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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

 

On 2022/1/20 at PM3点03分, SolomonSTB1973 said:

你所有的体重都正常了吗?

@SolomonSTB1973 I gave up on adjusting the underarm weights.

@KuroKaze78I have a question, since they are all using the weight of Takao R, why distinguish between SuitWeights and BodyWeights. and use 234 slots?

Posted
Spoiler
On 2022/1/22 at PM4点46分, krunkDunk said:

 

TLDR:身体有重量(顶点组)套装没有,我们想把衣服放在身体的任何部位,并在任何衣服部位使用透明度和其他原始套装材料。有时我们想使用只有套装才有的顶点组,例如裙子的物理效果。

 

身体“骨架”具有一些西装没有的顶点组,反之亦然,但您希望可以自由地将“衣服”放在身体上的任何位置。而且我们希望能够灵活地使用套装的原始材料,尤其是透明度(我们不能完全匹配它与改装)。我们可以保存身体的姿势并在西装的纹理覆盖部分使用它。但是当你开始保存姿势时它会变得有点复杂。您需要通过挂钩到纹理映射散列或 vb0 散列或 ib 散列来获得姿势。对于场景中的每个西装实例,这些哈希值并不是唯一的。如果您连接到 Takao 的 vb0 散列,对纹理贴图或网格的任何更改都会传播到场景中的所有 Takao(具有相同的 vb0 散列)。如果您尝试从该覆盖中保存姿势缓冲区,

 

但是每个女孩都有独特的身体纹理(Kasumi 和 Misaki 除外),因此您可以为每个女孩挂上独特的哈希并保存不同的姿势。现在您可以在 TextureOverride 部分中为衣服使用这些姿势(身体的权重),并保留一些衣服原有的有用属性……例如计算着色器和我们无法复制的透明度(afaik)。

 

我们可以使用姿势缓冲区(保存和设置 vs-cb2)的方式是有限的。尝试将 Takao 放在 Kasumi 上,将 Dewa 放在 Misaki 上,并为 Takao 和 Dewa 设置不同的 CC 服装......事情出了问题,因为 CC 在任何给定时间只能保存一个身体姿势。如果我们尝试保存和使用服装姿势,就会发生这种情况。

 

在 d3dx.ini 中尝试注释掉我突出显示的行,重新加载 mod,看看当你看到两个相同体型的女孩都穿着 Takao 和 CC 装备 mod 时会发生什么。如果任何服装部件使用身体的姿势,它只会出现在一个女孩身上。

我无法解释,但备份和恢复 vb0 和 ib 可以切换姿势他妈的。

 

如果您想尝试备份和恢复身体的 vb0 和 ib 元素,以便您可以将身体部位放在同一场景中的两套相同套装的衣服姿势上,那么您将无法在其中一个女孩身上获取错误的身体纹理. 但是,在重复的衣服上具有相同的衣服纹理不是问题。

 

因为 Takao 和 Dewa 具有相同的权重,但具有不同的纹理,所以可以挂钩到两个不同的衣服姿势(通过纹理贴图哈希)。这允许同时在两个体型相同的女孩身上使用两种不同的 CC 服装(一个穿 Tako,另一个穿 Dewa)。然而,我们不能或还没有找到一种方法来编写一种方法来查看 Dewa 纹理是否与 Hitomi 纹理配对。它仍然需要用户输入来选择哪些女孩穿着 Takao,哪些女孩穿着 Dewa。

 

I don't understand what you are saying. It's too esoteric to me. It seems to say that the weight of the clothes is controlled by POSE, and each weight of CC uses various parts of Takao. Also does using BODY weights reduce underarm weight loss? Also don't know if there is a way to solve the breast collision problem in CCMOD, if I copy the weights on both sides of the breast to the middle.
Please teach me to use @ to remind others, but I'll quote. If you don't speak English, you can explain in your own language, it's easy to make mistakes with multiple translations.

Posted (edited)

Hi All,

First, many thanks for the mod. Am looking for some advice on how to fix an issue with certain channels/slots appearing invisible when more than 1 girl with same body-type is on screen. Words are hard to explain, it'll be obvious from the attached images.

 

When more than 1 girl is on screen with same outfit, only the girl who is closest to the camera has costume correctly displayed, the one further from the camera has some, but not all, of the costume slots be invisible. If I rotate the camera so that the invisible one is closer to the camera, then the invisible one will appear, and previously visible one will become invisible. You can see that the same outfit item is registered as the shadow from that item is being cast, just not the item itself. It also affects some slots but not others, appears to be only affecting slots 1,6,7,8,9.

 

This doesn't seem to be related to a specific costume (images below are for the standard Fishnet&Lace 2.0 mod pack and for SavageMoonBoy's v3 Pistachio, and it also happens on many others).  I also don't remember this being an issue when I first installed, I *think* it first started happening when I ran the "Costume Customizer update" from inside VV Mod Manager. That said, I've completely deleted my Costumer Customizer folder inside /mods/costumes/ and re-installed via VV Mod Manager, and the problem still persists.

 

Any clue why this might be? Or is this infact a feature and not a bug?


Images:

Spoiler

 

DOAX-VenusVacation_220124_184238.jpg

 

DOAX-VenusVacation_220124_184250.jpg

DOAX-VenusVacation_220124_184344.jpg

DOAX-VenusVacation_220124_184354.jpg

DOAX-VenusVacation_220124_184809.jpg

 

 

EDIT: Incase it's relevant, I get this error on mod-load, but I have no idea if it's actually related or not:

 

Spoiler

ShaderWarning2.jpg.0576096aa6610741ea83838f83ca787b.jpg

 

Edited by xrws31
Posted (edited)

@FFslef - Assuming that its already properly normalized, its likely that the clothing is interpolating the weight from the arms and the rest of the body around it. If it didn't cover the arms, i'd say duplicate the mesh you are using to transfer the weights from, but in this case, you'll have to manually correct the weight paint yourself. Ideally, you'll need to identify the correct weights and try and setup a smoother gradient between where the clothing migrates from her breasts to over her arm. If one particular weight group looks like it has a hot spot over the problem area, then try and smooth it over and balance the weight paint a bit better.

Regarding the difference between SuitWeights and BodyWeights, it has to do with the fact that the body mesh (and nails) uses a completely different order of vertex groups compared to the suit (in this case Takao). The body mesh has support for vertices from neck to the toes and the entireity of the arms. The suit has support for vertices from the upper arms and upper thighs but also includes vertex weights to support the skirt. So really, you have up to 4 categories that can utilize the skirt weights but partial arm/legs, and 6 categories that can support the full body but is strictly conforming to the body motion (unlike the skirt which is affected by the "wind").

 

@SOLA.L - You have a mod-pack that requires a currently experimental version of CC and the mod-pack distributer should be able to provide you with that version, I'm not yet distributing it publicly.
For everyone else, it's not particularly special, just adds support for 6 opaque meshes and 6 alpha meshes in each category rather than the 4 and 3 count respectively. Mostly, i'm concerned about all the complaints i get from lower-end pcs since its even more taxing on PCs than the current version. The ini files grew about 30% from the change to about 90,000 INI lines total, for reference CC v1.1 was only about 12,000 lines total.

 

@xrws31 - If there another ShaderOverride with override or overrule that is causing additional matches than intended, then it could be an issue. 4dd0... is the shader used for the eyes, but I don't think I target that at all. So it isn't particulary the one being displayed as an error. However you could maybe have more that is using a allow_duplicate_hash=overrule which would not display as an error, but could have sideeffects such as this. The issue you are seeing derives from when CC mis-matches what pose belongs to which character. It relies on the fact that I have tracked and cached the pose of each character on screen appropriately so I can reuse them later. If a suit replacement gets invoked more times than I'm expecting, then potentially it can consume the cached poses prematurely and things can get out-of-sync. Generally, this only applies to the categories that use the bodyWeights (1, 5-9, 0) because those are the categories that rely on the cached pose, while categories 2-4 don't so they'll be fine.  Lastly, misaki is one of the special cases regarding known issues. I known issues (shown below) posted these back when I released v2.0 and nothing has changed as far as I'm aware, so they still hold true. Also, if they modified the head mesh (changing the hash) this could be possible, but it doesn't seem to be the case in Steam and I can't check DMM at the moment, so which version are you seeing this issue?

 

Limitations/Known Issues:

  • Kasumi and Misaki use the same skin hash which means either they both must use Takao or both use Dewa to work properly if on the screen at the same time.
  • Misaki and Patty use the same shadow head hash which means Misaki must be configured to use Takao (only suit available for Patty) for Patty to work properly, which also means using Patty, Misaki and/or Misaki concurrently on screen must all wear Takao like before. Unfortunately, I didn't find this out until this past weekend as Patty & Misaki are the only ones that share both ib/vb0 for the low-poly head mesh used for shadows, everyone else at least has a unique vb0 from each other.
  • If the same exact character is displayed on screen more than once wearing both Dewa and Takao, it won't look correct (likely only possible during matches with both the opponent and you wearing Takao/Dewa)


@Tairitsu228 - Update your d3dx.ini.
https://www.loverslab.com/topic/181068-ceez_m-costume-mods-daffred-dmm-only-for-now/?do=findComment&comment=3641531

Edited by KuroKaze78
Posted

Why are my breasts vibrating when the girls push them? they're like aliasing or something and shaking really fast it's annoying. I think it has something to do with CC I will try it on different outfits

Posted

Sorry everyone, I've been out for a week. I should be able to push out the update for official Tina support tonight. And I'll go over the questions people have posted recently.

Posted

Alright, here's the update. It includes support for TIna and apparently I messed up the hash for Lobelia so that's been fixed. Each item now can have up to 6 opaque meshes and 6 alpha-blended meshes using the new generator tool as well for modders. It also includes the fix for Marie's Leg mesh from SavageMoonBoy (here)

 

 

CC V2.3 update Released:

 

Mod Pack Generator:

 

 

Reponses:

 

@IHaveABigDick1 - Can you provide a screenshot? CC shouldn't really be able to do that, but showing the conditions its happening could help figure out what's going on.

 

@PalatinusEquinox - Update your d3dx.ini

 

 

@flamehazetania - Regarding the crowding, it's all about the weight painting. You could either look at the original weighting before it was transferred and try to match them in their new group #s or you can try and rearrange the original weight paint groups to match the target's intended order. I shared a representation of what I mean here:

 

 

Hair accessories aren't really supported, the few that have been released make the best of it. Part of the issue is that the character's heads aren't all that equal so things on-top of the head sometimes float without mod logic that is specifically designed to target head accessories. Even still, it shouldn't have the issue you are having, so my guess would be to make sure that the transform properties are fully applied and correct (this usually happens if you translated/scaled the mesh while in object mode rather than edit mode).

Posted (edited)

@tantrave thx for pointing that out, I noticed that and fixed it but apparently I didn't copy the fix over into the release. I'll put out a patch shortly for the menu.ini. For the SkinCustomizer I'll make it larger and ensure its resizeable.

 

Edit: Fixed in v2.3.1 for both mod-pack generator and framework.

 

CC Framework

 

CC Mod Pack Generator

 

Edited by KuroKaze78
Posted (edited)

Just found a bug on the CB2 ShaderOverride script when I am making my SS mod.

Don't know why, the ps-cb12 will affect the body ps-cb2 (I tried to disable all other mods)

It is easy to reproduce the problem with Koharu in the Pink Studio Room. (I don't find the problem on other situation)

You can watch the video, it will happen on certain camera angles & distances.

 

Update1: You also have to use Koharu second hair style (without the hair accessory) to reproduce the problem

 

Update2: If you don't have Koharu, I just find Monica with second hair style(Pony) also easy to reproduce the problem in the Pink Studio Room. May be this is a bug from the game.

 

Update3: Monica video with CC

 

Monica Video with SS (Body will shiny)

 

My solution on my SS mod is use ps-cb12 = ref ps-cb2 in the body hash when replace the body.

 

Edited by minazuki
Posted (edited)

@minazuki Any mod that replaces Kanna's body mesh can produce the bug too, when you zoom in close and try different angles you can see it; and adding "ps-cb12 = ref ps-cb2" to the TextureOverride section did fix it... I also have only seen it in the photo room as far as I can remember.

 

*Edit, I found that the "ShaderOverrides.ini" required by CC and SS caused the problem...

Edited by krunkDunk
  • 2 weeks later...
Posted

In the previous version, Tina was not supported and there were cracks in the body and waist, but after installing this updated version, BP BOOB does not work for Tina at all. All other female characters are normal. Can you help me with this?

20220305134714_1.jpg

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