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Re: Dead or Alive series formats and tools

Posted: Wed Jun 17, 2015 10:04 am
by Rosalin
Yay, black haired marie :harry

Re: Dead or Alive series formats and tools

Posted: Fri Jun 19, 2015 3:17 am
by syasuker
OK,the new DLC add 3 hair.
so we can add new hair to DLCmod?

Re: Dead or Alive series formats and tools

Posted: Sun Jun 21, 2015 3:26 am
by Protocol X27
I don't think that's possible yet... It can be added, but whether the game will handle it correctly, or have the costume reference it properly is another story.

***

I've updated a couple of scripts to work for 360 now. I'm working on my first injection test. If anyone has already done this and has any shortcuts I'm all ears. I have to mock everything up by making the mod for the 360, do the same thing for the PC and then match the first from the 360 mod to the PC mod. Very time consuming... I'll post updated scripts once I can confirm that everything's working upon success of a completed mod.

Injecting into PC is slightly different since Verts & Indices are in the TMC now, that means all addresses at the beginning of the container need to be updated for anything after the IdxLay.

***

I ran into more issues with the BLP Converter (1.0 PC) / updated archivarious (1.8 PC) ... The BLP converter seems to recognize everything in the SK pack beside saying '6 unknown' files. I copied the data into the dat for archivarius. Archivarius still can't find most of the content in the .bin. Even if I compare the file names manually from what the BLP Converter generated, the file names don't seem to match. Anyone else run into anything like this?

Re: Dead or Alive series formats and tools

Posted: Sun Jun 21, 2015 8:18 am
by syasuker
Protocol X27 wrote:I don't think that's possible yet... It can be added, but whether the game will handle it correctly, or have the costume reference it properly is another story.

***

I ran into more issues with the BLP Converter (1.0 PC) / updated archivarious (1.8 PC) ... The BLP converter seems to recognize everything in the SK pack beside saying '6 unknown' files. I copied the data into the dat for archivarius. Archivarius still can't find most of the content in the .bin. Even if I compare the file names manually from what the BLP Converter generated, the file names don't seem to match. Anyone else run into anything like this?

The 1.02A With other ways of encrypted file name and add _1 at the back.
so the BLP Converter and dlctool have to update.
sorry my En.

Re: Dead or Alive series formats and tools

Posted: Wed Jun 24, 2015 1:14 pm
by Rosalin
I tested buffer extending and made a simple index shifter for my own use.
You can simply open multiple windows for multitasking.
Index Shifter.zip
Edit : I think I've made it totally wrong way in 2 byte mod. I hope it's fixed now.

Re: Dead or Alive series formats and tools

Posted: Mon Jun 29, 2015 7:19 am
by Lilstormcloud
new vertex porting tool.

http://c.2ch.net/test/-/pinkcafe/1434531576/560

seems like an automation of the basic model swap process.
It doesn't seem to rewrite tmc size and address though, which is the most annoying part :?

Re: Dead or Alive series formats and tools

Posted: Tue Jun 30, 2015 1:50 am
by Protocol X27
^ Good find.

What exactly did they change? I cannot tell by the screen shots, just one of the costumes without the stockings?

Maybe I'm missing something, but I couldn't figure out how to download the files, it just seemed like circular links.

***
I'm one step away from getting the bone sub script done. Got an unexpected error, I'm trying to resolve. I've only had a few minutes a day on weekdays to actually work on stuff, so it's been taking longer than expected.

Re: Dead or Alive series formats and tools

Posted: Tue Jun 30, 2015 4:53 am
by navmesh
Protocol X27 wrote:^ Good find.

What exactly did they change? I cannot tell by the screen shots, just one of the costumes without the stockings?

Maybe I'm missing something, but I couldn't figure out how to download the files, it just seemed like circular links.

***
I'm one step away from getting the bone sub script done. Got an unexpected error, I'm trying to resolve. I've only had a few minutes a day on weekdays to actually work on stuff, so it's been taking longer than expected.
Here is the tool
http://www.mediafire.com/download/pb62z ... ol_0.2.zip
http://www.mediafire.com/download/s3dya ... ol_0.4.zip
but i don't know how it works, i hope someone 'll make a tut how to use it
Thanks

Re: Dead or Alive series formats and tools

Posted: Wed Jul 01, 2015 2:32 pm
by LarsMasters

Re: Dead or Alive series formats and tools

Posted: Wed Jul 01, 2015 5:54 pm
by Rosalin
I used it and it's very powerful tool.

Re: Dead or Alive series formats and tools

Posted: Thu Jul 02, 2015 3:01 am
by Protocol X27
Thanks for posting the links, guys!

Injection Update: I have successfully done a mesh injection (extend an existing mesh), but for some reason the 2nd mesh has alpha transparency issues. I tried adding Nyotengu's towel body into her Senran Kagura costume. The inject worked along with the proper bone subs, but portions of the Towel body mesh still seem transparent. I don't yet know if its a PC factor, differences in the Vertex Buffers or even the Obj Info... Even Noesis shows this transparency as well, so it's something I'm not familiar with.

Unrelated Fun Fact: The initial pointer values at the start of the TMC have a misleading one. I think the 2nd to last entry is an 8 byte value since it went 4 then 4 00's and then the ACLCS offset after that. I had the original test near finished, but it was crashing the game just because there was another offset that didn't get updated.

Re: Dead or Alive series formats and tools

Posted: Thu Jul 02, 2015 6:39 am
by Lilstormcloud
The body is transparent? body as in the skin?

So you extended the nyotengu tmc and swapped the towel tmc body/skin model onto it, and now it's partially transparent, like some parts are visible or are most parts transparent and only some "sprinkles" of opacity sort of like dust.

Re: Dead or Alive series formats and tools

Posted: Thu Jul 02, 2015 12:15 pm
by Habeeb
If you add new submeshes (materials) you probably also will need to update the matecp and mcapack sections, and copy the submesh info from the MdlInfo section.

Null offsets mean the section is skipped.

Re: Dead or Alive series formats and tools

Posted: Fri Jul 03, 2015 2:49 am
by Protocol X27
Ok, I can clarify... Just to make sure it wasn't something with the Senran Kagura model, I tried again on the Cop costume. This process worked on both 360 models back in the day, so it should be doable.

Since the cop costume does not have a conflicting mesh it's easier to notice. Essentially the normals (faces?) are flipped. if looking straight on at the model, the front is transparent and the back is visible through the chest. I was going to post a screen shot but photobucket is being a turd at the moment, so I'll have to try that again later.

@Habeeb, the confusing part is that all I'm doing is extending an existing mesh. So one mesh now contains pieces from two to create one longer mesh. I know you helped with a transparency issue before. Since this is something we didn't have to deal with for the Xbox, I may need a quick course in what exactly those two control blocks are now doing differently.

Re: Dead or Alive series formats and tools

Posted: Fri Jul 03, 2015 3:42 am
by Habeeb
Protocol X27 wrote:Essentially the normals (faces?) are flipped.
Try writing indexes in a reverse order (inverse the winding of triangles). Or maybe duplicate the first index to flip all normals.