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Trails of Cold Steel 4 (Mod Request)


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So I went to uninstall some older versions of the @coomi's nude mod to update to his latest full Hajimaru pack. I used the uninstall.bat from Hajimaru to remove the shaders and deleted all the mods in my mod folder. Now when I install the latest one (with english character folders) it doesnt work at all. I'll put the Bathing Clothes on for the respective character, and it just stays the bathing clothes. I've tried reloading Mods in 3DMoto, Disabling and reenabling the mods, but all to the same effect. Coomi's is the only one currently installed

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3 hours ago, amorrow28 said:

 

作为一般规则,我不为其他任何人的模组提供任何支持,但因为@lakovic使用不同的版本,无法提供直接支持,我会尽我所能提供帮助。

 

对于 Laura 的泳装,只有一个缺失的哈希,否则我的着色器足以让其他所有服装都能正常工作。

 

此外,Emma 的魔法服饰风格着色器在他的版本中被禁用,可能是由于冲突,但在 NIS 版本中它需要处于活动状态。

 

我查看了 lakovic 的 common_shader.ini 文件,没有一个 NIS 着色器被禁用。两个必要的着色器也被启用。用他的 mod 中提供的文件覆盖我的文件是安全的,它将启用所有服装。

 

我想确定一下,你是在看游戏中的服装,而不是在服装选择菜单中,对吗?为服装菜单启用了一些着色器,但许多不是由于冲突。请不要期望服装变化会出现在选择菜单中。

hash = 76bab053d6c51931
hash = 0a26976fd121cb98

 

I put these two hash values in common_shaders.ini , I understand it is a common shader rendering configuration file, put it here, everyone can share it

Snipaste_2022-06-19_11-32-20.png.73756d254a39ff7d5419504007825ca6.png

 

 

In addition, I made a joke, my CS4 is still the NIS version, but it is a transplanted Chinese version, I think most of the hash values should be the same.

 

At first, I used Emma's initial look from UnSkirtMod_v1.3a_by amorrow28 and found that the Emma Tights look has not changed.

Without any modification it shows like this

Snipaste_2022-06-19_12-13-13.png.6d6079e29caa455efe22ea4a871a8e53.png

 

After I followed the tutorial, I checked UnSkirtMod\Emma\Default\EmmaTightsDelete.ini,

 

The hash value used by amorrow28 is hash=c4c5a4f0, which doesn't work in my computer

 

I changed it to hash=6049c5ca and I'm glad it worked successfully on my computer, so I made more Emma's thong look.

Snipaste_2022-06-19_12-11-21.png.646660addb19106ce41a32a62c23c55a.png

I've been using the mod for almost a month to find this problem, I'm so stupid

 

But there is new question, I am in F12 hunting mode,I find
IB = c4c5a4f0
VB = 6049c5ca

 

All point to the Emma Tights texture, most of the configuration ini files, hash = IB, only on my computer, the EmmaTights texture needs to fill in the VB value to be successful. I don't know why, so if you don't have success with my thong texture, try changing the IB value to the VB value?

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1 hour ago, Teroniss said:

So I went to uninstall some older versions of the @coomi's nude mod to update to his latest full Hajimaru pack. I used the uninstall.bat from Hajimaru to remove the shaders and deleted all the mods in my mod folder. Now when I install the latest one (with english character folders) it doesnt work at all. I'll put the Bathing Clothes on for the respective character, and it just stays the bathing clothes. I've tried reloading Mods in 3DMoto, Disabling and reenabling the mods, but all to the same effect. Coomi's is the only one currently installed

 

You're on the CS4 thread, are you playing CS4?  @coomi's standalone nude mod (which is based off @Switch608's standalone mod) is only for Hajimari no Kiseki (CLE release) and does not work with any other game.  I currently provide CS3 and CS4 compatibility through a compatibility wrapper made for my skirt delete mod.  More information is here:  https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/?do=findComment&comment=3768730

 

Please note you don't actually need to use my skirt delete mod (I won't be offended haha), but you do need to use my configuration of 3DMigoto and my compatibility wrapper.  To disable the skirt mod, just change the directory from "UnSkirtMod" to "DISABLED UnSkirtMod" and it won't load.

 

 

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6 小时前,amorrow28 说:

 

(更,它们描绘的方式,这让我抓到了。

 

要在游戏中引用a26693fd,请覆盖像素器145d73ebc20f404d。要在服装菜单中引用,请覆盖5b56e6535f87b81。(NIS美国版)

 

 

 

小心,覆盖服装菜单着色器可能会导致游戏发生一些疯狂的事情。我确实在我的模组中激活了很多服装菜单着色器,但我必须测试着色器以确保它不会过多地由于我无法追踪或无法禁用的着色器,我的模组在最终地牢牢地等其他地方仍然存在一些的真实照明假影

 

更改,我建议根本不要在菜单中进行(在CS4和Hajimari中,ps-t0服装菜单中的用途,ps-t1法,ps-t2抱线。在用于游戏中) ,ps-t2用于纹理,ps-t3用于线法,ps-t4是分级法,在CS3中是菜单中的t0/t1/t2,游戏中是t1/t-2/t3。为什么?我不知道。)

 

在我的第一个版本中,我把一些衣服穿在了一些普通_shaders 中,那是因为共同着色。我用python删除了其中的组件,并且不需要手动操作)单曲仍然重做一次。最近重做了所有着色器,这造成了巨大的灾难,我不得不回滚所有更改,这延迟了了 v1.3 的发布,我几乎放弃了。

 

使用 - 您只输入名称。它在窗口中才有效。它只是在@输入时仅用于复制粘贴。

 

另外,我感谢您与我们一起使用英语,如果它不是您的第一语言!谢谢你。  ?

 

@明天28(I try and i succeed?)

 

Snipaste_2022-06-19_12-26-28.png.f23987c13a177ec8f7f25af2cf01b736.png

关于雪伦服装部件的隐藏问题,我使用你提供的代码,在我的电脑上是这样显示的,?只有一侧是隐藏的。

 

Snipaste_2022-06-19_12-33-53.png.1f7c90ff93a9a1c762d63d8d738bf77b.png

我关闭了F2着色,进入F12狩猎模式,再次用PS值搜索,发现又可以隐藏两个地方,但实际使用中只能使用一侧,真是个奇怪的问题。

 

 

Snipaste_2022-06-19_12-50-32.png.d64853972e62704332dad22f33cb6364.png

我尝试在Hajimari中隐藏Sharon,发现只需要修改一个hash值,145d73ebc20f404d改为7841d6099d57df6b,在Hajimari中可以完美显示,但是在CS4中不行。

 

Edited by lakovic
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34 minutes ago, lakovic said:

hash = 76bab053d6c51931
hash = 0a26976fd121cb98

 

I put these two hash values in common_shaders.ini , I understand it is a common shader rendering configuration file, put it here, everyone can share it

Snipaste_2022-06-19_11-32-20.png.73756d254a39ff7d5419504007825ca6.png

 

 

In addition, I made a joke, my CS4 is still the NIS version, but it is a transplanted Chinese version, I think most of the hash values should be the same.

 

At first, I used Emma's initial look from UnSkirtMod_v1.3a_by amorrow28 and found that the Emma Tights look has not changed.

Without any modification it shows like this

Snipaste_2022-06-19_12-13-13.png.6d6079e29caa455efe22ea4a871a8e53.png

 

After I followed the tutorial, I checked UnSkirtMod\Emma\Default\EmmaTightsDelete.ini,

 

The hash value used by amorrow28 is hash=c4c5a4f0, which doesn't work in my computer

 

I changed it to hash=6049c5ca and I'm glad it worked successfully on my computer, so I made more Emma's thong look.

Snipaste_2022-06-19_12-11-21.png.646660addb19106ce41a32a62c23c55a.png

I've been using the mod for almost a month to find this problem, I'm so stupid

 

But there is new question, I am in F12 hunting mode,I find
IB = c4c5a4f0
VB = 6049c5ca

 

All point to the Emma Tights texture, most of the configuration ini files, hash = IB, only on my computer, the EmmaTights texture needs to fill in the VB value to be successful. I don't know why, so if you don't have success with my thong texture, try changing the IB value to the VB value?

 

In CS3/CS4/Hajimari, every mesh object in video memory has one index buffer, up to 7 vertex buffers and up to 5 texture buffers (and also several constant buffers, shader resources, and other things).  so that's 1 IB hash, up to 7 VB hashes, and up to 5 texture hashes.  Each one of those is called upon by a vertex shader and then a pixel shader.

 

I looked at a frame dump for Emma's tights in my game, and you can see all the different buffers listed:

 

Spoiler

812697767_2022-06-1821_54_01-Window.png.261137dea6dd142fdace04cb2c7e1df7.png

 

I would first do a frame dump and look in the log.  You should see 3DMigoto making decisions, and you can make sure that the correct shaders are being called to activate.  It should look like this:

 

Spoiler

444892982_2022-06-1822_04_03-Window.png.c631a25095393ed8b41adf8697934246.png

 

If any of those steps are missing, then you know where the problem is.

 

By the way, in case you're curious, you'll find that in general, VB hashes are more specific than IB hashes.  If the developers copy a mesh from one model to another, they will share the same hashes because the mesh is identical.  But if they change anything at all about the mesh, the hashes will change - but not necessarily all the hashes.  For example, Altina, Roselia and KeA all share the exact same towel mesh.  But because the towel is in a different place in 3D space (they are not all the same height), the vertex coordinates are different.  So the IB hashes are the same (they share the same triangles) but the VB hashes are different (the triangles are not in the same places).

 

Spoiler

1064733219_2022-06-1822_19_00-FrameAnalysis-2022-06-18-221629.png.44a7a08cf036b7109fcf385581491ac6.png

 

That's how I managed to make Altina's nude mod specific to her body in my compatibility wrapper, by using the VB0 hash instead of the IB hash.

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38 minutes ago, lakovic said:

 

@明天28(I try and i succeed?)

 

Snipaste_2022-06-19_12-26-28.png.f23987c13a177ec8f7f25af2cf01b736.png

关于雪伦服装部件的隐藏问题,我使用你提供的代码,在我的电脑上是这样显示的,?只有一侧是隐藏的。

 

Snipaste_2022-06-19_12-33-53.png.1f7c90ff93a9a1c762d63d8d738bf77b.png

我关闭了F2着色,进入F12狩猎模式,再次用PS值搜索,发现又可以隐藏两个地方,但实际使用中只能使用一侧,真是个奇怪的问题。

 

 

Snipaste_2022-06-19_12-50-32.png.d64853972e62704332dad22f33cb6364.png

我尝试在Hajimari中隐藏Sharon,发现只需要修改一个hash值,145d73ebc20f404d改为7841d6099d57df6b,在Hajimari中可以完美显示,但是在CS4中不行。

 

 

I think it's likely two shaders are being used by the same hash.

46 minutes ago, lakovic said:

 

@明天28(I try and i succeed?)

 

Snipaste_2022-06-19_12-26-28.png.f23987c13a177ec8f7f25af2cf01b736.png

关于雪伦服装部件的隐藏问题,我使用你提供的代码,在我的电脑上是这样显示的,?只有一侧是隐藏的。

 

Snipaste_2022-06-19_12-33-53.png.1f7c90ff93a9a1c762d63d8d738bf77b.png

我关闭了F2着色,进入F12狩猎模式,再次用PS值搜索,发现又可以隐藏两个地方,但实际使用中只能使用一侧,真是个奇怪的问题。

 

 

Snipaste_2022-06-19_12-50-32.png.d64853972e62704332dad22f33cb6364.png

我尝试在Hajimari中隐藏Sharon,发现只需要修改一个hash值,145d73ebc20f404d改为7841d6099d57df6b,在Hajimari中可以完美显示,但是在CS4中不行。

 

 

I would do a frame dump analysis and look at the log.  Often when strange things like that happen, it's because more than one pixel shader is called.  It can be very difficult to track down because it might only happen when you look from a certain distance or a certain angle.  The best thing to do is to get the strange appearance into view and dump the frame.

 

Here's an example, where the same index buffer is drawn twice by two different pixel shaders.

 

Spoiler

1511471222_2022-06-1822_40_08-output.png.1090ff091d41381c14b59d5169cef3fb.png

 

And you can see, if only one of them is disabled, the draw still happens.

 

Spoiler

1428870976_2022-06-1822_43_21-THELEGENDOFHEROES_HAJIMARINOKISEKI(D3D11)(x64).png.4c4b0f12b9b85df55139080823504ec2.png

 

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10 hours ago, coomi said:

image.jpeg.9d3d01cad4a11379a878b687c797a218.jpeg

 

I have uploaded new models in the Hajimari thread.

Excellent work as always! I think that only leaves four girls with bathing clothes not done, and only three from games prior to Hajimari. Since we're getting so close, does anyone know how to edit the game's script? I did some checking and there's only like two scenes in CS4 that specifically mention the towels. A little editing and the bathing scenes could become fully immersive. Luckily the voice acting drops out for those lines, so even if you use the dub there won't be any conflicts.

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13 hours ago, amorrow28 said:

 

You're on the CS4 thread, are you playing CS4?  @coomi's standalone nude mod (which is based off @Switch608's standalone mod) is only for Hajimari no Kiseki (CLE release) and does not work with any other game.  I currently provide CS3 and CS4 compatibility through a compatibility wrapper made for my skirt delete mod.  More information is here:  https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/?do=findComment&comment=3768730

 

Please note you don't actually need to use my skirt delete mod (I won't be offended haha), but you do need to use my configuration of 3DMigoto and my compatibility wrapper.  To disable the skirt mod, just change the directory from "UnSkirtMod" to "DISABLED UnSkirtMod" and it won't load.

 

 

Yea. It wasnt working even with your version of 3Dmigoto in the unskirt mod. I had to delete the unskirt mod portion then add the unskirt compatibility files made FOR the unskirt/coomi mods as a stand alone before it actually recognized the files again. For whatever reason, your version of 3dmigoto and coomi's nude mod files alone werent doing the trick

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2002459628_BestFriends1.png.4dd0cc47ba9b5aae0d06bf2f158abcfe.png

Photo Credit: @Whayameen - see his amazing work here!

 

Here is a new version of my compatibility wrapper for using @coomi nude mods with my skirt delete mod!  This version adds compatibility with coomi's latest update.

 

NEW VERSION 3.5: https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/?do=findComment&comment=3832221

 

Version 3.3: https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/?do=findComment&comment=3816998

 

Switch608 and Coomi compatibility v3.2 for UnSkirtMod - CS3 CS4 Hajimari.7z - OBSOLETE

 

 

For CS4 and Hajimari, there is no need to update if you already have v3.1.  For CS3, YOU DO NEED TO UPDATE.  Delete the original files entirely, and replace them all with the new files.

 

The attached file is just the compatibility wrapper, and does not come with the mod.

 

A special thank you goes out to @kulado, whose install guide is a little outdated at this point but has served us a long time!

Edited by amorrow28
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43 minutes ago, Teroniss said:

Yea. It wasnt working even with your version of 3Dmigoto in the unskirt mod. I had to delete the unskirt mod portion then add the unskirt compatibility files made FOR the unskirt/coomi mods as a stand alone before it actually recognized the files again. For whatever reason, your version of 3dmigoto and coomi's nude mod files alone werent doing the trick

 

Yes, my mod does not come with built-in compatibility.  You need the wrapper as well, as a separate download.  (3 downloads in total)

 

I don't include other people's mods in my mod out of respect for them and their download numbers, and because frankly I don't want to maintain a large package by myself (we're always separately working and updating after all).  But I did just write a new tutorial, posted above!

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6 hours ago, amorrow28 said:

 

Yes, my mod does not come with built-in compatibility.  You need the wrapper as well, as a separate download.  (3 downloads in total)

 

I don't include other people's mods in my mod out of respect for them and their download numbers, and because frankly I don't want to maintain a large package by myself (we're always separately working and updating after all).  But I did just write a new tutorial, posted above!

I will mention even after following the install instruction, I get a weird graphical distortion depending on the angle of the model or how close it is to the camera

Bug.jpg

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On 6/19/2022 at 6:42 PM, Teroniss said:

I will mention even after following the install instruction, I get a weird graphical distortion depending on the angle of the model or how close it is to the camera

Bug.jpg

 

That looks like a misbehaving pixel shader to me.  I can't reproduce it though.  Are you using the NIS America release of CS4, version 1.2?  (That's what I developed the mod on.)

 

EDIT: FIXED - https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/?do=findComment&comment=3832221

Edited by amorrow28
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Hi @amorrow28, not sure why when I run your 1.3a mod today, the controller stopped working. I know it's probably some of the .inis overriding the input but i dont remember it being an issue back when you released 1.0 of your Unskirtmod. Also, the voice-over switched to being English by itself.

 

Do you mind pointing me to the settings that can reenable the controller?

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28 minutes ago, riito said:

Hi @amorrow28, not sure why when I run your 1.3a mod today, the controller stopped working. I know it's probably some of the .inis overriding the input but i dont remember it being an issue back when you released 1.0 of your Unskirtmod. Also, the voice-over switched to being English by itself.

 

Do you mind pointing me to the settings that can reenable the controller?


Try disabling steam overlay? Also I haven’t changed the 3DMigoto setup between releases, but try resetting it by pressing Ctrl-Alt-F10 in game.

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5 minutes ago, amorrow28 said:


Try disabling steam overlay? Also I haven’t changed the 3DMigoto setup between releases, but try resetting it by pressing Ctrl-Alt-F10 in game.

Ok that worked. Sorry for the rookie mistake and thanks!

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10 hours ago, amorrow28 said:

 

That looks like a misbehaving pixel shader to me.  I can't reproduce it though.  Are you using the NIS America release of CS4, version 1.2?  (That's what I developed the mod on.)

Yea, NISA 1.2

 

I downloaded the unskilled mod, installed all but the mod itself in it. Added Coomi's nude mod to the mods folder. Downloaded the Compatibility mod and added the shader for CS4 to each character folder.

 

It gave the nude effect, but when I zoom in to any degree, it shows the outline of the towel over the new texture

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1 hour ago, SakuraKin said:

switch?

 

Sorry, the mods are for PC only as we all work with 3DMigoto.  None of us have any method of getting assets packed back into the proprietary phyre container format that Sony's engine uses, which would be required for platforms like the nintendo switch.

 

For all non-PC users (and PC users), please enjoy the massive collection of screenshots by @Whayameen

 

https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/?do=findComment&comment=3747097

https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/?do=findComment&comment=3754101

https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/?do=findComment&comment=3769000

https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/?do=findComment&comment=3784453 (massive!!)

 

and by @erawe

 

https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/?do=findComment&comment=3471997

https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/?do=findComment&comment=3475468

 

The 4th link from Whayameen has over 300 screenshots!  Overall, more than 500 screenshots are available for download in the links above.

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On 6/20/2022 at 7:58 AM, Teroniss said:

Yea, NISA 1.2

 

I downloaded the unskilled mod, installed all but the mod itself in it. Added Coomi's nude mod to the mods folder. Downloaded the Compatibility mod and added the shader for CS4 to each character folder.

 

It gave the nude effect, but when I zoom in to any degree, it shows the outline of the towel over the new texture

You're probably missing a shader that's provided by my unskirt mod.  You could try using the common_shaders.ini file that's provided in my mod.  If it's not in there, then I have no idea where it might be.  My compatibility wrapper is made to be used with my mod, and I'm not going to spend hours reworking it so folks can avoid using my mod...  but if you're determined, I've also posted numerous tutorials, you could certainly learn to hunt and override pixel shaders as well.

 

Edit: I'm not trying to be discouraging btw!  We modders work on what we want to work on, as you know.  I truly do encourage you learn to mod, if you read through this thread you'll see I'm constantly trying to teach folks to learn.  My first post here is actually the best place to start if you want to learn to hunt down shaders, even if it's not written as a formal tutorial.  I also talk about hunting buffers in my texture tutorial, very similar to hunting shaders.

 

EDIT: FIXED - https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/?do=findComment&comment=3832221

Edited by amorrow28
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image.png.fcb91c60371731031010dae6be41bd25.png

 

I am way out of my comfort zone here but I have successfully ported Celine and made a nude texture for her. It's not nearly as detailed as the other bodies, but it'll pass at a glance. I am not even going to attempt to draw the red swirls on her feet.

 

edit: Copied the swirls from the original texture and did some perspective magic to fit them into the new mesh.

image.png.b8325b26ff4127467f318f49772c475d.png

 

Edited by coomi
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On 6/18/2022 at 3:09 PM, amorrow28 said:

Index of my CS4 tutorials and where to find my mod:

  Reveal hidden contents

 

Tutorial time!  Today let's port @Switch608's incredible nude mod from one character to another.  I'm going to use Hajimari assets this time btw (I chose Vita).  I'm posting this in the CS4 thread because all my other tutorials are here, and the exact same steps would be used for, say Aurelia.

 

1723132651_VitaNudeMod.png.6a261be1a15e7ff4442d025d56c39a50.png


Before we start, a shameless plug for my Tokyo Xanadu eX+ mod, where I learned to do this:

 

Same as my other tutorial, you need to first set Blender (2.83 LTS!!!), plugins and python scripts up.  Basic instructions on setup at the top of this tutorial:  https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/page/13/#comment-3757792

 

Second, you want to know how to get a model into Blender in the first place.  Please try this tutorial here at least once, then come back:  https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/page/14/#comment-3767886 (minimum first 4 steps)

 

 

Step 1: Grabbing and loading models
 

 

Step 2: Weight Transfer
 

 

[Continued in next post]

 

@amorrow28HI dear

I don't understand something in your tutorial, can you help me?Snipaste_2022-06-23_01-31-45.png.02b2625f1eb2d6d8e63f0a02372afaaa.png

From top to bottom, look at the weight on the donor (left wrist in the picture below, group 0), and find the corresponding one on the recipient (group 16).  Go to the nude model in the middle, and change the name to the new correct number (a0 becomes 16). "

 

How to look at the weight on the donor ?

Is there a specific numerical reference, or other places for comparison?

 

I mean, how do I make sure that the arm length is the arm length of the nude model I'm going to replace, maybe there are slightly longer, shorter arms in the other groups, I didn't notice that?

 

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3 hours ago, lakovic said:

 

@amorrow28HI dear

I don't understand something in your tutorial, can you help me?Snipaste_2022-06-23_01-31-45.png.02b2625f1eb2d6d8e63f0a02372afaaa.png

From top to bottom, look at the weight on the donor (left wrist in the picture below, group 0), and find the corresponding one on the recipient (group 16).  Go to the nude model in the middle, and change the name to the new correct number (a0 becomes 16). "

 

How to look at the weight on the donor ?

Is there a specific numerical reference, or other places for comparison?

 

I mean, how do I make sure that the arm length is the arm length of the nude model I'm going to replace, maybe there are slightly longer, shorter arms in the other groups, I didn't notice that?

 

 

You are talking about two different steps.  The pictures you quoted are weight transfer.  There are groups of vertices (vertex groups) that correspond to bones in the model; the engine uses these groups to render and move the model.  In Blender, each vertex group has a name, and when imported from 3dmigoto, they're just numbers starting from zero.  What you are trying to do in the weight transfer step is to rename the groups in the new (donor) model to be the same as the names in the model to be replaced (recipient).  If you give them the same name, then blender will do its magic when you merge the meshes and make the assignment.  Keep in mind, the numbers themselves are not meaningful, they just need to match at the time of mesh join.

 

How the meshes join each other is a different question, and one I don't know all the answers to.  It seems that you can move vertices and that works well, just use the transform tools.  In tokyo xanadu (which I've been learning on) though, the weighting at the edges of the mesh need to match or the engine will literally resize the mesh to fit its internal model of the body.  So yeah...  I haven't solved that problem yet.

 

Perhaps @coomi or @Switch608 could give more advice on joining necks and wrists since at this point they've done much more than I have in this game.  I literally did Vita just to try it and document my findings.

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2 hours ago, Switch608 said:

I'm just a beginner, but since you @me, I'll tell you what I know.
If you want two meshes(such as body and hand) to join each other, the weights of the overlap-points need to match exactly, not a little different(Of course, the name of the vertex groups are different). You can view and edit the weight values of each point in edit mode.
As for the normals of the overlap-points, I didn't figure out if it needs to be handled and how. It seems that the normals are automatically calculated by blender, even if I modify the normals value, they will be reset when I re-import the model.

 

@lakovic
从你提的问题可以看出来你并没有权重的基本概念。既然你想做mod,那么我建议你还是先花上一段时间系统学习一下blender,有一定的基础再说。既然在国内上youtube不方便,你可以在bilibili找一些blender视频教程学也是一样的。


I understand. Using the tool to sample the weight doesn’t seem to work though. Is it enough that the colors match?  For example green (0.5), yellow (0.75), red (1.00) is close enough, or if one edge is 0.68 then the other edge must also be 0.68? If it must be that precise, how are you obtaining the data?

 

I feel like painting weight effectively is almost a matter of luck, sometimes I paint and nothing changes, or it changes in strange shapes. For example, I might want to paint a wrist but instead I get streaks up the arm.

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