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Bullet Girl Phantasia mods?


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All in One Pack v1.4 Beta 2 released

changelog:
White bodies nipples totally fixed, they looks good in every condition of the game.

Dark body nipples are still a problem, but a lot better than Beta1. Nipples in the shadows are barely visible.
 

Spoiler

 

Nipples in the light

Light.JPG.bf081613171802f4237ea061cebb5111.JPG

Nipples in the shadows

 

Shadow.JPG.7827949b5a9d0412c396196ec4439d8f.JPG

 

 

 

If they are good I will use these as 1.4 official.


DOWNLOAD

1.4 Beta2.zip

 

 

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12 hours ago, arc037461 said:

@SlashinG  Where did you get lost in the tutorial?

Note that Body and Edge are separated objects, not a single object.

Sorry for the late reply but I found my silly mistake.  Didn't delete the material from the edge object after flipping and join with the duplicate of the body mod.  Some reason it prevent it from displaying ingame?  Not sure why that is, I'll check it later.  At least now it is showing up properly in viewport.image.png.7be91b29ac4485165f4bfd978d1597b4.png

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18 hours ago, chrnodroid said:

 

 

 

All in One Pack v1.4 Beta 2 released

changelog:
White bodies nipples totally fixed, they looks good in every condition of the game.

Dark body nipples are still a problem, but a lot better than Beta1. Nipples in the shadows are barely visible.
 

  Reveal hidden contents

 

Nipples in the light

Light.JPG.bf081613171802f4237ea061cebb5111.JPG

Nipples in the shadows

 

Shadow.JPG.7827949b5a9d0412c396196ec4439d8f.JPG

 

 

 

If they are good I will use these as 1.4 official.


DOWNLOAD

1.4 Beta2.zip 62.87 MB · 69 downloads

 

 

Thx ❤️

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@SlashinG Glad to see your success.

 

> poking through every outfit.  Not really sure its worth editing

 

Yes, that's another "scientific nude modding" problem for all costumes and bras.

I think it's easier to make some part (around nipple) transparent in their textures.

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Here is the final tutorial.

 

Tutorial for Replacing Mushroom Mesh (Only for Professional Modders)

 

mushroom.jpg.e67229b36795bc66c89e52808e8ce983.jpg

 

### Requirements

### Step 1. Dump Meshes and Textures

 

Search mushroom's PixelShaders and dump them.

Note that mushroom uses different textures for "near-mouse state (brighter color)" and "the other state (regular color)".

 

### Step 2. Import Meshes to Blender

 

Before importing, we need to temporarily edit the addon source.

Because dumped vertex data lacks weight values, while it has bone indices, so we assume every vertex has (100%, 0%, 0%, 0%) weight.

--- a/blender_3dmigoto.py
+++ b/blender_3dmigoto.py
@@ -726,7 +726,7 @@ def import_normals_step2(mesh):
     #mesh.show_edge_sharp = True

 def import_vertex_groups(mesh, obj, blend_indices, blend_weights):
-    assert(len(blend_indices) == len(blend_weights))
+    # assert(len(blend_indices) == len(blend_weights))
     if blend_indices:
         # We will need to make sure we re-export the same blend indices later -
         # that they haven't been renumbered. Not positive whether it is better
@@ -737,7 +737,7 @@ def import_vertex_groups(mesh, obj, blend_indices, blend_weights):
             obj.vertex_groups.new(name=str(i))
         for vertex in mesh.vertices:
             for semantic_index in sorted(blend_indices.keys()):
-                for i, w in zip(blend_indices[semantic_index][vertex.index], blend_weights[semantic_index][vertex.index]):
+                for i, w in zip(blend_indices[semantic_index][vertex.index], (1.0, 0, 0, 0)):
                     if w == 0.0:
                         continue
                     obj.vertex_groups[i].add((vertex.index,), w, 'REPLACE')

### Step 3. Edit Meshes and Export Them

 

Edit and export them just like we did as the previous tutorial.

 

### Step 4. Write ini File to Enable Mod

 

Write a ini file to replace these assets (we need 4 TextureOverride*** blocks total).

  • Mushroom's body mesh
  • Mushroom's edge mesh
  • Diffuse texture (Near-mouse state)
  • Diffuse texture (Regular state)

Test it in the game, enjoy.

 

### Caveats

 

When playing in "Reverse-Drilling", the mushroom shape rotates 90 degrees around Z-axis, so we need to change mesh orientation in Blender's edit mode.

 

 

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On 1/26/2020 at 8:57 PM, arc037461 said:

Now I succeeded in the final step of mesh modding (replacing edge shape).

edge2.thumb.jpg.1264d3fbc9d8c691127098158a29f2d4.jpg

 

edge1.jpg.68c9e6a9535cdb0a13bcddb67cb62f75.jpg

I'll add tutorial later.

 

later

Can a beginner like me have these nipples if I just swap files?

I'm so excited

I want to support

 

I look forward to visiting your website every day.

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4 hours ago, arc037461 said:

Here is the last tutorial.

 

Tutorial for Replacing Mushroom Mesh (Only for Professional Modders)

 

mushroom.jpg.e67229b36795bc66c89e52808e8ce983.jpg

 

### Requirements

### Step 1. Dump Meshes and Textures

 

Search mushroom's PixelShaders and dump them.

Note that mushroom uses different textures for "near-mouse state (brighter color)" and "the other state (regular color)".

 

### Step 2. Import Meshes to Blender

 

Before importing, we need to temporarily edit the addon source.

Because dumped vertex data lacks weight values, while it has bone indices, so we assume every vertex has (100%, 0%, 0%, 0%) weight.


--- a/blender_3dmigoto.py
+++ b/blender_3dmigoto.py
@@ -726,7 +726,7 @@ def import_normals_step2(mesh):
     #mesh.show_edge_sharp = True

 def import_vertex_groups(mesh, obj, blend_indices, blend_weights):
-    assert(len(blend_indices) == len(blend_weights))
+    # assert(len(blend_indices) == len(blend_weights))
     if blend_indices:
         # We will need to make sure we re-export the same blend indices later -
         # that they haven't been renumbered. Not positive whether it is better
@@ -737,7 +737,7 @@ def import_vertex_groups(mesh, obj, blend_indices, blend_weights):
             obj.vertex_groups.new(name=str(i))
         for vertex in mesh.vertices:
             for semantic_index in sorted(blend_indices.keys()):
-                for i, w in zip(blend_indices[semantic_index][vertex.index], blend_weights[semantic_index][vertex.index]):
+                for i, w in zip(blend_indices[semantic_index][vertex.index], (1.0, 0, 0, 0)):
                     if w == 0.0:
                         continue
                     obj.vertex_groups[i].add((vertex.index,), w, 'REPLACE')

### Step 3. Edit Meshes and Export Them

 

Edit and export them just like we did as the previous tutorial.

 

### Step 4. Write ini File to Enable Mod

 

Write a ini file to replace these assets (we need 4 TextureOverride*** blocks total).

  • Mushroom's body mesh
  • Mushroom's edge mesh
  • Diffuse texture (Near-mouse state)
  • Diffuse texture (Regular state)

Test it in the game, enjoy.

 

### Caveats

 

When playing in "Reverse-Drilling", the mushroom shape rotates 90 degrees around Z-axis, so we need to change mesh orientation in Blender's edit mode.

 

 

Any chance of you sharing your patch @arc037461 ? Looking very good.

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@Roufas

I'm just a modding researcher, so I don't have any plan to release my experimental mods.

Of course, you can create your own mushrooms.

  1. If you're not familier with Blender, watch tutorial videos in Youtube (at least 50-100 hours).
  2. Find good Xnalara models in DeviantArt.
  3. Load it in XPS (XNA Posing Studio), and convert it to OBJ file.
  4. Load the OBJ in Blender.
  5. Make your mods as you like.
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4 hours ago, arc037461 said:

@Roufas

I'm just a modding researcher, so I don't have any plan to release my experimental mods.

Of course, you can create your own mushrooms.

  1. If you're not familier with Blender, watch tutorial videos in Youtube (at least 50-100 hours).
  2. Find good Xnalara models in DeviantArt.
  3. Load it in XPS (XNA Posing Studio), and convert it to OBJ file.
  4. Load the OBJ in Blender.
  5. Make your mods as you like.

Those are good tips for a newbie like me thanks, I will once I have time for it.

Link to comment
8 hours ago, NumberXer0 said:

Just a heads up for everyone, since I feel the game will speak to the same people here, Azur Lane drops tomorrow on PC. It uses Unreal, so I'm hoping we can get some nice mods for that too. Lewd the ship waifus :P

Does it have clothes destruction? :P

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制服には学年別で共有しているファイル、キャラ毎に専用に用意されているファイルがあり、ブレザーとカーディガンとベストで更に共有しているファイルが違うことに気づきました。

それらを全て抽出して揃えました。

つまり、学年別に設定されているネクタイの色を正規の色でスカートを外しました。

更に、会話イベントはデフォルトのコスチューム・下着が設定されているため、彩の白下着の非表示を取りやめました。

代わりにDLCのサラシの白を非表示に変えました。

秋のデフォルトの下着がスパッツなので、会話イベント時にスパッツ姿になるため、スパッツの黒をシリコン黒に差し替えました。

女の子達のアソコを立て線1本なのを変更しました。

 

これらのファイルは全て独立させてあるので好きなファイルのみ使用する事も可能です。

好みで使い分けて下さい。20200213120613_1.thumb.jpg.44a0a3f76c7d185bd1fa3780f14e57ae.jpg

 

Edited by parapara
Link to comment
2 hours ago, parapara said:

制服には学年別で共有しているファイル、キャラ毎に専用に用意されているファイルがあり、ブレザーとカーディガンとベストで更に共有しているファイルが違うことに気づきました。

それらを全て抽出して揃えました。

つまり、学年別に設定されているネクタイの色を正規の色でスカートを外しました。

更に、会話イベントはデフォルトのコスチューム・下着が設定されているため、彩の白下着の非表示を取りやめました。

代わりにDLCのサラシの白を非表示に変えました。

秋のデフォルトの下着がスパッツなので、会話イベント時にスパッツ姿になるため、スパッツの黒をシリコン黒に差し替えました。

女の子達のアソコを立て線1本なのを変更しました。

 

これらのファイルは全て独立させてあるので好きなファイルのみ使用する事も可能です。

好みで使い分けて下さい。20200213120613_1.thumb.jpg.44a0a3f76c7d185bd1fa3780f14e57ae.jpg

Mods.rar 61.29 MB · 29 downloads

This is the patch I really wanted

Thank you very much

If you ask me one more

Can you make the nipples in 3d

@parapara

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アソコを少し綺麗に書き直しました。

 

ダークエルフ開放までストーリー進めたのでダークエルフのアソコも描きました。

(乳首の色に合わすのが難しいため、まだ試作段階です)

 

編集の都合上、テクスチャーをDDS形式に変えました。

 

前にアップしたヌードと入れ替えて下さい。

 

20200213161126_1.thumb.jpg.10eaa7a381ed67e13e838fc49217907b.jpg20200213161029_1.thumb.jpg.ea1064ff94bba55af8389b7a1e35fd9c.jpg

 

Edited by parapara
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