Jump to content

Dead or Alive 6 - Modding Thread and Discussion


Recommended Posts

Posted
1 hour ago, blackdragon99 said:

What do you mean? I looked through all of the kidsalb.g1t files for that costume but i didn't see anything that would help me. The ones i have modified are two kidsalb.g1t files (one with the texture for the jacket, one with the rest of the outfit) and the kidsmm1.g1t file

You have to pay attention to the compression settings when you save the DDS using the Intel plugin.
If you have the wrong settings, the texture injector will fail, and not update the texture.

Posted
4 hours ago, blackdragon99 said:

Sorry if there's a tutorial for this already but i tried searching and couldn't find anything. So i've been trying to make a recolor mod for honoka's default costume and ran into a problem, the texture just keeps turning back to the original over the course of a fight. I'm pretty sure it's the wet version texture that it turns into but i edited what i thought was that texture (file called MPR_Muscle_Character_HONCOS001_a01_kidsmm1.g1t) and it still does it, now i have no idea how else to fix it.

1611901768_0-CONFIGDDSGRABARENFORMATOBC7.JPG.1fa567cbf519089b3e653fd7162336be.JPG

 

This is configuration to textures type BC7. The textures in DOA6 need Mip Maps: Auto Generate

Posted
5 hours ago, Aurora Rain said:

You have to pay attention to the compression settings when you save the DDS using the Intel plugin.
If you have the wrong settings, the texture injector will fail, and not update the texture.

 

5 hours ago, C3S4RFC1 said:

1611901768_0-CONFIGDDSGRABARENFORMATOBC7.JPG.1fa567cbf519089b3e653fd7162336be.JPG

 

This is configuration to textures type BC7. The textures in DOA6 need Mip Maps: Auto Generate

I'm using Paint.net for the texture in the kidsmm1.g1t file because those textures are BC6H and the intel plugin didn't have a setting for that as far as i could tell. It seemed to have worked though, i even made sure by extracting the texture again after updating the g1t and it did update. 

 

Edit: just looked in the intel plugin again and found the BC6H setting, but it doesn't work with that either

Posted

My bb look so fresh, I'm crying ? 

I don't know much about modding, but I hope when we get our hands on this (tomorrow?) this can be implemented in other mods like clothing break and stuff.

 

MarieRose.PNG

Posted
29 minutes ago, ludger166 said:

its this motherfucker again, Saaf had to disable comments cuse of this fukin idot, ignore him ppl.

Don't give him attention, and there is no point in quoting the content of his posts.

Posted
Just now, Aurora Rain said:

Don't give him attention, and there is no point in quoting the content of his posts.

Thats what i was saying and just making sure everyone knew about it thats all.

Posted

How to edit the new mtl files correctly? I am fixing my destructible mods and sometimes I used the mtl to load correctly the body texture, but with this new update I don't know what i need to change.

Example:

This is how it looked like

 

Immagine.png.7198a3aadafd5b58a4870ea96eae55b1.png

 

and now it is like this:

 

Immagine2.png.b543d95f9d5e060a0a0645141a8da7d7.png

 

 

Posted
4 hours ago, thevoidyvoid2 said:

My bb look so fresh, I'm crying ? 

I don't know much about modding, but I hope when we get our hands on this (tomorrow?) this can be implemented in other mods like clothing break and stuff.

 

MarieRose.PNG

I will make her Breakable :D

Posted
Spoiler
1 hour ago, gatto tom said:

How to edit the new mtl files correctly? I am fixing my destructible mods and sometimes I used the mtl to load correctly the body texture, but with this new update I don't know what i need to change.

Example:

This is how it looked like

 

Immagine.png.7198a3aadafd5b58a4870ea96eae55b1.png

 

and now it is like this:

 

Immagine2.png.b543d95f9d5e060a0a0645141a8da7d7.png

 

 

 

Just by comparing the old and new, the binary format looks like:

 

Material Count (I4),     | matpalid Item Count (I4),    | cloth id count (I4)
Material file Hash (I4)    | matpalid Count (n) (I4)    | matpalid list (I4 x n)
.....
#Cloth id (only the first two now)
I4 | I4

Posted
20 minutes ago, 用户名623 said:

I added back their silk stockings, which made them look better.

7.1.png

I'm sure this has been said before, but can I get a brief explanation of how you'd do this? I don't want to go searching back through the entire thread.

Posted
3 hours ago, gatto tom said:

How to edit the new mtl files correctly? I am fixing my destructible mods and sometimes I used the mtl to load correctly the body texture, but with this new update I don't know what i need to change.

Example:

This is how it looked like

 

Immagine.png.7198a3aadafd5b58a4870ea96eae55b1.png

 

and now it is like this:

 

Immagine2.png.b543d95f9d5e060a0a0645141a8da7d7.png

 

 

 

I'll see if I can explain it (I'll assume each number is always 4 bytes):

 

Offset 0: this is the number of  materials

Offset 4: this is the number of indexes (eg index of last indexl + 1). It usually matches first number at offset 0, but not always. This is because each material can be assigned to multiple indexes, but in most cases it is only assigned to one.

Offset 8 and C :no idea ?

Offset 10: (here begins a num materials * C). This is the hash of first material. What in text form was the material name.

Offset 14: this is the number of indexes assigned that follow. Usually 1, but like I said before, there are some .mtl where more than one index is assigned.

Offset 18: this is the index assigned (0). In the old format, this was what followed the ",".

(if there were more than 1 indexes, they would follow here, but it is not the case of this file)

Offset 1C,20,24: idem to 10,14,18, but for next material.

Offset 28,2C,30: idem, for next material.

 

At 34, the second section would start. It seems to have same numbers that before in text format, but omitting some zeroes? (or maybe it is because they use some 16 bits variable).

 

Posted
11 minutes ago, thevoidyvoid2 said:

I'm sure this has been said before, but can I get a brief explanation of how you'd do this? I don't want to go searching back through the entire thread.

Yeah, I wanted to do it a long time ago, but it all failed.Luckily for SaafRats, he used NICO and KULA's wedding dress to dress naked, so I was able to restore both their stockings 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...