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Dead or Alive 6 - Modding Thread and Discussion


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13 hours ago, DAMBDIY said:

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

  Hide contents

 

 

My only other suggestion is that you may have forgotten to flatten the image before export.  When you are exporting, GIMP only exports the one highlighted layer.  

 

Because, the error is saying the file is 1920x1080, when it's supposed to be 2048x2048.

 

And when you replace the image, only replace the image within the confides of the original image.  Otherwise, you'll get a strenched looked on your title screen.

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On 10/12/2020 at 8:33 AM, wingzg said:

My only other suggestion is that you may have forgotten to flatten the image before export.  When you are exporting, GIMP only exports the one highlighted layer.  

 

Because, the error is saying the file is 1920x1080, when it's supposed to be 2048x2048.

 

And when you replace the image, only replace the image within the confides of the original image.  Otherwise, you'll get a strenched looked on your title screen.

Thank you very much!
Succeeded.
I'm a beginner in GIMP, so I didn't notice the rudimentary things.

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On 10/19/2020 at 12:24 PM, jameszyx said:

See this video on twitter,

Kasumi has a different posture after being beaten,
How do i do it?
Please tell me ,thanks

Rename .g1a (a= animation) files, they can be  found in RRPreview with names like HON01002_HON.g1a. "*_CMN" are for the reactions that the enemy has when it receives the damage ( ex: HYT00826_CMN.g1a). They dont have intuitive names so you probably wanna use the g1a2fbx tool to view which animation it is :D

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On 10/23/2020 at 11:40 AM, Azkni said:

Rename .g1a (a= animation) files, they can be  found in RRPreview with names like HON01002_HON.g1a. "*_CMN" are for the reactions that the enemy has when it receives the damage ( ex: HYT00826_CMN.g1a). They dont have intuitive names so you probably wanna use the g1a2fbx tool to view which animation it is :D

You can make them perform certain special knockdown animations by just renaming files?? So what would I need to change if I wanted for example light ground attacks to cause that special crumple on ground and if I wanted characters to do a special reaction from throws? I hate how you do strong throws but they never react as if it hurts besides the basic headshake and I want them to do the other animations xD

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7 hours ago, Lovre said:

You can make them perform certain special knockdown animations by just renaming files?? So what would I need to change if I wanted for example light ground attacks to cause that special crumple on ground and if I wanted characters to do a special reaction from throws? I hate how you do strong throws but they never react as if it hurts besides the basic headshake and I want them to do the other animations xD

The thing is that the animations arent named with easy names to help you check which one you want, all files named as (...)_CMN.g1a at the end are reactions that characters have at specific moves.

image.png.4d3a3c55dea882acaaae689072b5d84c.png

 

Once you found the animation you want to swap, and its substitute, for example change CMN00066_CMN.g1a for the CMN00067_CMN.g1a reaction animation (choosen randomly), rename CMN00066_CMN.g1a as CMN00067_CMN.g1a and then paste the file inside \Dead or Alive 6\REDELBE\RRPreview

 

PD:

Some moves (aka throws) have unique reaction and the CMN next to it is the reaction. I dont know if it helps tbh, I didnt change many animations of the game because they usually make weird the transition between animations

image.png.1acd4ac5fae7a160a736d18bb91314c9.png

image.png

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7 hours ago, Azkni said:

The thing is that the animations arent named with easy names to help you check which one you want, all files named as (...)_CMN.g1a at the end are reactions that characters have at specific moves.

image.png.4d3a3c55dea882acaaae689072b5d84c.png

 

Once you found the animation you want to swap, and its substitute, for example change CMN00066_CMN.g1a for the CMN00067_CMN.g1a reaction animation (choosen randomly), rename CMN00066_CMN.g1a as CMN00067_CMN.g1a and then paste the file inside \Dead or Alive 6\REDELBE\RRPreview

 

PD:

Some moves (aka throws) have unique reaction and the CMN next to it is the reaction. I dont know if it helps tbh, I didnt change many animations of the game because they usually make weird the transition between animations

image.png.1acd4ac5fae7a160a736d18bb91314c9.png

image.png

Thank you! Do you hafe the tool link so I can view them? ?

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Hello.
I am trying to remove the character's swimsuit jacket.
(Example: KAS_COS_101)

I succeeded in deleting 10.vb-12.vb using blender, but even if I import it, it is not reflected in the game.
I tried both "Faces Delete" and "Only Edges & Faces Delete" by extracting with reference to other people's jacket deletion mods, but neither was reflected.

Do you know why? Please.

Spoiler

capture60.png.7ba8b4e5080a6bccd5a9c5925525a7c6.pngcapture61.thumb.png.7f90567d34e871f43b54e19dfc183114.pngcapture70.thumb.png.f462fb403441999ae654a2dde3ef0341.pngcapture66.thumb.png.59a3ed4376346eb7384a58c4b7ca8e62.pngcapture65.thumb.png.23379b9c806f8f9352be02f56f15ccbd.pngcapture67.thumb.png.b310a4ba5ec39b87796fd65b7e27dc43.pngcapture69.png.4089c99fea920050493ed7ad61848aca.pngcapture72.png.41253689e1ea823354cca68b206684c9.png

 

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32 minutes ago, DAMBDIY said:

Hello.
I am trying to remove the character's swimsuit jacket.
(Example: KAS_COS_101)

I succeeded in deleting 10.vb-12.vb using blender, but even if I import it, it is not reflected in the game.
I tried both "Faces Delete" and "Only Edges & Faces Delete" by extracting with reference to other people's jacket deletion mods, but neither was reflected.

Do you know why? Please.

  Hide contents

capture60.png.7ba8b4e5080a6bccd5a9c5925525a7c6.pngcapture61.thumb.png.7f90567d34e871f43b54e19dfc183114.pngcapture70.thumb.png.f462fb403441999ae654a2dde3ef0341.pngcapture66.thumb.png.59a3ed4376346eb7384a58c4b7ca8e62.pngcapture65.thumb.png.23379b9c806f8f9352be02f56f15ccbd.pngcapture67.thumb.png.b310a4ba5ec39b87796fd65b7e27dc43.pngcapture69.png.4089c99fea920050493ed7ad61848aca.pngcapture72.png.41253689e1ea823354cca68b206684c9.png

 

You can use g1m_hide and then select the vb you want to hide, its the same as you do but faster. Also the way you did should work, so its kinda weird, try to check if when exporting, an error message is displayed in the scripting section (once you export, you can try to import again that same mesh to check if it is was correctly updated)

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2 hours ago, Azkni said:

You can use g1m_hide and then select the vb you want to hide, its the same as you do but faster. Also the way you did should work, so its kinda weird, try to check if when exporting, an error message is displayed in the scripting section (once you export, you can try to import again that same mesh to check if it is was correctly updated)

Thank you very much.
When I imported the same mesh as the exported mesh again and checked it, it was not deleted.

I think this is the error message but I don't know how to solve it.
I tried with two 3D migoto scripts and both got the same error.

Spoiler

capture75.png.31756ca7fc0083878abe3b25d897df0b.png


(g1m_hide was successful.)

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1 hour ago, DAMBDIY said:

Thank you very much.
When I imported the same mesh as the exported mesh again and checked it, it was not deleted.

I think this is the error message but I don't know how to solve it.
I tried with two 3D migoto scripts and both got the same error.

  Hide contents

capture75.png.31756ca7fc0083878abe3b25d897df0b.png


(g1m_hide was successful.)

Probably it wont let you save an empy mesh (you can try to delete everything but one face, then scale it down or hide it inside the body)

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13 minutes ago, Azkni said:

Probably it wont let you save an empy mesh (you can try to delete everything but one face, then scale it down or hide it inside the body)

I see!
I also thought it was the cause.
From now on, use g1m_hide to erase everything.
Thank you for your help!

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On 26/9/2020 at 9:08, Azkni said:

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

 

 

Xd hello, how long my friend, the truth is that you are partially right. I mean, I was actually using the tools in reverse first, I used the g1m tool and g1t tool first before the rdb tool, so I didn't understand anything before because I didn't take into account that The rdb tool was used first and in summary of my story, well, you will see I have the game installed on another pc and I have not gone to work or rather follow your advice, apply the steps you told me, but I understood that if what I did I realized that I have the pc version and you have the steam version, but I don't think that will affect anything, as the case may be, I will continue with that very soon and to convert the G1A files to Blender, is there any tool?
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3 hours ago, RoockyGTA said:

 


Xd hello, how long my friend, the truth is that you are partially right. I mean, I was actually using the tools in reverse first, I used the g1m tool and g1t tool first before the rdb tool, so I didn't understand anything before because I didn't take into account that The rdb tool was used first and in summary of my story, well, you will see I have the game installed on another pc and I have not gone to work or rather follow your advice, apply the steps you told me, but I understood that if what I did I realized that I have the pc version and you have the steam version, but I don't think that will affect anything, as the case may be, I will continue with that very soon and to convert the G1A files to Blender, is there any tool?

 

There's a tool, g1a2fbx, that lets you open the animations. You need a g1m file  and a g1a file  to do it :)

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Hello
I tried exchanging Nyotengu and Kasumi's "body_kidsalb", but noticed that the coordinates were different.

(This KASUMI's kidsalb is a MOD of a certain user)

Spoiler

capture91.png.948f709cc15de76a0a452f38a1daff0d.pngcapture90.png.1083a3b985eac9f27283e3114d17cd7c.png

I thought to solve this.
The first is to repaint body_kidsalb with GIMP.
The second is to exchange the mesh of Nyotengu and Kasumi.

I'm still studying, so I want to know as many ways as possible.
Does anyone know any other way?

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3 hours ago, DAMBDIY said:

Hello
I tried exchanging Nyotengu and Kasumi's "body_kidsalb", but noticed that the coordinates were different.

(This KASUMI's kidsalb is a MOD of a certain user)

  Hide contents

capture91.png.948f709cc15de76a0a452f38a1daff0d.pngcapture90.png.1083a3b985eac9f27283e3114d17cd7c.png

I thought to solve this.
The first is to repaint body_kidsalb with GIMP.
The second is to exchange the mesh of Nyotengu and Kasumi.

I'm still studying, so I want to know as many ways as possible.
Does anyone know any other way?

The KAS one is for DOA 5 body mesh, NYO one is for DOA 6 body mesh. There is no easy way to transfer the UV co-ordinates, that is why (I guessed ) the modder use the DOA5  texture directly rather then transfer the UV to DOA 6 body texture. 

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3 hours ago, DAMBDIY said:

Hello
I tried exchanging Nyotengu and Kasumi's "body_kidsalb", but noticed that the coordinates were different.

(This KASUMI's kidsalb is a MOD of a certain user)

  Hide contents

capture91.png.948f709cc15de76a0a452f38a1daff0d.pngcapture90.png.1083a3b985eac9f27283e3114d17cd7c.png

I thought to solve this.
The first is to repaint body_kidsalb with GIMP.
The second is to exchange the mesh of Nyotengu and Kasumi.

I'm still studying, so I want to know as many ways as possible.
Does anyone know any other way?

Gosh that was a strong slap

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17 hours ago, fgh1t6 said:

The KAS one is for DOA 5 body mesh, NYO one is for DOA 6 body mesh. There is no easy way to transfer the UV co-ordinates, that is why (I guessed ) the modder use the DOA5  texture directly rather then transfer the UV to DOA 6 body texture. 

Oh!
I've never heard of DOA 5 body mesh.
Thank you for being able to know.
 

 

17 hours ago, Azkni said:

Gosh that was a strong slap

It may look good at the time of KO. XD

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On 1/11/2020 at 5:48, Azkni said:

Nene tienes el link adjuntado, solo descarga el g1mtool_1.2 (aunque tambien necesitarás rdbtool)

 

which of the two will I have to drag the g1a file to? to the fbx2g1a or to the g1a 2fbx? and to visualize the animation should I use Blender?

g1mtools_1.2.jpg

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