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Trails of Cold Steel 4 (Mod Request)


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Posted
21 minutes ago, NotAZebra said:

 

The console output follows. The problems are near the end. It seems like something is locking the fx and cgfx files. Perhaps running each program separately would help. I can test each part of RunMe.bat separately if you can tell me how to do the equivalent of `set "SCE_PHYRE=%cd%"` with the individual commands. Edit: I feel silly. I can just make multiple scripts and put that at the beginning of each. I will try that.

  Reveal hidden contents

Mesh segment has more than 80 bones - will fall back to CPU skinning on all platforms
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/chr005_02n_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/chr005_03_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/chr005_02_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/eyes_sphere_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/chr005_03n_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/fc_damyc00_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/dlight_all_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/chr005_01hr_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/chr005_04n_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/chr005_eyes_a_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/chr005_eyes2_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/chr_shadow_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/chr005_04_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/chr005_01_low_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/chr005_eyes_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/dlight_skin_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/chr005_00_low_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/chr005_01n_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/chr/chr/chr005/chr005.dae.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#451FDF2C03175389203490413C510041.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#CC0818A01B06E27F87A8F35C0F3E48F4.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#8DB19F4CD93353F35570013A68692DFC.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#50BF1A225DCFF24125423BC24766F014.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#330F1934F4CCE59D196305E09AB7B570.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#24635FDEFD27F877DDC48748AE58FF24.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#292920F7BCF964F57685F714FA5020C3.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#0BD7EF090E4D36AB8D9EF43E31D9C26F.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#970AC0B255DC467CF5E0BCFB33CB2EE5.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#6AEC59FE520B0B2D509313FEC81103B7.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#B3C5B53A51735CA8B34C26E931F9F893.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#96A1EF93DE8131E2E4066E57856A742A.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#9C40B80C13BAC9CE7EA92791F51FF0C3.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#8A8675FF48E773A55B3DA12D2C20E157.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#724573739B14E6DAB3563D3216A9EC62.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#DA10203EE75100D0C19C65D404B72261.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#1096D31A85168EF633089AC120F8AFAE.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#749AC112D59695716EB1EEE52CEF7266.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#334A54F82BE95DCFEF9C987CCDD49DCA.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#0557A723EF1150C6BB59E6B495DE9F2E.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#6E92A88AC045F9DE5C8F78C2D166E49A.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#CE9B1B600A9CB46EDAB191648B183996.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#E9FA70D02BE22E1FDA6658470CA1DF57.phyre for platform D3D11
{Mod folder}\C_CHR005\dummy_ed8_chr.fx#451FDF2C03175389203490413C510041.fx
The process cannot access the file because it is being used by another process.
{Mod folder}\C_CHR005\dummy_ed8_chr.fx#50BF1A225DCFF24125423BC24766F014.cgfx
The process cannot access the file because it is being used by another process.
{Mod folder}\C_CHR005\dummy_ed8_chr.fx#8DB19F4CD93353F35570013A68692DFC.cgfx
The process cannot access the file because it is being used by another process.
        1 file(s) copied.
        1 file(s) moved.
D3D11\assetconv_temp\dds_dae\D3D11\chr005_00_low_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\chr005_01hr_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\chr005_01n_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\chr005_01_low_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\chr005_02n_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\chr005_02_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\chr005_03n_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\chr005_03_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\chr005_04n_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\chr005_04_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\chr005_eyes2_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\chr005_eyes_a_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\chr005_eyes_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\chr_shadow_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\dlight_all_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\dlight_skin_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\eyes_sphere_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\fc_damyc00_conv.dds.phyre
       18 file(s) copied.

 

I meant that the character shows up unmodified in the game. For example, I removed the bottom half of Emma’s jacket, ran the scripts, and copied the pkg file back into the game data/asset/D3D11 folder, but the jacket was still down to her feet when I loaded the game (I even uninstalled 3dmigoto to be sure).

 

Well, this is odd. Running each command in RunMe.bat separately produced no messages about file access problems (and there were no .fx and .cgfx files left over afterward like there were before), but the mod still does not display in the game.
 

This may be interesting: after compiling and packaging the pkg file with the modified mesh, I used ed8pkg2gltf.py on it, and the numbering of the meshes has changed. What was chr005_body_setup5_04.vb is now chr005_body_setup5_09.vb. Is that expected?

Posted (edited)
45 minutes ago, NotAZebra said:

 

The console output follows. The problems are near the end. It seems like something is locking the fx and cgfx files. Perhaps running each program separately would help. I can test each part of RunMe.bat separately if you can tell me how to do the equivalent of `set "SCE_PHYRE=%cd%"` with the individual commands. Edit: I feel silly. I can just make multiple scripts and put that at the beginning of each. I will try that.

  Hide contents

Mesh segment has more than 80 bones - will fall back to CPU skinning on all platforms
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/chr005_02n_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/chr005_03_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/chr005_02_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/eyes_sphere_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/chr005_03n_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/fc_damyc00_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/dlight_all_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/chr005_01hr_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/chr005_04n_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/chr005_eyes_a_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/chr005_eyes2_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/chr_shadow_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/chr005_04_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/chr005_01_low_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/chr005_eyes_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/dlight_skin_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/chr005_00_low_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/assetconv_temp/dds_dae/D3D11/chr005_01n_conv.dds.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/chr/chr/chr005/chr005.dae.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#451FDF2C03175389203490413C510041.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#CC0818A01B06E27F87A8F35C0F3E48F4.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#8DB19F4CD93353F35570013A68692DFC.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#50BF1A225DCFF24125423BC24766F014.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#330F1934F4CCE59D196305E09AB7B570.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#24635FDEFD27F877DDC48748AE58FF24.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#292920F7BCF964F57685F714FA5020C3.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#0BD7EF090E4D36AB8D9EF43E31D9C26F.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#970AC0B255DC467CF5E0BCFB33CB2EE5.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#6AEC59FE520B0B2D509313FEC81103B7.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#B3C5B53A51735CA8B34C26E931F9F893.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#96A1EF93DE8131E2E4066E57856A742A.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#9C40B80C13BAC9CE7EA92791F51FF0C3.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#8A8675FF48E773A55B3DA12D2C20E157.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#724573739B14E6DAB3563D3216A9EC62.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#DA10203EE75100D0C19C65D404B72261.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#1096D31A85168EF633089AC120F8AFAE.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#749AC112D59695716EB1EEE52CEF7266.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#334A54F82BE95DCFEF9C987CCDD49DCA.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#0557A723EF1150C6BB59E6B495DE9F2E.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#6E92A88AC045F9DE5C8F78C2D166E49A.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#CE9B1B600A9CB46EDAB191648B183996.phyre for platform D3D11
Writing file {Mod folder}/C_CHR005/D3D11/shaders/ed8_chr.fx#E9FA70D02BE22E1FDA6658470CA1DF57.phyre for platform D3D11
{Mod folder}\C_CHR005\dummy_ed8_chr.fx#451FDF2C03175389203490413C510041.fx
The process cannot access the file because it is being used by another process.
{Mod folder}\C_CHR005\dummy_ed8_chr.fx#50BF1A225DCFF24125423BC24766F014.cgfx
The process cannot access the file because it is being used by another process.
{Mod folder}\C_CHR005\dummy_ed8_chr.fx#8DB19F4CD93353F35570013A68692DFC.cgfx
The process cannot access the file because it is being used by another process.
        1 file(s) copied.
        1 file(s) moved.
D3D11\assetconv_temp\dds_dae\D3D11\chr005_00_low_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\chr005_01hr_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\chr005_01n_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\chr005_01_low_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\chr005_02n_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\chr005_02_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\chr005_03n_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\chr005_03_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\chr005_04n_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\chr005_04_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\chr005_eyes2_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\chr005_eyes_a_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\chr005_eyes_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\chr_shadow_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\dlight_all_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\dlight_skin_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\eyes_sphere_conv.dds.phyre
D3D11\assetconv_temp\dds_dae\D3D11\fc_damyc00_conv.dds.phyre
       18 file(s) copied.

 

I meant that the character shows up unmodified in the game. For example, I removed the bottom half of Emma’s jacket, ran the scripts, and copied the pkg file back into the game data/asset/D3D11 folder, but the jacket was still down to her feet when I loaded the game (I even uninstalled 3dmigoto to be sure).

Emma’s costume is a mess, there are so many with incredibly slight variations. Is there any possibility you’re loading the wrong one? It happened to me, C_CHR005 is Emma with hat, _C00 is Emma without hair accessory, etc. I don’t even know which one default Emma is, probably _C10 or something. Also, which game? They’re named differently in the different games.

 

I ask because changes should definitely show up. Problems with modding with this compiler usually results in the game crashing, or the character being invisible, or crazy distortions, etc…

 

SCE_PHYRE is only needed by the compiler (first command).

 

And yes, phyre engine changes the order of the meshes when compiling.

 

BTW, I don’t have time tonight to upload to LL but I posted a bug fix on my GitHub, the prior version was pointing to the wrong inf file, so please everyone should update! Link here.

Edited by amorrow28
Posted
18 hours ago, amorrow28 said:

Emma’s costume is a mess, there are so many with incredibly slight variations. Is there any possibility you’re loading the wrong one? It happened to me, C_CHR005 is Emma with hat, _C00 is Emma without hair accessory, etc. I don’t even know which one default Emma is, probably _C10 or something. Also, which game? They’re named differently in the different games.

 

I ask because changes should definitely show up. Problems with modding with this compiler usually results in the game crashing, or the character being invisible, or crazy distortions, etc…

 

SCE_PHYRE is only needed by the compiler (first command).

 

And yes, phyre engine changes the order of the meshes when compiling.

 

BTW, I don’t have time tonight to upload to LL but I posted a bug fix on my GitHub, the prior version was pointing to the wrong inf file, so please everyone should update! Link here.

Damn it. You are right. I was just looking at the wrong Emma. ?‍♂️

Posted (edited)
On 2/27/2023 at 6:38 PM, NotAZebra said:

Damn it. You are right. I was just looking at the wrong Emma. ?‍♂️

 

I literally did the same thing making the tutorial.  I did the whole thing, and at the end, Emma looked the same.  Much confusion.  That's why she's wearing a hat in the tutorial, because I couldn't be bothered to go back and fix it haha.

 

EDIT: To all modders: v2.1.2 is finally uploaded (not different from v.2.1.2 on my github from 2 days ago.  But anyone who hasn't updated should update, it fixes a pretty big bug.  Oh, and don't use the gltf extractor, that thing is very broken right now.  Just use the tools as described in the tutorial!

Edited by amorrow28
Posted
20 hours ago, amorrow28 said:

 

I literally did the same thing making the tutorial.  I did the whole thing, and at the end, Emma looked the same.  Much confusion.  That's why she's wearing a hat in the tutorial, because I couldn't be bothered to go back and fix it haha.

 

EDIT: To all modders: v2.1.2 is finally uploaded (not different from v.2.1.2 on my github from 2 days ago.  But anyone who hasn't updated should update, it fixes a pretty big bug.  Oh, and don't use the gltf extractor, that thing is very broken right now.  Just use the tools as described in the tutorial!

 

Two points of interest:

1. I did need to install the Windows SDK

2. I still get issues with file access, but running RunMe.bat again finishes moving the files that could not be moved before. I wonder if adding some delay between the programs would help.

Posted
15 minutes ago, NotAZebra said:

 

Two points of interest:

1. I did need to install the Windows SDK

2. I still get issues with file access, but running RunMe.bat again finishes moving the files that could not be moved before. I wonder if adding some delay between the programs would help.


Sorry, I hadn’t noticed that in your previous post! Weird that I haven’t had those access errors but they’re harmless. It’s just me trying to clean up all the temporary files. In the next release I’ll move the commands around so that temporary files are removed at the end instead of right after use.

 

More importantly, any progress on Alfin’s little black dress?? ???

Posted
On 2/25/2023 at 2:42 PM, amorrow28 said:

juna_cs4.png.55935868a6e9f2f230e492e35ccc2ef7.png

(Huh... I thought we decided that shirt was not moddable...)

 

To my fellow modders,

 

I have written a tool chain to simplify making .pkg mods!  You can now make mods that do not need 3dmigoto, and I hope this can lead to mods we could not easily do before.  I owe lots of thanks to the folks over at the modding discord, who helped me with sample files and troubleshooting.

 

Upload replaced with v2.1.2!

 

ED8ModTools_v2.1.2.zip 48.86 kB · 3 downloads

 

NOTE: The new v2.1.0 metadata format and .material files are not compatible with versions prior to v2.1.0. Please back up your work, compile and build your .pkg using the version you started with, and unpack with this new version to get new metadata.

 

As always, the latest version is at my GitHub.

 

Features:

  • Easy mesh editing using the familiar 3dmigoto plugin, so you can still follow all my tutorials
  • You can change textures, materials and shaders.  If you want to add a shader with transparency to a character who does not have one, you can do that!
  • You can use all the bones!  (Although you do not want to go over 80 bones on one mesh or GPU skinning will be disabled for that mesh.)
  • The resulting mod does not need 3dmigoto.  Great for users of Steam Deck, or anyone who loves steam overlay / steam input.

The phyre engine format is a nightmare, and its container files cannot be edited directly due to excessive use of pointers.  So making .pkg mods will require use of a compiler, which means the results will not be identical to original, but so far it is hard to tell if there is any difference.

 

How to use:

 

 

Enjoy!  I look forward to seeing what the community does with this!

 

This is awesome, does this mean that some characters from the initial models who don't have skirts can have skirts?
Of course, changing the shader, this function is already very cool. My first thought was to give each character a set of see-through wedding dresses.
Thank you for your contributions to the community?

Posted
On 3/1/2023 at 9:07 PM, amorrow28 said:


Sorry, I hadn’t noticed that in your previous post! Weird that I haven’t had those access errors but they’re harmless. It’s just me trying to clean up all the temporary files. In the next release I’ll move the commands around so that temporary files are removed at the end instead of right after use.

 

More importantly, any progress on Alfin’s little black dress?? ???

 

Depends on which game you want to play, but the short answer is “Yes!” I have not yet figured out how to add an upper-body mesh to the Astraia costume, so I don’t have anything using that dress. But I do have lots of mini dress mods that use the towel costumes. I was surprised by how un-towel-like they could be. Unfortunately, I do not think Alfin has a towel costume in CS3, but the pkg files seem to mostly work in all 3 games.

 

I currently have

  • pkg files for Alfin, Elise, Laura, and Musse
  • 3dmigoto buffers for Alfin, Elise, Laura, Musse, Estelle, Alisa, Sharon, Celine, Duvalie, Renne, and Nadia
  • About 40 (simple) dress color patterns

For the ones with pkg files, I still use the 3dmigoto ini to assign the pattern to the dress. This makes switching colors easy.

 

I have a version packaged with lakovic's nude models. Turning on $nude_mod (F7) replaces most of the towel dresses with nudes. However, I was planning to wait for permission from lakovic before sharing it.

Posted
22 hours ago, NotAZebra said:

 

Depends on which game you want to play, but the short answer is “Yes!” I have not yet figured out how to add an upper-body mesh to the Astraia costume, so I don’t have anything using that dress. But I do have lots of mini dress mods that use the towel costumes. I was surprised by how un-towel-like they could be. Unfortunately, I do not think Alfin has a towel costume in CS3, but the pkg files seem to mostly work in all 3 games.

 

I currently have

  • pkg files for Alfin, Elise, Laura, and Musse
  • 3dmigoto buffers for Alfin, Elise, Laura, Musse, Estelle, Alisa, Sharon, Celine, Duvalie, Renne, and Nadia
  • About 40 (simple) dress color patterns

For the ones with pkg files, I still use the 3dmigoto ini to assign the pattern to the dress. This makes switching colors easy.

 

I have a version packaged with lakovic's nude models. Turning on $nude_mod (F7) replaces most of the towel dresses with nudes. However, I was planning to wait for permission from lakovic before sharing it.

 

No worries and no hurry, I don't want to rush you.  ?

Posted
On 3/1/2023 at 9:07 PM, amorrow28 said:


Sorry, I hadn’t noticed that in your previous post! Weird that I haven’t had those access errors but they’re harmless. It’s just me trying to clean up all the temporary files. In the next release I’ll move the commands around so that temporary files are removed at the end instead of right after use.

 

More importantly, any progress on Alfin’s little black dress?? ???

 

Here are the little dresses I have so far:

I am not confident that everything is compatible with CS3/4, but I had pkg files work across all 3 games.

Posted

Renne2.png.859029fd046610bbbdc1c21e22e32561.png

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

 

My cold steel mod tools (to make .pkg files) has been updated to version 2.1.3!  Lots of bug fixes.  The biggest addition is that skeleton import is working now!  Admittedly that feature is very niche, since custom skeletons require custom animations, but perhaps it will be useful to some of our more ambitious modders.

 

The upload and guide to usage can be found here:  https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/?do=findComment&comment=4010707 

 

Changelog:

  Hide contents

v2.1.3

  • Many bugfixes to glTF extraction
  • Add tangent calculator to glTF extractor for meshes without tangent
  • glTF produces partial vgmaps with non-empty groups only by default, as fbx export can result in non-node vertex groups (and these are retained going through conversion, but will cause the collada build to fail).  Override with command line.
  • ed8pkg2gltf.py no longer exports more than 3 uv/tangent/binormal semantics per mesh by default.  Override with command line.
  • build_collada.py now supports out-of-order node lists, TRS-transformation nodes
  • Bugfixes to build_collada.py, especially for skeleton math
  • Prevent import of top nodes without children.  These are inserted by noesis during glTF export, causes the compiler to fail, and are unnecessary as the collada builder can create the nodes as needed in the correct location.
  • Allow arbitrary mesh filenames
  • Preliminary support for non-skinned meshes and non-character models (untested)
  • RunMe.bat does not delete temporary shader files until the end of the build process

 

v2.1.2

  • Fix location of .dae file for non-base costumes (e.g. C_CHR001_C00)
  • build_collada.py now writes an updated asset_D3D11.xml file in the build directory
  • ed8pkg2gltf.py now writes TANGENT into the gltf regardless of expanded handedness (needed for extraction tool)

 

v2.1.1

  • Add handling for the COLOR semantic to ed8pkg2gltf.py and build_collada.py
  • Add experimental glTF to raw buffer extraction tool
  • Update lib_fmtibvb.py

 

v2.1.0

  • Overhaul of the materials section of the metadata.json
  • The mesh .material files also no longer say "Skinned" (unneeded)

 

v2.0.1

  • Fix collada build failure when mesh name has underscores in it

 

v2.0.0

  • This is now a modding tool chain for CS3/CS4/Hajimari (although the prior functionality still exists). Can build COLLADA .dae files and generates all necessary files to build a new .pkg for insertion into the game. Please see README.md for more details.

 

v1.0.1

  • QOL improvements (textures go in a folder now, status messages during processing, double-click to run

 

v1.0.0

  • Initial release

 

And as always, the latest version will always be at my GitHub.

 

Posted
7 hours ago, amorrow28 said:

Renne2.png.859029fd046610bbbdc1c21e22e32561.png

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

 

My cold steel mod tools (to make .pkg files) has been updated to version 2.1.3!  Lots of bug fixes.  The biggest addition is that skeleton import is working now!  Admittedly that feature is very niche, since custom skeletons require custom animations, but perhaps it will be useful to some of our more ambitious modders.

 

The upload and guide to usage can be found here:  https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/?do=findComment&comment=4010707 

 

Changelog:

  Reveal hidden contents

v2.1.3

  • Many bugfixes to glTF extraction
  • Add tangent calculator to glTF extractor for meshes without tangent
  • glTF produces partial vgmaps with non-empty groups only by default, as fbx export can result in non-node vertex groups (and these are retained going through conversion, but will cause the collada build to fail).  Override with command line.
  • ed8pkg2gltf.py no longer exports more than 3 uv/tangent/binormal semantics per mesh by default.  Override with command line.
  • build_collada.py now supports out-of-order node lists, TRS-transformation nodes
  • Bugfixes to build_collada.py, especially for skeleton math
  • Prevent import of top nodes without children.  These are inserted by noesis during glTF export, causes the compiler to fail, and are unnecessary as the collada builder can create the nodes as needed in the correct location.
  • Allow arbitrary mesh filenames
  • Preliminary support for non-skinned meshes and non-character models (untested)
  • RunMe.bat does not delete temporary shader files until the end of the build process

 

v2.1.2

  • Fix location of .dae file for non-base costumes (e.g. C_CHR001_C00)
  • build_collada.py now writes an updated asset_D3D11.xml file in the build directory
  • ed8pkg2gltf.py now writes TANGENT into the gltf regardless of expanded handedness (needed for extraction tool)

 

v2.1.1

  • Add handling for the COLOR semantic to ed8pkg2gltf.py and build_collada.py
  • Add experimental glTF to raw buffer extraction tool
  • Update lib_fmtibvb.py

 

v2.1.0

  • Overhaul of the materials section of the metadata.json
  • The mesh .material files also no longer say "Skinned" (unneeded)

 

v2.0.1

  • Fix collada build failure when mesh name has underscores in it

 

v2.0.0

  • This is now a modding tool chain for CS3/CS4/Hajimari (although the prior functionality still exists). Can build COLLADA .dae files and generates all necessary files to build a new .pkg for insertion into the game. Please see README.md for more details.

 

v1.0.1

  • QOL improvements (textures go in a folder now, status messages during processing, double-click to run

 

v1.0.0

  • Initial release

 

And as always, the latest version will always be at my GitHub.

 

I want to unpack 'assets.pka', but when I double-click on 'extract_pka.py', nothing happens. I have installed Python 3.11, but is there any other software that I need to install? 'vb_split.py' seems to be working fine.

image.png.9c5066c0e9cee5952acf6010245e7903.png

Posted (edited)
6 hours ago, mercury15882 said:

I want to unpack 'assets.pka', but when I double-click on 'extract_pka.py', nothing happens. I have installed Python 3.11, but is there any other software that I need to install? 'vb_split.py' seems to be working fine.

image.png.9c5066c0e9cee5952acf6010245e7903.png

Two things to try in the Windows command prompt:

 

1. Try just running Python:

python3

If that works, you should see `>>>` at the beginning of the new line. If that did not work, your system does not know where to find Python. Also, check the version number that gets printed out. Sometimes, people have multiple versions of Python installed. To exit Python, run

exit()

 

2. Navigate to the D3D11 directory and then run the extractor script:

cd "{path to Steam library}\steamapps\common\The Legend of Heroes Trails of Cold Steel IV\data\asset\D3D11"
python3 extract_pka.py

You should have more useful error information print out this way.

 

Edit:

3. Try running install_python_modules.bat. I do not know if extract_pka.py depends on those modules, but you might as well try it.

Edited by NotAZebra
Posted
13 hours ago, mercury15882 said:

I want to unpack 'assets.pka', but when I double-click on 'extract_pka.py', nothing happens. I have installed Python 3.11, but is there any other software that I need to install? 'vb_split.py' seems to be working fine.

image.png.9c5066c0e9cee5952acf6010245e7903.png

 

7 hours ago, NotAZebra said:

Two things to try in the Windows command prompt:

 

1. Try just running Python:

python3

If that works, you should see `>>>` at the beginning of the new line. If that did not work, your system does not know where to find Python. Also, check the version number that gets printed out. Sometimes, people have multiple versions of Python installed. To exit Python, run

exit()

 

2. Navigate to the D3D11 directory and then run the extractor script:

cd "{path to Steam library}\steamapps\common\The Legend of Heroes Trails of Cold Steel IV\data\asset\D3D11"
python3 extract_pka.py

You should have more useful error information print out this way.

 

Edit:

3. Try running install_python_modules.bat. I do not know if extract_pka.py depends on those modules, but you might as well try it.

 

@mercury15882 sorry, I don't know what is wrong.  That script actually wasn't written by me, I just include it for convenience, but I read through it and it does not have any dependencies that are not in the python standard library.  Certainly I would expect it to work with any python installation that can run vb_split.py.  Can you please try running it from the command line as @NotAZebra suggested?  I'd like to see what the error messages are.

Posted (edited)

I followed @amorrow28 instructions on page 23 and completed the mesh editing. I exported the file as .vb+.ib and then used vb_split.py. I put all the files generated by the program into the bin\Win64\Mods\Unique Nude Bodies - Bodies only (v1.5.1)\Altina folder (keeping the original altina.ini file and overwriting the others). After quick testing in-game, it looks like the screenshot below.

Spoiler

image.png.7e2f2ff35699ce2c8723a78f895f1c82.png

is there any way to put the .vb+.ib file exported based on the tutorial on page 23 into the game?

Edited by mercury15882
Posted (edited)
15 hours ago, mercury15882 said:

I followed @amorrow28 instructions on page 23 and completed the mesh editing. I exported the file as .vb+.ib and then used vb_split.py. I put all the files generated by the program into the bin\Win64\Mods\Unique Nude Bodies - Bodies only (v1.5.1)\Altina folder (keeping the original altina.ini file and overwriting the others). After quick testing in-game, it looks like the screenshot below.

image.png.7e2f2ff35699ce2c8723a78f895f1c82.png

is there any way to put the .vb+.ib file exported based on the tutorial on page 23 into the game?

 

Edit: I think you are referring to my tutorial linked by @NotAZebra?  Please link to the tutorial directly, because otherwise I do not know what you are talking about and have to guess.  Are you trying to modify one of @coomi's mods?  Unless you made very drastic changes, it looks to me like you tried to use a different character's mod.  You cannot move mods from one model to another without weight transfer.  I wrote a tutorial on weight transfer here.

Edited by amorrow28
Posted
On 3/3/2023 at 4:11 PM, NotAZebra said:

 

Depends on which game you want to play, but the short answer is “Yes!” I have not yet figured out how to add an upper-body mesh to the Astraia costume, so I don’t have anything using that dress. But I do have lots of mini dress mods that use the towel costumes. I was surprised by how un-towel-like they could be. Unfortunately, I do not think Alfin has a towel costume in CS3, but the pkg files seem to mostly work in all 3 games.

 

I currently have

  • pkg files for Alfin, Elise, Laura, and Musse
  • 3dmigoto buffers for Alfin, Elise, Laura, Musse, Estelle, Alisa, Sharon, Celine, Duvalie, Renne, and Nadia
  • About 40 (simple) dress color patterns

For the ones with pkg files, I still use the 3dmigoto ini to assign the pattern to the dress. This makes switching colors easy.

 

I have a version packaged with lakovic's nude models. Turning on $nude_mod (F7) replaces most of the towel dresses with nudes. However, I was planning to wait for permission from lakovic before sharing it.

I'm very happy to see other people in the community make more prominent mods, actually I look back at my own cs4, Hajimari's mods, I have a lot of dissatisfaction, I hope someone can improve it?

Posted
17 hours ago, amorrow28 said:

 

Edit: I think you are referring to my tutorial linked by @NotAZebra?  Please link to the tutorial directly, because otherwise I do not know what you are talking about and have to guess.  Are you trying to modify one of @coomi's mods?  Unless you made very drastic changes, it looks to me like you tried to use a different character's mod.  You cannot move mods from one model to another without weight transfer.  I wrote a tutorial on weight transfer here.

Thank you for your hint. I have mostly completed the task. 

 

image.png.2be9e3c26a384060b97161075ef082e8.png.0c4a9b2d2394fb697ddf2f73e8e41d4a.png

BTW how to do this "image.png.e8357e531ec749566a6477422a6ef709.png"

Posted
8 hours ago, mercury15882 said:

Thank you for your hint. I have mostly completed the task. 

 

image.png.2be9e3c26a384060b97161075ef082e8.png.0c4a9b2d2394fb697ddf2f73e8e41d4a.png

BTW how to do this "image.png.e8357e531ec749566a6477422a6ef709.png"


There is an icon at the top that looks like an eye.

Posted
36 minutes ago, NotAZebra said:

While we’re at it, how do you do this?

User2.png.6e5f294d1cc5fc7c6a116674a97abf51.png

Just start typing with the @ sign. It won’t work if you use copy-paste though, you have to type into the window.

Posted (edited)

I have perfectly mapped the UVs (as shown in the left figure), but when viewed in-game, the positioning appears incorrect (as shown in the right figure). Could someone help me understand why this is happening?

Spoiler

image.png.0327981225a4dd56571ac4306d72e74d.png.48f39faad5b9e174f2389265e2ef6797.pngimage.png.05dbf00be1e1d8ac16c54482c7a3c457.png

I carefully examined the issue and found that the UV map is being flipped along the Y-axis in the game. Is there any way to fix this issue other than flipping the UV map in blender?

 

Edited by mercury15882
Posted
1 hour ago, mercury15882 said:

I have perfectly mapped the UVs (as shown in the left figure), but when viewed in-game, the positioning appears incorrect (as shown in the right figure). Could someone help me understand why this is happening?

  Hide contents

image.png.0327981225a4dd56571ac4306d72e74d.png.48f39faad5b9e174f2389265e2ef6797.pngimage.png.05dbf00be1e1d8ac16c54482c7a3c457.png

I carefully examined the issue and found that the UV map is being flipped along the Y-axis in the game. Is there any way to fix this issue other than flipping the UV map in blender?

 

 

Make sure to export your texture as BC7_UNORM (Linear, NOT sRBG).  In Paint.NET, pick the "BC7 (Linear, DX 11+)" option when exporting as a .dds file.

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