Shiori栞 Posted March 8, 2019 Posted March 8, 2019 1 hour ago, bluerobot99 said: someone should remove the cloth under hitomi's karate ge i wonder if it would be possible using only texture work Depends if it responds to alpha channels properly. If so, should technically be able to copy/paste that undershirt's texture to its alpha channel and that would do it. If not, will take deletion of the mesh.
tianmuxia Posted March 8, 2019 Posted March 8, 2019 My DoaTool 1.0.4 version released: DoaTool_1.0.4.7z 11
Gratze74 Posted March 8, 2019 Posted March 8, 2019 On 3/5/2019 at 4:15 PM, Fennix said: https://www.deviantart.com/xps-fanatic/art/DoA6-NiCO-Digital-Deluxe-DLC-for-XNALara-XPS-788119204 "NiCO model found in the Dead or Alive section of Lovers Lab, ported to XNALara by XPS-Fanatic" ? As I understand it, this is a clear lie or did I miss something? There appeared his explanation about this.
vagonumero13 Posted March 8, 2019 Posted March 8, 2019 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. 3
gatto tom Posted March 8, 2019 Author Posted March 8, 2019 @tianmuxia I get this error when i am injecting .g1t into MaterialEditor.rdb import -rdb m -i 6827 -d 00006827.g1t ERROR!! Can't open the file to read: MaterialEditor.rdb.bin_22941884 Any solution? ------------------------------------------------------------------- ? ? Something is wrong
NTLee Posted March 8, 2019 Posted March 8, 2019 3 hours ago, gatto tom said: @tianmuxia I get this error when i am injecting .g1t into MaterialEditor.rdb And I constantly get 502 error and 504 errors when trying to get to this site. It seems to me that it is time for the moderators to pay attention to the disgusting work of the site in the last few days Very bad.
tianmuxia Posted March 9, 2019 Posted March 9, 2019 9 hours ago, gatto tom said: @tianmuxia I get this error when i am injecting .g1t into MaterialEditor.rdb import -rdb m -i 6827 -d 00006827.g1t ERROR!! Can't open the file to read: MaterialEditor.rdb.bin_22941884 Any solution? ------------------------------------------------------------------- ? ? Something is wrong Maybe there is a bug if import data to m, I didn’t test it yet. I just tested import model data to c. I’ll have a test later and fix it later, please wait
box_420 Posted March 9, 2019 Posted March 9, 2019 @tianmuxia So once you get the g1m file, do you use Steven's Gas Machine (or Rockmans Tool) to convert the model? When using that I wasn't able to properly convert all the g1m files using the instructions (i.e using Dynasty Warriors 8 as the game to convert these files). Am I doing something wrong? Is there a tut for this case? Also I notice that theres a RIG.BIN file (or whatever thats called) I guess thats where each costume holds the skeleton. Any idea what to do with that?
tianmuxia Posted March 9, 2019 Posted March 9, 2019 2 hours ago, box_420 said: @tianmuxia So once you get the g1m file, do you use Steven's Gas Machine (or Rockmans Tool) to convert the model? When using that I wasn't able to properly convert all the g1m files using the instructions (i.e using Dynasty Warriors 8 as the game to convert these files). Am I doing something wrong? Is there a tut for this case? Also I notice that theres a RIG.BIN file (or whatever thats called) I guess thats where each costume holds the skeleton. Any idea what to do with that? No, I didn't use Gas Machine, and I use rockman tool to convert textures only. for models, i use my own tool, i released a DW9 version before on 3dm: http://bbs.3dmgame.com/thread-5836844-1-1.html maybe it still have some bugs if you use it for DOA6, i will fix it later...
nikMike Posted March 9, 2019 Posted March 9, 2019 I liked this structure of the location of the facial bones in the new model, which I just found on DA. It clearly shows how complicated the new face is.
box_420 Posted March 9, 2019 Posted March 9, 2019 21 minutes ago, tianmuxia said: No, I didn't use Gas Machine, and I use rockman tool to convert textures only. for models, i use my own tool, i released a DW9 version before on 3dm: http://bbs.3dmgame.com/thread-5836844-1-1.html maybe it still have some bugs if you use it for DOA6, i will fix it later... Oh I see. Would it be ok if you can put the files of your tool here? Cant access it on your site there. Thanks!
gatto tom Posted March 9, 2019 Author Posted March 9, 2019 3 hours ago, tianmuxia said: Please upload your g1t file here This is another g1t file i tried to Import, but i get .rdb error. 00002498.g1t About the white Kasumi outfit clipping, i need to test another thing, because i used the same mipmaps and i didn't "create" the white ones; so this could be the issue 1
tianmuxia Posted March 9, 2019 Posted March 9, 2019 my DoaTool update to 1.0.4: 1. Fix 1.0.3 version bug that can't import 2 or more textures. Please recover all your rdb files, delete bin_9 files and import mod again. my DoaTool update to 1.0.3: 1. New import algorithm, it won't modify the bin and bin_0 files any more, it will create a new bin_9 file for storing the mod data. So, you need NOT to backup the bin and bin_0 files any more, just backup all .rdb files. 2. Add a Kasumi's new g1m file for testing in the pack. Its index is 1582 DoaTool_1.0.4.7z 5
username is already taken Posted March 9, 2019 Posted March 9, 2019 How do I remove photorealistic effects in DOA6? In Soul Calibur 6, you just needed to edit an .ini file. How to do the same thing in DOA6? [PostProcessQuality@3] r.SceneColorFringeQuality=0 r.Tonemapper.GrainQuantization=0 r.DepthOfFieldQuality=0 r.MotionBlurQuality=0 [PostProcessQuality@2] r.SceneColorFringeQuality=0 r.Tonemapper.GrainQuantization=0 r.DepthOfFieldQuality=0 r.MotionBlurQuality=0 [PostProcessQuality@1] r.DepthOfFieldQuality=0 r.MotionBlurQuality=0
Black Hawk Posted March 9, 2019 Posted March 9, 2019 39 minutes ago, tianmuxia said: 2. Add a Kasumi's new g1m file for testing in the pack. Its index is 1582 DoaTool_1.0.3.7z 2.94 MB · 11 downloads how to test it? gives me an error, no matter how many run it.
estonman Posted March 9, 2019 Posted March 9, 2019 Why in DOA 6 we can't buy costumes of DLC with earn points ?
tianmuxia Posted March 9, 2019 Posted March 9, 2019 1 hour ago, Black Hawk said: how to test it? gives me an error, no matter how many run it. What error?
06a567cec396 Posted March 9, 2019 Posted March 9, 2019 I get an error - "ERROR! ! Can't open the file to read:" And then the long file name.
tianmuxia Posted March 9, 2019 Posted March 9, 2019 12 minutes ago, 06a567cec396 said: I get an error - "ERROR! ! Can't open the file to read:" And then the long file name. I think you better capture an image to show me
harem_master Posted March 9, 2019 Posted March 9, 2019 2 hours ago, username is already taken said: How do I remove photorealistic effects in DOA6? In Soul Calibur 6, you just needed to edit an .ini file. How to do the same thing in DOA6? [PostProcessQuality@3] r.SceneColorFringeQuality=0 r.Tonemapper.GrainQuantization=0 r.DepthOfFieldQuality=0 r.MotionBlurQuality=0 [PostProcessQuality@2] r.SceneColorFringeQuality=0 r.Tonemapper.GrainQuantization=0 r.DepthOfFieldQuality=0 r.MotionBlurQuality=0 [PostProcessQuality@1] r.DepthOfFieldQuality=0 r.MotionBlurQuality=0 You can't. Because this game is not based on Unreal Engine 4. Also, this game doesn't have motion blur or any UE4 garbage post processing. The graphics is clean, there's really no need to remove something, otherwise it becomes DOA5. ?
harem_master Posted March 9, 2019 Posted March 9, 2019 2 hours ago, username is already taken said: How do I remove photorealistic effects in DOA6? In Soul Calibur 6, you just needed to edit an .ini file. How to do the same thing in DOA6? [PostProcessQuality@3] r.SceneColorFringeQuality=0 r.Tonemapper.GrainQuantization=0 r.DepthOfFieldQuality=0 r.MotionBlurQuality=0 [PostProcessQuality@2] r.SceneColorFringeQuality=0 r.Tonemapper.GrainQuantization=0 r.DepthOfFieldQuality=0 r.MotionBlurQuality=0 [PostProcessQuality@1] r.DepthOfFieldQuality=0 r.MotionBlurQuality=0 You can't. Because this game is not based on Unreal Engine 4. Also, this game doesn't have motion blur or any UE4 garbage post processing. The graphics is clean, there's really no need to remove something, otherwise it becomes DOA5. ?
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