faelrocker Posted October 29, 2019 Posted October 29, 2019 8 hours ago, domamaypa said: Is this game on PC? Only on PS Vita.
cornet_amajiiig Posted November 26, 2019 Posted November 26, 2019 arc037461 Sorry to ask something so elementary. I have question About "RecoLove Modding". I tried "CriPakTools.exe" but, I can't unpack cpk file yet. This is command "CriPakTools.exe CharaModel.cpk ALL". But it happend error "Cannot find ALL.". Searched on internet, this is infomation. However, None of them worked.https://gbatemp.net/threads/how-the-hell-do-i-open-cpk-files.442045/http://dbxvmods.freeforums.net/thread/3/cpk-unpack-repackhttps://amicitia.github.io/guides/p4d/cpk-extract Would you teach to me about how to use "CriPakTools.exe". (By the way, already I have RecoLove's vpk file, real package and doa5 HDM Mod.) In the end, my english is not good. So If you feeling disgust, I'm sorry. Thank you.
Guest Posted December 4, 2019 Posted December 4, 2019 For those who can't open cpk (and any other) files, be sure to decrypt files before modding. Details: https://github.com/TheRadziu/NoNpDRM-modding/wiki
Guest Posted March 7, 2020 Posted March 7, 2020 On 8/13/2019 at 10:32 PM, arc037461 said: The cell edges of body turned black. Still finding solution... Hi modders. Finally, I figured out the problem. I was replacing wrong object (swimsuit). When I switched to replace right (skin) object, it worked with correct edge colors. So, be careful of that. Now DOAHDM's Honoka body looks perfectly in the game.
faelrocker Posted May 21, 2020 Posted May 21, 2020 On 3/7/2020 at 5:25 PM, forum_moderator said: Hi modders. Finally, I figured out the problem. I was replacing wrong object (swimsuit). When I switched to replace right (skin) object, it worked with correct edge colors. So, be careful of that. Now DOAHDM's Honoka body looks perfectly in the game. Please, if you have time, can you post a step by step to achieve this same result? I'm kinda new in modding and don't know which file in DOAHDM's mod is Honoka body and how to convert the tmc file to fed to make it compatible with the game.
Helsong55 Posted May 30, 2020 Posted May 30, 2020 I don't understand, are you using models from Dead or Alive?, do you need to convert them? or is the same file type?, thanks to anyone that answers
lisomn Posted June 14, 2020 Posted June 14, 2020 The skeleton information of the model is stored in FPACTRAN bone = { short zero; short bone_parent; float x; float y; float z; float unknow[6]; } x blockCount; (block[7]) The id in uniqVertexIds is the index id in the corresponding vertices in (block[2]) uniqVertices The value in (block[1]) vertices can be obtained weight on this id 9
faelrocker Posted October 24, 2020 Posted October 24, 2020 On 10/21/2020 at 5:25 PM, Helsong55 said: Is this dead? Sadly, I think it is dead. Just want someone to explain in a easy way to understand how to edit the textures. I don't get the part of edit the vertex colors or something like that. Or a tutorial on how to replace the body. 1
rap-hael-isadore Posted January 2, 2021 Posted January 2, 2021 On 8/3/2019 at 2:01 PM, Guest said: After thousands hours of researching, I finally figured out data structure. The file consists of header, offsets and data blocks like this. Description using pseudo code: ///// common structure ///// header = { char name[8]; short blockCount; byte offsetType; // 2: int, 6: short byte unknown[5]; }; offsets = { int offset; // short if offsetType == 6 int size; // short if offsetType == 6 } x blockCount; // for each offsets, goto (header base address + offset) block = any data of (size) bytes; ///// details of FPACMESH data blocks ///// block[0] = { boundingBoxPos1 = { float x, y, z }; boundingBoxPos2 = { float x, y, z }; byte meshCount; // 0: morph, 1: has one mesh, 2: has two meshes byte unknown[3]; }; ///// if meshCount > 0 ///// block[1] = { short _faceCount; // faceCount = _faceCount / 3 short materialId; byte unknown1[12]; int vertexCount; byte unknown2[12]; vertices = { float x, y, z } x vertexCount; // padding here normals = { float x, y, z } x vertexCount; // padding here vertexColors = { byte R, G, B, A } x vertexCount; // padding here UVs = { float U, V } x vertexCount; // padding here faces = { short idx0, idx1, idx2 } x faceCount; // padding here } x meshCount; // The game uses unique values below block[2] = { uniqVertices = { float x, y, z } x uniqVertexCount; // uniqVertexCount = size / 12 }; block[3] = { uniqNormals = { float x, y, z } x uniqNormalCount; // uniqNormalCount = size / 12 }; block[4] = { uniqVertexColors = { byte R, G, B, A } x uniqVertexCount; }; block[5] = { uniqUVs = { float U, V } x uniqUVCount; // uniqUVCount = size / 8 }; block[6] = { uniqWeights = { int boneCount; weights = { int boneId; float weight; } x boneCount; } x uniqVertexCount; }; // unique IDs are defined in block[7] block[7] = { short uniqVertexIds[vertexCount]; short uniqNormalIds[vertexCount]; short uniqVertexIdsCopy[vertexCount]; // same as uniqVertexIds byte unknown[vertexCount]; byte zeros[vertexCount]; } x meshCount; // NOTE 1: padding means 16 byte padding // NOTE 2: all integers should be read as unsigned Thanks, it looks enough info for creating modding script! 6
char967 Posted January 2, 2021 Posted January 2, 2021 2 hours ago, rap-hael-isadore said: Thanks, it looks enough info for creating modding script! Thinking of making any mod? I want to try modding Lover kiss, should be the same as this game, but don't get how to change the model. You know how? 3
lenore1heather Posted January 6, 2021 Posted January 6, 2021 I'm also trying to import / export 3d models based on the above pseudo code. It was wonderfully accurate, thx! ? To read game files, CPK File Builder of PES modding website, can be used. 12
mtake Posted April 21, 2024 Posted April 21, 2024 Does anyone have a 3D model of Mariana? It's too late now, but I'd like to move it to MMD or koikatu. Once the migration is complete, I would like to share it with everyone, so if you have it, please upload it. I'm using a translator, so please forgive me if my English is weird.
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