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Phygnos

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  1. Oh, yeah, and the filenames. Replace # with F or M for Female or Male. Add "_l" at end for NPC. fc_#_0000 : Regular Young fc_#_0001 : Regular Mature fc_#_0002 : Regular Old fc_#_0100: Muscular Young fc_#_0101: Muscular Mature fc_#_0102: Muscular Old If we can't get the main body to not be invisible, maybe we can use that invisibility to our advantage and use the underwear file as the replacement body? Equipping torso or leg armor would mess things up, however.
  2. Some people here were talking about masking and body parts and some confusion over them. You can easily see them for yourself if you import them into Blender or any other program you might have. There's three versions of the torso: 3 14 and 18. Parts 30-42 are just body hair so aren't important, unless that's your fetish I guess. It seems like this is pretty informative, but it might be different in Elden Ring? I attached the blender file of FC_F_0000 if you want to look at it, but I haven't managed to export it correctly. I get the same invisibility that someone else mentioned in the thread. untitled.blend
  3. Yeah, that's easy enough since I still have the photoshop files with layers.
  4. Ahah! Looked through the thread again and saw someone talk about hex editing. Open a g1m file with a hex editor (I'm using FlexHEX) and edit the highlighted part so that it goes from 30 33 here into 39 32 and then the g1m tools will unpack it. It looks like I was perhaps wrong- the ib and vb files are produced by g1m tools, just like 3DMigoto. These are the files you should be able to import with 3DMigoto's blender script (or maybe other things?) and edit and import back into the g1m file. I think this is all we need to get everyone else modding.
  5. I beat the game and the optional stuff and lost motivation, but I did do some edits featuring the nice images that ashikenshin linked. These are for the UI portraits you see inside the dungeons. I never got around to doing Berune, sorry. Also Nanami's breasts aren't right; I tried to use a different source image for each character but it just didn't work out. Anyway, someone else will need to make an EXE of these. I built Mei's on top of yamasa6's work. Thanks! Oh, and I did a Skill Activation edit for Yurika.
  6. This is a blender file of what 3DMigoto extracted from the Summer outfit. Only download this if you want to mess around because it's "useless" as it is without a proper way to get it into the game. I didn't unify the bones or anything, this is exactly what you're working with once you extract it from the game with 3DMigoto. ryza summer bikini.blend
  7. There's a lot of beating around the bush in this thread, but by focusing on certain keywords I've got a gist of how people are model editing. I don't like it when people keep information to themselves. There's a wrapper program (think ENB or Reshade) that is used to intercept draw calls to remove or edit meshes or shaders in games. It's called 3DMigoto and there's a tutorial video: https://www.youtube.com/watch?v=zWE0xP4MgR8 You can download the latest version here: https://github.com/bo3b/3Dmigoto/releases It'll take me too long to list what you can learn from that video, but if you want a tl;dr it's that you can use it to export and import meshes along with textures and possibly other things with the blender script that's linked on that youtube page. I couldn't get it to work for me until I copied the code from this github reply into the d3dx.ini file: https://github.com/bo3b/3Dmigoto/issues/105 Using the aforementioned blender script, you can import the meshes and do the usual mesh editing. One of the things the blender script can do is unify bone names between meshes which is very important. Watch the last part of the tutorial video. 3. Using a twitter video by YXS you can see his process, but it's hard to follow if you don't know what you're looking at. https://twitter.com/YXSzzzz/status/1215052778780815360 -At the beginning you see him open a list of .ib and .vb files. Those are exported by the 3Dmigoto Blender plugin. If you're importing directly from the game they're actually .txt files. The numbers indicate that the bone unifying setting was used. After editing, he saves each mesh as #.vb, but I think you can get away with a merged one (haven't tested, I'm still learning this). -Once the video has 4 windows open it's even more confusing, but the gist of it seems to be that you use gust tool's gust_elixir.exe on the [name]model.elixir.gz file to get a folder that contains g1m files. -I don't know how to extract g1m files. G1m tools reports an invalid version. But I did see that it tries to create a folder named after the g1m file if you try to export, so I kept it. You can see the equivalent folder in the upper right window at :55 in the video. He copies the .ib and .vb files created by the Blender script into this folder. I'm not able to see if there's other files in that folder in the video, I'm assuming a proper extraction would show some files there. -After this, he moves the g1m file to g1m_importer which seems to rebuild the g1m file with the meshes from 3DMigoto -Then he repacks the folders as normal. The only thing preventing me from model editing right now is figuring out the g1m tool issue, but that seems to be an ongoing theme of this thread. Oh, and you could use 3Dmigoto's mod system itself to bypass the .PAK extracting entirely, but it relies on the community agreeing to move to it together. This also wouldn't be Switch-friendly of course.
  8. I'm trying to find a more advanced body to work with for something, but it seems people are throwing around stuff in discord and patreon and this is really souring my mood. Like this: I can't even find that on a google search. So, CBBE SE is full of drama, UUNP is sort of unofficially "ported" if you have the know-how (not user friendly), and apparently there's two different groups working on two some modern UNP interpretation since it's the only "free license" body? What a headache.
  9. Bah. You people were supposed to give up on this happening because I stopped appearing on here. Yeah, I'm back to work on this but I don't want to make promises. Other people have already solved some animation things like that FloppySoS thing and b3lsario's SKSE animation framework thing. Going to work on some sort of morph to work for UUNP alongside Citrus since Citrus is delayed a bit because Blabba has been so busy. I'll post again in a few weeks I guess.
  10. Sorry for lack of responses, I'm just logging on here when I can give updates. I've mostly finalized the topology and am ready to move onto texture work. The amount of time I spent obsessing over this is embarassing. Anyway, you may notice the anus and balls look strangely open- it has to be that way so I can paint/mold them. Also the balls need to be apart on the unskinned mesh so they can clang onto each other seperately like pendulums. Think of this model as a bodyslide body that's flat and unmodified- it's a blank canvas. I really want(ed) to add support for multiple penises, but I don't want to delay this yet again. It will have to be some sort of "armor" that replaces this penis unfortunately; it's just too far above my skills for me to pursue a mesh that can morph into something with multiple penises. Maybe in a few years.
  11. bleh. still need a lot of work to do on smoothing it out but hopefully you can see the improved topology readily enough. Compare it to the picture in OP and hopefully the 20 hours I've spent manually adding these squares was worth it. Yeah Arhon, I don't want to give a schedule but maybe a test version in the coming weeks. I want to be 100% confident in the mesh before I do textures again since I've done them twice now since throwing them away for new mesh/UVs
  12. I'll have an update to show to show progress today or tomorrow. I've almost finished my manual retopology of the mesh. I'm pretty bad at this, patching up holes like this to maintain quads (squares) is really, really annoying. Make a line to form a few triangles, delete some of them and make new polygons, delete a couple lines, blah blah blah. It's going to be worth it, though, I watched a video about maintaining detail in low polygon meshes and it really seems necessarily for morphs. The problem was that I depended on textures for the detail and that's a bad idea.
  13. I'm going to be editing the OP soon. I've been having some major frustrations over the male neck seam issue. I think I'm going to end up staggering the stuff I'm working on instead of repeatedly adding new things that add more and more work to do. I really like the concept of male and female sharing the same body mesh, but there are clearly reasons it hasn't been done before. The heads aren't in the same positions, the edge loops have different numbers of verts, and even the skin color is different. (Male textures lean towards blue, female lean towards red. Does that make sense to anyone?!) Right now I'm just going to focus on the penis/anus work and then figure out the male body stuff later. I don't want to keep this on hold as I learn new things like .tri files for heads and all that nonsense. [haven't read the replies yet, just hopping on tonight to say this stuff] Also, god damn Terraria is freakin addicting. I've lost a week of time to it because I completely lose track of time when playing it.
  14. Alright, I'm alive and back in the game. Won't go into details on my absence because it's not that enjoyable, but the past week or so I've been setting up the computer again and I have the programs set up and stuff. Due to changes and innovations like SMT some stuff will be delayed since I don't understand it yet, but I've made some changes: -Instead of a body with a hole in it for the genital/anus region, it will use BSdismemberment modifier. This is mostly a modder benefit as it won't change the vertex order for body morphs -Speaking of modding, the genital and anus meshes are in quads now for Zbrush/3DS Max work and has a better edge flow around the anus region! YEAH! It took me hours to finally get it working, but it's going to make opening and closing the anus via morph targets so much easier (I.E buttplugs and such) -I've finalized my choice to work with primarily blabba's CITRUS body. I don't really have anything against other bodies, but blabba does amazing work and a body with more polygons for morphs is really necessary for my goal of... -Universal body mesh between genders. This is easier than I thought it'd be to make, but there's currently no masculine textures for UNP. This is something someone else might need to do since I don't really know how to make good textures with 2D hair on them. Apart from the obvious benefit of greater customization for males that is sorely needed, armor will only need to be created for one body. Zap sliders can provide the choice for customization (if you don't want exposed chests on females but you DO on males) -To go along with above, the planned combinations for genitals are: [Penis and balls]. [Vagina]. [Penis and vagina]. [Penis, balls, and vagina]. I guess in theory I could make it with only balls and no penis or vagina or something but I don't think that is anyone's fetish... yet. -These changes mean I need to work on textures again, but it will be easier to blend them to the main body since I learned things while doing it last time that I couldn't make use of n -Uhh... yeah. It's good to be back, I guess. I don't want to make a release schedule because it gives me stress, but I'll have pictures to show for what I'm up to in the next few days.
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