vagonumero13 Posted March 26, 2019 Posted March 26, 2019 6 minutes ago, mai2019 said: right Now  What to do  Now type 2 in the keyboard and then enter. Then drag the folder (MaterialEditor) into the program window and press enter again. You will see some messages, including one that says "2 files were reimported". Then you can close the program window (or ctrl-c, doesn't matter).
h4sjohnson Posted March 26, 2019 Posted March 26, 2019 I've tried to modify most of the textures with .g1t suffix. We can do something with texture replacing but, that is, we cant do things like tear up clothes completely into pieces. Anywhy,i'd like to share my little experience in exploring DOA6 textures to modders.(if they do exist)  I. suffix before .g1t kidsair                                                            <-all red, and some of them even cant open. i didnt figure out what they do kidsalb                                                           <-texture, most of the work do with it kidsnmh                                                           <-normal kidsocc                                                          <-grey kidsrfr                                                           <-reflexion kidsshl                                                           <-so few of them have a reasonable size, maybe high light texture kidswtm                                                           <-the sweat mask kidssm1                                                           <-extract texture to preformance sweaty clothes effect or something kidssm2                                                           <-extract normal texture to preformance sweaty clothes effect or something ... II.how to import dds first, get a PS CS6 or PS CC then get Intel Texture Works Plugin for Photoshop and install it to your PS you will get a window like that,dont check any option unless you know what ur doing in addtion, if you are working on modifying kidssm1 sweaty texture, check the load mip-maps, or the PS will generate wrong mip-maps for u.  III.how to modify dds this step allow u to be creative(like that)  notice that you might change 32bitsRGB to 8bits to edit in PS, which result in anamorphose. And you need to change it to 32bits again to save as dds. I advise you think gingerly as each transfer, and save it to PSD to edit next time instead of change between 32bits & 8bits too many times to mess up your work like me ;-(  VI.how to save as dds each texture would mark its compress format: 00000_000000-BC6H.dds <- BC6H is exactly the compress format. usually, there're linear color and sRGB, fast compresss & fine compress to choose. Well, choose fine and give linear & sRGB a test. choose auto generate for mip-maps unless you're working on kidssm1, while u need to choose from layers  V.reimport it to your game well, u can get more infomation from posts earlier. Take your time. 6
SZB Posted March 26, 2019 Posted March 26, 2019 To@ausgeek You have created a very interesting tool. Have you ever experienced his work in online games like the Black Desert Online? Â Â
toho20 Posted March 26, 2019 Posted March 26, 2019 2 hours ago, h4sjohnson said: I've tried to modify most of the textures with .g1t suffix. We can do something with texture replacing but, that is, we cant do things like tear up clothes completely into pieces. Anywhy,i'd like to share my little experience in exploring DOA6 textures to modders.(if they do exist)  I. suffix before .g1t kidsair                                                            <-all red, and some of them even cant open. i didnt figure out what they do kidsalb                                                           <-texture, most of the work do with it kidsnmh                                                           <-normal kidsocc                                                          <-grey kidsrfr                                                           <-reflexion kidsshl                                                           <-so few of them have a reasonable size, maybe high light texture kidswtm                                                           <-the sweat mask kidssm1                                                           <-extract texture to preformance sweaty clothes effect or something kidssm2                                                           <-extract normal texture to preformance sweaty clothes effect or something ... II.how to import dds first, get a PS CS6 or PS CC then get Intel Texture Works Plugin for Photoshop and install it to your PS you will get a window like that,dont check any option unless you know what ur doing in addtion, if you are working on modifying kidssm1 sweaty texture, check the load mip-maps, or the PS will generate wrong mip-maps for u.  What is a mip-maps? Â
SagoSFM Posted March 26, 2019 Posted March 26, 2019 21 minutes ago, toho20 said: What is a mip-maps?  https://en.wikipedia.org/wiki/Mipmap  mipmaps are smaller versions of textures for when things are farther away from the camera, they help with optimization! but crappy mipmaps would look strange as they fade into one another if they aren't generated correctly
Monty-R Posted March 26, 2019 Posted March 26, 2019 The DMM version is better anyway. I see no reason to play the Steam version over the original.
Aurora Rain Posted March 26, 2019 Posted March 26, 2019 19 minutes ago, TAKUE said: Here is about the mods for DOA6, there is another channel to talk about DOAVV please do not change the subject. ^ This +1 I haven't gotten help yet with model extraction using 3DMigoto, and we're talking about DOAXVV for some reason.
mai2019 Posted March 26, 2019 Posted March 26, 2019 8 hours ago, PZRDT2 said: are you asking me? Like Enregist._2019_03_26_18_58_17_506.mp4
Κimmy Posted March 26, 2019 Posted March 26, 2019 1 hour ago, Aurora Rain said: ^ This +1 I haven't gotten help yet with model extraction using 3DMigoto, and we're talking about DOAXVV for some reason. +2 However, guys do not forget that there is an english translation on steam. for those who understand japanese. this is not so important, but for the rest (billions of ppl) it's a huge plus. Â
Guest Posted March 26, 2019 Posted March 26, 2019 1 hour ago, TAKUE said: Here is about the mods for DOA6, there is another channel to talk about DOAVV please do not change the subject. LOL!! chill m8 xD
toho20 Posted March 26, 2019 Posted March 26, 2019 5 hours ago, SagoSFM said: https://en.wikipedia.org/wiki/Mipmap  mipmaps are smaller versions of textures for when things are farther away from the camera, they help with optimization! but crappy mipmaps would look strange as they fade into one another if they aren't generated correctly Thank you very much! Yes, this is hard. I have not understood everything yet and will try to understand through examples. Â
Aurora Rain Posted March 28, 2019 Posted March 28, 2019 @ausgeek  How do we find the constant buffer where the bones are stored? Is it still vs-cb2 or is there a new thing we should be looking for? I would like to get the skeleton imported into blender Â
Popular Post ausgeek Posted March 28, 2019 Popular Post Posted March 28, 2019 Version 1.1 of the 3DMigoto base mod is out: https://helixmod.blogspot.com/2019/03/dead-or-alive-6.html  I've added the costume mod enabling code to this one, so you no longer have to modify the d3dx.ini yourself. I'm shipping the enabling code in a separate ini file so if people need to modify it they don't have to rely waiting for me to update the base mod. This version has significant performance improvements over 1.0 Updated to 3DMigoto 1.3.16 (release notes for modders) The ReShade compatibility issue is fixed The 3D Vision mod now self-disables if your system does not support 3D Vision (better performance)  Since I saw some people asking about keys: F2: Toggle costume mods on and off like we have in DOAXVV F10: Reload mods Ctrl+Alt+F10: Reload mods + reset to default If hunting is enabled (1 or 2) in the d3dx.ini: Numpad 0: Toggle hunting overlay F8: Frame Analysis Dump (overlay must be visible) Ctrl+F8: Cycle Frame Analysis Profiles between: Meshes and diffuse textures Meshes only Textures (Diffuse, reflection, normal and sub-surface-scattering) Log file only  As a celebration of the update, here's a topless La Mariposa with a texture swap and mesh removal:   La Mariposa 1-3 Topless.7z La Mariposa Nipples (fixed for low resolutions).7z (I'm sure someone else will do a more complete texture replacement at some point)  Update: New version of the texture swap that works at lower game resolutions (seems the game uses a lower resolution texture when the game resolution is <= 1366x768).  25
Quinncy Crow Posted March 28, 2019 Posted March 28, 2019 28 minutes ago, ausgeek said: Version 1.1 of the 3DMigoto base mod is out: https://helixmod.blogspot.com/2019/03/dead-or-alive-6.html  I've added the costume mod enabling code to this one, so you no longer have to modify the d3dx.ini yourself. I'm shipping the enabling code in a separate ini file so if people need to modify it they don't have to rely waiting for me to update the base mod. This version has significant performance improvements over 1.0 Updated to 3DMigoto 1.3.16 (release notes for modders) The ReShade compatibility issue is fixed The 3D Vision mod now self-disables if your system does not support 3D Vision (better performance)  Since I saw some people asking about keys: F2: Toggle costume mods on and off like we have in DOAXVV F10: Reload mods Ctrl+Alt+F10: Reload mods + reset to default If hunting is enabled (1 or 2) in the d3dx.ini: Numpad 0: Toggle hunting overlay F8: Frame Analysis Dump (overlay must be visible) Ctrl+F8: Cycle Frame Analysis Profiles between: Meshes and diffuse textures Meshes only Textures (Diffuse, reflection, normal and sub-surface-scattering) Log file only  As a celebration of the update, here's a topless La Mariposa with a texture swap and mesh removal:   La Mariposa 1-3 Topless.7zLa Mariposa Nipples.7z (I'm sure someone else will do a more complete texture replacement at some point) This worked for me, great job! Can't wait for the mods to start rolling out. 1
ausgeek Posted March 28, 2019 Posted March 28, 2019 2 hours ago, Aurora Rain said: @ausgeek How do we find the constant buffer where the bones are stored? Is it still vs-cb2 or is there a new thing we should be looking for? I would like to get the skeleton imported into blender This will need a bit of work for the script to support - DOAXVV had an entire constant buffer dedicated for this purpose, but in this game it's intermixed with other data in vs-cb0. Specifially just checking one random skin vertex shader it is mL2W here (a big givaway is the very large array): // cbuffer $Globals // { // row_major float4x4 mW2P; // Index: 0 1 2 3 Components: 16 // float4 mL2W[384]; // Index: 4-387 Components: 1536 // bool bSkin[3]; // Index: 388-390.x Components: 9 // row_major float4x4 mW2Pt; // Index: 391 392 393 394 Components: 16 // row_major float4x4 mW2S[4]; // Index: 395-410 Components: 64 // } ... // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // $Globals cbuffer NA NA 0 1 But a bigger priority is to get the script exporting the problem areas of the mesh we need to edit.
h4sjohnson Posted March 28, 2019 Posted March 28, 2019 14 minutes ago, ausgeek said: Version 1.1 of the 3DMigoto base mod is out: Â Â Â @ausgeek with your v1.1 upgrade, i can start my game through 3DMigoto Loader.exe now. And i put "delay = -1" to d3dx to hold the output window, the output log also looks good (maybe?): but still, there's nothing happen in my game. i tried to push F1-12,Numpad 0-9 result in no respone. i try to load your mod and of course, still nothing happen. theres something even weirder when i shutdown the game, the output log remain unchanged like above. Is that normal? CPU: intel i7-7700HQ GPU1:intel HD Graphics 630Â Â GPU2: GTX 1050Ti appreciate your fantastic work and hoping someone could help me to figure out how to make this worked for me. Â
torita75 Posted March 28, 2019 Posted March 28, 2019 someone help me, please. i want to remove this. ( the red square part in the attachment ) Â i removed other parts with 3DMigoto. and i unpacked MaterialEditor.rdb file with rdbtool, i found two textures which seem to contain that part i want to remove.(their name are "MPR_Muscle_Character_KASCOS002_a01_kidsalb.g1t" and "MPR_Muscle_Character_KASCOS002_a01_kidsnmh.g1t".) i tried to edit the textures. but i dont have enough knowledgh to do it, so i've not done it yet. Â btw, @ausgeek thank you for your great job! i'm looking forward to see many mods made with the upgrade tool! Â please excuse me for my poor english. thanks.
h4sjohnson Posted March 28, 2019 Posted March 28, 2019 6 minutes ago, Nat75kaz said: someone help me, please. i want to remove this. ( the red square part in the attachment )  i removed other parts with 3DMigoto. and i unpacked MaterialEditor.rdb file with rdbtool, i found two textures which seem to contain that part i want to remove.(their name are "MPR_Muscle_Character_KASCOS002_a01_kidsalb.g1t" and "MPR_Muscle_Character_KASCOS002_a01_kidsnmh.g1t".) i tried to edit the textures. but i dont have enough knowledgh to do it, so i've not done it yet.  @Nat75kaz replace texture to remove that specify model part is not such a good idea. cause the texture of the model might be DXT1 or BC3(you can unpacked g1t to check),which means it doesnt have Alpha channel to make the model transparent. Anyway, if the texture do have alpha channel, you can give it a shot.
Vitamin A Posted March 28, 2019 Posted March 28, 2019 Anyone can kindly instruct me how to switch costume of a char? For example I'd live to have marie delux costume in place of a one of the recolored default costume
Monty-R Posted March 28, 2019 Posted March 28, 2019 The game is pretty much dead. Online players dropped down to 200 people.... Is this the result of watering down the game and releasing it with missing features?
harem_master Posted March 28, 2019 Posted March 28, 2019 38 minutes ago, Monty-R said: The game is pretty much dead. Online players dropped down to 200 people.... Is this the result of watering down the game and releasing it with missing features? Maybe because there is DOAXVV on steam, everyone used a vpn, and there are 3000(night)~6000(day) players in-game XD I think the next DOA6 update will call all players to play again.
MyRabbit Posted March 28, 2019 Posted March 28, 2019 Anyone know how to import .G1M model files into blender? 1
Team48 Posted March 28, 2019 Posted March 28, 2019 1 hour ago, Monty-R said: The game is pretty much dead. Online players dropped down to 200 people.... Is this the result of watering down the game and releasing it with missing features? In this thread, there are also significantly fewer people than before. Several times less. This is because the DOAXVV on Steam. And they are unlikely to return. It makes no sense.
Bewul Posted March 28, 2019 Posted March 28, 2019 7 hours ago, ausgeek said: Version 1.1 of the 3DMigoto base mod is out: https://helixmod.blogspot.com/2019/03/dead-or-alive-6.html  I've added the costume mod enabling code to this one, so you no longer have to modify the d3dx.ini yourself. I'm shipping the enabling code in a separate ini file so if people need to modify it they don't have to rely waiting for me to update the base mod. This version has significant performance improvements over 1.0 Updated to 3DMigoto 1.3.16 (release notes for modders) The ReShade compatibility issue is fixed The 3D Vision mod now self-disables if your system does not support 3D Vision (better performance)  Since I saw some people asking about keys: F2: Toggle costume mods on and off like we have in DOAXVV F10: Reload mods Ctrl+Alt+F10: Reload mods + reset to default If hunting is enabled (1 or 2) in the d3dx.ini: Numpad 0: Toggle hunting overlay F8: Frame Analysis Dump (overlay must be visible) Ctrl+F8: Cycle Frame Analysis Profiles between: Meshes and diffuse textures Meshes only Textures (Diffuse, reflection, normal and sub-surface-scattering) Log file only  As a celebration of the update, here's a topless La Mariposa with a texture swap and mesh removal:   La Mariposa 1-3 Topless.7zLa Mariposa Nipples.7z (I'm sure someone else will do a more complete texture replacement at some point) So with this version we can edit mesh and mod with blender like in VV ? Anw incredible work, this is wonderfulÂ
torita75 Posted March 28, 2019 Posted March 28, 2019 4 hours ago, h4sjohnson said: @Nat75kaz replace texture to remove that specify model part is not such a good idea. cause the texture of the model might be DXT1 or BC3(you can unpacked g1t to check),which means it doesnt have Alpha channel to make the model transparent. Anyway, if the texture do have alpha channel, you can give it a shot. @h4sjohnson Thank you for your reply! as you said, both the textures i found are DXT1. do you know any way? can i do that with ver1.1 of the 3DMigoto?
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