Page 108 of 135

Re: Dead or Alive series formats and tools

Posted: Thu May 21, 2015 3:58 am
by syasuker
https://www.youtube.com/watch?v=uXfie1kvVfk

sorry a silly question,who can give me the tool of tex form1?

Image

Re: Dead or Alive series formats and tools

Posted: Thu May 21, 2015 7:30 am
by Lilstormcloud
That's a 360 problem, you don't need it. the textures in PC shouldn't be scrambled.
Plus the 360 texture extractor had it built in.

Re: Dead or Alive series formats and tools

Posted: Thu May 21, 2015 9:20 pm
by SkacikPL
Looking at freestepdodge forums, i've noticed somebody has dug out unused Alpha 152 ninja outfit (which got reused in 3rd ninja clan pack on consoles lol).
This also made me curious about costumes for alpha. As the game seems very picky about them, loading any costume that was not made for use with alpha will crash the game when loading a stage (or selecting the costume). My first guess is either abundance of textures (alpha ones have only two, one is white and other one is tint color) or alpha (as in transparency). Perhaps her shader does not also work very well with normal mapping (even better guess).

Same applies for hair. Using hair meshes from other costumes will crash the game.

I'll poke around and see whether i can come up with an answer.

//
---C seems to be some sort of shader file, using non-alpha costume with non-alpha ---C will work, however using alpha shader with non-alpha costume will crash the game.
It doesn't seem to be a problem with opacity as i tried replacing all textures with ones used in alphas costumes. Not sure about normal maps as i don't know how are materials setup in this game, perhaps they're also handled by ---C.

Last resort would really be that alpha costumes are just allowed to have 2 textures (L_0 and L_1) but that's hard to test without ability to strip textures from TMC(L).

//
Her hair seems to have transparency mask in separate file but i don't think it's actually used.
Using alpha shader on other characters seems to have no effect, that would mean that shader is predefined per actual character rather than costume itself. Not sure what would be the role of ---C file, perhaps just some sort of shader config?

Re: Dead or Alive series formats and tools

Posted: Fri May 22, 2015 9:19 am
by syasuker
Image
Image

by diedaodemao
[bruce]

Re: Dead or Alive series formats and tools

Posted: Sat May 23, 2015 1:47 am
by mariokart64n
eh sorry i said i was gonna write some stuff up last week, but then got hooked playing the witcher3. i still havent forgotten. modding should be easy just needs someone to doe the coding eh

Re: Dead or Alive series formats and tools

Posted: Sat May 23, 2015 7:46 am
by amandabyyy
Hey everyone,

Started working on some code to import/export TMC model data. Just looking through the 64 byte sized vertex data, I can see the following:

fvfdata key -> vertex data

0x2 maps to the vertex position
0x30002 maps to the normal vector
0x5000B maps to the UV coordinate

I can't quite seem to figure out
0x1000D - This is 4 bytes. It could be the bone indices?
0x60003 - This is a vector since the 3 components' magnitude is 1 and the fourth value is 1.0. Is this the bitangent?
0x20005 - This is 4 bytes like 0x1000D. This could be bone indices.
0x105000B - This is 8 bytes. I honestly don't have any clue what this could be.

What I'm sorely missing are the blend weights which I'm assuming are 4 floats (16 bytes). If anyone could help me with these values I can't seem to figure out, I'd greatly appreciate it.

Re: Dead or Alive series formats and tools

Posted: Wed May 27, 2015 7:20 am
by syasuker
amandabyyy wrote:Hey everyone,

Started working on some code to import/export TMC model data. Just looking through the 64 byte sized vertex data, I can see the following:

fvfdata key -> vertex data

0x2 maps to the vertex position
0x30002 maps to the normal vector
0x5000B maps to the UV coordinate

I can't quite seem to figure out
0x1000D - This is 4 bytes. It could be the bone indices?
0x60003 - This is a vector since the 3 components' magnitude is 1 and the fourth value is 1.0. Is this the bitangent?
0x20005 - This is 4 bytes like 0x1000D. This could be bone indices.
0x105000B - This is 8 bytes. I honestly don't have any clue what this could be.

What I'm sorely missing are the blend weights which I'm assuming are 4 floats (16 bytes). If anyone could help me with these values I can't seem to figure out, I'd greatly appreciate it.

0x105000B = 0x00105000B = 01 05 00 0B
01 declLayer
05 declUsage D3DDECLUSAGE https://msdn.microsoft.com/en-us/librar ... 85%29.aspx
00 always 0?
0B declType

by diedaodemao

Re: Dead or Alive series formats and tools

Posted: Wed May 27, 2015 7:28 am
by SkacikPL
Game got updated today - no patch notes.
I expect a mod cock-block.
//
DLC mods seem to work, however hair indexes have been shifted - i guess that they needed to code-in some space for new costumes and that's that.
Though obviously ink reshuffle won't work on the new executable.

Re: Dead or Alive series formats and tools

Posted: Thu May 28, 2015 2:48 am
by amandabyyy
syasuker wrote:
amandabyyy wrote:Hey everyone,

Started working on some code to import/export TMC model data. Just looking through the 64 byte sized vertex data, I can see the following:

fvfdata key -> vertex data

0x2 maps to the vertex position
0x30002 maps to the normal vector
0x5000B maps to the UV coordinate

I can't quite seem to figure out
0x1000D - This is 4 bytes. It could be the bone indices?
0x60003 - This is a vector since the 3 components' magnitude is 1 and the fourth value is 1.0. Is this the bitangent?
0x20005 - This is 4 bytes like 0x1000D. This could be bone indices.
0x105000B - This is 8 bytes. I honestly don't have any clue what this could be.

What I'm sorely missing are the blend weights which I'm assuming are 4 floats (16 bytes). If anyone could help me with these values I can't seem to figure out, I'd greatly appreciate it.

0x105000B = 0x00105000B = 01 05 00 0B
01 declLayer
05 declUsage D3DDECLUSAGE https://msdn.microsoft.com/en-us/librar ... 85%29.aspx
00 always 0?
0B declType

by diedaodemao
oh crap that helps a lot. thanks!

Re: Dead or Alive series formats and tools

Posted: Thu May 28, 2015 7:54 pm
by b0ny
hi folks. i'm a bit off track of what you're doing here, also not shure what is the current state of archivarius, still, here is a version ported by you guys with some modifications by me.

doa5LRarchivarius
(some, not shure, very last, b0ny+folks edition):

added a keybank funtion to store all the keys to a file, so for now you could spare your time by unpacking with keys found by someone else, the keys are added to the keybank once, and used next time from there. also reversed some filenames.

stage modding anyone, i was intrigued to see the debug stages(suported by provided archivarius), have anyone tried to hack the way the stages are loaded to load different stages(cinematic and debug), debug stages could be a good tutorial on materials and things...

Re: Dead or Alive series formats and tools

Posted: Fri May 29, 2015 6:10 am
by amandabyyy
Just wanted to say thanks syasuker! I can now import arbitrary meshes on top of TMCs. I have a lot of cleaning up to do though now :P

Re: Dead or Alive series formats and tools

Posted: Fri May 29, 2015 6:59 am
by Rosalin
@b0ny

good to see you again b0ny.

Re: Dead or Alive series formats and tools

Posted: Fri May 29, 2015 8:06 am
by syasuker
amandabyyy wrote:Just wanted to say thanks syasuker! I can now import arbitrary meshes on top of TMCs. I have a lot of cleaning up to do though now :P
good news

and all from diedaodemao.

I'm just a porter

Re: Dead or Alive series formats and tools

Posted: Fri May 29, 2015 2:20 pm
by jacksh
Can provide doa5Uarchivarius.dat for X360 ver.(Fighter Force Costumes)? or where to find the updated.

Re: Dead or Alive series formats and tools

Posted: Fri May 29, 2015 5:03 pm
by LarsMasters
I'm having a trouble on DLC Tool Head Swap & it gives me an error on some head. Example: Jacky with Jann Lee's face & hair