doctor_science Posted April 16, 2025 Posted April 16, 2025 occasionally (about 10% of them) there are bytecode ascii arrays in those database files and in doa 6 sometimes those can have file names in them, but most of them are low-level scripting stuff I don't know anything about. might help with decompiling this or another koei game if anybody is insane enough to try that. 042635e7.kidsobjdb as an example has this semi-readable block and that gets turned into like a million lines of bytecode array by the xml tools Spoiler 2011-04-29T14:26:48+09002.%.lφ█kids::math::MatrixTransAxisAngleScale..3╣╦vkids::math::IntegerSetElements.?.░úY«kids::math::RoundedNonuniformSplineLengthConstraintWithRotation..3╩┼kids::math::FloatArray.$.öëVkids::math::VectorMultiplyQuaternion..úa@ kids::math::VectorSetElements..=o|ûkids::math::LengthOf..'zJ╨kids::math::VectorCopy.#.Θ╗ó£kids::math::VectorInverseQuaternion.&.7Rε}kids::math::MatrixTransQuaternionScale..√âΩΩkids::math::CosF..^I╕rkids::math::RefVectorZero..$h0²kids::math::VectorDot..ç}╡èkids::math::FloatSetElements..cáU·kids::math::MatrixToSRT..sO╩kids::math::Vector3Normalize..▄╛Wkids::math::MatrixCopy..w_·╢kids::math::Vector4Normalize.%.₧kids::math::QuaternionCreateByVectors.5.B╢╒ìkids::math::QuaternionCreateByRotationAxisAngleVector. .αüumkids::math::VectorBasicOperation..4ΣJkids::math::IsNearlyZero..╙_╫Ωkids::math::PowF.0.√áqkids::math::VectorInterpolateSphericalQuaternion...G╟âkids::math::VectorScale..≡-kids::math::LengthVecToVec..îjckids::math::FloatGetElements..#╥Ωkids::math::TanF.#."╖ù┘kids::math::VectorInterpolateLinear..╜¥┌·kids::math::VectorGetElements..a î4kids::math::VectorCross..knαÿkids::math::IsNearlyEqual.1.┌.Ékids::math::VectorRotationAxisAngleFromQuaternion...┬╙Ωkids::math::SinF..r⌐┌Σkids::math::Arctan2F..gσΩkids::math::AbsF..Q╫kids::math::ArccosF.&.mΦ╝ykids::math::VectorApplyAxisAngleVector..┌⌡>πkids::math::VectorCopyXYZ..╤╧▄kids::dbg::Trace...·Ωnkids::pose::GlobalMatrixToLocalSRTWithBoneMask...OQQ╝kids::pose::LocalSRTToGlobalMatrixWithBoneMask..(≡°╟mud::debug::assert.$.i D╪mud::from_kidshost::BooleanArrayCopy.#.µ#⌠omud::from_kidshost::BooleanArrayNew.$.FÅ'mud::from_kidshost::IntegerArrayCopy.#.6╟┼ômud::from_kidshost::IntegerArrayNew.&.╬░#µmud::from_kidshost::Vector4ArrayRemove..s╚&mud::from_kidshost::LogVector.0.·Zmud::from_kidshost::UpdatePoseOperatorWithScript. and thanks to yelling at an llm for an hour i can get that bullshit down to something like this Spoiler 2011-04-29T14:26:48+09002 % lkids::math::MatrixTransAxisAngleScale 3vkids::math::IntegerSetElements ? Ykids::math::RoundedNonuniformSplineLengthConstraintWithRotation 3kids::math::FloatArray $ Vkids::math::VectorMultiplyQuaternion a@kids::math::VectorSetElements =o|kids::math::LengthOf 'zJkids::math::VectorCopy # kids::math::VectorInverseQuaternion & 7R}kids::math::MatrixTransQuaternionScale kids::math::CosF ^Irkids::math::RefVectorZero $h0kids::math::VectorDot }kids::math::FloatSetElements cUki there's a couple hundred of these so i haven't gone through them all, there might be english names of files in there. kidsobjdb xmls bytecode edition.zip
Donline- Posted April 16, 2025 Posted April 16, 2025 (edited) LOW POLY - R 359 / G 254 / B 214 - No Bump or Specular maps doctor_science Have stripped the file assuming the relevant data can be transferred (blender) at some point xenodoax 👍 ORIGINAL MESH [PRISM] 19000 - NEW MESH LP 29000 - MP 44000 DOAXVV 6000 - 68000 Maximum MODZ - 1: Anyway to basically swap existing filenames around?.. 2: Can someone check if a mesh with no weights still makes an ingame statue... Random Editing 💽 Spoiler Custom Texturing - Most likely incompatible at this stage xenodoax Spoiler No Texture seems better... earlier texture turned into modified gloss map instead 😐 Note - Prisms Specular maps do look better.... could never find right thread layer for DOAXVV spec mods Can start again on any part if someone wants to test something 👍.. Spoiler Forgotten how to directly extract shading from models in blender if someone can remind me.. Is better than having to change rgb curves using a texture with same artifacts..💽 Edited April 16, 2025 by Donline- 19
xenodoax Posted April 16, 2025 Posted April 16, 2025 3 hours ago, Donline- said: LOW POLY - R 359 / G 254 / B 214 - No Bump or Specular maps doctor_science Have stripped the file assuming the relevant data can be transferred at some point xenodoax 👍 ORIGINAL MESH 19000 - NEW MESH LP 29000 - MP 44000 MODZ - anyway to basically swap existing filenames yet?.. This is a bot - posting nonsense.
Donline- Posted April 16, 2025 Posted April 16, 2025 (edited) 6 hours ago, xenodoax said: This is a bot - posting nonsense. Yes and I've been tooo robot city for a gold disk 💽 Spoiler Sorry is what the T-1000 says.. if I feel like John Connor in a war with robots and bots.. Supercomputers wont generate quantum coordinates and the T-1000 knows this metal.. The mysterious alloy is a climbing frame and swing and maybe fence in a... T-1000s dream obvioulsy.. Your the person who said c48edad9.g1m was in the directory xenodoax .. can the filename be swapped around? Random.. (NeckLine + slightly visible texture outline included) Spoiler Is and is not worth texturing away from the actual files.. if anyone has a file upload or PM will send back random updates. Misaki Artificial Intelligence Experiment [Failed] Spoiler Good example for TeamNinja from robotland.. seems dated and from the past xenodoax Note - I'm still convinced there were different model files used for certain scenes in doaxvv (maybe prism)... they were either ported onto console later or doasense arcade related but is a modelling style completely different (might just be camera but no) would be an easy way to avoid adjusting camera lenses.. Not Very High Poly 😐 Spoiler Have used Unreal but didnt realize modded steam games accept slightly less advance mesh manipulation [true?] Upgrading old games you buy from a shop is obviously the best option but I very much doub-- yepp unreal 1-6... Can start again is fine.. and good for learning Maybe a specialist can put nipples somewhere (deleted)... And if anyone can remove weights (only one way.. and a workaround or new engine) no animation script can address the vectors.. is not possible (and floats around with z or z-axis).. 1x Can someone duplicate a model and transfer the same weights over to the original using the duplicated model with no legs.. Thanks 📀 1x Can someone remove the breast data and replace the data with hair or clothing paint (if there included) Thanks again.. Is this nonsense xenodoax because I'm not sure if everyone can read?.. Edited April 16, 2025 by Donline- 2
Raven_Dono Posted April 16, 2025 Posted April 16, 2025 I love to see your progress everyday, it's so exciting :)) god bless you all
Donline- Posted April 16, 2025 Posted April 16, 2025 (edited) Point of interest.. maybe HDR mode is definitely different (models)... worth porting across all avenues if located ☢️ There was a weird resolution restriction on Unreal Editor 4 but I doubt the filesizes are ever limited in a way which would force different model types Not surprised if CG related departments like Squaresoft are managing certain themes or styles to an extreme (contract) before games are released.. And maybe this scene just based on how things look.. unless ingame shape shifing with weights is new Have tested 12K+ textures but they would be totally different renamable files. Spoiler There's a way to reverse downscaling (if ever done) with the original skeletal rigs (more details).. Would pay good money to use a forgery for downscaling.. RELEASE VS TRAILER SCENE.. 📚 SAME TRAILER DIFFERENT SCENES.. Edited April 17, 2025 by Donline- 6
Haise Sasaki Posted April 16, 2025 Posted April 16, 2025 13 hours ago, doctor_science said: occasionally (about 10% of them) there are bytecode ascii arrays in those database files and in doa 6 sometimes those can have file names in them, but most of them are low-level scripting stuff I don't know anything about. might help with decompiling this or another koei game if anybody is insane enough to try that. 042635e7.kidsobjdb as an example has this semi-readable block and that gets turned into like a million lines of bytecode array by the xml tools Hide contents 2011-04-29T14:26:48+09002.%.lφ█kids::math::MatrixTransAxisAngleScale..3╣╦vkids::math::IntegerSetElements.?.░úY«kids::math::RoundedNonuniformSplineLengthConstraintWithRotation..3╩┼kids::math::FloatArray.$.öëVkids::math::VectorMultiplyQuaternion..úa@ kids::math::VectorSetElements..=o|ûkids::math::LengthOf..'zJ╨kids::math::VectorCopy.#.Θ╗ó£kids::math::VectorInverseQuaternion.&.7Rε}kids::math::MatrixTransQuaternionScale..√âΩΩkids::math::CosF..^I╕rkids::math::RefVectorZero..$h0²kids::math::VectorDot..ç}╡èkids::math::FloatSetElements..cáU·kids::math::MatrixToSRT..sO╩kids::math::Vector3Normalize..▄╛Wkids::math::MatrixCopy..w_·╢kids::math::Vector4Normalize.%.₧kids::math::QuaternionCreateByVectors.5.B╢╒ìkids::math::QuaternionCreateByRotationAxisAngleVector. .αüumkids::math::VectorBasicOperation..4ΣJkids::math::IsNearlyZero..╙_╫Ωkids::math::PowF.0.√áqkids::math::VectorInterpolateSphericalQuaternion...G╟âkids::math::VectorScale..≡-kids::math::LengthVecToVec..îjckids::math::FloatGetElements..#╥Ωkids::math::TanF.#."╖ù┘kids::math::VectorInterpolateLinear..╜¥┌·kids::math::VectorGetElements..a î4kids::math::VectorCross..knαÿkids::math::IsNearlyEqual.1.┌.Ékids::math::VectorRotationAxisAngleFromQuaternion...┬╙Ωkids::math::SinF..r⌐┌Σkids::math::Arctan2F..gσΩkids::math::AbsF..Q╫kids::math::ArccosF.&.mΦ╝ykids::math::VectorApplyAxisAngleVector..┌⌡>πkids::math::VectorCopyXYZ..╤╧▄kids::dbg::Trace...·Ωnkids::pose::GlobalMatrixToLocalSRTWithBoneMask...OQQ╝kids::pose::LocalSRTToGlobalMatrixWithBoneMask..(≡°╟mud::debug::assert.$.i D╪mud::from_kidshost::BooleanArrayCopy.#.µ#⌠omud::from_kidshost::BooleanArrayNew.$.FÅ'mud::from_kidshost::IntegerArrayCopy.#.6╟┼ômud::from_kidshost::IntegerArrayNew.&.╬░#µmud::from_kidshost::Vector4ArrayRemove..s╚&mud::from_kidshost::LogVector.0.·Zmud::from_kidshost::UpdatePoseOperatorWithScript. and thanks to yelling at an llm for an hour i can get that bullshit down to something like this Hide contents 2011-04-29T14:26:48+09002 % lkids::math::MatrixTransAxisAngleScale 3vkids::math::IntegerSetElements ? Ykids::math::RoundedNonuniformSplineLengthConstraintWithRotation 3kids::math::FloatArray $ Vkids::math::VectorMultiplyQuaternion a@kids::math::VectorSetElements =o|kids::math::LengthOf 'zJkids::math::VectorCopy # kids::math::VectorInverseQuaternion & 7R}kids::math::MatrixTransQuaternionScale kids::math::CosF ^Irkids::math::RefVectorZero $h0kids::math::VectorDot }kids::math::FloatSetElements cUki there's a couple hundred of these so i haven't gone through them all, there might be english names of files in there. kidsobjdb xmls bytecode edition.zip 249.48 MB · 14 downloads cant we just have a pathdumper like RE engine dump tools have?
doctor_science Posted April 17, 2025 Posted April 17, 2025 (edited) 2 hours ago, Haise Sasaki said: cant we just have a pathdumper like RE engine dump tools have? that wouldn't solve the file names not existing for an example, MPR_Muscle_Character_HONCOS001_a01_kidsalb.g1t is a doa 6 texture for honoka's c1 and i'd expect the canonical filename of the equivalent texture for vvp to be something similar, but there was some data we don't have for prism that was matching those names to their resource hashes, so we just get the hexidecimal.g1t on everything but a couple databases. Edited April 17, 2025 by doctor_science
woofhat Posted April 17, 2025 Posted April 17, 2025 @amorrow28 made a new tool about Yumia: https://www.loverslab.com/topic/247708-atelier-yumia-the-alchemist-of-memories-nude-mods-request/page/17/#findComment-7003858 This tool can extract the textures (g1t) associated with a model (g1m). Luckily it can also be used in PRISM, just replace CharacterEditor.kidssingletondb.kidsobjdb.json here: https://www.loverslab.com/topic/238458-prism/page/9/#findComment-7001078 Its biggest advantage is that you don't need to unpack all the textures (g1t) in the game now. So it saves a lot of time and hard disk space. It's very handy. Thank you very much amorrow28. 6
Haise Sasaki Posted April 18, 2025 Posted April 18, 2025 On 4/16/2025 at 7:56 PM, doctor_science said: that wouldn't solve the file names not existing for an example, MPR_Muscle_Character_HONCOS001_a01_kidsalb.g1t is a doa 6 texture for honoka's c1 and i'd expect the canonical filename of the equivalent texture for vvp to be something similar, but there was some data we don't have for prism that was matching those names to their resource hashes, so we just get the hexidecimal.g1t on everything but a couple databases. RE engine games dont have file names if you extract them without a paklist, but using the pathdumper you can create the file list the game uses, but idk how DOA 6 had the file info sorted since it could have been the luck of being the first iteration of the engine
doctor_science Posted April 18, 2025 Posted April 18, 2025 4 hours ago, Haise Sasaki said: RE engine games dont have file names if you extract them without a paklist, but using the pathdumper you can create the file list the game uses, but idk how DOA 6 had the file info sorted since it could have been the luck of being the first iteration of the engine idk doa 6 was supposedly dynasty warriors engine with some technical improvements. we got a bunch of type names of stuff in the database files from community work on hyrule warriors, plus there's scripts that might be as old as 2011. regardless of how old the engine is, i'm less interested in the engine per se than the file structures. i should make a more detailed post about all the shit in ProjectCommonResource.motor.kidsscndb.kidsobjdb because it probably applies to all these koei games and if i can avoid being burnt out for a few days in a row i'll put all the level geometry into some blender files because the databases have the object lists and layouts if you know what to look for.
superzero9999 Posted April 18, 2025 Posted April 18, 2025 Did my post just get deleted? There's no warning, no reason or any indication, just poof-ed out of existence... 🤦♀️ 1
Orbt3 Posted April 18, 2025 Posted April 18, 2025 (edited) 17 hours ago, woofhat said: @amorrow28 made a new tool about Yumia: https://www.loverslab.com/topic/247708-atelier-yumia-the-alchemist-of-memories-nude-mods-request/page/17/#findComment-7003858 This tool can extract the textures (g1t) associated with a model (g1m). Luckily it can also be used in PRISM, just replace CharacterEditor.kidssingletondb.kidsobjdb.json here: https://www.loverslab.com/topic/238458-prism/page/9/#findComment-7001078 Its biggest advantage is that you don't need to unpack all the textures (g1t) in the game now. So it saves a lot of time and hard disk space. It's very handy. Thank you very much amorrow28. Does this also detect the different colors for each g1m model? Like some models have blue red green variations, does it extract all those textures? Edited April 18, 2025 by Orbt3
Zero_Noctis Posted April 18, 2025 Posted April 18, 2025 On 4/16/2025 at 3:10 PM, Donline- said: Point of interest.. maybe HDR mode is definitely different (models)... worth porting across all avenues if located ☢️ There was a weird resolution restriction on Unreal Editor 4 but I doubt the filesizes are ever limited in a way which would force different model types Not surprised if CG related departments like Squaresoft are managing certain themes or styles to an extreme (contract) before games are released.. And maybe this scene just based on how things look.. unless ingame shape shifing with weights is new Have tested 12K+ textures but they would be totally different renamable files. Hide contents There's a way to reverse downscaling (if ever done) with the original skeletal rigs (more details).. Would pay good money to use a forgery for downscaling.. RELEASE VS TRAILER SCENE.. 📚 SAME TRAILER DIFFERENT SCENES.. OMG!!!
woofhat Posted April 19, 2025 Posted April 19, 2025 8 hours ago, Orbt3 said: Does this also detect the different colors for each g1m model? Like some models have blue red green variations, does it extract all those textures? I haven't tried. You can try it yourself. I don't think the model's color change has anything to do with textures, it should have something to do with shader settings.
doctor_science Posted April 19, 2025 Posted April 19, 2025 (edited) 1 hour ago, woofhat said: I haven't tried. You can try it yourself. I don't think the model's color change has anything to do with textures, it should have something to do with shader settings. other games have separate textures for color variants and they're pointed by a separate ktid file in MaterialEditor. i don't know all the cross-referencing but that chain goes through MaterialEditor.kidssingletondb rather than character editor blah blah edit: ok it goes from ME singleton 0x61508B41|MEMaterialSet objects down to ktid file and then g1t file hashes like we already do already and then the upstream the name hash of the ME material set is listed in CE1CommonResource.motor.kidsobjdb inside a prop 0x24C114F6|ColorVariationMaterialObjectNameHashArray this is a sibling prop of a 0x68A6F779|CharacterModelNameHash the value of which links to a 0x6F901735|CE1MotorCharacter object, which has a DisplaySetObjectNameHash prop that'll match values with the one in Character Editor for the model. i aint coding all that, if xeno or somebody else wants to i can go over all those links again once Edited April 19, 2025 by doctor_science 1
Yashixya001 Posted April 19, 2025 Posted April 19, 2025 2025年4月4日午前9時01分、aostangは言った: Here's a mod to remove the copyright when taking photos in game. Instructions are included in the zip file. prism-copyright-scrubber.zip 7.43 MB · 738 downloads Does this mod not work in ver 1.04?
doctor_science Posted April 19, 2025 Posted April 19, 2025 i'm either doing zero more of these or 5 more (there are six "stages"), there's some LOD model stuff going on i might have to deal with and idk if i'll be able to be arsed to try doing the textures. the handful of objects still at the origin are either those LODs and get placed in a way i'm not handling or they aren't placed at all by the kidsscndb.kidsobjdb S002 HRH.zip 3
Donline- Posted April 19, 2025 Posted April 19, 2025 (edited) Christie Update V1.0a 📚 without fdump working cant get any bump/spec textures or compare faces. Spoiler Spoiler Requesting maps to start updating head.. 👍 Edited April 20, 2025 by Donline- 2
woofhat Posted April 20, 2025 Posted April 20, 2025 22 hours ago, doctor_science said: other games have separate textures for color variants and they're pointed by a separate ktid file in MaterialEditor. i don't know all the cross-referencing but that chain goes through MaterialEditor.kidssingletondb rather than character editor blah blah edit: ok it goes from ME singleton 0x61508B41|MEMaterialSet objects down to ktid file and then g1t file hashes like we already do already and then the upstream the name hash of the ME material set is listed in CE1CommonResource.motor.kidsobjdb inside a prop 0x24C114F6|ColorVariationMaterialObjectNameHashArray this is a sibling prop of a 0x68A6F779|CharacterModelNameHash the value of which links to a 0x6F901735|CE1MotorCharacter object, which has a DisplaySetObjectNameHash prop that'll match values with the one in Character Editor for the model. i aint coding all that, if xeno or somebody else wants to i can go over all those links again once Thank you very much for the explanation. This cross-referencing is really complicated!😅 1
doctor_science Posted April 20, 2025 Posted April 20, 2025 gonna wait a bit and upload all the .blend files at once but here's S001 VNK Spoiler 1
perperp Posted April 20, 2025 Posted April 20, 2025 I would like to extract images (such as those sent in the "messages" by the girls); how would these be stored most likely? Archive folder is just the webm movies and the "file"-files are audio. If anyone has any pointers on where I should look I would be very thankful, or do I need to extract and convert all meshes and so on like some of you have done? Because I can't really find any coherent way to do it, dozens of different tools leading from one proprietary format to another does not help me at all and I cannot find any strings that make sense for my searching. Is Blender needed for working with textures as well as models, or am I just getting drowned in scripts and missing something very obvious since? Sorry for a rambling post...
doctor_science Posted April 20, 2025 Posted April 20, 2025 Just now, perperp said: I would like to extract images (such as those sent in the "messages" by the girls); how would these be stored most likely? Archive folder is just the webm movies and the "file"-files are audio. If anyone has any pointers on where I should look I would be very thankful, or do I need to extract and convert all meshes and so on like some of you have done? Because I can't really find any coherent way to do it, dozens of different tools leading from one proprietary format to another does not help me at all and I cannot find any strings that make sense for my searching. Is Blender needed for working with textures as well as models, or am I just getting drowned in scripts and missing something very obvious since? Sorry for a rambling post... shouldn't need blender or weird database stuff for what you're looking for, and my guess would be ...\fdata_out\Root\g1t for those and the g1t tools from other games seem to work on most of them. some of the g1t files contain multiple images, i'd recommend sorting by size and looking through them starting with the largest ones. 1
perperp Posted April 20, 2025 Posted April 20, 2025 (edited) 1 hour ago, doctor_science said: shouldn't need blender or weird database stuff for what you're looking for, and my guess would be ...\fdata_out\Root\g1t for those and the g1t tools from other games seem to work on most of them. some of the g1t files contain multiple images, i'd recommend sorting by size and looking through them starting with the largest ones. Thanks times a thousand! EDIT: You must be some sort of magician; they actually were in Root/g1t/b5c4f16d.g1t Edited April 20, 2025 by perperp
looplook Posted April 20, 2025 Posted April 20, 2025 I want to extract the texture of the character's eyes. Although I have searched through MaterialEditor, I still can't find it. I would be most grateful if anyone gave me any instructions on where I should check
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