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Dead or Alive 6 - Modding Thread and Discussion


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On 1/13/2020 at 9:46 PM, Chem_Pro said:

If that possible, Can someone explain the different textures types of DOA6 and what should do in game materials.

_kidsair

_kidsalb

_kidsnmh

_kidsocc

_kidsrfr

_kidsshl

_kidswtm

_kidss4m

_kidsthk

_kidsnmb

 

Anyone know which of these is the dirt map?

 

7 hours ago, Mikey Evans said:

Hey everyone! Iam downloading dead or alive 6 full version pirated but its on version 1.01 can some one tell me what update is next is it 1.08?

1.08 -> 1.11 -> 1.15 -> 1.17

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47 minutes ago, 91afro said:

Need some help here. I'm still learning how to mod. Can anyone explain how to delete characters bra? I'm planning to mod training wear so if its wet, it will reveal everything. Cheers

 

The bra of the training wear are purely texture based. The textures are in the kidsmm1 and kidsmm2 files of the costume (e.g. for ayane: MPR_Muscle_Character_AYACOS034_a01_kidsmm1.g1t and MPR_Muscle_Character_AYACOS034_a01_kidsmm2.g1t)

 

They are something like this (this one was from Momiji, from the underwear variation #4, the one you get pressing RTrigger):

Spoiler

00000_000000-BC6H.thumb.png.aa7ae3fa4adaf6de07c967fbbfa7b0cd.png

 

So, you will need to have the technique to edit that with photoshop and replace the bra with boobs.

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My .g1m file appears to be corrupted after using the 'new and improved' Soft Body vertex update plugin. If I import a mesh that has been modified with the 'Update soft body vertex' action into my .g1m, it won't load in-game and if I try to reapply the 'hide' script nothing happens. Has this happened to anyone else?

 

In game, if I switch to the buggy costume it doesn't show up, and if I switch back to a regular costume I get this error:

*************************** EXCEPTION CAUGHT ***************************
Exception code=0xc0000005 at address 00007FF648BF47D8 (00000000004147D8) Faulting module = D:\Games\Dead or Alive 6\DOA6.exe
RBP = 000001FEEC781E38, RSP = 000000ECD2EFF840, RAX = 000001FF4537A7D0, RBX = 000001FF452F9350
RCX = 0000000000000000, RDX = 000000ECD2EFF900, R8 = 0000000000000000,  R9 = 00000000563BDEF1
R10 = 00000000560DB426, R11 = 0000000000000040, R12 = 0000000000001000, R13 = 000000ECD2EFF900
R14 = 0000000000000010, R15 = 000001FEEC781E3C, RDI = 0000000000000000, RSI = 000001FF4537A8E8
************************************************************************

Hmmm, I went back to an older version and it was fine. Wonder if I messed up those meshes somehow.

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On 3/2/2019 at 4:49 AM, Shiori栞 said:

It's also possible they added checks like this to prevent cracking the game. I don't think they intend to take major measures to combat something like nude mods.

 

However as I say this I consider they would not want people to make their own costumes for obvious lack of sales in DLC.

Hey so those tools don't work anymore, really needs help on this please someone reach out too me, please... 

 

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2 hours ago, zackissuper said:

My .g1m file appears to be corrupted after using the 'new and improved' Soft Body vertex update plugin. If I import a mesh that has been modified with the 'Update soft body vertex' action into my .g1m, it won't load in-game and if I try to reapply the 'hide' script nothing happens. Has this happened to anyone else?

 

In game, if I switch to the buggy costume it doesn't show up, and if I switch back to a regular costume I get this error:


*************************** EXCEPTION CAUGHT ***************************
Exception code=0xc0000005 at address 00007FF648BF47D8 (00000000004147D8) Faulting module = D:\Games\Dead or Alive 6\DOA6.exe
RBP = 000001FEEC781E38, RSP = 000000ECD2EFF840, RAX = 000001FF4537A7D0, RBX = 000001FF452F9350
RCX = 0000000000000000, RDX = 000000ECD2EFF900, R8 = 0000000000000000,  R9 = 00000000563BDEF1
R10 = 00000000560DB426, R11 = 0000000000000040, R12 = 0000000000001000, R13 = 000000ECD2EFF900
R14 = 0000000000000010, R15 = 000001FEEC781E3C, RDI = 0000000000000000, RSI = 000001FF4537A8E8
************************************************************************

Hmmm, I went back to an older version and it was fine. Wonder if I messed up those meshes somehow.

How do i get the tools to work for me need help on this trying too learn for myself.

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10 hours ago, 91afro said:

Need some help here. I'm still learning how to mod. Can anyone explain how to delete characters bra? I'm planning to mod training wear so if its wet, it will reveal everything. Cheers

Unfortunately, the wet effect of training Costume is achieved by texture, and the effect is not ideal if the texture is modified. It is recommended to modify Hot Summer to achieve this, because this Costume wet effect is to make the coat transparent, not to achieve transparency through texture.

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20 hours ago, vagonumero13 said:

 

The bra of the training wear are purely texture based. The textures are in the kidsmm1 and kidsmm2 files of the costume (e.g. for ayane: MPR_Muscle_Character_AYACOS034_a01_kidsmm1.g1t and MPR_Muscle_Character_AYACOS034_a01_kidsmm2.g1t)

 

They are something like this (this one was from Momiji, from the underwear variation #4, the one you get pressing RTrigger):

 

So, you will need to have the technique to edit that with photoshop and replace the bra with boobs.

10 hours ago, 用户名623 said:

Unfortunately, the wet effect of training Costume is achieved by texture, and the effect is not ideal if the texture is modified. It is recommended to modify Hot Summer to achieve this, because this Costume wet effect is to make the coat transparent, not to achieve transparency through texture.

Ah, I get it! All we have to do is photoshop the bra to things that look like a pair of boobies, right.. Many thanks guys!

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Another question, dear experts! Somehow i manage to edit the texture of MPR_Muscle_Character_MOMCOS034_a01_kidsmm1.g1t to make the training wear set into more transparent. But somehow, it change nothing when i open the game, here is my step, please let me know if i did something wrong.

 

1. Open qrdbtool.exe, find "MPR_Muscle_Character_MOMCOS034_a01_kidsmm1.g1t", extract it

2. Convert it to .dds with Tianmuxia's thing

3. edit the .dds with photoshop

4. convert the .dds to .g1t with Tanmuxia's thing again (this Tianmuxia is awesome)

5. then re-import the .g1t with rdbtool.exe

 

 

4.JPG

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3 hours ago, 91afro said:

Another question, dear experts! Somehow i manage to edit the texture of MPR_Muscle_Character_MOMCOS034_a01_kidsmm1.g1t to make the training wear set into more transparent. But somehow, it change nothing when i open the game, here is my step, please let me know if i did something wrong.

 

1. Open qrdbtool.exe, find "MPR_Muscle_Character_MOMCOS034_a01_kidsmm1.g1t", extract it

2. Convert it to .dds with Tianmuxia's thing

3. edit the .dds with photoshop

4. convert the .dds to .g1t with Tanmuxia's thing again (this Tianmuxia is awesome)

5. then re-import the .g1t with rdbtool.exe

 

 

4.JPG

 

With REDELBE, you don't need to put the file in the .rdb. Putting files in .rdb is obsolete, because they will get overwritten by any game update.

You would just paste the texture in REDELBE/MaterialEditor for a replacer mod, or create a Layer2 mod.

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15 hours ago, vagonumero13 said:

 

With REDELBE, you don't need to put the file in the .rdb. Putting files in .rdb is obsolete, because they will get overwritten by any game update.

You would just paste the texture in REDELBE/MaterialEditor for a replacer mod, or create a Layer2 mod.

I've tried this,it works, many thanks sir for the reply and your tools in modding. Anyway, it turned out that I guess I have to edit the g1m files too, because I've edited the kidsmm1.g1t file but It changed nothing on the game). So I gave up.. for awhile..

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9 hours ago, 91afro said:

I've tried this,it works, many thanks sir for the reply and your tools in modding. Anyway, it turned out that I guess I have to edit the g1m files too, because I've edited the kidsmm1.g1t file but It changed nothing on the game). So I gave up.. for awhile..

 

I don't think you need to edit .g1m for this, the .g1t edit should be enough. Can you share the .g1t file?

Do you remember if you checked an option in photoshop to generate map mips? (you should always check that one when saving the dds)

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47 minutes ago, vagonumero13 said:

 

I don't think you need to edit .g1m for this, the .g1t edit should be enough. Can you share the .g1t file?

To add to that, I had the exact same problem before, changing the kidsmm1.g1t file just doesn't work, I asked here as well but noone seemed to have an answer and I haven't seen anyone upload any mods that use them either. Here are some files I was testing with (don't know why there's two files with the same texture for the first underwear option but either way, even editing all of them doesn't do anything)

MPR_Muscle_Character_HONCOS004_a01_01_kidsmm1.g1t MPR_Muscle_Character_HONCOS004_a01_kidsmm1.g1t

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6 hours ago, blackdragon99 said:

To add to that, I had the exact same problem before, changing the kidsmm1.g1t file just doesn't work, I asked here as well but noone seemed to have an answer and I haven't seen anyone upload any mods that use them either. Here are some files I was testing with (don't know why there's two files with the same texture for the first underwear option but either way, even editing all of them doesn't do anything)

MPR_Muscle_Character_HONCOS004_a01_01_kidsmm1.g1t 10.67 MB · 1 download MPR_Muscle_Character_HONCOS004_a01_kidsmm1.g1t 10.67 MB · 1 download

 

Do you remember if you checked the option to generate mip maps in photoshop? That kind of thing must always be checked.

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5 hours ago, vagonumero13 said:

 

Do you remember if you checked the option to generate mip maps in photoshop? That kind of thing must always be checked.

Not sure if I had the option on when making these two files but I did try both ways, spent a lot of time trying out different settings to maybe make it work before I gave up.

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On 1/21/2020 at 8:11 PM, vagonumero13 said:

 

I don't think you need to edit .g1m for this, the .g1t edit should be enough. Can you share the .g1t file?

Do you remember if you checked an option in photoshop to generate map mips? (you should always check that one when saving the dds)

Hi there! I have checked generate map mips option when i loaded the file, but I think there is no option for that when I want to save it. Here I share some screenshot of the pop up window when I load the file and some options i chose when I save it.

 

I noticed that something weird happened with other layers when I load the .dds (layers of red box). I did nothing to them, but when I save the .dds then re-load it on photoshop, those weird red boxes are changed.

23 hours ago, blackdragon99 said:

To add to that, I had the exact same problem before, changing the kidsmm1.g1t file just doesn't work, I asked here as well but noone seemed to have an answer and I haven't seen anyone upload any mods that use them either. Here are some files I was testing with (don't know why there's two files with the same texture for the first underwear option but either way, even editing all of them doesn't do anything)

MPR_Muscle_Character_HONCOS004_a01_01_kidsmm1.g1t 10.67 MB · 8 downloads MPR_Muscle_Character_HONCOS004_a01_kidsmm1.g1t 10.67 MB · 9 downloads

things are getting interesting here.. lol

Capture2.JPG

Capture.JPG

MPR_Muscle_Character_MOMCOS034_a01_kidsmm1.g1t

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1 hour ago, 91afro said:

Hi there! I have checked generate map mips option when i loaded the file, but I think there is no option for that when I want to save it. Here I share some screenshot of the pop up window when I load the file and some options i chose when I save it.

 

I noticed that something weird happened with other layers when I load the .dds (layers of red box). I did nothing to them, but when I save the .dds then re-load it on photoshop, those weird red boxes are changed.

things are getting interesting here.. lol

Capture2.JPG

Capture.JPG

MPR_Muscle_Character_MOMCOS034_a01_kidsmm1.g1t 10.67 MB · 0 downloads

You need to make the compression match the original file's compression (typically DXT1) using the compression drop-down, and change the mipmaps drop-down to "generate".

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Anyone run into this issue while trying to export .vb + .ib on a mesh? I can reproduce it every time if I do transfer weights from the original mesh to this (slightly) modified mesh that I'm trying to export. This is specifically with the sweater in MOM_COS_007.

 

Traceback (most recent call last):
  File "C:\Users\zackissuper\AppData\Roaming\Blender Foundation\Blender\2.77\scripts\addons\blender_3dmigoto.py", line 1456, in execute
    export_3dmigoto(self, context, vb_path, ib_path, fmt_path)
  File "C:\Users\zackissuper\AppData\Roaming\Blender Foundation\Blender\2.77\scripts\addons\blender_3dmigoto.py", line 1152, in export_3dmigoto
    vertex = blender_vertex_to_3dmigoto_vertex(mesh, obj, blender_lvertex, layout, texcoord_layers)
  File "C:\Users\zackissuper\AppData\Roaming\Blender Foundation\Blender\2.77\scripts\addons\blender_3dmigoto.py", line 1060, in blender_vertex_to_3dmigoto_vertex
    vertex[elem.name] = elem.pad([ x.weight for x in vertex_groups[i:i+4] ], 0.0)
  File "C:\Users\zackissuper\AppData\Roaming\Blender Foundation\Blender\2.77\scripts\addons\blender_3dmigoto.py", line 304, in pad
    assert(padding >= 0)
AssertionError

location: <unknown location>:-1

 

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