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Character Fighter Cards


FilthyMcNasty

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Posted

I made a photoshop template to copy the fighter cards, you can edit all the text, drop in an image, change the colour and make your own easily,

Im tweaking it a bit and will share it if people are interested.

 

Could someone tell me if it would be possible to swap the cards in the game? and what tool i would need to edit the textures?

 

attached is a Hitomi one i made for testing.

Hitomi_2 - Copy.png

Posted
1 hour ago, FilthyMcNasty said:

I made a photoshop template to copy the fighter cards, you can edit all the text, drop in an image, change the colour and make your own easily,

Im tweaking it a bit and will share it if people are interested.

 

Could someone tell me if it would be possible to swap the cards in the game? and what tool i would need to edit the textures?

 

attached is a Hitomi one i made for testing.

Hitomi_2 - Copy.png

 

And what to do with it?

Posted
4 hours ago, gatto tom said:

@FilthyMcNasty WOW! I really would like to have the template for creating my own fighter id card! ??:heart::heart:

 

Btw it works in-game

  Reveal hidden contents

594837662_DeadOrAlive6Screenshot2019_06_06-23.29_06_27.png.ecbf169e90bf7e36e1dd9ed7adf5a251.png

 

i  changed the .dds of Hitomi and reinserted it.
But i dont know how i get it working.
ScreenLayout/

but i dont know what to do next

 

 

6 hours ago, FilthyMcNasty said:

I made a photoshop template to copy the fighter cards, you can edit all the text, drop in an image, change the colour and make your own easily,

Im tweaking it a bit and will share it if people are interested.

 

Could someone tell me if it would be possible to swap the cards in the game? and what tool i would need to edit the textures?

 

attached is a Hitomi one i made for testing.

 

Spoiler

Hitomi_2 - Copy.png

 

 

Nice idea btw

 

Posted
16 hours ago, gatto tom said:

@FilthyMcNasty WOW! I really would like to have the template for creating my own fighter id card! ??:heart::heart:

 

Btw it works in-game

  Reveal hidden contents

594837662_DeadOrAlive6Screenshot2019_06_06-23.29_06_27.png.ecbf169e90bf7e36e1dd9ed7adf5a251.png

 

Great work, can you let me know the step by step to extract and replace the files succesfully?

 

Ill post the psd shortly, just want to name the layers correctly and make a lillte guide for it. I will include the font also.

Posted
7 hours ago, FilthyMcNasty said:

Great work, can you let me know the step by step to extract and replace the files succesfully?

 

Ill post the psd shortly, just want to name the layers correctly and make a lillte guide for it. I will include the font also.

Never modded doa6 before? If not give me time and i'll write the tutorial ?

Posted

I did the following:

 

Extracted 00000008.g1t from ScreenLayout.rdb.bin using DOATool without issue.

 

Converted the g1t to dds using linkdatatool without issue.

 

Edited the .dds file of Hitomi's card with no problems, and saved with exact same values.

 

Converted the dds back to g1t using linkdatatool without issue.

 

Problem occurs when i attempt to import the g1t back into the rdb with DOATool it throws a "NO DATA INDEX!" (or something like that) error at me, im sure i probably have a value wrong or the zeros in the 00000008 filename need to be dropped or something, however the synthex instructions provided in the terminal when using DOATool are very basic and dont address this. Also i am using DOATool for version 1.04 (highest i could find), and my game is 1.05, which included .bin1, .bin2 files which i believe were only recently added.

Posted
15 hours ago, HyperBob said:

Just put the g1t file in REDELBE ScreenLayout folder then start the game.

I did that actually and i get the below from the REDELBE logfile:

 

Notice: file "00000087.g1t" doesn't exist in this .rdb (ScreenLayout.rdb), however thats definately the name is has when i export it.

 

im sure im missing something simple. (like something with the name of the g1t file.)

 

 

Posted
17 hours ago, FilthyMcNasty said:

I did the following:

 

Extracted 00000008.g1t from ScreenLayout.rdb.bin using DOATool without issue.

 

Converted the g1t to dds using linkdatatool without issue.

 

Edited the .dds file of Hitomi's card with no problems, and saved with exact same values.

 

Converted the dds back to g1t using linkdatatool without issue.

 

Problem occurs when i attempt to import the g1t back into the rdb with DOATool it throws a "NO DATA INDEX!" (or something like that) error at me, im sure i probably have a value wrong or the zeros in the 00000008 filename need to be dropped or something, however the synthex instructions provided in the terminal when using DOATool are very basic and dont address this. Also i am using DOATool for version 1.04 (highest i could find), and my game is 1.05, which included .bin1, .bin2 files which i believe were only recently added.

Don't use DOATool anymore. Use rdbtool by vagonumero13.

 

Once you downloaded it, open it and select ScreenLayout.rdb and from there extract character_select_poster_External_00.g1t

After you did this, extract the .g1t using link data tools. Edit the character's poster you would like and save it as the same format (dds as DXT5) and DON'T CHANGE ITS NAME, then from that folder delete all the poster textures except the one you just edited. Now you can use the re-import link data tool and then test the texture in-game using REDELBE

 

Posted
1 hour ago, gatto tom said:

Don't use DOATool anymore. Use rdbtool by vagonumero13.

 

Once you downloaded it, open it and select ScreenLayout.rdb and from there extract character_select_poster_External_00.g1t

After you did this, extract the .g1t using link data tools. Edit the character's poster you would like and save it as the same format (dds as DXT5) and DON'T CHANGE ITS NAME, then from that folder delete all the poster textures except the one you just edited. Now you can use the re-import link data tool and then test the texture in-game using REDELBE

 

This worked perfectly thank you.

 

Ill post the psd this evening, i have not forgotten.

Posted

Attached is the psd file for the template.

 

If you are familar with photoshop it will make sense.

 

only real note is that to adjust the text of the description to fit the width of the card you should adjust the tracking in the character panel.

 

The fonts are included also.

 

 

ADJUST_TRACKING.jpg

LAYERS.JPG

CHARACTER_CARD.zip

Posted

nice work.

 

you reminded me that i forgot to mention about the "STATS TEXT BACKDROP", the layer mask has to be adjusted to account for the changing text length on the stats.

 

Normally i would make something like this in illustrator as it can highlight live text. but i wanted to keep it as simple as possible.

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