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[DOA5LR] OBJECT TOOL - Tutorial & Guide : How to use and understand it


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  • 8 months later...
On 7/15/2017 at 12:54 PM, LGMODS said:

[TUTORIAL & GUIDE] OBJECT TOOL : How to use and understand it.

 

 

 

I just wanted to chime in and thank you for this guide.

I have started modding DoA5 again lately and couldnt figure out why Raidous gold armor would shine indoors, but mine absolutely would not. now I know. Cheers :D

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  • 6 months later...

Excellent guide .. the others too. Kudos. A few questions ..

 

I'm modding Saafrat's 02_[HLOD]_LISA mod. My custom skin which is a dark brown looks like car paint in game. Skin detail is lost under excessive clear coat even before Sweating or Wet is turned on in-game. I'm not sure if it's the texture map (Tex_08.dds) or the MtrCol settings (Specular: .42 .4 .38 8.5 ; Enviro: 1 1 1 1 ; Spec2: .3 .25 .2 .2 ; Rim Light: .8 .7 .6 .4 ; Spec3: .1 .1 .1 50 ; Spec Wet: 1 1 .5 1). Even unmodded DOA chars look too shiny. Tex_08.dds is too smooth .. that's easy to fix with some skin like noise added but it's the interaction of it through those MtrCol settings I'm unsure about. Any suggestions?

 

PS: In TMC object tool, some rows are light grey .. any reason for this? Also .. with Win10 and dark theme and with Edit MtrCol open, main Object window fades and the text in highlighted rows (the blue .. the light grey) is hard as hell to see. Can this be configured? Thanks

 

Edit: Misunderstanding of DDS was problem. In PS you must have alpha channel of some sort, based on texture, then the file flattened before saving as a BC3-DXT5. Tex_08 is the normal map which must be saved as a DXT1 Volume Texture which is a setting last seen in v8.55 of NVidia's Texture Tool. It is here for PS users >> https://developer.nvidia.com/nvidia-texture-tools-exporter

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Sorry, i am new on MOD DOA5LR.

I am locked on TMC Polygon Insert Tool (v0.22.1)
I try to add .tmcmesh but, then i can T neither save :( 
message in TMC data vertex window is this: 
TMC Data
WGT_body_0        / Vertex Count  4811 / MtrCol  1 / Vertex Data - Size : 0x40 - Contents : Position(Float3) Normal(Float3) BlendWeight(Dec4) BlendIndices(Byte4) Tangent(Float4) UV 4
WGT_body_1        / Vertex Count     0 / MtrCol  1 / Vertex Data - Size : 0x3C - Contents : Position(Float3) Normal(Float3) BlendWeight(Dec4) BlendIndices(Byte4) Tangent(Float4) UV 3
WGT_body_2        / Vertex Count     0 / MtrCol  1 / Vertex Data - Size : 0x3C - Contents : Position(Float3) Normal(Float3) BlendWeight(Dec4) BlendIndices(Byte4) Tangent(Float4) UV 3
WGT_body_3        / Vertex Count     0 / MtrCol  1 / Vertex Data - Size : 0x3C - Contents : Position(Float3) Normal(Float3) BlendWeight(Dec4) BlendIndices(Byte4) Tangent(Float4) UV 3
WGT_body_4        / Vertex Count     0 / MtrCol  1 / Vertex Data - Size : 0x3C - Contents : Position(Float3) Normal(Float3) BlendWeight(Dec4) BlendIndices(Byte4) Tangent(Float4) UV 3
WGT_body_5        / Vertex Count     0 / MtrCol  1 / Vertex Data - Size : 0x3C - Contents : Position(Float3) Normal(Float3) BlendWeight(Dec4) BlendIndices(Byte4) Tangent(Float4) UV 3
WGT_body_6        / Vertex Count     0 / MtrCol  1 / Vertex Data - Size : 0x3C - Contents : Position(Float3) Normal(Float3) BlendWeight(Dec4) BlendIndices(Byte4) Tangent(Float4) UV 3
WGT_body_7        / Vertex Count  2760 / MtrCol  3 / Vertex Data - Size : 0x40 - Contents : Position(Float3) Normal(Float3) BlendWeight(Dec4) BlendIndices(Byte4) Tangent(Float4) UV 4
WGT_body_8        / Vertex Count  5338 / MtrCol  5 / Vertex Data - Size : 0x3C - Contents : Position(Float3) Normal(Float3) BlendWeight(Dec4) BlendIndices(Byte4) Tangent(Float4) UV 3
WGT_body_9        / Vertex Count   876 / MtrCol  9 / Vertex Data - Size : 0x3C - Contents : Position(Float3) Normal(Float3) BlendWeight(Dec4) BlendIndices(Byte4) Tangent(Float4) UV 3
WGT_body_a        / Vertex Count   154 / MtrCol  9 / Vertex Data - Size : 0x3C - Contents : Position(Float3) Normal(Float3) BlendWeight(Dec4) BlendIndices(Byte4) Tangent(Float4) UV 3
WGT_body_b        / Vertex Count   347 / MtrCol 10 / Vertex Data - Size : 0x24 - Contents : Position(Float3) Normal(Float3) BlendWeight(Dec4) BlendIndices(Byte4) UV 1
WGT_body_c (Skin) / Vertex Count  3853 / MtrCol 11 / Vertex Data - Size : 0x40 - Contents : Position(Float3) Normal(Float3) BlendWeight(Dec4) BlendIndices(Byte4) Tangent(Float4) UV 4
WGT_body2_0       / Vertex Count   900 / MtrCol 13 / Vertex Data - Size : 0x40 - Contents : Position(Float3) Normal(Float3) BlendWeight(Dec4) BlendIndices(Byte4) Tangent(Float4) UV 4
WGT_sweat_chest_0 / Vertex Count    51 / MtrCol  8 / Vertex Data - Size : 0x3C - Contents : Position(Float3) Normal(Float3) BlendWeight(Dec4) BlendIndices(Byte4) Tangent(Float4) UV 3

 

canT go on :( 


// solved//
i forgot to assign destination line valure :D 

 

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