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Re: Dead or Alive series formats and tools

Posted: Mon Oct 19, 2015 5:39 am
by Rosalin
@Protocol

Basically, the tool I made is rip off of yours,
there are two main reasons I made it.
First one is, you can see clothing or, tail or some sort of physics simulations is completely getting wrecked with only 2 bone sync.
I didn't check every cases, try your tool with Helena's cat woman costume. (with the tail)
You will see a crazy dancing of the tail.
When I synced GblMtx additionally, I could see tail is stabled and it's shaking just normally.

Second, a japanese modder made a tool for importing tmc(not a tmcmesh) to blender.
And it shows bones shapes, too.( even if we can't edit it.)
But his tools shows the bones based on the GblMtx not based on BnofsMtx or Hielay.
So I made another version which can go with it.
you know, I used your tool for my mods and it shows always Lisa's bone with his script in blender, whatever the character is. Because it didn't handled GblMtx.

I hope that I didn't violate copyright :D .
That's all

Re: Dead or Alive series formats and tools

Posted: Mon Oct 19, 2015 6:41 am
by Rosalin
Does anyone know how to handle ACSCLS part?

I want to inject hair collision options without intterupting other clothing simulation stuffs. you know, short haired character like lisa or tina doesn't have hair collision features in their TMC file. So hairs pass through the body when I give it to long haired characters.

I was able to replace entire ACSCLS part with other character with long hair, and that made hair collisions working but, it might have killed other physics stuffs.
I hope to know just how to add it.

Re: Dead or Alive series formats and tools

Posted: Mon Oct 19, 2015 2:17 pm
by Protocol X27
abcdefh wrote: Example:
AYANE_DLCU_001
targetObjGeo = 1
targetObjGeoMesh = 1

In this case.
Offset of MtrCol after IdxLay becomes 0x4E.
It performs the last 2 bytes added to boundary adjustment of IdxLay, do you should not be with the 0x50 offset of MtrCol?
Even though MtrCol does not appear at position 0x0 the TMC still points to MtrCol properly, so the game still functions correctly. I have not seen this break the game yet, so it is something that is a priority for me to fix yet.
Rosalin wrote:@Protocol

Basically, the tool I made is rip off of yours,
there are two main reasons I made it.
First one is, you can see clothing or, tail or some sort of physics simulations is completely getting wrecked with only 2 bone sync.
I didn't check every cases, try your tool with Helena's cat woman costume. (with the tail)
You will see a crazy dancing of the tail.
When I synced GblMtx additionally, I could see tail is stabled and it's shaking just normally.

Second, a japanese modder made a tool for importing tmc(not a tmcmesh) to blender.
And it shows bones shapes, too.( even if we can't edit it.)
But his tools shows the bones based on the GblMtx not based on BnofsMtx or Hielay.
So I made another version which can go with it.
you know, I used your tool for my mods and it shows always Lisa's bone with his script in blender, whatever the character is. Because it didn't handled GblMtx.

I hope that I didn't violate copyright :D .
That's all
Rosalin wrote:Does anyone know how to handle ACSCLS part?

I want to inject hair collision options without intterupting other clothing simulation stuffs. you know, short haired character like lisa or tina doesn't have hair collision features in their TMC file. So hairs pass through the body when I give it to long haired characters.

I was able to replace entire ACSCLS part with other character with long hair, and that made hair collisions working but, it might have killed other physics stuffs.
I hope to know just how to add it.
Ok, nice. I didn't realize that GlblMtx needed to be updated. I can look into that after finishing current projects, but it won't be for a while. I have no problem that you used my code. If I were concerned, I would not have made it available. ;)

I do not know anything about the ACSCLS... yet... But collectively it seems like we're getting close to understanding most of what the TMC does. I have to finish rebuilding some of my code for my current project which will treat the TMC like a class. This will help access sections of the TMC better for reading and writing. At least this way once we know how the ACSCLS does work it may make it easier to manipulate.

***

In other news, I got the Xbox injector working and tested, but so far only for DOA5 core costume files work. Demo & NG files don't work because the file structure is slightly altered and my noob hack-ish methods aren't restructed well. This prompted to re-write the TMC class better which will help solve this problem AND help with the process of inserting items for GeoDecl, NodeLay, anything needed to add an object. So I'm basically treating everything like a structure somewhat similar to the unfinished approach that mariokart had with the initial PC stuff. I should have an update for the MeshInjector soon.

@bbb this means I'm finally getting close to automatically pulling over the NG Ayane costume(s). ;) Although, I'll still need to handle bone insertion and stuff to make it truly accurate which will still take a bit. If I do figure that out though at least we could get some animations working on those missing costumes. :)

Re: Dead or Alive series formats and tools

Posted: Tue Oct 20, 2015 12:17 am
by cnm123
If anyone know how to transfer a XPS model into doa5lr mod-file?

Re: Dead or Alive series formats and tools

Posted: Tue Oct 20, 2015 5:57 am
by bbbmods
Protocol X27 wrote:
abcdefh wrote: Example:
AYANE_DLCU_001
targetObjGeo = 1
targetObjGeoMesh = 1

In this case.
Offset of MtrCol after IdxLay becomes 0x4E.
It performs the last 2 bytes added to boundary adjustment of IdxLay, do you should not be with the 0x50 offset of MtrCol?
Even though MtrCol does not appear at position 0x0 the TMC still points to MtrCol properly, so the game still functions correctly. I have not seen this break the game yet, so it is something that is a priority for me to fix yet.
Rosalin wrote:@Protocol

Basically, the tool I made is rip off of yours,
there are two main reasons I made it.
First one is, you can see clothing or, tail or some sort of physics simulations is completely getting wrecked with only 2 bone sync.
I didn't check every cases, try your tool with Helena's cat woman costume. (with the tail)
You will see a crazy dancing of the tail.
When I synced GblMtx additionally, I could see tail is stabled and it's shaking just normally.

Second, a japanese modder made a tool for importing tmc(not a tmcmesh) to blender.
And it shows bones shapes, too.( even if we can't edit it.)
But his tools shows the bones based on the GblMtx not based on BnofsMtx or Hielay.
So I made another version which can go with it.
you know, I used your tool for my mods and it shows always Lisa's bone with his script in blender, whatever the character is. Because it didn't handled GblMtx.

I hope that I didn't violate copyright :D .
That's all
Rosalin wrote:Does anyone know how to handle ACSCLS part?

I want to inject hair collision options without intterupting other clothing simulation stuffs. you know, short haired character like lisa or tina doesn't have hair collision features in their TMC file. So hairs pass through the body when I give it to long haired characters.

I was able to replace entire ACSCLS part with other character with long hair, and that made hair collisions working but, it might have killed other physics stuffs.
I hope to know just how to add it.
Ok, nice. I didn't realize that GlblMtx needed to be updated. I can look into that after finishing current projects, but it won't be for a while. I have no problem that you used my code. If I were concerned, I would not have made it available. ;)

I do not know anything about the ACSCLS... yet... But collectively it seems like we're getting close to understanding most of what the TMC does. I have to finish rebuilding some of my code for my current project which will treat the TMC like a class. This will help access sections of the TMC better for reading and writing. At least this way once we know how the ACSCLS does work it may make it easier to manipulate.

***

In other news, I got the Xbox injector working and tested, but so far only for DOA5 core costume files work. Demo & NG files don't work because the file structure is slightly altered and my noob hack-ish methods aren't restructed well. This prompted to re-write the TMC class better which will help solve this problem AND help with the process of inserting items for GeoDecl, NodeLay, anything needed to add an object. So I'm basically treating everything like a structure somewhat similar to the unfinished approach that mariokart had with the initial PC stuff. I should have an update for the MeshInjector soon.

@bbb this means I'm finally getting close to automatically pulling over the NG Ayane costume(s). ;) Although, I'll still need to handle bone insertion and stuff to make it truly accurate which will still take a bit. If I do figure that out though at least we could get some animations working on those missing costumes. :)
That's great news :) Curious though, if you get the ng costume automatically converted, will you be able to enable the stuff that isn't in ninja gaiden like the sweat and dirt effects to be in the costume too? also when I was converting the tropical sailor kasumi, I had to use an original doa skin since her NG skin had a different UV/texture, so to keep the sweat, I needed to use doa skin. so I'm guessing the same will need to be done here, or paint the sweat/normal/dirt according to the NG skin UV

Re: Dead or Alive series formats and tools

Posted: Tue Oct 20, 2015 12:06 pm
by Follardo
I have this "Archive Tool" issue when I try to open the Halloween DLC 443350 after installing several costume mods. If I want to swap another costume, I have to start to swap costumes in the default DLC. What does the error message?

Image

Costume mods I installed before are my own mods you can download from here:

http://www.loverslab.com/topic/45578-do ... ap/page-28

Re: Dead or Alive series formats and tools

Posted: Tue Oct 20, 2015 12:59 pm
by sf234
Follardo
This happens when the first file in the archive is swapped. Archive file stays normal (non-corrupt), just Archive Tool can't read it anymore.
It's already fixed in the next version which hopefully will be released in the next few days.

Re: Dead or Alive series formats and tools

Posted: Tue Oct 20, 2015 1:29 pm
by Protocol X27
bbbmods wrote: That's great news :) Curious though, if you get the ng costume automatically converted, will you be able to enable the stuff that isn't in ninja gaiden like the sweat and dirt effects to be in the costume too? also when I was converting the tropical sailor kasumi, I had to use an original doa skin since her NG skin had a different UV/texture, so to keep the sweat, I needed to use doa skin. so I'm guessing the same will need to be done here, or paint the sweat/normal/dirt according to the NG skin UV
I'm not sure how those systems work for NG. The NG containers have added stuff that DOA5 doesn't have like the blood and blur models. DOA has its blur models in separate containers. DOA5 on Xbox had some issues trying to recognize those other blocks due to structure difference. So, yep for now it's pretty much a matter of reusing DOA textures until more is know about the other containers. The initial goal is just to get the vertices and indexes up and running first and then move on to some more advanced stuff from there.

Re: Dead or Alive series formats and tools

Posted: Wed Oct 21, 2015 5:53 am
by navmesh
i update to 1.04 hotfixv3 from 1.02 (not 1.02A) (before update ,i use patch 1.02 reshuffle v3 by immi and DInput8.dll of 1.02)
it seems that lnk_reshuffle-v3_1.04 by sf234 not works with my old reshuflle config mod ( of dll 1.02 and lnk_reshuffle v3)
it crash the game in character selection screen
The swap works fine ,if i delete all the old config and do the swap, it runs fine

Re: Dead or Alive series formats and tools

Posted: Wed Oct 21, 2015 1:46 pm
by sf234
navmesh
This incompatibility stems from the mod.config design, if you try to upgrade to 1.02A (and use original "LNK_ReShuffle v3") you will face same problems.
Either do all your swaps again, or wait for the next version of Archive Tool.

Re: Dead or Alive series formats and tools

Posted: Wed Oct 21, 2015 2:42 pm
by navmesh
@sf234 : Thank you, i see :D

Re: Dead or Alive series formats and tools

Posted: Thu Oct 22, 2015 12:17 am
by cnm123
sf234 wrote:Updated DLC Tool.
http://rghost.net/private/6cXpqKQrT/cd2 ... b7b527e49a
  • Added optional compression of files (thanks to immi from FSD for bit flags information). Use it with caution.
  • "---C"/"--P" files now can be skipped (if they are not added built-in stubs will be used instead).
  • Hairstyles now limited to 8("H") per character/slot (9+ crashes the game).
  • dlc5lr.dat updated to match 1.04 version of the game (some entries are changed, so former version (and DLCs built with it) is not fully compatible with the current game version).
Thank you for the tool,but i met an issue.
There's an endless loading in the game when i select slot 27 to paket a TMC file of KOKORO by using Dlc tool 1.0(not 0.9.1).What's wrong ?

Re: Dead or Alive series formats and tools

Posted: Thu Oct 22, 2015 5:18 am
by sf234
Archive Tool 1.1:
viewtopic.php?p=111428#p111428

Changes:
  • "Swap" now works for any game archives. DLC variant of this function uses old-school method (writing at the end of archive and changing the header info), basic game files variant uses LNK_ReShuffle method (credit for this method goes to immi).
  • "Update DB" now rebuilds DB ("file5lr.dat") to match the source game.exe version. Apart from updating to the new versions this can be useful if you use an older version of the game. To make sure that DB matches your game.exe version run "Update DB" on it until you get "New information not found." message.
  • File flags in DB now stored in full format (e.g. "E0001E6E"). Meaning of the first two letters is described in the previous release post.
  • Additional categories were added to the "Show" filter. "Swaps" shows swapped entries, "Unknown" shows entries that are not in the DB (can be a sign that DB needs update), "Unused" shows entries that is not used by the current game version (either obsolete entries that was deleted with the game update (happened with 1.02A update), or newer entries that is not exist in the current game version (if DB was updated with the older version of the game)).
  • Background color for special entries: green for swapped entries, red for unknown entries, blue for unused entries.
More details about "Swap" function:
  • To swap the basic game files "dinput8.dll" must be present in the game folder (same as with LNK_ReShuffle).
  • File "mod_at.config" is created in the archive directory after swapping a file. It contains information about the swapped files that is used to identify them (for filtering or resetting changes). Additional "mod.config" file is created after swapping the basic game files (used by the "dinput8.dll").
  • If LNK_ReShuffle was already used with the game (files "dinput8.dll" and "mod.config" are already exists in the game folder) Archive Tool will automatically import all needed information after opening any archive. Note that after importing "mod.config" for the first time program doesn't read it anymore (only writes to it), so if you make some swaps with LNK_ReShuffle (instead of Archive Tool) you will need to delete "mod_at.config" (this will trigger importing routine).
  • "Reset" function from context menu cancels changes made by "Swap" function. Note that LNK_ReShuffle can have multiple entries pointing to single file name (Archive Tool uses unique file names for each entry) and resetting one of these entries will delete file that is used by other entries.
  • Game updates usually break changes that was made for the basic game files. If DB was updated to match the new game version, program should detect this and ask if config file should be updated too (upon opening any archive). If you choose "Cancel" to disable this check, file "dis_chk" will be created in the game directory. Delete this file if you want to re-enable config check.
Here is an example of the last point: viewtopic.php?p=111333#p111333. Proper usage of Archive Tool in this situation will be: 1.) Use "Update DB" on the 1.02 version of the game.exe (since DB by default is matched to the 1.04 version). 2.) Open any archive in the game folder (this will trigger import of the "mod.config" contents into the "mod_at.config"). 3.) Use "Update DB" on the 1.04 version of the game.exe. 4.) Open any archive and choose "Yes" when program asks about updating config file.

cnm123
Kokoro's slot 27 is used in Wakaki Costume Set (403062). Try different slot, e.g. something within 31-39 range.

Re: Dead or Alive series formats and tools

Posted: Fri Oct 23, 2015 6:50 am
by Farphignougen
sf234 wrote:Archive Tool 1.1:
[*]If LNK_ReShuffle was already used with the game (files "dinput8.dll" and "mod.config" are already exists in the game folder) Archive Tool will automatically import all needed information after opening any archive. Note that after importing "mod.config" for the first time program doesn't read it anymore (only writes to it), so if you make some swaps with LNK_ReShuffle (instead of Archive Tool) you will need to delete "mod_at.config" (this will trigger importing routine).
If I open, for instance, chara_common.bin with no mod_at.config present and a pre-existing mod.config from previous lnk_reshuffle usage, Archive Tool creates a mod_at file with size zero. Is it supposed to populate mod_at with the contents of the mod.config file it should be finding at this point? If I'm not misunderstanding what the program's supposed to be doing, this may be a bug.

Re: Dead or Alive series formats and tools

Posted: Fri Oct 23, 2015 8:28 am
by sf234
Farphignougen
Yes, if existing "mod.config" is found in the target folder program should import its contents to the "mod_at.config". Use any text editor and check contents of both of these files. If "mod.config" contains something and "mod_at.config" is empty try to delete "mod_at.config" and see if it will be empty after recreating.

bbbmods
Can you provide a sample of TMC/TMCL pair that doesn't work in Texture Tool after changing it with "TMC Polygon Tool"/"TMC Polygon Insert Tool"? I would be much obliged.