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Dead or Alive 6 - Modding Thread and Discussion


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Posted

Someone write a tutorial on how to edit it all.

 

;;;;;;;;;;;;;;;;;;;;;;;; SPECULAR ON CHARACTER SELECT SCREEN ;;;;;;;;;;;;
[Present]
clear = Resource\ShaderFixes\inverse-cs.ini\InverseOutCBSlot4

; The shaders used on the character select screen are a different pattern to
; the ones used in game. These don't have the mP2W matrix handy, so we inverse
; the mW2P matrix from the vertex shader. We will grab a reference to the
; vs-cb0 on any vertex shader that has mP2W at the expected position (one of
; the few cases where it seems we can rely on it being in a fixed position...),
; but won't do the inverse from the VS command list - the shaders run too often
; and will use up the matrix inverse limit on something unwanted, and disabling
; the limit hurts performance too much. The pixel shaders match far less, so do
; the inverse from them.
[ShaderRegexCharacterSelectSpecularVS]
shader_model = vs_5_0
Resource\ShaderFixes\inverse-cs.ini\InverseIn = ref vs-cb0
;$\ShaderFixes\inverse-cs.ini\matrix_offset = 0
;reset_per_frame_limits = CustomShader\ShaderFixes\inverse-cs.ini\InverseSlot4
;run = CustomShader\ShaderFixes\inverse-cs.ini\InverseSlot4
;[ClearDepthStencilView]
;reset_per_frame_limits = CustomShader\ShaderFixes\inverse-cs.ini\InverseSlot4
;[ClearRenderTargetView]
;reset_per_frame_limits = CustomShader\ShaderFixes\inverse-cs.ini\InverseSlot4
[ShaderRegexCharacterSelectSpecularVS.Pattern]
// cbuffer \$Globals\n
// {\n
//\n
//   row_major float4x4 mW2P;           // Offset:    0 Size:    64\n
;(.|\n)*
;//   bool bSkin[3];                     // Offset: 6208 Size:    36\n
(.|\n)*
;// mSoftBodyNode                     texture  float4         buf   10        1\n
// \$Globals                          cbuffer      NA          NA    0        1\n
[ShaderRegexCharacterSelectSpecularPS]
shader_model = ps_5_0
temps = stereo tmp
$\ShaderFixes\inverse-cs.ini\matrix_offset = 0
;reset_per_frame_limits = CustomShader\ShaderFixes\inverse-cs.ini\InverseSlot4
run = CustomShader\ShaderFixes\inverse-cs.ini\InverseSlot4
ps-cb13 = Resource\ShaderFixes\inverse-cs.ini\InverseOutCBSlot4
post ps-cb13 = null
[ShaderRegexCharacterSelectSpecularPS.Pattern]
(?P<before>
    dcl_.*\n
    round_ni r0\.xy, v0\.xyxx\n
    add r1\.xyz, -v2\.xyzx, cb0\[11\]\.xyzx\n
)
[ShaderRegexCharacterSelectSpecularPS.InsertDeclarations]
dcl_resource_texture2d (float,float,float,float) t121
dcl_constantbuffer cb13[4], immediateIndexed
[ShaderRegexCharacterSelectSpecularPS.Pattern.Replace]
${before}\n

ne ${tmp}.x, cb13[0].x, l(0.0)\n
if_nz ${tmp}.x\n
    ld_indexable(texture2d)(float,float,float,float) ${stereo}.xyzw, l(0, 0, 0, 0), t121.xyzw\n
    mul ${tmp}.x, ${stereo}.x, -${stereo}.y\n
    mul ${tmp}.xyzw, ${tmp}.xxxx, cb13[0].xyzw\n
    add r1.xyz, r1.xyzw -${tmp}.xyzw\n
endif\n

 

Posted

[Present]
; Example: Clear an ini param at the start of each frame:
;post x = 0
; Example: Undefine a custom resource until something is copied into it:
;post ResourceDepthBuffer = null
; Example: Clear a custom resource with black/zero at the start of each frame
; (beware that driver bugs may mean only one eye is cleared in some cases):
;post clear = ResourceFoo

; If you are looking for CustomShader3DVision2SBS, CustomShaderSoftwareMouse or
; CustomShaderUpscale, these are now enabled in the [Include] section at the
; top of this file instead. The other options related to these are still in
; the same place.
[ResourceBakIB]
[ResourceBakVB]
[ShaderRegexCharacters]
shader_model = vs_5_0
analyse_options = dump_vb dump_ib dump_cb dump_tex txt buf dds
if !frame_analysis
    ResourceBakIB = ref ib
    ResourceBakVB = ref vb0
    checktextureoverride = ps-t0
    checktextureoverride = ib
    checktextureoverride = vb0
    ib = ref ResourceBakIB
    vb0 = ref ResourceBakVB
endif

[ShaderRegexCharacters.Pattern]
bool bSkin

Posted

Hey all,

 

when putting mods into the folder (inside 3dmigoto) do we put them into individual folders ? (Kasumi bride skirtless, etc)

or just port the .ini, etc files loosely into the mods folder?? Can’t get them to show in game...do we have to enable hunting, or should they just appear??

 

appreciate any help you can offer!

Posted
7 hours ago, Firstballot said:

Hey all,

 

when putting mods into the folder (inside 3dmigoto) do we put them into individual folders ? (Kasumi bride skirtless, etc)

or just port the .ini, etc files loosely into the mods folder?? Can’t get them to show in game...do we have to enable hunting, or should they just appear??

 

appreciate any help you can offer!

I've added them at the end of the d3dx.ini file like this, and it works for me. I have no idea if this is the "proper" way.

 

 

d3dx.JPG

Posted

hey guys, i've tried out tools provided by @tianmuxia & @ausgeek. Unfortunately, none of them works.It goes like this:

 

1.DoaTools.exe

i just export the file 00000001.g1t(which was a texture of a costume), and then use DoaTools.exe again to repack them.

the exe gives me CharacterEditor.rdb & CharacterEditor.rdb.bin_9.

Everything is just fine for now,and of course, there's no error log at the DoaTools.exe.

Then i but them to the game folder and replace the CharacterEditor.rdb, run the game.The game start normally and i enter the main menu. But when the game try to load character, the game crash.

i found out the size of CharacterEditor.rdb reduces from 596KB to 595KB,and in the 1.01 version of DOA6, that file is 594KB. I wonder if the DoaTools.exe works on early version, but have not been fixed to have a compatibility with new version 1.02.

 

2.3DMigoto

the game splash and crash. here's the log below:

 

------------------------------- 3DMigoto Loader ------------------------------

d3d11.dll description: "3Dmigoto - d3d11.dll"
3DMigoto Version 1.3.15
Loaded D:\Games\3Dfix-DOA6-1.0\d3d11.dll

3DMigoto ready, launching "D:\Games\Dead or Alive 6"...
Target process found (11316): D:\Games\Dead or Alive 6\DOA6.exe
11316: 3DMigoto loaded :)                                                                                                   <-the 3DMigoto successfully capture the DOA6.exe right?
DOA6.exe (10544): Unable to verify if 3DMigoto was successfully loaded: 5                          <- then the DOA6.exe just splash & crash?
DOA6.exe (10544): Unable to verify if 3DMigoto was successfully loaded: 5
DOA6.exe (11316): Unable to verify if 3DMigoto was successfully loaded: 299

 

i saw someone posted at 3dm forums saying he splash and crash while using 3Dmigoto to launch DOA6,and he doubt that laptop cant launch 3DMigoto because his laptop cant support nvidia 3d-vision function. Well, i'm a laptop user and a completely fool at GPU matter, is him right?

 

 

i want to make some amazing mods to that game,just need a little help in beginning.PLZ HELP

Posted
47 minutes ago, h4sjohnson said:

hey guys, i've tried out tools provided by @tianmuxia & @ausgeek. Unfortunately, none of them works.It goes like this:

 

1.DoaTools.exe

i just export the file 00000001.g1t(which was a texture of a costume), and then use DoaTools.exe again to repack them.

the exe gives me CharacterEditor.rdb & CharacterEditor.rdb.bin_9.

Everything is just fine for now,and of course, there's no error log at the DoaTools.exe.

Then i but them to the game folder and replace the CharacterEditor.rdb, run the game.The game start normally and i enter the main menu. But when the game try to load character, the game crash.

i found out the size of CharacterEditor.rdb reduces from 596KB to 595KB,and in the 1.01 version of DOA6, that file is 594KB. I wonder if the DoaTools.exe works on early version, but have not been fixed to have a compatibility with new version 1.02.

 

2.3DMigoto

the game splash and crash. here's the log below:

 

------------------------------- 3DMigoto Loader ------------------------------

d3d11.dll description: "3Dmigoto - d3d11.dll"
3DMigoto Version 1.3.15
Loaded D:\Games\3Dfix-DOA6-1.0\d3d11.dll

3DMigoto ready, launching "D:\Games\Dead or Alive 6"...
Target process found (11316): D:\Games\Dead or Alive 6\DOA6.exe
11316: 3DMigoto loaded :)                                                                                                   <-the 3DMigoto successfully capture the DOA6.exe right?
DOA6.exe (10544): Unable to verify if 3DMigoto was successfully loaded: 5                          <- then the DOA6.exe just splash & crash?
DOA6.exe (10544): Unable to verify if 3DMigoto was successfully loaded: 5
DOA6.exe (11316): Unable to verify if 3DMigoto was successfully loaded: 299

 

i saw someone posted at 3dm forums saying he splash and crash while using 3Dmigoto to launch DOA6,and he doubt that laptop cant launch 3DMigoto because his laptop cant support nvidia 3d-vision function. Well, i'm a laptop user and a completely fool at GPU matter, is him right?

 

 

i want to make some amazing mods to that game,just need a little help in beginning.PLZ HELP

 

Doa6Tool has problems with update 1.0.2.

I am going to release an alternative program later today, with compatibility with 1.0.2. Also, my program will use file names (or filename hashes when name is not known) instead of these indexes that change every update.

Posted
On 3/21/2019 at 4:44 AM, ddd439 said:

 

Rachel and Momiji would definitely have to be in the main roster.

Of course! The game lost a lot due that they did not do it from the very beginning.

Posted

I have one more question, although asking questions here is almost useless.
This program (3Migoto) is compatible with integrated Intel HD graphics?
I also have a laptop and I doubt that it will work.

Posted
2 hours ago, vagonumero13 said:

 

Doa6Tool has problems with update 1.0.2.

I am going to release an alternative program later today, with compatibility with 1.0.2. Also, my program will use file names (or filename hashes when name is not known) instead of these indexes that change every update.

excellent, waiting on your good news.

Posted

Remove Nico's default glasses so you don't have to manually remove it every time you use her. Also remove it when other players use it online and when CPU uses it.

 

Also remove the glasses in DOA Quest menu.

 

If the mod doesn't work, add these code to your d3dx.ini

 

Quote

[ShaderRegexEnableTextureOverrides]
shader_model = vs_4_0 vs_4_1 vs_5_0 vs_5_1
; Doing texture matches first in case your mesh matches replace the draw call:
checktextureoverride = ps-t0
checktextureoverride = vb0
checktextureoverride = ib

 

DOA6 2019-03-24 17-22-54-379.png

Nico Glassesless.ini

Posted

Here is rdbtool, the alternative rdb extractor/injector, with better support for game version 1.02.

Download from attachment.

 

Usage is a bit different to doa6tool.

It is recommended to put the .exe in the game directory (the program needs to be able to access not only the bin files but also the data folder), and make sure you have write permissions on that directory!.

 

For extract, proceed as following:

- Open the program by draging the .rdb file to it.

- You will be given two options, press 1 and enter.

- Now you have 3 options: extract all files, extract only one specific type (extension) or a single file. Chose the desired number and follow on screen instructions (if any). In the two first cases, files will be extracted to a directory with same name as .rdb. In the third case, the file will be extracted in the same directory that the .rdb is.

 

For reimport files, proceed as following:

- Open the program by draging the .rdb file to it.

- You will be given two options, press 2 and enter.

- Now drag the file you want to reimport. If you want to reimport multiple files at once, put all of them in a folder, and drag the folder instead.

 

 

The tool uses file names when available, and filename hashes when they are not. So, when reimporting files, make sure to not change the names of the files.

 

Precautions: it is recommended to backup your .rdb files before this program usage. It is not neccessary to backup the .bin files, because they are not written to. The program uses the file .bin_9 for writing, like doa6tool. To restore the game to original state, you just have to restore the original .rdb files

 

 

Edit April, 12: updated to version 0.3.

 

 

 

rdbtool_0.3b.zip

Posted
3 minutes ago, deadcause13 said:

This happens when trying to re-import either file or directory.

 

Is the file located in a directory that has some non-english symbol in any part of the the path? Like any tildes, dieresis, spanish ñ, japanese, rusian, chinese, etc? If so, try to move the file to a different place that has not that issue.

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