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Dead or Alive 6 - Modding Thread and Discussion


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Posted
On 9/20/2020 at 8:00 AM, RoockyGTA said:

I thought that you only had to use the g1m tools but what are the other 2 tools for exactly? is that I read the main post I mean the one you said but there are some details that I do not understand or at least not in writing as I said I am more to learn through captures or video tutorials that is why I want someone to guide me since I am new to This is the modding of doa and my goal is clear I want to extract the models and textures from the game to take them to a 3D program like Blender or 3DS Max (that's the one I use) and export them to XPS or Xnalara but since I don't know anything about them internal game files I need someone with experience in the subject to explain it to me and I will collaborate with the use of all those tools even if the animations or movements of the game can be removed too by the way thank you for having answered me.

"REDELBE" is to put into the games's installation folder to make mods work, something like "AutoLink" for DOA5 or the Cheat Engine

"rdbtool" is to extract model files from DOA6 "bin" file. Use it to load the "CharacterEditor.rdb" for extracting g1m file (models), and load "MaterialEditor.rdb" for extracting g1t file (textures)

"g1mtools" is a package for tools to convert g1m file to files that can be import into blender.  

"g1t_tools" is to extract and replace dds texture from g1t file,

 

Posted
7 hours ago, fgh1t6 said:

"REDELBE" se coloca en la carpeta de instalación de los juegos para que las modificaciones funcionen, algo como "AutoLink" para DOA5 o Cheat Engine.

"rdbtool" es extraer archivos de modelo del archivo "bin" DOA6. Úselo para cargar "CharacterEditor.rdb" para extraer el archivo g1m (modelos), y cargue "MaterialEditor.rdb" para extraer el archivo g1t (texturas)

"g1mtools" es un paquete de herramientas para convertir archivos g1m en archivos que se pueden importar a Blender.  

"g1t_tools" es extraer y reemplazar la textura dds del archivo g1t,

 

 

I understand but hey I guess you just have to run them as administrator and select the files with the .bin extension? I mean for example charactereditor.rdb as well as you said no? and what of g1m tool and g1t tool how do I use them to convert the file to a format that Blender allows?

Posted
14 hours ago, RoockyGTA said:

 

I understand but hey I guess you just have to run them as administrator and select the files with the .bin extension? I mean for example charactereditor.rdb as well as you said no? and what of g1m tool and g1t tool how do I use them to convert the file to a format that Blender allows?

Abres qrdbtool y seleccionas uno de estos .rdb, dependiendo si quieres textura o modelos abres charactereditor o materialeditor, una vez abras uno, verás muchos archivos. Tienen nombres intuitivos( kas_cos_007.g1m es el costume delux por ejemplo). Extrae los que quieras. 

Para abrirlo el modelo en blender , usa g1mtool y luego este script en blender: https://raw.githubusercontent.com/DarkStarSword/3d-fixes/master/blender_3dmigoto.py

Para abrir las texturas, usa g1t_tools, luego este pluggin en PS: http://gametechdev.github.io/Intel-Texture-Works-Plugin/image.png.777b31b28705876f58e91dc2fa416514.png

 

Posted
6 hours ago, Azkni said:

Abres qrdbtool y seleccionas uno de estos .rdb, dependiendo si quieres textura o modelos abres charactereditor o materialeditor, una vez abras uno, verás muchos archivos. Tienen nombres intuitivos( kas_cos_007.g1m es el costume delux por ejemplo). Extrae los que quieras. 

Para abrirlo el modelo en blender, usa g1mtool y luego este script en blender:  https://raw.githubusercontent.com/DarkStarSword/3d-fixes/master/blender_3dmigoto.py

Para abrir las texturas, usa g1t_tools, luego este pluggin en PS:  http://gametechdev.github.io/Intel-Texture-Works-Plugin/image.png.777b31b28705876f58e91dc2fa416514.png

 

 

Gracias amigo, aunque lo siento por ser una pregunta así, pero quiero aprender bien y para eso debo saber todo lo mejor posible y más si viene de alguien que sabe hacerlo y bueno, el guión para Blender. , Entiendo cómo hacerlo es instalarlo, etc. El G1M y G1T no sé qué hacer ahí quiero decir lo ejecuto como administrador e indico la ruta del archivo y se convierte en uno que Blender pueda leer, Me refiero al modelo y lo mismo con la textura o ¿cómo debo hacerlos funcionar?

Posted
13 hours ago, RoockyGTA said:

 

Gracias amigo, aunque lo siento por ser una pregunta así, pero quiero aprender bien y para eso debo saber todo lo mejor posible y más si viene de alguien que sabe hacerlo y bueno, el guión para Blender. , Entiendo cómo hacerlo es instalarlo, etc. El G1M y G1T no sé qué hacer ahí quiero decir lo ejecuto como administrador e indico la ruta del archivo y se convierte en uno que Blender pueda leer, Me refiero al modelo y lo mismo con la textura o ¿cómo debo hacerlos funcionar?

Para poder trabajar con g1m y g1t tienes que pasarlos primeros por g1mtool y g1t_tool

Posted
8 hours ago, Azkni said:

Para poder trabajar con g1m y g1t tienes que pasarlos primeros por g1mtool y g1t_tool

 

I mean how do you use the g1m tool and g1t tool?

Posted
6 hours ago, RoockyGTA said:

 

I mean how do you use the g1m tool and g1t tool?

You should read the "readme" file, and try them out first, then post the problem you met, otherwise, you won't have any idea what we are talking about.

Posted
10 hours ago, RoockyGTA said:

 

I mean how do you use the g1m tool and g1t tool?

Estas preguntando y me juego lo que sea a que ni has probado las tools xd

 

Posted
On 9/18/2020 at 11:08 AM, marik86 said:

Is there a way to transfer mods done on DOA5 to DOA6? Want to bring some of the older mods up to date, but I don't know if its a difficult task to do or not. Any feedback would be helpful.

You can but you still need to use the DoA6 bodies from what it looks like. DoA5s heights and asses are different to DoA6

Posted

You must create a new folder and name it "RRP", and drop it with "mod.ini" in order for new dialog and animations to play. Doing it this way will keep Kasumi's original Animations and Dialog, while adding new lines. The more mods you have, the more unique or generic dialog she will get, if modders add more lines for her.


The only time this mod will conflict with other voice mods and Kasumi's original lines, is when Kasumi is in a mirror match. Player 1 or the mod that loads first in character select will always win the
conflict.

Posted

Dead or Alive 6 (Kasumi's New Theme from Senran Kagura: New Link)

https://www.nexusmods.com/deadoralive6/mods/34

 

We are able to upload to Nexusmods especially if you have large files, but they are very strict about asset permission and crediting. So if you have mods that you got from other modders and didn't ask permission, I advise that you get permission before uploading it over there, or they will consider you a thief and ban you, especially if you can't prove that you have permission.

 

If you still want to make a Mod Manager for Dead or Alive 6, then you should be able to use Vortex on the website. Apparently making a mod manager is not that difficult with Vortex

 

Spoiler

20200419194734_1.thumb.jpg.98d5b079aff8fe120dd907b50062ba3c.jpg

 

 

 

 

 

 

 

 

Posted
On 9/28/2020 at 11:28 AM, perfectdark023 said:

Dead or Alive 6 (Kasumi's New Theme from Senran Kagura: New Link)

https://www.nexusmods.com/deadoralive6/mods/34

 

We are able to upload to Nexusmods especially if you have large files, but they are very strict about asset permission and crediting. So if you have mods that you got from other modders and didn't ask permission, I advise that you get permission before uploading it over there, or they will consider you a thief and ban you, especially if you can't prove that you have permission.

 

If you still want to make a Mod Manager for Dead or Alive 6, then you should be able to use Vortex on the website. Apparently making a mod manager is not that difficult with Vortex

 

  Reveal hidden contents

20200419194734_1.thumb.jpg.98d5b079aff8fe120dd907b50062ba3c.jpg

 

 

 

 

 

 

 

 

How'd you make the fighters so shiny?

Posted

I want to put Leifang's COS_04 gloves and shoes on saafrat's nude base.

Can someone point me to a comprehensive tutorial on costume mesh editing? (Or any other help is appreciated.)

I have a working knowledge of Blender have the appropriate scripts installed from the pinned post (at least I *think* I do).

This seems like a basic tweak of swapping out a mesh for another and transferring the bone weights, but I've always done poorly with 3D programs and break things (I'm a 2D artist, help!), but I've figured out a lot on my own from snippets here and there in the forums.

Posted
21 hours ago, woohoolink said:

I want to put Leifang's COS_04 gloves and shoes on saafrat's nude base.

Can someone point me to a comprehensive tutorial on costume mesh editing? (Or any other help is appreciated.)

I have a working knowledge of Blender have the appropriate scripts installed from the pinned post (at least I *think* I do).

This seems like a basic tweak of swapping out a mesh for another and transferring the bone weights, but I've always done poorly with 3D programs and break things (I'm a 2D artist, help!), but I've figured out a lot on my own from snippets here and there in the forums.

DOA have only four type of body mesh models for girls (

You can inter-change meshes among the same type of models, but don't touch softbody meshes (these with "TEXTCOORD8.xy" UV map), and 4D meshes (these cannot be imported)

Steps are:

1. pick a g1m file that contains most of the parts you need as the "basic g1m" file, and import all meshes into blender as "basic meshes".

2. import meshes you want. use ctrl+J to joint the meshes into one of the mesh of your basic g1m file meshes, and do you modification.

3. Transfer bone weight from basic meshes

4. clean up all unused and not bone vertex groups.

5. push space bar and type "Assign new 3DMIgoto vertex groups" to launch the script. Set vertex group step to 3

6. export the mesh with the basic mesh's id name, something like 0.vb/ 1.vb...

7. use g1m_import.exe to import the new mesh back into the basic g1m file.

8. use g1m_xml.exe to obtain the decoded xml file of the g1m file and the one you import the mesh from to get information of textures for your new parts

9. use g1m_xml.exe to obtain the decoded xml file of the new g1m file generated in step 7. and put the information you got from step 8 into it.

10. regenerate g1m file with g1m_xml.exe, and follow REDELBE's readme file to setup your mod.

Posted
19 hours ago, fgh1t6 said:

DOA have only four type of body mesh models for girls [...]

Thank you for taking the time to put this together!
I'll give this a shot. I may ask more questions later, but hopefully I will be able to figure it out on my own.

EDIT: I do not have the script for "Assign new 3DMigoto vertex groups". I'm using Blender 2.8 which had an interface update. Spacebar no longer brings up the script search (it's F3 now), but I do not have it. I assume I'm missing a script? I was able to import .vb models using the script I found here. It looks like a conflict of compatibility of Blender 2.79 and the current version Blender 2.9. I'll try working with 2.79, I suppose, see how that goes.

EDIT 2: New problem. I have made the edits and successfully transferred bone weights from the "basic mesh" to the edited ones. When I use the "Assign new 3DMigoto vertex groups" script (and set Vertex Group step to 3), it reads an error and says, "Selected object has no 3DMigoto Vertex Maps". I don't know what 3DMigoto Vertex Maps are or why I'm missing them.

EDIT 2a: I re-exported the .g1m files through 'g1m_export_with_vgmap.bat' which has resulted in the vertex maps. I now no longer get the error mentioned above.


EDIT 3: Almost. I just went ahead with the export to see what would happen and it works! Perhaps I just didn't change enough to need to merge? I don't know. However, I still need texture data from the .xml since the shoes and gloves are still flesh-colored. However, the texture tutorial you've linked doesn't make sense to me. I don't understand how the two side-by-side images of the .xml and .mtl relate to each other, nor what I'm supposed to do with that information.

The mesh I've edited is 10.vb. The mesh I've pulled from was original 3.vb from LEI_COS_004.
Which .xml or material am I putting what where huh? (Forgive me.)

EDIT 4:
I think this is the material I want. Mesh 3.vb on LEI_COS_004:
 

Spoiler

</Submesh>
            <Submesh idx="3">
                <Flags value="0x35" />
                <VB value="3" />
                <Bones_map value="4" />
                <!--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="3" />
                <U_20 value="1" />
                <IB_format value="3" />
                <VB_Start value="0" />
                <NumVertices value="14537" />
                <IB_Start value="0" />
                <NumIndices value="52572" />


And this is the mesh I've applied the edits to, 10.vb on LEI_COS_001:
 

Spoiler

<Submesh idx="10">
                <Flags value="0x35" />
                <VB value="9" />
                <Bones_map value="10" />
                <!--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="2" />
                <U_10 value="3" />
                <Attribute value="2" />
                <Material value="0" />
                <IB value="9" />
                <U_20 value="1" />
                <IB_format value="3" />
                <VB_Start value="0" />
                <NumVertices value="14238" />
                <IB_Start value="0" />
                <NumIndices value="69102" />


This is the .mtl file for the-- if I understand correctly-- material info from LEI_COS_004 that needs to be applied to my modified version of LEI_COS_001:

 

Spoiler

;
; Material name,matpalid[0],matpalid[1],matpalid[2],...
;
MPR_Muscle_Character_LEICOS004_a01,0
MPR_Muscle_Character_LEICOS004_b01,1
MPR_Muscle_Character_LEICOS004_body,2
HASH_0x78b7f846,3

###

;
; cloth id in g1m,cloth id in XSI,cloth type(0:Cloth,1:Ponytail)
;
0,6,0
0,10,1
1,11,1
2,12,1
3,13,1
 


I don't know what to do with this information.

EDIT 5: Aha! I needed to also extract MaterialsEditor.rdb with qrdbtool-- I think. I now have access to different materials that reflect the same file names as the .mtl.txt file. Now what to *do* with them...

I'm afraid I've merged the body mesh of saafrat's nude mod with the gloves and shoes mesh into one and that is why the texture information is all messed up. I'm not sure if I need a new mesh in the .g1m (11.vb?) or if I just need to move over the UV information to the new merged mesh and then just refer to the original texture data from the original (LEI_COS_004) mesh? That seems to be what the "Find texture files of an object" tutorial suggests, but I still don't understand how it works.

EDIT 6: Browsing through the .g1t files in MaterialEditor in qrdbtool 2.9, I've found the main texture I need for LEI_COS_004's gloves and shoes:
MPR_Muscle_Character_LEICOS004_a01_kidsalb.g1t

This lines up with the .mtl.txt. I just need to know how to apply this now.

 

 

20201008202945_1.jpg

Posted

Can someone educate me on this? I've downloaded kollector's breakable mods, and I can't get them to work. I've tested it on Lei Fang and Honoka, and I either get Honoka's head on Lei Fang's body or vice versa.

 

I've copy and pasted the folders in redelbe's Layer2 folder, but it doesn't seem to work properly. Additionally, in theatre mode, the models would be wearing a different outfit altogether than what was selected before the fight. Can anyone help me figure out what went wrong? Thanks.

Posted
On 10/8/2020 at 10:39 PM, woohoolink said:

EDIT 6: Browsing through the .g1t files in MaterialEditor in qrdbtool 2.9, I've found the main texture I need for LEI_COS_004's gloves and shoes:
MPR_Muscle_Character_LEICOS004_a01_kidsalb.g1t

This lines up with the .mtl.txt. I just need to know how to apply this now.

 

Well done!

The mtl file is for the slot to assign texture id. If you set your mod to use slot LEI_COS_001, i.e the "mod.ini" looks like:
 

Spoiler

 

[General]
type = costume

 

[Costume]
slot = "LEI_COS_001"

 

Then, the texture ID is assigned by the LEI_COS_001.mtl file. It is:

Spoiler

;
; Material name,matpalid[0],matpalid[1],matpalid[2],...
;
MPR_Muscle_Character_LEICOS001_a01,0
MPR_Muscle_Character_LEICOS001_b01,1
MPR_Muscle_Character_LEICOS001_body,2
MPR_Muscle_Character_LEICOS001_c01,3

###

;
; cloth id in g1m,cloth id in XSI,cloth type(0:Cloth,1:Ponytail)
;
0,1,0
1,2,0
2,3,0
3,4,0

The line "MPR_Muscle_Character_LEICOS001_body, 2" means body texture is "Matpalid = 2",  In your xml file:  for mesh 10, you have:

<Submesh idx="10">

.....
                <Matpalid value="2" />

That is applying Matpalid 2 to the mesh, which is the body texture. So, you need to change this to 0, that is set the texture to "MPR_Muscle_Character_LEICOS001_a01" set. Be careful that the

    <Attribute value="2" />
   <Material value="0" />
Are also set for body texture, change them to:

   <Attribute value="0" />
   <Material value="2" />

After that, go further down the xml file to the <MeshesSection>\ <LodGroup idx="0" auto="true">\<Mesh idx="#"> section The '#' is a number, you need to check which block is for mesh 10. An example is: 

                <Mesh idx="10">
                    <Shader value="@DC694116" />
                    <Type value="normal" />
                    <U_12 value="2" />
                    <External_Section_ID value="-1" />
                   "
                </Mesh>

Check the block with" <Submeshes value="10" />" that is the shader for mesh 10. <Shader value="@DC694116" />is a skin texture shader. change it to <Shader value="@1FE387E1" /> , which is a default shader for most of the materials.

Then, you can save the xml file , and drop it back to g1m_xml.exe, the tool will re-compile the g1m file.

Now turn to the texture. A texture set normally contains 6 files with file names looks like: MPR_Muscle_Character_LEICOS001_a01_kids***.g1t

There are two option:

1.modify some of the files in the set, and put it in the mod folder"\REDELBE\Layer2\your_mod_name\Material".

or 

2. whole set redirect

   say in this case your pin point the texture :MPR_Muscle_Character_LEICOS004_a01_kidsalb.g1t, which means use the "MPR_Muscle_Character_LEICOS004_a01" set.

  Use qrdbtool load the "MaterialEditor.rdb" again, search and extract files: 

"MPR_Muscle_Character_LEICOS004_a01.kid" and

"MPR_Muscle_Character_LEICOS004_a01.kts".

The "*.Ktid" is file name list of the set, and "*.kts" define the usage of the files. Just rename these two files to :

"MPR_Muscle_Character_LEICOS001_a01.kid"

"MPR_Muscle_Character_LEICOS001_a01.kts".

and put them into the "Material" folder of your mod. This will replace the "MPR_Muscle_Character_LEICOS001_a01" set with the 004 set.

 

 

Posted

Hello, nice to meet you.
I'm trying to replace "title.g1t" but I get an error.
Do you know what's wrong? 

Please.

(At the time of "character_select_bg.g1t", the error did not occur with the same exchange method.)

 

Spoiler

capture31.png.706cc07a2ac7eb48b063fee3c66a1c12.pngcapture32.thumb.png.d58862625b1b21f30b920716e75e0b05.pngcapture33.png.5169dbe03a6c4ca0ff511bcbab779db8.png

capture34.png.a2e25d0f174b9790346b514e6f93efc3.png

Posted
42 minutes ago, DAMBDIY said:

Hello, nice to meet you.
I'm trying to replace "title.g1t" but I get an error.
Do you know what's wrong? 

Please.

(At the time of "character_select_bg.g1t", the error did not occur with the same exchange method.)

 

  Reveal hidden contents

capture31.png.706cc07a2ac7eb48b063fee3c66a1c12.pngcapture32.thumb.png.d58862625b1b21f30b920716e75e0b05.pngcapture33.png.5169dbe03a6c4ca0ff511bcbab779db8.png

capture34.png.a2e25d0f174b9790346b514e6f93efc3.png

I believe you forgot to turn off "Load mipmaps" during import

And to turn on "Generate mipmaps" during export.  Also, if you are using the qg1t_tool, you might need to change your compression to .dxt1

Try the following:

Spoiler

gimpim.jpg.cfecf166047889032da475fa618a4f8b.jpggimpex.jpg.b7cbfe84c3c47733895e878c504eed43.jpg


 

 

 

Posted
13 hours ago, wingzg said:

I believe you forgot to turn off "Load mipmaps" during import

And to turn on "Generate mipmaps" during export.  Also, if you are using the qg1t_tool, you might need to change your compression to .dxt1

Try the following:

  Reveal hidden contents

gimpim.jpg.cfecf166047889032da475fa618a4f8b.jpggimpex.jpg.b7cbfe84c3c47733895e878c504eed43.jpg


 

 

 

Thank you for your reply.
I tried it several times, but sadly I got an error.
("qg1t_tool" is the latest version.)

Spoiler

capture37.png.48a61b039b4a36a1348447a2be8e67e4.pngcapture35.png.11fcf5de12ece032f5737d7739480c18.pngcapture36.png.ed0f033d7d96141cf3da6570549da3bf.png

 

Posted

Hello

 

I don't know where to go, so I try here. Someone on DOA5LR had made a mod on this game representing Warframe. I don't see anything similiar on this DOA at the moment, and I'm asking where I could go to get my frames. Thank you for your help!

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