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RecoLove Modding


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  • 4 weeks later...
Posted

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-repack
https://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.

  • 2 weeks later...
  • 3 months later...
Posted
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.

maria_yui.jpg.c507f2884ea3a3c950fddfb346e24b00.jpg

  • 2 months later...
Posted
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.

maria_yui.jpg.c507f2884ea3a3c950fddfb346e24b00.jpg

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.

  • 2 weeks later...
Posted

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

 

  • 2 weeks later...
Posted

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;

 

20200614.png

(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

 

20200617_1.png

  • 4 months later...
Posted
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.

  • 2 months later...
Posted
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.

mesh-header.png.740115fda58fa4f08f7745041a1fec21.png

 

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!

 

Posted
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?

 

Posted

I'm also trying to import / export 3d models based on the above pseudo code. It was wonderfully accurate, thx! ?

 

mar.jpg

 

To read game files, CPK File Builder of PES modding website, can be used.

  • 3 years later...
Posted

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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