Re: Dead or Alive series formats and tools
Posted: Thu Apr 23, 2015 11:42 pm
are there any existing xbox 360 mods for DOA5LR if so where can i find them?
That's what I was saying, that there are not any major resources for 360 mods, at least with this community. You'd have to try 360iso or something. Unless someone PM's you with some crazy resource, I wouldn't hold your breath.NebulaUK wrote:are there any existing xbox 360 mods for DOA5LR if so where can i find them?
You can find it on pro's usb drive lol, kidding kidding.NebulaUK wrote:are there any existing xbox 360 mods for DOA5LR if so where can i find them?
Thanks, that did the trick! Now if only I didn't have to unlock stuff again for the bajillionth time XDLilstormcloud wrote: Pro,
for the config google "dead or alive last round fix bat"
I caught that quite late, but this means that entire texture limit for a single TMC is 5MB? That's quite poor lol.sf234 wrote:Updated Texture Tool, save now works for --h/--p files. Tmc files with textures now opens correctly, as for save, there seems to be some kind of limit either on subsection (TTDM) size or on whole size of character's tmc file. Model with ~5Mb of textures in tmc works fine, with ~6Mb game crashes. There is an idea to convert such models (for using only tmcl textures).
http://rghost.net/private/7gLDNKRql/6dc ... 03ef1ea696
open it in IDLE python GUIVashey wrote:Thanks, sounds useful.
How do I run it exactly? I tried with python but it doesn't work, same with noesis.
As for chara_common, I have no problem opening it with archivarius 1.8.
can this convert pc to 360 as well.Protocol X27 wrote:Ok, as promised: MeshWarp. It's still a bit hands on and requires ripping the verts from 360 & PC containers manually for each group, but it does work stand alone. I've tested it with a model having multiple mesh objects adjusted even of different buffer length. I included a read me this time. Use the int value of the vertex buffer & divide by 4, for the buffer length values.
It looks like buffer lengths have been changed differently based on the vertex group. I still haven't worked on a 32 yet, but 28,40,44's all have different buffer lengths.
360(int)/360(hex) -> PC(int)/PC(hex)
28/1C -> 36/24
40/28 -> 60/3C
44/2C -> 64/40
***
While working on some stuff a few questions popped up about the utils. Hopefully someone can point me in the direction.
Archivarius PC
1) chara_common did not want to open... anything... Am I missing an update?
2) Tropical DLC blp did not extract one of the TMC's correctly. Nyotengu White Swimsuit
BLP Converter
1) Does not read Tropical DLC blp, is there any update needed for it to read PC files?
Yep, LSC explained how to use the actual file. If you mean how to get the data though, that's a bit more involved with finding vertices in hex and saving them into text files. Feel free to ask specifics if your still learning that.Vashey wrote:Thanks, sounds useful.
How do I run it exactly? I tried with python but it doesn't work, same with noesis.
Thanks, looked like I missed that one too.Lilstormcloud wrote:Thanks, sounds useful.
Pro,
Think you're referring to the second to last post. viewtopic.php?p=104985#p104985
It says it requires cracked .ini
No, isn't much advantage right now without having without the ability to edit PC vertices. If that means happens, it might be easy to adjust it to do so later.NebulaUK wrote: can this convert pc to 360 as well.
viewtopic.php?f=16&t=6392&start=1215zareef wrote:Would anyone be so kind and tell me where to find "blp converter" (for Xbox 360 not PC) ?
I can't find it.. and searching the forum doesn't help..
I don't think there are any new importers yet. marios unpacker/repacker is within the last 10 pages, I think.MisterNatal wrote:Does anyone know what page I can find the new importers for 3ds max? because I would love to port some outfits but cannot