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[DOA5LR] Timmy's Private Stash, Tips & Tools - UPDATE(11/21/18): Kinky Overalls


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Keywords: full management of normal vectors ... UV map export/import (1 to 4) for editing... quickness...

This shouldn't be overlooked.

 

edit:

I must say that Timmy has implemented the UV map exporting functionality, not knowing how important it would be later. It was a key feature to repair Maroka's dirt map (UV4).... And now this feature will help people who are struggling with a "weird dirt map"

 

Thanks for highlighting the key features.  I hope some people will find them useful.

 

 

I remember when I first added the UV export/import functionality I didn't give it much thought as I saw very few points in modifying UV, and then a month later we ran into the Honoka LOD dirt UV issue, lol.    I took some time to fix the bug in the app where exporting UV 4 would not work due to the fact that not all sub groups have UV 4 (some items such as accessories don't get dirty I guess).   It caused a bit of panic there, but I'm glad we had it under control in a just few hours :)  with your "photoshop like" operation on exported UV 4, lol.  Fun times.

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In light of this http://www.gamecity.ne.jp/doax3/vote_result.htmlresult, I figured Leifang is not getting enough attention she deserves as she is easily one of the hottest and my favorite DOA5 girls.

 

Here's a sample collection of what I have made for Leifang.  Some of them are inspired by follardo's wonderful work, and they are all "ink reshuffle-able" which allows for quick and easy installation.

 

 

LEIFANG_DLC_004

 

 

I made this one for nostalgia's sake since it was one of the very first xbox nude mod that I managed to get my hands on (after some very extensive search due to the more closed nature of DOA5 circle back then)

Xbox shots

 

 

PC update

 

 

 

 

attachicon.gifLEIFANG_DLC_004_EXPOSED.zip  piercings not included

 

 

 

LEIFANG_COS_010

 

 

attachicon.gifLeifangCutout.jpg

This was actually an experimental model with the cutout look.  I like this dress as it's very "Austin Powers"ish.  There are two versions of this.  One is with the cutout/bottomless and the other is just bottomless, which I think looks quite nice.

attachicon.gifLEIFANG_COS_010.zip

 

 

 

LEIFANG_DLC_009

 

 

This one is based on Follardo's Cheerleader work.  It saddened me to see Leifang missing from the pack, so I decided to add her back using Kokoro's model as base

attachicon.gifLeifang_DLC009.jpg

attachicon.gifLEIFANG_DLC_009_EXPOSED.zip

 

 

 

LEIFANG_DLCU_006

 

 

I took inspiration from Follardo's "jiangshi" modification and altered it slightly to put the scroll thingie on her crotch as to prevent her from awakening her true power.... :)  Silly story aside, it took me quite a bit of time and creativity to anime the scroll since simply moving the scroll down there, the animation won't work at all.   I think the result is quite nice. 

attachicon.gifLeifangCos006Jiangshi_sealed (1).jpgattachicon.gifLeifangCos006Jiangshi_sealed (2).jpgattachicon.gifLeifangCos006Jiangshi_sealed (3).jpgattachicon.gifLeifangCos006Jiangshi_sealed (4).jpg

attachicon.gifLEIFANG_DLCU_006_V4.zip

 

 

 

LEIFANG_COS_011

 

 

Yet another costume based on follardo's modification.  I simply moved the bells after enlarging them and gave them some life, so they bounce around nicely with her breasts :)  It's a shame that there's no sound effect for those bells.  I guess they are made of plastic like the ones in my Xmas pack.

attachicon.gifLeifangCos011_wBells (1).jpgattachicon.gifLeifangCos011_wBells (2).jpg

attachicon.gifLEIFANG_COS_011_NIPPLE_BELLS.zip

 

 

 

 

Depending on the reception, I might release more of her.  It's too bad that she's largely ignored.

 

 

 

As usual, credits are listed in my original post's "acknowledgement" section if not specifically mentioned here.

 

 

Through strong encouragement from Saaf, I have decided to release my tool that I've been using to make mods for quite a while now. It first started back in May this year after reading Harry's "How to edit vertex data" tutorial on GVZ (http://www.gamevixenzone.net/game-modding-14/%5Bdoa5%5D-how-edit-vertex-data-pc-version-converting-2155/) as a project to inject xbox 360 models into PC models, and slowly evolved into a fully functional converter.

 

I thought my tool was quite useless due to the recent rapid advancements of DOA5 modding tools, but Saaf has been finding uses for it and has been reassuring me that it still has a niche to fill in today's DOA5 modding scene and is an "indispensable resource". In Saaf's extensive testing, he also found that my converter works for *all* DOA5 models (not sure if he exaggerated to make me feel better :)) We've thought long and hard about releasing this tool as it would mean giving up a few of our remaining edges, lol. DigitalCookie has been another one of my beta tester, and he's been able to leverage some of its functionality to create a few very interesting mods which I will show you guys in a bit.

 

Jokes aside, the tool I am presenting today is my Advanced OBJ<->TMC converter. I drew inspiration from Harry's idea and he has helped me a great deal in creating it (along with all the nice folks at Xentax - lilstormcloud, protocolX27 etc). It supports every functionality that an OBJ format can support, so it allows import and export of vertex XYZ, normal vectors and UVs.

 

Another feature I added (originally made for 360 to PC conversion) is the ability to smooth seams. The original 360 max script by mariocart64n allows injection of texture and vertices, but it does not inject normal vectors back into the model. When the model is converted into OBJ format, there will be visible seams.

 

For example:

attachicon.gifseam_Example.png

 

Normally not being able to inject normal vectors is not an issue, but when a model is altered in a way where normal information needs to be updated to reflect accurate lighting, this becomes a bit of an issue. A good example is Lactose Overdose (boob enlargement), Lactose Underdose and special "accidental" mods made by DigitalCookie such as this one

 

 

attachicon.gifMarie_milk++_preggo (1).jpg

The enlarged belly requires normal vectors to be updated, otherwise, it will appear flat from the front side of the model.  DigitalCookie was able to leverage the copy normal vector and smooth seam functionality to create this model.

 

 

 

If using with Blender, I think the "keep vertex order" must be selected per Harry's tool thread. I have not used Blender (or even know how to use it), but I think this will work.

 

As with Harry's converter, no vertices can be added or removed.  It is sadly one of the many limitations of the OBJ format.  This application is highly parallel and a background worker along with multiple worker threads are employed to provide real time status update, increased processing speed and a responsive no-locking UI.

 

Key features of the application

 

Normal Vector Transfer / Update

 

 

The tool allows the transfer of normal vectors between TMC and OBJ. It is very useful when you want to edit a model in an editor such as 3ds Max that allows the normal vectors to be updated in real time. Once exported from 3ds max, the correct normal vectors can then be injected back into TMC.

attachicon.giftimmy_tool_normal_copy.png

 

By checking the check box circled in the above screenshot, the normal vectors can be imported and exported from TMC into OBJ and vice versa.  This functionality should work as long as normal vectors can be exported from your editing software into OBJ format.

 

 

 

Seam Smoothing

 

 

This feature was written originally to support the import of 360 model into PC as described above, since there are visible seams. However, it's come to my attention that some models after going through Blender can exhibit the same symptom. Normally, the seam smoothing is not used since simply copying normal vectors between TMC and OBJ is the best approach, but when you have broken model with seams, this can come in handy.

 

For the seam smoothing, as I detailed in my first post under the "for the technically inclined" section (which is probably ignored by most :)), I take the approach of averaging the normal vectors of overlapping vertices. This approach works completely fine for most seams. However, it completely breaks butt cracks. For butt cracks, even though vertices are on top of one another, their normal vectors point in almost the direct opposite ways, so taking average of these would result in messed up looking butt cracks as shown below

 

 

 

 

To combat this problem, I take into account the angle of intersection between two faces before deciding whether or not to average the normal vectors. I have included a control to allow finer grained adjustment of the angle. The smaller the angle, the more parallel the two faces need to be in order to have their normal vectors averaged, and vice versa.

attachicon.giftimmy_tool_smooth_seam_01.png

 

Depending on the model you are working with, some work fine with 0.80, but others might require the value to be lowered by quite a bit. I've found that as long as the number is reasonably high (~0.55), the butt crack area will remain mostly unaffected except for the very top of the butt crack. Some times finger nail corruption can be observed as shown below -

 

 

 

This is a very interesting problem and happens mostly with Harry's RNM. I can't seem to find a way around this, but thankfully finger nail normal vectors are hard to see in action. :)

 

Examples of seam smoothing

 

 

 

[Geek Talk Warning]

This seam smoothing operation takes quite a bit of time to process with a single thread (1 CPU).  While testing this feature when it was first written, it became immediately apparent that I had to find a way to increase performance.  Therefore,I had decided to increase its processing speed by allowing the application to utilize modern multi-core CPUs to parallelize the workload. This resulted in a dramatic increase in processing speed. A good example is Marie's COS001 which has over 30k vertices. With a single thread, the application would take over 2 minutes to smooth seams(it's 30,000 ^2 operations - almost 1 billion comparisons), but utilizing all cores I have on my system, the processing time is cut down to just over 20 seconds - a huge time saver since modding DOA5 takes enough time as is without tool overhead :)  All threads are synchronized in harmony. 

 

 

 

UV Editing

Originally I added in this functionality for the sake of completion, since it is one of the features that OBJ supports, and I wanted to figure out how to deal with converting UV coordinates between TMC and OBJ which can be another post in itself :)

 

However, as Saaf and I were working on various nude models, it became apparent that some UVs can become corrupted when the model has gone through certain process in Blender. This is when we realized that the tool would come in handy in repairing broken UVs.  The tool allows import/export of any of the UV1 ~ 4 for editing.   If an object has sub meshes that lack, for instance, UV 4, UV1 is used instead in the export process.  During import, however, object that does not have the selected UV will not have their UV updated.

 

attachicon.giftimmy_tool_uv_Editing.png

 

The circled option in the screenshot above is for the UV import and export functionality. It allows the import and export of the selected UV between OBJ and TMC.

 

Once UV is exported, it can be edited in your editing software of choice. In our example, we use 3ds max

 

 

Output when UV 1 is selected

attachicon.gifHarry_nude_body_diffuse_UV.jpg

Output when UV 4 is selected

attachicon.gifHarry_nude_body_dirt_UV.jpg

 

 

 

This allowed us to repair the dirt UV of our Honoka LOD mods

 

 

Before the UV map was repaired, it was the same as the body texture UV, which is incorrect

attachicon.gifHonorie_dirt_UV.jpg

Saaf was able to fix it by doing what he described as "photoshop" like operation (lol Saaf would have to elaborate I think as I am not sure what exactly he did)

attachicon.gifHonokaDirtUVRestoration.png

 

 

 

 

It also allows fine adjustments of UV

 

 

Some anomalies Saaf found in Honoka LOD's UV maps

Before repair

attachicon.gifUV-DIFFUSE_REPAIR_BEFORE.pngattachicon.gifUV-DIFFUSE_REPAIR_BEFORE_2.png

After repair

attachicon.gifUV-DIFFUSE_REPAIR_AFTER.pngattachicon.gifUV-DIFFUSE_REPAIR_AFTER_2.png

 

 

 

 

 

 

 

Companion Apps (Release TBD)

 

 

I also have a companion tool that allows me to have more fine grained control over meshes, but it was written specifically to work with 3ds max because of the difference in indexing between 3ds max and Blender. 3ds max indices start from 1 where as Blender starts from 0. The tool will have to be updated to be able to work with both editing software. If there's a demand for this, I will spend time on updating it.

 

attachicon.giftc_mesh_data_xfer_tool.png

 

This is very similar to Harry's tool with a bit more added functionality and fine grained controls.  It also allows setting vertices to HIP bone which will then allow for easy selection of these vertices in an editing software for deletion. (A good use of this is to hide vertices that are hiding under another object).    I also added the "ignore axis" functionality for when the models are different in height for example, but most other aspects are similar in order for the nearest vertex data transfer to function without having to actually modify the source model and/or target model.

 

 

 

 

Any feedback and/or bug reports are appreciated!

 

Special acknowledgement to Harry Palmer, ProtocolX27, Lilstormcloud, SaafRats and DigitalCookie for making this possible

 

 

Just to add a little extra info:

(3ds max) Models should only be edited in the "Editable mesh" mode.

attachicon.gifMAROKA LODV2(TBA) NEW.max - Autodesk 3ds Max 2015 _3.png

Otherwise, the exported OBJ file will not be compatible.

Wow, I'm out for just one day and look at what I almost lost.

Thank you very much for your tough resolve in share your exclusive created tools, Timmy & SaafRats!!!

Now even a talentles in 3D modeling like myself should be able to produce something.

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It's come to my attention that some people are running into issues when executing and/or using my tool.   I have added a new Q&A section to the original post http://www.loverslab.com/topic/50997-doa5lr-timmys-private-stash-tools-updated-101215-now-with-a-new-tools-section-for-my-own-tools-added-a-qa-section/?p=1346825to address some commonly asked questions.  

 

If you have questions or issue with the app, please either PM me or leave a comment in this thread, and I will attempt to answer your questions.

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Depending on the reception, I might release more of her.  It's too bad that she's largely ignored.

 

 

Please do Timmy. These are really good quality. I especially like number 6 with the tag under her skirt, nice place to put it.

 

The translucent dress one looks very promising I hope you will decide to release it soon. Looking forward to it and will keep an eye on this thread mate.

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Guest GuachaLover23

Yo timmyc

thank for giving love to Leifang she is my sec favorite char, but anyway on the the C010 there is an error on the cutout, u can still see the bra and panties or is it glue to the dress :)

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Yo timmyc

thank for giving love to Leifang she is my sec favorite char, but anyway on the the C010 there is an error on the cutout, u can still see the bra and panties or is it glue to the dress :)

 

Oh yeah, that one was a little experiment that didn't turn out as well as I had hoped lol.  That's why I included a bottomless version as an alternative.

 

Edit:  I may have an idea to try with C010 if I get some time tonight, but I don't want to promise anything.  It might turn out to be another failure as this one, lol.

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Take 2 of my cutout attempt.  That COS010 was done in a hurry, and I thought the nipples looked glued on as well, lol.    It was meant to look like those erotic costumes with cutout holes girls don in JP porno, but it ended up looking funny instead :D

 

I recommend using the bottomless version for now until I sort out the artistic details :)

 

Here goes nothing

post-781013-0-10111700-1444771863_thumb.jpg

 

 

post-781013-0-31054000-1444771864_thumb.jpgpost-781013-0-64487100-1444771865_thumb.jpgpost-781013-0-69813800-1444771866_thumb.jpgpost-781013-0-73440600-1444771860_thumb.jpgpost-781013-0-85620000-1444771861_thumb.jpg

 

 

 

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Been slowly updating some of the old costumes I made.  Some of those I might consider releasing in the next pack depending on the reception.   I plan on updating my old mods with new "official" nude model I made.

 

 

 

 

I redid this one to keep the best part (official cleavage) about this outfit intact

Official + New version - the cleavage has some juicy animation in this winning animation :blush:

post-781013-0-78534900-1444966257_thumb.jpg

Old version (there was also a bug on the chest)

post-781013-0-78720600-1444965336_thumb.jpg

 

 

post-781013-0-40781200-1444964962_thumb.jpgpost-781013-0-16057900-1444964966_thumb.jpgpost-781013-0-99864900-1444964968_thumb.jpgpost-781013-0-89301000-1444964970_thumb.jpgpost-781013-0-94100100-1444964969_thumb.jpgpost-781013-0-20278700-1444964967_thumb.jpgpost-781013-0-28428700-1444964965_thumb.jpgpost-781013-0-17829200-1444964968_thumb.jpg

 

 

 

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Not a lot of love for Leifang around here it seems. :(

 

 

 

Quick experiment with those straps

post-781013-0-15117500-1445049008_thumb.jpgpost-781013-0-01493600-1445049010_thumb.jpg

 

Short dress

post-781013-0-58617400-1445049011_thumb.jpgpost-781013-0-88638200-1445049012_thumb.jpgpost-781013-0-03517400-1445049014_thumb.jpgpost-781013-0-09295400-1445049015_thumb.jpg

 

 

 

Byproduct of short dress mod for Leifang

post-781013-0-78555200-1445049173_thumb.jpgpost-781013-0-99338500-1445049174_thumb.jpgpost-781013-0-66831200-1445049176_thumb.jpgpost-781013-0-16361300-1445049178_thumb.jpgpost-781013-0-89085700-1445049171_thumb.jpg

 

 

 

Rolled up goodies Take 2

post-781013-0-15295800-1445049059_thumb.jpgpost-781013-0-71105700-1445049057_thumb.jpgpost-781013-0-42993200-1445049056_thumb.jpgpost-781013-0-99108700-1445049054_thumb.jpg

 

Halloween - naughty ghosts have got her covered :blush:

post-781013-0-49393000-1445052018_thumb.jpgpost-781013-0-48774500-1445052020_thumb.jpgpost-781013-0-54692200-1445052021_thumb.jpgpost-781013-0-58022400-1445052022_thumb.jpgpost-781013-0-63359300-1445052023_thumb.jpgpost-781013-0-92043700-1445052024_thumb.jpg

 

 

 

Raidou got shooled

post-781013-0-91265800-1445049103_thumb.jpgpost-781013-0-32418400-1445049105_thumb.jpg

 

 

 

 

 

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Feedback time. Christmas in July pack won't work with v 1.04

 

 

Thanks for the feedback.  Since the new Archive tool was released I have merged all of my custom DLCs into official DLCs.   They run fine if you swap out official TMC/L with the ones in Xmas in July pack.

 

 

Seems like the black dress is in demand, I might release the old version in the interim and work on fixing some minor clipping issues with the new version when I get time.

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Feedback time. Christmas in July pack won't work with v 1.04

 

 

Thanks for the feedback.  Since the new Archive tool was released I have merged all of my custom DLCs into official DLCs.   They run fine if you swap out official TMC/L with the ones in Xmas in July pack.

 

 

Seems like the black dress is in demand, I might release the old version in the interim and work on fixing some minor clipping issues with the new version when I get time.

 

Okay. I used the latest tool. See attached. What do I do next? 

post-300653-0-89913100-1445132692_thumb.jpg

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Feedback time. Christmas in July pack won't work with v 1.04

 

 

Thanks for the feedback.  Since the new Archive tool was released I have merged all of my custom DLCs into official DLCs.   They run fine if you swap out official TMC/L with the ones in Xmas in July pack.

 

The Phase-4 costume from the Christmas in July pack won't have hair if you swap it into the original DLC pack. The original P4 Christmas costume was a variation on the brown reindeer outfit with a hood and it's own hair, whereas the July one just reuses Kasumi's snowman outfit without hair on it.

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Feedback time. Christmas in July pack won't work with v 1.04

 

 

Thanks for the feedback.  Since the new Archive tool was released I have merged all of my custom DLCs into official DLCs.   They run fine if you swap out official TMC/L with the ones in Xmas in July pack.

 

The Phase-4 costume from the Christmas in July pack won't have hair if you swap it into the original DLC pack. The original P4 Christmas costume was a variation on the brown reindeer outfit with a hood and it's own hair, whereas the July one just reuses Kasumi's snowman outfit without hair on it.

 

So it can't be swapped?

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