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Re: DOA2/LE HD DREAMCAST Tutorial
Posted: Tue Dec 05, 2023 8:22 pm
by cbnj
Remove the 1 byte padding we added to each header, copy the headers table back to the .chr file overwriting the original one, save the changes and we finished whit the .chr file
Re: DOA2/LE HD DREAMCAST Tutorial
Posted: Tue Dec 05, 2023 9:29 pm
by cbnj
Time to create the .bin file whit our textures!
1 - Open kas04.0.pvr in your hex editor and remove the first 8 bytes.
2 - select everything and copy it.
3 - paste it at the end of the file as many times your character have textures -1
(KAS04 uses 20 textures so ill paste it 19 times)
4 - save it or save it to a diferent file, rename to KAS04.BIN and you are done!
Re: DOA2/LE HD DREAMCAST Tutorial
Posted: Tue Dec 05, 2023 10:00 pm
by cbnj
Rebuild your gdi using this modified files to chek the results.
since the texture i used as example is one of the hair ones now KAS04 became a wooden-like doll!!
Re: DOA2/LE DC - HD TEXTURES Tutorial
Posted: Tue Dec 05, 2023 10:30 pm
by cbnj
EXTRA GUIDES
GETTING THE CHARACTER PVR TEXTURES
Download Dead or Alive 2 Texture Patcher (DOA2TP) here:
https://www.dreamcast-talk.com/forum/vi ... 52&t=16941
and read the usage guide.
Run the bat file for your desired character, the pvr images will appear in the folder, to know what resolution is each one just check the specs of the same file in png format.
GETTING THE CHARACTER PVR TEXTURE FORMATS
Inside every folder in DOA2TP there is a bat file, open this bat file for edit or copy it and rename the extencion to .txt, open this txt file to view the character texture formats.
You can see how the first one, kas04.0.pvr the texture i used for this tutorial is ARGB 4444 using vector quantization compresion (-CF 4444 -VQ), as i mentioned at the start of the guide.
Re: DOA2/LE DC - HD TEXTURES Tutorial
Posted: Tue Dec 05, 2023 10:53 pm
by cbnj
GETTING THE VALUES TO SUM FOR DIFERENT RESOLUTION/FORMAT PVR TEXTURES
To get the values to sum and input in the headers datazise bytes only open the pvr texture you will use for that header in your hex editor and remove the first 8 bytes, then select everithing in the file and check the hex length, this is the value to sum to get the datasize value, at the end when creating your bin file, concatenate your headerless textures accordingly.
(By example: If you modified the headers to have all the textures to use 4800 hex length exept texture 3 and 6 wich have 7900 length, paste this 7900 length headerless textures at the 3rd and 6th place in your bin file so it match the headers table position).
Re: DOA2/LE DC - HD TEXTURES Tutorial
Posted: Wed Dec 06, 2023 12:18 am
by cbnj
HOW TO USE DOA2TP WHIT YOUR MODIFIED CHARACTER CHR/BIN FILES
Note: ill release a little extractor repacker for this but meanwhile ill write here how to do it manually.
Now that our modified chr/bin files are ready, delete all the png/pvr textures in the character folder exept kas04.0.png, also make a backup of your original chr/bin files or move them inside the backup folder (what i did), then copy your modified chr/bin files here and
copy and rename the texture kas04.0.png to replace all the other textures we deleted.
kas04.1.png
kas04.2.png
kas04.3.png
....
kas04.19.png
Make a backup of the bat file and open the bat for edit, replace all the conversion options at the end of each line to mimic the ones of kas04.0.png using the replace function of the tex editor (ctrl+r)
If you only modified some textures do this procces for those specific textures only.
Re: DOA2/LE DC - HD TEXTURES Tutorial
Posted: Wed Dec 06, 2023 2:00 am
by cbnj
You can now freely modify all this 256x256 png textures as you normally used to do and then inject them back to the .bin file for in game use.
Re: DOA2/LE DC - HD TEXTURES Tutorial
Posted: Wed Dec 06, 2023 2:11 am
by cbnj
Remember the backup folder contain the original textures, you can open both images at same time in your image editor, the one from backup and the one from root character folder, copy the content of the original texture and paste it onto the modified texture, resize it to 256x256 to have a guideline of the content of the image, or use image blending if you know how to use image layers, then edit your 256x256 texture at your liking and when done run the .bat file to patch them to the modified bin file.
Don not edit by any means the original texture from backup folder.
END OF GUIDE