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fgh1t6

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  1. paint.net, File-> save as -> "Save as type:" select "DirectDraw Surface(DDS) (*.dds)" click save, in the next page, top-left "Settings" option, there is a full list BC1-BC7 of format to choice. Ensure "Generare Mip Maps" option is ticked.
  2. It is normal that there are no body part below the stockings.
  3. [2Oct2021] action taimanin - igawa_sakura suit only --- first pack for Kasumin& Ayane published Credit goes t o: lezisell DEAD OR ALIVE 6 2021-10-02 17-40-01_Trim.mp4
  4. View File Action Taimanin igawa sakura suit for Kasumi & Ayane Kasumi and Ayane in igawa sakura's suit. I knew there are quite a few mods of this suit out there. This suit's mesh and texture are based exclusively on one of the models in lezisell's free Action Taimanin XPS set. No other artist's work is used. Mods use slots of KAS_COS_002 and AYA_COS_002. For new user of REDELBE, the slot number is shown on the right bottom corner of character selection screen. If you prefer concealed nipples, use the g1m_hide.exe in the g1mtools to hide mesh 3,4. Suits for HTM, KOK,LEI,MOM.NYO,and SKD in different colours are in progress (slowly). ************************************* This is a REDELBE layer 2 mod --- unzip inside folder "layer2". Credits: lezisell : model mesh and texture Vagonumero13: rdbtool, g1mtools and REDELBE Ausgeek: 3dmigoto tools for blender Submitter fgh1t6 Submitted 10/02/2021 Category Dead or Alive 6 Requires  
  5. Version 1.0.0

    263 downloads

    Kasumi and Ayane in igawa sakura's suit. I knew there are quite a few mods of this suit out there. This suit's mesh and texture are based exclusively on one of the models in lezisell's free Action Taimanin XPS set. No other artist's work is used. Mods use slots of KAS_COS_002 and AYA_COS_002. For new user of REDELBE, the slot number is shown on the right bottom corner of character selection screen. If you prefer concealed nipples, use the g1m_hide.exe in the g1mtools to hide mesh 3,4. Suits for HTM, KOK,LEI,MOM.NYO,and SKD in different colours are in progress (slowly). ************************************* This is a REDELBE layer 2 mod --- unzip inside folder "layer2". Credits: lezisell : model mesh and texture Vagonumero13: rdbtool, g1mtools and REDELBE Ausgeek: 3dmigoto tools for blender
  6. WIP [16sep2021] action taimanin - igawa_sakura suit only -- assigning colors Credit goes t o: lezisell DEAD OR ALIVE 6 2021-09-18 23-08-51.mp4
  7. WIP [16sep2021] action taimanin - igawa_sakura suit only Credit goes t o: lezisell DEAD OR ALIVE 6 2021-09-16 13-55-48_Trim (2).mp4
  8. upload your mod's original mod.ini and the one you changed here so we can have a look.
  9. Read the "readme" file of REDELBE for how to switch on debug options and then check the "redelbe_log.txt" records to locate which files has been loaded, a bit tedious but worth, since you can then find out which set should be replaced. Many hair sets are reused, depends on the slot used, some of them will even be replaced during the fighting. For mask. there are two types, one is in Hair set the other is in the costume set. so you have to check the log file to find out which set is used.
  10. wet costume textures only work on particular slots. They are textures with name pattern "*_kidsmm1.g1t", "*_kidsmm2.g1t". They are multi array, store a set of "air", "alb","nmh","occ","rfr","shl" maps. But I don't the details of how they work yet. For compatible models check the slot map:
  11. Hey guys, please also read the "README(for modders).txt"
  12. That is the "slot-work" setting function of REDELBE. You add the the "work" slot to replace the "slot" one. Modder select characters and slots for texture slots and special effects, it is not fully arbitrary. And the "slot-work" setting has been used widely in modding for applying mods to other characters. It has been proved works in most of the cases, you just need to try more harder.
  13. The log give you the position, such as (-0.0000, 26.3545, 7.5780), of the problematic vertices. the problem is there may be a lot of them. since the frame of UV map, by default is (0,0) on top-left, and (1,1) on bottom-right, so I use it to quick check these abnormal vertex. For "surrounded by irregular number of * nodes" you either delete the vertex or move it to somewhere sounding by 8 "nodes"--- they are these little boxes after loading the softbody.
  14. The "TEXCOORD8.xy","TEXCOORD8.zw","TEXCOORD9.xy","TEXCOORD9.zw", they are only use the UV map as container, They are not UV data, the "flip" setting has no meaning for them. And the only correct way to modift them are through the recalculate script. All these data officially should be in the range of 0-1, Thus, use the UV editor you can see the how "correct" they are. After recalculated, some of them may went into negative, that is still O.K, but if it went to some where away from the 0-1 range more than 0.1 you will start to see distortions.
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