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Posted (edited)

My mediafire folder : https://www.mediafire.com/folder/sa9fapbx6y3yq/OW4Mods

Character Code List : https://docs.google.com/spreadsheets/d/1FnnTPTzheW0x5PV0FXIIlhROdTcydTjxTM91UzAM2oA/edit?usp=sharing  

Nexus mod (3dmigoto) : https://www.nexusmods.com/warriorsorochi4/mods/28?tab=files

Bin mod (not nude) : https://mod.3dmgame.com/WARRIORSOROCHI4

Blender offical site : https://www.blender.org/download/

 

Guide C : Blender and Deleter

 

1/ Basic of Basic :

Before start , you should know what is Layout (layer), how it work in design tool

Layer make photoshop, Blender , ..... deferent from paint (paint only have 1 layer)

But if you not know ? who care , just keep going to next battle

 

2/ Setup Blender :

 

Download Blender from offical site, it a freeware https://www.blender.org/download/

Download blender_3dmigoto.py at my mediafire

Install and open Blender , but it still not load 3D model from mod

You need install plugin 3D migoto for it

 

image.png.00500328257e30445f3249176919062f.png

 

Remember active plugin, now check import/export , you can see (ib+vb) , it mean plugin installed right and work

 

image.png.32a2aad43ac5ff28d6af778d5b20568a.png

 

3/ Delete pantsu

 

Now we start a example, it more reality than something like [WTF layer for]

Unzip Mod ina to mods folder, press f10 to load, delete some ini to check

 

image.png.83a90cfd9cd88d28bd00eda4ccba9aa2.png

 

Yes, under armor have your wish and your future , modder have make nude ver, but not put in other folder

Go to blender File > import > 3dmigoto raw (ib+vb)

 

image.png.5ce823983237f6d11b92f153ab3d3c6f.png

 

select all model file and import, now we have 3d model  

 

image.png.7c4e66fe6733fc3af05a2689c7cb2f9e.png

 

Mode :

1. Layout mode : can not edit, just delete layer, it mean delete all object in layer

2. Modeling mode : can edit object in this mode , this is important

 

View

This not change object location, just change your view

3. Reset view

4. Click and hold to move your view

5. Layer panel : model list will appear here.

Colection, camera, cube, light just app sample, it not belong to mod, just delete.

6. eye icon : click to show, hide a layer  

 

Wheel middle mouse button to zoom in / zoom out

Hold middle mouse button to rotate view

 

Tks3ftQgQnMiuBXBbEJFpGHD4zFwwJ_ObB-sPXKAEoOnaph6NKq_Dt18d4k7oMqC0egEmeAqBEX4CtPiA8NQH-bRThdKi_rMH6KoY0mnNvKzytItAWQzm8Aly0gNUwhTUUAIlHL6vawZ6RNG2VUnS2ccAMCVdd8dVizgBJk5o2ctU9GdvdjeiFy6KA

 

in layout mode, delete all unuse layer, just remain layers that need edit

click choose layer clothes.vb, click modeling mode

Remember click layer first, next change to modeling mode, so that

uskin still appear for we check but we not wrong delete model in uskin layer

 

You still can show / hide layer uskin to check while working on layer clother 

Now click to select mode , mouse can drag to choose area

 

Bum-5PZnL2yitdy3zl1vCaIaJHhZJW1XAy12SkEEh-WzTTig0VUMLMIW7if-kXwgUz6usdyVyWVXVz5_Zv5-T1wa7NNbRa2nICn1KtQ8XdpQFkjxL2XI63DAikOpJnbhYkXdh-06yEvD4u_Pw7LQCPdFu-u4k2AWRpDXIMX3goTBL8_2Fsw2ttJFNg  

 

Choose what you want to delete and press Delete button on keyboar, it will appear sub menu , just choose Vertices . As i said before, i not modder, just user , i don’t know what other function

 

Because this is a 3D model, when delete, it only delete surface , so that ,

You need delete so many time, until nothing remain

 

wAruWWbpSnWgmzYHj6QEeQdXtYKnd2m6Pul24tCZpEdu_0rL18zHgGaNf5oF3mltiS1iuAWk6IPbz0kd1fgXTBfpR0bYAQrZ_dinYm0mo2GL-nsH4YeK37fzgcD5WxZzuKj4Os4JHlwVAAeNttzjQDAqDzOBUH7reMo8iNirHaqkL1XfJpCV7VJigg

 

Well done, now export your result, you can export to other folder, but my lazy , i will replace it into mods folder, it have a red warning for you

 

MEqS6VvqJnrG6jao_2mAB4hNACb7PCLxwjn-qiPOv-ehd4dBQ8ZjTKRubCnp_yBghJOuTIIJkeI5TYnt_u2bTWtjy-YlYAr60tw7xxS-ft2illfS0n8mfG6agHqbLC5MTyGw_37znekGsTqYM-pFM4-usM4HMky8yXtz6czd0f_jxdhJaBo3ccNXRw 

 

now check result, but WTHell ???

 

l22xetEfr72ECSlgh8IczCnnMqWSu0SEOWLUFymuEErgrRcYcBm-6JBWyiMZqQZjHzfwZ4dDZRtNjygabdWc-hgRtJ2MffptSYMRo5CT0AYA0wm8itpiYMD5UZCitsEyYUkUA4Gx-TzPtPb-3kdzEcGu4kr4-h4kmKDaJe9f9B-O6Re8c3or8NqpvQ

 

Ok, it hunting time, press 0 to active hunting mode, use 1-2 , 4-5 , 7-8 to check, we know code that texture , press 3 , 6 , 9 to copy

 

Okjx2J51A7ZQ-SDqQwrZoTvKuJtE4oNv7vIopH4Uix4AWIjPF4oYzhx9zmoc6oloV0C72Dke1f4we8Yd17RErLI4J8aBeEQ2GjJrmeilrI_fMNEJLVyYTHv-liCTS-Sd9n60uaVq2etwqwBFtnQ5oA8MV3FrBN1wddRMLDiBW1HYqk_EHcja7PGE5w

 

Ok, creat a text file, write the following code and save to skip.ini 

 

[TextureOverride_A]

hash = 15e3fda4

handling = skip

 

now F10 check again 

XYoHo1DV8XstnZs9yO4wx9b-gzVBGTbyCSJ5hd_2GQOlzeL9WiXVUsok1Ll322k9BnLbsbaxgotpeEfrXgCPqEGXkrhlYbR2rCJ1-64bugT2O3byfO4nhAQ2RQCklG8e2b2R6w3IpszAxvYXIe6VC8L9VUlWZgedqNAxbmnkHtIF20fTDH04461MVQ

 

It work but WTH ? But now we know what the necklaces use for.

Now, do it again from beginning, but this time , do not delete the necklaces

Mod never be easy, now check result

 

i9TzPK6WIbqnugAjCMMt6oGeF3-xOhoBofFvP4KEhSs-Zg80WxjsUDqhATihxdt3Upov4zXdEZOLYZV4vaXfZJSEd2OUfxuYbLkDkN8Osk5phgZbhuPA1w6SJ9qzakkY0I617eWltWsP9dCrfJIy_5MpgL28aShi7b1aR-VlnoGWbrq5M39-j8Teww

 

4/ Sewing :

 

Do the same thing above with okuni, we have 

 

GbFwtPj3pAnADM47yWWckY_s-2RMI31PMvrSeEHIp6VIKaYG3HSdKwqS0UMBbamhJmxhQ3EUN8xvkUj5hT9s_DZSciiHlFFOju0G02ZSqbbsHrk_mn3mfaXunSnj3Qdi4SJGDG7ii5wdiNGG8EAoU9BlGQd_oSKWzt57p7IXihSnrSJXt3v6fLJ00g

 

But something wrong with the hand ?

 

BlvhU6Tr6NJHGQWXDhC3WuwTX9A0SWqqy5_xBsUq1eJwf6_h2OGXmQKE-ZmymrCA9WaV_QbuKNDnVyc-hreJDhK3FcMrUWPJRiOjOK6j9mFP3UG2T9_tbWZZDdA7vpvtXgE_kCIvdOozj0ZWnOJ6In0wWb2dsrgVwRAGbsfEg8iKCsrmmUx63hJgbw

 

When you make disappear some flying object , this also disappear too because it on a same shader, and

this also not appear in Blender, that location in model just a space

 

8ND1OM0ApUf3TJgkbwZrSCh0qzshDBTtntr8QnhfAEtPRTpafPl_i9rIinQncoy79qqqgMQ3oEVIz9CR-Fb7pE42Xllk5j3lzCWPmG9HjQDO1re7-5PkG6W1Ae0SNEG11NdbRAQYPOHVxY6p8kyJkvSCfJFrCbF7_hfFYLS6QCEguzqYR1SOwiEvSA

 

Ok, now we need sewing it , click to move mode, mouse can drag and move part of model

 

hC1TMyu2TMNkY0Y-5KBwajtnnI4ReBRW9-LS7dEi180G4eCPPsFjB8pryMhn3PqobGLrzHn1aI4a6xq1X5qeHEx51XLKzXC5B2m2r3qgroderF8dCOUFu1IB-De3fL3cKPiXhP1iK4bzO8fG32kjlMGBovSo83pBfusWNjZ2XnPUFYspkAEy7P3Ing

 

Remember , we are in 3D , so that something good view in this angle may become weird in other angle, you need check all angle of view

 

Two week later 

 

E2zBqIA2SM9fB-FdEAX6EUoUsNBc3FP5XqY9X41pktsyzXOTjpmIriPgyz50-UIA5HWfK9Ig5PeIBk82eSRa1b1-fb9bELn55geHKyc-jNri57jRbc40QUrYhPsZhrBu8Hof-2TdLupmvGjtwU5X_FrEpH1DcQUoav6m82in11y48pn_pUV6MEujJA 

 

i not cry , believe me, it's too much for an amateur like me

 

7JZt76mlbxAF9JZ8a9uaqk5WdnYtXMgJRv59Wys1xplJWrSmQeB1vT4pNUu3tjYfYjKpQOw-we2_9bAmkjzE9J-VRIjYQwXaRC_PMCeakvYV_wBbShGPq89yEZSEC8QvzAesWHsj6A2ESTQxibhIF6Er4u0V1eiV_oIs2i97jX7ausmLbAiuz1XBDA

 

Next Guide will about BIN File,

Now good luck, see you in Guide D

Edited by sunlgl
Posted
8 hours ago, sunlgl said:

 Modder write code body and accessories in one file , that why when you delete clothers.ini, all disappear

Open clothers.ini, search follow code

 

; Texture overrides
[TextureOverride__clothes_clothes]
hash = 2ea128e8
ps-t0 = Resource_Texture__Skin_skin_ps-t0
ps-t1 = Resource_Texture__Skin_skin_ps-t1
ps-t2 = Resource_Texture__Skin_skin_ps-t2
ps-t3 = Resource_Texture__Skin_skin_ps-t3
handling = skip
match_first_index = 0
vb0 = Resource_VB__clothes_clothes
ib = Resource_IB__clothes_clothes
drawindexed = auto

 

Delete this code and save

now check result

 

image.png.e1c84f369812a1b76ab812135d1bcc5e.png

 

modder not make all body, that why he use accessories to cover it

only hand elbow accessories can be deleted without weird char 

but you need use blender to do it

I will tell in Guide C , please wait until i complete it

1150772671_QQ20221016231358.png.1588a1e0e62454e2ebbb00d1acb14444.png852306703_QQ20221016231625.png.be35a809d39a98ca82a4d37a158004e2.png

I tried to delete it according to the model in your picture, and found that several parts are bound together. It seems that I can't do this work by myself?

Posted
4 minutes ago, kuiqiu said:

1150772671_QQ20221016231358.png.1588a1e0e62454e2ebbb00d1acb14444.png852306703_QQ20221016231625.png.be35a809d39a98ca82a4d37a158004e2.png

I tried to delete it according to the model in your picture, and found that several parts are bound together. It seems that I can't do this work by myself?

Mod never be easy

I already complete Guide C

Read all it and you can delete part of model

Hope it useful for you

Posted (edited)

My mediafire folder : https://www.mediafire.com/folder/sa9fapbx6y3yq/OW4Mods

Character Code List : https://docs.google.com/spreadsheets/d/1FnnTPTzheW0x5PV0FXIIlhROdTcydTjxTM91UzAM2oA/edit?usp=sharing  

Nexus mod (3dmigoto) : https://www.nexusmods.com/warriorsorochi4/mods/28?tab=files

Bin mod (not nude) : https://mod.3dmgame.com/WARRIORSOROCHI4

Blender offical site : https://www.blender.org/download/

 

Guide D : BIN File

 

1/ What is Bin file ?

Bin file not a Specifically file type, Koei just pack one or many file into one file and make it BIN file, example :

Orochi 4 not have opening cinematic , but you can bring op cinematic from OW3 to replace with Koei Logo movie and Wforce movie

Movie in OW3 and OW4 are containt in Bin file https://www.mediafire.com/file/s4cshrej3ofphm1/Bin_File_OW3_Opening_cinematic_for_OW4.rar/file 

Download it and place to GameFolder/Movie 

 

About BIN file contain character content (DLC), it very trouble ,

if 3dmigoto mod cover texture into original file, it still need origin file to work

But BIN file is complete with all thing for a character, it can work independently

So that, you can swap bin file and make character use other weapon 

 

image.png.7cef5e4d9c063d700401eeeb87e53bf4.png

 

 2/Swap Bin file :

As it name, just swap BIN file with charracter you want , example

Wanna Gaia use Orochi X weapon ?

Download and Extrac Gaia Bin file, rename to Orochi X C2 code  D00549.BIN and put to GameFolder/tmp/dlc

DW <=> DW

SW <=> SW <=> OW <=> OW

Hundun <=> Mizuchi

If swap wrong, it gitch all model

If swap right, only gitch emotion when musou

Because 3Dmigoto  mod still effect with BIN, so that we can combine it, such as 

 

image.png.15fff9121523c028d999243d07ec569d.png

 

Use Naotora Defied Bin file, remane to Tamamo C2  D00560 and replace in dlc, use 3dmigoto mod nude naotora defied 

Result is Naotore Defied Nude use scroll

This is list character code name 

https://docs.google.com/spreadsheets/d/1FnnTPTzheW0x5PV0FXIIlhROdTcydTjxTM91UzAM2oA/edit?usp=sharing  

List not complete, it need your contribution

To check it , rename Bin file , go to game gallery , game will not load model if wrong name  

 

This is some rule may make it easier to find a character code in dlc folder

+ Same character have same 2 last number , example :

NaorataIi D00328 - D00528 => 28

Da Qiao D00244 - D00444 => 44

+ Character nearly may have nearly number , example :

Zhou Yu - Lu Xun - Sun Shang Xiang - Gang Ning - Sun Jian

D00406 - D00407 - D00408               -    D00409    - D00410

 

image.png.b16583769974b6ee41e0347981ff1c7b.png

+ Group character follow version warriors seri

If you play a lot of version Dynasty Warriors, sometime you will see some dejavu in how character number arrange

Example : Sima Yi is leader of Jin, but it in Dw7 Dw8, Before that Sima Yin in Wei

That why his number not near

SimaSi D00447 - SimaZhao D00448 - DengAi D00449 - Wang Yuanji D00550

Yes, he near

Dian Wei D00402 - Sima Yi D00403 - Zhang Liao D00404 - Cao Cao D00405

if i not wrong, this arranger is in DW2 or DW3

and Sima Yi appear in DW2 , so that it number is low, it 02

but Sima Zhao appear at Dw7 , so it number is 48

 

Other easy way to check is use ResTool https://www.mediafire.com/file/2vse2a0a55tdvze/WO4_ResTool.v1.52-1-v1-52-1542591712.zip/file

This app only work when folder it open have WO4.exe , it will load all bin file 

 

image.png.d41eba3889da19be9e671526cc48908d.png

 

Yea, see this, you can know this is naotora

Really ?

 

3/Edit Bin file :

Before begin , we need to know what ResTool to use 

 

WO4ResTool : extract bin file to bmp , g1m and data file, but this data file not data file extract by LinkdataTool , about textture , files in 3dmigoto are dds , it a 3d file exture, but files extract from ResTool are bmp, so that, 3dmigoto dds = bmp ResTool + Data ResTool ? OMG, i just user, this too much for me , and after i edit g1m file, i can not send it back to Bin file, ResTool alway crash. And g1m can extract and import by using LinkDataTool, so that i only use ResTool to check Bin file, it also check bin file in other game, app will work if have WO4.exe on folder, ok, just copy WO4.exe and past to any folder you want check, open KoeiResTool.ini and change game folder path, but when i replay bin in dw8 to wo4, it crash

 

image.png.5db48be2e883008af34fa45f32fb6a6a.png

 

LinkDataTool : Frist, use google trans to trans it 

 

压缩文件 => Compressed file <= ?????

合并文件 => Merge files <= Merge 4 file data to 1 file bin

导入贴图 => import texture  <= import dds

导出贴图 => export map <= actually, it export dds

拆分文件 => split file <= Bin to 4 data file

解压文件 => unzip files <= ?????

 

click open Split file cmd , drag bin to cmd window, press enter 2 time 

image.png.4fddd47782f382edbee0c2689c1213c1.png

 

We have a folder contain 4 file data, file 00000.data is model file, rename it to g1m and bring it to  g1mTool 

G1mTool no need to open cmd , just drag g1m file direct to icon g1m_export.exe , you will get folder containt vb ib file

 

image.png.e3bacddd7b591585d790dc943ec82e12.png

 

I edit it on blender but when import back to g1m file and g1file to bin file, it crash game , somethign when wrong , mod never be easy

But luckily, in g1mTool 1.2 , it have g1m_hide.exe to delete layer in g1m

Now after check layer model list, i want to remove layer 17 , 14 , 13 

Layer 1 , 2 , 15 , 16 can not load in blender, it maybe flying object, which will fly when jump and run

Drag G1m file to g1m_hide.exe, choose layer and remove

image.png.c8877615a2b16469b322562c7f4dc60b.png

 

Bring g1m file back to LinkdataTool, put it in data folder, rename back to 00000.data 

Open  Merge File cmt, Drag folder to cmd window, press ender 2 time, you will get mdata , this is new bin file

 

image.png.06c389759884b5881ce0ed7fe5695946.png

 

Remane it to Bin and check in game

 

image.png.99cc0d1139be40fd2ac4005de0d7495b.png

 

MusouTool is cover g1m to dae file, can open in Blender but after i edit dae, i can not import back to g1m file, alway error appear

 

Edit3DMig_ver1.0 allow edit ib vb in code text , but it too much for me

 

Ok, now at my limit

Good luck

see you in Guide E

 

Edited by sunlgl
Posted (edited)

My mediafire folder : https://www.mediafire.com/folder/sa9fapbx6y3yq/OW4Mods

Character Code List : https://docs.google.com/spreadsheets/d/1FnnTPTzheW0x5PV0FXIIlhROdTcydTjxTM91UzAM2oA/edit?usp=sharing  

Nexus mod (3dmigoto) : https://www.nexusmods.com/warriorsorochi4/mods/28?tab=files

Bin mod (not nude) : https://mod.3dmgame.com/WARRIORSOROCHI4

Blender offical site : https://www.blender.org/download/

 

Guide E : something that I not complete yet

 

1/ ResTool :

Beside WO4 , ResTool also check and extract BIN from some other Warriors game, ResTool will check WO4.exe, so that just copy WO4 to game folder, and you can check bin file whatever game you want.

I test on DW8XL , it work , i see some outfit DLC Bin file, but when i copy a bin file from DW8XL to replace at WO4, WO4 crash, i can not load Dw8 Bin

I test on Samurai Warriors 5 , One piece 4 , DW6 , DW7 , WO3 , but it only load some music and some voice , not work with textures

 

I test on Warrors All Star , it work well

 

image.png.62e703c01e407e22dddb6172e266af65.png

 

1. You need place a file WO4.exe for ResTool check, just copy a random file and remane to WO4.exe

2. Change Path to folder game you want to check

3. Almost Koei game have all textutes,model, .... pack in a big file name linkdata , check it you will see a lot of data pack in it

Use next data button to check, when see a data you want extract , click Batch Export

Type data numder, choose file format, choose folder to save and process

Model It give you is g1m, use g1mtool to export it to ib iv file and use blender to open it, now the result

 

image.png.f3ff88eb54b0468c42050d1244c83b18.png  

 

But i fail when import back to a OW4 DLC character Bin file, game alway crash when load edited bin file, so that i can not bring char from Allstar Warriors to OW4

 

2/ MusouTool :

A  Tool to extract dae file from g1m file, In my mediafile have a file name WO4Edit.zip, it actually some guy put LinkDataTool and MusouTool in a same folder and make zip

Bring g1m file and put in data folder , run MusouTool_release.exe, follow info and type

export -s -r -b

Press Enter and go folder out check result

image.png.67b39b14f2cfeb1fbc54e5d9faad4ade.png

 

Now you can ipmort it to Blender 

 

image.png.a5e67a6d25119f61f3f61caafe95385a.png

 

And again , i can not import back edited dae file to g1m file 

 

image.png.7e684789f5ef373c32a099786bf69fc4.png

 

3/ Edit3DMig :

A Tool to open fmt and vb file in code , number , and text style 

image.png.0fa43c2e3efe7b03c81abc7a99a742a2.png

 

1. Pick fmy file 

2. Pick vb file

3. Load

What next ?

I don't know

 

4/ 3Dmigoto code ini file :

 

When game run, 3dmigoto will check all mods whatever use or not , it make game drop fps , so that not need delete no use mods, but 

Actually, 3Dmigoto check ini file, the more ini, the more lag

You can increase fps by delete ini 

And ini content code, you can edit code or delete code

Example :

image.png.a678dd7c6bab2849291ac2ef30c12ff0.png

 

In this mods, modder put all thing in a folder , all code in a ini file, now check the ini file

 

[ShaderOverride__kunoichi_0]   <= ShaderOverride mean this code effect with shader , kunoichi 0 is name you choose, if code error, it will appear with name 

hash = c09eccf3e39ed8b2         <= this is where the code effect in game, if 2 character use a same hash, code also effect two of theme
run = CommandListN2General   <= As it name, it Run CommandListN2General , but where is N2 ? it maybe in d3dx.ini 
allow_duplicate_hash = overrule   <= Allow duplicate hash , you need this code when use a lot of mod at a same time

 

[ShaderOverride__kunoichi_1]
hash = 05034d81cfdf614b
run = CommandListN2General
allow_duplicate_hash = overrule


[TextureOverrideBdodyKP]
hash = 1a8f00d8
handling = skip                           <= this code will hide textures at hash 1a8f00d8, to have free space for mod texture 

vb0 = ResourceBodyVBKP
ib = ResourceBodyIBKP
ps-t0 = Resource_Texture_MyMod_kuno_ps-t0
ps-t1 = Resource_Texture_MyMod_kuno_ps-t1
ps-t2 = Resource_Texture_MyMod_kuno_ps-t2
ps-t3 = Resource_Texture_MyMod_kuno_ps-t3
drawindexed = auto

[ResourceBodyVBKP]
type=Buffer
filename=body.vb                       <= this is where model vb use for 
stride=72

[ResourceBodyIBKP]
type=Buffer
filename=body.ib      <= <= this is where model ib use for 
format=DXGI_FORMAT_R16_UINT
;;;;;;;

[TextureOverrideBdodyKC]
hash = a554a4ef
match_first_index = 0
handling = skip

vb0 = ResourceBodyVBKC
ib = ResourceBodyIBKC

drawindexed = auto

[ResourceBodyVBKC]
type=Buffer
filename=cloth.vb
stride=72

[ResourceBodyIBKC]
type=Buffer
filename=cloth.ib
format=DXGI_FORMAT_R16_UINT

;;;;;;;

[TextureOverrideBdodyKS]
hash = ae4201e6
match_first_index = 0
handling = skip

vb0 = ResourceBodyVBKS
ib = ResourceBodyIBKS

drawindexed = auto

 

[ResourceBodyVBKS]
type=Buffer
filename=pants.vb
stride=68

[ResourceBodyIBKS]
type=Buffer
filename=pants.ib
format=DXGI_FORMAT_R16_UINT

;;;;;;;
[Resource_Texture_MyMod_kuno_ps-t0]
filename = tex_kuno1.dds                                      <= this is where texture dds use for 
[Resource_Texture_MyMod_kuno_ps-t1]
filename = tex_kuno2.dds
[Resource_Texture_MyMod_kuno_ps-t2]
filename = tex_kuno3.dds
[Resource_Texture_MyMod_kuno_ps-t3]
filename = tex_kuno4.dds

 

Ok, now we will put all textures in folder textures , all ib iv fmt to model folder and change path resouce

We also slipt this big ini to many small ini, each ini file only content one group code

Note that group [TextureOverrideBdodyKP] have code ps-t0 = Resource_Texture_MyMod_kuno_ps-t0

it mean code Resource_Texture_MyMod_kuno_ps-t0 need texture bound with it

so that it also need dds code in its ini

[Resource_Texture_MyMod_kuno_ps-t0]
filename = tex_kuno1.dds

 

Ok , see the result , now you can delete/undo delete ini to check what code use for 

 

image.png.be9fd8bd12fc5ade35d01f968d796d1f.png

 

 

Thank for read, my guide end here

I not a modder, not a coder

I just a user with a long time experience at try and fail

Yes, this is my limit, it too much for a amatuer like me

Hope it usefull for you , guys

Good luck 

 

 

Edited by sunlgl
Posted
4 hours ago, sunlgl said:

My mediafire folder : https://www.mediafire.com/folder/sa9fapbx6y3yq/OW4Mods

Character Code List : https://docs.google.com/spreadsheets/d/1FnnTPTzheW0x5PV0FXIIlhROdTcydTjxTM91UzAM2oA/edit?usp=sharing  

Nexus mod (3dmigoto) : https://www.nexusmods.com/warriorsorochi4/mods/28?tab=files

Bin mod (not nude) : https://mod.3dmgame.com/WARRIORSOROCHI4

Blender offical site : https://www.blender.org/download/

 

指南 E:我还没有完成的事情

 

1/ 修复工具:

除了WO4之外,ResTool还检查并从其他一些勇士游戏中提取BIN,ResTool会检查WO4.exe,因此只需将WO4复制到游戏文件夹中,您可以检查任何您想要的游戏的bin文件。

我在 DW8XL 上测试,它可以工作,我看到一些装备 DLC Bin 文件,但是当我从 DW8XL 复制 bin 文件以替换 WO4 时,WO4 崩溃,我无法加载 Dw8 Bin

我在 Samurai Warriors 5 , Onepiece 4 , DW6 , DW7 , WO3 上测试过,但它只加载一些音乐和一些声音,不适用于纹理

 

我在 Warrors All Star 上测试过,效果很好

 

image.png.62e703c01e407e22dddb6172e266af65.png

 

1.你需要放置一个文件WO4.exe用于ResTool检查,只需复制一个随机文件并remane到WO4.exe

2.更改要检查的文件夹游戏的路径

3. 光荣游戏几乎所有的textutes,model,....打包成一个大文件名linkdata,检查一下你会看到里面有很多数据包

使用下一个数据按钮检查,当看到要提取的数据时,单击批量导出

输入数据编号,选择文件格式,选择要保存和处理的文件夹

模型给你的是g1m,用g1mtool导出到ib iv文件,用blender打开,现在结果

 

image.png.f3ff88eb54b0468c42050d1244c83b18.png  

 

But i fail when import back to a OW4 DLC character Bin file, game alway crash when load edited bin file, so that i can not bring char from Allstar Warriors to OW4

 

2/ MusouTool :

A  Tool to extract dae file from g1m file, In my mediafile have a file name WO4Edit.zip, it actually some guy put LinkDataTool and MusouTool in a same folder and make zip

Bring g1m file and put in data folder , run MusouTool_release.exe, follow info and type

export -s -r -b

Press Enter and go folder out check result

image.png.67b39b14f2cfeb1fbc54e5d9faad4ade.png

 

Now you can ipmort it to Blender 

 

image.png.a5e67a6d25119f61f3f61caafe95385a.png

 

And again , i can not import back edited dae file to g1m file 

 

image.png.7e684789f5ef373c32a099786bf69fc4.png

 

3/ Edit3DMig :

A Tool to open fmt and vb file in code , number , and text style 

image.png.0fa43c2e3efe7b03c81abc7a99a742a2.png

 

1. Pick fmy file 

2. Pick vb file

3. Load

What next ?

I don't know

 

4/ 3Dmigoto code ini file :

 

When game run, 3dmigoto will check all mods whatever use or not , it make game drop fps , so that not need delete no use mods, but 

Actually, 3Dmigoto check ini file, the more ini, the more lag

You can increase fps by delete ini 

And ini content code, you can edit code or delete code

Example :

image.png.a678dd7c6bab2849291ac2ef30c12ff0.png

 

In this mods, modder put all thing in a folder , all code in a ini file, now check the ini file

 

[ShaderOverride__kunoichi_0]   <= ShaderOverride mean this code effect with shader , kunoichi 0 is name you choose, if code error, it will appear with name 

hash = c09eccf3e39ed8b2         <= this is where the code effect in game, if 2 character use a same hash, code also effect two of theme
run = CommandListN2General   <= As it name, it Run CommandListN2General , but where is N2 ? it maybe in d3dx.ini 
allow_duplicate_hash = overrule   <= Allow duplicate hash , you need this code when use a lot of mod at a same time

 

[ShaderOverride__kunoichi_1]
hash = 05034d81cfdf614b
run = CommandListN2General
allow_duplicate_hash = overrule


[TextureOverrideBdodyKP]
hash = 1a8f00d8
handling = skip                           <= this code will hide textures at hash 1a8f00d8, to have free space for mod texture 

vb0 = ResourceBodyVBKP
ib = ResourceBodyIBKP
ps-t0 = Resource_Texture_MyMod_kuno_ps-t0
ps-t1 = Resource_Texture_MyMod_kuno_ps-t1
ps-t2 = Resource_Texture_MyMod_kuno_ps-t2
ps-t3 = Resource_Texture_MyMod_kuno_ps-t3
drawindexed = auto

[ResourceBodyVBKP]
type=Buffer
filename=body.vb                       <= this is where model vb use for 
stride=72

[ResourceBodyIBKP]
type=Buffer
filename=body.ib      <= <= this is where model ib use for 
format=DXGI_FORMAT_R16_UINT
;;;;;;;

[TextureOverrideBdodyKC]
hash = a554a4ef
match_first_index = 0
handling = skip

vb0 = ResourceBodyVBKC
ib = ResourceBodyIBKC

drawindexed = auto

[ResourceBodyVBKC]
type=Buffer
filename=cloth.vb
stride=72

[ResourceBodyIBKC]
type=Buffer
filename=cloth.ib
format=DXGI_FORMAT_R16_UINT

;;;;;;;

[TextureOverrideBdodyKS]
hash = ae4201e6
match_first_index = 0
handling = skip

vb0 = ResourceBodyVBKS
ib = ResourceBodyIBKS

drawindexed = auto

 

[ResourceBodyVBKS]
type=Buffer
filename=pants.vb
stride=68

[ResourceBodyIBKS]
type=Buffer
filename=pants.ib
format=DXGI_FORMAT_R16_UINT

;;;;;;;
[Resource_Texture_MyMod_kuno_ps-t0]
filename = tex_kuno1.dds                                      <= this is where texture dds use for 
[Resource_Texture_MyMod_kuno_ps-t1]
filename = tex_kuno2.dds
[Resource_Texture_MyMod_kuno_ps-t2]
filename = tex_kuno3.dds
[Resource_Texture_MyMod_kuno_ps-t3]
filename = tex_kuno4.dds

 

Ok, now we will put all textures in folder textures , all ib iv fmt to model folder and change path resouce

We also slipt this big ini to many small ini, each ini file only content one group code

Note that group [TextureOverrideBdodyKP] have code ps-t0 = Resource_Texture_MyMod_kuno_ps-t0

it mean code Resource_Texture_MyMod_kuno_ps-t0 need texture bound with it

so that it also need dds code in its ini

[Resource_Texture_MyMod_kuno_ps-t0]
filename = tex_kuno1.dds

 

Ok , see the result , now you can delete/undo delete ini to check what code use for 

 

image.png.be9fd8bd12fc5ade35d01f968d796d1f.png

 

 

Thank for read, my guide end here

I not a modder, not a coder

I just a user with a long time experience at try and fail

Yes, this is my limit, it too much for a amatuer like me

Hope it usefull for you , guys

Good luck 

 

 

Thank you for the detailed tutorial, bin tool has a limit on the number of vertices, change the number of vertices after the model can not be packaged, no one can solve this problem except the author of the tool, 3dmigoto is the only choice

Posted
On 10/17/2022 at 3:50 PM, woofhat said:

Amazingly, there are still people working on the Warriors Orochi 4 mod.
Your tutorial is very detailed.
I would like to add a note though.

 

压缩文件 => Compress files 
解压文件 => unzip files 

 

These 2 are used for DYNASTY WARRIORS 9.

 

14 hours ago, bqcai said:

Thank you for the detailed tutorial, bin tool has a limit on the number of vertices, change the number of vertices after the model can not be packaged, no one can solve this problem except the author of the tool, 3dmigoto is the only choice

 

5 hours ago, woofhat said:

 

Thank you

Let me check

Posted

thank you sir for all of this I think it will help but what I want to know if some other format can be converted to be use on WO4 like this one https://www.deviantart.com/kanbara914/art/Warriors-Orochi-3-Cai-Wenji-Strikeforce-897412612 ( I am one of those that don't want nude mods) and I wanna say that WO4 is actually made from DW8 empires and SW4-II so that might be the thing why the files from the game don't work also there was a guy by name of "a8894277" on 3dmgame forum who manage to port some models from WO3 as bin files and made them work on WO4 so I wanna ask if anyone know how did he do that

 

I also wanna ask if anyone who have WO3 ultimate on PC can extract texture from the game, I don't have the game so I don't know how to take texture and as said can't extract as I don't have a game hehe, it is that cool black Orochi texture (one of the copies when you kill hydra) if anyoen can extract that texture and share pleas

 

I have posted some of mods on GameBanana forum if anyone is interested in no nude outfits and I make videos on youtube sharing mods that people don't know about

Posted
14 hours ago, hilme said:

thank you sir for all of this I think it will help but what I want to know if some other format can be converted to be use on WO4 like this one https://www.deviantart.com/kanbara914/art/Warriors-Orochi-3-Cai-Wenji-Strikeforce-897412612 ( I am one of those that don't want nude mods) and I wanna say that WO4 is actually made from DW8 empires and SW4-II so that might be the thing why the files from the game don't work also there was a guy by name of "a8894277" on 3dmgame forum who manage to port some models from WO3 as bin files and made them work on WO4 so I wanna ask if anyone know how did he do that

 

I also wanna ask if anyone who have WO3 ultimate on PC can extract texture from the game, I don't have the game so I don't know how to take texture and as said can't extract as I don't have a game hehe, it is that cool black Orochi texture (one of the copies when you kill hydra) if anyoen can extract that texture and share pleas

 

I have posted some of mods on GameBanana forum if anyone is interested in no nude outfits and I make videos on youtube sharing mods that people don't know about

 

14 hours ago, hilme said:

11111111111.jpg.5e495444b8ef965aeaf2918e827dfdcf.jpg

this is the one I am looking for, can anyone who has WO3 extract this one

 

I already check your link, but g1mtool can not extract g1m file in this link => fail

i use musoutool , g1m can extract to dae file , can load in Blender image.png.b968a7f909d6465d4534272cafac88bd.png

But i still can not import dae file back it to bin file, if use linkdatatool to import bin file, game will crash

 

About Bin file from orochi 3 , i use offzip tool , you can download in mediafire or offical site http://aluigi.altervista.org/mytoolz.htm

extract folder offzip , bring file you want check and put into it

 image.png.55b1fe06ccc0247c52643e1a0542973b.png

 

In my example, i will unzip LINKFILE_000.BIN , click Run.Bat , type

offzip.exe -a LINKFILE_000.BIN output 0

then press enter, it will export to folder output

image.png.cf3507ca69d16c06a951c36cf3ae3e20.png

 

From 3.89GB Bin file extract to 6.46GB with 78981 file , OMG 

 

Finally, i said wrong in Guide E , Restool can extract OW3 texture, but textures that i need, is not found

image.png.ca2d3fb1a8453d247d1161c0788eaf88.png

 

About DW8 Empire, Restool work well

 

image.png.386468a7992a1f6eab39df317e19eb55.png

 

Posted

again thank you sir, I will work with this and sorry but I have one more question, do you know how can I open "DLINKDATA_U.BIN" in tmp/dlc folder, the WO4 ultimate files, I wanna use some stuff from it but I don't know how to open it

Posted (edited)
13 hours ago, hilme said:

again thank you sir, I will work with this and sorry but I have one more question, do you know how can I open "DLINKDATA_U.BIN" in tmp/dlc folder, the WO4 ultimate files, I wanna use some stuff from it but I don't know how to open it

 

image.png.6859143f608ef712275d2d5f566b9ed0.png

 

As i said before, you can use offzip for it, but extracted file type is so strange

Fore more easy to use , you need use ResTool

Copy  DLINKDATA_U.BIN and DLINKDATA_U.IDX to a folder

IDX not content resouce but it open file for bin file

Remame DLINKDATA_U.BIN and DLINKDATA_U.IDX to LINKDATA.BIN and LINKDATA.IDX 

Copy WO4.exe to this folder

Now lead ResTool to this folder and open it    

 

image.thumb.png.f3eed69204f12a546ed3d8bfe5e40b4c.png

 

 

Edited by sunlgl
Posted
18 hours ago, hilme said:

thank you sir, now I can export files from DLINKDATA_U in bin format, this is amazing

 

You welcome

share me if you creat some thing interesting

Posted

Hello together,
I have a modding-related question about "Warrios All-Stars". Yes, I know, I know... wrong game and therefore wrong thread..

 

But I thought since there are some interesting points about modding games from the same series being discussed here lately, I'd chime in with a question... or rather a problem.

 

Here's what it's about:

Based on some mentioned tools and hints from the internet I'm trying to create a custom model mod for "Warriors All-Stars". Unfortunately without too much success... until I came across this thread here and made some minor progress.

 

Thanks to 3Dmigoto and the "Mod Enabler" for Nioh 2 I managed to import a static object and its texture into the game (see first screenshot in the spoiler). The emphasis here is on "static", because with my limited knowledge I have not yet managed to transfer the corresponding vertex groups and associated weights or set them up correctly.

 

At this point I'm stuck: When I try to transfer the vertex groups from a reasonably fitting part, it seems to work at first, but then Blender aborts with an error message when saving the mesh as "3DMigoto Raw Buffer". And this happens regardless of which mesh of the initial model I use as a basis (see second screenshot in spoiler).

 

I have also tried to make a single reference model from the eight individual parts of the initial mesh (without the head)... but I have the problem that the individual vertex groups mix, so I then have multiple weights of e.g. arms and legs in one group.

 

I have also tried to adjust the vertex groups and weights manually, but when I save the model, Blender gives me the error message I mentioned earlier.

The only scenario in which I can save my custom model is when I delete all vertex groups except three.... of course that doesn't work either, because then the remaining weights are missing and the end result ingame is distorted.

 

As you can easily see from my words, I am stuck at this point and meanwhile doubt whether what I have in mind here is even feasible? Does anyone here with more experience than me maybe have a tip or some advice for me? Or better yet, do any of you know what I'm doing wrong here?

 

Spoiler

Static Mesh with Textures IngameError Message in Blender

 

Posted
8 hours ago, Geefbeef_NT said:

Hello together,
I have a modding-related question about "Warrios All-Stars". Yes, I know, I know... wrong game and therefore wrong thread..

 

But I thought since there are some interesting points about modding games from the same series being discussed here lately, I'd chime in with a question... or rather a problem.

 

Here's what it's about:

Based on some mentioned tools and hints from the internet I'm trying to create a custom model mod for "Warriors All-Stars". Unfortunately without too much success... until I came across this thread here and made some minor progress.

 

Thanks to 3Dmigoto and the "Mod Enabler" for Nioh 2 I managed to import a static object and its texture into the game (see first screenshot in the spoiler). The emphasis here is on "static", because with my limited knowledge I have not yet managed to transfer the corresponding vertex groups and associated weights or set them up correctly.

 

At this point I'm stuck: When I try to transfer the vertex groups from a reasonably fitting part, it seems to work at first, but then Blender aborts with an error message when saving the mesh as "3DMigoto Raw Buffer". And this happens regardless of which mesh of the initial model I use as a basis (see second screenshot in spoiler).

 

I have also tried to make a single reference model from the eight individual parts of the initial mesh (without the head)... but I have the problem that the individual vertex groups mix, so I then have multiple weights of e.g. arms and legs in one group.

 

I have also tried to adjust the vertex groups and weights manually, but when I save the model, Blender gives me the error message I mentioned earlier.

The only scenario in which I can save my custom model is when I delete all vertex groups except three.... of course that doesn't work either, because then the remaining weights are missing and the end result ingame is distorted.

 

As you can easily see from my words, I am stuck at this point and meanwhile doubt whether what I have in mind here is even feasible? Does anyone here with more experience than me maybe have a tip or some advice for me? Or better yet, do any of you know what I'm doing wrong here?

 

  Hide contents

Static Mesh with Textures IngameError Message in Blender

 

In many cases, failure of exporting is due to excess number of vertex groups assigned to each vertex. 3DM vertex can have up to 4 weight. You can reduce the number of vertex groups assigned to each vertex to 3 or 4 by selecting all vertex in Edit Mode  and using "Limit total" in weight tab in mesh tab.

 

image.jpeg.2c3e84a93c76b3c7f59455657ed37db5.jpeg

Posted (edited)

 

5 hours ago, kato7776 said:

In many cases, failure of exporting is due to excess number of vertex groups assigned to each vertex. 3DM vertex can have up to 4 weight. You can reduce the number of vertex groups assigned to each vertex to 3 or 4 by selecting all vertex in Edit Mode  and using "Limit total" in weight tab in mesh tab.

 

image.jpeg.2c3e84a93c76b3c7f59455657ed37db5.jpeg

 

First of all, thank you very much, kato7776.

 

Your hint was exactly what I needed to solve this problem. I have now limited the weights to "3" as suggested and it works.... still with a few cosmetic flaws, but it works.

 

The arms don't fit yet because I was lazy and didn't completely align the model to the template for testing and also the textures are distorted now.

 

Insert & Edit:

The cause of the texture distortion was my own stupidity... I had applied "flip normals" to the model in Blender out of habit, which is not necessary with the edited textures. Without this option it looks like it should (see screenshot number four in the spoiler).

 

But this is still a pretty big progress for me... the game doesn't crash when using the modification, the character's animations work correctly and there are no performance problems either.

 

Unfortunately, I don't have much time to work on it in the next few days, but I'll try to get it done anyway.

 

Thanks again... I would never have come up with the weight limit function on my own.

 

Finally, three four screenshots of my current mod state ( character viewer; camp view; on the battlefield; working normal textures).

 

Additional comment:

After I got the problem with the weights under control thanks to the help of kato7776, I'm actually quite confident that I'll get my mod done.

If it works as intended, the chances are good that I will make it available here and possibly also write a short tutorial on how I did it.

I can not promise anything though... as i said i have only very limited sparetime the next weeks.

 

Spoiler

Ingame_2.png.66177360b11a50b7f5e6527d76d15468.pngIngame_1.png.00dc69795eef4158d81ec9c349ac83cf.pngIngame_3.png.19896f3673756c45cded85a92755471c.pngIngame_4.png.190c3b5f935269c2fd39bb3f8a8a2c49.png

 

Edited by Geefbeef_NT
Posted (edited)
On 10/23/2022 at 8:49 PM, Geefbeef_NT said:

 

 

First of all, thank you very much, kato7776.

 

Your hint was exactly what I needed to solve this problem. I have now limited the weights to "3" as suggested and it works.... still with a few cosmetic flaws, but it works.

 

The arms don't fit yet because I was lazy and didn't completely align the model to the template for testing and also the textures are distorted now.

 

Insert & Edit:

The cause of the texture distortion was my own stupidity... I had applied "flip normals" to the model in Blender out of habit, which is not necessary with the edited textures. Without this option it looks like it should (see screenshot number four in the spoiler).

 

But this is still a pretty big progress for me... the game doesn't crash when using the modification, the character's animations work correctly and there are no performance problems either.

 

Unfortunately, I don't have much time to work on it in the next few days, but I'll try to get it done anyway.

 

Thanks again... I would never have come up with the weight limit function on my own.

 

Finally, three four screenshots of my current mod state ( character viewer; camp view; on the battlefield; working normal textures).

 

Additional comment:

After I got the problem with the weights under control thanks to the help of kato7776, I'm actually quite confident that I'll get my mod done.

If it works as intended, the chances are good that I will make it available here and possibly also write a short tutorial on how I did it.

I can not promise anything though... as i said i have only very limited sparetime the next weeks.

 

  Reveal hidden contents

Ingame_2.png.66177360b11a50b7f5e6527d76d15468.pngIngame_1.png.00dc69795eef4158d81ec9c349ac83cf.pngIngame_3.png.19896f3673756c45cded85a92755471c.pngIngame_4.png.190c3b5f935269c2fd39bb3f8a8a2c49.png

 

just wanted say thats its possible to mod the game much like the other KT games with 3dm but they all have something different when it comes to exporting and coding textures with blender.

 

ive manage to mod this(and her bath model) as nude but due to certain textures issues during combat and gallery I decided to mod orochi 4 instead 

 

1360670672_Star_US2022-10-2720-48-05.png.034ced0ac3bc398d851edf2de26a7b37.png578938819_Star_US2022-10-2720-47-44.png.36e450f911f4057c2351479a377e4d40.png

 

works fine in-mission when playing as them or when they appear as an ally - however

1272240516_Star_US2022-10-2720-53-44.png.c70cc2753b06f60c153d21ca72d3b2f3.png

 

 

320841915_Star_US2022-10-2720-55-53.png.0a69c29d5ddb9084a9be8c971cfb48cf.png

 

 

 

there may be an issues for you as well if you or anyone else when they get around to it.  As the gallery (much like when i modded one piece pirate warriors 4 and persona 5 strikers) dont reflect properly with the in-missions textures

 

image.png.e2e57f6ebb056185dc45e15e694af572.png

 

and during the party time the textures will also be incorrect also -

 

 

image.png.ffcac86118220b8891212fdee246f401.png

 

You can make the gallery and party time textures normal(match the regular textures) but then the in-mission or town textures would be incorrect.

 

 

so even if you get the mesh to work you may have to deal with that, and i have no solution for it as this isnt the 1st KT game with 3dm i came across with these same issue 

 

 

 

Edited by True_Might
Posted
On 10/28/2022 at 6:02 AM, True_Might said:

just wanted say thats its possible to mod the game much like the other KT games with 3dm but they all have something different when it comes to exporting and coding textures with blender.

 

ive manage to mod this(and her bath model) as nude but due to certain textures issues during combat and gallery I decided to mod orochi 4 instead 

 

1360670672_Star_US2022-10-2720-48-05.png.034ced0ac3bc398d851edf2de26a7b37.png578938819_Star_US2022-10-2720-47-44.png.36e450f911f4057c2351479a377e4d40.png

 

works fine in-mission when playing as them or when they appear as an ally - however

1272240516_Star_US2022-10-2720-53-44.png.c70cc2753b06f60c153d21ca72d3b2f3.png

 

 

320841915_Star_US2022-10-2720-55-53.png.0a69c29d5ddb9084a9be8c971cfb48cf.png

 

 

 

there may be an issues for you as well if you or anyone else when they get around to it.  As the gallery (much like when i modded one piece pirate warriors 4 and persona 5 strikers) dont reflect properly with the in-missions textures

 

image.png.e2e57f6ebb056185dc45e15e694af572.png

 

and during the party time the textures will also be incorrect also -

 

 

image.png.ffcac86118220b8891212fdee246f401.png

 

You can make the gallery and party time textures normal(match the regular textures) but then the in-mission or town textures would be incorrect.

 

 

so even if you get the mesh to work you may have to deal with that, and i have no solution for it as this isnt the 1st KT game with 3dm i came across with these same issue 

 

 

 

 

Yes, I have noticed the same problems.

 

The wrong illumination of the textures in the gallery can be fixed temporarily by using the "ps-t0" texture additionally as "ps-t3".

 

The respective model will then be very dark, but you can fix that by setting the brightness of the "ps-t3" texture to the value "100" with an image editing program. Unfortunately, you will then have the problem that the lighting effects on the model will no longer work during battle... so this is not a real solution.

 

In case of the wrong texture rendering in the camp or during a mission, you can also simply disable the shader that renders the shadows on the characters.

The textures become "clearer" this way, but of course you lose the shadows cast by the characters... which is hardly noticeable with all the effects on the screen.

 

According to my tests, there is no solution for the display errors during the "Party Time" sequences... there is no corresponding shader (at least I have not found one) and not much can be corrected via the textures.

 

Still, I'm actually quite pleased with how it all worked out. The workflow is far from intuitive and it takes quite a while to get textures and models in the right format, but the result is actually quite good (apart from the problems mentioned above).

 

H_Fight_Closeup.png.be703be02388acc0e418a8036c335193.pngH_Fight_Run.png.66085a997cadaca9e0d9e663532a2217.pngH_Office_Camp.png.ffcb4e741152f24a35e59378dedf2ace.png

 

But I can understand that you switched to a game that gives better results when modding. As a proof of concept, the attempt with "All-Stars" is enough for me.

 

It's just a pity that 3DMigoto won't work with the version of "Orochi 3 Ultimate" released this year for the PC.

 

The program does dump single UI elements and textures, but the rest of the files in the dump unfortunately contain "#QNAN" for some values, which unfortunately makes them completely unusable... so the calculation probably doesn't work.

 

Well, maybe sometime...

 

 

  • 4 weeks later...
Posted
On 10/23/2022 at 9:51 PM, sunlgl said:

 

You welcome

share me if you creat some thing interesting

You are the hero as I thought no one would answer my request, and thank you so much for your hard work!

 

I would love to do Blender stuff, yet I have early stage of arthritis so I have to balance not to use my hands too much and gaming. Just wondering if you do commissions, because there are few models I like to import to WO4?

 

By the way I can type Chinese, though I haven't done so for a long time.

  • 2 weeks later...
Posted
On 10/16/2022 at 10:10 PM, sunlgl said:

My mediafire folder : https://www.mediafire.com/folder/sa9fapbx6y3yq/OW4Mods

Character Code List : https://docs.google.com/spreadsheets/d/1FnnTPTzheW0x5PV0FXIIlhROdTcydTjxTM91UzAM2oA/edit?usp=sharing  

Nexus mod (3dmigoto) : https://www.nexusmods.com/warriorsorochi4/mods/28?tab=files

Bin mod (not nude) : https://mod.3dmgame.com/WARRIORSOROCHI4

Blender offical site : https://www.blender.org/download/

 

Guide C : Blender and Deleter

 

1/ Basic of Basic :

Before start , you should know what is Layout (layer), how it work in design tool

Layer make photoshop, Blender , ..... deferent from paint (paint only have 1 layer)

But if you not know ? who care , just keep going to next battle

 

2/ Setup Blender :

 

Download Blender from offical site, it a freeware https://www.blender.org/download/

Download blender_3dmigoto.py at my mediafire

Install and open Blender , but it still not load 3D model from mod

You need install plugin 3D migoto for it

 

image.png.00500328257e30445f3249176919062f.png

 

Remember active plugin, now check import/export , you can see (ib+vb) , it mean plugin installed right and work

 

image.png.32a2aad43ac5ff28d6af778d5b20568a.png

 

3/ Delete pantsu

 

Now we start a example, it more reality than something like [WTF layer for]

Unzip Mod ina to mods folder, press f10 to load, delete some ini to check

 

image.png.83a90cfd9cd88d28bd00eda4ccba9aa2.png

 

Yes, under armor have your wish and your future , modder have make nude ver, but not put in other folder

Go to blender File > import > 3dmigoto raw (ib+vb)

 

image.png.5ce823983237f6d11b92f153ab3d3c6f.png

 

select all model file and import, now we have 3d model  

 

image.png.7c4e66fe6733fc3af05a2689c7cb2f9e.png

 

Mode :

1. Layout mode : can not edit, just delete layer, it mean delete all object in layer

2. Modeling mode : can edit object in this mode , this is important

 

View

This not change object location, just change your view

3. Reset view

4. Click and hold to move your view

5. Layer panel : model list will appear here.

Colection, camera, cube, light just app sample, it not belong to mod, just delete.

6. eye icon : click to show, hide a layer  

 

Wheel middle mouse button to zoom in / zoom out

Hold middle mouse button to rotate view

 

Tks3ftQgQnMiuBXBbEJFpGHD4zFwwJ_ObB-sPXKAEoOnaph6NKq_Dt18d4k7oMqC0egEmeAqBEX4CtPiA8NQH-bRThdKi_rMH6KoY0mnNvKzytItAWQzm8Aly0gNUwhTUUAIlHL6vawZ6RNG2VUnS2ccAMCVdd8dVizgBJk5o2ctU9GdvdjeiFy6KA

 

in layout mode, delete all unuse layer, just remain layers that need edit

click choose layer clothes.vb, click modeling mode

Remember click layer first, next change to modeling mode, so that

uskin still appear for we check but we not wrong delete model in uskin layer

 

You still can show / hide layer uskin to check while working on layer clother 

Now click to select mode , mouse can drag to choose area

 

Bum-5PZnL2yitdy3zl1vCaIaJHhZJW1XAy12SkEEh-WzTTig0VUMLMIW7if-kXwgUz6usdyVyWVXVz5_Zv5-T1wa7NNbRa2nICn1KtQ8XdpQFkjxL2XI63DAikOpJnbhYkXdh-06yEvD4u_Pw7LQCPdFu-u4k2AWRpDXIMX3goTBL8_2Fsw2ttJFNg  

 

Choose what you want to delete and press Delete button on keyboar, it will appear sub menu , just choose Vertices . As i said before, i not modder, just user , i don’t know what other function

 

Because this is a 3D model, when delete, it only delete surface , so that ,

You need delete so many time, until nothing remain

 

wAruWWbpSnWgmzYHj6QEeQdXtYKnd2m6Pul24tCZpEdu_0rL18zHgGaNf5oF3mltiS1iuAWk6IPbz0kd1fgXTBfpR0bYAQrZ_dinYm0mo2GL-nsH4YeK37fzgcD5WxZzuKj4Os4JHlwVAAeNttzjQDAqDzOBUH7reMo8iNirHaqkL1XfJpCV7VJigg

 

Well done, now export your result, you can export to other folder, but my lazy , i will replace it into mods folder, it have a red warning for you

 

MEqS6VvqJnrG6jao_2mAB4hNACb7PCLxwjn-qiPOv-ehd4dBQ8ZjTKRubCnp_yBghJOuTIIJkeI5TYnt_u2bTWtjy-YlYAr60tw7xxS-ft2illfS0n8mfG6agHqbLC5MTyGw_37znekGsTqYM-pFM4-usM4HMky8yXtz6czd0f_jxdhJaBo3ccNXRw 

 

now check result, but WTHell ???

 

l22xetEfr72ECSlgh8IczCnnMqWSu0SEOWLUFymuEErgrRcYcBm-6JBWyiMZqQZjHzfwZ4dDZRtNjygabdWc-hgRtJ2MffptSYMRo5CT0AYA0wm8itpiYMD5UZCitsEyYUkUA4Gx-TzPtPb-3kdzEcGu4kr4-h4kmKDaJe9f9B-O6Re8c3or8NqpvQ

 

Ok, it hunting time, press 0 to active hunting mode, use 1-2 , 4-5 , 7-8 to check, we know code that texture , press 3 , 6 , 9 to copy

 

Okjx2J51A7ZQ-SDqQwrZoTvKuJtE4oNv7vIopH4Uix4AWIjPF4oYzhx9zmoc6oloV0C72Dke1f4we8Yd17RErLI4J8aBeEQ2GjJrmeilrI_fMNEJLVyYTHv-liCTS-Sd9n60uaVq2etwqwBFtnQ5oA8MV3FrBN1wddRMLDiBW1HYqk_EHcja7PGE5w

 

Ok, creat a text file, write the following code and save to skip.ini 

 

[TextureOverride_A]

hash = 15e3fda4

handling = skip

 

now F10 check again 

XYoHo1DV8XstnZs9yO4wx9b-gzVBGTbyCSJ5hd_2GQOlzeL9WiXVUsok1Ll322k9BnLbsbaxgotpeEfrXgCPqEGXkrhlYbR2rCJ1-64bugT2O3byfO4nhAQ2RQCklG8e2b2R6w3IpszAxvYXIe6VC8L9VUlWZgedqNAxbmnkHtIF20fTDH04461MVQ

 

It work but WTH ? But now we know what the necklaces use for.

Now, do it again from beginning, but this time , do not delete the necklaces

Mod never be easy, now check result

 

i9TzPK6WIbqnugAjCMMt6oGeF3-xOhoBofFvP4KEhSs-Zg80WxjsUDqhATihxdt3Upov4zXdEZOLYZV4vaXfZJSEd2OUfxuYbLkDkN8Osk5phgZbhuPA1w6SJ9qzakkY0I617eWltWsP9dCrfJIy_5MpgL28aShi7b1aR-VlnoGWbrq5M39-j8Teww

 

4/ Sewing :

 

Do the same thing above with okuni, we have 

 

GbFwtPj3pAnADM47yWWckY_s-2RMI31PMvrSeEHIp6VIKaYG3HSdKwqS0UMBbamhJmxhQ3EUN8xvkUj5hT9s_DZSciiHlFFOju0G02ZSqbbsHrk_mn3mfaXunSnj3Qdi4SJGDG7ii5wdiNGG8EAoU9BlGQd_oSKWzt57p7IXihSnrSJXt3v6fLJ00g

 

But something wrong with the hand ?

 

BlvhU6Tr6NJHGQWXDhC3WuwTX9A0SWqqy5_xBsUq1eJwf6_h2OGXmQKE-ZmymrCA9WaV_QbuKNDnVyc-hreJDhK3FcMrUWPJRiOjOK6j9mFP3UG2T9_tbWZZDdA7vpvtXgE_kCIvdOozj0ZWnOJ6In0wWb2dsrgVwRAGbsfEg8iKCsrmmUx63hJgbw

 

When you make disappear some flying object , this also disappear too because it on a same shader, and

this also not appear in Blender, that location in model just a space

 

8ND1OM0ApUf3TJgkbwZrSCh0qzshDBTtntr8QnhfAEtPRTpafPl_i9rIinQncoy79qqqgMQ3oEVIz9CR-Fb7pE42Xllk5j3lzCWPmG9HjQDO1re7-5PkG6W1Ae0SNEG11NdbRAQYPOHVxY6p8kyJkvSCfJFrCbF7_hfFYLS6QCEguzqYR1SOwiEvSA

 

Ok, now we need sewing it , click to move mode, mouse can drag and move part of model

 

hC1TMyu2TMNkY0Y-5KBwajtnnI4ReBRW9-LS7dEi180G4eCPPsFjB8pryMhn3PqobGLrzHn1aI4a6xq1X5qeHEx51XLKzXC5B2m2r3qgroderF8dCOUFu1IB-De3fL3cKPiXhP1iK4bzO8fG32kjlMGBovSo83pBfusWNjZ2XnPUFYspkAEy7P3Ing

 

Remember , we are in 3D , so that something good view in this angle may become weird in other angle, you need check all angle of view

 

Two week later 

 

E2zBqIA2SM9fB-FdEAX6EUoUsNBc3FP5XqY9X41pktsyzXOTjpmIriPgyz50-UIA5HWfK9Ig5PeIBk82eSRa1b1-fb9bELn55geHKyc-jNri57jRbc40QUrYhPsZhrBu8Hof-2TdLupmvGjtwU5X_FrEpH1DcQUoav6m82in11y48pn_pUV6MEujJA 

 

i not cry , believe me, it's too much for an amateur like me

 

7JZt76mlbxAF9JZ8a9uaqk5WdnYtXMgJRv59Wys1xplJWrSmQeB1vT4pNUu3tjYfYjKpQOw-we2_9bAmkjzE9J-VRIjYQwXaRC_PMCeakvYV_wBbShGPq89yEZSEC8QvzAesWHsj6A2ESTQxibhIF6Er4u0V1eiV_oIs2i97jX7ausmLbAiuz1XBDA

 

Next Guide will about BIN File,

Now good luck, see you in Guide D

 

I downloaded your mod files to Kunoichi, Guan YP, Gracia, Oichi, Aya and Lulingqi but none of them work. No matter how hard I try, I can't edit myself with Blender - 3dmigoto. The good thing is that the other characters I have successfully applied. Can you check and send me the file about the above characters? I'm not good at computer software !

Posted
On 12/4/2022 at 1:20 AM, taka39857 said:

 

I downloaded your mod files to Kunoichi, Guan YP, Gracia, Oichi, Aya and Lulingqi but none of them work. No matter how hard I try, I can't edit myself with Blender - 3dmigoto. The good thing is that the other characters I have successfully applied. Can you check and send me the file about the above characters? I'm not good at computer software !

Ok, i will upload and guild how to use for some charater when i have free time, maybe next week

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