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Lobelia Blue Elfin - Steam Modding - please help


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Posted

Would someone be able to help with removing *only* the silver beads between Lobelia's cleavage?
See spoiler:

 

Spoiler

image.thumb.png.1f6aaf4ed93526426fc9c8b41261de09.png

 

The IB I see that governs the jewels and metal on her arms is df63e568.. but if I search my frame analysis I don't see this hash in the results, so I can't find the match_first_index value. If the hash is another one, how can I find it in my frame analysis? Could I have an outdated Blender script?

; This will remove the shadows only on the metal meshes (arms/necklace). *I need help on how to find the match_first_index value to target just the beads*
[TextureOverrideBraJewels]
hash = df63e568

match_first_index = ????
handling = skip


Spoiler: Shadows only removed
 

Spoiler

image.thumb.png.0a627b9866847e7b57014afc169ceee2.png

 

; This will remove all of the metal meshes

[ShaderOverrideBraJewels]
hash = c3c1849930f5b7ba
run = CommandListClothes

 

Spoiler: Shadows and metal meshes removed
 

Spoiler

image.thumb.png.55eda05f2ce514da20ec4b35111e9362.png

 

Thanks for any help you can provide!

Posted

Thank you very much Teddy! That worked perfectly.

 

While I have your attention, I just came across another problem (that's been plaguing me on multiple outfits recently).

Spoiler: Vanilla mesh - note transparency
 

Spoiler

image.png.c689acb12c3d2a5b0368ac8cd9688701.png


When I bring in a modified mesh that has a transparent texture, I notice that the transparency effect is much more opaque when viewing the modded mesh.

 

Spoiler: Modded mesh with more opaque transparency
 

Spoiler

image.thumb.png.3a55705391763a0f820ac580fbaa8d0d.png


So my question is.. is this due to my Blender export settings? Is there something I can do when exporting to prevent this from happening? It's weird because I don't have any texture mods in this .ini. This mesh is one of those that an outward facing mesh and inward facing mesh. Might be the key to why this is happening, but its beyond my ability currently.
 

Posted

I apologize.. but I don't understand what you mean by that last comment.

Here's the hash and match_first_index values in my .ini for (what I call) the outward facing and inward facing meshes. I'm not sure of the technical term, but its when the mesh has two sides to cover inward facing angles toward the character.

 

[TextureOverrideLingerieTopOutward]
hash = 3c799623
match_first_index = 19041
vb0 = ResourceLingerieTopOutwardVB
ib = ResourceLingerieTopOutwardIB
handling = skip
drawindexed = auto


[TextureOverrideLingerieTopInward]
hash = 3c799623
match_first_index = 402
vb0 = ResourceLingerieTopInwardVB
ib = ResourceLingerieTopInwardIB
handling = skip
drawindexed = auto

 

But the issue is that as soon as I load ResourceLingerieTopOutward/Inward and hit F10, the transparent texture loses much of its transparent effect.

Posted

Errrr, I'm not an expert, but I'm PRETTY sure blender doesn't affect transparencies.  Transparencies are governed by textures and how strong the alpha layer is applied.  But yes, two layers of meshes with transparencies will make things more or less transparent than you'd like them.

 

I would,

 

a) Delete the inner layer from the mesh.. 

If that doesn't fix the matter

b) Open the texture file in photoshop or gimp and adjust the transparency for the region in question yourself.

 

Granted, I only work with Costume Customizer mods.  I don't do anything with SSR mods so the process might not be the same.

Posted
4 hours ago, SolomonSTB1973 said:

Errrr, I'm not an expert, but I'm PRETTY sure blender doesn't affect transparencies.  Transparencies are governed by textures and how strong the alpha layer is applied.  But yes, two layers of meshes with transparencies will make things more or less transparent than you'd like them.

 

I would,

 

a) Delete the inner layer from the mesh.. 

If that doesn't fix the matter

b) Open the texture file in photoshop or gimp and adjust the transparency for the region in question yourself.

 

Granted, I only work with Costume Customizer mods.  I don't do anything with SSR mods so the process might not be the same.

 

This was my understanding as well. I think the first time I saw my exported Blender mesh modify the texture's appearance was with Tsukushi's Cinderella Heart outfit.
Solomon, I tried what you said by disabling the inner mesh.

Spoiler: Vanilla mesh with vanilla transparency
 

Spoiler

image.thumb.png.1bb0b2401e7feb834ae125bcca2fac74.png


Spoiler: Modded mesh with opaque transparency and inner layer removed (red arrow points out difference)

 

Spoiler

image.thumb.png.db1aa923f4d9c5f2be5a43af831b238e.png


I've posted a small mod with my modded meshes and an .ini. Just curious if you see the same effect in your game if you add it to your mods. If you do, then it *has* to be something with my Blender configuration. Would be curious to know if I'm using an outdated Blender setup. Thanks

 

Blue_Elfin_WIP.zip

Posted
39 minutes ago, xenofactor07 said:

 

This was my understanding as well. I think the first time I saw my exported Blender mesh modify the texture's appearance was with Tsukushi's Cinderella Heart outfit.
Solomon, I tried what you said by disabling the inner mesh.

Spoiler: Vanilla mesh with vanilla transparency
 

  Hide contents

image.thumb.png.1bb0b2401e7feb834ae125bcca2fac74.png


Spoiler: Modded mesh with opaque transparency and inner layer removed (red arrow points out difference)

 

  Hide contents

image.thumb.png.db1aa923f4d9c5f2be5a43af831b238e.png


I've posted a small mod with my modded meshes and an .ini. Just curious if you see the same effect in your game if you add it to your mods. If you do, then it *has* to be something with my Blender configuration. Would be curious to know if I'm using an outdated Blender setup. Thanks

 

Blue_Elfin_WIP.zip 1.45 MB · 1 download

I would be happy to take a look but alas I'm going to be at work so I can't say when I can. But I will and when I do ill let you know what I see.

Posted
52 minutes ago, teddy_DOAXVV said:

(Correct) - Modifying 2 objects are required

1) find mesh index 19041 => Modify => Export as LingerieTopOutward

2) find mesh index 402 => Modify => Export as LingerieTopInward

 

(Wrong) - You did this (Maybe to save your time???)

1) find mesh index 19041 => Modify => Export as LingerieTopOutward => Export as LingerieTopInward

 

 

I believe that I did do the (Correct) portion. I have two separate meshes.

Spoiler: LingerieTopOutward

 

Spoiler

image.thumb.png.32c6408cc9b0c9edb7a06d6e421ce620.png


Spoiler: LingerieTopInward

 

Spoiler

image.thumb.png.095210510f4b668048d1f874e3467ab4.png

 

And here's my .ini again that shows I'm replacing both meshes accordingly. Am I doing something incorrect here?
 

[TextureOverrideLingerieTopOutward]
hash = 3c799623
match_first_index = 19041
vb0 = ResourceLingerieTopOutwardVB
ib = ResourceLingerieTopOutwardIB
handling = skip
drawindexed = auto


[TextureOverrideLingerieTopInward]
hash = 3c799623
match_first_index = 402
vb0 = ResourceLingerieTopInwardVB
ib = ResourceLingerieTopInwardIB
handling = skip
drawindexed = auto

 

[ResourceLingerieTopOutwardVB]
type = Buffer
filename = meshes/lingerie_top_outward.vb
stride = 76

 

[ResourceLingerieTopOutwardIB]
type = Buffer
filename = meshes/lingerie_top_outward.ib
format = DXGI_FORMAT_R16_UINT

 

[ResourceLingerieTopInwardVB]
type = Buffer
filename = meshes/lingerie_top_inward.vb
stride = 76

 

[ResourceLingerieTopInwardIB]
type = Buffer
filename = meshes/lingerie_top_inward.ib
format = DXGI_FORMAT_R16_UINT

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