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Costume Customizer Mod (v2.5.2) - Added Yukino Support, plus skin/shadow fixes and additional menu.ini fixes


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Posted

So my custom groin uses weights transferred from the mesh provided with the mod, and the underwear uses weights transferred from the underwear in the "fishnets and lace" mod.  This works really, really well, but not perfectly. In order for the mod to work better, should I be transferring weights from the groin mesh to the underwear mesh, using the steps detailed in the Vertex Groups w/ Weight Paint section, or should I be editing the groin mesh to delete areas that clip through?

help.jpg

Posted

Forgive me if I'm sound like an idiot, but how do you open up the option to select the preset menu like BP Boobs and other skins, including having option to choose outfit and accessories?  I have one of the girl to wear the red and black swimsuit for the mod to work.  Also, I'm still using Knight77's, mods.image.png.bbb1821fac44bfcaf05af5d2a684d345.png
 

Posted
1 hour ago, TranscendedGuy said:

Forgive me if I'm sound like an idiot, but how do you open up the option to select the preset menu like BP Boobs and other skins, including having option to choose outfit and accessories?  I have one of the girl to wear the red and black swimsuit for the mod to work.  Also, I'm still using Knight77's, mods.image.png.bbb1821fac44bfcaf05af5d2a684d345.png
 

Download costumecustomizer packs, found in this thread and in some other threads, and then install their contents to folder 01, 02, 03, etc.  If you do it right it should be asking if you want to overwrite three files (common.ini, Honoka.ini, and Marie.ini), to which you say "yes".

Posted

Hello, I tried creating a modified version of the shiny metal Destiny Child bikini for CC.  Does anyone know why the original (on the right) is shiny metallic and my version on the left isn't shiny?  I copied the textures using 3D Migato's tools and assigned 0, 1, and 2 in proper order.  What did I do wrong?

help.jpg

Posted
19 minutes ago, Geradness said:

Download costumecustomizer packs, found in this thread and in some other threads, and then install their contents to folder 01, 02, 03, etc.  If you do it right it should be asking if you want to overwrite three files (common.ini, Honoka.ini, and Marie.ini), to which you say "yes".

Thanks!  I got it now.  Looks like I need to remove Knight77 to avoid skin conflict.  I appreciate the help, though.

Posted

i have a problem with (-,=) keys which gave me limited options on choosing the last two versions of a CC mod swimsuit, bras, accessories, etc can someone help me fix this problem? my CC is updated btw it had the 0-12 and (`,1,...,9,0,-,=) on common file 

Posted

@Geradness - I still need to prep a new blender file with the latest weights. As a test, you can try and see how it looks using just the body weights.

  • Import shared/common.vb into blender
  • Transfer weights from common.vb to the panty
  • Export the panty mesh
  • Remove the panty mesh from the panties category but leave the custom goin mesh.
  • Create an option in one of the accessory categories and put the panty mesh in that one
  • Reload in game, enable both the panty option and the accessory you created.

This should look about the same as it will when I publish a new blender mesh with vertex weight reference objects. The only real way you are going to get it any better is to use the original weight paint and correct the vertex group order in both the custom groin mesh and the panty. To avoid seems from the weight paint you may need to apply another Modifier similar to the shrinkwrap, but DataTransfer > Vertex Data > Vertex Groups with the same sort of vertex group mask of the vertices at the seams.

 

@TranscendedGuy - Aside from downloading and installing the relevant mod-packs for what you want to use. You'll also need the compatible skins. In the next release, I'm going to go ahead and break away from using global skin textures and have a separate sandboxed folder where people can manage their own skins separately used just for Costume Customizer so people aren't forced to use the HI-Res skins for everything if they don't want to.

 

@Isseitheharemking - v1.0 - v1.6 were broken for -/=. v1.7 & v1.8 were corrected for -/= however those keycodes are technically VK_OEM_PLUS, VK_OEM_MINUS so I'm not completely sure if they worked as intended accross all keyboard layouts/IME. v1.9 increased the available options to 20, which also switched the keybindings to 1-9, 0 for 1-10 and then SHIFT + 1-9, 0 for 11-20.

Posted
On 5/6/2019 at 5:45 PM, sinsitroy said:

Trying to do a bukkake mod

The parts on the body are still not good enough, need to fix some parts that are not attached to the body.

Really want to make a facial bukkake that you can turn on and off, but I don't know how.

I wonder if it's possible to make head mods using Costume customizer.

DOAX-VenusVacation_190506_193540.thumb.jpg.b4e89d1d960c29d779b5f595543b0494.jpg

Hello, would mind to share this mod with us?

Thanks

Posted
On 5/6/2019 at 1:45 PM, sinsitroy said:

Trying to do a bukkake mod

The parts on the body are still not good enough, need to fix some parts that are not attached to the body.

Really want to make a facial bukkake that you can turn on and off, but I don't know how.

I wonder if it's possible to make head mods using Costume customizer.

DOAX-VenusVacation_190506_193540.thumb.jpg.b4e89d1d960c29d779b5f595543b0494.jpg

this bukkake mod is finished? I really want this mod its look soo good

Posted

@KuroKaze78 I see.  Yeah, I already had that figured that out of using hi-skin to work on CC and no issues there.  I decided to switch back to knight77's square bikini instead of hi metal ones because I didn't want to deal with edit the ini file for it to fixed the holes on their breasts. >.<  I should have guessed CC is like autolink, but have menus with it.  

By the way.  Is there's a thread of someone made a larger nipples and breasts laying around? I know Hi-Metal and BP Boobs are the ones, but there was something else within this thread?

Posted

KuroKaze78, 

 

Thank you for your modding tutorial.

I have installed blender, 3Dmigoto add-on for blender, CCmodpackGenerator1.4, and download the "weights" blender files.

I am learning from your tutorials to make a mod for the model shoes, but honestly, I don't know where to start.

Can you help to advise?

I have a high heels shoes blender model already, but don't know how to add to the model.

 

Thanks a lot

 

Posted

@TranscendedGuy - Regarding larger nipples, i think there is only another modified mesh to make even larger nipples and not just a skin replacement.

 

@nightman78 - If you haven't followed DarkStarSword's tutorial on doing a relatively simple mesh mod, then you might want to follow that first to get a feel for it. I've also just added a section in my "Modder Information" post (3rd post in this topic) to also include a breakdown of what is probably a typical development cycle of a mod.

 

On 10/13/2018 at 2:29 PM, KuroKaze78 said:

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. 

 

  1. Get custom mesh into blender w/ base nude model
  2. Fit custom mesh to base nude model appropriately
    1. General blender editting techniques, generic blender tutorials should help if needed
  3. Prep custom mesh for export w/ 3DMigoto blender plugin
    1. Follow "Exporting original meshes w/ 3DMigoto's plugin" section
    2. Verify you can export mesh without it complaining using: File > Export > 3DMigoto raw buffers (.vb + .ib)
  4. Set valid weight-paint
    1. 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
    2. 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)
  5. Export mesh using: File > Export > 3DMigoto raw buffers (.vb + .ib)
  6. Create Mod-Pack using Mod-Pack Generator
    1. Follow "CostumeCustomizer Mod Pack Generator" section for help with generating a Mod-Pack using the generation tool.
    2. 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

  1. Edit base body mesh pieces appropriately
  2. Export modified body meshes
  3. Edit Mod-Pack using Mod-Pack Generator
    1. Switch from "default" for the relevant body meshes to "custom" and specify your modified body meshes
  4. 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.

  1. Import custom body mesh
  2. Set valid weight-paint
  3. Separate mesh at the same existing seams as the provided base mesh.
    1. If the vertices are practically identical, match the normals/weight paint and positions at the seam
      1. Follow section "Fixing seams on Body Meshes" section.
    2. If vertices are too different, attempt to locate a valid matching seam with the base mesh to splice portions together
      1. Locate ideal seam
      2. Separate custom mesh at temporary seam
      3. Separate base mesh at the same seam
      4. Join appropriate meshes together
      5. Fuse each overlapping vertices at the tempoary seam together
    3. Alternatively, if vertices are too different create new faces from the closest temporary seam to the established seam
      1. Separate custom mesh at seam closest (but not past) the base mesh seam
      2. Join custom mesh with adjacent base body meshes (custom legs with base groin, custom breast with base groin and legs, etc)
      3. Add new faces from custom mesh seam and the established base seams.
      4. Separate combined mesh at established seam
      5. Follow section "Fixing seams on Body Meshes" section to correct normals (fyi, normals tend to change when separating meshes)
  4. Export custom body mesh.
  5. Edit Mod-Pack using Mod-Pack Generator
    1. Switch from "default" for the relevant body meshes to "custom" and specify your custom body meshes.
  6. Reload (F10) and inspect in game

 

Posted
On 4/21/2020 at 9:51 AM, Geradness said:

Hello, I tried creating a modified version of the shiny metal Destiny Child bikini for CC.  Does anyone know why the original (on the right) is shiny metallic and my version on the left isn't shiny?  I copied the textures using 3D Migato's tools and assigned 0, 1, and 2 in proper order.  What did I do wrong?

 

Don't apply body hash, body texture.

Posted
On 4/20/2020 at 9:51 PM, Geradness said:

Hello, I tried creating a modified version of the shiny metal Destiny Child bikini for CC.  Does anyone know why the original (on the right) is shiny metallic and my version on the left isn't shiny?  I copied the textures using 3D Migato's tools and assigned 0, 1, and 2 in proper order.  What did I do wrong?

 

 

Didn't realize I only addressed your first post asking about the clipping and not the shiny textures. Anyhow, the reason why it's not shiny is because the material properties are just as important as the textures. What's annoying about the material properties is that they are stored in a single resource (cs-t12) loaded into memory by the compute shader and the ps-cb2 buffer references which material parameters to use from the Fresnel&ID attribute. To make matters worse, the cs-t12 resource changes every once in a while from updates which also means the ID value changed in nearly every ps-cb2 buffer as well, so updates can break it and it won't be the same value between DMM and Steam.

 

Long story short, you need to export the ps-cb2 from the Destiny Child suit and use that along with the ps-t0/1/2 resources in CC, but be aware you may need to re-export it again and provide a new one if it gets broken later from a new game update.

 

I am looking at ways to avoid this depndency and offer an alternative way to import custom material parameters or atleast provide a wide range of static material parameters that I can load in consistent indexes so they can reliably be used, but I still have quite a bit of research and prototyping to get something usable. You can see some of the findings I've made so far in this post:

 

  • 5 weeks later...
Posted

@KuroKaze78 Can you remove the abrupt parts on back
from the bell collar mod in [CostumeCustomizer] WIP_ModPack_2_09_2019.zip?

 

Spoiler

20200605213525_1.jpg.39d9358b5bee0800e4cb98c5e2ea547b.jpg

 

Posted

@starash - Ya, I'll put out a patched release tomorrow. Looks like i accidentally left a piece of the clasp hardware on Honoka's meshes. I did confirm its not like that in the Common or Marie sets.

Posted

Here's the corrected WIP pack, took a bit longer because I ended up adding a set of high-heel sandals yesterday to all the characters since I don't think anyone's included any bare-leg shoes yet in any of the shared mod-packs.

Shoes_Icon.png.d602821ee83391a15b96f7f24ada807b.png

 

 

FYI, just noticed there was the new ModManager format stuff released, so I'll read up on that and update this later tonight w/ it being compatible. Mod Manager compatible zip now available.

[CostumeCustomizer] WIP_ModPack_06_07_2020.zip

vvmm_[CostumeCustomizer] WIP_ModPack_06_08_2020.zip

 

Edit: 6/8/2020 - Fixed Leg Seam issue on new shoes.

 

If you want to do a manual installation of the mod-packs and don't wish to use the manager tool, the instructions are basically the same, just ignore the vvmm.txt in the zip file.

Posted

@DOSDOS @HattoWW - Fixed the leg seam issue in 6/8/2020 version and updated the post.

 

 

Also, I'm not that great at graphic design. Would anyone be willing to make me a nice preview graphic for me to use for ModManager-enabled CostumeCustomizer Framework releases & updates. I'd probably also update the front page graphic in the download section too to match.

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