zeltir24 Posted December 22, 2022 Posted December 22, 2022 even in blender do I need to convert it? if I need to convert it how can I convert it?
amorrow28 Posted December 22, 2022 Posted December 22, 2022 2 hours ago, zeltir24 said: Why won't the model of ryza appear? /cdn-cgi/mirage/3aaef5e69f3daf88bb93e8484e6d2081ecc68263c84d56671965381fee192c20/1280/https://static.loverslab.com/uploads/monthly_2022_12/Screenshot_28.png.84f9dcf2dada4800c21a7e046b7c49e2.png here it looks like you’re trying to open a pdn file, which is native to paint.net. You need to take the g1t file and drag it onto gust_g1t.exe which you get from Gust Tools, then it will make a folder with dds files. Double click the dds files and pick paint.net when it asks what application you want to use. 2 hours ago, zeltir24 said: even in blender do I need to convert it? if I need to convert it how can I convert it? /cdn-cgi/mirage/3aaef5e69f3daf88bb93e8484e6d2081ecc68263c84d56671965381fee192c20/1280/https://static.loverslab.com/uploads/monthly_2022_12/Screenshot_29.png.68384a07606a3786534cafbe9c7e16b3.png Take the elixir.gz file and drag it onto gust_elixir.exe from Gust Tools. It will make a folder with G1M files. In that folder put my python scripts (or G1M tools if you prefer), then run g1m_export_meshes.py. It will make folders with .fmt/.ib/.vb files. Now in Blender, first install the plug-in from DarkStarSword (Edit-Preferences-Addons). Then go to File-Import-3DMigoto raw buffers (.ib/.vb).
amorrow28 Posted December 22, 2022 Posted December 22, 2022 5 hours ago, Soelily said: I am very late to respond but awesome job on the updates! I had started on the changes but only managed to get the textures fixed before I got too busy with life for a while, aheh. Been playing with the outlines and I think it looks great! I made a wet model for it so it doesn't change to her default costume upon getting wet. Also decided to make variations for the other palettes she has! They are generally minimal without most of her costume but hey, incase anybody wanted em! Reveal hidden contents /cdn-cgi/mirage/3aaef5e69f3daf88bb93e8484e6d2081ecc68263c84d56671965381fee192c20/1280/https://static.loverslab.com/uploads/monthly_2022_12/Ryza1.thumb.png.790be4ac4813c75f80c68f0cf071f605.png/cdn-cgi/mirage/3aaef5e69f3daf88bb93e8484e6d2081ecc68263c84d56671965381fee192c20/1280/https://static.loverslab.com/uploads/monthly_2022_12/Ryza2.thumb.png.cf35b16c4d5a08c0fabf211586579959.png/cdn-cgi/mirage/3aaef5e69f3daf88bb93e8484e6d2081ecc68263c84d56671965381fee192c20/1280/https://static.loverslab.com/uploads/monthly_2022_12/Ryza3.thumb.png.e4d8591abd4a6577b1c511e1518ba6e7.png SummerMod Alts.rar 15.4 MB · 14 downloads SummerMod Alts Outlines.rar 15.37 MB · 20 downloads Looks great! And good catch on the rain - I was actually a little confused as I probably played the last 30 hours of the game with the summer mod and never ran into that issue, but I realized it is because I replaced a different slot and the rain only affects the main outfit. ?
zeltir24 Posted December 22, 2022 Posted December 22, 2022 53 minutes ago, amorrow28 said: here it looks like you’re trying to open a pdn file, which is native to paint.net. You need to take the g1t file and drag it onto gust_g1t.exe which you get from Gust Tools, then it will make a folder with dds files. Double click the dds files and pick paint.net when it asks what application you want to use. Take the elixir.gz file and drag it onto gust_elixir.exe from Gust Tools. It will make a folder with G1M files. In that folder put my python scripts (or G1M tools if you prefer), then run g1m_export_meshes.py. It will make folders with .fmt/.ib/.vb files. Now in Blender, first install the plug-in from DarkStarSword (Edit-Preferences-Addons). Then go to File-Import-3DMigoto raw buffers (.ib/.vb). Here I am lost
amorrow28 Posted December 22, 2022 Posted December 22, 2022 6 minutes ago, zeltir24 said: Here I am lost /cdn-cgi/mirage/3aaef5e69f3daf88bb93e8484e6d2081ecc68263c84d56671965381fee192c20/1280/https://static.loverslab.com/uploads/monthly_2022_12/Screenshot_30.png.497b3056959b6397b74f03af0cfca34f.png I dunno why they’re showing up as acrobat files. You need python 3.10. It’s free from the Microsoft store. (Link)
zeltir24 Posted December 22, 2022 Posted December 22, 2022 13 minutes ago, amorrow28 said: I dunno why they’re showing up as acrobat files. You need python 3.10. It’s free from the Microsoft store. (Link) what should I put here
amorrow28 Posted December 22, 2022 Posted December 22, 2022 (edited) 9 hours ago, zeltir24 said: what should I put here /cdn-cgi/mirage/3aaef5e69f3daf88bb93e8484e6d2081ecc68263c84d56671965381fee192c20/1280/https://static.loverslab.com/uploads/monthly_2022_12/Screenshot_31.png.be23b5c897bd4312595dca36c2ae018d.png You just need python installed, then run g1m_export_meshes.py as I instructed. It is a python script. (Don’t forget to first run the batch file I included to install the numpy and pyquaternion modules! Just double click it.) 8 hours ago, zeltir24 said: Do I need to copy all this /cdn-cgi/mirage/3aaef5e69f3daf88bb93e8484e6d2081ecc68263c84d56671965381fee192c20/1280/https://static.loverslab.com/uploads/monthly_2022_12/Screenshot_32.png.6c5a14d80f94836f1562904ec6baa907.png Save the plug-in (in the upper right hand corner, there is a RAW button, right click it and pick “save as”). Then install it into blender as I instructed above. This step is detailed in this video at 6 min 7 seconds: here Edited December 22, 2022 by amorrow28
zeltir24 Posted December 22, 2022 Posted December 22, 2022 I get now the others but where can I get g1m_export_meshes.py?
amorrow28 Posted December 22, 2022 Posted December 22, 2022 26 minutes ago, zeltir24 said: I get now the others but where can I get g1m_export_meshes.py? It’s there in your screenshot above
amorrow28 Posted December 22, 2022 Posted December 22, 2022 30 minutes ago, zeltir24 said: this one? /cdn-cgi/mirage/3aaef5e69f3daf88bb93e8484e6d2081ecc68263c84d56671965381fee192c20/1280/https://static.loverslab.com/uploads/monthly_2022_12/Screenshot_30.png.65fd074955b1e54b8f6e833fda59d91a.png yes, open that with python. You will need to install pyquaternion first (run install_pyquaternion.bat); this is needed only once.
zeltir24 Posted December 23, 2022 Posted December 23, 2022 I tried opening python and pyquaternion but it keeps closing
amorrow28 Posted December 23, 2022 Posted December 23, 2022 3 hours ago, zeltir24 said: /cdn-cgi/mirage/3aaef5e69f3daf88bb93e8484e6d2081ecc68263c84d56671965381fee192c20/1280/https://static.loverslab.com/uploads/monthly_2022_12/Screenshot_33.png.e7da1267c0813c4979bf2105333dd96d.png your folder has no model in it, that’s why. I only see a skeleton.
amorrow28 Posted December 23, 2022 Posted December 23, 2022 10 hours ago, zeltir24 said: ohh, can you send pictures how? Ok, here is a step-by-step tutorial on getting a model in and out of Blender, and textures in and out of Paint.NET. 1. Install Python, Blender and Paint.NET, 3DMigoto plugin for Blender, and download Gust Tools and my G1M Exporter. Quote Setup: 1. Install Python 3.10 or newer (free!), if you don't have it already. (Go to Microsoft store, use this link or just search for python and install the newest one.) 2. Install Blender (free!) in Steam. I am using 3.3 LTS (right click Blender in steam, select Properties -> Betas -> 3.3 stable LTS). 3. Install Paint.NET (free!) 4. Download DarkStarSword's plugin here (Right Click the link, choose Save Link As) 5. Install the plugin (Blender -> Edit menu at top -> Preferences -> Add-ons -> Install) Spoiler 6. Download Gust Tools. 7. Download my G1M Exporter. 2. Unpacking your character files so you can access files and install mods Quote Go to your Atelier Ryza folder, then Data. Put gust_pak.exe there from Gust Tools. Drag PACK00_02.PAK onto gust_pack.exe. Spoiler There will be a new folder called data. Its contents should be in your current folder. Drag that folder into Atelier Ryza and all its contents will be moved into the current folder. (This only works in Windows since folders are NOT case sensitive, if you are using another operating system then rename data to Data first.) Spoiler Go into x64. If you did this properly, you will see a "character" folder in x64. Spoiler Go to a model folder. Here I chose pc00a, which is Ryza's default costume. Look for xxxxx_model.elixir.gz and xxxxx_model.g1t, where xxxxx is your chosen model (pc00a in my case). Copy those files to a new folder somewhere. Spoiler Put gust_elixir.exe and gust_g1t.exe in the folder, both are from Gust Tools. Spoiler 3. Unpacking and packing textures for modification Quote The g1t file has all the textures. Drag it onto gust_g1t.exe from Gust Tools. Spoiler It will make a new folder with all the textures. The first time you do this, none of the textures will have icons. Just double click one of the textures (dds files) then it will ask you what program you want to use. Choose Paint.NET. After that, there will be icons. Spoiler When you have made your modifications, drag the folder back onto gust_g1t.exe, and it will repack the file. Spoiler Back up the original file, then copy your modified file into the folder where you found the original. The names must match. 4. Unpacking and packing models for modification. Quote The .elixir.gz file has all the meshes. Drag it onto gust_elixir.exe from Gust Tools. It will make a new folder with the same name as the .elixir.gz file. (If you did the textures step above, you will also find the textures in the same folder!) Spoiler In the folder you will find the model. Copy my g1m exporter into the folder. Spoiler The first time you do this, run install_pyquaternion.bat by double-clicking it. It will install the numpy and pyquaternion modules if you do not already have them. Spoiler Double-click g1m_export_meshes.py. Spoiler It will extract all the meshes into a new folder inside this folder, one folder for each submodel. This model only has a single submodel (PC00A_MODEL_default.g1m) so there will only be a single folder (PC00A_MODEL_default). PC00A_MODEL is NOT a model, it is the base skeleton. Spoiler NOTE: If you are trying to extract someone else's mod, there may be hidden meshes. For example, here is my SummerMod, you can see some of the meshes have 0 Bytes. If you see those, delete the entire group (every file that starts with 1. should be deleted, for example). If you are working with a base model from the game itself, you can skip this step. Spoiler Go into Blender, and go to File -> Import -> 3DMigoto raw buffers (.vb + .ib) Spoiler Go into the folder that my python script created. You will see all the files there. Choose and import the meshes that you want. Note that you see but cannot modify transformed meshes since we have no way to get them back into the game. Also, be sure to skip empty files (files with size of 0 Bytes), they will make the plug-in crash; hopefully you already deleted them as instructed above. Spoiler You should now have the meshes that you want in Blender! Spoiler When you are done modifying the mesh, select it in Object Mode and export using File -> Export -> 3DMigoto raw buffers. Spoiler When you are done making your mod, run g1m_import_meshes.py. Then go up one folder, and drag the whole folder onto gust_elixir.exe, and it will repack the file. Spoiler Back up the original file, then copy your modified file into the folder where you found the original. The names must match. You are done! In case you are lost on how to do things in Blender, I've written a few tutorials over at the Trails of Cold Steel IV thread. Here is a basic tutorial on how to modify a mesh (for example, make breasts bigger). And here is a tutorial on how to delete part of a mesh (for example, make a skirt shorter). And here is a tutorial on how to work with textures (obtaining UV maps, etc). And for the really brave, a tutorial on how to work with weights (for example, transfer a nude mod from one character to another) - I have to say, this is VERY difficult for G1M games. BTW all these tutorials were written for 3DMigoto mods, so just skip the irrelevant parts. Enjoy! I hope you give it a try, and if you make something you like, I hope you share. 11
zeltir24 Posted December 24, 2022 Posted December 24, 2022 Thank you finally I understand something also I'm going to make hairy version of Ryza
zeltir24 Posted December 24, 2022 Posted December 24, 2022 Btw should I use blender to put the pubic hair or paint net?
amorrow28 Posted December 24, 2022 Posted December 24, 2022 4 hours ago, zeltir24 said: Btw should I use blender to put the pubic hair or paint net? Texture mods (paint.net) are easier to get started with, I would start with paint.net. Please try watching some videos on youtube.
zeltir24 Posted December 24, 2022 Posted December 24, 2022 9 hours ago, amorrow28 said: Texture mods (paint.net) are easier to get started with, I would start with paint.net. Please try watching some videos on youtube. ohh, can I just look for pubic hair in the internet and combine it with the texture?
amorrow28 Posted December 24, 2022 Posted December 24, 2022 3 hours ago, zeltir24 said: ohh, can I just look for pubic hair in the internet and combine it with the texture? Try it!
cannon9009 Posted December 27, 2022 Posted December 27, 2022 On 9/16/2022 at 3:15 AM, SkullBaron said: Did finally get somewhere with learning how to mesh mod with these jank meshes... Is there a way to edit them a little easier than the current method? because man, that's alot of parts to try and make look clean and smooth. also yes, I do like my girls a little T H I C C Caked up, if you will. ey, you plan on releasing this? 1
popo555 Posted December 27, 2022 Posted December 27, 2022 Hi, is there a good way to merge the models whose uv coord overlap? For example, when we want to port some clothes from the original model to the nude model where the original clothes texture part was overwritten by the skin texture, simply importing the clothes mesh resulting in the skin-colored clothes, while pasting the clothes texture to the nude texture resulting in the clothes-colored nude body.
amorrow28 Posted December 27, 2022 Posted December 27, 2022 12 hours ago, popo555 said: Hi, is there a good way to merge the models whose uv coord overlap? For example, when we want to port some clothes from the original model to the nude model where the original clothes texture part was overwritten by the skin texture, simply importing the clothes mesh resulting in the skin-colored clothes, while pasting the clothes texture to the nude texture resulting in the clothes-colored nude body. Really the only way is to move the UV coordinates to an unused part of the map. If there is no area you can use, you can shrink parts of and/or distort the maps, but that's going to result in quality loss of course. I've tried adding new texture files, but so far that has resulted in the game crashing when loading the model.
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