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本帖最后由 syasuke 于 2015-4-28 10:40 编辑
工具http://pan.baidu.com/s/1nt9mkvZ
教程http://bbs.3dmgame.com/thread-4760826-1-1.html
4.18
感谢enderwiggin搬,同时也是这个mod的作者http://bbs.3dmgame.com/thread-4758206-4-1.html我收不到loverslab的邮件,他可以来3dm所以在这里感谢好了
感谢原创大神们http://forum.xentax.com/viewtopic.php?f=16&t=6392&start=1380
Alright I finally managed to get my hands on the mod tools from Xentax. A goddamned pain in the ass it is to navigate those forums and what with the donation only registration with files locked behind it made me want to bang my head against the door. Unfortunately given the nature of that forum I can't really reach out and ask any of them if they're alright with redistributing their mod tools, and I don't explicitly see anything listed in the folders or readmes or anything agaisnt redistribution or in their posts, so here we go. If they reach out to me I'll remove them (email me at hdmcclure@gmail alternatively). Credit goes to various users at Xentax (mostly SF234).
DOA5LRARCHIVARIUS
Data unpacker for DOA5LR. Works for DLC and generic game files. Must install Python to use!
DLC TOOL
This is used for repacking extracted TMC etc. files into faux DLC packs. Needs .Net framework and the UI fucks up at higher monitor DPi so set it to normal if you can't see buttons like "Add"!
DOA5PCTOOLS
Plugin for Noesis, a program that will let you view the models from their TMC files. So you're not going in blind. It will also let you export to formats compatible with modeling programs! Don't get too excited through because I think there's a lot more to importing and exporting correctly right now so don't get all excited yet.
That's all for now. I'll try to get updated as things go on.
添加一个Texture Tool
Tool for work with textures (inspired by b0ny's tecmo360texturesExtractor). Drag and drop supported for Open/Swap routines. List's elements have context menu.
Supported formats (+necessary second file): .TMC (.TMCL); .--H (.--HL); .--P; .SPR (.LTF); .SCN (.TTGL). Saving container back (with changed textures) for now works only for TMC/TMCL.
Note: tmcl file have weird alignment (seems to switch between 64/32 bytes), save routine uses only 64byte alignment (which seems to work fine).
mariokart64n wrote:
can someone give a quick run through of how I can unpack the DLC, replace a costume with a NEW costumes from the DATA folder. then repack it into my DLC.
Open DLC Tool. Click New. Select path (must be in <installed game>\DLC\ folder) and file name (e.g. "123" or "25897"). Click Add under Characters section, select target character. Change costume slot number (safe values for now 32 - 39 for main female cast, 5-14 for Sarah/Pai, 5-9 for male cast). Click Add under Files section and select neccessary files (minimum: *.---c, *.--p, *.tmc, *.tmcl = 4 files). Click Save.
Now, if you have cracked steam_api.dll (+steam_api.ini) from any available crack, open steam_api.ini and add new DLC*=<created dlc name> entry (e.g. DLC005=123 or DLC001=25897). When you start game new costume will appear in target character's costume list (most likely at the end of the list).
For non-cracked version you can switch any time to cracked one (and back) just by replacing steam_api.dll in the game folder (then start game without steam). Also, if you have at least one legally bought DLC you can try to create new DLC with it's name (don't forget to backup original files). Note, I didn't test both of these methods.
添加一个解包封装TMC(模型文件)的3dmax脚本
right finished the repack function, of the script i posted last week.
its written in maxscript, so you'll need 3dsmax installed to use it.
(any version should work, but using the newest/fully updated 3dsmax is recommened )
script will open a TMC and unpack the block components and write them to a new folder along with a XML.
the xml stores all the unknowns from the header, until the time we can solve them all.
To repack the block components back into a TMC again, just press the repack button on the script gui and select that xml
if you want to add new blocks, you have to edit the XML
example:
Code:
<block type=[1,0,0,128]>BIN001.geo</block>
<block type=[2,0,0,128]>BIN002.ttd</block>
<block type=[3,0,0,128]>BIN003.vtx</block>
<block type=[4,0,0,128]>BIN004.idx</block>
add a new line in there like <block type=[-1,0,0,0]>myname.txt</block>
anyway in theory once I write the script to create new geometry components...
they just get written into that unpacked folder... and yeah we repack and it should work.
wish i understood how to get model mods working, this repacking the dlc is flipping confusing
http://s13.zetaboards.com/digiplay/search/?c=3&mid=261963&month=4&year=2013
http://bbs.3dmgame.com/forum.php?mod=viewthread&tid=4716382&page=13#pid134047213 |
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