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How do I convert TMC files to editable OBJ files for 3DS Max?


Nyren

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Posted

I wasn't sure where to go with this, but I know Dead or Alive 5 mods use the TMC/TMCL file format. I want to take some DOA5 mods(Mostly for clothing and hair) and convert them back to OBJ files that can be used in 3DS Max so that I can apply them to other models. Problem is, I have zero experience with this and I've never even heard of TMC files. It doesn't seem as straightforward as Skyrim's mod files.

Posted

If you have doubts about how to open game archives, you always can use tools like NinjaRipper for ripping all geometry and textures right frome game scene (of course, if the game can be run on a PC).

Posted

If you have doubts about how to open game archives, you always can use tools like NinjaRipper for ripping all geometry and textures right frome game scene (of course, if the game can be run on a PC).

 

Well, I'm talking about ripping stuff from Dead or Alive 5, but I don't need to rip anything from the game itself because I already have the mod files with the clothing and hair that I want to convert to OBJ files for use in 3DS Max. I'm asking how I can do that.

 

Of course, I also want to rip stuff from Final Fantasy Type-0 HD and no one has made a program to specifically do that, so I can try NinjaRipper for that, but I've heard it's pretty messy since it literally does rip everything that's on-screen and then you need to manually find the files you're looking for and stitch them back together.

Posted

You know about the tool that's called TMC-OBJ Converter?

 

No I do not.

 

And now I do. Took me a while to find a download link for it, but I have it now and will try it out the first chance I get. Hopefully everything comes out good.

Posted

So I just tried it out and it definitely works. The only problem I've run into is that while it does convert the TMC files back to OBJ files, it doesn't extract the materials, meaning I have nothing to texture the models with.

Posted

So I just tried it out and it definitely works. The only problem I've run into is that while it does convert the TMC files back to OBJ files, it doesn't extract the materials, meaning I have nothing to texture the models with.

tool was build for edit mod not convert 

Posted

 

So I just tried it out and it definitely works. The only problem I've run into is that while it does convert the TMC files back to OBJ files, it doesn't extract the materials, meaning I have nothing to texture the models with.

tool was build for edit mod not convert 

 

 

The tool is literally called the "TMC<-->OBJ Converter." It converts the mod file to a workable OBJ file. I still get the object meshes, I just don't get the materials assigned to them. So if I can't find another tool that will let me get the meshes, then I might end up having to go directly to the mod author of the mods I downloaded to try and see if I can get my hands on the source files. Otherwise I'm SoL.

Posted

You can also add a Blender script that allow you to import .TMC format, delete meshes you don't need and export as .obj.

For textures that is include in the TMC files you need Texture Tool, that open .TMC format and show the textures (diffuse, normal, specular, environnement and everything you need), just need to click on "extract" when it's opened, it extract as .dds files.

Posted

You can also add a Blender script that allow you to import .TMC format, delete meshes you don't need and export as .obj.

For textures that is include in the TMC files you need Texture Tool, that open .TMC format and show the textures (diffuse, normal, specular, environnement and everything you need), just need to click on "extract" when it's opened, it extract as .dds files.

 

And where can I get this Texture Tool?

Posted

Welp, that didn't work out quite as I had hoped. Apparently the UV maps got screwed up during the conversion. Every time I try to apply a texture, it doesn't go on right. I know for a fact it's the right texture, it just doesn't wrap to the object correctly. And I'm too inexperienced with modeling to attempt editing the UV maps.

Posted

Welp, that didn't work out quite as I had hoped. Apparently the UV maps got screwed up during the conversion. Every time I try to apply a texture, it doesn't go on right. I know for a fact it's the right texture, it just doesn't wrap to the object correctly. And I'm too inexperienced with modeling to attempt editing the UV maps.

Maybe you need to just mirror the map along the X or Y axis?
Posted

So, I figured out that the problem had nothing to do with the UV maps. Those are as they should be. The textures however didn't line up. I guess somewhere along the line the textures got rotated and flipped. So to fix them I just had to rotate 180 degrees and then flip along the x-axis. So now they work. However, I'm a bit confused on what textures do what. Diffuse textures aren't hard to pick out from the rest because they have color, but the blu-ish sparkly textures I have no idea about. I also have no clue about the gray textures and the black/silver textures. I even have one texture that looks like a diffuse because it has red on it, but it looks nothing like how the model is supposed to while a different texture does, so the one with red must be something else, and when I plug it into the "specular level" slot it does give the glove a tiny bit more shine and does nothing if I plug it in anywhere else, but diffuse.

Posted

So to fix them I just had to rotate 180 degrees and then flip along the x-axis.

It's exactly that I said - UV map of a 3d model was flipped during exporting to obj =)

 

As about textures - here goes the tricky part. Since different games use different methods of texturing and rendering, the textures for them will also differ.

For example, if in the game the item has parts that the user can repaint, then in the texture they will be encoded with a special color (or additional texture layer). RGB channels in the normal map may have a different order, or be inverted. And so on.

But for the export of clothing to Skyrim (for example) usually enough diffuse map and normal map. All other textures may be ignored.

Posted

Indeed it happen sometime that the UV is flipped, you can also fix this problem with parameter before export depending of your software, as example Neosis allow to flip the UV before export then you have the right position and don't need to edit textures to rotate them.

 

Regarding textures :

 

Diffuse = main texture used for the mesh.

Normal Map = Blue texture used to add relief.

Specular = Sub texture to add reflection (white make part shiny, black make it mat).

Environnement = A kind of material used as texture to add another type of reflection as mirror effect, leather and else.

 

Depending of the software where you'll import your model it will allow all or not all of those textures.

DOA5LR allow all of them to be used in same time but some others softwares allwow only Diffuse and Specular as example neglicting the Normal Map texture that make the model with less relief.

 

You should make some research about what are those textures to understand better the use of each of them.

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