Alexei81 Posted April 1, 2019 Posted April 1, 2019 1 hour ago, Bewul said: Gosh darn, russian GT to french is absolutely hilarious. I didn't really understood in detail what are you guys discussing, but I have no regrets мне еще забавнее, так как русский и английский языки это разговорные языки. A вот французский мой встроенный переводчик не захотел переводить на русский, но смог на английский. Пришлось копировать этот английский текст и переводить с помощью google переводчика. причем в этом разделе после вашего поста пропала в браузере кнопка " Перевести" , в других разделах она есть))
Wonder-Gracyanne Posted April 2, 2019 Posted April 2, 2019 Any chance somebody can mod bigger booty into the game?
HI!!! Posted April 2, 2019 Posted April 2, 2019 12 hours ago, Alexei81 said: узнал что автора того модменеджера зовут FluffyQuack . Его можно найти в твитере. Кто может пусть задаст ему нужные вопросы. А я в твитере давно не был и пароль забыл. Да и английским языком не владею Password can be restored if you remember the email address.
Albondiga99 Posted April 2, 2019 Posted April 2, 2019 This topic is a mess, those comments in russian should be removed already. 3
9372 Posted April 2, 2019 Posted April 2, 2019 54 minutes ago, Albondiga99 said: This topic is a mess, those comments in russian should be removed already. @Alexei81 always writes only in Russian, he can not be deleted only for this reason. Probably he does not have a latin alphabet on the keyboard.
555-555 Posted April 2, 2019 Posted April 2, 2019 18 hours ago, Silver J said: Buddy, where is the source code? Ask this guy.
vagonumero13 Posted April 2, 2019 Posted April 2, 2019 I updated my doa6decsave decryption/re-encryption, now it supports all versions of the game, legit or no. And yes, it can now be used to re-sign saves from one account to another (including from legit to no-lgit or viceversa). Instructions: drag and drop the SYSTEMDATA file to the program, and it will generate a file called SYSTEMDATA.dec with content decrypted. To reencrypt, drag and drop instead the .dec file to the program and it will update/create SYSTEMDATA. Always drag and drop the SYSTEMDATA or SYSTEMDATA.dec file from the original save location, don't copy it to other place. This is because the program retrieves the steamid 64 from the path of the save file. Remainder that the program only works with SYSTEMDATA, not with GRAPHICSETTINGS. Oh, and always do backups of the files before any modification, just in case. ----- Steps to re-sign a file (I'm going to assume there are two people involved, but it doesn't matter if it is only one). - The person that wants to share a save, run the program by dragging the SYSTEMDATA file from its original location to the program. Now, send the SYSTEMDATA.dec file to the other person. - The preson that receives the save. Copy the SYSTEMDATA.dec file to the place where the game stores the save. Now drag the .dec file to the program, and it will generate an encrypted SYSTEMDATA associated to that steam id. You can now delete the .dec file if you want. doa6decsave.zip 8
vagonumero13 Posted April 2, 2019 Posted April 2, 2019 3 minutes ago, yess79357 said: how do I know wheree these files are stored? SYSTEMDATA is stored in c:\Users\<username>\Documents\KoeiTecmo\DEADORALIVE6\<steamid64>\SYSTEMDATA.
diezel Posted April 2, 2019 Posted April 2, 2019 3 hours ago, vagonumero13 said: I updated my doa6decsave decryption/re-encryption, now it supports all versions of the game, legit or no. And yes, it can now be used to re-sign saves from one account to another (including from legit to no-lgit or viceversa). Does your program support the version by XATAB too? Thank you.
ausgeek Posted April 2, 2019 Posted April 2, 2019 I've written a 3DMigoto debug shader to visualise the soft body simulation - it's mostly to help me work out how to properly manipulate the mesh vertex posisitions so we can start adding 3D detail to these parts of the mesh, but it might be of interest to other modders here. Link and screenshots in the spoiler block (side by side images because of stereoscopic 3D): Spoiler https://raw.githubusercontent.com/DarkStarSword/3d-fixes/master/DOA6/ShaderFixes/debug_soft_body.ini https://raw.githubusercontent.com/DarkStarSword/3d-fixes/master/DOA6/ShaderFixes/debug_soft_body.hlsl To enable it add an include for it in the d3dx.ini [Include] section where you see all the other debug shaders. 3 hours ago, vagonumero13 said: I updated my doa6decsave decryption/re-encryption, now it supports all versions of the game, legit or no. And yes, it can now be used to re-sign saves from one account to another (including from legit to no-lgit or viceversa). My multiple Steam accounts thank you sir 3
Gdog2 Posted April 2, 2019 Posted April 2, 2019 On 4/1/2019 at 1:04 AM, ausgeek said: Use the texture hash to match the eyes instead of the vertex/index buffer hash, though you might get shadows of the eyeballs still casting since the texture won't be active during the shadow pass. how do I do this?
ausgeek Posted April 2, 2019 Posted April 2, 2019 1 hour ago, Gdog2 said: how do I do this? I had a look at the mod. Find the [TextureOverrideCostumefront-byman9] section and replace it with this: [TextureOverrideCostumefront-byman9-eyes] ; Index buffer hash (hunt with numpad 789) - NOT UNIQUE, DO NOT USE! ;hash = 732cbdff ; Vertex buffer hash (hunt with numpad /*-) - Unique hash = c81cf66e ; Texture hash (use frame analysis to find) - Unique ;hash = 3e53f5e4 handling = skip Index buffers represent mesh topologies, and may not always be unique, so generally better to avoid using these hashes. Vertex buffers represent the mesh shape (among other things) and should be unique for all distinct meshes and are generally recommended. Texture hashes represent the image blatted over the top of the mesh, but will not be used in shadow map passes, so using these will not alter the shadow of a modified mesh. 1
Gdog2 Posted April 3, 2019 Posted April 3, 2019 21 minutes ago, ausgeek said: I had a look at the mod. Find the [TextureOverrideCostumefront-byman9] section and replace it with this: [TextureOverrideCostumefront-byman9-eyes] ; Index buffer hash (hunt with numpad 789) - NOT UNIQUE, DO NOT USE! ;hash = 732cbdff ; Vertex buffer hash (hunt with numpad /*-) - Unique hash = c81cf66e ; Texture hash (use frame analysis to find) - Unique ;hash = 3e53f5e4 handling = skip Index buffers represent mesh topologies, and may not always be unique, so generally better to avoid using these hashes. Vertex buffers represent the mesh shape (among other things) and should be unique for all distinct meshes and are generally recommended. Texture hashes represent the image blatted over the top of the mesh, but will not be used in shadow map passes, so using these will not alter the shadow of a modified mesh. Thank you! last thing, the hair/hat is still visible. Do you know how to get rid of that too?
br80b Posted April 3, 2019 Posted April 3, 2019 10 hours ago, ausgeek said: I had a look at the mod. Find the [TextureOverrideCostumefront-byman9] section and replace it with this: [TextureOverrideCostumefront-byman9-eyes] ; Index buffer hash (hunt with numpad 789) - NOT UNIQUE, DO NOT USE! ;hash = 732cbdff ; Vertex buffer hash (hunt with numpad /*-) - Unique hash = c81cf66e ; Texture hash (use frame analysis to find) - Unique ;hash = 3e53f5e4 handling = skip Index buffers represent mesh topologies, and may not always be unique, so generally better to avoid using these hashes. Vertex buffers represent the mesh shape (among other things) and should be unique for all distinct meshes and are generally recommended. Texture hashes represent the image blatted over the top of the mesh, but will not be used in shadow map passes, so using these will not alter the shadow of a modified mesh. Thank you, fapservice! ?
Hekki4 Posted April 3, 2019 Posted April 3, 2019 1 hour ago, ausgeek said: I had a look at the mod. Find the [TextureOverrideCostumefront-byman9] section and replace it with this: [TextureOverrideCostumefront-byman9-eyes] ; Index buffer hash (hunt with numpad 789) - NOT UNIQUE, DO NOT USE! ;hash = 732cbdff ; Vertex buffer hash (hunt with numpad /*-) - Unique hash = c81cf66e ; Texture hash (use frame analysis to find) - Unique ;hash = 3e53f5e4 handling = skip Index buffers represent mesh topologies, and may not always be unique, so generally better to avoid using these hashes. Vertex buffers represent the mesh shape (among other things) and should be unique for all distinct meshes and are generally recommended. Texture hashes represent the image blatted over the top of the mesh, but will not be used in shadow map passes, so using these will not alter the shadow of a modified mesh. Thank to you.
clod21a Posted April 3, 2019 Posted April 3, 2019 In what format the dds files should be saved? intel texture works or d3d/dds dxt1 dxt5 ? map? thanks for the help
555-555 Posted April 3, 2019 Posted April 3, 2019 On 4/3/2019 at 2:39 AM, clod21a said: In what format the dds files should be saved? intel texture works or d3d/dds dxt1 dxt5 ? map? thanks for the help Actually, it depends on what you are going to do with them.
clod21a Posted April 3, 2019 Posted April 3, 2019 On 4/3/2019 at 2:58 AM, 555-555 said: Actually, it depends on what you are going to do with them. For example. I wanted the breast to better for Lei_deluxe i tried to save in various dds formats but i can't find he format he used sorry for my english google traslator Ho capito come fare grazie I managed to find the way
clod21a Posted April 3, 2019 Posted April 3, 2019 44 minutes ago, KYNG-NMS said: I am sorry where to embed mod files in DOA6? in 3DMigoto Loader 3Dfix-DOA6-1.1 Mods
KYNG-NMS Posted April 3, 2019 Posted April 3, 2019 Hello again, and when will be naked Honoka and Nyotengu with nipples?
Aarachu Posted April 3, 2019 Posted April 3, 2019 Just messing about with texture editing... because the guys deserve a bit of attention too! Spoiler 2
Guest Posted April 3, 2019 Posted April 3, 2019 Spoiler because the guys deserve a bit of attention too! Eeew! Hell no! keep that to yourself xD
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