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- 2014-7-25
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PC版本基于PS3版本制作,与PS4版本差距还是有的。但是PC版本模型支持更多的多边形,优于360版本,直接注入360版本的改模,需要进一步的破解加密模型。
目前已能导出全部的加密模型文件,但是无法导入,期待导入工具破解的进一步可能。
直接破解的导入工具目前较难开发,目前唯一的可行方法是对DLC的修改。制作DLC关联脚本控制并替换游戏内加壳的DLC服装文件,可以换成各种各样的个性化服装。只是基于DLC服装的修改,无法个性化修改声音、物理特效(如出汗)等。
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期待3DM导入工具的抢先发布!!!
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about:
until the check sum is resolved, using DLC containers is the only approach. It means creating a DLC 'shell' and placing costumes into it. They can be any type of costume they will just show up in their own slot instead of overriding an existing one. Archivarius exists to read game data and extract costume (or other) containers.But character modelings from Ninja Gaiden have different file structure and cannot be imported to DOA5 PC version.
I just quickly wrote this on monday in maxscript, it unpacks the TMC into its block components, which custom model as a dlc file that adds a slot.
http://pastebin.com/SCbaaFQZ
I need to write in the rebuild function, but eventually will be the basis for a second script..
which will assemble a new MDL component block with new idx and vtx buffers. then its easy, we can can then examine the other less important blocks later down the road.
at one point when i was working on the console versions I had nulled a bunch of block components, only a few of them were critical to the model loading. the rest where related to physics, materials, emissions, sweat, etc.. but didnt have to be present to load the model.
Well a 'costume' container has face/body/hair all included it is conceivably possible as in NG3 characters. It would reduce having to use a second app prior to importing.It was doable on console, so after the basics of switching to PC format is done, we can focus on converting console objects to pc format. I suspect there won't be as much interest since PC is looking to have all costumes from the console, but again is possible later.
The only 'known' potential issue is that there are limits on costume DLC slots. If someone has all DLC and wants to use custom slots too, the game.exe or something will need to be updated. Plus DLC only works for costumes, people may want to edit sound, stages and others stuff as well.
I'm still not even sure how we repack the DLC files?I need someguys to 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.
About the vertex injector.
The basics:
Using sf234's DLC tool.
Find a file location,
Save a new .bcm
Choose a character, hair style option.
Add .tmc, .tmcl, --C, ---P files. Save. Presto, new DLC package.
I don't know anything about the steam config stuff though, but it was mentioned somewhere in the last couple of pages.
Edit:
I forgot to mention. Use archivarius for unpacking tmc/tmcl file content, etc.
Here's my Bone Index ripper. It's not very useful by itself yet, but at least it's a start back toward vert weight translation. I'll have to use the same process for the Nodes, and then have to revisit the vertex weight code, but for now at least it automates pulling the bone index instead of having to do so manually. It exports to a text file with the PC ordering.
https://www.mediafire.com/?8ky41be2jzjn1sb
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