Thank you always.mikulover39 wrote:The naughty Tengu Princess is here!!!
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Dead or Alive series formats and tools
Re: Dead or Alive series formats and tools
Thanks so much!mikulover39 wrote:The naughty Tengu Princess is here!!!
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Protocol X27
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Re: Dead or Alive series formats and tools
@miku, thanks, I'll have to take a look at the .dat file and get back to you. Thanks for posting the updated one for Nyotengu
@all, What is the objective with skeletal information? My guess was that animation data and stuff was contained in the bin or MPM files. Does the GlblMtx affect initial bone positions? it would seem that or something else would be necessary for re-mapping characters of different body structures.
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Re: DOA5LR, I am glad current gen is getting it so it doesn't completely kill creativity until PS4/XBO are useable. Initially I was thinking this would be advantageous since a new chara_common would mean accessible hair & head files for DLC characters, but since current gen is DLC only it may not change much. I would also suspect that existing DLC containers won't seen any form of optimization... UNLESS the game itself happens in the form of a complete download and not just a huge page like USFIV did.
@all, What is the objective with skeletal information? My guess was that animation data and stuff was contained in the bin or MPM files. Does the GlblMtx affect initial bone positions? it would seem that or something else would be necessary for re-mapping characters of different body structures.
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Re: DOA5LR, I am glad current gen is getting it so it doesn't completely kill creativity until PS4/XBO are useable. Initially I was thinking this would be advantageous since a new chara_common would mean accessible hair & head files for DLC characters, but since current gen is DLC only it may not change much. I would also suspect that existing DLC containers won't seen any form of optimization... UNLESS the game itself happens in the form of a complete download and not just a huge page like USFIV did.
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Lilstormcloud
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Re: Dead or Alive series formats and tools
any word on who's body type the new char shares? really really really don't want to make another body model.
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Protocol X27
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Re: Dead or Alive series formats and tools
Mid size, Towel one matches Hitomi other than the legs being shorter for the 'sandal' things.
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MisterNatal
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Re: Dead or Alive series formats and tools
EDITED: I've extracted the files I want to start with and I get a long list of numbers!
"B498A5595980886495E0FFD8280D1696367DD9CC4B"
"4250ACFD1B15ED82E17B54580EE3AC43F76232854B"
these are just known as "File" on my computer how would I go about changing it to bin? or whatever I need to extract the model/data? much appreciated!
"B498A5595980886495E0FFD8280D1696367DD9CC4B"
"4250ACFD1B15ED82E17B54580EE3AC43F76232854B"
these are just known as "File" on my computer how would I go about changing it to bin? or whatever I need to extract the model/data? much appreciated!
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mariokart64n
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Re: Dead or Alive series formats and tools
Its a signed live container, google for a program called wxpirs
http://gael360.free.fr
U can use it to unpack the containers
http://gael360.free.fr
U can use it to unpack the containers
Maxscript and other finished work I've done can be found on my DeviantArt account
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MisterNatal
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Re: Dead or Alive series formats and tools
Thank you for the reply! I checked the tutorial section for the "How to extract .bin" files and im a little stuck is this the part where I use Noesis because I haven't a a clue where the DOA5U file from this thread goes lolmariokart64n wrote:Its a signed live container, google for a program called wxpirs
http://gael360.free.fr
U can use it to unpack the containers
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Protocol X27
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Re: Dead or Alive series formats and tools
I use Horizon still which has worked for everything so far.
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I've established that the mesh append method is highly unreliable. I had a 3rd model take a hit. Worked fine on the Select & 2nd Player, but choked the first player load. It has to be some file size or vertex cap since either mesh work fine independently. Strangely, it's all been with mid size characters, Momiji, Hitomi, Nyotengu. Rachel & Ayane worked fine. I guess it doesn't matter now that Nyotengu provided a useable mesh. :-/
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I've established that the mesh append method is highly unreliable. I had a 3rd model take a hit. Worked fine on the Select & 2nd Player, but choked the first player load. It has to be some file size or vertex cap since either mesh work fine independently. Strangely, it's all been with mid size characters, Momiji, Hitomi, Nyotengu. Rachel & Ayane worked fine. I guess it doesn't matter now that Nyotengu provided a useable mesh. :-/
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MisterNatal
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Re: Dead or Alive series formats and tools
Hey protocol! I'm pretty sure im like a broken record now but after I used the Wxpirs thing Mario directed me to I was left with "Content_data.(bcm/bin/blp and just content_data) how should I go about this from here?Protocol X27 wrote:I use Horizon still which has worked for everything so far.
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I've established that the mesh append method is highly unreliable. I had a 3rd model take a hit. Worked fine on the Select & 2nd Player, but choked the first player load. It has to be some file size or vertex cap since either mesh work fine independently. Strangely, it's all been with mid size characters, Momiji, Hitomi, Nyotengu. Rachel & Ayane worked fine. I guess it doesn't matter now that Nyotengu provided a useable mesh. :-/
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Protocol X27
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Re: Dead or Alive series formats and tools
That's actually what you want.
Think of the .blp was the container a list of file sizes and the content_data.lnk as the container for individual stuff.
Those will need to be edited. The means of doing that is explained in mario's video. If you can extract a costume from the .lnk and put it back into the .lnk with updated references, you'll have the technique down. The only difference after that is actually doing 3D & texture modifications.
Think of the .blp was the container a list of file sizes and the content_data.lnk as the container for individual stuff.
Those will need to be edited. The means of doing that is explained in mario's video. If you can extract a costume from the .lnk and put it back into the .lnk with updated references, you'll have the technique down. The only difference after that is actually doing 3D & texture modifications.
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MisterNatal
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Re: Dead or Alive series formats and tools
Am I missing something? I have this paranoid feeling I am can you tell me where the file posted by Rosalina goes? it seems importantProtocol X27 wrote:That's actually what you want.
Think of the .blp was the container a list of file sizes and the content_data.lnk as the container for individual stuff.
Those will need to be edited. The means of doing that is explained in mario's video. If you can extract a costume from the .lnk and put it back into the .lnk with updated references, you'll have the technique down. The only difference after that is actually doing 3D & texture modifications.
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mariokart64n
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Re: Dead or Alive series formats and tools
yeah seems there is a python script that works in conjunction with those dat files that helps with unpacking.
Since the game files have scrambled names, it seems folk here are recording the proper file names in those dat files
... huh the dat file just appears to be a normal text file with 8 fields
1 ) file id
2 ) LNK file name
3 ) original filename
4 ) new filename
5 ) file size
6 ) file flags
7 ) uncompressed size
8 ) file checksum
example:
Seems like the dat files are basically text representations of the DLC's BLP files
But anyways you don't need that program to do the unpacking, there is a BMS written by chrrox that will do the unpacking
viewtopic.php?p=79183#p79183
https://www.youtube.com/watch?v=TZoyg7Od9I0
Since the game files have scrambled names, it seems folk here are recording the proper file names in those dat files
... huh the dat file just appears to be a normal text file with 8 fields
1 ) file id
2 ) LNK file name
3 ) original filename
4 ) new filename
5 ) file size
6 ) file flags
7 ) uncompressed size
8 ) file checksum
example:
Code: Select all
0x19 chara_dlccos_none 2RB63@1S100@CT1H]71]J1936D10F1QR3N{S651DA81J ZACK_DLCU_001.TMC 1FF4 E0000001 00008D80 63C8A167But anyways you don't need that program to do the unpacking, there is a BMS written by chrrox that will do the unpacking
viewtopic.php?p=79183#p79183
https://www.youtube.com/watch?v=TZoyg7Od9I0
Maxscript and other finished work I've done can be found on my DeviantArt account
