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Atelier Ryza 2: Lost Legends & the Secret Fairy Nude Mods


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On 12/3/2022 at 9:19 AM, amorrow28 said:

ryza2_breezymod.png.4252793b01b3bb096ee99bb1c3b4e9ee.png

 

Here's another mod for Ryza 2!

 

R2_BreezyMod.7z 3.98 MB · 1,032 downloads

 

EDIT: Updated version with her necklace restored is available here.

 

I took the port I made of the Ryza 1 mod by Moderchan / @Soelily, and ported it to her new outfit.  Initially I made it without the belt, but I put her belt back and I like that version even more!  I have included both variants (with and without belt), each has a version with and without outlines.

 

Two variants (with belt, without belt) can be seen here:

 

  Reveal hidden contents

ryza2_breezymod_variant.png.76550b8a21f37f4e83f5abb0770b5a2f.png

 

All four variants use the same texture pack.  Please be sure to install both the texture pack and a model pack together.

 

Huge thank you to Moderchan, and to Soelily.

 

Enjoy!

 

PS - There are other mods similar to this one, please try them all.  I just really liked the Ryza 1 mod, and wanted to use it in Ryza 2, so I made this.

 

Hello,

Can you help me?
After I change the mod, the mod will not work when I go diving,
do you know what is the problem? Or what is it related to?

 

Thank you for the mod you made !

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30 minutes ago, Seruia said:

 

Hello,

Can you help me?
After I change the mod, the mod will not work when I go diving,
do you know what is the problem? Or what is it related to?

 

Thank you for the mod you made !

 

 

Whoo! I found the problem. I didn't notice the other folder.  I'm sorry 

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Sup, Im having an issue as well.

Heres what I did:

I extracted the PAK00_02.PAK by dragging it onto the Gust Pak tool.
This created a PAK00_02.json as well as the "data" folder containing the character folder inside the new x64.
I then merged that folder with the already present x64 folder.
After that, I went into the pc20a folder, and replaced both files as is documented in the readme.

Issue: The standard outfit is unchanged. Its not nude or anything. Its completely possible I missed something, but I cannot find what that may be, which is a real shame cause you made a very good mod! Id appreciate any help where possible

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28 minutes ago, MrRig said:

Sup, Im having an issue as well.

Heres what I did:

I extracted the PAK00_02.PAK by dragging it onto the Gust Pak tool.
This created a PAK00_02.json as well as the "data" folder containing the character folder inside the new x64.
I then merged that folder with the already present x64 folder.
After that, I went into the pc20a folder, and replaced both files as is documented in the readme.

Issue: The standard outfit is unchanged. Its not nude or anything. Its completely possible I missed something, but I cannot find what that may be, which is a real shame cause you made a very good mod! Id appreciate any help where possible

You also have to rename the PAK00_02.PAK file in the game folder, the game seems to give that one precedence when loading assets

Edited by Oddciders
typo
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8 hours ago, Oddciders said:

You also have to rename the PAK00_02.PAK file in the game folder, the game seems to give that one precedence when loading assets

Yup, that immediately fixed it. 
For others with the same issue, it seems to not matter what the PAK is renamed to, but it is necessary to do it.
Thanks my guy!

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My first mod! Thanks to everyone who posted here, I learned a lot and this took me a few tries. I wanted to show her belly button but there is too much going on in that area.

 

I tried so hard to make the bikini smaller as well but gave up, I can't build all that boob material that's missing.

20230316200526_1.jpg

20230316200513_1.jpg

20230316200519_1.jpg

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ryza2nude_demo.png.978c7d369f8ab66bd0875f67de595b7a.png

 

To my fellow modders,

 

Upload updated to version 1.1, now selects polygons!

 

blender_select_polygons_in_vgmap.py

 

I was discussing with @woofhat, and he introduced me to his tool to help segment meshes that he has been using to mod fatal frame 4 remake.  I liked the idea so much that I turned it into a Blender plugin!


This Blender plugin puts a new menu item in the Select Menu of Edit (Mesh) Mode, called Select vertices with VGMap.  It will ask you for 1 or more .vgmap files, then it will select vertices that can fit into those maps.  Anything that is unselected do not have a combination of weight groups that are ready for merge into the selected .vgmap file(s).

 

As always, the latest version will be available on my GitHub.  Future versions of my g1m export tool will have the plug-in bundled as well.

 

To demonstrate how to use this, I ported Moderchan's Ryza 1 nude mod to Ryza 2 as you can see above.  (If you want the mod, I will post it separately below.)  Let's make the mod!

 

How to use:

 

Quote

EDIT: Significantly more detailed tutorial here: https://github.com/eArmada8/gust_stuff/wiki/Transferring-a-costume-from-one-character-or-game-to-another

 

This is not going to be a full tutorial, I have written many tutorials on basic Blender skills on the Trails of Cold Steel 4 thread, indexed here.  I wrote a tutorial on how to use my g1m exporter to mod this game here as well.  This is a tutorial on mesh segmenting, with the basics of porting a mod.  You need to understand weight transfer, please see this tutorial from the Kuro no Kiseki thread if you do not know the basics.  I will be using my g1m export tool to make the mod.

 

I want to move Moderchan's Ryza 1 mod to Ryza 2.  I am going to use the Ryza 2 DLC swimsuit (pc20f) as a base for the skeleton.  (Note that I cannot port any 4D structures, so I will be keeping her head and hair from Ryza 2.)  Here is a preview of what we need to achieve:

 

Spoiler

ryzanudesegmentation.png.22a7bf85050e7b5928d394c6999aa68c.png

 

As you can see, the segmentation in the Ryza 2 model is completely different from the original segmentation.  There is no way to just take the model from the first game and just map the meshes to the second game, because the bone palettes are completely different.  Instead, I combined all the submeshes in the original model into a single mesh, and then segmented them again in a completely new configuration.

 

After installing the plugin, when I go to edit mode, there is a new option in the "Select" menu.

 

Spoiler

81424234_2023-03-2015_54_34-Window.png.83fbd2016993d113155c0cc2e6fa93cc.png

 

I have merged all the meshes together that use the same texture/material (for this mod, there is only one texture).

 

First, let me check if there are any missing bones.  I have a plugin for this, here.  (Right-click, save as.)  It puts a new option in the vertex group menu, "Lock groups using VGMap."  Select that, then pick the .vgmap files for the Ryza 2 mesh we will be using in the final mod (I am using pc20f, as I stated above).

 

Spoiler

1236325829_2023-03-2219_35_23-BlenderD__Models_R2Nude_untitled.blend.png.f33d1d3e45af5a7aafcbe671722da36f.png

 

478574709_2023-03-2219_36_07-BlenderFileView.png.495ad9cbb05fb20e63c1f3e6f1772cda.png

 

It looks like SWING000_L_Bust and SWING000_R_Bust do not exist.  It turns out they've been renamed to SWING000_L_Bust001 and SWING000_R_Bust001 (the bones have actually been split into 001 and 002 for better physics, but I've had success just using the 001 bones.), so I rename the groups.  (This is a very lucky scenario, sometimes the bones really do not exist.  See my tutorial on weight transfer, "Step 2: Deleting vertex groups that you cannot port."

 

Spoiler

567506372_2023-03-2219_37_11-Window.png.38be429ba218bc419bc99bf4f06823fd.png

 

Now it is time to look for vertices that do not fit in the .vgmaps.  Edit Mode > Select Menu > Select polygons using VGMap.  Since we are going to start by fixing vertices, uncheck "Select intact polygons."  It will now check each vertex against each map individually.  Vertices that are not selected are ones that have groups that do not fit into a single map.

 

Spoiler

81424234_2023-03-2015_54_34-Window.png.83fbd2016993d113155c0cc2e6fa93cc.png

 

283135833_2023-03-2015_58_05-BlenderFileView.png.2bb3d02f69202c6c01b23b516fc9aff7.png

 

 

Here you can see the non-matching vertices; I have hidden the rest.  On the one I've selected, SK_R_Index01 is on one vgmap and SK_L_ForeArm is on another.  (Not surprising they are on separate maps, the bones are not even on the same side of the body!)  If you look at the weights, SK_L_ForeArm contributes almost nothing to this vertex.  We will remove it.

 

Spoiler

1161421489_2023-03-1613_16_17-Window.png.0aa2686a16b11719e7500203441f6290.png

 

Here you can see me removing the last weight on another vertex that has almost no effect.  Press X to delete the group, then press Normalize so that the weights are recalculated to add up to 1.  Then press "H" to hide that vertex and move on to the next vertex.  (Note that you can skip the normalize step as long as you use "Normalize All" {Weight Paint mode -> Weight menu -> Normalize All} after fixing all your vertices which will normalize all your vertices at once.)

 

Spoiler

1419290468_2023-03-1613_16_51-Window.png.6195776ba62ee341616a59f3587dd269.png

 

Be sure to scan again when you are done.  Sometimes there are multiple vertices at the same position.  Notice I still have problematic vertices even after fixing all the vertices I could see.  So I hide again, and fix, and scan again until all the vertices are fixed.  (Above I said to hide as you work, this really cuts down on the number of hidden vertices; I did not yet discover that trick when I first wrote this.)

 

Spoiler

1887532151_2023-03-1613_18_33-Window.png.a8c3a003204878ae7702333c40930e35.png

 

OPTIONAL: Repeat the same scan with fewer vgmaps (base them on the donor model) so you can figure out which vgmaps you actually need.  I found I could select all the vertices with just 4, 5, 6,  7 and 9 - I removed all the head / face groups.  Note that you do not need to do this, you can just use all the vgmaps and then whittle it down at the end, but I prefer to know which maps and meshes I need (and if I need to create new submeshes because the maps I need will be used by existing meshes that I am not replacing, etc).

 

Note that the scans above guarantees that all the vertices have a home, but not all polygons.  For successful segmentation, the vertices on each segmented edge must be able to exist on BOTH vgmaps since they will be part of polygons on both edges!  To understand this better, here is one of the edges where I will separate the mesh:

 

Spoiler

966367214_2023-03-2018_59_52-Window.png.f6095223d5cf6bc3bd0afd55a146071b.png

 

As you can see, the red arrow vertices belong to the upper mesh, and the blue arrow vertices belong to the lower mesh.  For the triangle above to exist, all three red arrow vertices must belong to the upper mesh.  For the triangle below to exist, all three blue arrow vertices must belong to the lower mesh.  Therefore, the red/blue arrow vertices must belong to BOTH meshes.  Blender will take care of this properly and automatically, as long as the vertices can fit in BOTH vgmaps.

 

Time to use polygon mode.  Repeat the scan, using "Select Intact Polygons."

 

Spoiler

1327933272_2023-03-2015_58_55-BlenderFileView.png.93a7993314569e506be107859f153236.png

 

Notice that the gray polygons would be lost even though all the vertices belong to a vgmap!  I will first work on the missing polygons on the upper thighs.  I've labeled which mesh the hips and legs will be (9 and 4, respectively) on the picture.

 

Spoiler

952723520_2023-03-2015_59_09-Window.png.a615fdd109c3a1eda0d6c05e9bd4962b.png

 

I hid the intact polygons (press 'H') then I hid the forearm and hand polygons (I will work on them after).  I've decided that I'm going to put those polygons on submesh 4 (looking at vertices above and below, I decided on above).  I run a scan on vertices (select intact polygons unchecked) on map 4 only.

 

Spoiler

1583216803_2023-03-2016_05_06-Window.png.96e4be4c45b640d6a47109219f6e33c1.png

 

You can see above that the unselected vertices are the reason that these polygons will be lost.  I hide the vertices that are good, and then I can start removing groups on the vertices that do not work.  Same as before, do not forget to run the scan again after fixing the vertices to make sure there aren't any hidden ones.

 

Spoiler

1038304051_2023-03-2016_05_26-Blender_D__Models_R2Nude_untitled.blend.png.565360ae1b412bd99b0716a8b75daad0.png

 

Repeat the same process for any other homeless polygons.

 

We will now start segmenting the mesh.  Select the first map.  I tried a bunch, and I determined that I could achieve this mod with 5 vgmaps (4,5,6,7,9).  Here I started with 9.  Switch to face mode after selecting with vgmaps.  You can see my first segment.
 

Spoiler

1148909468_2023-03-2016_33_22-BlenderFileView.png.0f27d6a7e5f359a4e3d43cf0bccfb3f9.png

 

905530592_2023-03-2016_34_08-Window.png.7811518241b76df05e599bca67c8e914.png

 

Go to object mode, and duplicate the mesh (Shift-D).  Both meshes will have the same selection.  Go back to edit mode on one of the meshes, invert the selection (Ctrl-I), and delete the faces.
 

Spoiler

148204881_2023-03-1613_27_05-Window.png.1c2c8c07f0e54421ed0570a15ac891c9.png

 

 

508723925_2023-03-2016_37_33-Window.png.f03666f78e4578bd5ab3f27096bfc309.png

 

1760865381_2023-03-2016_35_53-Window.png.5c3fd4ec85989a1e9a0d2cba0fd2f103.png

 

 

Edit the other mesh and delete the faces (without inverting).  The first mesh will be your new 9.vb, the second mesh has everything that isn't in the first mesh.

 

Spoiler

733128758_2023-03-2016_36_57-Blender_D__Models_R2Nude_untitled.blend.png.7e382b8e60b4db79f32e15075813c78c.png

 

 

Now pick another vgmap, and repeat on the second mesh.  Keep going until you have segmented the mesh completely - you are done when the final scan lights up every remaining polygon.  As planned, I needed 5 vgmaps in the end (4, 5, 6, 7, 9).

 

Finally, once you have your segmented mesh, it is time to merge them into the real meshes.  You cannot skip this step!  Merging it into the real submeshes will rewrite the blend indices into the true vgmaps that the game uses, a process known as weight transfer.  (Right now my meshes are still using internal Blender-derived indices.)

 

So far I have used 4.vgmap, 5.vgmap, 6.vgmap, 7.vgmap and 9.vgmap from pc20f, but remember the vgmaps are meaningless to Blender and to the game.  We need the actual meshes that those vgmaps belong to.  Import 4.vb, 5.vb, 6.vb, 7.vb, 9.vb from pc20f (hereafter I will refer to them as the recipient meshes).  Note in the picture below that you can see both the mod meshes that we have been working on (the donor meshes) and the original pc20f meshes (the recipient meshes).

 

Go into edit mode on your newly-made submesh (donor) and Select None.  Go into edit mode on the submesh with the true vgmap that you will replace (recipient) and Select All.  Now in object mode, select the donor mesh (click) then select the recipient mesh (shift-click, or ctrl-click if you use the outliner window in the upper right).  Press Ctrl-J.  There should only be one mesh now, and it should have the name of the recipient mesh (very important this is not reversed!!!).

 

Spoiler

421965247_2023-03-1614_25_25-Window.png.1d814fefa2a02e28e831338fe5072c75.png

 

Go into edit mode, and the vertices / polygons you want to delete should be selected.  Delete them, leaving behind the vertices / polygons you want to keep.  (It does not matter if you are in vertex, edge or face mode as long as you DO NOT CHANGE MODES before deleting.)

 

If you are confused by this merge-and-delete procedure, please review my weight transfer tutorials (here and here) and watch the fairy tail modding video, section on weight transfer.  (I actually recommend everyone watch the entire video, I learned almost all my modding from that video.)

 

Export your new meshes after merging as .fmt/.ib/.vb.  There is still a lot of work to do (removing seams, textures, joining the head to the neck, etc), but it would be prudent to load the model into game now to check your weights.  Here you can see there are some vertices along the left forearm that I missed.

 

Spoiler

823004848_2023-03-1614_29_04-Window.png.216f823723b606d5260479e47210c15c.png

 

I again used select by vertex, found the misbehaving vertices, and fixed them.  Then I finished the rest of the mod, but the rest is beyond the scope of these instructions on how to use my new plugin.  I cover quite a lot of them in my tutorials.

 

 

Enjoy!  Thank you again to @woofhat for coming up with the idea, developing his program that inspired mine, and for testing my addon as well.  I hope this makes modding easier.  And as always, if you make something you like, I hope you share!

Edited by amorrow28
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ryza2nude.png.0cb3ce1ddb799e62211d5da5e36a9177.png

 

Here's a mod for Ryza 2!

 

Ryza2Nude.7z

 

I took the mod by Moderchan for Ryza 1, and ported it to Ryza 2.  I made this mod because I made a Blender plug-in to help with segmenting meshes and I needed to write instructions for that plug-in.  So I made the mod to try it out (and to get screenshots).

 

There are two variants, with and without her hat.  Each has a version with and without outlines.  All four versions use the same texture pack.  Please be sure to install both the texture pack and a model pack together.  (When replacing pc20a_model.elixir.gz and pc20a_model.g1t, also replace pc20a_wet.elixir.gz and pc20a_wet.g1t if you want the mod to show up in the rain!)

 

Huge thank you to Moderchan!  Also thank you to @woofhat for making the tool that inspired me to make my Blender plug-in.

 

Enjoy!

 

Also try SummerMod and BreezyMod (based on Ryza's Summer Adventure and Sea Breeze Blouse costumes)!

Edited by amorrow28
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11 hours ago, amorrow28 said:

ryza2nude.png.0cb3ce1ddb799e62211d5da5e36a9177.png

 

Here's a mod for Ryza 2!

 

Ryza2Nude.7zFetching info...

 

I took the mod by Moderchan for Ryza 1, and ported it to Ryza 2.  I made this mod because I made a Blender plug-in to help with segmenting meshes and I needed to write instructions for that plug-in.  So I made the mod to try it out, and to get screenshots.  It is not perfect, in fact I made this in a rush just to get pictures.  Do not bother to ask me to fix any problems you find, I will not be updating this.

 

There are two variants, with and without her hat.  Each has a version with and without outlines.  All four versions use the same texture pack.  Please be sure to install both the texture pack and a model pack together.  (When replacing pc20a_model.elixir.gz and pc20a_model.g1t, also replace pc20a_wet.elixir.gz and pc20a_wet.g1t if you want the mod to show up in the rain!)

 

Huge thank you to Moderchan!  Also thank you to @woofhat for making the tool that inspired me to make my Blender plug-in.

 

Enjoy!

 

Also try SummerMod and BreezyMod (based on Ryza's Summer Adventure and Sea Breeze Blouse costumes)!

Sorry to disturb you. 
I know it would be rude and impolite of me. 

But... do you have time to re-add some parts of her accessories and clothes as the following mod displayed below?

Many thanks.

  

On 2/10/2021 at 3:59 PM, ojisan184 said:

This is WIP, but I'll start the game with it now.

I hope someone will improve it.

 

P.S.
This is based on the mod of moderchan for Ryza 1.
Thanks a lot.

pc20a_01a.png

 

pc20a.zip 6.88 MB · 4,370 downloads

 

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1 hour ago, namespace said:

Sorry to disturb you. 
I know it would be rude and impolite of me. 

But... do you have time to re-add some parts of her accessories and clothes as the following mod displayed below?

Many thanks.

  

 


It is not rude or impolite, I never mind when people ask. But I also do not take requests, sorry!

 

I already made a mod with most of her accessories on, here.

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9 hours ago, amorrow28 said:


It is not rude or impolite, I never mind when people ask. But I also do not take requests, sorry!

 

I already made a mod with most of her accessories on, here.

May I have a question please? How do you attach those DDS texture files to the model itself in Blender?
It's weird. When I tried adding "Image Texture" to some parts of the model, it turned out to be the same appearance (same arrangement of textures) as that in game. Why? I thought it could have been more complicated and time-consuming.

Edited by namespace
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1 hour ago, namespace said:

May I have a question please? How do you attach those DDS texture files to the model itself in Blender?
It's weird. When I tried adding "Image Texture" to some parts of the model, it turned out to be the same appearance (same arrangement of textures) as that in game. Why? I thought it could have been more complicated and time-consuming.


I am not sure what you are asking. I will assume you are asking how to change textures so that the in-game appearance is changed.
 

Textures are not applied in blender, except as a preview. Materials (the combination of 1 or more textures and a pixel shader) are applied to submeshes, as defined by mesh_metadata.json at the time of import. If you edit the json, in the submesh section, it will point to a material section and a shader parameter section, those can be reassigned. The material section will point to textures, those also can be reassigned.

 

For example, in the mod I made above, I created a new material section (#6) and assigned textures 023,024,025,026 to that material. (The original texture pack only had textures 000-022, and material sections 0-5.) Then I pointed submeshes 4,5,6,7 and 9 to material section 6 (and shader section 2). 4 of the 5 original submeshes was already pointed to shader section 2, and 1 was pointed to section 0. The 4 meshes pointed at 0 were skin meshes and the fifth was a bikini mesh; I wanted them all to have skin shaders so I made sure they all pointed to 2.

 

If you want to edit the json, be very careful if you use a text editor like notepad++. It works fine, but if you make a mistake like forgetting to put a comma somewhere, the import will fail and the import script will just read the values from the g1m instead. I suggest using a dedicated json editor like jsoneditoronline.org instead.

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11 hours ago, amorrow28 said:


I am not sure what you are asking. I will assume you are asking how to change textures so that the in-game appearance is changed.
 

Textures are not applied in blender, except as a preview. Materials (the combination of 1 or more textures and a pixel shader) are applied to submeshes, as defined by mesh_metadata.json at the time of import. If you edit the json, in the submesh section, it will point to a material section and a shader parameter section, those can be reassigned. The material section will point to textures, those also can be reassigned.

 

For example, in the mod I made above, I created a new material section (#6) and assigned textures 023,024,025,026 to that material. (The original texture pack only had textures 000-022, and material sections 0-5.) Then I pointed submeshes 4,5,6,7 and 9 to material section 6 (and shader section 2). 4 of the 5 original submeshes was already pointed to shader section 2, and 1 was pointed to section 0. The 4 meshes pointed at 0 were skin meshes and the fifth was a bikini mesh; I wanted them all to have skin shaders so I made sure they all pointed to 2.

 

If you want to edit the json, be very careful if you use a text editor like notepad++. It works fine, but if you make a mistake like forgetting to put a comma somewhere, the import will fail and the import script will just read the values from the g1m instead. I suggest using a dedicated json editor like jsoneditoronline.org instead.

Thanks for your patience and reply.

!20230318135744.png.d25bd9c2d431a33b341d276bdd2077f1.png

I set Material Properties to all .vb meshes and it is displayed as above. 
Sorry for that I could only partially understand what you say above. 
Let's take the screenshot as the start point.

As you can see, the Base Color is set to 000.dds but it performs as expected in game, which, I think, may be the effect of mesh_metadata.json you have mentioned.

It's pitiful that I'm merely a beginner in 3D Modeling field and that's not my major either.

And...what if I want to modify the texture painting and save the changes to the DDS file? Do I need to have the mesh_metadata.json modified simultaneously?

I've spared every effort to try modifying.

I've figured out the procedure but...I could say the textures of the original modified mod was partially messed up. And if anyone want to make a perfect nude cloak mod, then it'll cost plenty of time to re-build the model with a complete 2-D Girl naked body.

Edited by namespace
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9 hours ago, namespace said:

Thanks for your patience and reply.

!20230318135744.png.d25bd9c2d431a33b341d276bdd2077f1.png

I set Material Properties to all .vb meshes and it is displayed as above. 
Sorry for that I could only partially understand what you say above. 
Let's take the screenshot as the start point.

As you can see, the Base Color is set to 000.dds but it performs as expected in game, which, I think, may be the effect of mesh_metadata.json you have mentioned.

It's pitiful that I'm merely a beginner in 3D Modeling field and that's not my major either.

And...what if I want to modify the texture painting and save the changes to the DDS file? Do I need to have the mesh_metadata.json modified simultaneously?

 

I do not understand what you are trying to achieve.

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It's been a long time since I first saw this mod.

1285169963_AtelierRyza2_LostLegendstheSecretFairy3_19_20230_35_45.png.eb82db6b66661eda3a99c976a9670cdb.png1989570691_AtelierRyza2_LostLegendstheSecretFairy3_19_20232_56_50.png.d3393c81a7cef6cf59d515f8d3c4ebc8.pngScreenshots not by me. Just someone offered help and tested on his PC.

 

Changelog:

The annoying thin line is now less possibly to be seen. 
It's not a trivial matter to improve it and indeed I spent a whole day struggling to have it done.

But still it's not perfect. The reasons why it is are stated below (Readme).

  

On 2/12/2021 at 1:19 PM, hotNess16 said:

@ojisan184 Thanks for the great mods, but I noticed that her bottom has these thin lines on them. Was that there when you tested the mod? 

Atelier Ryza 2 Screenshot 2021.02.12 - 00.17.17.51.png

Atelier Ryza 2 Screenshot 2021.02.12 - 00.27.21.92.png

Atelier Ryza 2 Screenshot 2021.02.12 - 00.27.29.41.png

 

Readme:

Original Mod by Moderchan
WIP by ojisan184
Tweaked by namespace

I've spared every effort to try modifying.

I've figured out the procedure but...I could say the textures of the original modified mod was partially messed up. And if anyone want to make a perfect nude cloak mod, then it'll cost plenty of time to re-build the model with a complete 2-D Girl naked body.

If you have lots of spare time, please try to re-build HER model with a COMPLETE 2-D Girl NAKED body and keep HER CLOAK.
Many thanks!

No Commercial Use
 

Still it's a pity, as life always teases me.

Ryza2_pc20a&wet.zip Readme.txt

Edited by namespace
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1 hour ago, namespace said:

It's been a long time since I first saw this mod.

1285169963_AtelierRyza2_LostLegendstheSecretFairy3_19_20230_35_45.png.eb82db6b66661eda3a99c976a9670cdb.png1989570691_AtelierRyza2_LostLegendstheSecretFairy3_19_20232_56_50.png.d3393c81a7cef6cf59d515f8d3c4ebc8.pngScreenshots not by me. Just someone offered help and tested on his PC.

 

Changelog:

The annoying thin line is now less possibly to be seen. 
It's not a trivial matter to improve it and indeed I spent a whole day struggling to have it done.

But still it's not perfect. The reasons why it is are stated below (Readme).

  

 

Readme:

Original Mod by Moderchan
WIP by ojisan184
Tweaked by namespace

I've spared every effort to try modifying.

I've figured out the procedure but...I could say the textures of the original modified mod was partially messed up. And if anyone want to make a perfect nude cloak mod, then it'll cost plenty of time to re-build the model with a complete 2-D Girl naked body.

If you have lots of spare time, please try to re-build HER model with a COMPLETE 2-D Girl NAKED body and keep HER CLOAK.
Many thanks!

No Commercial Use
 

Still it's a pity, as life always teases me.

Ryza2_pc20a&wet.zip 30.16 MB · 12 downloads Readme.txt 534 B · 2 downloads


I do not know if this is your issue, but this is how I usually fix seams, assuming it is a not a texture issue.

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9 hours ago, amorrow28 said:


I do not know if this is your issue, but this is how I usually fix seams, assuming it is a not a texture issue.

Yes, this is what I need. Please have my gratitude. However, it's a texture issue, I suppose.

But this time I haven't got enough free time, so I determined to re-modify the model with a complete re-built 2-D girl naked body sometime.
I'm still a novice in Blender and it takes time, energy and passion to eventually be a profession.

I'm a perfectionist and some day I'll manage to remake HER model.
---

And there's one thing I'm also curious about: How do you disable those outlines?

Edited by namespace
Link to comment
11 hours ago, namespace said:

Yes, this is what I need. Please have my gratitude. However, it's a texture issue, I suppose.

But this time I haven't got enough free time, so I determined to re-modify the model with a complete re-built 2-D girl naked body sometime.
I'm still a novice in Blender and it takes time, energy and passion to eventually be a profession.

I'm a perfectionist and some day I'll manage to remake HER model.
---

And there's one thing I'm also curious about: How do you disable those outlines?


I didn’t disable the outlines; the original mod did not have outlines. I put them back… I didn’t bother in the past but people kept asking for outlines, I dunno why. The same video I linked shows how to fix outlines.

 

btw all the old mods have no outlines. g1mtools has a bug that erases outlines when you use it, and everyone used to use that tool. (Probably lots of people still use it actually, as it runs quite a bit faster than my tool.)

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10 hours ago, amorrow28 said:


I didn’t disable the outlines; the original mod did not have outlines. I put them back… I didn’t bother in the past but people kept asking for outlines, I dunno why. The same video I linked shows how to fix outlines.

 

btw all the old mods have no outlines. g1mtools has a bug that erases outlines when you use it, and everyone used to use that tool. (Probably lots of people still use it actually, as it runs quite a bit faster than my tool.)

Thanks for your reply. I thought I had have noticed "outlines" in that video link but I was not sure.

Link to comment

1369098232_2023-03-2016_51_36-Window.png.cb343c7955a3a4dca6166a951fb5eeed.png

 

New version of my select plugin, now selects intact polygons!  It sounds like a small change, but it really does make the segmentation process easier.  I rewrote parts of the tutorial after some more practice and using the new version, hopefully you will find this easier than before.

 

Upload and guide here.

 

I suggest uninstalling the old version before installing the new one, but you certainly don't have to.

Edited by amorrow28
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