Popular Post KuroKaze78 Posted October 13, 2018 Popular Post Share Posted October 13, 2018 (edited) This topic is for content pack releases and discussion regarding my CostumeCustomizer Mod for DOAXVV. CostumeCustomizer Mod for DOAXVV What it Does This mod allows you to mix-and-match portions of suits that have been provided by the CostumeCustomizer mod-packs you've included. It replaces the Black/Red Bikini w/ Pareo R suit. It uses a 2D overlay menu to customize your outfit to your liking. Replaced Suit: How to Use: This mod replaces the Takao R suit and the Dewa SR suit. Getting Started First you will need to gift the suit to your character (only once per character for each suit, and only really for suits that aren't specific to a character like N, R, or APL-based SR suits), the suit is only a Rare suit, so you can easily get them from either the main story matches randomly or from event/venus gacha pulls (R suits aren't included in friendship point gacha). Spoiler From the main screen, go to the Girl Menu Now go to the gifting menu Now switch to Swimsuit Gifting Now Gift the suit in question to the character if she does not yet have it. If its grayed out, then you have already given the suit to the character. Click the item, and drag it over the character to gift it to them. Next, make sure you switch to the correct costume for home screen character, or any character you wish to use it. Spoiler From the main screen, go to the Girl Menu. Now go to the Swimsuit menu for the girl. This menu controls what the girl wears while on the home screen. Now locate the suit in question, and drag it on top of your character. It'll show what you are wearing on the right. Now any time you are wearing that suit and the girl is also being displayed on screen you can use F3 to open up the Costumization menu. Optional: Having the character use the home-screen suit during matches (only visually, stats are still based of what they have equipped) Spoiler Go to the Coordinate menu. Now the Swimsuit Coordination menu This menu controls what the character wears during matches for stats. If the box is unchecked, she will wear what she has equipped on this menu during matches. If you check the box, she will wear the home-screen clothes during matches for appearance only. Once, your character is equipped with the suit, any time the character is displayed on screen you should be able to utilize the customization menu as described below. If multiple characters (of different body types) are wearing the Takao or Dewa suits, the F3 button will cycle between which the available customization menus for the on-screen body-types. Keyboard Shortcuts F3 - Cycle 2D Customization menu CTRL+F3 - Switch to Material Editor Menu (Use 1-9,0 on the GUI to select the GUI items) Spoiler Press F3. While menu is displayed (normal number buttons not NUMPAD numbers): ` (backtick) or BACKSPACE Switch to preset menu CTRL + 1 Switch to Shirts/Dresse menu CTRL + 2 Switch to Bra menu CTRL + 3 Switch to Panty menu CTRL + 4 Switch to Skirt menu CTRL + 5 Switch to Glove menu CTRL + 6 Switch to Shoe/Stocking menu CTRL + 7 Switch to Accessory 1 menu CTRL + 8 Switch to Accessory 2 menu CTRL + 9 Switch to Accessory 3 menu CTRL + 0 Switch to Accessory 4 menu With Material Menu open: ` (backtick) or BACKSPACE Switch to material edit menu CTRL + 1 Switch to Common-Body Takao Custom Material Toggle CTRL + 2 Switch to Common-Body Dewa Custom Material Toggle CTRL + 3 Switch to Honoka-Body Takao Custom Material Toggle CTRL + 4 Switch to Honoka-Body Dewa Custom Material Toggle CTRL + 5 Switch to MarieRose-Body Takao Custom Material Toggle CTRL + 6 Switch to MarieRose-Body Dewa Custom Material Toggle CTRL + 7 Switch to material edit menu CTRL + 8 Switch to material edit menu CTRL + 9 Switch to material edit menu CTRL + 0 Switch to material edit menu Cycle through the pages by using the keyboard shortcuts for the current category your are in. (Example: CTRL+1 while already in Shirt menu will go to the next page for Shirts) For a given menu, hover the mouse over an available item to view a preview of the available options for that item. Press the following keys to wear that option, ideally the preview pane should identify which options are available and what do they look like: 1 Wear option 1 2 Wear option 2 3 Wear option 3 4 Wear option 4 5 Wear option 5 6 Wear option 6 7 Wear option 7 8 Wear option 8 9 Wear option 9 0 Wear option 10 Shift + 1 Wear option 11 Shift + 2 Wear option 12 Shift + 3 Wear option 13 Shift + 4 Wear option 14 Shift + 5 Wear option 15 Shift + 6 Wear option 16 Shift + 7 Wear option 17 Shift + 8 Wear option 18 Shift + 9 Wear option 19 Shift + 0 Wear option 20 Spoiler Hover mouse over an item. Press 1. Download: v2.5.2 Updated 2/28/2023 (Link at top) Thanks: IceTree5 for new menu graphics and Icon/Preview pane template files mono1214 for the Hi-Res Body Model HI-METAL for the Hi-Res Texture DarkStarSword and others that helped make 3DMigoto Shout-outs to amiga5000 and Knight77 and every other modder assisting in the main DOAXVV thread since we are frequently learning from each other mods. Previews: Note - Honoka/Luna share the same outfit, Marie has her own outfit, and the rest of the girls share the same outfit among them. CostumeCustomizer ChangeLog Spoiler v2.5.2 (2/28/2023) - Fixed menu.ini file issues. v2.5.1 (2/26/2023) - Added support for Yukino. Fixed skin bugs with Shandy and Amy. Fixed shadow bugs with Fiona, Sayuri, and Leifang. v2.5 (8/29/2022) - Added support for Shandy. 1/10/20 page variations released. Various load-time improvements. v2.4 (4/15/2022) - Added support for Amy. Now supports 20 pages (480 mod-packs) v2.3.1 (2/7/2022) - Corrected hash match for Tina so it doesn't flag it as a warning/error. v2.3 (2/6/2022) - Added support for Tina (Common body type). Corrected Lobelia detection. Increased maximum mesh count per item to 6 Opaque-meshes and 6 alpha-blended meshes. Updated Marie body-type leg mesh based on SavageMoonBoy's corrections. v2.2.3 (11/12/2021) - Added support for Koharu. Compressed persistent variables for custom material toggling. Added mod-load delay to further reduce chances of crashes on reload. v2.2.2 (7/18/2021) - Added support for Elise. Added mod-support for menu page overlays. v2.2.1 (6/20/2021) - Fixed shader issues with custom materials causing various graphical issues. v2.2 (6/6/2021) - Added Custom Material Previewer (Custom Material Functionality - Phase 1). Various body mesh fixes. v2.1 (4/6/2021) - Added support for Nanami (Common body-type). Increased mod-pack folder count to 240. v2.0.6 (12/26/2020) - Added support for Lobelia (Marie-Rose body-type). v2.0.5 (11/26/2020) - Updated Sayuri Hashes and added BACKSPACE as an alternative keyboard shortcut for going to the PRESETS category and cycling the PRESET page. v2.0.4 (10/28/2020) - Fixed bad installation package from v2.0.3, fixed INI auto-generation issue for custom skins w/ default meshes. v2.0.3 (10/22/2020) - Fixed custom tan textures and enabled custom tan textures for default CC body meshes. v2.0.2 (9/12/2020) - Fixed custom body texture resource handling. v2.0.1 (9/9/2020) - Patched update script to handle spaces in the game path. v2.0.0 (9/9/2020) - Added support to independently customize Takao and Dewa (2 customizations per body-type). Refactored INI logic. v1.9.8 (8/29/2020) - Added support for Tsukushi (Honoka Body-Type). Adopted updated groin meshes for Honoka and Common body models prepared by IceTree5. v1.9.7 (7/19/2020) - Fixed base nude mesh exports for Common and Honoka for pubic UV mapping seam. v1.9.6 (6/22/2020) - Corrected included update.bat to handle wider range of install directories. v1.9.5 (6/21/2020) - Added suport for Patty and Mod Manager integration. v1.9.4 (4/1/2020) - Additional corrections to the new clean-body mesh. Fixed loading saved settings for mod-packs 12-15. v1.9.3 (3/15/2020) - Updated common 3D model to newer clean-body mesh w/ Hi-Res nipple/vagina UV mappings. v1.9.2 (3/7/2020) - Removed dependency on exported default ps-cb2 buffers to keep up to date with latest game fresnel parameters. v1.9.1 (3/4/2020) - Fixed presets not saving properly. v1.9 (3/1/2020) - Increased Mod-Pack Slot count from 24 to 96. Increased maximum number of options available to set from 12 to 20. Fixed shadows on extremity clothing. Deconflicted menu when trying to use it with multiple body-types currently on screen wearing Takao/Dewa suits. v1.8 (2/20/2020) - Added support for custom Sayuri skins. PS1/PS2 now default to empty normal/specular maps if not overridden by a given ModPack. v1.7 (8/18/2019) - Added support for custom Monica skins. Fixed keybindings for Options 11/12 to use -/+ from the number row rather than NUMPAD. v1.6 (4/26/2019) - Added suport for custom Kanna skins. Switched from Custom Shaders to ShaderRegex for ps-cb2 merging. ShaderRegex is usable by other mods by over-writing the ps-cb12 buffer in TextureOverrides. v1.5.1 (1/14/2019) - Fixed bugfix for multiple characters being displayed at the same time. v1.5 (1/13/2019) - Added support for custom tan/skin textures per body mesh. Also added support for custom ps-cb2 parameters per clothing mesh. v1.4 - (1/6/2019) - Costume Settings now persist between play sessions and do not reset each time the game is launched. v1.3 - (11/10/2018) - New menu graphics provided by IceTree5. Split Chest body mesh into 2 pieces (backwards compatible with the original chest body replacement). Fixed issue where option selection still occured while menu was not displayed. v1.2 - (10/24/2018) - Fixed Default load when reloading with F10. v1.1 - (10/20/2018) - Initial Release supporting all 3 body types Added Marie Rose, Luna, and Honoka Support. Fixed draw order of the alpha pieces. Order is Panty -> Bra -> Skirt -> Chest -> Acc1 -> Acc2 -> Acc3 -> Acc4. v1.0 - (10/13/2018) - Initial Release supporting common body. Supports 1 page each for presets and 10 categories, each page supports 24 items, each item supports 12 options. Mod Packs WIP Pack Download: Updated 6/7/2020 Includes: Common, Honoka, Marie Rose Model Wuyi C-String Bikini (Momoji BP and Marie Rose BP options included) Collar Nipple Chain (Momiji BP option) Nude Straps Set1 Download: v2.0 Updated 11/18/2018 Includes: Common, Honoka, Marie Rose Model Kasumi Nude Straps V1 and Kasumi Nude Straps V2 from funnybunny666's Nude Straps Themed DOA5LR Mods Nipple Piercings ported from NaySan's "NaySan Body Piercing For CBBE HDT" mod for skyrim Preview: Spoiler Changelog: Spoiler v2.0 Release (11/18/2018) Ported all available clothing to Marie Rose and Honoka model types. v1.0 Release (10/13/2018) Added Kasumi V1 and Kasumi V2 Nude Strap Mods from funnybunny666 (missing Heeled shoes w/o Stockings, missing bunny ears) Added Nipple Piercings and Nipple Chain from NaySan's "NaySan Body Piercing For CBBE HDT" mod Fishnet And Lace Download: v2.0 Updated 10/24/2018 Texture Upgrade for the Stockings by HI-METAL: Includes: All Models Aradia Lace (Neckpiece, Top, Panty and Skirt) from Aradia Caviar Fishnet Top (DOAVXX) Asari Stockings and Garter (DOAXVV) Fishnet Dress (Honoka and modified Kasumi textures) from funnybunny666 Preview: Spoiler v1.0: v2.0 Additions: Changelog: Spoiler v2.0 - Released 10/24/2018 Added all available pieces for Honoka/Luna and Marie Rose. Added funnybunny666's Fishnet Dress (Honoka and modified Kasumi textures) Includes Project file from CC Mod Pack Generator tool (important later) v1.0 - Released 10/13/2018 Added Aradia Lace (Neckpiece, Top, Panty, Skirt) from Aradia's Skyrim mod Added Caviar Fishnet Top (White, Black, Red options) Added Asari Stockings and Garter (White, Black, Red options) Edited February 28, 2023 by KuroKaze78 Updated to v2.5.2 58 Link to comment
KuroKaze78 Posted October 13, 2018 Author Share Posted October 13, 2018 Additional User Information Currently, the mod was only recently released, and I'm now going to be focuing on createing a simplified gui tool to build mod packs for modders which importantly for you will also allow me to create a Mod Manager tool that will also allow for simplified user preset generation and custom defining the default costume that is displayed when you launch the game. In the mean-time I'll document how you can specify your own default costume if you are the adventurous type. Defining your own custom default costume. The default is specified in the Common_Default.ini (Marie_Default.ini and Honoka_Default.ini will follow shortly). If you edit that file, you will find a section in the ini file that looks like this (note, i did just realize the v1.0 has x6 rather than y7, however y7 is correct, it will be fixed when i add Honoka/Marie Support shortly): Spoiler [CommandListSetDefault] if ResourceLoadedDefault === -0.0 run = CommandList\Mods\Costumes\CostumeCustomizer\Common.ini\Reset ;Preset Options (y7 represents the x7 == 0 means presets, y7 = 1 use option 1 for the preset) ; Use a presets x7 = 0 ; Use option 1 y7 = 1 ; Run the Select from the first Content Modpack (Folder "01") run = CommandList\Mods\Costumes\CostumeCustomizer\01\Common.ini\Select ;DO NOT MODIFY ResourceLoadedDefault = ResourceTrue endif The highlighted orange text is the area that you can modify to set-up your default how you want. It can be broken down into the following components: x7 = <Category> y7 = <Option> run = CommandList\Mods\Costumes\CostumeCustomizer\<ModPack ##>\Common.ini\Select Categories: 0 = Presets 1 = Chest/Shirt 2 = Bras 3 = Panties 4 = Skirts 5 = Gloves 6 = Shoes/Socks 7 = Accessory 1 8 = Accessory 2 9 = Accessory 3 10 = Accessory 4 Options are the available options 1-12 that are typically described in the preview pane for a given item. ModPack ## - The modpack slot you want use an item from. Ranges from 01 - 24. Also, location based from the Item screen: --------------------- | 1 | 2 | 3 | 4 | --------------------- | 5 | 6 | 7 | 8 | --------------------- | 9 | 10 | 11 | 12 | --------------------- | 13 | 14 | 15 | 16 | --------------------- | 17 | 18 | 19 | 20 | --------------------- | 21 | 22 | 23 | 24 | --------------------- Examples: Mod Slot contents: 01 = Fishnet&Lace 02 = NudeStrapsSet1 Common_Default.ini contents for [CommandListSetDefault] Spoiler [CommandListSetDefault] if ResourceLoadedDefault === -0.0 run = CommandList\Mods\Costumes\CostumeCustomizer\Common.ini\Reset ;Preset Options (y7 represents the x7 == 0 means presets, y7 = 1 use option 1 for the preset) ; Use Shirts x7 = 1 ; Use option 2 - Caviar Fishnet top Black y7 = 2 ; Run the Select from Fishnet&Lace run = CommandList\Mods\Costumes\CostumeCustomizer\01\Common.ini\Select ; Use Panties x7 = 3 ; Use Option 2 - Aradia Lace Panty (Black) y7 = 2 ; Run the Select from Fishnet&Lace run = CommandList\Mods\Costumes\CostumeCustomizer\01\Common.ini\Select ; Use Gloves x7 = 5 ; Use Option 1 - Kasumi Nude Strap V1 Gloves y7 = 1 ; Run the Select from NudeStrapsSet1 run = CommandList\Mods\Costumes\CostumeCustomizer\02\Common.ini\Select ; Use Shoes x7 = 6 ; Use Option 1 - Kasumi Nude Straps V1 Heel & Stockings y7 = 1 ; Run the Select from NudeStrapsSet1 run = CommandList\Mods\Costumes\CostumeCustomizer\02\Common.ini\Select ;DO NOT MODIFY ResourceLoadedDefault = ResourceTrue endif Result: Spoiler 10 Link to comment
Popular Post KuroKaze78 Posted October 13, 2018 Author Popular Post Share Posted October 13, 2018 (edited) Modder Information Part of the whole purpose of this mod, is to remove the need to constantly generate ini files that require constant debugging and fixing from typos that provide alot of functionality and also enable the user to mix and match some compatible items to create their own design they want to use. Planned features/tools: Add support for Marie/Honoka Coming first, just wanted to weed out any bugs before replicating the logic for the other 2 body types, and still need to create the default body meshes. Create Mod Pack generation Tool Code will be available in my git-hub in case i ever leave the DOAXVV modding scene Base functionality will allow selecting each vb/ib and texture files for each category/slot and also selecting the icons and preview pane graphics. Will auto-generate the INI files needed for the mod Will save an project file that can be used by the planned Mod-Manager tool Mod Pack Generation Tool Enhanced functionality by priority (some are wishlist items meaning i may never add the functionality) Check for fmt file to auto-populate stride, and format Allow copying over textures, icons and previews between body types as they are usually shared. Preview icons in the GUI and use them when defining presets Auto-check ib/vb for proper amount of vertex groups to error check that they are compatible for each category. Current Capabilities: Costume Customizer currently contains the following capabilities: 10 Categories Each category has 24 available items Each Item has 12 options Each option is made up of 4 Non-alpha blended meshes, and 3 Alpha-blended meshes (as of v2.3) 6 non-alpha blended meshes and 6 alpha-blended meshes. Each mesh also allows for a separate shadow mesh from its normal visual mesh Each body mesh has its own tan texture and skin texture per character Each clothing mesh has its own textures (Visual Texture, Normal Map, Specular Map) Each clothing mesh has its own ps-cb2 buffer. See Tutorial section for more information. Tools CostumeCustomizer Mod Pack Generator Early release of the Mod Pack Generator as its now functional (not very pretty and may be buggy so save often). Directions: Launch application Choose New Select your workspace folder where the tool will store your project file for later editting, and also co-locate all your ib, vb, and texture files. Populate the General Tab Name Version Skip CostumeCustomizer Mod Folder for now Switch to the Common Model Tab Go to each Category tab and define your options for each one. Click New Option Rename Option Name (keep the names simple as they are used in the INI file) Add Solid Mesh or Alpha Meshes as needed Populate IB, VB, Format, Stride and Textures Using the Browse button will copy the file into your workspace folder if it isn't yet there and specify it correctly. The drop downs will contain all options previously used for that type input. Select the icon image and preview image Go to Presets Tab Add preset For each preset, pick which option to use for each category for that preset option. Select Icon and Preview images for Presets. Save (hopefully you've been saving frequently, early release so may be buggy) When done, use File > Export to generate the INI files. Install your workspace folder into CostumeCustomizer folder following the Mod Pack Installation instructions. If releasing a mod, please include the CostumeCustomizerModConfig.xml file in your release. The user preset generation and mod management tool I'll write next will utilize them. Download: CCModPackGenerator_v1.2 Source: GitHub Repo Known Issues: You can create more options than 12, just don't do it for now. You can use non-standard characters for the Option Names and it can mess up the INI file generation, just stick to alpha-numeric, spaces and underscores to be safe. Release Notes: Spoiler v2.3 (Released 2/6/2022) Added support up to Tina and enabled limit of Alpha and Opaque mesh slots to be dynamic. Set to 6 for each to match v2.3. v1.2 (Released 8/18/2019) Added support for Kanna and Monica by default. Fixed some crashes when editting skin/tan textures. v1.1 (Released 1/13/2019) Added ability to specify custom skin textures per character and custom tan texture per body mesh. Added ability to specify a custom ps-cb2 buffer per clothing mesh. v1.0 (Released 11/10/2018) Switched resize to only base off DPI. Added support for the new Torso/Breast Body Mesh for Panty Category and new Breast Body Mesh support for Bra Category. Fixed issue with the FORMAT field not restoring properly on one of the controls. v0.9.3 (Released 10/21/2018) Still trying to fix scroll issues I can't reproduce... Specified all custom user controls as autosize Shrink&Grow rather than just grow, corrected sizes so each user control that goes in another use control isn't larger than its parent. v0.9.2 (Released 10/21/2018) Cleaned up general tab, added quick start guide. Relocated Add/Duplicate/Remove buttons for presets and options to the top until its figured out about why form resizing isn't working across the board. Further standardized layout options between tabs. v0.9.1 (Released 10/20/2018) Fixed mismatch between the mod and the pack generator for Marie Rose. v0.9 (Released 10/20/2018) Initial release. Be sure to save often in case of a encountering a bug. It Allows you to customize for Common, Honoka, Marie, however Honoka and Marie have not yet been tested. Some clean-up hasn't yet been performed but there is enough functionality for it to function and create project configs and INI generation. Generic Flow for creating a DOAXVV CC Mod Pack Below I'll list the generic flow and development cycle I believe is followed in creating a mod-pack for Costume Customizer. Get custom mesh into blender w/ base nude model Fit custom mesh to base nude model appropriately General blender editting techniques, generic blender tutorials should help if needed Prep custom mesh for export w/ 3DMigoto blender plugin Follow "Exporting original meshes w/ 3DMigoto's plugin" section Verify you can export mesh without it complaining using: File > Export > 3DMigoto raw buffers (.vb + .ib) Set valid weight-paint Follow DarkStarSword tutorial section about transferring weights, refer to "Creating your own mod-pack for CostumeCustomizer" section for additional information about which mesh to use as the source for transferring weights Alternatively, follow the guidelines present in "Vertex Groups w/ Weight Paint" section to re-use existing vertex groups if they are compatible (FYI, DOA5LR meshes are missing some Breast & Butt vertex groups) Export mesh using: File > Export > 3DMigoto raw buffers (.vb + .ib) Create Mod-Pack using Mod-Pack Generator Follow "CostumeCustomizer Mod Pack Generator" section for help with generating a Mod-Pack using the generation tool. Use an empty mod-pack folder in your DOAXVV's Costume Customizer mod folder to be able to do iterative testing If a custom body mesh is needed, I would get the non-body mesh stuff to look correct first in a WIP mod before addressing the body-mesh to not take on too much stuff all at once. Once you are ready to do a custom body-mesh, figure out first if you plan on editting the provided base mesh pieces, or if you plan to import a compatible body mesh. Editting provided Edit base body mesh pieces appropriately Export modified body meshes Edit Mod-Pack using Mod-Pack Generator Switch from "default" for the relevant body meshes to "custom" and specify your modified body meshes Reload (F10) and inspect in game Imported body mesh Main concerns when using an imported body mesh, is getting it to fit correctly with the other body meshes since they are split into several different pieces. Ensuring seams aren't visible is generally the main concern, which can be obvious if any of the following don't match: Vertex normals at seams Weight Paint at seams Vertex Positions at seams UV Mapping at seams Granted, it isn't a requirement that the mod-pack plays nice with others, however it is kinda the point of Costume Customizer. However, if you want the easy way out, then you can easily just use the full body mesh in one of the custom body mesh slots and create options for all of the other relevant categories with body-meshes to "None." The remainder below will help if you want to maintain compatibility with mix-n-match. Import custom body mesh Set valid weight-paint Separate mesh at the same existing seams as the provided base mesh. If the vertices are practically identical, match the normals/weight paint and positions at the seam Follow section "Fixing seams on Body Meshes" section. If vertices are too different, attempt to locate a valid matching seam with the base mesh to splice portions together Locate ideal seam Separate custom mesh at temporary seam Separate base mesh at the same seam Join appropriate meshes together Fuse each overlapping vertices at the tempoary seam together Alternatively, if vertices are too different create new faces from the closest temporary seam to the established seam Separate custom mesh at seam closest (but not past) the base mesh seam Join custom mesh with adjacent base body meshes (custom legs with base groin, custom breast with base groin and legs, etc) Add new faces from custom mesh seam and the established base seams. Separate combined mesh at established seam Follow section "Fixing seams on Body Meshes" section to correct normals (fyi, normals tend to change when separating meshes) Export custom body mesh. Edit Mod-Pack using Mod-Pack Generator Switch from "default" for the relevant body meshes to "custom" and specify your custom body meshes. Reload (F10) and inspect in game Tutorials General Modding Info/Jargon Spoiler Shaders VS - Vertex Shader - Computes where a vertex should be rendered on-screen (computations between position, skeleton/pose, camera position/orientation/fov, etc). PS - Pixel Shader (Fragment Shader) - Computes what color to render (texture blending, lighting, shading, etc) CS - Compute Shader - Non-rendering computations (Usually don't need to really touch this one) Buffers VB - Vertex Buffer - Array of vertices in a mesh and their metadata (location, normal vector, vertex color, weight paint, etc) IB - Index Buffer - List of faces by a collection of vertex indices (ie. A triangle face is defined by vertex 1, 5, and 7 from the Vertex Buffer) DOAXVV Specific Buffer slots The following is more specific in how DOAXVV uses the texture and constant buffer slots and may not apply to using 3DMigoto for other games. PS-T# - Texture buffers used by Pixel Shader, what it's used for may change depending on the specific pixel shader. Below are typically what they are used for in many shaders but there are some exceptions. PS-T0 - Usually the diffuse map PS-T1 - Usually the normal map PS-T2 - Usually the specular map PS-T3 - Usually the tanning mask VS-CB2 - Skeleton/Pose buffer for the mesh used by the vertex shader PS-CB2 - Constant buffer that includes several modifiers for the given mesh such as material color modifiers, fresnel (reflection modifier) and a few others. During hunting, you can hunt for specific VB/IB to identify a particular mesh you may want to mod, or you can hunt between PS/VS to see what meshes are drawn using those particular shaders. If you perform a frame analysis dump, the VB/IB hashes are included in the filenames of each piece dumped so if you already know the VB/IB hash you can easily find the relevant mesh pieces for what you want to import into blender. If your particular IB/VB hash isn't included your frame analysis dump, then using hunting mode to find what pixel shader is used for that mesh piece (PS Hash) and check if its listed in your d3dx.ini, if its not it'll need to be added so that frame analysis dump will dump the relevant meshes drawn using that shader. Most for clothing/body/hair have been already identified but occasionally new ones pop-up, but most likely other modders have also taken note and mentioned something in the forums. Creating your own mod-pack for CostumeCustomizer Use the following Blender Files for the reference weights and also the segmented body mesh at the expected seams. The models are reused from Square Bikini Nude v1.3.1 mod. Common-Model Suit/Body Weight Blender File: CommonWeights_v2.blend (Created w/ Blender version 2.76) Honoka-Model Suit/Body Weight Blender File: HonokaWeights_v2.blend (Created w/ Blender version 2.76) MarieRose-Model Suit/Body Weight Blender File: MarieWeights_v2.blend (Created w/ Blender version 2.76) There are 11 Categories that make a possible mod-pack. They include the following: Preset (Category 0) Pre-defined combinations of the other 10 categories to make a pre-defined complete suit Chest/Shirt (Category 1) Uses the Body Weights Should not intefere with the body mesh (if needed, it will require a matching panty option to fix) Designed to be loose fitting clothing over the bra/panties, or clothing that requires sleeves Bra (Category 2) Uses the Suit Weights Intended to be bras or coverage of the breasts. Can specify a custom Upper torso body-mesh, however, the Panty item can override the custom body mesh if needed. Panty (Category 3) Uses the suit Weights Designed to be the closest fitting piece of clothing Suited for either one-pieces or strictly a panty article of clothing. Can either set the full torso body mesh, or just the lower half of the torso. If full torso, it will override the bra's custom body mesh. Skirt (Category 4) Uses suit weights You can transfer the weights of the original suit's skirt to support the skirt moving independently from the wind. Gloves (Category 5) Uses Body Weights This category is expected to override the body mesh for the arms which cover fingertips to splitting the shoulder. This category is also expected to override or null out the fingernails if needed Shoes/Socks (Category 6) Uses Body Weights This category is expected to override the body mesh for the legs which cover the toes to just below the groin This category is also expected to override or null out the toenails if needed Accessory 1 (Category 7) Uses the Body Weights Drawn after Panty and Bras and before everything else for alpha-blending, therefore designed to be close to the body, possibly underneath other clothing like dresses/jackets/skirts, etc. Accessory 2-4 (Categories 8-10) Uses the Body Weights Drawn after the rest of the items Body Mesh explanation: The provided blender files provide a few pre-combined meshes to enable easier Vertex-Group Weight transfers. Below are each one of them and their original intention, however you are free to use them however you see fit. Body Weights - Vertex groups used by the body mesh, which also includes everything from fingers to toes, any clothing outside of skirt/bra/panty use these because it's an extension past what is available in the Takao Suit BodyWeights_Common_HighRes - Anything that needs body weights (pretty much all extensions outside of what exists in the Takao suit Suit Weights - Vertex groups available for skirt/bra/panty categories based on the existing vertex groups of the Takao Suit SuitWeights -- Reference Primarily for reference, includes all regions of body with any form of weight paint. The extremities of the body may not be ideal for importing because they only have 1 vertex group assigned to them in some areas that on a real body would actually blend with 1 or more additional vertex groups. SuitWeights_Body+Skirt -- Reference Primarily for reference, not really recommended to use since importing weights from this sometimes will interpolate between the upper thighs and the skirt itself. SuitWeights_ChestOnly -- Form-fitted clothing (Bra/Panties) Cropped version of SuitWeights where it's realistically usable for transferring. Use for Form-fitting clothing. Does not include weight paint used by skirt SuitWeights_Skirt -- Skirts Cropped version of SuitWeights_Body+Skirt with only the skirt. Use primarily for other skirts, weights may require manual correction if the skirt is longer/shorter or higher/lower. SuitWeights_UpperBody+Skirt -- Dresses Cropped version of SuitWeights_Body+Skirt with the Top-half of the body going into the skirt. Use primarily for dresses. The intention is that the skirt portion of the dress will not accidentally interpolate weight paint from the upper thighs during transfer. Manual INI Generation: (Recommended to use Mod Pack Generator) Mod-Pack Template: (10/13/2018) Spoiler The Resources that are available to override when defining what makes up a given option for a given category follow the following convention: Replacing a Mesh: Resource\Mods\Costumes\CostumeCustomizer\<BodyType>.ini\Resource<Category><MeshType><1-4>IB = ref <Your custom IB> Resource\Mods\Costumes\CostumeCustomizer\<BodyType>.ini\Resource<Category><MeshType><1-4>VB = ref <Your custom VB> Resource\Mods\Costumes\CostumeCustomizer\<BodyType>.ini\Resource<Category><MeshType><1-4>SVB = ref <Your custom shadow VB> Resource\Mods\Costumes\CostumeCustomizer\<BodyType>.ini\Resource<Category><MeshType><1-4>SIB = ref <Your custom shadow IB> Resource\Mods\Costumes\CostumeCustomizer\<BodyType>.ini\Resource<Category><MeshType><1-4>PS0 = <Your custom visual texture> Resource\Mods\Costumes\CostumeCustomizer\<BodyType>.ini\Resource<Category><MeshType><1-4>PS1 = <Your custom normal map texture> Resource\Mods\Costumes\CostumeCustomizer\<BodyType>.ini\Resource<Category><MeshType><1-4>PS2 = <Your custom specular map texture> PlaceHolders: BodyType "Common" for common body type (Everyone but Marie Rose, Honoka, and Luna) "Marie" for Marie Rose "Honoka" for Honoka and Luna Category "Chest" for Chest Category (1) "Bra" for Bra Category (2) "Panty" for Panty Category (3) "Skirt" for Skirt Category (4) "Glove" for Glove Category (5) "Shoes" for Shoe/Socks Category (6) "Accessory1" for Accessory 1 Category (7) "Accessory2" for Accessory 1 Category (8) "Accessory3" for Accessory 1 Category (9) "Accessory4" for Accessory 1 Category (10) MeshType "S" for solid non-alpha blended textures (the number following it can be 1-6 for solids) "A" for alpha-blended texture support (the number following it can be 1-6 for alpha-blended) Typically, most people aren't going to need to define a mesh to use for shadows different from the visual representation so they can be assigned the same thing. Or alternatively if you don't want shadows generated, you assign it to "null". The body is actually split into 3 different pieces, the torso, the arms, and the legs. Its intended currently to replace the torso if need only during the selection of the panties to maintain playing nice with other mod packs. Additional mesh replacements for certain categories: Panty Resource\Mods\Costumes\CostumeCustomizer\<BodyType>.ini\ResourceBodyChestIB = ref <Your custom body torso IB> Resource\Mods\Costumes\CostumeCustomizer\<BodyType>.ini\ResourceBodyChestVB = ref <Your custom body torso VB> Glove Resource\Mods\Costumes\CostumeCustomizer\<BodyType>.ini\ResourceBodyArmsIB = ref <Your custom body arms IB> Resource\Mods\Costumes\CostumeCustomizer\<BodyType>.ini\ResourceBodyArmsVB= ref <Your custom body arms VB> Resource\Mods\Costumes\CostumeCustomizer\<BodyType>.ini\ResourceFingerNailsIB = ref <Your custom finger nail IB> (or null, if there shouldn't be finger nails) Resource\Mods\Costumes\CostumeCustomizer\<BodyType>.ini\ResourceFingerNailsVB= ref <Your custom finger nail VB> (or null, if there shouldn't be finger nails) Shoes Resource\Mods\Costumes\CostumeCustomizer\<BodyType>.ini\ResourceBodyArmsIB = ref <Your custom body legs IB> Resource\Mods\Costumes\CostumeCustomizer\<BodyType>.ini\ResourceBodyArmsVB= ref <Your custom body legs VB> Resource\Mods\Costumes\CostumeCustomizer\<BodyType>.ini\ResourceToeNailsIB = ref <Your custom toe nail IB> (or null, if there shouldn't be toe nails) Resource\Mods\Costumes\CostumeCustomizer\<BodyType>.ini\ResourceToeNailsVB= ref <Your custom toe nail VB> (or null, if there shouldn't be toe nails) Example: ; Disable toe nails Resource\Mods\Costumes\CostumeCustomizer\Common.ini\ToeNailsIB = null Resource\Mods\Costumes\CostumeCustomizer\Common.ini\ToeNailsVB = null ; Replace Legs that only go from just below groin to the top of the stockings Resource\Mods\Costumes\CostumeCustomizer\Common.ini\BodyLegsIB = ResourceKasumiBodyLegsIB Resource\Mods\Costumes\CostumeCustomizer\Common.ini\BodyLegsVB = ResourceKasumiBodyLegsVB ; Stockings using S1 Resource\Mods\Costumes\CostumeCustomizer\Common.ini\ShoesS1IB = ref ResourceKasumiStockingIB Resource\Mods\Costumes\CostumeCustomizer\Common.ini\ShoesS1VB = ref ResourceKasumiStockingVB Resource\Mods\Costumes\CostumeCustomizer\Common.ini\ShoesS1SIB = ref ResourceKasumiStockingIB Resource\Mods\Costumes\CostumeCustomizer\Common.ini\ShoesS1SVB = ref ResourceKasumiStockingVB Resource\Mods\Costumes\CostumeCustomizer\Common.ini\ShoesS1PS0 = ResourceKasumiStockingT1 Resource\Mods\Costumes\CostumeCustomizer\Common.ini\ShoesS1PS1 = ResourceKasumiStockingT2 Resource\Mods\Costumes\CostumeCustomizer\Common.ini\ShoesS1PS2 = ResourceKasumiStockingT3 ; Shoes using S2 Resource\Mods\Costumes\CostumeCustomizer\Common.ini\ShoesS2IB = ref ResourceKasumiHeelsIB Resource\Mods\Costumes\CostumeCustomizer\Common.ini\ShoesS2VB = ref ResourceKasumiHeelsVB Resource\Mods\Costumes\CostumeCustomizer\Common.ini\ShoesS2SIB = ref ResourceKasumiHeelsIB Resource\Mods\Costumes\CostumeCustomizer\Common.ini\ShoesS2SVB = ref ResourceKasumiHeelsVB Resource\Mods\Costumes\CostumeCustomizer\Common.ini\ShoesS2PS0 = ResourceKasumiHeelsT1 Resource\Mods\Costumes\CostumeCustomizer\Common.ini\ShoesS2PS1 = ResourceKasumiHeelsT2 Resource\Mods\Costumes\CostumeCustomizer\Common.ini\ShoesS2PS2 = ResourceKasumiHeelsT3 Fixing seams on Body Meshes When separating the body mesh or deleting vertices to fit the proper seams on the body mesh, Blender tends to adjust the normals of the vertices at the new seam. To fix that you'll need to apply one or more "Data Transfer" modifiers to the mesh for each adjacent body mesh. Here is an example of what it may look like before its fixed: Here is the ideal result: To fix the seams. You will want to match the following parameters at the seams with the base included mesh so it will line up with other Modpacks (if desired). Vertex Position So there aren't any holes to begin with in the mesh. Normals So the meshes are shaded evenly Vertex Group / Weight Paint So the meshes move together Select all the vertices of the custom mesh at the seams you wish to correct. Add the vertices to a new vertex group. Add the following Modifiers to match the data elements mentioned previously. Ensure the new Vertex Group is listed in each modifier to only affect the vertices at the seams. For the "Target", choose the base mesh you are replacing available from the blender files posted here. Hit the apply button on all 3 modifiers created. Ensure the Shrinkwrap modifier is applied first. Remove the extra vertex group we created previously "Normalize All" in weight paint to ensure the weight paint to ensure everything is cleaned up. Customizing the Default Constant Buffer (PS-CB2) The ps-cb2 is a resource used in the pixel shaders that includes a number of parameters used to calculate the final resultant color. Costume Customizer allows the modder to create and utilize their own ps-cb2 buffer for several of the parameters that (so far) have been identified as static and safe for replacement. Currently, I'm not completely familiar with how each parameter affects the color, but as I learn more (or someone teaches me), I'll update this section respectively HDR Rate ID and Fresnel Related to how reflective the clothing appears Velvety Rim Param Specular Color Velvety Color Rim Color Light Scatter High Frequency Material Multiply Color X/Y/Z correspond to R/G/B modifiers (multiplicative) Material Add Color X/Y/Z correspond to R/G/B modifiers (additive) Material Parameter Material Parameter 2 Exporting original meshes w/ 3DMigoto's plugin For any given custom mesh, other than the mesh itself, it'll need UV Maps, Vertex Groups w/ weight painted, and the 3DMigoto Custom Properties. UV Maps & Textures: 3-4 depending on what you are replacing. Mainly, body meshes use 4 UV Maps while clothing meshes use 3 or 4. These UV Maps correlate the number of textures used per mesh. Clothing meshes typically have the following textures: ps-t0 - Diffuse (coloring) ps-t1 - Normal Map (bump) pt-t2 - Specular Map (reflection) ps-t3* - Wet Diffuse (coloring when wet/sweaty) Only a few suits use a shader that supports the ps-t3 wet texture. Wetness shifts from ps-t0 -> ps-t3 the more wet they get. Body meshes typically have the following textures: ps-t0 - Diffuse ps-t3 - Tanning mask I haven't really ever bothered with tracking down which UV map corresponds to which texture as typically they are usually the same mapping. Sometimes the Specular Map UV Map is the only one that differs. Anyhow, the UV Maps are always named the same thing. Which are: TEXCOORD.xy TEXCOORD.zw TEXCOORD1.xy TEXCOORD1.zw* TEXCOORD1.zw only exists if there are 4 UV Maps needed. 3DMigoto Custom Properties Every mesh to be exported with the 3DMigoto plugin requires the UV Maps named accordingly and custom properties that correspond to them plus a few extra. I've copied the directions I posted earlier here: Now, I used to enter those custom_properties manually, but thats a huge pain. So instead I follow these steps: The eRelatively quick-and-dirty version is the following: Import your custom mesh (xps, nif, tmc, whatever) into blender. Fit the mesh to the body Remove old parent/skeleton/bones/vertex groups (make sure to keep any transformations if you used the skeleton to fit it to the mesh) Import target original mesh to be replaced (like the tutorial for editting an existing ib/vb) Duplicate original mesh Go into edit mode for the duplicate Select all vertices (Press "a" while cursor is in the 3D view) Delete all vertices (note, the mesh should still exist, just the mesh now has no vertices, this mesh can now be used to "reset" transform properties, and transfer the custom object properties into each custom mesh piece) Go to object mode. Select the custom mesh Shift+select the duplicate mesh that has no vertices anymore Merge the meshes together (Press CTRL+J while the cursor is in the 3D view) This will merge your custom mesh into the duplicate mesh object As a result, the combined mesh will have the custom properties from both mesh (meaning your custom mesh now has the 3DMigoto custom properties it needs It will also apply the location, scale and rotation modifications of the custom mesh and inherit the transform properties of the original mesh; setting it to Location: 0,0,0 and Rotation: 90, 0, 0 Rename the resultant combined mesh if desired. Transfer weights & vertex groups (Merging may have messed up the vertex groups if what your transferred weights from isn't the same mesh that you merged into) Go to the "Data" Properties tab. Rename the UV maps to TEXCOORD.xy for ps-t0, TEXCOORD.zw for ps-t1, TEXCOORD1.xy for ps-t2, and if applicable TEXCOORD1.zw Each TEXCOORD### you attempt to define should have a equivalent 3DMigoto:TEXCOORD### custom property that has a value "{'flip_v':1}" in the "Object" Properties Tab. Export the custom mesh as a VB/IB using the 3DMigoto plugin. The orange text are the primary key points for handling a mesh that wasn't imported into blender via the 3DMigoto. Note* if you have a TEXCOORD1.zw, there also needs to be a "3DMigoto:TEXCOORD1.zw" with a value "{'flip_v':1}" as well. If you have 3 UV Maps, then stride should be at least 76, if you 4 UV Maps you need at least 80. Manual steps for converting between Stride 76/80 Spoiler Switch a Stride 76 to Stride 80 (Add a UV Map) Go to the mesh's "Properties Pane > Object > Custom Properties" page Add a new custom property by clicking the "Add" button Edit the new property by clicking the "Edit" button next to the new property (likely called "prop") Set Property Name=3DMigoto:TEXCOORD1.zw Set Property Value={'flip_v': 1} Click OK Set the 3DMigoto:VBStride property value=80 Go to the mesh's "Properties Pane > Data > UV Maps" and click the + button to add a new UV Map. Rename the new UV Map by double clicking it and rename it to "TEXCOORD1.zw" (the new UV Map should be a clone of what you had selected which is usually fine) If you export the mesh it will now be Stride 80 and include 4 UV Maps. Switch a Stride 80 to Stride 76 (Remove a UV Map) Note: Usually this isn't necessary, as you can safely replace a mesh that was stride 76 with a mesh that is stride 80, but in case you want to know how I'll list the steps: Go to the mesh's "Properties Pane > Object > Custom Properties" page Remove the 3DMigoto:TEXCOORD1.zw custom property by clicing the "-" button next to it. Set the 3DMigoto:VBStride property value=76 Go to the mesh's "Properties Pane > Data > UV Maps" Select the TEXCOORD1.zw UV Map Click the "-" button to remove the TEXCOORD1.zw UV Map. If you export the mesh, it will now be Stride 76 and only include 3 UV Maps. For Reference, here are the main sections called out: "Properties Pane > Object > Custom Properties" "Properties Pane > Data > UV Maps" Vertex Groups w/ Weight Paint For Vertex groups and weight paint. When replacing a mesh, the main key point is that the order of the vertex groups must match the order of the replaced mesh. Meaning if the first vertex group of the original target mesh (being replaced) is intended for the left elbow, the replacement mesh should have its first vertex group also intended for the left elbow. Because of this, its generally the most simple solution to just wipe the vertex groups from the replacement mesh, and transfer weights from the original mesh to the replacement mesh. This transfer will create the vertex groups and attempt to apply appropriate weight paint to the vertices that exist in the replacement mesh. If performing your own weight paint, alternatively you can create the vertex groups manually and assign the appropriate weight paint while referring back to the original mesh to figure out which region you should be applying your weight paint for. If no weight paint is needed, just create an empty vertex group to keep the vertex group order correct. If porting something from a pre-existing mesh. alternatively you can either manually re-arrange the vertex groups to match the correct order or you can rename boy the original and replacement vertex groups to match the names for their intended purpose. Once both are replaced, duplicate the original mesh, go to edit mode and delete all vertices. This will leave a "mesh" with no vertices but still have the vertex groups with the correct order and matching names. Now you can merge the replacement mesh into the duplicated original mesh (be sure to select the replacement first followed by the duplicate and then press CTRL+J in object mode). This will merge the vertex groups of like names which results in the replacement mesh vertex groups rearranged in the order of the original mesh vertex group order. Edited February 6, 2022 by KuroKaze78 21 Link to comment
hitachi2007 Posted October 13, 2018 Share Posted October 13, 2018 Absolutely fantastic! I hope to join in with packs once i understand anything at all :P Link to comment
sayamonz Posted October 14, 2018 Share Posted October 14, 2018 Very nice keep up the good work. thank you. Spoiler @KuroKaze78 just a small numbering problem with the fishnet and lace accessory 2, black is actually number 2 and white number 1. Spoiler 1 Link to comment
du666666 Posted October 14, 2018 Share Posted October 14, 2018 Why do I have no attachments to choose from here? How to get it up? Link to comment
KuroKaze78 Posted October 14, 2018 Author Share Posted October 14, 2018 @du666666 - The base mod doesn't include anything to start out. However at the bottom of the first post is where i posted 2 content packs that I've made so far. Just make sure you follow the Mod Pack Installation steps for each one. @sayamonz - Thanks for the heads-up. I'll fix it in a bit, as right now that's not a hugely detrimental issue. Link to comment
xdrrxxx Posted October 14, 2018 Share Posted October 14, 2018 17 hours ago, KuroKaze78 said: mod pack slots designated by folders 01 - 24. Why I can't open the Toggle 2D Customization menu by pressing F3? Link to comment
KuroKaze78 Posted October 14, 2018 Author Share Posted October 14, 2018 @xdrrxxx - So, the mod isn't like a global mod or anything, it still a suit replacement, and my mods are set-up so the hotkeys don't do anything unless the suit is currently shown on screen. Make sure you are wearing the suit shown below for any character that uses the common body type (everyone but honoka, luna and Marie). Its easiest to use this on the home screen with your displayed girl wearing the suit in question. If you are still having issues, let me know and include some details on how you are trying to use it. Link to comment
sakurakyoko765 Posted October 15, 2018 Share Posted October 15, 2018 Excuse me, how can I correct the nipple? Link to comment
konpu Posted October 15, 2018 Share Posted October 15, 2018 5 hours ago, sakurakyoko765 said: Excuse me, how can I correct the nipple? Spoiler by using this : Link to comment
KuroKaze78 Posted October 16, 2018 Author Share Posted October 16, 2018 @sakurakyoko765 - Ya, sorry about that. I forgot to mention in the directions that this requires the same modified-UV skin textures as the Square Bikini Nude mod. The link konpu posted is the latest skin texture sets HI-METAL's released. I've now updated the install directions to reflect the dependency. Link to comment
sakurakyoko765 Posted October 16, 2018 Share Posted October 16, 2018 @konpuThank you so much.I successfully corrected the problem.@KuroKaze78 It's ok, and thank you for making this mod. Link to comment
rina_doa5 Posted October 16, 2018 Share Posted October 16, 2018 Excuse me, please tell me. If you press a number after displaying the screen with F3, the game will be dropped. Also put the model pack in 01 slot but the screen will be blank. (It will be displayed on the screen when put in 02, 03 etc.) * I am sorry that it became a description with a translation application because I do not understand English. Link to comment
sayamonz Posted October 16, 2018 Share Posted October 16, 2018 1 hour ago, rina_doa5 said: Excuse me, please tell me. If you press a number after displaying the screen with F3, the game will be dropped. Also put the model pack in 01 slot but the screen will be blank. (It will be displayed on the screen when put in 02, 03 etc.) * I am sorry that it became a description with a translation application because I do not understand English. try this Spoiler https://www.youtube.com/watch?v=u4LgNOhSbP0&t=36s Link to comment
minazuki Posted October 17, 2018 Share Posted October 17, 2018 It's amazing, thanks so much. 1 Link to comment
HI-METAL Posted October 17, 2018 Share Posted October 17, 2018 I changed the color of the gold chain. DarkGold.dds 4 Link to comment
rina_doa5 Posted October 17, 2018 Share Posted October 17, 2018 Thank you for posting the video. After all, if you register as 01, even if you do it like 01, you can kill the game, skip 01 and register from 02 you can start the game, but if you change the model after F3 the game will be forced to quit. Even if you tried running it with all the other models deleted, it was a similar result. Link to comment
KuroKaze78 Posted October 19, 2018 Author Share Posted October 19, 2018 Making good progress on the GUI editor. Still missing defining presets and the INI file generation. Hopefully I'll have INI generation done before the end of the weekend, and atleast something quick thrown together for the presets. Edit: Turns out INI Auto Generation went really smoothly and is already done. Now just to touch back on Presets 7 Link to comment
kokorosss Posted October 20, 2018 Share Posted October 20, 2018 Hello, I press the F3 appear menu but there is no any change is this why Link to comment
KuroKaze78 Posted October 20, 2018 Author Share Posted October 20, 2018 Updated to include an early release of the Mod Pack Generator for those that were waiting on it. It probably could use a bit of work on the General tab since I didn't really deal with it and I need provide probably better instructions, but with this we'll see if its at least slightly intuitive to use. The code got a bit messy as I was mainly just rushing to get all the functionality i wanted regardless of where i was doing the work, but I'm pretty satisfied for getting it to this point in a week on-top of everything else. Feel free to let me know of any bugs you encounter and what you did right before it crashed. It shouldn't be too bad as I've already converted my Fishnet & Lace mod over to use it. @kokorosss - Not sure when you are trying to press F3, probably until the end of tomorrow its only supported on the common-model girls wearing the Black/Red Bikini with the skirt R suit shown on the first post. Honoka is now ready, and I'm working on Marie right now before i post the updated mod. Link to comment
KuroKaze78 Posted October 21, 2018 Author Share Posted October 21, 2018 Quick patch on the Mod Pack Generator for Marie Rose, I had a mismatch between what the auto INI generation was doing and what the placeholder INI files were providing in the "empty" slots. Released support for Marie Rose, Honoka, and Luna. I haven't yet reweighted Aradia Lace into the mod pack yet and this week I'll start porting what i have to the other body types. Link to comment
minazuki Posted October 21, 2018 Share Posted October 21, 2018 I can't see the New Option button I've tried to resize the windows, but the options list will always maximize its height. I'm using Windows 10. Spoiler Anyway, just pressed tab and enter to add new option, and do a quick test. Spoiler It's really great. Link to comment
KuroKaze78 Posted October 21, 2018 Author Share Posted October 21, 2018 I'll have to try it out on my laptop (Windows 10), as my main desktop machine is still Windows 7. What resolution is your PC set at, and the windows DPI settings? (75%/100%/125%)? Update: Seems to work ok on my Win10 machine regardless of whether i'm using 100%, 125%, or 150%. Did notice that between the different model folders there may be different scaling/autosize settings that could cause them not to properly scale. For now, I've uploaded a quick update that relocated the buttons to the top, and cleaned up the general page and fixed a couple of noticeable resizing differences between the different tabs. 1 Link to comment
minazuki Posted October 21, 2018 Share Posted October 21, 2018 My PC is 1920*1200 DPI 100%, I have changed to 1920*1080, but it's the same. I also tried in my surface pro (win10 too) 2736*1824 DPI 200%, exactly have the same problem. If I add many slots on middle part, I can't scroll to the bottom too. Spoiler But it's not very important, I can deal with it. Just let you know, if it would help, I can show the front page correctly. Spoiler Link to comment
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