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SaafRats

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  1. I respect your point of view about nipples. I see those are associated to "pregnancy" for you, for me are just looking more hot. But hey, this is a good example for show two diffrent points of view (and well, you know what to do for change that, so feel free to edit the areolas ?). That makes bleed my eyes too lol. This issue is inherited from DOA5, and more than an "issue", it's related to something "practical". TN made the skeleton of the girls "optimized" for high heels. So when you adapt a barefoot model over that skeleton, the position is displaced many "centimeters" from the original, which makes appear this uggly effect. About this... People, be smart. I've been reading similar kind of comments since a while. So don't be fooled. Look at this comment from "franki garcia" ( same name account of a friend from DA, who actually DOESN'T have an account here). Then make your own conclussions. It's clear someone wants to make confussion here. So please don't keep"feeding".
  2. Remember people, I don't own a game studio, I work alone and not dedicating all my time to this. So I appreciate the constructive feedback (like most of the ones I've been receiving here so far, so thanks to everyone who have helped on that). If this mod is too much annoying to use becasue of the crashes, simple: don't use it. You can collaborate by giving feedback (exact details of crashes, what character / slot / situation caused them, etc), and I'll appreciate it. Speaking about personal tastes.... that's a subject I was expecting appearing. I considered some will like big boobs, while other tiny ones. Same about nipples. The last detail is actually curious. I was talking with a friend some days before the release. Was just then when I decided to enlarge the areola size, since I was actually feeling it too small ? (if you take a look to my old previews, you'll notice they was indeed more tiny). So I "personally" decided to make them more large, based on my own taste and ofc, in the opinon of my friend (she have cute big nipples ?.... don't get upset if you read this! haha) So, I take this chance for make clear I don't plan to make the same "multi size" packs, as I've made for doa5. I intended on make this mod in the most "neutral" way possible. So now everyone is free to customize it to their own taste. About scaling the bodies, I avoided that (for the same reason of keep them "original") That's weird, I recognize the costume, but I didnt had this same problem (noted for change the slot in any case!). I always saw this issue, tried some alterrnatives by editing the normal map, and never got a good result :(. This starts with the original UV mapping of the models in that area, which isn't so well made. There was also some noticeable seam lines around the connection between the back and the ass area. There I've tried all possible to make it less noticeable. I won't promise I'll fix this issue. I'll take a look first to the most "critical" ones and, and then I'll see. As mentioned before, I'm still gathering more bug reports (at least during this week) for prepare a fixed pack, with what is possible to fix, ofc. And who knows, maybe I'll also add some interesting extra feature.
  3. Thanks a lot!. Can't test it right now, but I'll add this info in my thread ?
  4. As I've told you, I've used original textures. (Ayane's C01 vs nude Ayane) And it's the same texture from C01 until C05 MPR_Muscle_Character_AYACOS001-005.7z Have you saw something similar happening with other characters? I'll appreciate the feedback. In what specific costume slot this happen? UPDATE: Possible fix for the game crash caused by kasumi (thanks to @fgh1t6 ) My intention is to accumulate more bug reports before posting a fix, so thanks for the feedback.
  5. About size, yes, I had to make some little corrections, but always trying to respect the original shapes (for me, all the cast should have honoka boobs lol). About texture, I've used the original ones so impossible they're different. I was always testing the characters against certain one without breakable costumes... my lame excuse for never put attention on include the "a" variants ? hehehe ☺️ ... Thanks for the feedback. So, as conslussion this happens with Ayane and Kasumi when they make the "tracer effect" (as some DA user was describing). This also happen with Phase 4, if she's swaped in slot 10 (insta crash). I guess this could be related to the visual effect associated, mixed with the container used for them (or some other factor). In the meantime, I'll share a list with all the (workling) swaps I've found so far (which means no critical bugs, as insta crashes or texture issues) AYANE COS_002 COS_003 COS_004 (bald) COS_005 COS_007 KASUMI COS_002 COS_005 COS_006 COS_007 (mask) CHRISTIE COS_001 COS_002 COS_003 COS_004 COS_005 COS_007 NYO COS_002 (saggyboobs) COS_003 (saggy boobs) COS_004 (uneven boobs) COS_005 COS_007 COS_010 COS_011 MILA COS_001 COS_002 COS_004 COS_005 COS_007 HITOMI COS_002 COS_004 COS_005 (hair bug) COS_006 LEIFANG COS_001 COS_002 COS_003 COS_004 COS_005 KOKORO COS_001 COS_002 COS_003 COS_004 COS_005 HELENA COS_001 COS_002 COS_003 COS_004 COS_007 TINA COS_001 COS_002 COS_003 COS_004 COS_005 COS_007 LISA COS_001 COS_002 COS_004 COS_005 (deformed boobs) COS_007 (mask) COS_010 HONOKA COS_002 COS_003 COS_004 COS_005 COS_006 COS_010 This list is ofc incomplete, but it can give some alternatives. So in case someone find that the issues are solved by using a different slot, could be great to have that info. Thanks, added that info in my previous list (take a look if this keep happening with COS 5, 7, 10 or 11)
  6. Version 1.0.0

    42,475 downloads

    - Software / platform: Dead Or Alive 6 (PC) - Models made using original assets form the game. Body shapes based on the original ones, with some minor customizations ("costume mod friendly"). - For be used with REDELBE: Pack ready to be swapped over every official female character (until the date). - Two alternative methods for use with REDELBE (direct swap and "Layer 2") - Every girl is ready to be swapped over 2 different costume slots (for allow fights using the same character). Only exception is Phase 4 (1 slot only). - Full soft physics enabled for all the cast. Previews and screenshots (pre-release version) https://imgur.com/a/ZhJK4hG Credits: Vagonumero13: rdbtool, g1mtools and REDELBE Ausgeek: 3dmigoto tools for blender Team Ninja, SNK: characters and game assets
  7. [DOA6] SaafRats Nude Mod v1.0 - Software / platform: Dead Or Alive 6 (PC) - Models made using original assets form the game. Body shapes based on the original ones, with some minor customizations ("costume mod friendly"). - For be used with REDELBE: Pack ready to be swapped over every official female character (until the date). - Two alternative methods for use with REDELBE (direct swap and "Layer 2") - Every girl is ready to be swapped over 2 different costume slots (for allow fights using the same character). Only exception is Phase 4 (1 slot only). - Full soft physics enabled for all the cast. UPDATE: Possible fix for the game crash caused by kasumi (thanks to @fgh1t6) Previews and screenshots (pre-release version) https://imgur.com/a/ZhJK4hG Credits: Vagonumero13: rdbtool, g1mtools and REDELBE Ausgeek: 3dmigoto tools for blender Team Ninja, SNK: characters and game assets DOWNLOAD Submitter SaafRats Submitted 07/01/2019 Category Dead or Alive 6 Requires Dead or Alive 6 (PC), REDELBE 0.8+
  8. Just realized about what you've made, really nice work! Seems I've been living under a stone during the last days lol. You're right, there's no right or wrong way, specially speaking about this game... that I'm sure you already know how is annoying to mod. So hats off to you. PS: I do have a friend on devianart with that same account name. He doens't have an account here.
  9. From a frame analysys dump, ofc. I realize I've made a very dumb mistake, I've added some wrong lines into d3dx.ini ... However, the merging process it's still not assigning body's VG names to the other "common bone shared" meshes. I can notice that the merging script is actually working (trying the adapt the pose, I guess) after applied: But There's no change on VG renaming (which is what interests me): If only those hidden bones are still present, that could be great. There must be some pattern for get the missing VG names, I doubt they're just randomly generated.
  10. Helena's "goddess" costume (COS03 If I'm not wrong). And just in case, the one that also wasn't working was Nico "deluxe". Im particularly interested on get some missing vertex groups for her feet. Here you can notice the issue (basically, her toes are static): Now I'm wondering; even if the original body mesh was missing some (visible) feet vertex groups... It's possible that they can still exist inside that model? For be more clear, if the model keeps those "unused" bones (or if they're just cropped).
  11. I've made a test following carefully every step , and even if a got the message "source bone matched multiple bones in the destination", the vertex groups remained the same. I tried with a 2nd one and I got this when I tried to import: "Only draw calls using a single vertex buffer and a single index buffer are supported for now". Maybe could be related to some specific models... but you've warned that this could be glitchy in any case. However, I can confirm that exporting soft body meshes is working flawlessly by I quick test I've just made, great work there. Thanks man, let's hope you'll appear with some interesting stuff as well!
  12. The thing is that I had to completelly rebuild the weightpaint, basing my model in only one "set" of those vertexgroups.... There's exactly were the annoying part of modding this game starts. Just try to replace it over another slot (HYTCOS002 ... 009), and all the textures associated (also renamed ofc).
  13. Haha no lo había visto por ese lado. La verdad es que desde que comezé a utilizar la herramienta, siempre lo leí como "rebelde"... quizá tengo dislexia ? Gracias por EBLEDER! Assuming you translated the scripts from chinese (and you identified the extractor and injector), the usage is also drag and drop whith those, but you have to drop over the command prompt, not over the app. For inject, drag the g1t, then make sure to have the texture inside a folder before drag it.
  14. But you're missing other 2 important tools (g1m_export, g1m_import). I of course use "g1m_import" for rebuild a g1m. The usage is clearly explained here
  15. I use (and without doubt recommend) EBLEDER. And so far I'm working with a mix of vagonumero13's g1m tools; fbx only for some specific tasks and handle some poses (the weights from these models aren't compatible with the game).
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