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Rune Factory 5 modding


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Posted
9 hours ago, Planus said:

Since Lucy has her butt modeled and not covered with a black void I can actually edit it without a ton of extra work

Still a WIP, especially the texture edit.

 

image.png.1ef7007e12376ce83385f411ac24867d.png

Might I ask what tools you are using to alter the models? It may have been discussed earlier but I didn't catch it. 

Posted
1 hour ago, Maxsay said:

Might I ask what tools you are using to alter the models? It may have been discussed earlier but I didn't catch it. 

List of the applications is as follows:

Asset Studio

Asset Bundle Extractor

Unity

Blender

 

I'm using Asset studio to export the models in FBX format, Blender to import and edit the models, Unity version 2019,4,17 with a script from the Pokemon BDSP modding discord to generate a skinned mesh render of the new model, Unity Asset Bundle Browser to build an asset file of the generated skinned mesh render, then unity asset bundle extractor to dump the model from the asset and replace the original model in the original asset file.

Posted
11 hours ago, enamelbag said:

I used translator, sorry.

 

This is The MOD of replace Alice's swimming costume portraits with full nudity.
Place the file at the following address.

 

Rune Factory 5\Rune Factory 5_Data\StreamingAssets\aa\StandaloneWindows64

 

I haven't checked it works very well, so let me know if there are any problems.

 

Sample

image.jpeg.45c5867a39fd9c85280feff10aff848a.jpeg

Swim_NudeAlice.zip 8.23 MB · 79 downloads

Thank you for your hard work, this looks amazing! Do you think it could be possible to make it work for the normal outfit as well? I'd love to pair it with the topless mod already posted in this thread

Posted

How do you guys import the FBX files from asset studio into Blender? :(Whenever I export from Blender to Unity, the hierarchy of meshes and bones seems to be slightly altered when I compare it to the original FBX files extracted with asset studio.

 

 

I can't seem to get this to work.

 

I've also actually been testing with existing mods and the original asset bundles. One thing I tried was exporting the FBX models from the modded and original bundles, and then generated the skinned mesh and built it. But even that doesn't work when I replace the modified bundle in the game. The mesh just looks like a skeleton.

 

 

Posted
7 minutes ago, leo123fire said:

How do you guys import the FBX files from asset studio into Blender? :(Whenever I export from Blender to Unity, the hierarchy of meshes and bones seems to be slightly altered when I compare it to the original FBX files extracted with asset studio.

 

 

I can't seem to get this to work.

 

I've also actually been testing with existing mods and the original asset bundles. One thing I tried was exporting the FBX models from the modded and original bundles, and then generated the skinned mesh and built it. But even that doesn't work when I replace the modified bundle in the game. The mesh just looks like a skeleton.

 

 

I ran into the same issue. Not sure about others, but with a combination of specific export/import settings and a small adjustment to the armature I managed to get it working

 

I'm using Blender 3.2.1, these are my settings when importing the fbx

image.png.bdd06661e75220e2cc57128c0156d0b1.png

And these are the export settings. Add leaf bones needs to be unchecked to prevent Blender from adding extra bones

image.png.700b3ea2969fe30a6b92b4240a1e4854.png

 

As for the armature edit Blender will import with a hierarchy like this:

image.png.bb91b02c218191d778254b3538e00773.png

I unparent the second bone and remove the top bone, then rename the armature to the name of the top bone

image.png.aa8104061c2634d76edf4c84c47d77dc.png

 

Let me know if this works for you or if anyone else has a better method they can also chime in

Posted (edited)

Did you also change your import settings in Unity?

 

Now the mesh just looks invisible, but the script doesn't fail when exporting to Blender, so that did help somehow.

 

Edit to clarify: The mesh looks invisible inside the game now when I replace the bundle with the modified bundle file after rewriting the mesh asset using UABE or UABEA.

Edited by leo123fire
Posted
12 hours ago, Oddciders said:

Thank you for your hard work, this looks amazing! Do you think it could be possible to make it work for the normal outfit as well? I'd love to pair it with the topless mod already posted in this thread

 

Thanks.

Sorry, but I'm going to put off the regular costumes as they have a more complex file structure than the swimming costume.

Posted
5 hours ago, leo123fire said:

Did you also change your import settings in Unity?

 

Now the mesh just looks invisible, but the script doesn't fail when exporting to Blender, so that did help somehow.

 

Edit to clarify: The mesh looks invisible inside the game now when I replace the bundle with the modified bundle file after rewriting the mesh asset using UABE or UABEA.

if the mesh isn't showing in game it's probably an issue with the bones. This will happen if you try to put a mesh from one character on to a different character as an example, or if the unity C# script for making the skinned mesh render gets an error.

It's possible one of the bones, or the mesh overall is getting rotated and causing the issue. You can try the manual orientation when importing in blender as well as changing the forward and up axis when exporting.

 

You can also try checking preserve hierarchy in the Unity import settings, but I don't think that would fix this particular issue

Posted (edited)
On 7/23/2022 at 1:57 PM, Planus said:

List of the applications is as follows:

Asset Studio

Asset Bundle Extractor

Unity

Blender

 

I'm using Asset studio to export the models in FBX format, Blender to import and edit the models, Unity version 2019,4,17 with a script from the Pokemon BDSP modding discord to generate a skinned mesh render of the new model, Unity Asset Bundle Browser to build an asset file of the generated skinned mesh render, then unity asset bundle extractor to dump the model from the asset and replace the original model in the original asset file.

Thank you for the clarification!


I'm new to unity and trying to make my own mod for RF5, and now I'm having problems. I'd like to ask you for some advice.

 

1. According to the information you and @Dante91 provided, I found this on the discord, is it the Skinned Mesh Renderer script you mentioned?

1.png.96e0b71e07c91d1353e8a278046dab2b.png

2. I followed what you said, but I'm having problems, please help me to see what went wrong?


Here is what I did:

a) I chose bf82ce7ed65ba26c6605bf4f4f6a5297.bundle, which is the normal outfit of Alice (the heroine).
b) I used AssetStudio to export the model file ch001.fbx.
c) I used blender3.2.1 to import ch001.fbx, without any modification, directly exported as ch001g.fbx. and the import and export settings are according to your description above.
Because the skeleton is like this, so it is not modified.

2.png.4f642b25544abe15c14611f25a9a9f9e.png
d) I imported both the model ch001.fbx and ch001g.fbx into unity 2019.4.17.

3.png.4a8ce7d7f329aa3da1674ef5eb7da1a2.png
e) I used the 'Generate Skinned Mesh Component' , but there is an error.

5.png.b87e3cbc2e33c1a4c977a4faf9be305e.png

This is the result of using the old script.

6.png.735ddbb03632f4ea4b0934ad4fff7d8e.png

6.1.png.44bda95e06f630dec4ac75e1e8d9de5b.png
This is the result of using the new script.

7.png.53da399ad697ed9edf4a2b1cd44f6c9d.png

8.png.a018404fe55d890ca965423664ef4950.png

 

I have absolutely no idea what the problem is, I hope you can give some advice.

I appreciate it, thank you.
 

 

Edited by woofhat
Posted
7 hours ago, enamelbag said:

 

Thanks.

Sorry, but I'm going to put off the regular costumes as they have a more complex file structure than the swimming costume.

 

Oh, that's too bad...still, thank you for your reply and for all the work you've done so far!

Posted
8 hours ago, Planus said:

if the mesh isn't showing in game it's probably an issue with the bones. This will happen if you try to put a mesh from one character on to a different character as an example, or if the unity C# script for making the skinned mesh render gets an error.

It's possible one of the bones, or the mesh overall is getting rotated and causing the issue. You can try the manual orientation when importing in blender as well as changing the forward and up axis when exporting.

 

You can also try checking preserve hierarchy in the Unity import settings, but I don't think that would fix this particular issue

 

Yup, you were right. I took a look inside the generated assets yesterday. There were some extra bones in the mesh, so I just tried re-exporting from blender again and this time it was right. Not sure what happened there.

 

However, I'm back at square 1 haha. The character's body looks like a skeleton.

 

I'm not even using my modified mesh anymore. I'm attempting to do this with existing mods and their FBX files to compare. But still no dice.

 

 

I DID notice one thing though. No matter which FBX file I use in Unity. (Be it the modded, original or my modified FBX), the built asset always has a smaller array of SubMeshes:

 

(In the case of the body mesh)

image.png.79cd024bce735356c776084789ad2a0a.png

 

When I take a look at the modded and original bundle files, without modification they look like they have more SubMeshes.

image.png.fb8bd09251eaddfdf335a3e832353bfc.pngimage.png.d0a33bdb31cb66ff8e12161434d42141.png

 

The bone count in all is right though, which is why it shows up in game. But something must be getting messed up and I'm not sure what.

Posted (edited)
6 hours ago, woofhat said:

Thank you for the clarification!


I'm new to unity and trying to make my own mod for RF5, and now I'm having problems. I'd like to ask you for some advice.

 

1. According to the information you and @Dante91 provided, I found this on the discord, is it the Skinned Mesh Renderer script you mentioned?

1.png.96e0b71e07c91d1353e8a278046dab2b.png

2. I followed what you said, but I'm having problems, please help me to see what went wrong?


Here is what I did:

a) I chose bf82ce7ed65ba26c6605bf4f4f6a5297.bundle, which is the normal outfit of Alice (the heroine).
b) I used AssetStudio to export the model file ch001.fbx.
c) I used blender3.2.1 to import ch001.fbx, without any modification, directly exported as ch001g.fbx. and the import and export settings are according to your description above.
Because the skeleton is like this, so it is not modified.

2.png.4f642b25544abe15c14611f25a9a9f9e.png
d) I imported both the model ch001.fbx and ch001g.fbx into unity 2019.4.17.

3.png.4a8ce7d7f329aa3da1674ef5eb7da1a2.png
e) I used the 'Generate Skinned Mesh Component' , but there is an error.

5.png.b87e3cbc2e33c1a4c977a4faf9be305e.png

This is the result of using the old script.

6.png.735ddbb03632f4ea4b0934ad4fff7d8e.png

6.1.png.44bda95e06f630dec4ac75e1e8d9de5b.png
This is the result of using the new script.

7.png.53da399ad697ed9edf4a2b1cd44f6c9d.png

8.png.a018404fe55d890ca965423664ef4950.png

 

I have absolutely no idea what the problem is, I hope you can give some advice.

I appreciate it, thank you.
 

 

 

I'm also still trying to figure this out. So no idea if this helps, but both your FBX files have different hierarchies. The script itself assumes its the same so its getting screwed up because of that.

 

(Specifically, talking about your ch001 and ch001g. The original has the mesh_root and Root and your exported one has the meshes outside of mesh_root)

 

Edited by leo123fire
Posted

I'm not sure if it's the case but here we go....
in some cases when using scripts in Unity the script may assume that you have the correct file structure in assets as well as the prefab be in there.
I suggest using UnityExplorer to take a look at the folder structure and test that out.
And I noticed that you haven't created the prefabs for that as well. To create prefab just drag and drop the object in the file structure folder.

And as further info
Blender does not Import fbx properly, from what I remember modding a few games before, some blender's orientation sare different from .fbx files.
Unfortunatelly I don't remember which one so you will need to check it out when importing.

Posted
8 hours ago, woofhat said:

Thank you for the clarification!


I'm new to unity and trying to make my own mod for RF5, and now I'm having problems. I'd like to ask you for some advice.

 

1. According to the information you and @Dante91 provided, I found this on the discord, is it the Skinned Mesh Renderer script you mentioned?

1.png.96e0b71e07c91d1353e8a278046dab2b.png

2. I followed what you said, but I'm having problems, please help me to see what went wrong?


Here is what I did:

a) I chose bf82ce7ed65ba26c6605bf4f4f6a5297.bundle, which is the normal outfit of Alice (the heroine).
b) I used AssetStudio to export the model file ch001.fbx.
c) I used blender3.2.1 to import ch001.fbx, without any modification, directly exported as ch001g.fbx. and the import and export settings are according to your description above.
Because the skeleton is like this, so it is not modified.

2.png.4f642b25544abe15c14611f25a9a9f9e.png
d) I imported both the model ch001.fbx and ch001g.fbx into unity 2019.4.17.

3.png.4a8ce7d7f329aa3da1674ef5eb7da1a2.png
e) I used the 'Generate Skinned Mesh Component' , but there is an error.

5.png.b87e3cbc2e33c1a4c977a4faf9be305e.png

This is the result of using the old script.

6.png.735ddbb03632f4ea4b0934ad4fff7d8e.png

6.1.png.44bda95e06f630dec4ac75e1e8d9de5b.png
This is the result of using the new script.

7.png.53da399ad697ed9edf4a2b1cd44f6c9d.png

8.png.a018404fe55d890ca965423664ef4950.png

 

I have absolutely no idea what the problem is, I hope you can give some advice.

I appreciate it, thank you.
 

 

As far as I can tell by glancing over the c# script it's throwing that error because the number of bones doesn't match between the two FBX files.

Blender is always adding one extra bone at the top of the hierarchy as far as I can tell.

image.png.69b558366ad8951e594fd2f186b16e3e.png

 

After making this change I was able to generate the skinned mesh render successfully, so try that from your end and see if it works.

Posted
1 hour ago, leo123fire said:

 

Yup, you were right. I took a look inside the generated assets yesterday. There were some extra bones in the mesh, so I just tried re-exporting from blender again and this time it was right. Not sure what happened there.

 

However, I'm back at square 1 haha. The character's body looks like a skeleton.

 

I'm not even using my modified mesh anymore. I'm attempting to do this with existing mods and their FBX files to compare. But still no dice.

 

 

I DID notice one thing though. No matter which FBX file I use in Unity. (Be it the modded, original or my modified FBX), the built asset always has a smaller array of SubMeshes:

 

(In the case of the body mesh)

image.png.79cd024bce735356c776084789ad2a0a.png

 

When I take a look at the modded and original bundle files, without modification they look like they have more SubMeshes.

image.png.fb8bd09251eaddfdf335a3e832353bfc.pngimage.png.d0a33bdb31cb66ff8e12161434d42141.png

 

The bone count in all is right though, which is why it shows up in game. But something must be getting messed up and I'm not sure what.

The number of submeshes is different, but I don't think that's causing your issue. it's possible the mesh you're exporting has some scaling issues due to unit settings in blender. Try setting your units under scene properties like this

image.png.9742b2e117cea5364a0eb1815cb0ad2a.png

 

1 hour ago, leo123fire said:

 

I'm also still trying to figure this out. So no idea if this helps, but both your FBX files have different hierarchies. The script itself assumes its the same so its getting screwed up because of that.

 

(Specifically, talking about your ch001 and ch001g. The original has the mesh_root and Root and your exported one has the meshes outside of mesh_root)

I've had this same thought but it doesn't seem to matter for the purposes of generating a skinned mesh render using that script

Posted (edited)
1 hour ago, Planus said:

The number of submeshes is different, but I don't think that's causing your issue. it's possible the mesh you're exporting has some scaling issues due to unit settings in blender. Try setting your units under scene properties like this

image.png.9742b2e117cea5364a0eb1815cb0ad2a.png

 

I've had this same thought but it doesn't seem to matter for the purposes of generating a skinned mesh render using that script

 

Hmm, I do have it the same.

 

What are your settings when exporting with Asset Studio? Did you use the default export options? (FBX format Binary, Version 7.3, etc)

 

Btw. Thanks for the help!

Edited by leo123fire
Posted
24 minutes ago, leo123fire said:

 

Hmm, I do have it the same.

 

What are your settings when exporting with Asset Studio? Did you use the default export options? (FBX format Binary, Version 7.3, etc)

 

Btw. Thanks for the help!

yeah, asset studio is probably the delta factor, I forgot I changed scale factor to 100 there

Posted
28 minutes ago, Planus said:

yeah, asset studio is probably the delta factor, I forgot I changed scale factor to 100 there

 

I love you.

 

That was it! Might consider putting an updated guide so that others can mod those things.

Posted
19 hours ago, Planus said:

As far as I can tell by glancing over the c# script it's throwing that error because the number of bones doesn't match between the two FBX files.

Blender is always adding one extra bone at the top of the hierarchy as far as I can tell.

image.png.69b558366ad8951e594fd2f186b16e3e.png

 

After making this change I was able to generate the skinned mesh render successfully, so try that from your end and see if it works.

I finally made it, thank you so much for your help!?
Thanks for the advice from @leo123fire and @The Butler as well.
And @Dante91, thank you for the information as well.

Posted (edited)

Any idea if the costume swaps from in here could break cutscenes?

I played without issue for 5 ingame days. Had regular cutscenes, had those anime character intro custscenes, but now I wanted to continue.

I'm after beating the first boss and rescuing Misasagi. The next day I get the mission event marker in the office and when I enter, she walks to the crystal and then the screen fades to grey....and then stays there. Mouse cursor still moves around, but it simply does not load what I assume is a cutscene.

 

Edit: I made the mistake and changed 2 things at once...I removed the swaps and disabled vsync in nvidia command center and now it works, but now i don't know what did the trick ^^

Edited by lifesuckz69

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