Guest Posted May 28, 2019 Posted May 28, 2019 any way to remove those useless spectators in some stages like the muscles? i tried to remove them but it crashed my game just want to see whether that have any effect on my auto graphic reduction problem thanks
gatto tom Posted May 28, 2019 Posted May 28, 2019 2 hours ago, vagonumero13 said: I will consider adding stages at some point in the future, I don't know when. Anyway, from what I saw, stages slot names would be something like this: Reveal hidden contents Mmm, there are 25... but that includes the stages with multiple sections. Like the "MUS" aka museum, you can see it has 3 slots. Do you need help to know which code name refers to which stage?
vagonumero13 Posted May 28, 2019 Author Posted May 28, 2019 2 hours ago, gatto tom said: Do you need help to know which code name refers to which stage? Well, it would be nice to have the codes.
gatto tom Posted May 28, 2019 Posted May 28, 2019 2 hours ago, vagonumero13 said: Well, it would be nice to have the codes. S0101PIR = Forbidden Fortune S0201BSR = The Throwdown S0301CRM = Chinese Festival S0401CLS = DOA Colosseum S0501PAS = A.P.O. S0601LBN = Zero S0701MUS = Unforgettable S0801LOS = Lost Paradise S0901WAY = Road Rage S1101BAM = Miyabi and Hidden Garden S1201PRO = The Muscle S1301GYM = Sweat S1501GRD = The Chamber of Potential There is also the unused stage S1401TTM = Tatami 1
SuperFlawless9 Posted May 29, 2019 Posted May 29, 2019 It has probably already been mentioned before, but if you play a match in online rank that was found while you are in free training mode, layer 2 mods will not work no matter what you do. I don't know if it is possible to fixt this or not, but it would be a great 'quality of life' change. But I am curious - is anyone else having this problem? (And yes I know the proper way of using layer 2 mods online lol) 1
Monkeygigabuster Posted June 3, 2019 Posted June 3, 2019 @vagonumero13 Can Redbelle allow to switch material? or is it possible to swap mesh slot of g1m file For example I am modding Diego costume 7 (DGO_COS_007) and I want the third mesh/slot to load the texture of first mesh/slot I am asking so beacause the third mesh is loading body texture and I want to it to have cloth texture instead
vagonumero13 Posted June 3, 2019 Author Posted June 3, 2019 7 hours ago, Monkeygigabuster said: @vagonumero13 Can Redbelle allow to switch material? or is it possible to swap mesh slot of g1m file For example I am modding Diego costume 7 (DGO_COS_007) and I want the third mesh/slot to load the texture of first mesh/slot I am asking so beacause the third mesh is loading body texture and I want to it to have cloth texture instead There are two ways. One involves hex editing the g1m file. The other is easier, it involves text editing the mtl. The DGO_COS_007.mtl is something like this: Spoiler MPR_Muscle_Character_DGOCOS007_a01,0 MPR_Muscle_Character_DGOCOS007_b01,1 MPR_Muscle_Character_DGOCOS007_body,2 You could change it to something like this (assuming it is a01 what you want to swap): Spoiler MPR_Muscle_Character_DGOCOS007_a01,0 MPR_Muscle_Character_DGOCOS007_b01,1 MPR_Muscle_Character_DGOCOS007_a01,2 However even after doing that you may end with weird result if the clothes are shiny or whatever. As a matter of fact, look at this experiment I did a while ago with Nyotengu doing the opposite of what you want, changing clothes into body: Spoiler You can see that despite it is loading the body texture, it is still shiny like the clothes. In your case, you may face the opposite problem. If this happens, it requires to change another section of the g1m file, but can only be currently done with hex-editing. Then the result becomes like this: Spoiler But this process can't always be done. It works in some cases, in other cases it will create a monster. Anyway, try first to see what happen changing the mtl. If after that, you face a similar program, I can instruct you on how to hex edit this part of the g1m file, as it is actually easy. Note however, that in the case of Nyotengu, I didn't change the mtl, instead I did the material swap using hex editing too, because I only wanted some parts of the clothes to become body, not all of them.
Monkeygigabuster Posted June 3, 2019 Posted June 3, 2019 @vagonumero13 I tried to edit the DGO_COS_007.mtl file but the slot still loads body texture I guess I will have to hex-edit g1m file just like you mentioned So can you tell me about that
vagonumero13 Posted June 3, 2019 Author Posted June 3, 2019 9 hours ago, Monkeygigabuster said: @vagonumero13 I tried to edit the DGO_COS_007.mtl file but the slot still loads body texture I guess I will have to hex-edit g1m file just like you mentioned So can you tell me about that First, search for the following hex string in the file "08 00 01 00", and verify that the result is in a position multiple of 4 (in hex, something is multiple of 4 if it ends in 0, 4, 8 or C) You will end here: (I'm using DGO_COS_007.g1m as example) Spoiler So, now, put yourself 0xC bytes after that (where you see the byte 35), and select 0x38 bytes., like in this image: Spoiler Those 0x38 bytes is a structure that defines the first mesh (mesh 0). After that you can see another 0x38 bytes structure (starting too with bytes 0x35) that defines the second mesh, and after that a third one that defines the third mesh (luckly, this diego costume is so simple it only has 3 meshes). Note: although this structure usually starts with 0x35, and in this g1m it always does, this is not always the case, have that in mind if you work in other file. So what we need from this structure are the values associated to the material, which are at offset 0xC, 0x10, 0x14 and 0x18 within the structure. For example, for diego, at offset C of first mesh structure there is a 0, at offset 10, a 3, at offset 14 a 0, and at offset 18 a 0. In total, this is the lsit of values for each mesh in this g1m: mesh 0: 0, 3, 0, 0 mesh 1: 1, 3, 1, 1 mesh 2: 2, 3, 2, 2 So to replace the material, just write in the mesh of the body, the data of the mesh of the clothes. Since in this case, body is mesh 2, and clothes is mesh 0, you want to replace the "2, 3, 2, 2" with "0, 3, 0, 0" After that, save, and check the g1m file in game before doing anything else. It probably already worked, although you may face the problem I had with Nyotengu but in opposite direction. If you have that problem, then follow next thing: Can you see in the iamge those strings with hex numbers with an @ before? Like "@1FE387E1" and "@DC694116". Change the "@DC694116" into "@1FE387E1" and check if that works. There is a possibility that you end with a monster, It is also possible that it is actually the opposite and that you have to replace @1FE387E1 with @DC694116 instead, but test the other way first. 1
vagonumero13 Posted June 3, 2019 Author Posted June 3, 2019 1 hour ago, HyperBob said: Hi Vagonumero13, REDELBE doesn't allow swap for broken costume, is it possible to enable it ? Maybe it will crash the game ? [General] type = costume [Costume] slot = "KOK_COS_005a" work = "KOK_COS_007" It won't crash the game, but it cannot work due to how layer2 currently works.
Monkeygigabuster Posted June 4, 2019 Posted June 4, 2019 @vagonumero13 Thanks for the tutorial,I have swapped material successfully Can I ask is it possible to make a costume slot don't load the head? I'm making mod with a helmet
vagonumero13 Posted June 4, 2019 Author Posted June 4, 2019 1 hour ago, Monkeygigabuster said: @vagonumero13 Thanks for the tutorial,I have swapped material successfully Can I ask is it possible to make a costume slot don't load the head? I'm making mod with a helmet You can use the 000 slot using the work feature. XXX_COS_000 is always an empty costume, XXX_FACE_000 is always an empty face, and XXX_HAIR_000 is always an empty hair (all of them have the skeleton but not the meshes). I guess you only need the face and hair for this, the COS_000 I guess it could be used for some invisible character mod ?
vagonumero13 Posted June 4, 2019 Author Posted June 4, 2019 51 minutes ago, HyperBob said: When I tried, it was only working for hair, using 000 face crashed the game. Edit: Tried again and still crash the game: [General] type = hair [Face] slot = "JAN_FACE_001" work = "JAN_FACE_000" I had never tested face, I'd thought it would work. Anyway, another option is to hide all meshes of the face g1m with g1m_hide.
gatto tom Posted June 4, 2019 Posted June 4, 2019 @HyperBob @Monkeygigabuster If you want to delete a face, you don't need to use the work feature of redelbe, but just taking .g1m that doesn't have anything (like the ARD one) and put it in the Character folder of your mod. This is how I did Prototype Raidou Someone knows how can I get the same hair color of another character? For example I want that Marie's Ponytail gets the same blonde color as Helena's one
vagonumero13 Posted June 4, 2019 Author Posted June 4, 2019 25 minutes ago, gatto tom said: @HyperBob @Monkeygigabuster If you want to delete a face, you don't need to use the work feature of redelbe, but just taking .g1m that doesn't have anything (like the ARD one) and put it in the Character folder of your mod. This is how I did Prototype Raidou Someone knows how can I get the same hair color of another character? For example I want that Marie's Ponytail gets the same blonde color as Helena's one I don't think there is a magic way of getting same color. Just use the "replace color" functionality of photoshop. You would start by picking a sample RGB of the desired color, and setting in the result square, and then adjust from there. It is a bit tricky to get the same exact color, so you'll likely end doing several tests until it looks the same color in game. At least that's what I did with Ayane.
Gdog2 Posted June 4, 2019 Posted June 4, 2019 So i've been hearing about "layer 2" files. What does that mean and how do you install them?
Monkeygigabuster Posted June 5, 2019 Posted June 5, 2019 so is there a setup for layer 2 in redbelle load to ard_face_001 for diego costume 7 only while while other costume of Diego still load his regular face
gatto tom Posted June 5, 2019 Posted June 5, 2019 @vagonumero13 Just wanted to let you know that if a Layer2 Mod Folder has special characters inside the name (like ō), REDELBE won't load any mod that is next that folder
gatto tom Posted June 5, 2019 Posted June 5, 2019 4 hours ago, HyperBob said: Is this color OK for you ? Reveal hidden contents Yeah I know, that's not the haircut you was looking for, but my PSD file can convert any Marie hair material to this color. Don't worry I managed to do it, using the method that vago said. Thank you anyway!
vagonumero13 Posted June 8, 2019 Author Posted June 8, 2019 I'm writing this just in case someone in the following days/weeks thinks that I quitted or that REDELBE won't longer be updated: Starting tomorrow, I'm going to be away for a bit less than three weeks and I won't have access to the computer where I have all my tools. I don't know which are TN plans, but I think they may release Mai next week, and Kula Diamond on 27. I won't be able to update REDELBE until 28 or 29. Here I leave some instructions/notes of how REDELBE can work or not with whatever update they release, and problems that may arise: - Current version of REDELBE won't be able to support Mai or Kula in Layer2, that will need my update on day 28 or 29. Also, their filenames won't be available in rdbtool until I update that one too. - The "Loli uncensor break blow" patch: it is possible that this patch will get broken in one of the updates if they add Kula to the censorship list. Would that happen, you would receive one of those "Cannot apply patch" error. Fix: just disable the patch in the ini. I will update that patch when I get back, should be easy. - If you get one of the "Cannot apply patch" errors with the word "branding", that means the patch that makes REDELBE put its version next to version game got broken. Just delete the file REDELBE/Patches/branding.xml, that functionality is not critical. - If you get the patches error on Layer2, then well, you'll have to delete REDELBE/Patches/Layer2.xml. That will make Layer2 functionality not to work, but at least normal replacer mods will work. The normal replacer mod functionality should survive almost any update. 5
gatto tom Posted June 9, 2019 Posted June 9, 2019 Kula and Mai will be released on 18th June. Btw thanks for all your effort, we will wait then ☺️? 1
Monkeygigabuster Posted June 12, 2019 Posted June 12, 2019 @vagonumero13 or anyone else Can I ask is there any extra step to make mod in "layer2" folder loads in game I try to used sample "Phase 4 Deluxe for Kasumi" from Vagonumero13 and when I start the game, the mod didn't load in layer 2 folder even redelbe_log stated that Costume mod "Phase 4 Deluxe for Kasumi" successfully loaded.
gatto tom Posted June 12, 2019 Posted June 12, 2019 18 hours ago, Monkeygigabuster said: @vagonumero13 or anyone else Can I ask is there any extra step to make mod in "layer2" folder loads in game I try to used sample "Phase 4 Deluxe for Kasumi" from Vagonumero13 and when I start the game, the mod didn't load in layer 2 folder even redelbe_log stated that Costume mod "Phase 4 Deluxe for Kasumi" successfully loaded. His sample mod is collocated on Kasumi C7, try there
laril Posted June 12, 2019 Posted June 12, 2019 Hey, awesome tools! I have one question, though: is it possible to also use the mods in the DOA Theater / replay mode, as Autolink did for DoA 5? If not, is this a feature that might come in the future or is this not possible to implement with the current approach / the new engine? Thanks!
Monkeygigabuster Posted June 12, 2019 Posted June 12, 2019 4 hours ago, gatto tom said: His sample mod is collocated on Kasumi C7, try there I have looked at other costume slots and rebelle still don't load the mod on layer2 folder
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