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Dead or Alive 6 - Modding Thread and Discussion


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Posted
26 minutes ago, gatto tom said:

Could it be a lack of SOFT_XXX_ROOT from Nyotengu? Because Leifang has from SOFT_000_ROOT to SOFT_005_ROOT, meanwhile Nyo has only 000,001,004,005

 

Have you tried your mod in a different slot? (no, the "WORK" won't work for this, you will have to rename files, etc)

The breasts going down is something that also happens to the nude mod in some slots. For example: if you make the nude mod go in the bikini slot (NYO_COS_030), you will see a similar effect.

Posted
1 hour ago, vagonumero13 said:

 

Have you tried your mod in a different slot? (no, the "WORK" won't work for this, you will have to rename files, etc)

The breasts going down is something that also happens to the nude mod in some slots. For example: if you make the nude mod go in the bikini slot (NYO_COS_030), you will see a similar effect.

Would it be the "OPT_ywrk_00","OPT_ywrk_01","OPT_ywrk_02" bones then? As we known, they are bouncy bones for breast parts, but they are not always the same even with the same name.  Say in the nude mod (saafrat's set):

Spoiler

        <Bone name="OPT_ywrk_00" id="565" idx="106" parent="SK_Spine02">
            <Translation value="6.586092, 8.3747654, 7.72368856e-015, 1.0" />
            <RotationQ value="-0.5, -0.5, -0.5, 0.49999997" />
            <Scale value="1.0, 1.0, 1.0" />
        </Bone>
        <Bone name="OPT_ywrk_01" id="566" idx="107" parent="SK_Spine02">
            <Translation value="3.42983794, 9.26720047, 8.20445515e-015, 1.0" />
            <RotationQ value="-0.5, -0.5, -0.5, 0.49999997" />
            <Scale value="1.0, 1.0, 1.0" />
        </Bone>

 

They are a lot lower then in the NYO_COS_030:

Spoiler

       <Bone name="OPT_ywrk_00" id="565" idx="112" parent="SK_Spine02">
            <Translation value="12.5, 8.5, 6.1712747e-014, 1.0" />
            <RotationQ value="-0.5, -0.5, -0.5, 0.49999997" />
            <Scale value="1.0, 1.0, 1.0" />
        </Bone>
        <Bone name="OPT_ywrk_01" id="566" idx="113" parent="SK_Spine02">
            <Translation value="8.5, 12.0, 7.64491874e-015, 1.0" />
            <RotationQ value="-0.5, -0.5, -0.5, 0.49999997" />
            <Scale value="1.0, 1.0, 1.0" />
        </Bone>
        <Bone name="OPT_ywrk_02" id="567" idx="114" parent="SK_Spine02">
            <Translation value="4.33020353, 9.86975002, 6.49002946e-014, 1.0" />
            <RotationQ value="-0.5, -0.5, -0.5, 0.49999997" />
            <Scale value="1.0, 1.0, 1.0" />
        </Bone>

 

Posted
8 minutes ago, fgh1t6 said:

Would it be the "OPT_ywrk_00","OPT_ywrk_01","OPT_ywrk_02" bones then? As we known, they are bouncy bones for breast parts, but they are not always the same even with the same name.  Say in the nude mod (saafrat's set):

  Hide contents

        <Bone name="OPT_ywrk_00" id="565" idx="106" parent="SK_Spine02">
            <Translation value="6.586092, 8.3747654, 7.72368856e-015, 1.0" />
            <RotationQ value="-0.5, -0.5, -0.5, 0.49999997" />
            <Scale value="1.0, 1.0, 1.0" />
        </Bone>
        <Bone name="OPT_ywrk_01" id="566" idx="107" parent="SK_Spine02">
            <Translation value="3.42983794, 9.26720047, 8.20445515e-015, 1.0" />
            <RotationQ value="-0.5, -0.5, -0.5, 0.49999997" />
            <Scale value="1.0, 1.0, 1.0" />
        </Bone>

 

They are a lot lower then in the NYO_COS_030:

  Hide contents

       <Bone name="OPT_ywrk_00" id="565" idx="112" parent="SK_Spine02">
            <Translation value="12.5, 8.5, 6.1712747e-014, 1.0" />
            <RotationQ value="-0.5, -0.5, -0.5, 0.49999997" />
            <Scale value="1.0, 1.0, 1.0" />
        </Bone>
        <Bone name="OPT_ywrk_01" id="566" idx="113" parent="SK_Spine02">
            <Translation value="8.5, 12.0, 7.64491874e-015, 1.0" />
            <RotationQ value="-0.5, -0.5, -0.5, 0.49999997" />
            <Scale value="1.0, 1.0, 1.0" />
        </Bone>
        <Bone name="OPT_ywrk_02" id="567" idx="114" parent="SK_Spine02">
            <Translation value="4.33020353, 9.86975002, 6.49002946e-014, 1.0" />
            <RotationQ value="-0.5, -0.5, -0.5, 0.49999997" />
            <Scale value="1.0, 1.0, 1.0" />
        </Bone>

 

 

Maybe. But there is clearly somethign external to a g1m that affects all of this, since when you put the very identical g1m in some other slot, it may behave differently. Which is why I think it maybe data in kidsobjdb,

Posted
27 minutes ago, gatto tom said:

With g1m_hide, hide the vb mesh number 0

I kind of remember the tie knot is with the suit mesh though. 

Posted
1 hour ago, gatto tom said:

With g1m_hide, hide the vb mesh number 0

it's good a big thank you for your help comrade

Posted
On 5/19/2020 at 2:38 AM, gatto tom said:

It isn't an error, it is just a pop-up. 

To see if your breast meshes will have issues like in your picture, you have to expand the top bar and after doing the recalculation, if you see some red lines those are the vertexes that need to be changed(every line tells you the vertex coordinates). You just need to move a little and reapply the calculation to see if the error disappears

Thanks for the reply @gatto tom.  

Unfortunately, I am still lost at this step.  I'm not too familiar with 2.79b and I haven't been able to find any tutorial for this particular problem.

 

blender.thumb.jpg.2ff51302a3ff11c0cc31f29cb848baa6.jpg

 

1.  How do I locate these vertices on the mesh?

2.  What recalculation am I supposed to apply?

 

Any help would be appreciated.  Thanks.

Posted
11 hours ago, wingzg said:

1.  How do I locate these vertices on the mesh?

2.  What recalculation am I supposed to apply?

Untitled.png.bd9cf2fb3765ef236262f5b67893226b.png

 

Input one of the coordinates set, for example the last one: 12.4981, 31.3397, 1.5790 into blender's "3D Cursor" section's "location". check if the 3d cursor overlap with a vertex. :

if not, swap y with z, and check again. (if is the breast softbody, z should be in the range of 20-40.  ).

if yes. select the vertex and surrounding vertex and check if you can move them away from any softbody grid control point (these small boxes, after you import the softbody), and then do the 'Update DOA6 soft body vertex positions' again. The common failure happens when a vertex is too close to a grid control point.

Posted
On 5/22/2020 at 5:36 AM, fgh1t6 said:

Input one of the coordinates set, for example the last one: 12.4981, 31.3397, 1.5790 into blender's "3D Cursor" section's "location". check if the 3d cursor overlap with a vertex. :

if not, swap y with z, and check again. (if is the breast softbody, z should be in the range of 20-40.  ).

if yes. select the vertex and surrounding vertex and check if you can move them away from any softbody grid control point (these small boxes, after you import the softbody), and then do the 'Update DOA6 soft body vertex positions' again. The common failure happens when a vertex is too close to a grid control point.

Thank you for explaining it to me.  I did what you said and after inputting every coordinate with errors, and even switched and Z coordinates, none of them pointed to a vertex ?.

 

Spoiler

blender.thumb.jpg.cf498b631ba9481717457411fcbc2265.jpg

 

I ultimately gave up on the C006 slot and moved onto the C002 slot.  Because of it, I've had more successful results.

 

lapis1.thumb.jpg.e5bed163bfed79b5fe24dd2b9c46342e.jpg

 

Spoiler

lapis2.jpg.4297a808fa929ded12962be8f7fc3948.jpglapis3.jpg.27b35461438732625bcee3cf07060436.jpg

 

I'm hoping to release this in a few days, after I finished polishing and testing.

Posted
3 hours ago, wingzg said:

Thank you for explaining it to me.  I did what you said and after inputting every coordinate with errors, and even switched and Z coordinates, none of them pointed to a vertex ?.

 

  Reveal hidden contents

blender.thumb.jpg.cf498b631ba9481717457411fcbc2265.jpg

 

I ultimately gave up on the C006 slot and moved onto the C002 slot.  Because of it, I've had more successful results.

 

lapis1.thumb.jpg.e5bed163bfed79b5fe24dd2b9c46342e.jpg

 

  Hide contents

lapis2.jpg.4297a808fa929ded12962be8f7fc3948.jpglapis3.jpg.27b35461438732625bcee3cf07060436.jpg

 

I'm hoping to release this in a few days, after I finished polishing and testing.

ohh thats so hot mate nice work 

Posted
On 5/18/2020 at 2:35 PM, RandomPhail said:

It's not a mod but a cheat-engine thing. google "Bryanyora DOA6 cheat engine". It allows you to turn any and all characters invisible

i found it but I cannot get it to work. Can you record a vedo of how you got it to work?

Posted

hash = xxxxxxx

handling = skip

i know this one, but what is the add??

 

handling = ( ? ) ? is what??

 

ex )  i want cos001  panty   ㅡ>  cos 032 panty   change want  

 

or this one    03: 20 time 

 

so i want   how can i put the other parts 

 

or  

hash = ?????

handling =  ??   <ㅡ ?? is what 

 

 

i want marie rose pants put  plz help me 

GYe6wt.jpg

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

or did you have this mod? 

 

 

 

Posted
4 hours ago, Lonewolf925 said:

Which folder in Redelbe do I put the file in after I unzip the download?

in REDELBE/MaterialEditor
rename the g1t file you want too use as MPR_Muscle_Character_MOMFACE001_face_kidsalb.g1t

Posted
1 hour ago, unpyerrot said:

in REDELBE/MaterialEditor
rename the g1t file you want too use as MPR_Muscle_Character_MOMFACE001_face_kidsalb.g1t

thank you, would never figured that one out

Posted

By the way, with such a file structure, the color of the lip changes when you press the L2 button while changing the hair. However, I do not create all the hairs, please change the hair number in mod.ini by yourself if necessary.

lip_and_cheek_mod.zip

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