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DOA5LR: Basic modding tutorials


kholdy

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Posted

Apologies if this is a dumb thing to raise (which it probably is), but there are some ridiculously big mod packs out there that bring the total number of costumes for some characters (Kasumi, for example) to 60, but this is far in excess of the free slots detailed in the tutorials.  Further, when I try to use DLC tool to make a new DLC, it tells me that any costume number in excess of those detailed in the free slots table, cannot be found.  How do the creators of these mod packs add more costumes than there are free slots available?

 

Again, apologies if this is a stupid question...I'm new to all this!

Posted

Apologies if this is a dumb thing to raise (which it probably is), but there are some ridiculously big mod packs out there that bring the total number of costumes for some characters (Kasumi, for example) to 60, but this is far in excess of the free slots detailed in the tutorials.  Further, when I try to use DLC tool to make a new DLC, it tells me that any costume number in excess of those detailed in the free slots table, cannot be found.  How do the creators of these mod packs add more costumes than there are free slots available?

 

Again, apologies if this is a stupid question...I'm new to all this!

 

Every DLC pack has a bin file, that bin file can be extracted using doa5lrarchivarius.

Then every character costume has a (.c .p .tmc .tmcl) extension file.

These 4 files are the ones you use to create a custom pack(repack) by inserting them in dlctool.

Also characters have limited costume slots average 17 for major characters some even less and males only 4 or so.

So u cant have that 60 at once u need to choose which and add that costume to the free slot at the dlctool.

 

read dlctool tutorials for details.

Posted

When I want to combine meshes from different costumes together, how do I choose what slots to insert them into? Do I want to take from the simpler costume and place them in the more complex one?

 

 

How do I make a certain texture in the texture tool correspond to a certain mesh?

 

I suggest starting with a complex costume, removing any unneeded mesh objects, and importing the mesh from the other costume into one of the slots you deleted. It is usually better to place a mesh with a small vertex count into a slot previously occupied by a mesh with a higher vertex count.

 

The mesh slot you imported into is associated with a texture slot, so use Noesis' UV View command see which texture it corresponds to. You can then place the imported mesh's texture into that texture slot.

Posted

Warning - n00b question ahead...

 

Can anyone explain to me why the textures on this costume are not showing up for me?  It's meant to be a gold colour, but it just comes out black.

 

I made it using DLC tool to compile TCM/L files from a popular chinese forum with the C and P files from Holden's nude mod.  

 

Sorry for the dumb question, but I'm new to all this.  Any guidance would be appreciated :)

 

post-49750-0-04260900-1439412988_thumb.jpg

 

 

Posted

Warning - n00b question ahead...

 

Can anyone explain to me why the textures on this costume are not showing up for me?  It's meant to be a gold colour, but it just comes out black.

 

I made it using DLC tool to compile TCM/L files from a popular chinese forum with the C and P files from Holden's nude mod.  

 

Sorry for the dumb question, but I'm new to all this.  Any guidance would be appreciated :)

 

 

 

Probably something to do with incorrect normal vectors, or you didn't put the bikini texture back into the combined TMC.

 

 

I swapped from different body type, i know its not allowed in the doa5lr modding bible.

But what is the technical reason that a star occurs, even if i import keep vertices order and export keep vertices order.

Anyone?

 

Starfish is usually caused by incorrect index buffer and/or vertex buffer. 

Posted

Thanks Timmy.  The texture is definitely there - I've decompiled and checked it with texture tool, and it all looks to be in order.  I've attempted it a number of times using different C and \p's as well, but with the same result each time.

 

I guess it must be the normal vectors.  Problem is, I have no idea what that means!  I'll have to go back to the drawing board.

Posted

A normal vector is a unit vector (length of 1) that indicates the "up" direction on a triangle/vertex. 

 

Normal vectors are very important in computer graphics because it can quickly help with various tasks that need to be performed with high efficiency during drawing.  It can be used in tasks such as lighting which is related to collision detection, and so on.  If a mesh is dark and not properly lit, I'd look into normal vectors.  They could be all 0s in your case.  If you want I can take a quick look at it and see if I can figure something out.  No guarantee, though :)

Posted

A normal vector is a unit vector (length of 1) that indicates the "up" direction on a triangle/vertex. 

 

Normal vectors are very important in computer graphics because it can quickly help with various tasks that need to be performed with high efficiency during drawing.  It can be used in tasks such as lighting which is related to collision detection, and so on.  If a mesh is dark and not properly lit, I'd look into normal vectors.  They could be all 0s in your case.  If you want I can take a quick look at it and see if I can figure something out.  No guarantee, though :)

 

That'd be great, thanks!  I don't expect you to try and fix it or anything...I'd just like to be able to understand where I'm going wrong!  I'll PM you with the links.

 

Thanks Timmy :)

Posted

Hello guys ! 

 

Anyone know the processus for Metasequoia mesh editing ?

 

I mean i convert my TMC file into MQO with the konvu converter , then open it in metasequoia , then i proceed to edit body , i save the file then convert it back to TMC with Konvu , repack the DLC , but the mod appear all messed up ingame X_x

 

I must be missing something  in the processus , so if someone know 1 or 2 tricks i'll be more than happy :D

Posted

Hello guys ! 

 

Anyone know the processus for Metasequoia mesh editing ?

 

I mean i convert my TMC file into MQO with the konvu converter , then open it in metasequoia , then i proceed to edit body , i save the file then convert it back to TMC with Konvu , repack the DLC , but the mod appear all messed up ingame X_x

 

I must be missing something  in the processus , so if someone know 1 or 2 tricks i'll be more than happy :D

 

I suggest using Blender instead of Metasequoia. With the TMCMesh plugin, it's very straightforward to import and export meshes between Blender and the game. I also had trouble getting the MQO converter working consistently, and it crashed quite often.

Posted

Hello, I have a problem with "lnk_reshuffle".
I want to swap a costume in story game, I do this:
I put dinput8.dll of version game in doa folder, then I try to swap a costume but the program  close quickly .
This is a photo about error:

 

2jbjgo6.png



Could help me please?
 

Posted

Hello, I have a problem with "lnk_reshuffle".

I want to swap a costume in history game, I do this:

I put dinput8.dll of version game in doa folder, then I try to swap a costume but the program  close quickly .

This is a photo about error:

 

2jbjgo6.png

 

 

Could help me please?

 

with lnk v1, you must name file tmc, tmcl mod same to name tmc, tmcl in game 

Posted

 

Thank you for your help but the problem continues. I tried with lnk_reshuffle.v3 but the problem is same

read readme.ini, lnk v3 work on 1.02,102A,1.03beta only

 

 

Thank you very much long32, you are a nice person. But I can't do, I don't know which is the problem. I put dinput8.dll of version game in doa folder and the lnk_reshuffle should work and allow me swap customes, but doesn't.

Posted

 

 

Thank you for your help but the problem continues. I tried with lnk_reshuffle.v3 but the problem is same

read readme.ini, lnk v3 work on 1.02,102A,1.03beta only

 

 

Thank you very much long32, you are a nice person. But I can't do, I don't know which is the problem. I put dinput8.dll of version game in doa folder and the lnk_reshuffle should work and allow me swap customes, but doesn't.

 

 

I tried to use Ink_Reshuffle v3 yesterday and I have the same problem too, put the .dll in doa folder and Ink_Reshuffle keep crashing when I want to swap something.

I didn't found how fix it too :/

 

Guest GuachaLover23
Posted

I found the answer!! You must edit the program called "python34". You must put as administrator and should workarrow-10x10.png

 

yea i did that and it still does not work

 

  • 4 weeks later...
Posted

 Ok I've tried lnk Reshuffle v3, moved the dinput8.dll from the v1.03beta folder to my legit steam doa5lr root folder, clicked on select game exe, choose game.exe from the root folder, but I get a message "unknown exe". I'm using the latest 1.04 beta 3 patch. Can anyone help?

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