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Dead or Alive 6 - Modding Thread and Discussion


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29 minutes ago, Team48 said:

Thank you for the answer!
In that case, where are the best bodies? Probably, they are different in all games.

 

  And what is this moron who attacks on unknown people?

 

As far as I have seen it, the faces/heads are the best in DOA6. In DOAXVV the bodies are made for all the jiggling in breasts, butt and thighs.

But there is no direct comparison since in DOAXVV are a lot of (allmost) nude outfits, where in DOA6 are these parts mostly covered, so that it is impossible to compare the meshes there.

Maybe they release DLC with sexier outfits later.

I also wonder if you could easily use DOA6 heads and DOAXVV bodies and use them together, or if there are differences in vertex count in the connection between neck and head. (I really like the HD faces of DOA6, but I also like the HD butts and breasts of DOAXVV^^)

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Just thought I'd post this mod of Christie before I go away for the weekend. This mod completely removes the netting/mesh from Christie's leather outfits, making it ever more revealing! Sorry if this has already been done!

 

Also, you can see my shirtless Bass mod, but I'll post that and many more when I get back!

 

Happy Modding Guys!

 

Spoiler

20190412122357_1.jpg20190412122942_1.jpg

ChristieLeather.ini

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I've updated rdbtool (page 18) and REDELBE (page 26)

 

rdbtool 0.3 changelog:

- The tool can now extract the wedding costumes files in CharacterEditor and MaterialEditor by their names. If you care about the wedding costumes, you probably want to re-extract these rdb.

 

Wedding costumes/hair are usually number "010", in both .g1m and texture (excepr for Marie Rose hair textures, which for unknown reasons is "007").

 

REDELBE 0.3 changelog:

- ScreenLayout and KIDSSystemResource weren't working due to a typo in the source code.
- Supported names of wedding costumes (matching rdbtool 0.3)
- Added an ini file, and debug options for it (to enable logging of files being accesed by game).

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@vagonumero13 i have an issue with rdbtool 0.3

 

Specify the filename or the filename hash of the file to extract.
MPR_Muscle_Character_PHFCOS010_a01_kidsalb.g1t
Failed to find a file with that filename.

It seems that using the "Extract Specific File" doesn't work anymore with the new update

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30 minutes ago, gatto tom said:

@vagonumero13 i have an issue with rdbtool 0.3

 


Specify the filename or the filename hash of the file to extract.
MPR_Muscle_Character_PHFCOS010_a01_kidsalb.g1t
Failed to find a file with that filename.

It seems that using the "Extract Specific File" doesn't work anymore with the new update

 

Yeah, I changed code somewhere that changed that. Funnily, if you put a double extension (.g1t.g1t) it works, but anyway I'm going to correct that shit. I will come back soon with the update.

 

@gatto tom

Edit: fixed now. File is at same place, at page 18. Version 0.3b. Fixed: extract of single file was broken, it is now corrected. (import of files was also likely broken but also corrected by same fix).

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2 hours ago, vagonumero13 said:

 

Yeah, I changed code somewhere that changed that. Funnily, if you put a double extension (.g1t.g1t) it works, but anyway I'm going to correct that shit. I will come back soon with the update.

 

@gatto tom

Edit: fixed now. File is at same place, at page 18. Version 0.3b. Fixed: extract of single file was broken, it is now corrected. (import of files was also likely broken but also corrected by same fix).

Thank you very much! ?

 

A few recolors on Wedding Dresses

Spoiler

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1252032442_DeadOrAlive6Screenshot2019_04.12-22_27_50_13.png.488887c1ef869269d9f13ccd35348228.png

1720232088_DeadOrAlive6Screenshot2019_04.12-22_28_14_38.png.ce04e0c0f12ea18d4dc1e7fe1ebe11eb.png

1651317160_DeadOrAlive6Screenshot2019_04.12-22_28_17_63.png.e6e7e48bba76a0e725c0ba95aae1d700.png

435126909_DeadOrAlive6Screenshot2019_04.12-22_37_15_32.png.685b3d44eca49f83b9f85edca94df3c6.png

151244175_DeadOrAlive6Screenshot2019_04.12-22_38_43_61.png.321e7a09fed7ca78269f27d68b70d191.png

1558896465_DeadOrAlive6Screenshot2019_04.12-22_39_09_00.png.cbc0dd725e737fcad89c4cfc6762f176.png

119914392_DeadOrAlive6Screenshot2019_04.12-22_40_25_83.png.7455f1688f27e80eff9f3d37d8caf0eb.png

808286055_DeadOrAlive6Screenshot2019_04.12-22_41_11_82.png.b7d90eb0060468b5fbffd42c2a9a079d.png

 

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On 4/12/2019 at 4:47 AM, ausgeek said:
Spoiler

I'm not encountering the multiple vertex buffer error on either of these costumes at the moment - can I just double check which method you are using to import these - are you doing a 3DMigoto frame analysis dump or using @vagonumero13's tools?

 

This was the case in DOAXVV - the body mesh had a set of bones that were shared with all clothing (clothing might have extra bones in addition to the ones in the body), but the vertex groups didn't match up. The merge poses function would locate identical bones and remap the vertex groups to match the active object (e.g. renumber the vertex groups in the boots to match the feet), even if the active mesh didn't have any geometry in the area of interest. From there we could then do a weight transfer from all tight fitting clothing onto a body mesh without any holes. From the merges I've done so far it seems like the clothes in DOA6 tend to have their own bones more often than not, so the merge workflow might not be as succesfull as it was in DOAXVV, but I'm betting the bones we need are likely to still be present.

 

From a frame analysys dump, ofc. I realize I've made a very dumb mistake, I've added some wrong lines into d3dx.ini

...
However, the merging process it's still not assigning body's VG names to the other "common bone shared" meshes. 
I can notice that the merging script is actually working (trying the adapt the pose, I guess) after applied:

Spoiler

before:

before.png.8c43975c25cd033ab18882dc457e422d.png

after:

after.png.0fce3c420966d977e8ee7c888a7320ca.png

But There's no change on VG renaming (which is what interests me):

Spoiler

merged.png.8336370fa000994f68f0c4bed8eddcd3.png

If only those hidden bones are still present, that could be great. There must be some pattern for get the missing VG names, I doubt they're just randomly generated.

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57 minutes ago, Monkeygigabuster said:

@vagonumero13

IS there a way to extract g1m with all mesh merge into one
Cause I need a base body to transfer the whole weight body

Currently, only the fbx thing has that functionality.

It is really not possible to merge all the parts for the VB/IB. Well, it is possible... but then, there wouldn't be way of reimporting it.

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watching you gentlemen hack this game to get naked tiddies in it with the fervor and intellect of the men once attempted to split the atom is simply wonderful to behold. carry on and god bless you all for your hard work.

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22 hours ago, knight77 said:

 

As far as I have seen it, the faces/heads are the best in DOA6. In DOAXVV the bodies are made for all the jiggling in breasts, butt and thighs.

But there is no direct comparison since in DOAXVV are a lot of (allmost) nude outfits, where in DOA6 are these parts mostly covered, so that it is impossible to compare the meshes there.

 

This is also wrong. The bodies are the best in DOAX3.

Although difficult to compare PS4 and PC.

 

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@SaafRats

Can you upload your 3DMigoto Loader(to be more precise  d3dx.ini and  costume mod base.ini) for me

I'm trying to dump pose for myseft however I also got error "Only draw calls using a single vertex" when I try to import the pose into Blender

Even though I added new lines to the Ini so I think I need your d3dx.ini and  costume mod base.ini to re-dump the pose

 

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