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Persona 5 strikers steam


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Posted
On 4/15/2021 at 10:52 PM, The Butler said:

Alright here is a not so simple guide using ann as example....
 

  Reveal hidden contents

Original Ann model...
image.png.9a7a28f93c831375760f2e7810603c56.png

So we import the new model and make it similar to it.
Previews XPS posted here will be really small. So we scale her up. to align the height.
image.png.efaa55023c4377801f70f5acc7a2ba4d.pngimage.png.fd5f8cf8525430205be6b9c322399697.png
And we can also notice that the new model also have things that the previous one doesn't have.
Like head,eyes and a few other things...
image.png.fdcb8fcb701c49c5eb7d8928b17356f1.pngimage.png.5d60d387f44e59b6d0bdc4255f89d093.png

In this case we only want the main mesh so we can safely exclude all others.
After deleting the unnecessary one we will have it mostly clean. So we start working on it.
imagem_2021-04-15_231916.png.e5795fea857daf41b121e6a696fe03d7.png
I won't post the rest in images since it takes  ton of time. but basically you will want to set the new model pose the same as original.
Export that single mesh after after editing the pose.
image.png.4dc3b4ee454e53f4c3c57962260ae2aa.pngimage.png.6856f24f562984de2d54dda041095b5c.png
Import back and align with original. 
Select Original then select New model.
Transfer weights from the original.
Set new model in the same group as original (merge). Then delete original, so you can export it as .vb .ib.
Check the video of 3Dmigoto modding for DOA Venus vacation and it will teach you about transferring weights.
After weights are transferred check UV map. (You may need to transfer UV from previous model.

I'm sure that it a easier way to do it but I don't know how.
It's sort of confusing but that's what I can remember.
As for filling holes on new models you will need to fill it yourself and create a UV for it as well. Then transfer weights from original.

Quick question, the nude model next to Panther's. Where did you get it from?

Posted
11 hours ago, fallenSoul said:

heh i havent even started the game once, but can i ask for something ? could some mod put all the files and instructions to like page 1 ? (i could do that if i was mod)

 


I can tag all the necessary info in one post then tag a mod to see if they can pin the post, however I feel that some people might add new things here fairly soon, so I would wait for that.

Posted
2 hours ago, hotNess16 said:

1472740493_DesktopScreenshot2021_04.19-18_05_33_07.png.689d300d6ecdd8148dea04d9ddb108fc.pngIs the model supposed to have all of those lines? If so, how do I delete some of them while keeping the model? There's one that was for the tail but I deleted the tail but not the line for it. 

 

Desktop Screenshot 2021.04.19 - 18.44.34.54.png

The black lines make up the model's armature for posing. You can click on the eyeball for armature001 in the top right to hide it. It will be deleted once you format the model as a vb and ib. I use the CATS plugin off of github to pose the model to match the game's pose then apply it as the rest pose. This way the model doesn't revert back to the T-pose once the armature is removed.

Posted
3 hours ago, jmedia7 said:

The black lines make up the model's armature for posing. You can click on the eyeball for armature001 in the top right to hide it. It will be deleted once you format the model as a vb and ib. I use the CATS plugin off of github to pose the model to match the game's pose then apply it as the rest pose. This way the model doesn't revert back to the T-pose once the armature is removed.

A simple way to set the pose you want in blender is. Go into pose mode. Set the pose you want.
Export FBX as Mesh only. The you will have the mesh sved in that specific position.
And as I said before make sure that only the main model match the one your going to be replacing (if the original is headless for example).
as well as transferring the UVMAP to the new .ib .vb.

Posted

Alright thanks. So I transferred the UVMAP and the weight paint from the original to the new model and exported the raw buffers. Added the ib and vb code to the ini file as well. Might need to work on the file more before testing. In Blender, is it OK to have certain things hidden instead of deleted? The xps model had two hairs set for Ann and I just hid her ponytail then exported since I like her hair down better.

Posted
3 hours ago, hotNess16 said:

In Blender, is it OK to have certain things hidden instead of deleted?

When you "hide" a mesh it in blender it will only hide from your workspace.
When you export it will be exported nonetherless.
The hide feature is only to optimize workflow.

Quote

the xps model had two hairs set for Ann and I just hid her ponytail then exported since I like her hair down better.


If you keep her head and her hair you will have overlapping meshes. as the original use a different file.
So if you do want to changer her hair or face you will need to search for it's specific mesh file.
In shot. Head has it's own shade in which you will need to find and export so you can modify head/eyes/hair.

  • 3 weeks later...
Posted
On 4/20/2021 at 8:14 PM, hotNess16 said:

Do I just export the mesh and not the bones and armature? Not sure why I get an error after deleting the other models. 

1051853710_DesktopScreenshot2021_04.20-23_13_12_12.png.28e455898ee3c004b0d8bc5d3d3b6782.png2101445915_DesktopScreenshot2021_04.20-23_11_37_26.png.129fe61e184bc5c12f62d75dc0980b29.png

 

Make sure to tag them when you ask, @hotNess16.

"Can you help me with this, @The Butler"

*totally not trying to revive this, lmfao*

Posted

This is my yonk way of doing it.
Which takes quite a lot of work:

Spoiler


  1. Pose the custom mesh/model to match the original as much as possible,
  2. Export custom mesh as "Mesh only".
  3. Create a new project on blender and import both the original and the custom mesh.
  4. While in layout mode (first default mode)  select the original mesh and then the new custom mesh while holding shift.
  5. Go to weight mode and transfer weights (check a few post ago to check what options you need to change when transferring weights.
  6. Now import the unedited custom mesh again since you will need the UV map. Do a similar step to before.
    Hold Shift and click on the recently imported mesh and then on the mesh we're modding.
  7. Go to UV Mapping and transfer UV MAP. PS: You will need to adjust the UV yourself as it's not aligned properly.
  8. After you're done correcting uv map. Go back to layout mode and delete the "original custom mesh" again.
  9. Now Select both meshes once again (Original Game Mesh and the one we're editing) and press M or CTRL+M and select merge.
  10. Delete the old mesh and align our modded mesh properly on the center of the screen.
  11. Export as .vb.ib and set everything on the .ini file so it works.
  12. For what stride each character uses you can find it on the newly created file you got after exporting your new modded mesh.

 

Only do it if you have time to loose as it will take a lot of time and you will likely fail, or produce aberrations.
It's a step of trial and error.

With that said. Good luck.
I no longer have the game installed so I cab't help pas tthis point.

 

Posted
On 3/2/2021 at 10:25 AM, HiddenHand said:

I mean once we have our regular mods, you can have your H mods afterwards and by then once we have our normal mods out the tools will exist for you guys as well ig, in the end everyone wins besides weird puritans. But for now lets stick to normal mods.

oh okay i see didnt know that's how it works i hope we all get what we want in the end of the day :D !

Posted
17 hours ago, The Butler said:

This is my yonk way of doing it.
Which takes quite a lot of work:

  Hide contents

 

  1. Pose the custom mesh/model to match the original as much as possible,
  2. Export custom mesh as "Mesh only".
  3. Create a new project on blender and import both the original and the custom mesh.
  4. While in layout mode (first default mode)  select the original mesh and then the new custom mesh while holding shift.
  5. Go to weight mode and transfer weights (check a few post ago to check what options you need to change when transferring weights.
  6. Now import the unedited custom mesh again since you will need the UV map. Do a similar step to before.
    Hold Shift and click on the recently imported mesh and then on the mesh we're modding.
  7. Go to UV Mapping and transfer UV MAP. PS: You will need to adjust the UV yourself as it's not aligned properly.
  8. After you're done correcting uv map. Go back to layout mode and delete the "original custom mesh" again.
  9. Now Select both meshes once again (Original Game Mesh and the one we're editing) and press M or CTRL+M and select merge.
  10. Delete the old mesh and align our modded mesh properly on the center of the screen.
  11. Export as .vb.ib and set everything on the .ini file so it works.
  12. For what stride each character uses you can find it on the newly created file you got after exporting your new modded mesh.

 

Only do it if you have time to loose as it will take a lot of time and you will likely fail, or produce aberrations.
It's a step of trial and error.

With that said. Good luck.
I no longer have the game installed so I cab't help pas tthis point.

 

we appreciate it friend :D

Posted
13 hours ago, zoecampagna7 said:

Sadly, normal mods aren't coming fast either. I assume it's hard right now. 

 

I mean a few normal mods exist already on Gamebanana. but its mostly UI mods(which look pretty damn cool) and 2 outfit mods.

  • 1 month later...
  • 2 weeks later...
Posted (edited)
On 3/27/2021 at 3:08 AM, jmedia7 said:

Here's an all in one version in case anyone wants. I also added a different version of haru. Just delete the old one if you want to try it. Have you had any progress Butler with getting textures to look good

strikers.7z 4.4 MB · 289 downloads


@The Butler @jmedia7 @hotNess16
Now that Nexus has a P5S Page https://www.nexusmods.com/persona5strikers, perhaps do you want to upload your mod?

Edited by HiddenHand
grammer
Posted
23 hours ago, HiddenHand said:


@The Butler @jmedia7 @hotNess16
Now that Nexus has a P5S Page https://www.nexusmods.com/persona5strikers, perhaps do you want to upload your mod?

My "mod" isn't good enough to post it.
It was more like me playing with 3dmigoto and the game.
So since I never really finished it I won't be posting it.
The most I did was setting up 3dmigoto to work with it and ..... teaching how to do so?
Model wasn't made by me as I said some posts ago.

Posted
37 minutes ago, The Butler said:

My "mod" isn't good enough to post it.
It was more like me playing with 3dmigoto and the game.
So since I never really finished it I won't be posting it.
The most I did was setting up 3dmigoto to work with it and ..... teaching how to do so?
Model wasn't made by me as I said some posts ago.


idk man, maybe after getting permission by the Model Author, its at least good enough to put out with an offer to anyone who wants to try to finish it. I think you did some good work here.

  • 3 months later...
Posted
On 7/18/2021 at 11:37 AM, The Butler said:

My "mod" isn't good enough to post it.
It was more like me playing with 3dmigoto and the game.
So since I never really finished it I won't be posting it.
The most I did was setting up 3dmigoto to work with it and ..... teaching how to do so?
Model wasn't made by me as I said some posts ago.

have you finished the mod?

  • 1 month later...

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