LovingSims Posted November 7, 2022 Posted November 7, 2022 It's cruel having watched @AeonKwiz put that much effort into this just to stop half way through. Should you ever decide to continue, a lot of people would be here for that. 1
AncientRhino Posted November 12, 2022 Posted November 12, 2022 me too brother. 2 hours ago, Mick TB said: Still watching, still got fingers crossed.
DeathBringer0xL Posted November 17, 2022 Posted November 17, 2022 Ive seen modders mod the unmodable. -_- what we need is someone with an imagination to fix this travesty of an unmodded game.
strejdapsychop Posted December 11, 2022 Posted December 11, 2022 This needs technical skills. There's plenty imaginative people, they are just missing the correct tools. 3
Son of the Sun Posted December 31, 2022 Posted December 31, 2022 Looking like the technical hurdles are still there.
LovingSims Posted January 1, 2023 Posted January 1, 2023 Namely, we need the Blender exporter. Someone could theoretically use the importer we have for inspiration. Personally though I'm not really willing to do that because Python is a language from hell. 2
DeathBringer0xL Posted January 14, 2023 Posted January 14, 2023 (edited) We should have at least some interesting from someone willing to mod this? Edited January 14, 2023 by DeathBringer0xL
ibigfire Posted March 3, 2023 Posted March 3, 2023 On 2/12/2022 at 4:15 PM, AeonKwiz said: Check it out, NO PANTS! Woo, love bottomless looks, haha. Seriously though, nice work on all this. I see your importer in this posts below it and it's awesome you got it to work like you did, even if no actual mods have come of it yet. 2
ibigfire Posted March 3, 2023 Posted March 3, 2023 On 9/28/2022 at 11:33 PM, Javiem said: Creating a nude body is the easy part, it's the lack of tools that's the problem, pay someone to finish the i/o tools and I will do the nude body myself, probably just port over the one linked above from smutbase, I'm a bit confused by this, I admit my technical knowhow is really not up to snuff, but isn't this i/o tool below fairly complete and functional? Just nobody has used it yet to actually create compatible models for importing. On 3/3/2022 at 4:44 PM, AeonKwiz said: The importer now loads textures and properly assigns them to the Principled BSDF shader. Things to note: I was surpriced to find out that Blender does indeed support loading images with changed extensions, either it does check magick numbers or TEX is somehow becoming a standard extension for textures, at any rate all I could find on the TEX extension is that Don't Starve (Together) and certain game engine I am not particularly fond of uses it via https://github.com/BinomialLLC/basis_universal. Most of the TEX files, which are really DDS images are loaded fine by Blender, except for a few so called "Detail Maps" which are compressed using the newer BC7 format/algorithm, when loading, errors are shown on the console window and the textures will not show up. They seem to be tiled fabric normal maps of some sort, but I have no idea on how to use them, I am guessing that you somehow mix them with the regular normal map, but I am not sure, if someone knows what those are and how to use them let me know. If you are curious, they live in data_pc\textures\fabric and GIMP will not open them either (at least my copy won't), I was able to see them by changing their extension to DDS and opening them with RenderDoc. I struggled with the Blender python API to see if it will let me have a dialog with 2 file browser text boxes but that did not work, so in order for the importer to find the textures you MUST extract both ep100-000-generic.rmdp and ep100-000-pc.rmdp to a common folder such that you end with a "data" and "data_pc" subfolders, then when importing a BINFBX, navigate to data\objects\characters\intermediate or anywhere under data or data_pc to select the file, if you copy the file to a different place, the importer will not be able to find the "runtime data path" for the textures to be loaded. Did I mention that "Remedy", "Control" and "TEX" are really PAINFULLY AWFUL keywords to do searches for the specific topics you're interested in? You'll notice that "Group1" meshes are a mess in regards to textures. For some reason in that group they merged the jacket, shoes and pants into a single mesh and gave it the shoes textures, there may be something I am doing wrong or perhaps this second set of meshes is for collision detection or something else... its weird that you'd merge almost all clothing meshes, except for the tank top, but then left the hair and eyes separate from the head, anyway if you have any clues let me know. IF you want to say, modify the face to make Jesse prettier remember not to add or remove vertices, just push and pull the ones already there, of course, ignore if you're an expert and can rebuild the whole face AND keep track of all those face bones for re-rigging :). I think I will leave the work on the import side here, I'll be listening to suggestions, but I think that as it is, it automates all important grueling tasks, the rest is a matter of taste. Have Fun! io_binfbx.zip 6.8 kB · 27 downloads
AeonKwiz Posted March 3, 2023 Posted March 3, 2023 10 hours ago, ibigfire said: I'm a bit confused by this, I admit my technical knowhow is really not up to snuff, but isn't this i/o tool below fairly complete and functional? Just nobody has used it yet to actually create compatible models for importing. The import functionality is there, the problem with the export side is that there is still too many unknowns in the format, so a 1 to 1 import export is not posible at this time. It would be great if someone who worked in the game or knows someone who did could leak hint on what parts we're missing *wink* *wink*, but as it is all we could do is export the meshes and then take a working model, replace the meshes and overwrite the materials. Part of the code to do this is already at my repository, but I have not had the time to continue, editing a binary is not particularly easy since you need to make all things match after you've made your changes, and well to be 100% honest I have not seen the importer used much (maybe I have not looked into the right places, I'll give you that), so it's hard to find the motivation as well. 4
LovingSims Posted March 4, 2023 Posted March 4, 2023 Quote to be 100% honest I have not seen the importer used much (maybe I have not looked into the right places, I'll give you that), so it's hard to find the motivation as well. When it comes to that I think we can assure you that a few of us would make use of a complete importer/exporter 1
DeLa.Ghetto Posted March 5, 2023 Posted March 5, 2023 Was starting to think I was the only one still interested till yesterday 2
DeathBringer0xL Posted March 5, 2023 Posted March 5, 2023 5 hours ago, DeLa.Ghetto said: Was starting to think I was the only one still interested till yesterday There are a ton of people patiently waiting for this mod to happen. 3
Mick TB Posted March 5, 2023 Posted March 5, 2023 On 1/2/2023 at 4:29 AM, LovingSims said: Python is a language from hell. You mean like... the Hiss? Okay I'll see myself out. But chalk up another who's watching any developments on Control. 2
Yababy123 Posted March 11, 2023 Posted March 11, 2023 It's sad that Returnal immediately got mods but this game is still in purgatory. That's life. 2
ryuzaki69 Posted March 16, 2023 Posted March 16, 2023 In the meantime wouldn't a wet t-shirt texture mod be possible? I'd be down to do that I'd I find how to mod the texture actually. 1
epar7416 Posted May 14, 2023 Posted May 14, 2023 lol, I saw the recent HDR/DLSS update reports and went to look for mods. Crazy how this game hasn't been modded yet, I guess it must be a real pain the ass. 1
DeathBringer0xL Posted May 14, 2023 Posted May 14, 2023 16 hours ago, epar7416 said: lol, I saw the recent HDR/DLSS update reports and went to look for mods. Crazy how this game hasn't been modded yet, I guess it must be a real pain the ass. I am pretty sure if we all come up with some money, this would be modded asap. ;?
Popular Post AeonKwiz Posted June 5, 2023 Popular Post Posted June 5, 2023 Hope (no pun intended) I've been experimenting with DAZ Studio and russian3dscanner with great results. I tried contacting that Jesse Wilder (Jesse Faden/Beth Wilder) model author suggested before but got no response, so I started looking into that model to try to understand how it was done. What I found out was that the model is a mix of the game meshes, the hair for example, and a DAZ body, as I might have mentioned before the model has too many morphs and too much data to be useful as it is, not to mention that the hands have not been made to fit the game model, so it cannot be made to conform to the game skeleton. Anyway looking into how to automate the mesh wrapping I came across a series of tutorials on how to wrap DAZ Genesis 8 into a 3d scan here, which became the basis for my work. After much trial and error I finally have the DAZ studio morph we need: You can find the morph attached, to use it you need DAZ studio and Genesis 8.1 Essentials, which are free, once installed, copy the file to "C:\Users\Public\Documents\My DAZ 3D Library\data\DAZ 3D\Genesis 8\Female 8_1\Morphs\AeonGames\Jesse", creating directories if necessary, then load Daz Studio, load a Genesis 8.1 figure and on the right on the parameters tab you will find the morph under Actor/People, drag the slider to 100% and you should get something similar. On the image above some morphs from the non-free Genesis 8 Female Body Morphs have been applied, It's on the bulky side because 1- I moved the slides to my liking and 2- Courtney herself or at least the Jesse model in the game is kind of bulky, so the default G8 figure looks a bit off with just the Jesse mod (Jesse's arms are a bit longer than G8's). If you want to use this morph on DAZ you need to adjust the skeleton otherwise DAZ poses will be wonky, it should be fairly easy, you can look at video 4 on the previous link for how to do it. What's next: Exporting from DAZ to obj and importing into Blender should match the game model once a 1% scale and some translation on Y is applied, once in Blender, the G8 eyes and internal mouth should be removed and then the new mesh needs to be rigged to the game skeleton. Unfortunately I couldn't find a normal map for the G8 figure, so that needs to be created on Blender as well, and as much as I tried I could not make DAZ change the tone of the skin and lips to match the above into the exported texture maps, so that's something that needs to be done somewhere else as well... unless you like plain pale makeup free redheads. Anyway, that's it for now, see you next year XD. Jesse.dsf 22
DeathBringer0xL Posted June 6, 2023 Posted June 6, 2023 23 hours ago, AeonKwiz said: Hope (no pun intended) I've been experimenting with DAZ Studio and russian3dscanner with great results. I tried contacting that Jesse Wilder (Jesse Faden/Beth Wilder) model author suggested before but got no response, so I started looking into that model to try to understand how it was done. What I found out was that the model is a mix of the game meshes, the hair for example, and a DAZ body, as I might have mentioned before the model has too many morphs and too much data to be useful as it is, not to mention that the hands have not been made to fit the game model, so it cannot be made to conform to the game skeleton. Anyway looking into how to automate the mesh wrapping I came across a series of tutorials on how to wrap DAZ Genesis 8 into a 3d scan here, which became the basis for my work. After much trial and error I finally have the DAZ studio morph we need: You can find the morph attached, to use it you need DAZ studio and Genesis 8.1 Essentials, which are free, once installed, copy the file to "C:\Users\Public\Documents\My DAZ 3D Library\data\DAZ 3D\Genesis 8\Female 8_1\Morphs\AeonGames\Jesse", creating directories if necessary, then load Daz Studio, load a Genesis 8.1 figure and on the right on the parameters tab you will find the morph under Actor/People, drag the slider to 100% and you should get something similar. On the image above some morphs from the non-free Genesis 8 Female Body Morphs have been applied, It's on the bulky side because 1- I moved the slides to my liking and 2- Courtney herself or at least the Jesse model in the game is kind of bulky, so the default G8 figure looks a bit off with just the Jesse mod (Jesse's arms are a bit longer than G8's). If you want to use this morph on DAZ you need to adjust the skeleton otherwise DAZ poses will be wonky, it should be fairly easy, you can look at video 4 on the previous link for how to do it. What's next: Exporting from DAZ to obj and importing into Blender should match the game model once a 1% scale and some translation on Y is applied, once in Blender, the G8 eyes and internal mouth should be removed and then the new mesh needs to be rigged to the game skeleton. Unfortunately I couldn't find a normal map for the G8 figure, so that needs to be created on Blender as well, and as much as I tried I could not make DAZ change the tone of the skin and lips to match the above into the exported texture maps, so that's something that needs to be done somewhere else as well... unless you like plain pale makeup free redheads. Anyway, that's it for now, see you next year XD. Jesse.dsf 296.67 kB · 6 downloads This is the closest that anyone has gotten so far. !__! I am afraid more is needed. You must continue your work of lewdness until Jess has been lewdified ^^ 5
epar7416 Posted June 9, 2023 Posted June 9, 2023 On 6/5/2023 at 1:33 PM, AeonKwiz said: Hope (no pun intended) I've been experimenting with DAZ Studio and russian3dscanner with great results. I tried contacting that Jesse Wilder (Jesse Faden/Beth Wilder) model author suggested before but got no response, so I started looking into that model to try to understand how it was done. What I found out was that the model is a mix of the game meshes, the hair for example, and a DAZ body, as I might have mentioned before the model has too many morphs and too much data to be useful as it is, not to mention that the hands have not been made to fit the game model, so it cannot be made to conform to the game skeleton. Anyway looking into how to automate the mesh wrapping I came across a series of tutorials on how to wrap DAZ Genesis 8 into a 3d scan here, which became the basis for my work. After much trial and error I finally have the DAZ studio morph we need: You can find the morph attached, to use it you need DAZ studio and Genesis 8.1 Essentials, which are free, once installed, copy the file to "C:\Users\Public\Documents\My DAZ 3D Library\data\DAZ 3D\Genesis 8\Female 8_1\Morphs\AeonGames\Jesse", creating directories if necessary, then load Daz Studio, load a Genesis 8.1 figure and on the right on the parameters tab you will find the morph under Actor/People, drag the slider to 100% and you should get something similar. On the image above some morphs from the non-free Genesis 8 Female Body Morphs have been applied, It's on the bulky side because 1- I moved the slides to my liking and 2- Courtney herself or at least the Jesse model in the game is kind of bulky, so the default G8 figure looks a bit off with just the Jesse mod (Jesse's arms are a bit longer than G8's). If you want to use this morph on DAZ you need to adjust the skeleton otherwise DAZ poses will be wonky, it should be fairly easy, you can look at video 4 on the previous link for how to do it. What's next: Exporting from DAZ to obj and importing into Blender should match the game model once a 1% scale and some translation on Y is applied, once in Blender, the G8 eyes and internal mouth should be removed and then the new mesh needs to be rigged to the game skeleton. Unfortunately I couldn't find a normal map for the G8 figure, so that needs to be created on Blender as well, and as much as I tried I could not make DAZ change the tone of the skin and lips to match the above into the exported texture maps, so that's something that needs to be done somewhere else as well... unless you like plain pale makeup free redheads. Anyway, that's it for now, see you next year XD. Jesse.dsf 296.67 kB · 7 downloads Lol, damn that's crazy complex. Kudos for getting as far you did. 3
DeathBringer0xL Posted June 21, 2023 Posted June 21, 2023 On 6/5/2023 at 12:33 AM, AeonKwiz said: Hope (no pun intended) I've been experimenting with DAZ Studio and russian3dscanner with great results. I tried contacting that Jesse Wilder (Jesse Faden/Beth Wilder) model author suggested before but got no response, so I started looking into that model to try to understand how it was done. What I found out was that the model is a mix of the game meshes, the hair for example, and a DAZ body, as I might have mentioned before the model has too many morphs and too much data to be useful as it is, not to mention that the hands have not been made to fit the game model, so it cannot be made to conform to the game skeleton. Anyway looking into how to automate the mesh wrapping I came across a series of tutorials on how to wrap DAZ Genesis 8 into a 3d scan here, which became the basis for my work. After much trial and error I finally have the DAZ studio morph we need: You can find the morph attached, to use it you need DAZ studio and Genesis 8.1 Essentials, which are free, once installed, copy the file to "C:\Users\Public\Documents\My DAZ 3D Library\data\DAZ 3D\Genesis 8\Female 8_1\Morphs\AeonGames\Jesse", creating directories if necessary, then load Daz Studio, load a Genesis 8.1 figure and on the right on the parameters tab you will find the morph under Actor/People, drag the slider to 100% and you should get something similar. On the image above some morphs from the non-free Genesis 8 Female Body Morphs have been applied, It's on the bulky side because 1- I moved the slides to my liking and 2- Courtney herself or at least the Jesse model in the game is kind of bulky, so the default G8 figure looks a bit off with just the Jesse mod (Jesse's arms are a bit longer than G8's). If you want to use this morph on DAZ you need to adjust the skeleton otherwise DAZ poses will be wonky, it should be fairly easy, you can look at video 4 on the previous link for how to do it. What's next: Exporting from DAZ to obj and importing into Blender should match the game model once a 1% scale and some translation on Y is applied, once in Blender, the G8 eyes and internal mouth should be removed and then the new mesh needs to be rigged to the game skeleton. Unfortunately I couldn't find a normal map for the G8 figure, so that needs to be created on Blender as well, and as much as I tried I could not make DAZ change the tone of the skin and lips to match the above into the exported texture maps, so that's something that needs to be done somewhere else as well... unless you like plain pale makeup free redheads. Anyway, that's it for now, see you next year XD. Jesse.dsf 296.67 kB · 7 downloads Any news?
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