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Dead or Alive series formats and tools

Post questions about game models here, or help out others!
SleepySea
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Re: Dead or Alive series formats and tools

Post by SleepySea »

The current generation of modders are too accustomed to the comfort GUI provides and convenient scripts that import/export stuff with a few clicks I think. :)

To the metal stuff is where the real fun is. Thanks for this cool tool.
Protocol X27
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Re: Dead or Alive series formats and tools

Post by Protocol X27 »

Lilstormcloud wrote:Thanks for the tools,

Very useful for those of us who know what's going on behind the scenes.

casual users will have to learn why they're performing a certain function rather than just relying on pressing a few buttons.
SleepySea wrote:The current generation of modders are too accustomed to the comfort GUI provides and convenient scripts that import/export stuff with a few clicks I think. :)

To the metal stuff is where the real fun is. Thanks for this cool tool.
No prob, glad to help.

I wouldn't consider anyone casual just because they're not advanced (yet). Keep in mind, thanks to better advancement in tools with PC, new people are already doing cooler stuff than we were ever able to do with Xbox due to lack of support. After 2 plus years we still couldn't insert foreign meshes, now anyone can hop in and do that without hex knowledge, and we're less than six months into PC modding. If anything it's good stuff that helps expand the community.

***
I wasn't able to get the bug fix uploaded last night, to make up for it the next release will have support for all vertex buffer lengths AND progress has gone even better with vertex scaling so hopefully any size vertex group should be able to inject/overwrite any other size if all new bugs get hammered out.
Neostatos4
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Re: Dead or Alive series formats and tools

Post by Neostatos4 »

Thanks for the reply to my ask,
so if I follow the last recent story for get the 3d character models\animations\textures\bones, I saw:
p101: viewtopic.php?f=16&t=6392&start=1500 (MeshWarp)
p102: viewtopic.php?f=16&t=6392&start=1515 (Uarchivarius.dat update)
p105: viewtopic.php?f=16&t=6392&start=1560
doa5LRarchivarius.dat + Blpconverter update
p106: viewtopic.php?f=16&t=6392&start=1575
update Texture Tool + DLC Tool
p107: viewtopic.php?f=16&t=6392&start=1590
speak about the lnk reshuffle
p108:viewtopic.php?f=16&t=6392&start=1605
update doa5LRarchivarius28May2015
p112: viewtopic.php?f=16&t=6392&start=1665
https://www.mediafire.com/folder/9zi2gt8dyllaj/doa5mod
newvertex porting tools + index shifter + doa5mod mediafire folder and tmc tools...
p114: viewtopic.php?f=16&t=6392&start=1695
bodyshop toolkitv0.5
p115:viewtopic.php?f=16&t=6392&start=1710
Blender tmcmesh Importer-Exporter" + Blender&Python from Darko
p116: viewtopic.php?f=16&t=6392&start=1725
http://w11.zetaboards.com/SFxT_Mods/topic/11221937/1/
https://onedrive.live.com/?id=FFBE4E570 ... BE&group=0
p117:viewtopic.php?f=16&t=6392&start=1740
bodyshoptoolkitv1.0
If I forgot an important step in the chronology correct me.
So, hum, if you could make a tutorial to understand how to get the 3d model with the pc version of doa5 it would be like that:?
-install python 3 and blender 2.67
-put the files included in the archive of the most recent doa5archivarius(p108 of this thread I think?) in the \DOA5 steam game folder
-run archivarius with python and open character_common.bin or .lnk
-and get the 3d model after running the app in the same folder? (I will try this soon, but it could help me to know what there are to do more than that to get the model and in what formats I get them, tmc is not texture files??)

And sorry very much for the delay time that I had to answer. I just would have a step list to follow such as a cooking recipe to know how to use those tools well if possible please.
Protocol X27
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Re: Dead or Alive series formats and tools

Post by Protocol X27 »

@Neostatos4

There's a lot of information there, and some items may be old, so I'll just reference the basics. Take it one step at a time.

First Step: Extracting TMC & TMCL containers. TMC stands for Tecmo Memory Container. It includes a costumes vertices, textures, and other related geometry information.

Start with installing python. Once you've done that put the most recent version of Archivarius, chara_common.lnk & .bin (possibly the .exe as well) all in the same folder. Does not have to be the steam directory, but it can be.

Open the .lnk with Archivarius, look for files with .TMC & .TMCL extensions. One pair will usually represent a face, hair or costume. Once you reach that point then we can talk about Noesis and other things. :)
syasuker
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Re: Dead or Alive series formats and tools

Post by syasuker »

Protocol X27 wrote:@Neostatos4

There's a lot of information there, and some items may be old, so I'll just reference the basics. Take it one step at a time.

First Step: Extracting TMC & TMCL containers. TMC stands for Tecmo Memory Container. It includes a costumes vertices, textures, and other related geometry information.

Start with installing python. Once you've done that put the most recent version of Archivarius, chara_common.lnk & .bin (possibly the .exe as well) all in the same folder. Does not have to be the steam directory, but it can be.

Open the .lnk with Archivarius, look for files with .TMC & .TMCL extensions. One pair will usually represent a face, hair or costume. Once you reach that point then we can talk about Noesis and other things. :)
thx,I know how to use you tool. :D

A Question .
Whether most clothes don't need to action file?
Please look at the necklace and skirt.
They look just a short bones.I don't think Tecmo can give each bone production action file.
Maybe they are driven by gravity?
so...
If can I think I can transfer this part of the bone?
Or the custom? :D



Looking forward to your VertexBoneSubSingle tools the next version.
Let me see what can do great things :D

good luck!





------------------------------------------------
Sorry for my poor english.
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Protocol X27
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Re: Dead or Alive series formats and tools

Post by Protocol X27 »

Aight, we're back in action.

Toolkit updated!

http://www.mediafire.com/download/8a3ns ... itV1.2.zip

Fixed the problem with VertexBoneSubSingle.

Added Vertex Scaling for MeshInjectorDual. That mean's any mesh should be able to overwrite or be appended to any other costume mesh piece regardless of original vertex buffer length.

Keep me posted on questions & bugs.

***
@syasuker

Hopefully I understand your question correctly. Bones are contained in each costume container, so if a costume is missing bones for accessories. There won't be any way to animate something that had bones in a different costume, but doesn't have the bones in the next costume.

***

@LSC, when you get a chance plz send me that one file. I'd like to see if I can get 360 to PC support working in one of the next revisions.
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Re: Dead or Alive series formats and tools

Post by syasuker »

Protocol X27 wrote:Aight, we're back in action.

Toolkit updated!

http://www.mediafire.com/download/8a3ns ... itV1.2.zip

Fixed the problem with VertexBoneSubSingle.

Added Vertex Scaling for MeshInjectorDual. That mean's any mesh should be able to overwrite or be appended to any other costume mesh piece regardless of original vertex buffer length.

Keep me posted on questions & bugs.

***
@syasuker

Hopefully I understand your question correctly. Bones are contained in each costume container, so if a costume is missing bones for accessories. There won't be any way to animate something that had bones in a different costume, but doesn't have the bones in the next costume.

***

@LSC, when you get a chance plz send me that one file. I'd like to see if I can get 360 to PC support working in one of the next revisions.


yep,thx!the new one!
so I think that: The control clothing bone is special.
xDDDDD
Neostatos4
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Re: Dead or Alive series formats and tools

Post by Neostatos4 »

Thanks Protocol X27, so:(location are optional I know)
-I installed Python3.4.3
-Made a new folder on desktop and put in it the copy of the files
character_common.bin and character_common.lnk and
and the two exe file in game folder: game.exe & startup_setting.exe
(and I guess for the dlc just require the same process with the archive in dlc folder)
-I extracted the archive of the lastest doa5archivarius(p108) in the folder
-Then I run doa5archivarius, open character_common.bin/lnk
-Then all the files are displayed, I extract selected or extract all in a new output folder on desktop
-Then I have a bunch of Tmc and Tmcl files in a folder and it seem great
-So we can talk about Noesis? What do I do next please?
Protocol X27
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Re: Dead or Alive series formats and tools

Post by Protocol X27 »

syasuker wrote: yep,thx!the new one!
so I think that: The control clothing bone is special.
xDDDDD
Correct. There is an option. Not a perfect one, but an option. If you use a base costume that has a shirt with bones, you could have the bones from the mesh shirt be substituted with the current shirt bones. Kasumi's sailor costume might be a good choice.

I don't know how well this will work with the TMC / Blender import method, but by using a substitution list in MeshInjectorDual, it should be possible if bones were properly compared.
Neostatos4 wrote:Thanks Protocol X27, so:(location are optional I know)
//snip//
-Then I have a bunch of Tmc and Tmcl files in a folder and it seem great
-So we can talk about Noesis? What do I do next please?
Good job! Okay, so up next is finding & installing Noesis. You'll have to find the plugins people have made available for the PC version and put them in the proper Noesis folder. I think sf234 may have made the last known update.

Noesis will allow you to view TMC files so you know which costumes you are working with. It can also export to .obj, extract 'some' textures and a few other things, but for now we just need it to view stuff.

If you already have the TMC's you technically can start editing either through a hex editor like HxD, scripts, or even some utitlities like sf234's texture tool.
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Re: Dead or Alive series formats and tools

Post by syasuker »

Protocol X27 wrote:
syasuker wrote: yep,thx!the new one!
so I think that: The control clothing bone is special.
xDDDDD
Correct. There is an option. Not a perfect one, but an option. If you use a base costume that has a shirt with bones, you could have the bones from the mesh shirt be substituted with the current shirt bones. Kasumi's sailor costume might be a good choice.

I don't know how well this will work with the TMC / Blender import method, but by using a substitution list in MeshInjectorDual, it should be possible if bones were properly compared.
Neostatos4 wrote:Thanks Protocol X27, so:(location are optional I know)
//snip//
-Then I have a bunch of Tmc and Tmcl files in a folder and it seem great
-So we can talk about Noesis? What do I do next please?
Good job! Okay, so up next is finding & installing Noesis. You'll have to find the plugins people have made available for the PC version and put them in the proper Noesis folder. I think sf234 may have made the last known update.

Noesis will allow you to view TMC files so you know which costumes you are working with. It can also export to .obj, extract 'some' textures and a few other things, but for now we just need it to view stuff.

If you already have the TMC's you technically can start editing either through a hex editor like HxD, scripts, or even some utitlities like sf234's texture tool.

bad news.I don't understand your tools.
Can you write a tutorial how to transfer the bones?
If you have the time :D
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Re: Dead or Alive series formats and tools

Post by bbbmods »

@Protocol X27

hey,

Curious about your recent tool. I read the description you gave, but not quite sure I fully understand. It sounds similar to the tmc polygon tools which can swap and append parts without the use of blender or renaming. The only exception is special animated parts like skirts and scarfs and stuff cant swap properly if the tmc doesn't have those bones. does your tool swap the animated parts as well? also, by append, do you mean the same way tmc polygons tool appends, which adds a mesh to an existing slot without removing the original, or does it create a new slot? (eg. tmc has only wgt_body, wgt_body_1, wgt_body_2. will it create a wgt_body_3 along with a new texture slot?)

@all -

does anyone have dlc tool 0.10.3 in English? I only have the Japanese version of it.
navmesh
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Re: Dead or Alive series formats and tools

Post by navmesh »

bbbmods wrote:@Protocol X27
@all -
does anyone have dlc tool 0.10.3 in English? I only have the Japanese version of it.
does anyone know what's changed in 0.10.3 version ?
syasuker
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Re: Dead or Alive series formats and tools

Post by syasuker »

navmesh wrote:
bbbmods wrote:@Protocol X27
@all -
does anyone have dlc tool 0.10.3 in English? I only have the Japanese version of it.
does anyone know what's changed in 0.10.3 version ?
maby Alpha-152
Protocol X27
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Re: Dead or Alive series formats and tools

Post by Protocol X27 »

syasuker wrote: bad news.I don't understand your tools.
Can you write a tutorial how to transfer the bones?
If you have the time :D
Sure, that's fairly easy. If you already figured out how to use MeshInjectorDual ... there is an option for the 'boneSubFile', set it to a text file of your choice...

boneSubFile = 'myBoneSubs.txt'

Inside of that text file add all of the substitutions you want to make. For example, if your source model has a wrist bone and the target model does not you may want to assign it to the bone that does exist. For all of these place them each on a new line in your .txt so that it looks something like this. Place the source bone followed by a pipe '|' then the target bone name.

OPT_L_Wrist_A|OPT_Left_Hand_Root
OPT_R_Wrist_A|OPT_Right_Hand_Root
OPT_whatever|MOT00_Hips

So you will need to know that actual bone names in order to replace them.
bbbmods wrote:@Protocol X27
Curious about your recent tool. I read the description you gave, but not quite sure I fully understand. It sounds similar to the tmc polygon tools which can swap and append parts without the use of blender or renaming. The only exception is special animated parts like skirts and scarfs and stuff cant swap properly if the tmc doesn't have those bones. does your tool swap the animated parts as well? also, by append, do you mean the same way tmc polygons tool appends, which adds a mesh to an existing slot without removing the original, or does it create a new slot? (eg. tmc has only wgt_body, wgt_body_1, wgt_body_2. will it create a wgt_body_3 along with a new texture slot?)
Welcome to Xentax :)

In a sense, my util sounds like it's doing the same stuff as the other one, but it can remap bones if similar bones are available. I have no idea/if when we'll reach the point of inserting bones so for now, a target costume with accessory bones can have original accessory bones updated to the new ones without weight painting. Since the names are so generic/numbered though, it could be time consuming still to identify skirt1A > coat72z.

I guess I wasn't aware that tmc polygon tool appends as well. Yes, when appending it will add the mesh the end of the current one, so wgt_body 8 will have it's original mesh plus the new piece.

I'm not sure what's needed to add a new slot. I attempted it once and kept Noesis from crashing, but I didn't find everything needed to make it work properly.

Edit:
Ummm #$%#%$@%$@#$ ... I think I just figured out how to insert a 'new' mesh object. :eek: :eek: :ninja:
Thought, I'd try it again since it's been months, fresh eyes, and more knowledge of the containers. It took a bit, but I think I found all of the values. Only tried with the Xbox, so far but I got it work in Noesis. Now the trick'd be to automate the process. Just don't have much time over the next three weeks. :(
syasuker
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Re: Dead or Alive series formats and tools

Post by syasuker »

Protocol X27 wrote:
syasuker wrote: bad news.I don't understand your tools.
Can you write a tutorial how to transfer the bones?
If you have the time :D
Sure, that's fairly easy. If you already figured out how to use MeshInjectorDual ... there is an option for the 'boneSubFile', set it to a text file of your choice...

boneSubFile = 'myBoneSubs.txt'

Inside of that text file add all of the substitutions you want to make. For example, if your source model has a wrist bone and the target model does not you may want to assign it to the bone that does exist. For all of these place them each on a new line in your .txt so that it looks something like this. Place the source bone followed by a pipe '|' then the target bone name.

OPT_L_Wrist_A|OPT_Left_Hand_Root
OPT_R_Wrist_A|OPT_Right_Hand_Root
OPT_whatever|MOT00_Hips

So you will need to know that actual bone names in order to replace them.
Thank you for your instructions for me to try again.

:D VertexBoneSubSingle out of the tmc&tmcl is right?
I thought I would be a TXT. :D
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