DatWombat Posted May 24, 2023 Posted May 24, 2023 7 hours ago, Elsidia said: Maya don't allow export import obj files? Maya does allow export of OBJ riles, but I haven't had success using them to port models into the game. Â I've been using FBX files instead. Â I've tried exporting OBJs from Action Taimanin and reimporting them without making changes, and the end result is quite scary. Â I have successfully ported new polygons into Action Taimanin, but Maya refuses to save any weight painting I perform. . . for reasons I'm trying to figure out. Â Once I get Maya to cooperate with weight painting, I think adding extra features and full nudity will be a non issue!
Elsidia Posted May 24, 2023 Posted May 24, 2023 12 minutes ago, Nretsmah said: Maya does allow export of OBJ riles, but I haven't had success using them to port models into the game. I mean you can get model into Maya, then export to obj, import into Blender, add new vertices, export to obj, import in Maya and complete work with costume for Action Taimanian  As blender not work with nif files, i do it with my work) (not for Action Taimanian)
DatWombat Posted May 24, 2023 Posted May 24, 2023 3 minutes ago, Elsidia said: I mean you can get model into Maya, then export to obj, import into Blender, add new vertices, export to obj, import in Maya and complete work with costume for Action Taimanian  As blender not work with nif files, i do it with my work) (not for Action Taimanian) I'll have to give that a try.  Something I'm trying to avoid is having to redo Action Taimanin's predone rigging from scratch. From what I've been reading, it seems Maya really doesn't like it when users append vertices to a mesh with rigging data.  Something else I want to try is another proof of concept; I haven't actually tested if modifying weights will have an effect in-game. I plan on taking a working model, fucking up the weight painting and seeing if any results can be seen.  If not, then I may need to work with the confines of moving and deleting vertices.  I didn't realize Maya can deal with NIF files, that's really interesting. I've always wanted to learn how to mod Skyrim and Fallout and add content, but Blender has never been too nice to NIFs; I've only had success with Morrowwind NIFs.
Elsidia Posted May 24, 2023 Posted May 24, 2023 1 hour ago, Nretsmah said: I didn't realize Maya can deal with NIF files, that's really interesting. probably not. I haven't Maya i use nif for outfitstudio in Skyrim and Fallout4 i export nif costume to obj from outfit studio, import in Blender, work with vertices, then export back to obj and import in outfit studio, then add textures, sliders and weights Â
DatWombat Posted May 25, 2023 Posted May 25, 2023 Hey all,  I apologize for delays.  I fucking hate Maya. How can a software that costs quarter grand a month crash every five minutes?  Anyways, I've spent today's free time trying and trying to add vertices to a model and port them into Action Taimanin. Thus far, everything I've done has been an overwhelming failure; it's no problem getting new vertices into the game, but getting Maya to save weight painting for new vertices is kind of a nightmare.  As it turns out, modifying rigged meshes in Maya is a big "no no".  I like to think my issues with the software are due to gaps in knowledge. Based on my study for Shirinui's nude model, it's possible to add new topology to the game. I don't get it. . . but I'm not completely out of ideas. Tired, yes, but I still have some kick left in the noggin.  If I can't figure out how to add vertices, there is another option. By simply moving vertices around, I'm able to produce 3D nipples and genitalia without any hitches. The detailing and topology for these modifications are shit, but if you ask me they're leagues above a simple texture swap. Considering how far away the characters are from the camera, I doubt very many people will be able to judge these kinds of edits too harshly.  Anyways, I'm going to keep at it.  Building an "all in one" package file with existing mods is still high on my "to do" list, so don't worry about that!  Shown is a "proof of concept" I made for Sora. The texture is crude, but her nipples and pussy are the product of shifting vertices, taking details from the shape of her breasts and moving them into distinguished shapes to texture paint. 3
DatWombat Posted May 25, 2023 Posted May 25, 2023 Maybe a more experienced Maya user can shed some insight? Â When I add vertices to an exported mesh, Maya won't "remember" any weight painting I perform on them. To my understanding, when a mesh is "skinned" to a skeleton pre-existing vertices are recorded as a "skin cluster". Â Typically, the advice I find is to duplicate the mesh, modify, then "reskin". The issue I'm having is that deleting the original mesh (or deleting pre-existing weight painting by unskinning or deleting history) causes irreparable damage to the model. Â The model can no longer be read by the game (invisible). I have no idea where the damage is done, but after importing into Unity it's obvious swapping meshes (or un skinning) changes the boundery and coordinates of the mesh when ported to Unity, even though it's zeroed in Maya. Â At this point I feel like I'm throwing darts in the dark. Â
DatWombat Posted May 26, 2023 Posted May 26, 2023 Hey all, Â Last night I took some more stabs at modding Action Taimanin models. Â In short, they were resounding failures. Â I tried importing models into familiar software (Blender) and exporting into Unity, but even when I was able to near perfectly match the coordinates and boundaries of my models to the original, I found Blender couldn't be bothered to correctly export hierarchies. Â I also tried more methods for modifying meshes in Maya without reskinning or deleting history, these were failures. Â I tried reskinning and duplicating models, but for the love of everything I can't figure out how to export reskinned models into Unity without them being fucked. I even tried tried drag and dropping them into Unity. Â I think I might have time concede to modifying preexisting verts.
DatWombat Posted May 26, 2023 Posted May 26, 2023 Hey all, Â Last night I took some more stabs at modding Action Taimanin models. Â In short, they were resounding failures. Â I tried importing models into familiar software (Blender) and exporting into Unity, but even when I was able to near perfectly match the coordinates and boundaries of my models to the original, I found Blender couldn't be bothered to correctly export hierarchies. Â I also tried more methods for modifying meshes in Maya without reskinning or deleting history, these were failures. Â I tried reskinning and duplicating models, but for the love of everything I can't figure out how to export reskinned models into Unity without them being fucked. I even tried tried drag and dropping them into Unity. Â I think I might have time concede to modifying preexisting verts.
g29504569 Posted May 26, 2023 Posted May 26, 2023 (edited) On 5/25/2023 at 2:35 PM, Nretsmah said: Maybe a more experienced Maya user can shed some insight? Â When I add vertices to an exported mesh, Maya won't "remember" any weight painting I perform on them. To my understanding, when a mesh is "skinned" to a skeleton pre-existing vertices are recorded as a "skin cluster". Â Typically, the advice I find is to duplicate the mesh, modify, then "reskin". The issue I'm having is that deleting the original mesh (or deleting pre-existing weight painting by unskinning or deleting history) causes irreparable damage to the model. Â The model can no longer be read by the game (invisible). I have no idea where the damage is done, but after importing into Unity it's obvious swapping meshes (or un skinning) changes the boundery and coordinates of the mesh when ported to Unity, even though it's zeroed in Maya. Â At this point I feel like I'm throwing darts in the dark. Â After MAYA binds weights again All modifications to the grid will result in weight loss (include deleting history) I recommend you to use BLENDER for modification Or make a copy of the original skeleton and model (CTRL+d) Rigging the fully revised model to the new skeleton And use the "copy skin weight" to copy the weight. Edited May 26, 2023 by g29504569
201193 Posted May 26, 2023 Posted May 26, 2023 good luck @Nretsmah, hope your ember grows to be our bonfire~
jpackinwood Posted June 8, 2023 Posted June 8, 2023 On 5/23/2023 at 8:45 PM, Nretsmah said: Hey all! I got to work today and I managed to fix dear Shiranui!  Just as I suspected, the modified textures were not overwriting Action Taimanin's textures at all. What I think happened was that an update changed the "path ID" to be overwritten, causing Action Taimanin to default to well, eh default content.   Thanks for the ASSETS file, I had no issues ripping the models and textures that I needed. I also found a normal map for Shiranui inside the file, no doubt the source of unwanted detail. In a nutshell, normal maps effect the way light hits models, producing what appear to be raised and lowered surfaces.  Shown is a "proof of concept"; I don't have a distributable fix for Shiranui at the moment.  So uh, where's the fix?  In light of recent issues with Moderchan's mods, my plans, and my limited knowledge (and general distrust) of EXE installers I am planning on releasing a "package" file to be installed via Unity Assets Bundle Extractor. The process is quite simple, though most users will need to follow a brief tutorial.  Using this method, I can maintain and distribute working versions of Moderchan's content as smaller, safer download and distribute my own nude mods for the game!  If any of you are familiar with "The Secret to Nudity" or "Fi da Booty", these are mods I've published on my personal website (WombatTrap) that use Unity Assets Bundle Extractor and "package" files to insert adult content into Unity-based games. Btw, this is really great, and even if it would be a bit of a hassle to do every time they release a new update, I'd be interested in a step by step of how you fixed the Shiranui model. This was always one of my favorites.
DatWombat Posted June 8, 2023 Posted June 8, 2023 Hey all,  Unfortunately I haven't been able to figure out how to add new polygons to imported models. I spent about three days in and out of Maya and Blender trying all sorts of plugins, import and export options, the works really. I know it's possible, but I just haven't been able to wrap my head around a successful addition of polygons.  I can't even get an unmodified model from Blender to work in Action Taimanin.  On 5/26/2023 at 12:12 PM, g29504569 said: After MAYA binds weights again All modifications to the grid will result in weight loss (include deleting history) I recommend you to use BLENDER for modification Or make a copy of the original skeleton and model (CTRL+d) Rigging the fully revised model to the new skeleton And use the "copy skin weight" to copy the weight.  I appreciate this advice, it got me much closer to a working model.  You see, to get a model to successfully port into Action Taimanin, once the FBX has bee ported into Unity its "Transform" parameters and Skinned Mesh Renderer parameters must be nearly identical. Any major changes will have catastrophic results once the model is ported into Action Taimanin. I was very close to matching these parameters using your advice.  Unfortunately, it's not possible to edit these parameters within Unity to "cheat" around proper importing/exporting.  So I took a break from modding Action Taimanin.  I decided to work on some other mods, including nude mods from Fi da Puti Samurai and Volcano Princess on Steam. But I'm back on Action Taimanin. Once again, I couldn't figure out how to add polygons, but what I am doing is building a patch using pre-existing nude mods. I'm also repairing models and correcting textures. My patch will not be an EXE installer, but it will be the most quickest and most functional adult patch for Action Taimanin.  Currently, I'm using my free time to rip apart the ASSETS file provided by @jpackinwood. Basically, I'm ripping modified assets so I can build a smaller file (as opposed to sharing a complete ASSETS file). I'm also taking the time to analyze the state of textures, normal maps, and speculars, making changes as I see fit. If I'm feeling creative, I might make some of my own modifications to add "tan lines", to keep each skin more interesting.  Something I'm planning on doing is making my own complete Action Taimanin Nude Mod. Because I haven't been able to add polygons, I'll have to get creative with the polygons I have. But with the knowledge and skills I do have, I'm confident I can make a complete nude mod to cover an assortment of outfits, character cards and whatnot. My personal Action Taimanin Nude Mod will likely be the most comprehensive mod for the game overall.  Recently, I've been trying my hand at repainting pre-existing art pieces to add nudity. I'd love to upload my work, but unfortunately a lot of it would be against Lover's Lab ToS. This, among other reasons is why I host a lot of my mods on a personal platform. In any case, I'm confident I can lewd some supporters.  The attached image is an example of a working FBX imports in Unity. Either model could be used in Action Taimanin without a hitch.Â
DatWombat Posted June 8, 2023 Posted June 8, 2023 1 hour ago, jpackinwood said: Btw, this is really great, and even if it would be a bit of a hassle to do every time they release a new update, I'd be interested in a step by step of how you fixed the Shiranui model. This was always one of my favorites. Hey there, Â It will honestly be a big hassle for me to maintain the Action Taimanin models per update. It sucks, but it's nothing I'm not already familiar with. Virtually all Unity-based mods have to be carefully maintained. Â I'm sure it would excite you to know I'm drafting a tutorial on how I mod Unity games. I use quite a bit of software, and I discuss how I use Maya to port models into Action Taimanin. My complete article will include photos and the like, but I'll try to explain what I did here. Â Based on your screenshots, I determined the model was functioning but the wrong texture was being applied. Based on how the vanilla texture was "wrapped" around the model, it was clear the model used a custom UV map (which basically tells the game how to draw textures on the model). Â My prognosis: missing texture or incorrect PathID. Â I figured (A) the texture required to fix the model was either completely absent from the ASSETS file, or it was present but not overwriting the correct PathID. All files in an ASSETS file have a PathID, a unique sort of address. Whenever a game is updated, if the ASSETS file is tampered with PathIDs have a tendency to change. Even if a patch successfully writes to an ASSETS file, if the PathID no longer references the correct file your texture won't be applied to correct model. Â So what I did was open the ASSETS file in AssetStudioGUI. This way, I could browse the ASSETS file with a visual reference. I located the Shiranui's default texture (by typing "Shiranui" in the search box) and noted the PathID. I also exported the normal map, which appeared to be fucking the up lighting on the model. Â I used Photoshop to "flatten" the normal map by filling the entire image with a single color. Â Then, I used Unity Assets Bundle Extractor Avalonia to open the ASSETS file. Using the PathID I noted from before, I replaced the default texture and the normal maps with the correct versions. I saved the file, and booted the game and *viola*. Â To note, I actually took some additional steps. I actually ripped the model too and ported it directly into the most up-to-date version of Action Taimanin's ASSETS file, but that's a little more complicated than the steps I've listed thus far.
DatWombat Posted June 9, 2023 Posted June 9, 2023 A-a-and open!  Hey all, I have completed an all in one patch using extracted content from @jpackinwood. Thanks for providing the already-modded ASSETS file, I was able to siphon its contents to build a compact patch and provide several model and texture repairs.  Unfortunately I do have some bad news. . . installation is a bit of a doozey. To be honest, I have no idea how to make an EXE installer. On the plus side, my method of modding is actually really quick (only takes a minute once you learn the process) and significantly safer than running executables from strangers on the internet!  At least for the time being, a download for the file and step-by-step tutorial is available on my personal website.  https://wombattrap.com/mod/action-taimanin/action-taimanin-nude-patch/  Again, I apologize for the complexity of installation.  it really only takes a few minutes. I try to write tutorials that appeal to users of all skill levels.  This is the most difficult game I've ever had the pleasure of modding.  Some of you may be wondering why don't I just provide pre-modded game files for a quick overwrite. I don't like sharing any more game files than I absolutely have to; I do this out of respect for developers, and out of respect for my time and server space. It's the difference between 35 MB and over a GB of data.  I didn't have a chance to test the mod, but it should work. Let me know if I fucked anything up. I've modded a handful of Unity games before, so I'm pretty confident the patch I uploaded should be fully functional with all available, working nude characters. 6
jpackinwood Posted June 9, 2023 Posted June 9, 2023 9 hours ago, DatWombat said: A-a-and open!  Hey all, I have completed an all in one patch using extracted content from @jpackinwood. Thanks for providing the already-modded ASSETS file, I was able to siphon its contents to build a compact patch and provide several model and texture repairs.  Unfortunately I do have some bad news. . . installation is a bit of a doozey. To be honest, I have no idea how to make an EXE installer. On the plus side, my method of modding is actually really quick (only takes a minute once you learn the process) and significantly safer than running executables from strangers on the internet!  At least for the time being, a download for the file and step-by-step tutorial is available on my personal website.  https://wombattrap.com/mod/action-taimanin/action-taimanin-nude-patch/  Again, I apologize for the complexity of installation.  it really only takes a few minutes. I try to write tutorials that appeal to users of all skill levels.  This is the most difficult game I've ever had the pleasure of modding.  Some of you may be wondering why don't I just provide pre-modded game files for a quick overwrite. I don't like sharing any more game files than I absolutely have to; I do this out of respect for developers, and out of respect for my time and server space. It's the difference between 35 MB and over a GB of data.  I didn't have a chance to test the mod, but it should work. Let me know if I fucked anything up. I've modded a handful of Unity games before, so I'm pretty confident the patch I uploaded should be fully functional with all available, working nude characters. Thanks for all the work you've put into this. If I've got the time, I'll read through and give this a try this weekend. Wish me luck!
DatWombat Posted June 9, 2023 Posted June 9, 2023 7 minutes ago, jpackinwood said: Thanks for all the work you've put into this. If I've got the time, I'll read through and give this a try this weekend. Wish me luck! Sure! If you're new to Unity Assets Bundle Extractor, you might need some luck! Â But if you're ever interested in modding your own content, my tutorial is pretty much 70% of the process.
DatWombat Posted June 10, 2023 Posted June 10, 2023 Regarding modding models. . .  So I reached out to one of Moderchan's Twitter accounts. I'm skeptical about a reply, and all I know is English. . . but it's worth a shot.  I also started flipping through their tweets in search of a tutorial or at the very least, WIP images to point me in the right direction with software.  Browsing Moderchan's Twitter has me inspired again so I'm going to try porting models from Blender to Unity to Action Taimanin again.  I got kind of burnt out last time I tried, was three days of failures. But I bet once I figure it out it'll open my horizons as a modder. There's a lot of characters I really, really want to see naked in Action Taimanin, among other games. 4
jpackinwood Posted June 11, 2023 Posted June 11, 2023 1 hour ago, DatWombat said: Regarding modding models. . .  So I reached out to one of Moderchan's Twitter accounts. I'm skeptical about a reply, and all I know is English. . . but it's worth a shot.  I also started flipping through their tweets in search of a tutorial or at the very least, WIP images to point me in the right direction with software.  Browsing Moderchan's Twitter has me inspired again so I'm going to try porting models from Blender to Unity to Action Taimanin again.  I got kind of burnt out last time I tried, was three days of failures. But I bet once I figure it out it'll open my horizons as a modder. There's a lot of characters I really, really want to see naked in Action Taimanin, among other games. Good to hear. It's always important to take breaks and recharge and to manage expectations. Either way, I'm happy to see someone modding this game again!
leo333 Posted June 11, 2023 Posted June 11, 2023 On 6/9/2023 at 5:40 PM, DatWombat said: A-a-and open!  Hey all, I have completed an all in one patch using extracted content from @jpackinwood. Thanks for providing the already-modded ASSETS file, I was able to siphon its contents to build a compact patch and provide several model and texture repairs.  Unfortunately I do have some bad news. . . installation is a bit of a doozey. To be honest, I have no idea how to make an EXE installer. On the plus side, my method of modding is actually really quick (only takes a minute once you learn the process) and significantly safer than running executables from strangers on the internet!  At least for the time being, a download for the file and step-by-step tutorial is available on my personal website.  https://wombattrap.com/mod/action-taimanin/action-taimanin-nude-patch/  Again, I apologize for the complexity of installation.  it really only takes a few minutes. I try to write tutorials that appeal to users of all skill levels.  This is the most difficult game I've ever had the pleasure of modding.  Some of you may be wondering why don't I just provide pre-modded game files for a quick overwrite. I don't like sharing any more game files than I absolutely have to; I do this out of respect for developers, and out of respect for my time and server space. It's the difference between 35 MB and over a GB of data.  I didn't have a chance to test the mod, but it should work. Let me know if I fucked anything up. I've modded a handful of Unity games before, so I'm pretty confident the patch I uploaded should be fully functional with all available, working nude characters. How many fully nude characters included in your patch file?
DatWombat Posted June 11, 2023 Posted June 11, 2023 8 minutes ago, leo333 said: How many fully nude characters included in your patch file? I'll have to double check, something on my to do list is maintaining updates and relevant files in an update log.  Let's see, Asagi, Yukikaze, Shiranui, sort of Noah, Sakura, I think blizzard lady, that's all for full nudity.  Partial nudity for Ingrid, again Noah, the girl with the throwy triangles, ehh Oboro I think is partial  That's what I can think of from the top of my head
megaman12321 Posted June 11, 2023 Posted June 11, 2023 14 hours ago, DatWombat said: I'll have to double check, something on my to do list is maintaining updates and relevant files in an update log.  Let's see, Asagi, Yukikaze, Shiranui, sort of Noah, Sakura, I think blizzard lady, that's all for full nudity.  Partial nudity for Ingrid, again Noah, the girl with the throwy triangles, ehh Oboro I think is partial  That's what I can think of from the top of my head I can confirm for everyone it totally works so thanks for that whole tutorial and everything. I see that Murasaki's got some weird bug with her textures. I think her suit is just fleshed colored so something went a bit buggy there but I can confirm that Asagi, Yukikaze, Shiranui, Emily, Oboro are all full on while Ingrid's partial
DatWombat Posted June 11, 2023 Posted June 11, 2023 2 hours ago, megaman12321 said: I can confirm for everyone it totally works so thanks for that whole tutorial and everything. I see that Murasaki's got some weird bug with her textures. I think her suit is just fleshed colored so something went a bit buggy there but I can confirm that Asagi, Yukikaze, Shiranui, Emily, Oboro are all full on while Ingrid's partial Thanks for the heads up, I should be able to issue an update/fix tonight. I'll check out Murasaki, I might have missed a normal map or a model.
DatWombat Posted June 12, 2023 Posted June 12, 2023 (edited) 11 hours ago, megaman12321 said: I can confirm for everyone it totally works so thanks for that whole tutorial and everything. I see that Murasaki's got some weird bug with her textures. I think her suit is just fleshed colored so something went a bit buggy there but I can confirm that Asagi, Yukikaze, Shiranui, Emily, Oboro are all full on while Ingrid's partial  Hey there, I fixed the issue. An updated patch has been uploaded.  https://wombattrap.com/mod/action-taimanin/action-taimanin-nude-patch/  Looks like I need to fix Kirara, I'll see to her tomorrow. Fortunately, looks like all I need to do is disable one of her meshes.  For those interested in the technical side. . .  I was pretty sure the issue was a missed normal map, from what I was told. I went ahead and switched it for a flattened normal (the same one I used for Shiranui) but found the bug was still present. Upon closer inspection, I determined it was some other file that responded to light.  After digging around the game's files, I found the culprit; a "grade" image which clearly had something to do with the way light reflects from her skin. It clearly featured the unwanted patterns as shown in one of the images included. Turns out, I already had a good grade map, but I forgot to bundle it with my patch. I rebuilt my patch using UABEA, and all is good.  . . . hopefully. I didn't actually test the patch, I just overwrote my game files directly.  Edited June 12, 2023 by DatWombat Had something else to say. 6
numeko0725 Posted June 13, 2023 Posted June 13, 2023 nice to meet you Excuse me for google translation. I am also trying to modify and modify the fbx file. Changing textures was easy. But UABEA can't import fbx file. dat file must be converted. But I don't know how to do that or what software I need. I would like you to tell me if you don't mind
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