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DOAXVV Modder Info / Questions&Answers


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I'll go ahead and answer your questions, but I would ask that you rename the topic to something more helpful like DOAXVV Modder Info / Q&A or something. The general topic does move rather quickly and is rather convoluted.

 

Each one with a simplified definition. Hopefully I'm not too wrong about some of these simplifications.

 

Shaders

  • VS - Vertex Shader - Computes where a vertex should be rendered on-screen (computations between position, skeleton/pose, camera position/orientation/fov, etc).
  • PS - Pixel Shader (Fragment Shader) - Computes what color to render (texture blending, lighting, shading, etc)
  • CS - Compute Shader - Non-rendering computations (Usually don't need to really touch this one)

Buffers

  • VB - Vertex Buffer - Array of vertices in a mesh and their metadata (location, normal vector, vertex color, weight paint, etc)
  • IB - Index Buffer - List of faces by a collection of vertex indices (ie. A triangle face is defined by vertex 1, 5, and 7 from the Vertex Buffer)

DOAXVV Specific Buffer slots

The following is more specific in how DOAXVV uses the texture and constant buffer slots and may not apply to using 3DMigoto for other games.

  • PS-T# - Texture buffers used by Pixel Shader, what it's used for may change depending on the specific pixel shader. Below are typically what they are used for in many shaders but there are some exceptions.
    • PS-T0 - Usually the diffuse map
    • PS-T1 - Usually the normal map
    • PS-T2 - Usually the specular map
    • PS-T3 - Usually the tanning mask
  • VS-CB2 - Skeleton/Pose buffer for the mesh used by the vertex shader
  • PS-CB2 - Constant buffer that includes several modifiers for the given mesh such as material color modifiers, fresnel (reflection modifier) and a few others.

 

During hunting, you can hunt for specific VB/IB to identify a particular mesh you may want to mod, or you can hunt between PS/VS to see what meshes are drawn using those particular shaders. If you perform a frame analysis dump, the VB/IB hashes are included in the filenames of each piece dumped so if you already know the VB/IB hash you can easily find the relevant mesh pieces for what you want to import into blender. If your particular IB/VB hash isn't included your frame analysis dump, then using hunting mode to find what pixel shader is used for that mesh piece (PS Hash) and check if its listed in your d3dx.ini, if its not it'll need to be added so that frame analysis dump will dump the relevant meshes drawn using that shader. Most for clothing/body/hair have been already identified but occasionally new ones pop-up, but most likely other modders have also taken note and mentioned something in the forums.

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