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Guilty Gear Strive (Mod Request)


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2 hours ago, xxsjxx said:

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Finished Nude Millia (out now for all Patrons ($1) https://www.patreon.com/posts/54029180)

I'll make another semi-nude version later.

 

Has a few minor issues.

 

@moemoekyun92 As for the Hatless mod, it is compatible with this mod. Same goes for glasses.

Download the hatless Millia mod here: https://gamebanana.com/mods/301345

 

Thanks! And these look awesome, just like your DBFZ mods. ☺️I also read the text in one of the screenshots as, "So instead of reflecting on themselves, they blamed the Breasts." ? 

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3 hours ago, xxsjxx said:

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Finished Nude Millia (out now for all Patrons ($1) https://www.patreon.com/posts/54029180)

I'll make another semi-nude version later.

 

Has a few minor issues.

 

@moemoekyun92 As for the Hatless mod, it is compatible with this mod. Same goes for glasses.

Download the hatless Millia mod here: https://gamebanana.com/mods/301345

 

Damn, those hips, dat ass. Good job man !

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6 hours ago, xlegendgame said:

sorry but this is only game run bad stop your bull shit dbz figther run fine at 4k this is the game end of story and thats fucking shame repeat all my game run fine its not my pc 

But it does seem to be your PC or more like your laptop if you're the only one seemingly to have problems running this game. 4k 250fps in games on a laptop as well I am calling bullshit from 10 miles away. Also considering that laptop gpus run consideribly worse than their desktop counterparts so I say most of the numbers thrown out from you are probably a lie.
Also I see "I run games at 4k" all the time when stated that 4k for Strive is broken right now so if you run it at 4k, there is your issue probably.

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yes so play on 1080p aand now it run fine the game is not optimased for 4k or 1440p so not my pc maybe going to fix in update thanks now run fine with max setting 1080p 60 fps +taa because msaa is a big hit i'm not lie body all the hold game like resident evil 6 et 5 et some other run on under 100 fps so stop your fuking shit i'm not saying my laptop can run days gone on ultra 4k 250 fps or horizon zero down some shit like this no way but guilty gear run fine thanks

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@xxsjxx Thanks for the mods! I've been doing some, erm "research" on these and noticed that there is no slightly scaled up outer mesh to simulate the outlines. I'm assuming you're doing it a bit differently from the other mods here so the outlines scale in game? I loaded one of zai's Ramlethal mod in Blender and noticed his mods have the outline mesh.

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12 hours ago, moemoekyun92 said:

@xxsjxx Thanks for the mods! I've been doing some, erm "research" on these and noticed that there is no slightly scaled up outer mesh to simulate the outlines. I'm assuming you're doing it a bit differently from the other mods here so the outlines scale in game? I loaded one of zai's Ramlethal mod in Blender and noticed his mods have the outline mesh.

After 3 years, we did it. Anyways, AzureTestament + Lean figured it out, we have to use a custom Unreal Engine build to recreate the games outlines, instead of doing it the janky way (duplicating the mesh and expanding it manually). Outline normals are automatically calculated and stored as tangents.

So yeah, no need for a manual outline as it gets generated based off the vertex alpha of the model.
Vertex alpha 0 = Thin, 0.5 is normal, and 1 is thick.

Vertex color yellow (Blue channel) basically makes the outline invisible.

And yes, it does scale properly and all that other stuff, so now we can have really accurate looking models.

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1 hour ago, xxsjxx said:

After 3 years, we did it. Anyways, AzureTestament + Lean figured it out, we have to use a custom Unreal Engine build to recreate the games outlines, instead of doing it the janky way (duplicating the mesh and expanding it manually). Outline normals are automatically calculated and stored as tangents.

So yeah, no need for a manual outline as it gets generated based off the vertex alpha of the model.
Vertex alpha 0 = Thin, 0.5 is normal, and 1 is thick.

Vertex color yellow (Blue channel) basically makes the outline invisible.

And yes, it does scale properly and all that other stuff, so now we can have really accurate looking models.

 

Cool stuff, indeed! I'm assuming this also a more efficient approach since you don't have extra polygons to move around? Sorry, I'm still new to all this stuff.

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6 hours ago, xxsjxx said:

After 3 years, we did it. Anyways, AzureTestament + Lean figured it out, we have to use a custom Unreal Engine build to recreate the games outlines, instead of doing it the janky way (duplicating the mesh and expanding it manually). Outline normals are automatically calculated and stored as tangents.

So yeah, no need for a manual outline as it gets generated based off the vertex alpha of the model.
Vertex alpha 0 = Thin, 0.5 is normal, and 1 is thick.

Vertex color yellow (Blue channel) basically makes the outline invisible.

And yes, it does scale properly and all that other stuff, so now we can have really accurate looking models.

I understand absolutely none of that, but I'm happy it's easier for you guys to make sick mods now ?

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