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Dead or Alive 6 - Modding Thread and Discussion


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топ 5 по мнению запада! убийцы, проститутки, наркоманы, бандиты, маньяки с отсутствием интеллекта... мы в курсе.  :)  муру не нужна настоящая россия , им нужен американский киношный образ ) / но речь шла о серии DoA , а наш рейтинг народных героев свой... из российских игр, но точно не западных и тем более голливудских фильмов. Единственный персонаж который мне действительно понравился это  Иван Драго из культовой серии про Рокки, только и там решили испоганить героя... тем что ему что то вкалывали, хотя он не относился к героям первого плана)

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7 hours ago, Alexei81 said:

а, вот сейчас понятно! Просто в игре столько девушек из китая (Mai, Pai, Leifang... и  т.д)  и из японии что можно запутаться. Кстати не одной красотки из россии , что вызывает подозрение :)

Интересно, какое? :-)

 

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10 hours ago, vagonumero13 said:

 

Which g1m file it is?

@vagonumero13 I'm having this same issue. 

NIC_COS_005.g1m

"Mismatch number of meshes (15 vs 15 vs 18)"

I've tried the following:
modifying the mesh by deleting vertices in Blender, export to original ib vb file names = re-import fails
modifying the mesh by scaling the vertices in Blender, export to original ib vb file names = re-import fails
not modifying the mesh, export to original ib vb file names = re-import fails

EDIT:
What I've noticed, is that gm1 export, is missing a few mesh parts, Nico's Tie, her Skirt, and her Coat Tails are missing.

That's convenient because those are exactly 3 parts missing, which is the exact difference the "(15 vs 15 vs 18)" import error is complaining about.
These 3 parts are all physics simulated parts of the costume btw, the tie, skirt, and coat are all cloth sim in the game, so I think this is related.
 

NiCO_COS_005 g1m import fail.zip
 

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49 minutes ago, Aurora Rain said:

@vagonumero13 I'm having this same issue. 

NIC_COS_005.g1m

I've tried the following:
modifying the mesh by deleting vertices in Blender, export to original ib vb file names = re-import fails
modifying the mesh by scaling the vertices in Blender, export to original ib vb file names = re-import fails
not modifying the mesh, export to original ib vb file names = re-import fails

NiCO_COS_005 g1m import fail.zip 3.22 MB · 2 downloads

 

It is an incompatibility with that g1m in concrete (there may be others like that). My tools are asuming that the number of surfaces equal the number of vertex/index buffers, it seems it is not always the case... I will correct it in a future version.

 

In the future version, you will have to re-export all models again, as there will be some minor differences in some of them (like that nico one).

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33 minutes ago, vagonumero13 said:

 

It is an incompatibility with that g1m in concrete (there may be others like that). My tools are asuming that the number of surfaces equal the number of vertex/index buffers, it seems it is not always the case... I will correct it in a future version.

 

In the future version, you will have to re-export all models again, as there will be some minor differences in some of them (like that nico one).

Thanks for replying, I updated my above post with additional details, that all the missing parts happen to be simulated objects. Skirt Tie, and Coat tails.
They're not exported out.

So does that mean that those parts are exclusively VBs ?
Also, no hair objects import into blender either when I extract the them from their GM1 files.

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23 minutes ago, Aurora Rain said:

Thanks for replying, I updated my above post with additional details, that all the missing parts happen to be simulated objects. Skirt Tie, and Coat tails.
They're not exported out.

So does that mean that those parts are exclusively VBs ?
Also, no hair objects import into blender either when I extract the them from their GM1 files.

 

No, it means they are using same VB/IB for multiple parts, but at different offsets. Or in other words, in next version, when exporting, some .g1m files like this will be divided into further meshes (this one in concrete, in 18). I haven't looked at hair, do they give that "4D error", by any chance?

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48 minutes ago, vagonumero13 said:

 

No, it means they are using same VB/IB for multiple parts, but at different offsets. Or in other words, in next version, when exporting, some .g1m files like this will be divided into further meshes (this one in concrete, in 18). I haven't looked at hair, do they give that "4D error", by any chance?

Ah ok, thanks for the explanation. @vagonumero13

No, the hair gives a different error
 

Spoiler

Traceback (most recent call last):
  File "C:\Users\Redacted\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\blender_3dmigoto.py", line 1160, in execute
    import_3dmigoto_raw_buffers(self, context, fmt_path, fmt_path, vb_path=vb_path, ib_path=ib_path, **migoto_raw_import_options)
  File "C:\Users\Redacted\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\blender_3dmigoto.py", line 1102, in import_3dmigoto_raw_buffers
    return import_3dmigoto(operator, context, paths, merge_meshes=False, **kwargs)
  File "C:\Users\Redacted\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\blender_3dmigoto.py", line 759, in import_3dmigoto
    obj.append(import_3dmigoto_vb_ib(operator, context, [p], **kwargs))
  File "C:\Users\Redacted\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\blender_3dmigoto.py", line 793, in import_3dmigoto_vb_ib
    import_vertex_groups(mesh, obj, blend_indices, blend_weights)
  File "C:\Users\Redacted\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\blender_3dmigoto.py", line 583, in import_vertex_groups
    assert(len(blend_indices) == len(blend_weights))
AssertionError

location: <unknown location>:-1

Traceback (most recent call last):
  File "C:\Users\Redacted\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\blender_3dmigoto.py", line 1160, in execute
    import_3dmigoto_raw_buffers(self, context, fmt_path, fmt_path, vb_path=vb_path, ib_path=ib_path, **migoto_raw_import_options)
  File "C:\Users\Redacted\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\blender_3dmigoto.py", line 1102, in import_3dmigoto_raw_buffers
    return import_3dmigoto(operator, context, paths, merge_meshes=False, **kwargs)
  File "C:\Users\Redacted\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\blender_3dmigoto.py", line 759, in import_3dmigoto
    obj.append(import_3dmigoto_vb_ib(operator, context, [p], **kwargs))
  File "C:\Users\Redacted\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\blender_3dmigoto.py", line 793, in import_3dmigoto_vb_ib
    import_vertex_groups(mesh, obj, blend_indices, blend_weights)
  File "C:\Users\Redacted\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\blender_3dmigoto.py", line 583, in import_vertex_groups
    assert(len(blend_indices) == len(blend_weights))
AssertionError

location: <unknown location>:-1

Traceback (most recent call last):
  File "C:\Users\Redacted\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\blender_3dmigoto.py", line 1160, in execute
    import_3dmigoto_raw_buffers(self, context, fmt_path, fmt_path, vb_path=vb_path, ib_path=ib_path, **migoto_raw_import_options)
  File "C:\Users\Redacted\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\blender_3dmigoto.py", line 1102, in import_3dmigoto_raw_buffers
    return import_3dmigoto(operator, context, paths, merge_meshes=False, **kwargs)
  File "C:\Users\Redacted\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\blender_3dmigoto.py", line 759, in import_3dmigoto
    obj.append(import_3dmigoto_vb_ib(operator, context, [p], **kwargs))
  File "C:\Users\Redacted\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\blender_3dmigoto.py", line 793, in import_3dmigoto_vb_ib
    import_vertex_groups(mesh, obj, blend_indices, blend_weights)
  File "C:\Users\Redacted\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\blender_3dmigoto.py", line 583, in import_vertex_groups
    assert(len(blend_indices) == len(blend_weights))
AssertionError

location: <unknown location>:-1

 


^ There's the error for importing NiC_HAIR_005 into blender, all 23 parts.

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Just out of curiosity, anyone know if the game uses LODs for the character models?
If so, where would these be stored?

I kind of had an idea of making a performance mod which lowers the polycount for all the characters, but that would require being able to overwrite LODs too.

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Hi, combining 3dmigoto and REDELBE you can also try a swap of costumes.

 

The problem is that the swapped costume will use the hashes of the original one but with different textures

 

Snapshot_4.jpeg.953317f0f42ba48fb14829c320b6e806.jpeg Snapshot_2.jpeg.36b18d1b07e97b5015c5ab90ded98e27.jpeg Snapshot_3.jpeg.87fc3f7d0b36af995c940a7d6c94e06e.jpeg

 

Someone can create a small tutorial on how you can extract textures from .g1t files, modify them and recreate the .g1t file to reinsert.

 

Thank you

 

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On 4/5/2019 at 3:38 AM, agima said:

Hi, combining 3dmingoto and REDELBE you can also try a swap of costumes.

 

The problem is that the swapped costume will use the hashes of the original one but with different textures

Someone can create a small tutorial on how you can extract textures from .g1t files, modify them and recreate the .g1t file to reinsert.

 

Thank you

 

 

Use the LINKDATA tool. (there is a link to the post  it in the first post).

After that, well, I'll copy what I wrote back then:

 

 

"A bit of info on the usage on the "linkdatatool" that tianmuxia posted, since it may not be intuitive for non chinese people.

 

The .bat to convert from g1t to dds is the one called "导出贴图.bat", and the one to convert from dds to g1t is the one called "导入贴图.bat". You probably want to rename those.

 

Conversion to dds: click on the bat. Drag and drop the g1t file. Click enter some times, and it will generate a folder where it will put the texture(s) (g1t files can contain several textures, but in DOA6 it is usually just one per file).

 

Conversion to g1t: Click on the bat. Drag and drop the g1t file where it will be saved. Second, drag and drop the folder that contains the dds texture(s). Click enter some times and it will update the g1t file."

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7 minutes ago, vagonumero13 said:

 

Use the LINKDATA tool. (there is a link to the post  it in the first post).

After that, well, I'll copy what I wrote back then:

 

 

"A bit of info on the usage on the "linkdatatool" that tianmuxia posted, since it may not be intuitive for non chinese people.

 

The .bat to convert from g1t to dds is the one called "导出贴图.bat", and the one to convert from dds to g1t is the one called "导入贴图.bat". You probably want to rename those.

 

Conversion to dds: click on the bat. Drag and drop the g1t file. Click enter some times, and it will generate a folder where it will put the texture(s) (g1t files can contain several textures, but in DOA6 it is usually just one per file).

 

Conversion to g1t: Click on the bat. Drag and drop the g1t file where it will be saved. Second, drag and drop the folder that contains the dds texture(s). Click enter some times and it will update the g1t file."

Thanks, that was just what I needed for my tests

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а последние тела для DoA5LR разве нельзя прикрепить к данным персонажам? Или там полное несовпадение по параметрам и другой технологии? ну чисто что бы побегать до ближайших DLC :)

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I have updated REDELBE to version 0.2. file is in same place as before, in page 27.

Changes: fixed incompatibility with a few files, such as the .mtl files, those files weren't loading in REDELBE due to a bug.

 

Btw, I hope they give us soon a subforum, because it is very annoying to keep linking previous pages, etc.

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11 minutes ago, mai2019 said:

How to use the program rdbtool I feel bored :bawling:

 

For importing files, use REDELBE instead, so that you don't have to modify .rdb files. At this point, rdbtool should be left to be used only for extracting, as imo it doesnt worth to be modifyng the .rdb files.

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g1mtools updated to version 0.2b, it is in same place, in page 27.

Changes: for some g1m, (like NIC_COS_005) some meshes are splitted into further parts. This also corrects g1m_import not being to import to such .g1m.

It is recommended to export again the .g1m files with this version.

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4 hours ago, mai2019 said:

Method please  REDELBE 

@mai2019

The method to use REDELBE is here in this post:

On 4/3/2019 at 4:43 PM, vagonumero13 said:

Today I bring some more tools.

 

REDELBE: this tool allow you to modify files in the rdbs... without actually touching the rdb's at all.

Installation: copy the dinput8.dll file and REDELBE directory to where the game is installed.

 

How it works: look at the REDELBE directory, it has subfolders for each of the rdb files. Just put your modified files in the appropriate sub-folder, and dinput8 will make the black magic necessary for the game to load those files from there. If you have doubts, check the Helena mod attached.

-------------

 

 

Helena mod. This is just a simple mod made with g1m_hide, for testing REDELBE. It will make Helena costumes 10-12  lose the bottom part of the dress when she is "broken" (won't affect the non-broken costume).

Usage: Just merge the directory with the REDELBE directory.

Helena 10-12 will lose lower part on break.zip 1.53 MB · 137 downloads

REDELBE_0.2.zip 403.35 kB · 16 downloads 1.82 MB · 16 downloads

 

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@vagonumero13

Ok, so I'm still running into bugs after downloading the latest tool version 0.2b (no error messages though, it says success when imported)20190405132716_1.jpg.fdf4fbec01f9e7861e03adc234e76233.jpg

I re-exported out the files from the original.
All I did was import into blender, scale vertices, then export out as .vb then used the new import tool.

Here's the file
NiCO_COS_005 g1m import fail 2.zip

Something of note @ausgeek , is that the individual vb files on export from blender using 3Dmigoto addon:
https://raw.githubusercontent.com/DarkStarSword/3d-fixes/master/blender_3dmigoto.py
without deleting any faces or anything, the vb files shrink to 50% to 25% of the original file size, perhaps that data loss is causing this? I don't know if it's on import or export.

Also, the other issue still persists, that I can't import the skirt, coat tails, or tie.

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7 hours ago, agima said:

Thanks, that was just what I needed for my tests

Amiga-5000! I finallly figured out you!

Why Amiga-5000 is going? I found now that many mods have no way to down load them, and I can not find them.

Where we can find them? And why you going from DOA X VV?

You are a good moder.

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53 minutes ago, Aurora Rain said:

@vagonumero13

Ok, so I'm still running into bugs after downloading the latest tool version 0.2b (no error messages though, it says success when imported)20190405132716_1.jpg.fdf4fbec01f9e7861e03adc234e76233.jpg

I re-exported out the files from the original.
All I did was import into blender, scale vertices, then export out as .vb then used the new import tool.

Here's the file
NiCO_COS_005 g1m import fail 2.zip

Something of note @ausgeek , is that the individual vb files on export from blender using 3Dmigoto addon:
https://raw.githubusercontent.com/DarkStarSword/3d-fixes/master/blender_3dmigoto.py
without deleting any faces or anything, the vb files shrink to 50% to 25% of the original file size, perhaps that data loss is causing this? I don't know if it's on import or export.

Also, the other issue still persists, that I can't import the skirt, coat tails, or tie.

 

 

Thanks for reporting, I will use it as test case. I can guess more or less what the problem is, The meshes you are modifying are exactly the problematic ones, the ones that share the vb/ib with others.

Also, that data loss is expected. The .vb of these parts have more data that really needed because of the shared vertex buffer. I guess that on export, all non used vertex are being removed by blender or the script, but that's not what causes the issue (in fact it is a good thing that it removes all non used shit), this is an issue in g1mimport that I can fix.

 

As for the skirt, etc, I know that almost all skirts of all chars usually give the "4D vertex" errors. They are using 4D positions and 4D normals for skirts and things alike, not sure what exactly is that, I had never seen vertex like that in other games. Do you know if it happens on a skirt mesh captured by 3dmigoto aswell?

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