Popular Post vagonumero13 Posted April 16, 2019 Popular Post Posted April 16, 2019 I will now use this thread to post my tools. In the future, when an update is released for a tool, I will update the post title to reflect the update date and what was updated. REDELBE (current version 3.0) Note: the "unavailable" in download is an old version (0.9) that got stuck. Download always the latest version (shown above), that should be fine. This tool allow you to modify files in the rdbs... without actually touching the rdb's at all. It now also allows for new costumes and hairs mods (Modders: please read the file "Readme (for modders).txt" and download the "Layer2 sample mods" to know about how to make new costume/hair. (I forgot to say in the readme for modders, but don't put any non-ascii char in your mod folder or it won't work properly). Installation: copy the dinput8.dll file and REDELBE directory to where the game is installed. Known issues: - Currently there are problems if both player 1 and player 2 use a variant of the same outfit (this applies only when using layer2 mods). This usually happen when player1 and player2 use same character, same outfit, the player2 outfit may not get updated in such cases, and in battle it would use the same variant than player 1. g1mtools (current version 1.2) This is a set of several tools: g1m_export, g1m_import, g1m_hide, g1m2fbx, g1m_bonetool and g1a2fbx. g1m_export: it is exactly the "g1m_test" that I released some days ago, but renamed. It will export .g1m files into the ib/.vb format used by 3DMigoto. Use the ausgeek' blender import script from here to load these files into blender. (Note: the current versions of the python script can load multiple files at once, a feature you probably want to use). Usage: drag and drop a g1m file and it will generate a folder with each of the meshes in the .vb/.ib format. Drag and drop a folder instead, and it will search all of the .g1m files there and export them in subfolders (useful to export all of the games meshes at once). g1m_import: this tool allows to perform the opposite operatin to above, import .vb/.ib files into .g1m files. (Note: currently the tool ignores the .fmt file, and assumes the vertex and index format is the same that the one in the .g1m, I will fix that in the future). Usage: Put your vb/ib files in a folder with the same name that the g1m file (but without the extension). Name your ib/vb files like this: "0.vb", "0.ib", "1.vb", "1.ib", etc, where the number, is the index of the mesh to modify. Drag and drop the .g1m file into the program, and it will update the meshes that had a matching .vb/.ib file. g1m_hide: this tools allows you to hide a mesh from a g1m file (will only affect the game, it doesn't affect g1m_export). Usage: drag and drop the .g1m file. Now the program will ask you to input the index of the mesh(es) to remove. You can enter multiple indexes at once by separating them by comma. g1m2fbx: As you can deduce from the name, it exports a g1m to a fbx file. Only for visualizing, don't expect me to create the opposite tool (fbx2g1m), because that is veeeeery unlikely to happen. Usage : - Drag and drop a g1m file, and it will generate a single .fbx file. - Drag and drop a folder instead, and it will scan the folder for .g1m files, create a subfolder there called "FBX", and it will put there all the .fbx. g1m_bonetool: This tool allows to copy a bone from one g1m to another one. Usage: - Start the program without any dragging - Follow on screen instructions (first drag and drop destination g1m, then the source g1m, and finally inptu either a bone name or a numeric bone id). - The program will proceed to do the bone copy. If the bone has any parent/ancestor that doesn't exist in destination file, those will be copied too recursively (any bones that were copied will be printed on screen). Alternatively, if you start the program by dragging a g1m file to it, that file will be assumed to be the destination, and the program will only ask for the source file and the bone name/ID. Recommendations: - This is obvious, but when possible, try the copy from another costume of the same char. If that is not possible because no costume of that char has the desired bone, then proceed to use a costume of a character with similar characteristics. You probably won't want to copy a bone from Bass to Marie Rose... - if you are working with destructable costumes, I recomend t oadd the bones to both the destructible and non dstructible costumes g1a2fbx: This tool exports a fbx file from a g1a+g1m file. Usage: - Start the program without any dragging - Follow on screen instruction (first drag and drop a g1a file, then a g1m file, and finally choose interpolation mode). - The .fbx will be saved with same name than g1a but with .fbx extension. fbx2g1a: This tool exports a g1a file from a fbx+g1m file. Usage: - Start the program without any dragging. - Follow on screen instruction (first drag and drop a fbx file, then a g1m file. - The .g1a will be saved with same name than fbx but with .fbx extension. g1m_xml: This tool converts a g1m into a xml representation of the file, and viceversa. Usage: - Drag and drop a .g1m file to convert it to .g1m.xml, or a .g1m.xml to convert it to .g1m. rdbtool (current version: 2.9) Usage: now rdbtool comes with a gui version (qrdbtool). Usage is self-explanatory. doa6decsave (current version: 0.2) doa6decsave is a tool that can decrypt and reencrypt save files (SYSTEMDATA) of any game version. And yes, it can be used to re-sign saves from one account to another (including from legit to no-lgit or viceversa). Instructions: drag and drop the SYSTEMDATA file to the program, and it will generate a file called SYSTEMDATA.dec with content decrypted. To reencrypt, drag and drop instead the .dec file to the program and it will update/create SYSTEMDATA. Always drag and drop the SYSTEMDATA or SYSTEMDATA.dec file from the original save location, don't copy it to other place. This is because the program retrieves the steamid 64 from the path of the save file. Remainder that the program only works with SYSTEMDATA, not with GRAPHICSETTINGS. Oh, and always do backups of the files before any modification, just in case. Steps to re-sign a file (I'm going to assume there are two people involved, but it doesn't matter if it is only one). - The person that wants to share a save, run the program by dragging the SYSTEMDATA file from its original location to the program. Now, send the SYSTEMDATA.dec file to the other person. - The person that receives the save. Copy the SYSTEMDATA.dec file to the place where the game stores the save. Now drag the .dec file to the program, and it will generate an encrypted SYSTEMDATA associated to that steam id. You can now delete the .dec file if you want. SRSxtool (current version 1.0) A tool to extract and replace audio files in .srsa and .srst files. Tutorial here: fid_utility (current version 0.6) A tool to convert some binary file to readable txt (like in pre 1.06) or xml and back. It currently supports the .mtl, .ktid, and kidsobjdb formats. (.oid format: currently partial, only from binary to text). doa6_video_extract (current version: 0.1) A tool to extract the wmv files that are inside the "numeric files" of the game. Usage: drag and drop a .bin file that has video (see below) to the progam. If it doesn't exist, the program will create a directory with same name than the file (minus the extension) and store the .wmv files there. .bin files with videos: At the time of writing this, these are the only files with videos: - 03/03.bin -> most story mode videos - 13/13.bin -> snk characters story videos - 17/17.bin -> a Nyotengu/Zack story video that for whatever reason is in its own file. g1t_tools (current version 0.3) Tools to extract/replace g1t files. There are command line version and a version with gui. doa6decsave.zip Layer2 sample mods_0.2.zip REDELBE_0.9.zip Layer2 sample stage mods.zip doa6_video_extract.zip SRSxtool_1.0.zip g1mtools_1.2.zip rdbtool_2.9.zip fid_utility_0.6.zip g1t_tools_0.3.zip REDELBE_3.0.zip 182
C3S4RFC1 Posted April 16, 2019 Posted April 16, 2019 Excelente, gracias por compartir todo tu conocimiento
Aurora Rain Posted April 16, 2019 Posted April 16, 2019 Thank you for this, your tools have made so much possible, please continue the good work.
lorddоbbs Posted April 16, 2019 Posted April 16, 2019 Eccellente, grazie per aver condiviso tutte le tue conoscenze !!!
Onikеn Posted April 17, 2019 Posted April 17, 2019 Отлично, спасибо, что поделились всеми своими знаниями !!!
Aurora Rain Posted April 17, 2019 Posted April 17, 2019 @vagonumero13 Hey there, I was hoping you could upload your tools in this section here:https://www.loverslab.com/files/category/191-dead-or-alive-6/ Thanks to the wonderful moderators, we have a dedicated section for hosting files and tools for DOA6, we don't have to just attach them directly in our posts anymore. Instead you can upload direction to the downloads section, and link people to the downloads directly. The other benefit is that you won't have to keep updating the attachments in your posts, because the link will always take people to the latest version uploaded to the dedicated downloads section. 1
vagonumero13 Posted April 17, 2019 Author Posted April 17, 2019 1 hour ago, Aurora Rain said: @vagonumero13 Hey there, I was hoping you could upload your tools in this section here:https://www.loverslab.com/files/category/191-dead-or-alive-6/ Thanks to the wonderful moderators, we have a dedicated section for hosting files and tools for DOA6, we don't have to just attach them directly in our posts anymore. Instead you can upload direction to the downloads section, and link people to the downloads directly. The other benefit is that you won't have to keep updating the attachments in your posts, because the link will always take people to the latest version uploaded to the dedicated downloads section. But wouldn't that require me to put a thread per tool? I'd rather keep all the tools in a single thread.
Aurora Rain Posted April 17, 2019 Posted April 17, 2019 45 minutes ago, vagonumero13 said: But wouldn't that require me to put a thread per tool? I'd rather keep all the tools in a single thread. The thread is auto generated, you don't have to do anything for it. Personally I think it helps organize bug reports and feedback because it would be posted under each tool, instead of having to figure out what tool someone was using when they had an error or needed help with something. There is a "delete" in the thread section, but I'm not sure if that would also remove it from the downloads section as well.
fаisutu Posted April 17, 2019 Posted April 17, 2019 Bien, merci de partager toutes vos connaissances !!!
makеyung Posted April 17, 2019 Posted April 17, 2019 Vielen Dank, dass Sie all Ihr Wissen geteilt haben !!!
getuyоu1987 Posted April 17, 2019 Posted April 17, 2019 Շնորհակալություն ձեր բոլոր գիտելիքները կիսելու համար:
peraperаpеra Posted April 17, 2019 Posted April 17, 2019 Σας ευχαριστούμε που συμμερίζεστε όλες τις γνώσεις σας!!!
vagonumero13 Posted April 18, 2019 Author Posted April 18, 2019 REDELBE has been updated to the version 0.4. Changelog: - Added the new costume/hair functionality (aka "Layer2 mods"). Refer to the readme for usage. - Added an extra feature in the ini for the patch to uncensor break blows to Honoka/Marie/Nico. This patch is ****NOT*** enabled by default. To enable it, use the ini file. (For future reference: if I add any extra feature like this, they will always be disabled by default). - ".rigbin" files didn't work in CharacterEditor due to an extra space in the source code. - REDELBE is now more "live-modding" friendly (changing modded files while game is running) (Still files must exist in REDELBE dir before game startup, but once they exist, they can be modified while the game is running). Read the damn Readmes about how the new cosutme/hair functionality work. Modders, also don't forget to download the sample mods (Layer2 sample mods) to familiarize yourself with this functionalty. Currently known issues: - Currently there are problems if both player 1 and player 2 use a variant of the same outfit (this applies only when using layer2 mods). This usually happen when player1 and player2 use same character, same outfit, the player2 outfit may not get updated in such cases, and in battle it would use the same variant than player 1. If you are updating from a previous version, DON'T SKIP COPYNG AGAIN THE REDELBE FOLDER, as it now has two new sub-folders inside and a new .ini. -------------------- rdbtool has also been updated to 0.3c to fix a minor bug: - Fixed: The .rigbin files of wedding costumes were getting extracted with double extension. 5
rokirоki67 Posted April 18, 2019 Posted April 18, 2019 Wonderful and great!This is an undoubted sample of human genius.
ffw534 Posted April 18, 2019 Posted April 18, 2019 Yes, you are a great hacker, vago! Thank you very much!
RuneVV Posted April 18, 2019 Posted April 18, 2019 Just wanted to say thanks for all the hard work on the doa6 modding community. I just tried out REDELBE 0.4 and the new costume feature worked great. Also love the "work" feature. Out of curiosity, I have a question, imagine I added a new costume to marie's deluxe for example, obviously my opponent online will see the original deluxe outfit, but what happens if he has the exact same mod? Do we see each other's new added costume then? Cause I remember with Autolink in DoA5, even if we both had the same mods, we still couldn't see them. Keep up the great work! 1
Aurora Rain Posted April 18, 2019 Posted April 18, 2019 @vagonumero13 Thank you for this update, but I have questions. I'm trying to use the new Layer2 feature to add a new color option for Ayane's hair. But it won't show up in the list. Looking at your long hair Ayane example, I see that you have the g1m file there, but also you also have .grp .oid .oidx and .swg What are these file types, and do I need to have these just to add a hair color swap? And if so, what archive do I need to extract these from? EDIT: I also noticed a .ktid and a .ktis So what are these?
karutyо Posted April 18, 2019 Posted April 18, 2019 Wonderful program. We hope that in the future it will turn into something like autolink.
vagonumero13 Posted April 18, 2019 Author Posted April 18, 2019 9 minutes ago, Aurora Rain said: @vagonumero13 Thank you for this update, but I have questions. I'm trying to use the new Layer2 feature to add a new color option for Ayane's hair. But it won't show up in the list. Looking at your long hair Ayane example, I see that you have the g1m file there, but also you also have .grp .oid .oidx and .swg What are these file types, and do I need to have these just to add a hair color swap? And if so, what archive do I need to extract these from? No, you don't need those files. Ayane example is more complex because I copied files from Leifang. For new color, you don't even need the "Character" folder at all, only things in "Material". The "Marie Rose Black hair" mod is closer to what you want to do. Are you sure you are modding the correct files? by the way, the new hair don't show up in the list, you have to press the "Back" button (or F key) while you are in the hair that that mod uses (for example, my Marie Rose black hair mod, you have to be in her default hair, press Back/F, and you'll see the color change to Black).
RuneVV Posted April 18, 2019 Posted April 18, 2019 Also, how do you add multiple costumes to 1 slot? Or is that not implemented yet?
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