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

Posted: Mon Oct 08, 2012 2:14 am
by zaykho
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.

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

Posted: Mon Oct 08, 2012 3:53 am
by kraken973
What are the step for using this tool? any tutorial?
Don't work for me :(

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

Posted: Mon Oct 08, 2012 4:07 am
by zaykho
What are the step for using this tool?
Don't work for me :(
What tool ?
DOA5 - 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 ~~
OR
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 ~~
?

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

Posted: Mon Oct 08, 2012 4:47 am
by kraken973
Now it's good. Thanks :)
I missed chara_common.bin in the folder with chara_common.Ink. Not working without it.

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

Posted: Mon Oct 08, 2012 4:53 am
by zaykho
kraken973 wrote:Now it's good. Thanks :)
I missed chara_common.bin in the folder with chara_common.Ink. Not working without it.
OK good to hear :p

EDIT: I will update to 1.7 tomorrow with the stages choice.

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

Posted: Mon Oct 08, 2012 8:55 am
by mariokart64n
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.

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

Posted: Mon Oct 08, 2012 10:05 am
by JayK
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.

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

Posted: Tue Oct 09, 2012 7:10 pm
by b0ny
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

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

Posted: Tue Oct 09, 2012 10:52 pm
by mariokart64n
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.

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

Posted: Tue Oct 09, 2012 11:11 pm
by Alexis
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

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

Posted: Wed Oct 10, 2012 8:05 am
by blackfoxeye
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.

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

Posted: Wed Oct 10, 2012 9:53 am
by zaykho
Image

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

Posted: Thu Oct 11, 2012 10:13 am
by wdw89
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.
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

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

Posted: Thu Oct 11, 2012 11:29 am
by 252gt
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

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

Posted: Thu Oct 11, 2012 11:48 am
by blackfoxeye
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
I did all the steps you mentioned, but after opened the FileTextureManager, I am confused what to do.

How to add texture paths and extension ?

Can you please elaborate little bit more, how to use that.