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Re: Dead or Alive series formats and tools

Posted: Tue Aug 25, 2015 2:08 am
by Protocol X27
bbbmods wrote: @Protocol X27

I haven't had any issues upping textures to 1024X1024 with the texture tool, but trying 2048X2048 one time caused infinite loading in game
Good to know, I think there are a couple 512's that I at least could upgrade then.
Lilstormcloud wrote: pro
Just making a note of it so the info can float around, since I'm gradually shifting away from doa lol - as you can probably tell.
Fair enough, I guess there has to be cap on mod ideas at some point, right? ;)
th0rough wrote:I have what appear to be TMC/TMCL files extracted but I can't open them in anything (I think they're in the old console format where the TMCL holds almost everything). I should be able to manually separate out meshes and textures, right?

edit: Turns out I can't decrypt these TMCL files with any version of the doa5udecrypt.bms found in this thread. I either get 0 files found, or an error which says "Error: the compressed zlib/deflate input is wrong or incomplete (-3)" and "Error: there is an error with the decompression the returned output size is negative (-1)"
The bms script is mostly for the original Xbox containers. You can use archivarius to get new or PC stuff. You can then use Noesis to extract .obj's for either Xbox or PC. There are also TMC exporters for individual meshes, but I think those are PC only. b0ny's or sf234's texture extractors will be the best options for pulling textures, either xbox or PC depending on which format you're working with.

****
Has anyone extracted the newer hairstyles from Last Round ? I just noticed that Archivarius and Blp converter don't seem to detect them. Anyone know of a work around?

Re: Dead or Alive series formats and tools

Posted: Tue Aug 25, 2015 3:11 am
by th0rough
The bms script is mostly for the original Xbox containers. You can use archivarius to get new or PC stuff. You can then use Noesis to extract .obj's for either Xbox or PC. There are also TMC exporters for individual meshes, but I think those are PC only. b0ny's or sf234's texture extractors will be the best options for pulling textures, either xbox or PC depending on which format you're working with.
These are xbox files (supposedly the new dlc). I had to use an unpacker script instead of archivarius because archvarius wouldn't open the files. The bms scripts work on everything except for the TMCL files - is there a reason for this?

Re: Dead or Alive series formats and tools

Posted: Tue Aug 25, 2015 2:34 pm
by Protocol X27
th0rough wrote: These are xbox files (supposedly the new dlc). I had to use an unpacker script instead of archivarius because archvarius wouldn't open the files. The bms scripts work on everything except for the TMCL files - is there a reason for this?
Then what you need is the BLP Converter for Xbox. It'll read the new file information and provide a copy of details that need to be pasted into Archivarius .dat file. It worked fine for me on the new DLC. I don't know of anyone that is still using the bms stuff even for modern DLC, so I don't know of any suggestions as to how/why it's having issues.

Re: Dead or Alive series formats and tools

Posted: Tue Aug 25, 2015 9:29 pm
by th0rough
Protocol X27 wrote:Then what you need is the BLP Converter for Xbox. It'll read the new file information and provide a copy of details that need to be pasted into Archivarius .dat file. It worked fine for me on the new DLC. I don't know of anyone that is still using the bms stuff even for modern DLC, so I don't know of any suggestions as to how/why it's having issues.
Ok, thanks. I've gotten the data out of the blp file for Archivarius to work with, but opening the .bin/.lnk files gives me an error (attached). I have what I think is the most recent release of Archivarius (28 May 2015).

Re: Dead or Alive series formats and tools

Posted: Wed Aug 26, 2015 2:09 am
by Protocol X27
th0rough wrote: Ok, thanks. I've gotten the data out of the blp file for Archivarius to work with, but opening the .bin/.lnk files gives me an error (attached). I have what I think is the most recent release of Archivarius (28 May 2015).
Which DLC did your try? The Hot Summer?

Also make sure there are now spaces/break returns in between the original .dat data and the new stuff pasted. Make sure there's no empty lines afterward either. Ie, open the .dat file, go to the last line, press enter once to start a new line, paste the new data, save then close.

Oh, and that latest version may be the PC version of archivarius. I think 1.7 may have been the last console version.

Re: Dead or Alive series formats and tools

Posted: Wed Aug 26, 2015 2:41 am
by th0rough
Protocol X27 wrote:Which DLC did your try? The Hot Summer?

Also make sure there are now spaces/break returns in between the original .dat data and the new stuff pasted. Make sure there's no empty lines afterward either. Ie, open the .dat file, go to the last line, press enter once to start a new line, paste the new data, save then close.

Oh, and that latest version may be the PC version of archivarius. I think 1.7 may have been the last console version.
Yeah, turns out I was using the PC version. Hope the new version has a check box or something, it would be a little less confusing.

Thanks for all the help.

Re: Dead or Alive series formats and tools

Posted: Fri Aug 28, 2015 11:01 am
by syasuker
hi
Doutoku's DLC Tool 日本語版.3
I translated it.
May bring convenient DLC encapsulation.

thx sf234

Re: Dead or Alive series formats and tools

Posted: Sat Aug 29, 2015 4:01 am
by bbbmods
syasuker wrote:hi
Doutoku's DLC Tool 日本語版.3
I translated it.
May bring convenient DLC encapsulation.

thx sf234
I get an error trying to download it :/

Re: Dead or Alive series formats and tools

Posted: Sat Aug 29, 2015 10:10 am
by syasuker
bbbmods wrote:
syasuker wrote:hi
Doutoku's DLC Tool 日本語版.3
I translated it.
May bring convenient DLC encapsulation.

thx sf234
I get an error trying to download it :/
https://userscloud.com/g4rjh8zq4ow4
maby that :D

Re: Dead or Alive series formats and tools

Posted: Sat Aug 29, 2015 10:50 am
by navmesh
syasuker wrote:
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
Thanks for the English tool, please tell me more detail ,is there any problem with alpha-152 in earlier version ?
Thanks

Re: Dead or Alive series formats and tools

Posted: Sat Aug 29, 2015 7:06 pm
by bbbmods
syasuker wrote:
bbbmods wrote:
syasuker wrote:hi
Doutoku's DLC Tool 日本語版.3
I translated it.
May bring convenient DLC encapsulation.

thx sf234
I get an error trying to download it :/
https://userscloud.com/g4rjh8zq4ow4
maby that :D
same thing, I get this error when I click download :/

Image

Re: Dead or Alive series formats and tools

Posted: Fri Sep 04, 2015 6:49 am
by navmesh
syasuker wrote:hi
Doutoku's DLC Tool 日本語版.3
I translated it.
May bring convenient DLC encapsulation.

thx sf234
could you please share the source code ?
Thanks alot

Re: Dead or Alive series formats and tools

Posted: Tue Sep 08, 2015 11:40 pm
by waldmeister
Hey everybody! This is my first post here. First of all I want to thanks everybody who is contributing these useful tools and scripts here. I have a question about modding the Xbox 360 version of DOA5 Last Round (ie DOA5 Ultimate plus LR title update):

About a small mod changing Hitomi's hair color from brown to blond. It does work on DOA 5 Ultimate 1.0 vanilla version.

The way it worked was to use doa5Uarchivarius(v18) to get the TMC and TMCL files extracted and then tecmo360texturesExtractorV15 to extract the textures contained within HITOMI_HAIR_004.TMCL... then modifying them from brown to blond and then adjusting the compressed and uncompressed size of the entries in HITOMI_HAIR_004.TMC via a HEX editor in the default.xex.

I think the modified HITOMI_HAIR_004.TMCL and HITOMI_HAIR_004.TMC were appended to the chara_common.lnk (1.73 GB big file which contains the non-DLC models and hairstyles if I remember correctly) and the file was then also modified regarding the hex value of the new total file size etc. The reason for appending is: swapping TMC and TMCL files using archivarius for the stock chara_common.lnk and .bin doesn't work for some reason and gives a long error message.

I also know that starting with a certain Update of DOA5 Ultimate (1.03 or so?) HEX range 0x000-0x45c0 from default.xex(original) has to be replaced in the modified default.xex...

Now it has been quite some time so I don't remember exactly... but as I said it works on the DOA5 Ultimate 1.0 vanilla version when removing any title updates and using a fixed default.xex.

After updating to the most recent version DOA 5 Last Round 1.04 there is an error: "VERSION MISMATCH - This game has been updated to an incompatible version."
So does anybody of you have an idea why this method suddenly stopped working?

Re: Dead or Alive series formats and tools

Posted: Fri Sep 18, 2015 2:45 pm
by Protocol X27
Welcome, waldmeister.

Apologies for the lack in response timing. Unfortunately, many have moved on to PC modding, or out of modding altogether. I haven't worked on anything for Xbox since Last Round first released, so I'm not sure about anything that 1.4 may have done to the game.

Archivarius has not been updated in a while, but there still might be the possibility of adding files manually to the chara_common.lnk and manually updating the default.xex. That's the only other work around I know of potentially, but if the default.xex got tampered with, you may be out of luck unless someone else is actively working on the Xbox version.

***
ObjGeo Injector update: My busy weeks have come and gone, so I've been finishing up the util. First version is don't but still buggy, so I'm hammering that stuff out. Just need to isolate problems and test a few costumes for stability before moving on to a release.

***
Looks like PC DLC in the works, so hopefully more opportunities in the future for stuff to mess with. :)

Re: Dead or Alive series formats and tools

Posted: Sat Sep 19, 2015 5:08 pm
by navmesh
Protocol X27 wrote:


***
ObjGeo Injector update: My busy weeks have come and gone, so I've been finishing up the util. First version is don't but still buggy, so I'm hammering that stuff out. Just need to isolate problems and test a few costumes for stability before moving on to a release.
Thank you, that means we can add as much mesh slots as we want ,right ? if it is , i think it will break the modding limit :)
sorry for bad english :p