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I know the cause, but not the solution.

DOAXVV has few costumes with the whole socks.
I borrowed from FIONA's dress sandals (stride=80) to make the sock sole and extended it back to the original sock(stride=76).

It work only stride=80 but not 76.

 

please do not mind Or tell me if you know the solution

 

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@sarsha043033 - Typically the differences between why some meshes are stride 76 and other are stride 80 are because the ones using 76 only have 3 UV maps while the ones using 80 have 4 UV maps.

  1. TEXCOORD.xy
  2. TEXCOORD.zw
  3. TEXCOORD1.xy
  4. TEXCOORD1.zw (80 stride required)

If you are replacing a mesh that originally has 4 UV maps (stride 80), its likely becuase it needs all 4, therefore if you replace it with originally only 3 UV maps (stride 76) you might end up with issues. You can switch between the 2 different styles in blender by adjusting the "Properties Pane > Object > Custom Properties" section for the mesh and the UV Maps in blender.


Steps:

Spoiler

 

Switch a Stride 76 to Stride 80 (Add a UV Map)

  1. Go to the mesh's "Properties Pane > Object > Custom  Properties" page
  2. Add a new custom property by clicking the "Add" button
  3. Edit the new property by clicking the "Edit" button next to the new property (likely called "prop")
  4. Set Property Name=3DMigoto:TEXCOORD1.zw
  5. Set Property Value={'flip_v': 1}
  6. Click OK
  7. Set the 3DMigoto:VBStride property value=80
  8. Go to the mesh's "Properties Pane > Data > UV Maps" and click the + button to add a new UV Map.
  9. Rename the new UV Map by double clicking it and rename it to "TEXCOORD1.zw" (the new UV Map should be a clone of what you had selected which is usually fine)
  10. If you export the mesh it will now be Stride 80 and include 4 UV Maps.

image.png.b9dbb81379d0c371dc9424d9ba85f411.png

 

Switch a Stride 80 to Stride 76 (Remove a UV Map)

 

Note: Usually this isn't necessary, as you can safely replace a mesh that was stride 76 with a mesh that is stride 80, but in case you want to know how I'll list the steps:

  1. Go to the mesh's "Properties Pane > Object > Custom Properties" page
  2. Remove the 3DMigoto:TEXCOORD1.zw custom property by clicing the "-" button next to it.
  3. Set the 3DMigoto:VBStride property value=76
  4. Go to the mesh's "Properties Pane > Data > UV Maps"
  5. Select the TEXCOORD1.zw UV Map
  6. Click the "-" button to remove the TEXCOORD1.zw UV Map.
  7. If you export the mesh, it will now be Stride 76 and only include 3 UV Maps.

For Reference, here are the main sections called out:

"Properties Pane > Object > Custom Properties"

image.png.7da1073ee8b821bddb53dab4bd9f3fc6.png

 

"Properties Pane > Data > UV Maps"

image.png.87df879115cf9ec7c85e537df8fa2fe2.png

 

 

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Very Thanks KuroKaze78 for the very detailed explanation.
Blender started just a month ago and didn't know the meaning of STRIDE.

Knowledge is only what is written on the site "chirasinoura チラシの裏" .

In fact, if you look at the ini file, you'll see that it's very crude.
I will update it by trial and error.
There are some ideas for MOD, but it's too slow to make it.

 

thx.

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15 hours ago, sarsha043033 said:

I know the cause, but not the solution.

DOAXVV has few costumes with the whole socks.
I borrowed from FIONA's dress sandals (stride=80) to make the sock sole and extended it back to the original sock(stride=76).

It work only stride=80 but not 76.

 

please do not mind Or tell me if you know the solution

 

Hello!
The error that pops up is because you have defined the ResourceBaseShoesVB and ResourceBaseShoesIB twice

image.png.5ecd2855e62c773fa314eec4ff0317dd.png

 

image.png.4a2fda82f1826a0efa3b8a7b34342e6e.png

Same is true for Cuff.ib too.

image.png.ba6200b27f94c5fd7f5fc0bdac693d7e.png

image.png.3fe152f209b841dc1765b0d7b844d49c.png

You don't need to define resources multiple times, you can put them anywhere in the code and they can be called from anywhere.

The final Error I got was due to you trying to replace the same Body Hash twice,

image.png.2b51c02aabe11eac9a98c1c149660774.png

image.png.af43aa9f8749a58bd5251e1e0900023b.png

With Resources you can put them anywhere and how many you want, and even use the same IB/VB like you have done with ResourceShoes and ResourceBaseShoes.
Resources will only be used if you call upon them.

 

A TextureOverride without a clause will always run in the code, so you need to put some conditions on when to use ResourceBaseBody or ResourceBaseBodyEX.

I only have the suit for Honoka body so I can't test it.

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KanekoVV-san
Thanks for the very clear explanation.
I feel a little deeper understanding of modding.
I fixed it immediately.
I saw your MOD, I will refer to it with a beautiful finish.

Regarding KuroKaze78-'s stride, the situation will cause the bottom of the sock to glow strangely, so I'll try it later.

First of all, working of honoka and Marie are in a hurry.

thanks to advice very much.

 

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18 hours ago, ssmith said:

problem with new version

 

Immagine.jpg

  • Thx error report.This error could not be found at my location. I am worried that TextureOverride is performed twice for hash = 5c844064, but I cannot verify it. Keep in mind, but I would like to proceed with the next task.

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Add a match_first_index = 0 and there's no more warning. 

 

[TextureOverrideBody]
hash = 5c844064
match_first_index = 0
vb0 = ResourceBaseBodyVB
ib = ResourceBaseBodyIB
handling = skip
drawindexed = auto

 

[TextureOverrideBodyEX]
hash = 5c844064
vb0 = ResourceBaseBodyEXVB
ib = ResourceBaseBodyEXIB
handling = skip
drawindexed = auto

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1 hour ago, HS1010 said:

Add a match_first_index = 0 and there's no more warning. 

 

[TextureOverrideBody]
hash = 5c844064
match_first_index = 0
vb0 = ResourceBaseBodyVB
ib = ResourceBaseBodyIB
handling = skip
drawindexed = auto

 

[TextureOverrideBodyEX]
hash = 5c844064
vb0 = ResourceBaseBodyEXVB
ib = ResourceBaseBodyEXIB
handling = skip
drawindexed = auto

It works thanks

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