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  1. This is not happening only in modding, but in general. I can't really understand why forums are being replaced by chat servers, they serve different purposes. Like replacing a car with a ship.
  2. Are you sure that you are logged in when checking the file? It usually says "unavailable" only to non-registered or non-logged users.
  3. The SRSXtool is in the first most, like the rest of utilities. You may have to scroll down to see the attachments.
  4. The character from Project Eve... but the game is still not released.
  5. You can fuck chinese whores for 50 bucks where I live. Definitely more valuable than wasting it on Nexus.
  6. Hello, I just trying to use redelbe 3.0 on DOA6 1.20 ver. Will it work? Do I have to update to 1.22a or something?

  7. The link works. You have to write the password "kasumi" in the first textbox and then click the button at the right that says"ダウンロード Ignore the textbox and button at bottom of page, those are for the author to delete the file with a private password.
  8. Wine/proton or whatever may not like the api hooking. Is there anything written to the log at all?
  9. It seems correct. I just tried, and it doesn't work here either. Maybe somehow the implementation doesn't work properly specifically in this costume or Diego or males, I'll have to research that.
  10. REDELBE updated to 3.0 Changelog: - Added an option to disable the splash screen. To disable splash screen, set the ini setting "disable_splash" in the [Misc] section to true. (Note that disabling the splash screen doesn't remove the game bug that affects some people where the game takes time starting sometimes). - The random music patch has been extended with a new mode called "fullmix". This mode allows to set several bgm's for each character/stage. To enable, set "enable_random_music" to true in the [Random] section of the .ini file, and set "mode" in [RandomMusic] section to fullmix. To customize the tracks, edit the file REDELBE/fullmix.ini. - Added a patch that allows modders to create a mesh transformation mod; the transformation happens when the attacker character does a breakblow or when they do a taunt. Modders can implement this like if it were a layer2 breakable costume, and then add "transform = true" in the [General] section of the mod.ini file. - A layer2 mod of the Sweat stage can now use of the "disable_npc" introduced in previous update. (an a version using it can be found in "[Optional] Extras/Story mode stages" ----------- So, for transformation mod, just do a regular breakable costume, and then have this: [General] type = costume transform = true And that will make the mesh change on taunt&attack breakblow and disable the regular breakability. Have in mind that both costume and hair transform (because of this, you could also use this in no breakable costume if you want to achieve only hair transform).
  11. Is there any change if you try to use the rigbin of the other costume? Anyway, it could be someething else we have missed. There is also this COLL section that I have never looked at, I don't know if it could have any impact on this. There maybe things outside the g1m that could cause an effect. For example, the other day I noticed that there is no way for the tails of some sci-fi costumes to work in other slot (albeit I noticed a change when copying the rigbin but it would still not animate properly), which seem to indicate that there are some settings somewhere that control behaviors of the costumes.
  12. Well the fact that at least that error was returned means that at least the parser works correctly, but the export code doesn't like whe the numbers of vertex buffers is different to the numbers of layout, or the number of vertex buffers different to the number of index buffers, as it (incorrectly) assumes that they are all indexed the same, which is the case of most g1m. You may try your luck in other g1m, it may work.
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