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[DOA5LR] Timmy's Private Stash, Tips & Tools - UPDATE(11/21/18): Kinky Overalls


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I'm fix body's color

 

I don't know texture tools using way in process....hahaha

 

but hair's accessories remain

 

I fight hex edidor....orz

 

Thx your suppoting!

 

 

Np, glad i was able to help.   If you want to remove the hat I think the easiest way is to make a DLC with 2 hair styles 1 is 0 and the other is whatever default your character has, so you can switch to hair 2 and the hat will be gone.

 

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In other news, I have been trying to figure out with Giant Dad (AKA DigitalCookie) why some mods he's been making have incorrect normals.  I was under the impression that 3DS MAX would update them in real time, but it does not appear to be the case.   It does however recompute the normal vectors if you choose to import OBJ with normal vectors from smoothing group instead of from file, and that is essentially the same as my "Recompute Normal Vectors" functionality in that it leaves seams all over the model.

 

So if you are making big changes to the model and would like to have accurate lighting and shading, you will have to correct normal vectors somehow, and my "recompute normal vectors" functionality in my converter tool can help you with just that.

 

An example of incorrect vs correct normal vectors

post-781013-0-64705000-1457592178_thumb.png

The normal vectors on the left side are not correctly updated and thus the belly appears flat from the front, but there's a bump there.   With recompute normal vectors and seam smoothing, the bump is discernible from the front side.  

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Can you put on Momiji's costume4 for all character?

 

I certainly can, and it should be relatively easy with the transformer.   If this is a mod request, however, I don't think I will be making and releasing them as my interest in DOA5 is in the more adult oriented mods.    This Momiji COS4 a very nice looking costume though.       Alternatively, if you are a bit more hands-on,  it can also be done by hand with my converter tool which allows a bit more freedom and personal touches to be added to the final outcome.

 

I have actually stopped making mods (and playing DOA5 for that matter) for quite a while now, but I invite you to check out some other modding threads on this board for some of the most amazing mods in DOA5.

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Some mods I transform don't produce TMCL files, even when I have them in the same folder.  Is there any way to work with these or are certain models not fully compatible?  (Aside from this minor issue this tool is amazing, thank you!)

 

Hey thanks for trying it out.  Glad you found it useful.

 

The TMCL file is only automatically copied if you already have a TMCL for the original TMC, and they have the same file name.   For instance, if you put Kasumi_COS_001.TMC and Kasumi_COS_001.TMCL in the same folder, the tool will copy the TMCL for you so you can change the texture to your liking after its done.    The tool cannot find TMCL if the file is named differently (or there could be a bug in my implementation.   Maybe I should stop being lazy and find time to fix some bugs :D)  I noticed that it can mess up if you have dots in the file name such as Kasumi_COS_001_Mod_V1.01.  As a simple workaround, replace dots with underscores.   This is the same bug from the copy paste file management code from my converter :bush:

 

Since people have different preferences for skin textures (busy, shaved or lactating *cough*), I figured it's easier to have users swap the skin texture out for the ones they like.

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Sorry guys for not being as attentive as before.   I realized I spent a lot of time on DOA5 and it was causing burn out, so I am trying to take it easy :D

 

Based on some feedback I've added a few more notes to my transformer tool thread in regards to bone stuff which will hopefully clear confusion around it.

 

Note on Bone/Collision transfer

The tool has the ability to automatically transfer bone and collision for you, but if you run into issues in game such as auto eject to desktop when you select the transformed costume, try the transformation again with "Skeleton Patcher" (thanks to Harry Palmer) checked and "Auto Bone transfer" + "auto collision transfer" unchecked.   Use the skeleton patcher to patch up the bone structure and the model should be good to go.   Some earlier player made mods (including my own xmas in july pack) can be problematic with the auto bone/collision transfer, so I've included this option as a backup measure.

 

Thanks to your continued support.  The transformer seems to work relatively well in its current state with regular smoothing mode in that it approximates the shape of the transformation target with very minimal clipping that usually go away at higher smoothness level and the transformation outcomes don't seem to be affected by much, and there will be no issues with transformed models coming apart at the seams or other oddities.    Transformation between any character seems to be fine with the exception of going to/from Marie which is where Adaptive mode comes in.   

 

Adaptive mode works for all character, however, it can have  bit deformation problem which is something I have been meaning to look into.  There is a bug where if you transform with adaptive mode and a piece of clothing is close to breasts area it could get some bad clipping.  Thankfully this is not an issue for bare breasted models :D

 

I hope to find some time to fix some bugs, but I need a little break so I don't get too burned out :D   I simply can't keep up with publishing like 5 updates a day with real life obligations, lol,  perhaps I can getting too old for this.   :P

 

 

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Since people have different preferences for skin textures (busy shaved or lactating *cough*), I figured it's easier to have users swap the skin texture out for the ones they like.

 

haha, GIANT DAD's lactating textures should become a new standard on doa 5 modding :D

 

edit:

 

 

 I need a little break so I don't get too burned out  :D   I simply can't keep up with publishing like 5 updates a day, lol,  perhaps I can getting too old for this.    :P

I can't believe it... is this happening? :o

 

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haha, GIANT DAD's lactating textures should become a new standard on doa 5 modding :D

 

 

 

Lol!  Forgot to add that lactating texture set from Giant Dad's HLOD Puffy Mods is only compatible with SaafRat's HLOD models and any of official Honoka's outfits.  Textures can be easily extracted using texture tool.  If you don't have texture tool, link to a set of DLC and texture related tools can be found here https://www.mediafire.com/folder/ec6hz31s15fof/5LRTools from SF234 of Xentax.

 

 

 

 I need a little break so I don't get too burned out  :D   I simply can't keep up with publishing like 5 updates a day, lol,  perhaps I can getting too old for this.    :P

I can't believe it... is this happening? :o

 

 

lol we both worked our asses off too hard the past few weeks DOA5 has become an unhealthy obsession, lol.   I think we both need a break :D

TimmyC, your tools are fantastics. Take the time it takes you and thank you again for all you do for us ;)

 

Thanks so much for your kind words :D    I am glad that you find my tools useful.   It's words of encouragement like this that keeps me going :)

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Some mods I transform don't produce TMCL files, even when I have them in the same folder.  Is there any way to work with these or are certain models not fully compatible?  (Aside from this minor issue this tool is amazing, thank you!)

 

Hey thanks for trying it out.  Glad you found it useful.

 

The TMCL file is only automatically copied if you already have a TMCL for the original TMC, and they have the same file name.   For instance, if you put Kasumi_COS_001.TMC and Kasumi_COS_001.TMCL in the same folder, the tool will copy the TMCL for you so you can change the texture to your liking after its done.    The tool cannot find TMCL if the file is named differently (or there could be a bug in my implementation.   Maybe I should stop being lazy and find time to fix some bugs :D)  I noticed that it can mess up if you have dots in the file name such as Kasumi_COS_001_Mod_V1.01.  As a simple workaround, replace dots with underscores.   This is the same bug from the copy paste file management code from my converter :bush:

 

Since people have different preferences for skin textures (busy, shaved or lactating *cough*), I figured it's easier to have users swap the skin texture out for the ones they like.

 

 

Thanks for the reply!  Good to know.  I was having some odd issues with certain modded files, but it could have been the file names.  If I come across any that just don't work I'll put the feedback on here.

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Lol!  Forgot to add that lactating texture set from Giant Dad's HLOD Puffy Mods is only compatible with SaafRat's HLOD models.  Textures can be easily extracted using texture tool.  If you don't have texture tool, link to a set of DLC and texture related tools can be found here https://www.mediafire.com/folder/ec6hz31s15fof/5LRTools from SF234 of Xentax.

 

 

lol we both worked our asses off too hard the past few weeks DOA5 has become an unhealthy obsession, lol.   I think we both need a break :D

 

 
That's absolutely true timmy, we deserve a good break, or at least to take this with more calm, there is no rush after all ...
Anyway, It's funny, this doa modding curse has tempted me again, it's just impossible to stop all of the sudden... I had to make that porn pose for honoka lol (Just curiosity, for the science!)
Speaking more serious now (regarding the HLOD textures), I've completely overlooked that those textures are completely necessary in case that someone wants to convert costumes from Honoka to any other girls.
I'll prepare a pack with all the textures, to give you some support here (it will happen this Saturday ;) lol )
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Seems like I can't shake the DOA5 curse just like Saaf, lol.

 

I have received a few reports (huge thanks to GIANTDAD AKA DigitalCookie and Harry Palmer) on broken neck vertices for Honoka, so I decided to look into it. It turned out that there is a bug in the tool which is now fixed.

 

I've also added a number of fixes to seam smoothing in this update and general quality of life improvements.

 

Short version:

Change log

V0.4.4

- Fixed an issue where seam smoothing could incorrectly over smooth seams on overlapping vertices that are not actually seams which can result in odd shading

- General quality of life improvement and more informative messaging to reduce spam

- The "IMPORT" button becomes enabled if once a TMC has been loaded and any of the TMC Post Processing controls is checked.

- Updated tooltips for various controls

- Automatic Neck Vertices correction fix for Honoka

 

 

Long version:

Seam smoothing is tricky business. As I described in my previous update posts, a lot of what the tool consideres "seams" are not really seams. Last update I got rid of problems caused by double sided objects. I've tried a few since then and all appears well with the exception of a few models, so I've decided to change the parameter a little bit so that more false seams are filtered.

 

As a result, there's a general reduction of false seam smoothing as shown below

post-781013-0-17477800-1457818855_thumb.pngpost-781013-0-35568900-1457818857_thumb.png

 

I've also reduced the messages output by the tool so that there is less spam, so people can read what the tool is actually doing instead of useless spam :D (sorry about that!)

post-781013-0-09218700-1457818867_thumb.png

 

The tool has also been modified so that once a TMC has been loaded and any of the "TMC Post Processing" controls have been checked, the "IMPORT" button is enabled, so these functionalities can be used without loading any OBJs. It is useful for when you just want to fix normal vectors.

 

The automatic neck vertices repair functionality has also been fixed for Honoka. She no longer has neck seam after the tool fixes her up.

post-781013-0-74930400-1457818862_thumb.png

 

This also fixes the seam on one of Harry's test models. He also discovered neck seam issue, and now it's fixed.

post-781013-0-66486000-1457819134_thumb.jpg

 

I take this opportunity to go over again the difference the value of seam smoothing can make

post-781013-0-46529400-1457818868_thumb.png

In the above screen capture, the left most model is the original TMC with no post processing enabled. In the parts highlighted by the square, the original TMC has incorect shading since the outfit has been pulled apart to expose breasts, but normal vectors are not updated. In the 2 post processed TMCs, they have the correct shading/lighting (it is a bit hard to see in the screenshot).

 

The circled part is where the seam smoothing number can be important. If you see weird shading like the middle TMC, try raising the number a little bit to remove some strange shadings. The model on the right most side has pretty much all the correct normal vectors and seam repaired with the exception of a few small seams on her hands which are very hard to see in action.

 

 

Updated tool can be found here http://www.loverslab.com/topic/50997-doa5lr-timmys-private-stash-updated-101015/?p=1346825

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Now I know why Honoka had that huge neck seam on the Puff-LOD pack, lol.

 

Nice update. I've been making lots of use out of Recompute NV and Seam smoothing recently, so...Yeah.

 

Good thing that you brought it up though.  I thought it was just the difference between HLOD model and official ones, but as it turned out, I noobed up again, lol :D

 

Yeah, I am actually thinking about going back to correct all normal vectors on my old mods using these post processing functionalities.  

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Lol tell me about it. 

 

I pushed a ninja update again this time is to correct some typos and make the progress bar actually move instead of just going from zero to maximum in one click lol.  Lots of noob mistakes and file saving issues are fixed but overall experience should remain the same.  The version number is still 0.4.4, but please use the same download link to get the latest.

 

http://www.mediafire.com/download/x1igazcm5zcep5u/DOA5ObjTmcConverter_V0_4_4.zip

 

Time stamp should be the same or later than this (it's in PST)

post-781013-0-74866600-1457840215_thumb.png

 

Please let me know if you run into any issues.

 

 

 

 

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I've been off in SFV land, trying to get into it... just isn't happening. I guess the DOA5 modding community has spoiled me, few more so than the Buttcrack Meister here. I've been using your converter and transformer a lot the past couple of days and no problems to report. I finally got out of the habit of trying to set smoothness really high during transformations :blush:

 

Anyways, a quick question. How does your transformer tool determine the original character when a tmc is dropped in? Is it based on the existing 'skin mtrcol' set for the file, or the shape of the polygons?

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I've been off in SFV land, trying to get into it... just isn't happening. I guess the DOA5 modding community has spoiled me, few more so than the Buttcrack Meister here. I've been using your converter and transformer a lot the past couple of days and no problems to report. I finally got out of the habit of trying to set smoothness really high during transformations :blush:

 

Anyways, a quick question. How does your transformer tool determine the original character when a tmc is dropped in? Is it based on the existing 'skin mtrcol' set for the file, or the shape of the polygons?

 

Awesome!  Welcome back to the land of DOA.   :)

 

Glad that you are finding uses for those, and that there isn't any major issues :D  It's good that you are experimenting more with the SF value :)

 

I think the high SF value is a "special feature" of my tool, lol (I am glad that there are quite a few big boob lovers around here, high SF = major bonus for small ladies :bush:)  I did a bit more testing a few days ago and found that very high level smoothness doesn't really make all that much of a difference compared to lower values when transforming between ladies with similar shapes (Helena to Kasumi, or Hitomi to Ayanae for instance).   It actually makes the model quite smooth and does not have any weird issues or odd side effects that I can tell aside from maybe slightly larger or smaller frame depending on the from/to characters.   Would be hard pressed to find any discernible difference in actual game play though.   It's awesome that you are embracing the idea that more is not always better as there are diminishing returns after a certain level of smoothness.

 

As for determining the original characters -  I am ashamed to say that my tool is really quite stupid, lol.   It just looks at the file name to guess what it should be.  Nothing fancy.  It helps if you include the character name in your TMC file.

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Spent a little time on updating some of my old mods to correct normal vectors, I found one interesting thing.

 

Take my own "semi official" nude mesh for example - I borrowed Harry's nude mesh's nipples (like everybody else :D), changed the nipple shape to my liking and a bit of mix and match from official body parts to make my own nude mesh Frankenstein style, and I found one little detail about these nipples.    When Harry made these nude meshes, I think he had to adjust the normal vectors on the nipples by hand which, I would imagine, was no easy task.   The result was a set of great looking nipples with aesthetically pleasing lighting and shading, but since I changed the nipple shape, the lighting is not accurate anymore as they appear rather flat:

post-781013-0-73985300-1457851745_thumb.png

 

A bit closer examination shows that my converter's post processing (recompute normal vectors + seam smoothing + neck fix if necessary) can add some more "3d-ness" to the now slightly taller nipples (I have a thing for nip pokes :bush:) with a bit more accurate lighting and shading that can be more easily seen with close-ups

post-781013-0-67815300-1457851819_thumb.png

 

 

The thing about these little details is that wrong normal vectors are typically hard to spot, but once corrected, they can make some difference.  If you have models that look rather "flat," give these post processing functionalities a shot.  The result might just surprise you :D

 

If you don't need to edit the models via OBJ, these post processing functionalities can still be used after you do your thing with Mr. Doutoku's polygon tool suite with the TMC, and then load up the TMC in my converter to fix up the normal vectors that can be a bit of a pain to do in Blender (based on my very limited experience).  You can also get rid of those ugly seams that can result from editing models in Blender without having to delete duplicate vertices which helps to preserve a great looking butt crack with relative ease. :bush:

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