hotNess16 Posted March 10, 2021 Posted March 10, 2021 53 minutes ago, The Butler said: I found out that in Jail each model has a different "shader you need to search". This is my setup for Ann. Hide contents Ann shader = ba3613fbf83ce352 .................................. Now I think I found out the issue and it's most likely the way I ported it which is kind of a crappy way of sorts. Things to note..... The model I was using is most likely from the first p5 game or the original artist (modeler). So skin color is different (can be fixed later). Now for the strange ..... spikes the reason is likely the way I converted(?) .xps to 3ds (.vb.ib). After removing the uneeded parts I exported it to fbx with only the meshes than imported back to blender and merged it with the original model to later remove the original. I need to do it because Blender plugin needs .vb .ib data to export properly. And the issue here is since it's using an "old" data it's not exporting the extra vertex. A way to fix it would be exporting the model directly from 3ds max which is a program I don't have. Or I may be missing something completely.... Oh man, so for a nude mod, you need all of the jail shaders huh? I definitely need to do more research on 3DMigoto. Some of the commands you have given I don't recognize. I still need to learn more Blender too. But I can tell that you are getting close at least for Ann anyways. 1
The Butler Posted March 10, 2021 Posted March 10, 2021 5 hours ago, hotNess16 said: That happened with me some times at the begining (when I was testing stuff). Usually opening another model would fix it. 2
kunobanget Posted March 10, 2021 Posted March 10, 2021 Hi guys about about tweaking Ann’s real world version costumes first? Such as turning her hot pants into miniskirt and also changing he bathtowel suit into a nude one (plus long hair version for her hotspring version if possible)? That will be great 1
hotNess16 Posted March 10, 2021 Posted March 10, 2021 6 hours ago, The Butler said: That happened with me some times at the begining (when I was testing stuff). Usually opening another model would fix it. Ah OK I will try that and see if that works. 5 hours ago, kunobanget said: Hi guys about about tweaking Ann’s real world version costumes first? Such as turning her hot pants into miniskirt and also changing he bathtowel suit into a nude one (plus long hair version for her hotspring version if possible)? That will be great Speaking of bath towel, I'm wondering how to make the character portraits all the girls wearing their bath towels. I know you could modify them in Persona 4 Golden but I'm not sure how to do that and if that method(s) is applicable to this game. 1
The Butler Posted March 10, 2021 Posted March 10, 2021 3 minutes ago, hotNess16 said: Speaking of bath towel, I'm wondering how to make the character portraits all the girls wearing their bath towels. I know you could modify them in Persona 4 Golden but I'm not sure how to do that and if that method(s) is applicable to this game. Chaging texture only is way easier than models. btw what were your steps on importing the model back in the game? No matter what I do I end up with the same result. Which might be related to weights.... Something funny that I found is that there were some bizarre stuff even using original models... Export Mesh with 3Dmigoto >> Open .ib.vb with blender and export as proper .ib.vb >> Insert them back in the game And Bam strange stuff happens even without making any change 2
hotNess16 Posted March 10, 2021 Posted March 10, 2021 1 hour ago, The Butler said: Chaging texture only is way easier than models. btw what were your steps on importing the model back in the game? No matter what I do I end up with the same result. Which might be related to weights.... Something funny that I found is that there were some bizarre stuff even using original models... Export Mesh with 3Dmigoto >> Open .ib.vb with blender and export as proper .ib.vb >> Insert them back in the game And Bam strange stuff happens even without making any change I just copied the ini file you sent and then I go on Blender, export 3DMigoto frame analysis data, go to my ctx folder inside the frame analysis folder, and export. One thing I will try and do is extract all folders and change the bone structure to vs-cb2 before extracting. Edit: My bad you were talking about importing them back into the game. From what I've seen in your ini file, everything looks right except that underneath [TextureOverride_Ann_MODEL], there are ;checktextureoverride = ib and ;checktextureoverride = vb0. I'm not sure if you meant to leave those as comments or not. Maybe the ;'s were accidental and could be why you are having problems. 1
hotNess16 Posted March 10, 2021 Posted March 10, 2021 So I got a model to appear on Blender now but it shows a shadow's model instead of Ann's. Not sure why. The first picture is the frame analysis I took. 2
renderguy Posted March 10, 2021 Posted March 10, 2021 Really wondering how DeathChaos did his mod then... He even made it work on both PC and Switch https://twitter.com/DeathChaos25/status/1345102730520621060 https://www.youtube.com/watch?v=Z7v3zvS3hF4&feature=youtu.be 1
The Butler Posted March 10, 2021 Posted March 10, 2021 35 minutes ago, hotNess16 said: So I got a model to appear on Blender now but it shows a shadow's model instead of Ann's. Not sure why. The first picture is the frame analysis I took. You're not looking for the right .ib.... As I said before as well Jail characters have specific shaders. Here goes a quick tutorial.... Spoiler After searching with the hunting mode these are the important hash we got.... So in order to extract Ann's model we need to use that shader so we create a call for that And save the .ini file (ctrl+S no need to close the game nor the .ini). So back in the game we press F10 to reload files. Enable hunting mode with Numkey 0 and press Numkey + to reset hashes. Now with Ann appearing on screen (just play with her) press F8 and 3dmigoto will extract assets. -- // -- Now for a quick way to find the model you want, we want to look for the body .ib. and since we already know the IB hash it's easy. d00dd187 With blender open we go to the frame analysis folder and search for that specific hash Spoiler After were're done we set up the config in the .ini file we created for our mod to something like Step 1 Spoiler [TextureOverride_Ann_MODEL] hash = d00dd187 // IB who will be replaced match_first_index = 0 // If there are more than 1 model using the same hash vb0 = ResourceannVB // Here we specify which resource will replace vb0 ib = ResourceannIB // Here we specify which resource will replace ib ps-t0 = Resourceannps0 // Here we specify which resource will replace model base texture ps-t3 = Resourceannps3 // Here we specify which resource will replace model normal texture handling = skip // How 3dmigoto will deal with original asset drawindexed = auto // How 3dmigo will deal with new indexes Step 2 Spoiler // New model file // A fmt file will be created with the necessary info after you export you model to .ib.vb [ResourceannVB] type = buffer stride = 52 filename = ann2.vb [ResourceannIB] type = buffer format = DXGI_FORMAT_R16_UINT filename = ann2.ib // TEXTURE [Resourceannps0] filename = ann.dds [Resourceannps3] filename = annnml.dds Btw I'm using notepad++ with a custom syntax highlighting I made so it's better on my eyes... Spoiler 2
hotNess16 Posted March 10, 2021 Posted March 10, 2021 I looked it over again and I didn't have ann2 for the filename. Everything else though matches. I'll go on Blender and try again but if nothing changes, then I'll make a new frame analysis. Edit: My frame analysis does not have the hash so I'll make a new one. 1
The Butler Posted March 10, 2021 Posted March 10, 2021 22 minutes ago, hotNess16 said: I looked it over again and I didn't have ann2 for the filename. Everything else though matches. I'll go on Blender and try again but if nothing changes, then I'll make a new frame analysis. Edit: My frame analysis does not have the hash so I'll make a new one. 3D migoto will only export the assets when you "see" them. Even if you have the hash set up if the asset is not appearing on your screen it won't be extracted. THis is a way to prevent hangups I assume. Anyway as for the filename that's up to you. ann2 is one of the files I have in my folder when I was testing.... filename will need to match the file you are using. 3
hotNess16 Posted March 10, 2021 Posted March 10, 2021 1 minute ago, The Butler said: 3D migoto will only export the assets when you "see" them. Even if you have the hash set up if the asset is not appearing on your screen it won't be extracted. THis is a way to prevent hangups I assume. Anyway as for the filename that's up to you. ann2 is one of the files I have in my folder when I was testing.... filename will need to match the file you are using. OK thank you for the help. I think I will adjust my ini file up to the point where the guy in the video extracts the model and then I'll see if it works. 2
hotNess16 Posted March 11, 2021 Posted March 11, 2021 21 hours ago, The Butler said: You're not looking for the right .ib.... As I said before as well Jail characters have specific shaders. Here goes a quick tutorial.... Reveal hidden contents After searching with the hunting mode these are the important hash we got.... So in order to extract Ann's model we need to use that shader so we create a call for that And save the .ini file (ctrl+S no need to close the game nor the .ini). So back in the game we press F10 to reload files. Enable hunting mode with Numkey 0 and press Numkey + to reset hashes. Now with Ann appearing on screen (just play with her) press F8 and 3dmigoto will extract assets. -- // -- Now for a quick way to find the model you want, we want to look for the body .ib. and since we already know the IB hash it's easy. d00dd187 With blender open we go to the frame analysis folder and search for that specific hash Reveal hidden contents After were're done we set up the config in the .ini file we created for our mod to something like Step 1 Reveal hidden contents [TextureOverride_Ann_MODEL] hash = d00dd187 // IB who will be replaced match_first_index = 0 // If there are more than 1 model using the same hash vb0 = ResourceannVB // Here we specify which resource will replace vb0 ib = ResourceannIB // Here we specify which resource will replace ib ps-t0 = Resourceannps0 // Here we specify which resource will replace model base texture ps-t3 = Resourceannps3 // Here we specify which resource will replace model normal texture handling = skip // How 3dmigoto will deal with original asset drawindexed = auto // How 3dmigo will deal with new indexes Step 2 Reveal hidden contents // New model file // A fmt file will be created with the necessary info after you export you model to .ib.vb [ResourceannVB] type = buffer stride = 52 filename = ann2.vb [ResourceannIB] type = buffer format = DXGI_FORMAT_R16_UINT filename = ann2.ib // TEXTURE [Resourceannps0] filename = ann.dds [Resourceannps3] filename = annnml.dds Btw I'm using notepad++ with a custom syntax highlighting I made so it's better on my eyes... Reveal hidden contents Can you show me your frame analysis? When I take one, it never shows the hash for Panther for some reason... 1
The Butler Posted March 11, 2021 Posted March 11, 2021 1 hour ago, hotNess16 said: Can you show me your frame analysis? When I take one, it never shows the hash for Panther for some reason... It's literally on the tutorial..... On the Blender part. Anyway here is the 3dmigoto .ini + shaderfixes with some minor changes. If it does work for getting the model maybe the command line might have been the cause. I'm not sure if the previous .ini file I uploaded had that command renamed already. CommandListN2General was renamed to → CommandListP5General. P5 3DMigoto files.7z 2
hotNess16 Posted March 12, 2021 Posted March 12, 2021 2 hours ago, The Butler said: It's literally on the tutorial..... On the Blender part. Anyway here is the 3dmigoto .ini + shaderfixes with some minor changes. If it does work for getting the model maybe the command line might have been the cause. I'm not sure if the previous .ini file I uploaded had that command renamed already. CommandListN2General was renamed to → CommandListP5General. P5 3DMigoto files.7z 2.08 MB · 3 downloads Sorry man I won't ask for help no more 1
HiddenHand Posted March 12, 2021 Posted March 12, 2021 3 hours ago, hotNess16 said: Sorry man I won't ask for help no more Nah man, this is a modding community, even if its kinda simple or you accidentally miss something its fine to keep asking. 1
The Butler Posted March 12, 2021 Posted March 12, 2021 13 hours ago, hotNess16 said: Sorry man I won't ask for help no more It's fine, sorry if I sounded rude earlier it wasn't intentional, I was just stating that the frameanalysis folder was in the quick tut. 1
faxos Posted March 13, 2021 Posted March 13, 2021 On 3/12/2021 at 10:15 PM, The Butler said: It's fine, sorry if I sounded rude earlier it wasn't intentional, I was just stating that the frameanalysis folder was in the quick tut. great work,thanks~~~ 1
Guest Posted March 14, 2021 Posted March 14, 2021 wow impressive work folks Oo u need moar motivators ? u can google for persona mmd or xps models, like https://www.renderhub.com/rip-van-winkle/sae-nude-from-persona-5 but im assuming its the same model "borrowed" by someone lmao perhaps some mmd models will work better ? (only giving ideas) anyways, back to mhw:i Spoiler cheers OuO
HiddenHand Posted March 16, 2021 Posted March 16, 2021 How is the progress for others, I am looking into importing weapons but am making barely any progress, I wanted to see how difficult it would be to add specific weapons and stances like Akechi's light saber and stance, but this might be far too ambitious if I am having so much difficulty importing normal weapons. 1
renderguy Posted March 16, 2021 Posted March 16, 2021 I think we should just wait for DeathChaos to release his mods and see how if he did them. He doesn't seem to use 3d migoto at all since his mods work on Swicth too apparently and he's the only one that got promising edits in the game. He just showed another mod, a Featherman costume https://twitter.com/DeathChaos25/status/1371893029582340100 1
The Butler Posted March 16, 2021 Posted March 16, 2021 1 hour ago, renderguy said: I think we should just wait for DeathChaos to release his mods and see how if he did them. He doesn't seem to use 3d migoto at all since his mods work on Swicth too apparently and he's the only one that got promising edits in the game. He just showed another mod, a Featherman costume https://twitter.com/DeathChaos25/status/1371893029582340100 He dumped his models/textures from PS3 (CFW) and Switch (Homebrew). While the homewbrew switch is just a guess of mine he said about the PS3 models in one of his posts. If he release a mod for PC then we will be talking.
renderguy Posted March 17, 2021 Posted March 17, 2021 2 hours ago, The Butler said: He dumped his models/textures from PS3 (CFW) and Switch (Homebrew). While the homewbrew switch is just a guess of mine he said about the PS3 models in one of his posts. If he release a mod for PC then we will be talking. Sorry I don't understand, in this video you can see that it's a PC version right ? (look at the controls UI) Btw PC version assets are extractable too, they've been for a while https://forum.xentax.com/viewtopic.php?f=10&t=21679&sid=0be3ae4f64ac5fe9fc1e367b462abd36&start=255#p171805 For models he injected yeah they probably come from other Persona game but still he managed to inject them in the game somehow. Unless I didn't understand what you were saying at all, in this case I'm sorry. 1
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