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Blue Reflection Second Light Mod Discussion


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On 11/11/2021 at 2:31 PM, Monty-R said:

I just checked Nakayoshi's blog but it disappeared. Not sure what happened to him. So that's another camera modder who went missing.

I accidentally sent him and his blog to the Shadow Realm. My biggest fuck-up to date.

I'm sorry.

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12 hours ago, anadenkun said:

Nude mod is under development?

I don’t think anyone is working on it…

 

I thought a nude mod for this game would come faster because there’s already a nude model in the game…

 

you just need to add nipple and vagina to it, but i guess not many people are interested in doing it. someone in this thread did manage to add a nipple though, but they didn’t share the file

Edited by digimaster7
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looks like moderchan is busy. they got their account locked by gust for something unrelated and they deleted all their pictures off of twitter so im sure they have their hands full right now lol. worth noting that their twitter is back up and they didnt say anything about quitting.

 

if koei tecmo is cracking down though then that will scare off other japanese modders for a while at least. back when ryza came out moderchan didnt release any nude stuff for months specifically to avoid this situation.

 

i guess the other thing is that the game ended up being pretty good and fairly long so people might just be busy playing it lol. you dont unlock all the characters in the game for a while either.

Edited by hilbo75
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3 hours ago, digimaster7 said:

I don’t think anyone is working on it…

 

I thought a nude mod for this game would come faster because there’s already a nude model in the game…

 

you just need to add nipple and vagina to it, but i guess not many people are interested in doing it. someone in this thread did manage to add a nipple though, but they didn’t share the file

The Silver Vox is working on it, but needs time for the 3D nipples and 3D vagina.
At the moment there is only topless mod.

 

Ao_Summer_and_Green_Bikini_Mods_Preview.

 

Ao_Nude_Working_in_Progress_1.png

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45 minutes ago, parapara said:

I'm sorry.
Does anyone know why and how to fix the disappearance of the body borders when editing and exporting iv+vb in blender?

It looks like there are more issues than that.....
 

Spoiler

image.png.fa29ba5af0820ac5c26a134c38ab0a74.png

As for the borderline issue, the mod author may have forgot to include the
shader hash together with.
   

ResourceBakVB = ref vb0
ResourceBakIB = ref ib
checktextureoverride = vb0
checktextureoverride = ib
vb0 = ref ResourceBakVB
ib = ref ResourceBakIB


 

This will happen to all other models
This can fix a bunch of issues, like missing/incorrect shadows, borderline and a few more.
If you have time you can fix it yourself.

Simple Guide.....

 


You can add this to the bottom of d3d.ini
[CommandlistFIX]

ResourceBakVB = ref vb0
ResourceBakIB = ref ib
checktextureoverride = vb0
checktextureoverride = ib
vb0 = ref ResourceBakVB
ib = ref ResourceBakIB

 

; ------- For each girl/costume -------;
[ShaderOverride_ID] ;replace ID with your desired name

hash = XXXXXXXXXXXX ; Shader hash goes here
run = CommandlistFIX

; ---------------------------------------;

 

Edited by The Butler
cleaning
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11 hours ago, The Butler said:

It looks like there are more issues than that.....
 

  Reveal hidden contents

image.png.fa29ba5af0820ac5c26a134c38ab0a74.png

As for the borderline issue, the mod author may have forgot to include the
shader hash together with.

   

ResourceBakVB = ref vb0
ResourceBakIB = ref ib
checktextureoverride = vb0
checktextureoverride = ib
vb0 = ref ResourceBakVB
ib = ref ResourceBakIB


 

This will happen to all other models
This can fix a bunch of issues, like missing/incorrect shadows, borderline and a few more.
If you have time you can fix it yourself.

Simple Guide.....

  Reveal hidden contents


You can add this to the bottom of d3d.ini
[CommandlistFIX]

ResourceBakVB = ref vb0
ResourceBakIB = ref ib
checktextureoverride = vb0
checktextureoverride = ib
vb0 = ref ResourceBakVB
ib = ref ResourceBakIB

 

; ------- For each girl/costume -------;
[ShaderOverride_ID] ;replace ID with your desired name

hash = XXXXXXXXXXXX ; Shader hash goes here
run = CommandlistFIX

; ---------------------------------------;

 

 

The ini that I created is

 

;;;;;;;;;; Replace AO_body Mesh
[Resource_VB_AO_body]
type = Buffer
stride = 68
filename = 10.vb
[Resource_IB_AO_body]
type = Buffer
format = DXGI_FORMAT_R16_UINT
filename = 10.ib
[TextureOverride_Mesh_AO_body]
; hash of vb0
hash = ab1123af
match_first_index = 7002
vb0 = Resource_VB_AO_body
ib = Resource_IB_AO_body
handling = skip
drawindexed = auto

 


and will be
Do I need to add something to this?

Or do I need to dump the edges separately?


I would appreciate it if you could elaborate a bit more on this.

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6 hours ago, parapara said:

 

The ini that I created is

 

;;;;;;;;;; Replace AO_body Mesh
[Resource_VB_AO_body]
type = Buffer
stride = 68
filename = 10.vb
[Resource_IB_AO_body]
type = Buffer
format = DXGI_FORMAT_R16_UINT
filename = 10.ib
[TextureOverride_Mesh_AO_body]
; hash of vb0
hash = ab1123af
match_first_index = 7002
vb0 = Resource_VB_AO_body
ib = Resource_IB_AO_body
handling = skip
drawindexed = auto

 


and will be
Do I need to add something to this?

Or do I need to dump the edges separately?


I would appreciate it if you could elaborate a bit more on this.

As I said you need to add shaders,
At the current state you are simply replacing the meshes, but you didn't tell the game you did so. 
That's where the command I said before comes into play. That commands makes the game recheck the meshes properly adding shadows, outlines and so on..

You can have a separed .ini file with 

[CommandlistFIX]
ResourceBakVB = ref vb0
ResourceBakIB = ref ib
checktextureoverride = vb0
checktextureoverride = ib
vb0 = ref ResourceBakVB
ib = ref ResourceBakIB
And using the info you used above as example it will look like this.
[ShaderOverride_AO_Body_Mesh]
hash = XXXXXXXXXXX
run = CommandlistFIX

;;;;;;;;;; Replace AO_body Mesh
[Resource_VB_AO_body]
type = Buffer
stride = 68
filename = 10.vb
[Resource_IB_AO_body]
type = Buffer
format = DXGI_FORMAT_R16_UINT
filename = 10.ib
[TextureOverride_Mesh_AO_body]
; hash of vb0
hash = ab1123af
match_first_index = 7002
vb0 = Resource_VB_AO_body
ib = Resource_IB_AO_body
handling = skip
drawindexed = auto


As you may already know,
Shaders hash = 4,5 keys on numpad.

Edited by The Butler
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6 hours ago, The Butler said:

As I said you need to add shaders,
At the current state you are simply replacing the meshes, but you didn't tell the game you did so. 
That's where the command I said before comes into play. That commands makes the game recheck the meshes properly adding shadows, outlines and so on..

You can have a separed .ini file with 

[CommandlistFIX]
ResourceBakVB = ref vb0
ResourceBakIB = ref ib
checktextureoverride = vb0
checktextureoverride = ib
vb0 = ref ResourceBakVB
ib = ref ResourceBakIB
And using the info you used above as example it will look like this.
[ShaderOverride_AO_Body_Mesh]
hash = XXXXXXXXXXX
run = CommandlistFIX

;;;;;;;;;; Replace AO_body Mesh
[Resource_VB_AO_body]
type = Buffer
stride = 68
filename = 10.vb
[Resource_IB_AO_body]
type = Buffer
format = DXGI_FORMAT_R16_UINT
filename = 10.ib
[TextureOverride_Mesh_AO_body]
; hash of vb0
hash = ab1123af
match_first_index = 7002
vb0 = Resource_VB_AO_body
ib = Resource_IB_AO_body
handling = skip
drawindexed = auto


As you may already know,
Shaders hash = 4,5 keys on numpad.

 

Thank you very much for the details.

I've tried everything, and it seems that I've made a fundamental mistake.

The d3d.ini I was using was the one from Bullet Girls, so I couldn't determine if the commands you gave me were working...

I used the standard d3d.ini and made some additions, and I can confirm that the commands are working.

The current result is the same as the one in the Bullet Girls d3d.ini

 

[ShaderRegex_BulletGirlsSwapAll].
shader_model = ps_4_0 ps_5_0
if $costume_mods && (!frame_analysis || $dump_modded_meshes)
    If $costume_mods && (!frame_analysis || $dump_modded_meshes)
    checktextureoverride = ps-t0
    checktextureoverride = ps-t1
    checktextureoverride = ps-t2
    checktextureoverride = ps-t3
    checktextureoverride = ps-t3 checktextureoverride = ps-t4
    ; Enable mesh replacement by either vertex or indexbuffer hash, must be done
    After texture replacements, because this will replace the draw call:
    ResourceBakVB = ref vb0
    ResourceBakIB = ref ib
    checktextureoverride = vb0
    checktextureoverride = ib
    vb0 = ref ResourceBakVB
    ib = ref ResourceBakIB
endif

 

The effect seems to be the same as with

The problem seems to be that the borders of the edited mesh file disappear along with the lining(?) of the clothes. 

 this result suggests that there may be a mistake in the skip command to remove the clothes, so I'll try some other things.

 

20211120073216_1.jpg.3810f60e79d7445bbb00ccc91121a1c7.jpg20211120073300_1.jpg.a71969446616f163c1350dd4e4b4da20.jpg

Edited by parapara
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2 hours ago, parapara said:

 

Thank you very much for the details.

I've tried everything, and it seems that I've made a fundamental mistake.

The d3d.ini I was using was the one from Bullet Girls, so I couldn't determine if the commands you gave me were working...

I used the standard d3d.ini and made some additions, and I can confirm that the commands are working.

The current result is the same as the one in the Bullet Girls d3d.ini

 

[ShaderRegex_BulletGirlsSwapAll].
shader_model = ps_4_0 ps_5_0
if $costume_mods && (!frame_analysis || $dump_modded_meshes)
    If $costume_mods && (!frame_analysis || $dump_modded_meshes)
    checktextureoverride = ps-t0
    checktextureoverride = ps-t1
    checktextureoverride = ps-t2
    checktextureoverride = ps-t3
    checktextureoverride = ps-t3 checktextureoverride = ps-t4
    ; Enable mesh replacement by either vertex or indexbuffer hash, must be done
    After texture replacements, because this will replace the draw call:
    ResourceBakVB = ref vb0
    ResourceBakIB = ref ib
    checktextureoverride = vb0
    checktextureoverride = ib
    vb0 = ref ResourceBakVB
    ib = ref ResourceBakIB
endif

 

The effect seems to be the same as with

The problem seems to be that the borders of the edited mesh file disappear along with the lining(?) of the clothes. 

 this result suggests that there may be a mistake in the skip command to remove the clothes, so I'll try some other things.

 

 

I haven't even installed the game yet.
I'll install it and do some test here.

If you can provide the files you're using will also help.


EDIT:
After a quick test,
Shader responsible for outlines are   vb 6b22934e87d60e11 ps 0b6dcdb714f3064c
So you may have changed it  at some point....

Barebone test simply removing ib from swimsuits.

Spoiler

image.png.6515853e8fcf84acbc072c3711bacc71.png
Kokoro Hoshinimiya Uniform

image.png.5262ff4e34359c52de31c468f2b5cfa1.png

Yep removing Uniforms gives a way better body figure instead of removing it from bikinis.

Edited by The Butler
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3 hours ago, The Butler said:

I haven't even installed the game yet.
I'll install it and do some test here.

If you can provide the files you're using will also help.


EDIT:
After a quick test,
Shader responsible for outlines are   vb 6b22934e87d60e11 ps 0b6dcdb714f3064c
So you may have changed it  at some point....

Barebone test simply removing ib from swimsuits.

  Hide contents

image.png.6515853e8fcf84acbc072c3711bacc71.png
Kokoro Hoshinimiya Uniform

image.png.5262ff4e34359c52de31c468f2b5cfa1.png

Yep removing Uniforms gives a way better body figure instead of removing it from bikinis.

 

 

I have confirmed that the outline disappears just by importing and then exporting (unedited) in blender.

The outlines are still there in the original ib+vb data without going through blender.

Perhaps I'm forgetting a move before the blender export ...

But I'm a beginner who touched blender for the first time with FATAL FRAME MOBW, so I don't know what that move is.

It seems that after editing, with or without normalization, the outline information is missing just by going through the blender.

I'm sure it would be manageable if it were possible to extract the edges like in Bullet Girls; but

Translated with www.DeepL.com/Translator (free version)

 

In case you're wondering, I use the skip command to erase all uniforms and underwear, so the only editing I do in Blender is mesh deformation for nipple protrusions and simple cracks in the female genitals.
I have not yet reached the point where I can add new vertices and objects.

 

20211120120741_1.jpg.519d0a3a527d0278f687d90c86b94119.jpg20211120120712_1.jpg.8c016a8b5679e6bdf566b202c85f47f4.jpg

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2 hours ago, parapara said:

 

 

I have confirmed that the outline disappears just by importing and then exporting (unedited) in blender.

The outlines are still there in the original ib+vb data without going through blender.

Perhaps I'm forgetting a move before the blender export ...

But I'm a beginner who touched blender for the first time with FATAL FRAME MOBW, so I don't know what that move is.

It seems that after editing, with or without normalization, the outline information is missing just by going through the blender.

I'm sure it would be manageable if it were possible to extract the edges like in Bullet Girls; but

Translated with www.DeepL.com/Translator (free version)

 

In case you're wondering, I use the skip command to erase all uniforms and underwear, so the only editing I do in Blender is mesh deformation for nipple protrusions and simple cracks in the female genitals.
I have not yet reached the point where I can add new vertices and objects.

 

20211120120741_1.jpg.519d0a3a527d0278f687d90c86b94119.jpg20211120120712_1.jpg.8c016a8b5679e6bdf566b202c85f47f4.jpg

As for the disappearance of outline after exporting from Blender,
discussion on pages 57 and 58 of Atelier Ryza modding thread below and
Edit3DMig_ver1.0.zip provided by takofoods on page 58 will be helpful.
https://www.loverslab.com/topic/132178-atelier-ryza-ever-darkness-and-the-secret-hideout

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1 hour ago, fiore99 said:

As for the disappearance of outline after exporting from Blender,
discussion on pages 57 and 58 of Atelier Ryza modding thread below and
Edit3DMig_ver1.0.zip provided by takofoods on page 58 will be helpful.
https://www.loverslab.com/topic/132178-atelier-ryza-ever-darkness-and-the-secret-hideout

 

Oh, !!!!!?
This is great information, thank you!

You've made it so easy to fix those missing outlines!

Thanks to The Butler and fire99 for all their help!

 

20211120154052_1.jpg.f9a5ca320c69d4bd0f18809cebce754b.jpg20211120154338_1.jpg.7074d6f9bdee28ec11f548104b636286.jpg

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7 minutes ago, parapara said:

 

Oh, !!!!!?
This is great information, thank you!

You've made it so easy to fix those missing outlines!

Thanks to The Butler and fire99 for all their help!

 

20211120154052_1.jpg.f9a5ca320c69d4bd0f18809cebce754b.jpg20211120154338_1.jpg.7074d6f9bdee28ec11f548104b636286.jpg

Nice work^^

Is there already a place to download it or is it still under development?

 

The Silver Vox managed to fix a few bug fixes and in 2 to 3 days Mod Pack V2 will be out:

https://www.patreon.com/posts/blue-reflection-58537046

 

 

 

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I'm still working on it.
I've been stagnant due to the body outline problem, so I haven't been able to play the game yet, so I've only been able to work on the initial four characters.

The modeling is also amateurish (I'm personally satisfied with this).

In case you're wondering about my specifications, the skirt is always off.
The skirt is always off, and the jacket is always on for winter clothes (since there is nothing inside).
The shirt can be switched on and off for summer clothes.
Panties can be switched on and off.

Basically, this is the way I make my work.

Also, in the process of creation, it looked more erotic to leave the necktie than to be completely naked, so I left the necktie as shown in the picture.

Translated with www.DeepL.com/Translator (free version)

 

Some of the outfits will be without skirts, due to the fact that the same hash is used for the summer and winter outfits.
The other colors are the same mesh as the regular colors, so they will inevitably be the same.

 

20211120164918_1.jpg.e14ad3e118021f241884161b7573720f.jpg

 

The shirt can be switched on and off for summer clothes.

20211120164848_1.jpg.19936bac4febbbd9bb72ff340b6ed606.jpg

 

Panties can be switched on and off.

20211120164844_1.jpg.c1565a3f2a5fff6a4f92615317de4d44.jpg

 

The skirt is always off, and the jacket is always on for winter clothes 

20211120164913_1.jpg.be83a4a253da4f70684253743a927c1d.jpg

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25 minutes ago, parapara said:

I'm still working on it.
I've been stagnant due to the body outline problem, so I haven't been able to play the game yet, so I've only been able to work on the initial four characters.

The modeling is also amateurish (I'm personally satisfied with this).

In case you're wondering about my specifications, the skirt is always off.
The skirt is always off, and the jacket is always on for winter clothes (since there is nothing inside).
The shirt can be switched on and off for summer clothes.
Panties can be switched on and off.

Basically, this is the way I make my work.

Also, in the process of creation, it looked more erotic to leave the necktie than to be completely naked, so I left the necktie as shown in the picture.

Translated with www.DeepL.com/Translator (free version)

 

Some of the outfits will be without skirts, due to the fact that the same hash is used for the summer and winter outfits.
The other colors are the same mesh as the regular colors, so they will inevitably be the same.

 

20211120164918_1.jpg.e14ad3e118021f241884161b7573720f.jpg

 

The shirt can be switched on and off for summer clothes.

20211120164848_1.jpg.19936bac4febbbd9bb72ff340b6ed606.jpg

 

Panties can be switched on and off.

20211120164844_1.jpg.c1565a3f2a5fff6a4f92615317de4d44.jpg

 

The skirt is always off, and the jacket is always on for winter clothes 

20211120164913_1.jpg.be83a4a253da4f70684253743a927c1d.jpg

I like it.
I would be happy if you make the mod available for us users to download.
When it's done and you're satisfied.
Or can you possibly offer your current works for downloading?
You're the first with full nude mod.
Then we can test and tell you bugs ^^
as you like ^^

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On 11/20/2021 at 5:34 PM, zenchan said:

I like it.
I would be happy if you make the mod available for us users to download.
When it's done and you're satisfied.
Or can you possibly offer your current works for downloading?
You're the first with full nude mod.
Then we can test and tell you bugs ^^
as you like ^^

 

For now, here are the initial four mods.
It is still undergoing adjustments, so there are still various bugs.
There is still a gap in the border between the buttocks and legs of the AO.
I've only been able to check the wetness of the default costume.

The texture of the body is just painted for positioning purposes, so it is in a lazy state.
This can be easily fixed by yourself, so please redraw it to your liking.

Please note that the behavior may be affected by editing the d3d.ini file.
If there are still silhouettes of clothes around the body, try replacing them with the d3d.ini that I use.
 

Press 1 to switch the display for summer shirts.
To change the display of panties, press 2.

 

The old version has been removed due to the release of the updated version.

 

Edited by parapara
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