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Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis script.
- zaykho
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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr
DOA5 - Model Renamer v1.5 *UPDATE - 08/10/2012 - 03:05 AM - GTM+2*
----------------------------------------------------------------------------------------------------------
the v1.5 give you:
- The latest names from the GoogleDOC page --> https://docs.google.com/spreadsheet/ccc ... eHc#gid=27
- Support now: Characters, Stages and DLC in only one file
This tool will rename all unknown model names from extracted files of DOA5 by an updated list of real names.
You just need to put the .bat file in the folder where you have extracted files from DOA5 (Characters, Stages or DLC)
DOA5 - Ripping Tool v1.5 *UPDATE - 08/10/2012*
----------------------------------------------------------------------------------------------------------
the v1.5 give you:
- Support now: Characters and DLC
- Automatically renaming files after finish
- Renaming.bat as been cleared and optimized
This tool will extract and decrypt all chosen files of DOA5 and automatically rename them with an updated list of real names.
You just need to put the folder ( doa5_ripping_tool ) in the doa5 folder OR the dlc "root" folder (where .bin and .lnk are)
Link to DOA5 - Model Renamer v1.5 -->
http://www.mediafire.com/?rd3g3i234w8x84r
Link to DOA5 - Ripping Tool v1.5 -->
http://www.mediafire.com/?h5xcs5zdj29jahi
Link to the ultimate folder tool of DOA/NG -->
http://www.mediafire.com/?sbd2c9r8ok3u3
PS: These tools contains work from chroxx & others Xentax user too.
----------------------------------------------------------------------------------------------------------
the v1.5 give you:
- The latest names from the GoogleDOC page --> https://docs.google.com/spreadsheet/ccc ... eHc#gid=27
- Support now: Characters, Stages and DLC in only one file
This tool will rename all unknown model names from extracted files of DOA5 by an updated list of real names.
You just need to put the .bat file in the folder where you have extracted files from DOA5 (Characters, Stages or DLC)
DOA5 - Ripping Tool v1.5 *UPDATE - 08/10/2012*
----------------------------------------------------------------------------------------------------------
the v1.5 give you:
- Support now: Characters and DLC
- Automatically renaming files after finish
- Renaming.bat as been cleared and optimized
This tool will extract and decrypt all chosen files of DOA5 and automatically rename them with an updated list of real names.
You just need to put the folder ( doa5_ripping_tool ) in the doa5 folder OR the dlc "root" folder (where .bin and .lnk are)
Link to DOA5 - Model Renamer v1.5 -->
http://www.mediafire.com/?rd3g3i234w8x84r
Link to DOA5 - Ripping Tool v1.5 -->
http://www.mediafire.com/?h5xcs5zdj29jahi
Link to the ultimate folder tool of DOA/NG -->
http://www.mediafire.com/?sbd2c9r8ok3u3
PS: These tools contains work from chroxx & others Xentax user too.
-
kraken973
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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr
What are the step for using this tool? any tutorial?
Don't work for me
Don't work for me
- zaykho
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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr
What tool ?What are the step for using this tool?
Don't work for me
ORDOA5 - Model Renamer v1.5:
if you have a folder with lot of :
BJ10_31EB1@1218I1B179131[]G1K13M1N{N1B1
or
BJ10_31EB1@1218I1B179131[]G1K13M1N{N1B1.dec
Then you need take the " 4_update_filenames.bat " and copy UNDER the folder where you have
the " BJ10_31EB1@1218I1B179131[]G1K13M1N{N1B1 " files...
Double click on the " 4_update_filenames.bat " and voila ~~
?DOA5 - Ripping Tool v1.5:
In your DOA5 folder you must have some .bin and .lnk (or shorcut) files:
chara_common
or
chara_common.lnk
or
chara_common.bin
Then you need take the FOLDER " doa5_ripping_tool " and copy UNDER the folder of DOA5, where you have
the chara_common,stage_common .... files.
Now go the " doa5_ripping_tool " folder and Double click on the " doa5_rip.bat " and voila ~~
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kraken973
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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr
Now it's good. Thanks
I missed chara_common.bin in the folder with chara_common.Ink. Not working without it.
I missed chara_common.bin in the folder with chara_common.Ink. Not working without it.
- zaykho
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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr
OK good to hear :pkraken973 wrote:Now it's good. Thanks![]()
I missed chara_common.bin in the folder with chara_common.Ink. Not working without it.
EDIT: I will update to 1.7 tomorrow with the stages choice.
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mariokart64n
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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr
I've been looking at the names, trying to figure out if they had something to do with the file checksum... I'm pretty sure they're not now
Anyway I looked at the demo, and the demo has full directories
Example:
\CHR\MILA\COSTUME\COS_001\MILA_COS_001.TMC (42 characters)
2R052@1S100@BF1G]]724B21G1PQ87710M10{R821F (42 characters)
So these names, are actually full filepath names that are encrypted
I think key or cipher is locally generated off the source string.. Like for example your source string is "C:\folder\myfile.dat" then you use the base filename "myfile.dat" as your key to encrypt the filepath "C:\folder\" .. again this is just a guess O-o
if you compare three simular character names, "LISA", "MILA" and "TINA". The encoding is a perfect match upto about half way. then the characters are completely different.
If they are XOR'd or encrypted by their base file name, then the encryption is very minimal on these three names, and theres only two unique characters. Using the source string as the key makes sense because some adjacent characters are completly different.. so its not a single key thats being used across everything.
\CHR\LISA\COSTUME\COS_001\LISA_COS_001.TMC
\CHR\MILA\COSTUME\COS_001\MILA_COS_001.TMC
\CHR\TINA\COSTUME\COS_001\TINA_COS_001.TMC
Encoded names are printed in reverse
CMT.100_SOC_ASIL\100_SOC\EMUTSOC\ASIL\RHC\
CMT.100_SOC_ALIM\100_SOC\EMUTSOC\ALIM\RHC\
CMT.100_SOC_ANIT\100_SOC\EMUTSOC\ANIT\RHC\
2R052@1S100@BM1H]]724BJ165PQ610J1N10{9721F
2R052@1S100@BF1G]]724B21G1PQ87710M10{R821F
2R052@1S100@BH1H]]724BP10QI1410M1098{R721F
H1MB = LISA
G1FB = MILA
H1HB = TINA
All three girl's name end with A, and you can see the above example matches in a 4 character matchup, printed in reverse
I feel we could be on the verge of dissolving the encryption, but I just can't see what they did there.
Anyway I looked at the demo, and the demo has full directories
Example:
\CHR\MILA\COSTUME\COS_001\MILA_COS_001.TMC (42 characters)
2R052@1S100@BF1G]]724B21G1PQ87710M10{R821F (42 characters)
So these names, are actually full filepath names that are encrypted
I think key or cipher is locally generated off the source string.. Like for example your source string is "C:\folder\myfile.dat" then you use the base filename "myfile.dat" as your key to encrypt the filepath "C:\folder\" .. again this is just a guess O-o
if you compare three simular character names, "LISA", "MILA" and "TINA". The encoding is a perfect match upto about half way. then the characters are completely different.
If they are XOR'd or encrypted by their base file name, then the encryption is very minimal on these three names, and theres only two unique characters. Using the source string as the key makes sense because some adjacent characters are completly different.. so its not a single key thats being used across everything.
\CHR\LISA\COSTUME\COS_001\LISA_COS_001.TMC
\CHR\MILA\COSTUME\COS_001\MILA_COS_001.TMC
\CHR\TINA\COSTUME\COS_001\TINA_COS_001.TMC
Encoded names are printed in reverse
CMT.100_SOC_ASIL\100_SOC\EMUTSOC\ASIL\RHC\
CMT.100_SOC_ALIM\100_SOC\EMUTSOC\ALIM\RHC\
CMT.100_SOC_ANIT\100_SOC\EMUTSOC\ANIT\RHC\
2R052@1S100@BM1H]]724BJ165PQ610J1N10{9721F
2R052@1S100@BF1G]]724B21G1PQ87710M10{R821F
2R052@1S100@BH1H]]724BP10QI1410M1098{R721F
H1MB = LISA
G1FB = MILA
H1HB = TINA
All three girl's name end with A, and you can see the above example matches in a 4 character matchup, printed in reverse
I feel we could be on the verge of dissolving the encryption, but I just can't see what they did there.
Maxscript and other finished work I've done can be found on my DeviantArt account
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JayK
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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr
Hi Mariokart, I was also trying to figure out the encryption of these filenames, I did think maybe it was the directory backwards due to the tmc, tmcl numbers being at the end but the fact that it ended with completely different chars threw me off of that. What you say about the length of the characters name makes perfect senese, can't believe I overlooked that, so thanks for that.
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b0ny
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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr
mariokart64n
good luck to you. but the names are used in encrypted form inside the game, so no reverse engineering is possible to find the key(the models where encrypted using an antihack warning as a key). also i think i've seen files that doesn't meet your length criteria. i think too that the "abra cadabra names" are reversed, thus i'm reversing them back in the "simple doa5 unpacker" tool.
simple doa5 unpacker v3
good luck to you. but the names are used in encrypted form inside the game, so no reverse engineering is possible to find the key(the models where encrypted using an antihack warning as a key). also i think i've seen files that doesn't meet your length criteria. i think too that the "abra cadabra names" are reversed, thus i'm reversing them back in the "simple doa5 unpacker" tool.
simple doa5 unpacker v3
-
mariokart64n
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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr
thanks for providing source code. I wanted to do this myself, but I lacked the education to do so.
my two problems, were how do I manage large archive files, and how do I implement zpipe.
my two problems, were how do I manage large archive files, and how do I implement zpipe.
Maxscript and other finished work I've done can be found on my DeviantArt account
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Alexis
- beginner
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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr
So, are there any updates regarding the model's and their bone weights? This topic seems to have gone pretty quiet on the Noesis script
- blackfoxeye
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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr
Inside Neosis we have all texture applied and display correctly.
But after exporting the link between mesh and textures are gone.
I am exporting .obj mesh, .tga textures with flip UV's check-box checked.
So is there any way to export the characters with textures applied correctly, so that when we import the models to other 3D programmes, the textures will show correctly.
But after exporting the link between mesh and textures are gone.
I am exporting .obj mesh, .tga textures with flip UV's check-box checked.
So is there any way to export the characters with textures applied correctly, so that when we import the models to other 3D programmes, the textures will show correctly.
- zaykho
- mega-veteran

- Posts: 217
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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr

DOA5 - Model Tool v2.0 * UPDATE - 10/10/2012 *
----------------------------------------------------------------------------------------------------------
the v2.0 contain:
- The Renamer Tool and the Rip Tool in only one file
the v2.0 give you:
- The latest names from the GoogleDOC page --> https://docs.google.com/spreadsheet/ccc ... eHc#gid=27 (- 08/10/2012 - 04:05 AM - GTM+2-)
- Support now: Characters, Stages, DLC and User-Prompt update
This tool will extract/decrypt files of DOA5 and rename them automatically or manually
You just need to put the folder ( doa5_tool ) in the DOA5 folder OR the dlc "root" folder (where .bin and .lnk are) OR to just "browse" your folder for updating unknown names
Link to the tool -->
http://www.mediafire.com/?7t1kdsy9t421h9n
Link to the ultimate folder tool of DOA/NG -->
http://www.mediafire.com/?sbd2c9r8ok3u3
Edit:The ultimate folder tool of DOA/NG have been actualized and optimized
PS: This tool contains work from chroxx & others Xentax user too.
Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr
My method:blackfoxeye wrote:Inside Neosis we have all texture applied and display correctly.
But after exporting the link between mesh and textures are gone.
I am exporting .obj mesh, .tga textures with flip UV's check-box checked.
So is there any way to export the characters with textures applied correctly, so that when we import the models to other 3D programmes, the textures will show correctly.
1. Open doa5_360.py (v1.5) noesis script, replace "material.setSpecularTexture(texNameList[texId])" to "material.setNormalTexture(texNameList[texId])", because some hair's normal maps are set to specular map in the original script.
2. Use noesis to export to fbx and tga.
3. download filetexturemanager, a maya script.http://www.creativecrash.com/maya/downl ... uremanager Put it in \Documents\maya\2013-x64 (your version)\scripts
4. Import fbx in maya, then type filetexturemanager in mel, enter. it can add texture path and extension (use the suffix)
5. You still need add alpha to transparency manually.
I can't find a script in 3ds max to batch add extension for textures, but 3ds max can change texture path using utilities-more-bitmap/photometric paths
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252gt
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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr
Thanx zaykho for your tools
but I have a Q
Why I cant extract bones?
Even in noesis i can't see bones -_-
and
THANX alot
but I have a Q
Why I cant extract bones?
Even in noesis i can't see bones -_-
and
THANX alot
Last edited by 252gt on Thu Oct 11, 2012 3:27 pm, edited 1 time in total.
- blackfoxeye
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Re: Ninja Gaiden 3 (NG3) / Dead or Alive 5 (DOA5) noesis scr
I did all the steps you mentioned, but after opened the FileTextureManager, I am confused what to do.wdw89 wrote: My method:
1. Open doa5_360.py (v1.5) noesis script, replace "material.setSpecularTexture(texNameList[texId])" to "material.setNormalTexture(texNameList[texId])", because some hair's normal maps are set to specular map in the original script.
2. Use noesis to export to fbx and tga.
3. download filetexturemanager, a maya script.http://www.creativecrash.com/maya/downl ... uremanager Put it in \Documents\maya\2013-x64 (your version)\scripts
4. Import fbx in maya, then type filetexturemanager in mel, enter. it can add texture path and extension (use the suffix)
5. You still need add alpha to transparency manually.
I can't find a script in 3ds max to batch add extension for textures, but 3ds max can change texture path using utilities-more-bitmap/photometric paths
How to add texture paths and extension ?
Can you please elaborate little bit more, how to use that.
