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Extracting TMC/TMCL from DOAXVV?


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Posted

I know there's a script that unpacks the the tmc / tmcl files, but the resulting file size is too small.
I took a peek at the headers, and doesn't seem to be containing the correct information as LR or X3. Maybe someone has an updated version of it?

Posted

I haven't tried it yet, but this mod already has a stalker submit in place.  If the submit mod also initiates approaches, it's probably a safe bet not to test this mod with that one enabled. 

Posted

You can extract complete bone data from DOAXVV/DOAX3F/DOAX3S's TMC/TMCL files.

 

In case DOAXVV (PC), first you have to get TMC/TMCL files from the process memory.
They are not encrypted, you can directly read memory content by using HxD or dump memory in Windows Task Manager.

Find TMC/TMCL headers, select file contents and save them as files.

 

Next, read some data blocks listed below in TMC file.

  1. Object names are defined in NodeLay block
  2. Object transform matrices (position/rotation/scale) are defined in GlblMtx block
  3. Object hierarchy (parent object IDs) are defined in HieLay block

* Object = bones (MOT00_Hips, MOT01_Head, etc.) or meshes (WGT_body, etc.)

 

DOAX3F/DOAX3S (PS4) also have the same format.

Posted (edited)
14 hours ago, violetta3ds said:

You can extract complete bone data from DOAXVV/DOAX3F/DOAX3S's TMC/TMCL files.

 

In case DOAXVV (PC), first you have to get TMC/TMCL files from the process memory.
They are not encrypted, you can directly read memory content by using HxD or dump memory in Windows Task Manager.

Find TMC/TMCL headers, select file contents and save them as files.

 

Next, read some data blocks listed below in TMC file.

  1. Object names are defined in NodeLay block
  2. Object transform matrices (position/rotation/scale) are defined in GlblMtx block
  3. Object hierarchy (parent object IDs) are defined in HieLay block

* Object = bones (MOT00_Hips, MOT01_Head, etc.) or meshes (WGT_body, etc.)

 

DOAX3F/DOAX3S (PS4) also have the same format.

Huh, this is surprisingly easy to extract. Managed to get MIS_face_00.tmc. Compared it to the switch version and it seems like I did get the correct file.
Can't open it with the Blender TMC PC tools unfortunately.

Edit :

It seems I didn't properly get the correct file content. 3mb vs 0.7mb (switch)
How do I know the proper range to select for the file content?
 

Edited by kokorocks
Posted
51 minutes ago, kokorocks said:

呵呵,这出乎意料的容易提取。设法获得 MIS_face_00.tmc。将它与 switch 版本进行比较,似乎我确实得到了正确的文件。
不幸的是,无法使用 Blender TMC PC 工具打开它。

编辑

似乎我没有正确获得正确的文件内容。3mb vs 0.7mb (switch)
我如何知道选择文件内容的正确范围?
 

http://modderbase.com/showthread.php?tid=292  

I think other people have achieved it with the software converted to doa5mod. However, bones cannot be used in doaxvv

Posted
On 8/12/2022 at 4:00 PM, kokorocks said:

How do I know the proper range to select for the file content?

 

001.jpg.d0282e7cd8ec7854588c3903d1e387e0.jpg

  1. Search "TMC" in process memory. It's TMC file start point.
  2. On the next line, you will see a 32bit integer value like "A0 DA 0E 00". This means the TMC file size.
  3. Because it's Little-Endian format, it means 0EDAA0(hex) = 973472(decimal) bytes.
  4. Select 973472 bytes from start point and save it as TMC file.

002.jpg.eb1d23933f459debe09f355c47427692.jpg

  1. Search "LHeader" in the TMC file.
  2. On the 4th-next line, you will see "03000000 xxxxxxxx". In this case, we got "03000000 80013100"
    • This xxxxxxxx means the TMCL file size.
      • 310180(hex) = 3211648(decimal) bytes
    • And fortunately, TMCL file start point says also "03000000 xxxxxxxx".

003.jpg.a85893e1c4e7ed91f7b8f04f20acf27a.jpg

  1. Search  "03000000 xxxxxxxx" in memory. It's TMCL file start point.
  2. Select 3211648 bytes from start point and save it as TMCL file.

 

On 8/12/2022 at 4:00 PM, kokorocks said:

Can't open it with the Blender TMC PC tools unfortunately.

 

All DOA5 tools can't be used, because DOAX3-era games (DOAXVV/DOAX3F/DOAX3S) use different file format compared to DOA5.

You have to manually read data from new TMC/TMCL format.

 

For bone data format, refer my previous post.

004.jpg.3ad336a0d7612d18398b9d7b41585da5.jpg

 

For other data (meshes and weights), refer another DOAX3 thread.

https://www.loverslab.com/topic/189114-dead-or-alive-xtreme-3-fortune-ps4-modding/

  • 2 weeks later...
Posted
On 8/13/2022 at 10:59 PM, violetta3ds said:

 

001.jpg.d0282e7cd8ec7854588c3903d1e387e0.jpg

  1. Search "TMC" in process memory. It's TMC file start point.
  2. On the next line, you will see a 32bit integer value like "A0 DA 0E 00". This means the TMC file size.
  3. Because it's Little-Endian format, it means 0EDAA0(hex) = 973472(decimal) bytes.
  4. Select 973472 bytes from start point and save it as TMC file.

002.jpg.eb1d23933f459debe09f355c47427692.jpg

  1. Search "LHeader" in the TMC file.
  2. On the 4th-next line, you will see "03000000 xxxxxxxx". In this case, we got "03000000 80013100"
    • This xxxxxxxx means the TMCL file size.
      • 310180(hex) = 3211648(decimal) bytes
    • And fortunately, TMCL file start point says also "03000000 xxxxxxxx".

003.jpg.a85893e1c4e7ed91f7b8f04f20acf27a.jpg

  1. Search  "03000000 xxxxxxxx" in memory. It's TMCL file start point.
  2. Select 3211648 bytes from start point and save it as TMCL file.

 

 

All DOA5 tools can't be used, because DOAX3-era games (DOAXVV/DOAX3F/DOAX3S) use different file format compared to DOA5.

You have to manually read data from new TMC/TMCL format.

 

For bone data format, refer my previous post.

004.jpg.3ad336a0d7612d18398b9d7b41585da5.jpg

 

For other data (meshes and weights), refer another DOAX3 thread.

https://www.loverslab.com/topic/189114-dead-or-alive-xtreme-3-fortune-ps4-modding/

 


Any way to get bone scaling from memory?
 

Posted
On 8/25/2022 at 9:55 PM, kokorocks said:

Any way to get bone scaling from memory?

 

If you understood how DOA5's CheatEngine pose script works, maybe you can do the same thing in DOAXVV.
But editing mesh is far easier than it, when you only want to change breasts shape.

Posted (edited)

Thank you for providing information.

 

I tried to import the model (TMC/TMCL file) extracted by the procedure in this topic with blender 3.X. This required a lot of preparation, but as a result, I was able to import doaxvv's model structure (with bones and meshes) in blender 3.X.

  1. Import doaxvv model (TMC/TMCL file) into blender 2.49b using "doa xtreme 3 import tool"
  2. Copy all objects in 1) and paste to blender 3.X
Spoiler

image.png.c3e559c823257ea47628829c0aa0c3cf.png

 

I noticed that using the "VV2LR tool (DOAXVV TMC to DOA5 TMC tool)" converts the doaxvv model structure to the doa5LR model structure. Therefore, if you import the converted model (TMC/TMCL file) to blender with the "VV2LR tool", you will not be able to see the doaxvv model structure.

(The author's description of the "VV2LR tool" says, "There are more breast (buttocks, etc.) bones in doaxvv than in doa5LR".)

Edited by tk2004
Posted

hi

a bit off topic but its the same troubling with blender and importing meshes, etc...

 

i recently managed to get blender and 3dmigoto + ib, vb files to change and edit (want to make better looking mods for certain chars) so i tried importing HONOKAS ib,vb files, in vertex edit mode only selected her breast shape and exported that back to files, the loaded MARIES files and removed small breast part leaving two holes, then using function transfer data modifier (boolaen mode) added HONOKAS sample into MARIES template, but when starting DOAXVV the vertex and textures flow all over the screen, so theres a mismatch..but how to accomply this??

 

how can i export only some vertex and meshes and put it into another template leaving the structure intact ???

 

changing MARIES breast part by hand is kinda impossible because using transform or fatten, always gets me bad shape and i could never reach a useful size/enlargement, (as theres many holes and glitches as well)...

 

2nd choice referring to your thread, is it possible to ectract the HEAD model and put MARIES onto HONOKAS torso?? (this will loose maries unique body, but anyway.. )

 

 

Screenshot (35).png

Screenshot (34).png

Screenshot (31).png

  • 1 year later...
Posted
On 8/28/2022 at 4:24 PM, tk2004 said:

Thank you for providing information.

 

I tried to import the model (TMC/TMCL file) extracted by the procedure in this topic with blender 3.X. This required a lot of preparation, but as a result, I was able to import doaxvv's model structure (with bones and meshes) in blender 3.X.

  1. Import doaxvv model (TMC/TMCL file) into blender 2.49b using "doa xtreme 3 import tool"
  2. Copy all objects in 1) and paste to blender 3.X
  Reveal hidden contents

image.png.c3e559c823257ea47628829c0aa0c3cf.png

 

I noticed that using the "VV2LR tool (DOAXVV TMC to DOA5 TMC tool)" converts the doaxvv model structure to the doa5LR model structure. Therefore, if you import the converted model (TMC/TMCL file) to blender with the "VV2LR tool", you will not be able to see the doaxvv model structure.

(The author's description of the "VV2LR tool" says, "There are more breast (buttocks, etc.) bones in doaxvv than in doa5LR".)

The tools link is dead,can you share it

Posted (edited)
On 9/27/2023 at 2:14 PM, Demoic said:

The tools link is dead,can you share it

The site is out of service. However, the tools are available on ``webarchive''.
(The URL of the original post has been changed)

Edited by tk2004
Posted
21 hours ago, tk2004 said:

The site is out of service. However, the tools are available on ``webarchive''.
(The URL of the original post has been changed)

Got it,but here is another problem,i used the last file name Blender249[DOAXtreme3][PS4][tmc][2019-03-31]

Then follow their post Double click file "Blender249.blend" and in Text Window press alt+p.

Jump into p1image.png.885efb493a3d1e6563dc6fd72fe64b31.png,put the file clik import,got an error p2.image.png.f897488c2bbb335ad33e0e4209a12e3d.png

At last only to see p3image.thumb.png.543c6d267bc1baaff0191adc7dd0ff42.png

  • 2 weeks later...
Posted
On 10/1/2023 at 12:58 PM, Demoic said:

Got it,but here is another problem,i used the last file name Blender249[DOAXtreme3][PS4][tmc][2019-03-31]

Then follow their post Double click file "Blender249.blend" and in Text Window press alt+p.

Jump into p1image.png.885efb493a3d1e6563dc6fd72fe64b31.png,put the file clik import,got an error p2.image.png.f897488c2bbb335ad33e0e4209a12e3d.png

At last only to see p3image.thumb.png.543c6d267bc1baaff0191adc7dd0ff42.png

 

Noesis is not required, so comment out line 328 of "starter.py". Noesis Python errors no longer occur.

Also, in the implementation of "starter.py", there is a specification for the tmcl file name. For example, if the tmc file name is "abc.tmc", the tmcl file name must be "abcl.tmcl".

 

  • 2 weeks later...
Posted
On 10/15/2023 at 3:36 AM, tk2004 said:

 

Noesis is not required, so comment out line 328 of "starter.py". Noesis Python errors no longer occur.

Also, in the implementation of "starter.py", there is a specification for the tmcl file name. For example, if the tmc file name is "abc.tmc", the tmcl file name must be "abcl.tmcl".

 

Thanks,you are a true lifesaver.

  • 7 months later...
Posted
On 10/14/2023 at 2:36 PM, tk2004 said:

 

Noesis is not required, so comment out line 328 of "starter.py". Noesis Python errors no longer occur.

Also, in the implementation of "starter.py", there is a specification for the tmcl file name. For example, if the tmc file name is "abc.tmc", the tmcl file name must be "abcl.tmcl".

 

I don't what this means, or how to do it

  • 1 year later...

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