decrypting properly.
If it's the --h change the end numbers too 110 0000 00000000 0000
If it's the --hl change the end numbers too 400 0000 00000000 0000
in the dat file
@Nyotengu, sure I'm working on it but new characters always take a while
If it's the --h change the end numbers too 110 0000 00000000 0000
If it's the --hl change the end numbers too 400 0000 00000000 0000
in the dat file
@Nyotengu, sure I'm working on it but new characters always take a while
Re: Dead or Alive series formats and tools
ok, cool and thanks!mikulover39 wrote:@Protocol, well it depends on what is not decrypting properly.
If it's the --h change the end numbers too 110 0000 00000000 0000
If it's the --hl change the end numbers too 400 0000 00000000 0000
in the dat file
@Nyotengu, sure I'm working on it but new characters always take a while
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mikulover39
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Re: Dead or Alive series formats and tools
The naughty Tengu Princess is here!!!
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