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Dead or Alive 6 - Modding Thread and Discussion


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Posted
49 minutes ago, wingzg said:

It's because COS30 has more meshes than COS30a.  Because of that, it has more textures as well.  So when you renamed the COS file, the game thinks the apron is still there and needs to place the texture somewhere.  In this case, it's Mila's body.

 

There are multiple ways to remedy this.

 

But, the easiest method is to use g1mhide to make the apron invisible on her COS30.  The meshes you want to hide are 8,9,10,11.

 

The COS030.g1m file is all you will need when you use the g1mhide method.  No need for the other Character / Material files.

Texture mis-matching cannot be correct by hiding meshes, but can be correct by use the g1m_xml tool to edit the "submesh" section. The reason is that the texture file set was indexed by the *.mtl file, and assigned to a submesh in g1m file.  a submesh block in the xml file looks like :

Spoiler

            <Submesh idx="5">
                <Flags value="0x35" />
                <VB value="5" />
                <Bones_map value="5" />
                <!--If you want a submesh to use the material of other, replace the Matpalid, U_10, Attribute and Material. Matpalid matches the number in the .mtl in DOA6.-->
                <Matpalid value="0" />
                <U_10 value="3" />
                <Attribute value="0" />
                <Material value="0" />
                <IB value="5" />
                <U_20 value="1" />
                <IB_format value="3" />
                <VB_Start value="0" />
                <NumVertices value="693" />
                <IB_Start value="0" />
                <NumIndices value="2802" />
            </Submesh>

The <Matpalid value="0" /> assign the first ("0") texture listed in the .mtl file to this submesh. In most the case, 0 is *a01, 1 is *b01, and 3 is body. But if  b01 was not used, the body will become 1, if the g1m file still assigning 3 to body mesh, you got a texture like skin body.  In the worst case, If the mis-matched texture was a gem stone kind, which missed some file, the game will crash! Don't ask why I know that. 

Posted
29 minutes ago, fgh1t6 said:

Texture mis-matching cannot be correct by hiding meshes, but can be correct by use the g1m_xml tool to edit the "submesh" section. The reason is that the texture file set was indexed by the *.mtl file, and assigned to a submesh in g1m file.  a submesh block in the xml file looks like :

 

Your explanation on why the textures mismatch is a lot clearer than mine ?.  

 

I meant to say, in order to remove the apron, which @coldskates wants, the easiest method would to just hide the meshes.

 

I'm sorry for the misunderstanding.

 

 

 

Posted
On 6/17/2020 at 3:26 AM, 用户名623 said:

As far as I know, clothes related to physical parts cannot be modified at present.

Thanks! 

one more Q ? are we able to add more hairs or faces for example (Bass has 2 faces"BAS_FACE_011 and BAS_FACE_001" and i want make a copy BAS_FACE_001 and rename it to something else like BAS_FACE_002 and redirect the modded character to that new face to not conflict with other costumes )

Posted

Does anybody know why Rig ends up like this? 

 

I removed the undershirt 0.vb and then replace the body of Diego 004 to 3.vb where Rig normally has hands and neck. And this is the result ?

 

I have hidden his 1.vb hoodie with the tool... 

IMG_20200623_232110.jpg

Posted
23 hours ago, wingzg said:

It's because COS30 has more meshes than COS30a.  Because of that, it has more textures as well.  So when you renamed the COS file, the game thinks the apron is still there and needs to place the texture somewhere.  In this case, it's Mila's body.

 

There are multiple ways to remedy this.

 

But, the easiest method is to use g1mhide to make the apron invisible on her COS30.  The meshes you want to hide are 8,9,10,11.

 

The COS030.g1m file is all you will need when you use the g1mhide method.  No need for the other Character / Material files.

Thanks, I will be working on it. :)

Posted
On 6/23/2020 at 1:57 PM, Chem_Pro said:

Thanks! 

one more Q ? are we able to add more hairs or faces for example (Bass has 2 faces"BAS_FACE_011 and BAS_FACE_001" and i want make a copy BAS_FACE_001 and rename it to something else like BAS_FACE_002 and redirect the modded character to that new face to not conflict with other costumes )

I think it should be possible to do this

Posted
On 6/23/2020 at 2:25 PM, TRK93 said:

Does anybody know why Rig ends up like this? 

 

I removed the undershirt 0.vb and then replace the body of Diego 004 to 3.vb where Rig normally has hands and neck. And this is the result ?

 

I have hidden his 1.vb hoodie with the tool... 

 

It looks like you forgot to apply the vgmap and update the vertex group positions?

 

Try to apply Rig's vgmap3 to the mesh.  Then update the same mesh's vertext group positions, and set the step to "3".  Then export.

Posted

I am trying to splice together safarats meshes onto the originals costume's body mesh.

 

The body turns out fine.

kokoro.thumb.jpg.8a192764cd5d34050a56d7dc9571df98.jpg

 

But, when the body is bent a certain way, the original mesh doesn't follow with the safarats mesh.  It looks stiff actually.

Spoiler

1.png.005d63c3a3b256a4260d56d12ed0eb67.png2.jpg.53861b508f9e513c3e2fe3c2752552e1.jpg3.jpg.c4589a9871e2a2e29c896204c71980c2.jpg4.jpg.fc8b2697b8527f06bb4a460e6ef6da3d.jpg

 

I made the incision and combined the meshes here.

Spoiler

blender.jpg.0ec2c71a85f0cbc2edcb7ace2f863524.jpg

 

Does anybody know the solution to this problem?  Thanks.

Posted
On 6/27/2020 at 4:41 AM, wingzg said:

I am trying to splice together safarats meshes onto the originals costume's body mesh.

 

The body turns out fine.

kokoro.thumb.jpg.8a192764cd5d34050a56d7dc9571df98.jpg

 

But, when the body is bent a certain way, the original mesh doesn't follow with the safarats mesh.  It looks stiff actually.

  Reveal hidden contents

1.png.005d63c3a3b256a4260d56d12ed0eb67.png2.jpg.53861b508f9e513c3e2fe3c2752552e1.jpg3.jpg.c4589a9871e2a2e29c896204c71980c2.jpg4.jpg.fc8b2697b8527f06bb4a460e6ef6da3d.jpg

 

I made the incision and combined the meshes here.

  Reveal hidden contents

blender.jpg.0ec2c71a85f0cbc2edcb7ace2f863524.jpg

 

Does anybody know the solution to this problem?  Thanks.

I think is weight paint problem

Posted

Christie Halloween 2017 Costume

Spoiler

 

 

Halloween Sister Mod Pack

Spoiler

 

 

Eliot DOA4 Costume

Spoiler

 

 

Nyotengu China Dress

Spoiler

 

 

Tamaki Night Cage

Spoiler

 

 

Hitomi School Uniform

Spoiler

 

 

Posted
On 6/27/2020 at 3:43 AM, wingzg said:

It looks like you forgot to apply the vgmap and update the vertex group positions?

 

Try to apply Rig's vgmap3 to the mesh.  Then update the same mesh's vertext group positions, and set the step to "3".  Then export.

How can I do that? I am new to modding DOA 6 with Blender. ??? 

 

As posted, his costume has 3 meshes from 0 to 3. I only edited 0 (which is his Shirt) and exchanged 3 with the body of Diego's destroyed tank top. 

Posted
1 hour ago, TRK93 said:

How can I do that? I am new to modding DOA 6 with Blender. ??? 

 

As posted, his costume has 3 meshes from 0 to 3. I only edited 0 (which is his Shirt) and exchanged 3 with the body of Diego's destroyed tank top. 

I forgot if this is Blender's default hotkey; but if you push SPACEBAR, the search function will come up.  If not, check your Edit>Preferences>Keymap. 

 

When you extracted the meshes, make sure you chose g1m_export_with_vgmap

 

Step 1:

step1.jpg.0235b0f8b26b6cf15aec13f616a23f27.jpg

Search for the vgmap you're trying to apply to. (In your case, 3.vgmap from RIG's COS.  If that doesn't work, try DGO's)

 

Step 2:

step2.jpg.a488d5b75daab79c8998cb89d4f9a977.jpg

 

Step 3:

step3.jpg.1542d5f5589af5467c74e4b384275a95.jpg

 

Step 4:

Export

 

Posted
On 6/23/2020 at 1:16 AM, wingzg said:

It's because COS30 has more meshes than COS30a.  Because of that, it has more textures as well.  So when you renamed the COS file, the game thinks the apron is still there and needs to place the texture somewhere.  In this case, it's Mila's body.

 

There are multiple ways to remedy this.

 

But, the easiest method is to use g1mhide to make the apron invisible on her COS30.  The meshes you want to hide are 8,9,10,11.

 

The COS030.g1m file is all you will need when you use the g1mhide method.  No need for the other Character / Material files.

It worked like a charm, thank you! Now the followup Qestion is, how to find out which meshes are what in the costumes, in case I want to do the same with other costumes and other girls. For example, if I want to remove the training-weight-thingy from Kasumis training costume?

Posted

Hi, guys.

I've used to make own DOA5 mod with riry sukisuki, dtk mnr's programs. (LR Photo Studio, TMC Object Tools, ... )

 

What I'm curious is is there any (almost) all-in-one program in DOA6?

At the DOA5 modding, it's LR Photo Studio. It's not only a model viewer but also simple mesh editor(simply remove meshes) and texture extractor.

 

In DOA6 modding world, is there any close program to LR Photo Studio?

 

 

Thanks in advance.

Posted

@wingzg  I actually managed to hide the weight-thingy from Kasumi (and few others) training costumes, but the spandex-shorts she is wearing have this little mesh thing, which holds the weight, and now it looks a bit weird. Is it actually another mesh you can hide, or is it part of shorts-mesh? If its the later one, I guess it will require some adjustment in a program like blender?

Posted
2 hours ago, coldskates said:

@wingzg  I actually managed to hide the weight-thingy from Kasumi (and few others) training costumes, but the spandex-shorts she is wearing have this little mesh thing, which holds the weight, and now it looks a bit weird. Is it actually another mesh you can hide, or is it part of shorts-mesh? If its the later one, I guess it will require some adjustment in a program like blender?

I already did that at some point, just never made a topic for it so i did that just now. And yes, it was a part of the shorts mesh so required editing in blender.

 

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