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Posted

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

Posted (edited)

gyty.png

 

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 

ghgj.png

 

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

 

tyuu.png

 

 

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..💽

derer.png

 

Edited by Donline-
Posted
3 hours ago, Donline- said:

gyty.png

 

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.

Posted (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.

DFGDH.png

 

Misaki Artificial Intelligence Experiment [Failed] 

Spoiler

Good example for TeamNinja from robotland.. seems dated and from the past xenodoax

SWEW.png

 

 

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...

ghghg.png

 

Can start again is fine.. and good for learning

 

gfd.png

 

rtrtyr.png

 

Maybe a specialist can put nipples somewhere (deleted)...

ghjghjg.png

 

 

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 by Donline-
Posted (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

 

 

rtrtrt.png

 

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

fgbfgbf.png

 

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..

hukhkh.png

 

RELEASE VS TRAILER SCENE.. 📚

 

uiluil.png

 

SAME TRAILER DIFFERENT SCENES..

 

DFGD.png

Edited by Donline-
Posted
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?

Posted (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 by doctor_science
Posted

@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.

Posted
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

Posted
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. 

Posted (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 by Orbt3
Posted
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

 

 

rtrtrt.png

 

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

fgbfgbf.png

 

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..

hukhkh.png

 

RELEASE VS TRAILER SCENE.. 📚

 

uiluil.png

 

SAME TRAILER DIFFERENT SCENES..

 

DFGD.png

OMG!!!

Posted
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.

Posted (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 by doctor_science
Posted

image.png.d12d00b88279eb8b634c42612673f8aa.png

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

Posted (edited)

Christie Update V1.0a 📚 without fdump working cant get any bump/spec textures or compare faces.

 

Spoiler

 

Spoiler

cffc.png

 

XDD.png

 

Requesting maps to start updating head.. 👍

Edited by Donline-
Posted
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!😅

Posted

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...

Posted
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.

 

Posted (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 :D

Edited by perperp
Posted

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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