Popular Post woofhat Posted July 28, 2022 Popular Post Posted July 28, 2022 (edited) THE LEGEND OF HEROES: KURO NO KISEKI is already on steam. This time Falcom used the Source Engine, and it looks the quality has improved, though only a little. Fortunately 3dmigoto is still available. So guys, you can take action and make your own mods now! Index 1. tutorial made by @amorrow28 https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/?do=findComment&comment=3820095 https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3835874 https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3907464 Unpack and repack MDL files https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3911528 made by @jmedia7 https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3836854 2. tool inject kuro model / 3dmigoto_mod_picker made by @amorrow28 https://github.com/eArmada8/misc_kiseki vbuffer_merge_split made by @amorrow28 https://github.com/eArmada8/vbuffer_merge_split kuro_cle_decrypt made by @amorrow28 https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3849901 3DMigoto plugin update made by @amorrow28 https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3858497 3. trainer Kuro_freecam_v1.2/1.3 made by @amorrow28 https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3843841 https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3879259 Kuro_override_purchase made by @amorrow28 https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3841661 https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3879263 reshade configuration made by @woofhat https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3844145 https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3845015 4. mod UnSkirt mod for Kuro no Kiseki v1.3 made by @amorrow28 https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3854533 Agnes / Feri / Fie / Judith / Naje / Nina / Risette / Saara / Shahina nude mod made by @coomi https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3842271 Agnes nude mod made by @kurumiseikai https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3826682 Agnes bottomless swimsuit mod made by @jmedia7 https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3829816 Agnes nude + short hair + leggings mod / Feri nude mod made by @jmedia7 https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3830828 Risette nude + swimsuit cover mod made by @jmedia7 https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3833193 Marielle nude mod made by @coomi https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3835290 Paulette nude mod made by @jmedia7 https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3835880 6 characters + 12 NPCs upper/full underwear mod made by @fakecheng https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3836259 Marielle nude / torn mod made by @coomi https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3837351 Agnes high-poly nude mod made by @taq_k https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3837378 Judith / Agnes / Elaine / Renne / Fie / the courier girl / Kilika nude mod made by @jmedia7 https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3837607 Risette / Judith upper/full underwear mod made by @fakecheng https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3838124 Rixa / Celis / Viola nude mod made by @jmedia7 https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3838708 pubic hair edits mod (for @jmedia7's mods) made by @SonicMan1234 https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3838902 Elaine / Fie / Celis / Kaela / Kilika upper/full underwear mod made by @fakecheng https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3840210 Shizuna nude mod made by @jmedia7 https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3840453 strip club / Lucrezia / Olympia / Grimcats nude mod made by @jmedia7 https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3843023 PubicHair Extra Chars nude mod made by @SonicMan1234 https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3843425 Agnes / Paulette / Elaine / Fie / Risette / Judith 3D pubes mod made by @SonicMan1234 https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3844707 More 3D pubes mod made by @SonicMan1234 https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3846768 nude mod all in one made by @jmedia7 https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3848177 pubes mod all in one made by @SonicMan1234 https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3848226 Van nude mod made by @loxoss_ https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3850992 sexy&nude mod v1.0 / v2.0 made by @lakovic https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3876994 https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3893661 Paulette's pantyhose mod made by @zhaosjmqiao https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3879016 Agnes school miniskirt mod made by @Kent_168 https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3898066 Edited November 4, 2022 by woofhat 22
woofhat Posted July 28, 2022 Author Posted July 28, 2022 Here's a sample of what I made, and I hope you can show your work too. w1.mp4 8
PepeLordd Posted July 28, 2022 Posted July 28, 2022 Source Engine? it's called PhyreEngine engine mate.
Renne Bright Posted July 28, 2022 Posted July 28, 2022 Wow!It's really good!So could you share it?And is there a probability to have Renne's mod?
woofhat Posted July 28, 2022 Author Posted July 28, 2022 2 hours ago, PepeLordd said: Source Engine? it's called PhyreEngine engine mate. Why don't you do a Google search? HAJIMARI NO KISEKI is PhyreEngine engine. KURO NO KISEKI is changed to Source Engine.
PepeLordd Posted July 28, 2022 Posted July 28, 2022 2 hours ago, woofhat said: Why don't you do a Google search? HAJIMARI NO KISEKI is PhyreEngine engine. KURO NO KISEKI is changed to Source Engine. source engine you say? did you read what you wrote in your own post? you said they replaced source implying they replaced it with something else which you clearly contradicted in your response to me and source is not kuro engine mate. it doesn't have a name yet.
amorrow28 Posted July 28, 2022 Posted July 28, 2022 8 hours ago, woofhat said: THE LEGEND OF HEROES: KURO NO KISEKI is already on steam. This time Falcom replaced the Source Engine, and it looks the quality has improved, though only a little. At the moment it looks like the model and texture files are encrypted and compressed, so it's impossible to modify them before we have modding tools. Probably not in the future, unless someone willing to do this work. Fortunately 3dmigoto is still available, though. @amorrow28 has written the tutorials for making mods that you can learn from. https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/?do=findComment&comment=3820095 So guys, you can take action and make your own mods now! I'm so sad about the engine change - I was really hoping all my tools would be useable. I took so many notes in porting the CS4 camera script to Hajimari and CS3... oh well, I made the TXe one from scratch, I guess I can do it again. (Well except for the movement algorithm, but that's the same for just about every game unless rotation is done with quarternions.) Still, I can see you have already managed asset injection! I was really counting on that to have access to different models without actually having to play the game. Is it a similar process to Hajimari? Sadly I won't have access to the game for another day, poorly-timed vacation...
SonicMan1234 Posted July 28, 2022 Posted July 28, 2022 That city looks pretty cool. I can't wait to get around to it once the patch is cleaned up and NPC stuff gets added.
woofhat Posted July 29, 2022 Author Posted July 29, 2022 6 hours ago, amorrow28 said: I'm so sad about the engine change - I was really hoping all my tools would be useable. I took so many notes in porting the CS4 camera script to Hajimari and CS3... oh well, I made the TXe one from scratch, I guess I can do it again. (Well except for the movement algorithm, but that's the same for just about every game unless rotation is done with quarternions.) Still, I can see you have already managed asset injection! I was really counting on that to have access to different models without actually having to play the game. Is it a similar process to Hajimari? Sadly I won't have access to the game for another day, poorly-timed vacation... I don't know if changing engines will affect to do camera scripts. After all, I don't know anything about CE. Although I tried to learn, it was still very hard for me. As for making mods, we can still use the tools you made to merge/split VB files, just need modified the dumped files. In general, there is no major difference with the previous. As for replacing costumes and characters, I couldn't find the name table, so I had to try one by one. It is said that CLE encrypted it. The replacement method is very simple, directly change the name of the file can be, do not use the script to modify the file. Maybe this is the benefit of changing the engine.? For example, if you want to replace Van (initial costume) with Agnes (Bath Towel), just rename chr5001_c02.mdl to chr5000.mdl ,and chr5001_face.mdl to chr0000_face.mdl ,then replace the original file. 2
amorrow28 Posted July 29, 2022 Posted July 29, 2022 7 hours ago, woofhat said: I don't know if changing engines will affect to do camera scripts. After all, I don't know anything about CE. Although I tried to learn, it was still very hard for me. As for making mods, we can still use the tools you made to merge/split VB files, just need modified the dumped files. In general, there is no major difference with the previous. As for replacing costumes and characters, I couldn't find the name table, so I had to try one by one. It is said that CLE encrypted it. The replacement method is very simple, directly change the name of the file can be, do not use the script to modify the file. Maybe this is the benefit of changing the engine.? For example, if you want to replace Van (initial costume) with Agnes (Bath Towel), just rename chr5001_c02.mdl to chr5000.mdl ,and chr5001_face.mdl to chr0000_face.mdl ,then replace the original file. I have another question. When I dump frames, the vertex semantic names are all in Unicode (I’m guessing Chinese but I haven’t checked). How did you get around this? I can update my scripts to decode Unicode properly, but does Blender import buffers with Chinese or Japanese semantic names? (sorry, I know I could figure it out by manually combining buffers like I did when I first wrote the scripts, but that will take a very long time just to find out if blender will refuse to import the mesh.) BTW I was curious to see if Falcom based their new engine off phyreEngine, but my simple AOB scans did not work. I think I’ll have to make the camera script the hard way. This is unfortunate, I could probably beat the game in less time than it takes to make a camera script.
woofhat Posted July 29, 2022 Author Posted July 29, 2022 1 hour ago, amorrow28 said: I have another question. When I dump frames, the vertex semantic names are all in Unicode (I’m guessing Chinese but I haven’t checked). How did you get around this? I can update my scripts to decode Unicode properly, but does Blender import buffers with Chinese or Japanese semantic names? (sorry, I know I could figure it out by manually combining buffers like I did when I first wrote the scripts, but that will take a very long time just to find out if blender will refuse to import the mesh.) BTW I was curious to see if Falcom based their new engine off phyreEngine, but my simple AOB scans did not work. I think I’ll have to make the camera script the hard way. This is unfortunate, I could probably beat the game in less time than it takes to make a camera script. What I see is garbled characters. As for how I solved this problem, of course, guess it. There are just a few values, just try them one by one. vb0 is POSITION vb1 is NORMAL vb2 is TANGENT vb3, vb4, vb5 are TEXCOORD, and the values are the same, just take one. vb6 is BLENDWEIGHTS vb7 is BLENDINDICES In addition to the semantic name, other places also have garbled characters, I used Notepad to modify them. Of course, if you can update your script, it will be more convenient. Making a camera script is not a problem, you can play the game slowly, or play the game more than once.? However, the game engine was changed to Valve's Source Engine, which is an encrypted and modified version. I tried other Source Engine modding tools, but they did not work at all. 2
PepeLordd Posted July 29, 2022 Posted July 29, 2022 2 hours ago, woofhat said: However, the game engine was changed to Valve's Source Engine, which is an encrypted and modified version. I tried other Source Engine modding tools, but they did not work at all. what even gave you that idea? how is the engine even remotely close to source? engine is created by falcom it's a new engine and kuro is the first game to use it
amorrow28 Posted July 29, 2022 Posted July 29, 2022 6 hours ago, woofhat said: What I see is garbled characters. As for how I solved this problem, of course, guess it. There are just a few values, just try them one by one. vb0 is POSITION vb1 is NORMAL vb2 is TANGENT vb3, vb4, vb5 are TEXCOORD, and the values are the same, just take one. vb6 is BLENDWEIGHTS vb7 is BLENDINDICES In addition to the semantic name, other places also have garbled characters, I used Notepad to modify them. Of course, if you can update your script, it will be more convenient. Making a camera script is not a problem, you can play the game slowly, or play the game more than once.? However, the game engine was changed to Valve's Source Engine, which is an encrypted and modified version. I tried other Source Engine modding tools, but they did not work at all. You are right, the names are pure garbage. They are not even the same from mesh to mesh; 3DMigoto is not properly parsing the metadata. I don't see an obvious pattern, so I don't know if my script can be updated to automatically parse an entire folder of dumps. The best idea I have right now is to look through dumps and see if I can make a database of garbage names. a00000 - inject kuro model.py Anyway, I made a version of my model injector for Kuro (also available on github). It is used identically to my CS3/CS4/Hajimari script, and should be easier / safer than manually editing files since it makes sane backups. (Although I make the same warning as I did in the CS4 page - you should know what you're doing and I provide no support for asset injection tools.) Instructions: (same as on the CS4 page) Spoiler Execute a00000 - inject kuro model.py. It asks for the source .mdl, then it asks for the target .mdl. It will make a backup of the target, and then push the source into the target. If there is a backup of the source, it will always use the backup to inject. This means: 1. As long as you only use my tool instead of editing your own files, your original files are safe, 2. You can do easy swaps (inject A->B and then B->A will result in a swap, because it will always use the backup original of B to inject), and 3. You can restore the original model by injecting into itself (inject A->B and then B->B will restore B to original, because again it will always use the backup original of B to inject). It will never overwrite the first backup, so you can literally do A->B, C->B, D->B, and then B->B and you will still end up with B. NOTE: The injector expects the target to already exist and will refuse to inject into a new file. This is for two reasons: 1. so that it can make a backup, and you won't be confused on re-injections, and 2. to prevent confusing you if you make a spelling mistake (since it wouldn't otherwise cause an error). 6
PepeLordd Posted July 29, 2022 Posted July 29, 2022 3 hours ago, woofhat said: Never seen a person as persistent as you. A small game corporation with less than 60 people making their own game engine, are you telling jokes? I'm not interested in arguing with you about this boring topic, stop it. this is not even arguing at this point it's just you refusing to back down and admit you're wrong. either way I'm done too,
ms0082483 Posted July 29, 2022 Posted July 29, 2022 https://i.imgur.com/xfgJ15y.jpg Is there a mod that simply takes off the skirt?
amorrow28 Posted July 30, 2022 Posted July 30, 2022 (edited) On 7/29/2022 at 2:26 PM, ms0082483 said: https://i.imgur.com/xfgJ15y.jpg Is there a mod that simply takes off the skirt? Yes, yes there is. NEW VERSION 1.3: https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3854533 Version 1.2b: https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3837721 Version 1.2a: https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3832346 Version 1.1: https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3827242 Kuro_UnSkirtMod_v1.0_with_3Dmigoto_1_3_16.7z - OBSOLETE Here is the first (very preliminary) release of UnSkirt Mod for Kuro no Kiseki! I barely have my tools working, so for now only the default costumes for Agnes, Risette, Feri and Judith, plus two more for Agnes. I plan to do more as time and interest permit, but I don't have access to the character viewer so I have to do things by injection and it's tedious. If someone can get all the costumes, beat the game, and post a save file, I'd really appreciate it! I'm hoping other modders will use this configuration of 3DMigoto please, that way I don't need to keep writing compatibility wrappers for other people's mods. If your controller doesn't work, try turning off Steam Overlay. If it still doesn't work, honestly, I don't know. Half the time my controller doesn't work, so I quit and restart and it does. Edited August 27, 2022 by amorrow28 10
amorrow28 Posted July 30, 2022 Posted July 30, 2022 (edited) To @woofhat and my fellow modders: Quote I managed using woofhat's information to figure out how to adapt my vertex buffer merge tool. It is not elegant, but it works. At this point, I have used it (and fixed it) enough times to be reasonably confident that it works. Upload removed, grab new version here: https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3825578 As usual, the latest version is on my github. It only properly works on buffers that are split into 8 (vb0-vb7) with redundant vb4/vb5. It completely ignores all the header information and copies in a generic header, and skips all the corrupted semantic titles. It also skips vb4 and vb5 entirely. Because of the way I use searching (to minimize errors), the script is SLOW. I definitely advise only running it on maybe 5-10 meshes at a time. And currently, it will not work on meshes with only 7 or 6 files instead of 8. In terms of reassembling, my current vb_split works fine. Just expand vb3 to cover vb4 and vb5, and use vb4 for vb6 and vb5 for vb7. For example, this: ;[TextureOverride_agnes_sweater] ; *** Texture hash needs to be filled in below ;hash = 9a9ee6ff ;vb0 = Resource_Model_agnes_sweater_VB0 ;vb1 = Resource_Model_agnes_sweater_VB1 ;vb2 = Resource_Model_agnes_sweater_VB2 ;vb3 = Resource_Model_agnes_sweater_VB3 ;vb4 = Resource_Model_agnes_sweater_VB4 ;vb5 = Resource_Model_agnes_sweater_VB5 ;ib = Resource_Model_agnes_sweater_IB ;handling = skip ;drawindexed = auto should become this: [TextureOverride_agnes_sweater] hash = 9a9ee6ff vb0 = Resource_Model_agnes_sweater_VB0 vb1 = Resource_Model_agnes_sweater_VB1 vb2 = Resource_Model_agnes_sweater_VB2 vb3 = Resource_Model_agnes_sweater_VB3 vb4 = Resource_Model_agnes_sweater_VB3 vb5 = Resource_Model_agnes_sweater_VB3 vb6 = Resource_Model_agnes_sweater_VB4 vb7 = Resource_Model_agnes_sweater_VB5 ib = Resource_Model_agnes_sweater_IB handling = skip drawindexed = auto Also, 5001 = Agnes, 5003 = Feri, 5005 = Risette, 5007 = Judith. I haven't explored the rest yet. Edited July 30, 2022 by amorrow28 3
374146526 Posted July 30, 2022 Posted July 30, 2022 (edited) 29 minutes ago, amorrow28 said: Yes, yes there is. Kuro_UnSkirtMod_v1.0_with_3Dmigoto_1_3_16.7z 5.95 MB · 2 downloads Here is the first (very preliminary) release of UnSkirt Mod for Kuro no Kiseki! I barely have my tools working, so for now only the default costumes for Agnes, Risette, Feri and Judith, plus two more for Agnes. I plan to do more as time and interest permit, but I don't have access to the character viewer so I have to do things by injection and it's tedious. If someone can get all the costumes, beat the game, and post a save file, I'd really appreciate it! I'm hoping other modders will use this configuration of 3DMigoto please, that way I don't need to keep writing compatibility wrappers for other people's mods. If your controller doesn't work, try turning off Steam Overlay. If it still doesn't work, honestly, I don't know. Half the time my controller doesn't work, so I quit and restart and it does. I found a savedata on the Internet, you can try it. user.dat Edited July 30, 2022 by 374146526 1
woofhat Posted July 30, 2022 Author Posted July 30, 2022 It is said that someone on Discord has found the encryption key of the game and cracked some files. Unfortunately, I don't know which server and channel it is. Maybe someone knows? But I got the decrypted t_name.tbl and based on it I compiled a character list (I spent almost an hour on it?) ,and now you can replace the characters in the game based on it. name.txt 5
ms0082483 Posted July 30, 2022 Posted July 30, 2022 (edited) 1 hour ago, amorrow28 said: Yes, yes there is. Kuro_UnSkirtMod_v1.0_with_3Dmigoto_1_3_16.7z 5.95 MB · 9 downloads Here is the first (very preliminary) release of UnSkirt Mod for Kuro no Kiseki! I barely have my tools working, so for now only the default costumes for Agnes, Risette, Feri and Judith, plus two more for Agnes. I plan to do more as time and interest permit, but I don't have access to the character viewer so I have to do things by injection and it's tedious. If someone can get all the costumes, beat the game, and post a save file, I'd really appreciate it! I'm hoping other modders will use this configuration of 3DMigoto please, that way I don't need to keep writing compatibility wrappers for other people's mods. If your controller doesn't work, try turning off Steam Overlay. If it still doesn't work, honestly, I don't know. Half the time my controller doesn't work, so I quit and restart and it does. thank you for your help! but I seem to be a bit of a bottleneck don't know how to use these tools In addition to the protagonist group, other NPCs can also I think it's great https://imgur.com/a/ZzNRq87 chr0000 ヴァン chr0002 アーロン chr0004 カトル chr0006 ベルガルド chr5001 アニエス chr5003 フェリ chr5005 リゼット chr5007 ジュディス chr5110 エレイン chr5112 フィー chr5114 レン chr5117 シズナ chr5118 ルクレツィア chr5113 リーシャ chr5300 ナージェ chr5302 セリス chr5316 アシェン chr5320 カエラ chr5317 サアラ chr5318 シャヒーナ chr5315 ニナ chr5319 エスメレー chr5322 キリカ chr5311 ユメ chr5314 ハル Edited July 30, 2022 by ms0082483
ssdo482 Posted July 30, 2022 Posted July 30, 2022 https://www.bilibili.com/video/BV1ue4y1X7KB?share_source=copy_web 1
amorrow28 Posted July 30, 2022 Posted July 30, 2022 @woofhat So I've come across a strange problem. There are some meshes where the three TEXCOORD buffers are different. Using our technique of discarding the second and third copies resulted in an unuseable model (left), as you can see. I was only able to come up with one workaround, which is to make the same mod three times, once with the first TEXCOORD, then the second, then the third. Then I use the TEXCOORD from the first one as vb3, the second becomes vb4, and the third is vb5. The picture on the right is the result - still not correct, but better (the logo on the chest is still a mess). I'm out of ideas at the moment, and I am going to move on. Anyways, in order to change which of the three TEXCOORDs is used, go to line 33 of kuro_vb_merge.py and change with open(vb_filenames[3], 'rb') as f: to with open(vb_filenames[4], 'rb') as f: or with open(vb_filenames[5], 'rb') as f: If you or anyone knows the solution, I'd love to hear it.
woofhat Posted July 30, 2022 Author Posted July 30, 2022 3 hours ago, amorrow28 said: @woofhat So I've come across a strange problem. There are some meshes where the three TEXCOORD buffers are different. Using our technique of discarding the second and third copies resulted in an unuseable model (left), as you can see. I was only able to come up with one workaround, which is to make the same mod three times, once with the first TEXCOORD, then the second, then the third. Then I use the TEXCOORD from the first one as vb3, the second becomes vb4, and the third is vb5. The picture on the right is the result - still not correct, but better (the logo on the chest is still a mess). I'm out of ideas at the moment, and I am going to move on. Anyways, in order to change which of the three TEXCOORDs is used, go to line 33 of kuro_vb_merge.py and change with open(vb_filenames[3], 'rb') as f: to with open(vb_filenames[4], 'rb') as f: or with open(vb_filenames[5], 'rb') as f: If you or anyone knows the solution, I'd love to hear it. About the TEXCOORD, I didn't anticipate that this would happen and it was an oversight on my part. It is also easy to have 3 TEXCOORD at the same time. I can't read your script, so I'll post a sample, just merge the files like this.000168.7z About the picture distortion, I'm not sure if you modified the texture. It seems that the UV is flipped up and down from before. My solution is to flip the texture up and down again. But it seems you can set it in blender too. You can try to unselect this option when importing the files.
ssdo482 Posted July 30, 2022 Posted July 30, 2022 How to change Van Arkride's weapon to Rixia Mao's weapon ?
coomi Posted July 30, 2022 Posted July 30, 2022 I'm trying to replace the body mesh on chr5003_c02 (Feri's bathing clothes) but there's a problem somewhere in my process. Injecting the default body mesh from the frame dump back into the game without any modifications turns Feri into a gundam: I have the .ini setup as such: [TextureOverride_FeriBody] hash = 1f83ad80 vb0 = Resource_Model_Feri_VB0 vb1 = Resource_Model_Feri_VB1 vb2 = Resource_Model_Feri_VB2 vb3 = Resource_Model_Feri_VB3 vb4 = Resource_Model_Feri_VB3 vb5 = Resource_Model_Feri_VB3 vb6 = Resource_Model_Feri_VB4 vb7 = Resource_Model_Feri_VB5 ib = Resource_Model_Feri_IB handling = skip drawindexed = auto I didn't edit the mesh at all so I'm confused as to why it's broken. I merged the files from the frame dump, imported them into blender and then immediately exported the mesh as vb/ib. I'm wondering if there's some setting in Blender that's breaking my models during export/import, or if it's the split script that isn't working properly. If someone wants to take a look at it, the "mod" is here, along with the merged buffers: broken.zip
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