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Dead or Alive 6 - Modding Thread and Discussion


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Posted

Hmmm...Wish TN added 2 or 3 different types of face shot Fatal expressions, instead of only 1 repeating.

 

Spoiler

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Posted
On 5/11/2019 at 12:08 PM, rjqnraos19 said:

wtf_doa6_graphics_by_rjqnraos19_dd6ngzq-

+ low res shadows in in-game fighting.

+ high res shadows in pause in watch mode and intro

 

 

I noticed this long time ago.

but I can't fix that with modding textures, 3d models. everything is not work.

I guess this can be fix with edit "GRAPHICSSETTING" file.

but don't  know how to open it.

anyone help...?

By any editor.

Posted

Took me a full day to realize that I don't have to restart from the beginning. All I needed to do was just change the Stage slots and file names......of a stage that is technically in the same area.....I'm an idiot.

Posted
On 7/19/2019 at 6:18 PM, fgh1t6 said:

Clean up the vertex groups of CUSTOM before ran Assign new 3DMigoto groups, whatever group name will be export to .vgmap and mess up the weight. Use "import"-> "Apply 3DMigoto vertex group map to current object" to re-set the vgmap if you have messed it up. Just load one vgmap of a mesh most close to your CUSTOM,  clean up all non-bone vertex group and then run "Assign new 3DMigoto groups". This only work for non-softbody mesh. If you are working with softbody mesh, wrong settings on the 4 "TEXCOORD8.**" UVmap will also blow up your mesh.

EDIT: Never mind, I figured it out. It seems that as long as there are no numeric vertex groups, the weights will apply correctly. Thanks!

 

Thanks for your help, it looks like this got me most of the way there, because now the body *does* exist, it just seems to follow a single point on the skeleton (see screenshot). It seems likely that the weights aren't set properly -- I'm not sure where in your instructions I would transfer vertex weights from the original mesh to my new mesh.

 

Spoiler

bad_weights.thumb.png.6da61512ea8f5954443bc85c41d4c464.png

 

Posted
19 hours ago, PerfectDark023 said:

Took me a full day to realize that I don't have to restart from the beginning. All I needed to do was just change the Stage slots and file names......of a stage that is technically in the same area.....I'm an idiot.

:blush:  Yea. You are a very valuable person for this community. ?

Posted

Another question, unrelated. I'm working on modifying HTM_HAIR_003, and there are a few strands of extra hair that don't appear in the actual file when imported into Blender, as I've highlighted below:

 

phantom_hair.png.5dc5e4978f6ba190778816a1c8493869.png

 

I've double-checked that they don't exist in the .g1m file (by re-exporting and then loading all the iv/vb files into Blender). Any idea where they could be? 

Posted
9 hours ago, PerfectDark023 said:

Hmmm...Wish TN added 2 or 3 different types of face shot Fatal expressions, instead of only 1 repeating.

 

  Hide contents

20190731023640_1.jpg.2c2438842318553f2bd8393fb7456a0c.jpg

20190805111300_1.jpg.5c8905d0ecbdaccf60dee6729c7be148.jpg20190814100313_1.jpg.3ef3125dc6878f96fd7f807899488553.jpg

You can also add the teeth flying out of mouth.

Looks good.

 

Posted

I've been working on DOA5 modding and just started learning DOA6 modding , so there are many things I don't know :

how can I set the corresponding texture file(.g1t file) for a .g1m file ? or I can't ?  Can I add a whole new texture file by myself ,in other words,change the number of g1t files in the mod , like what we do in the DOA5 object/texture tool ? 

Is that possible ?

Posted
On 8/14/2019 at 5:21 PM, PerfectDark023 said:

Hmmm...Wish TN added 2 or 3 different types of face shot Fatal expressions, instead of only 1 repeating.

 

  Reveal hidden contents

20190731023640_1.jpg.2c2438842318553f2bd8393fb7456a0c.jpg

20190805111300_1.jpg.5c8905d0ecbdaccf60dee6729c7be148.jpg20190814100313_1.jpg.3ef3125dc6878f96fd7f807899488553.jpg

It is beautiful

Nice to see.  Glance rejoices.

Thank you very much.

Posted
On 8/14/2019 at 10:47 PM, HyperBob said:

Some meshes can't be loaded on blender, did you have any error message while importing to blender ?

 

Or can you send the file ? I will take a look.

Ah, of course, the error messages totally identified it. Thanks!

Posted
On 8/11/2019 at 6:11 PM, PerfectDark023 said:

messing with the environments and day and night cycles, then ran into this.

 

20190811110732_1.jpg.7aea9e914b4581cee772d629d3d77034.jpg20190811110741_1.jpg.2a596c1ac268a908d8ce68fae2ff9106.jpg

And how do we use this?

Posted
On 8/13/2019 at 4:41 PM, TS51 said:

I use KAS_COS_002.g1m.

I use a fatal rush with Kasumi.

DOA6.exe crashed.

 

Why??

Do you use any mod?

Posted
On 7/23/2019 at 1:03 PM, Alexei81 said:

Beach stage? what do you mean? link please? :)  

 what already? On the 23rd they promised!

There's nothing here. What was there?

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