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KURO NO KISEKI mod


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Posted
1 hour ago, Fie Claussell said:

Hi, does anyone know how to change facial expressions/animations of characters and NPCs using the tbl files? Some help here would be greatly appreciated!

 

Try asking in the Kiseki Modding Discord?

Posted
4 hours ago, lakovic said:

?

I don't know if I put the question accurately, because my English is poor, I always write English through google translate, and I find it sometimes doesn't express what I want very well.

Take, for example, Agnes' swimwear outfits, one with a coat and the other without a coat. Her body all share the same IB value, or VB value.

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But the bodies corresponding to her two outfits have different vertex groups, one with 113 vertex groups and the other with 131 vertex groups.

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When I use the hash value to write the ini, the other body is deformed strangely.

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How did I circumvent this error, I tried to figure out the different VB values, as you said, each body has IB values (maybe only 1 IB value?), VB0-VB7, 7 VB values, I got lucky The found a VB value: 0572fa29, which only works on Agnes's (with top) body, but not on (without top).

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Same problem, Judith's default outfit, another set is "Variant", the only difference is the hair change. I need to use the "transparent" part of her clothes,

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but this time I was not so lucky, I searched for 7 VB values, IB values, and even more Hash values, they all work together on two clothes, but The vertex groups for the two garments are again different, so it happens that when I use the default garment, the garment parts on the "Variant" cause distortion.

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I don't know if this describes my problem clearly?

 

Here are two log.txt files, one for Judith (Default) and one for Judith (Variant)

log(Default).txtlog(Variant).txt
The clothing part I need is the transparent fabric on Judith's chest, and its IB value is: efdb34e9

 

 

The VB7 hashes are different for your two assets.  From the two logs:

 

Default:

vb7=a1a44594-vs=9250d1f42e35acfd-ps=d1c7c5c2b3e43124

 

Variant:

vb7=9a85da10-vs=9250d1f42e35acfd-ps=d1c7c5c2b3e43124

 

There are also four deduplicated asset hashes corresponding to textures (I think) that do not match, but they are on strange slots (e.g. t19) so they might be hard to filter against.

 

Default: 0ab41d6f and 57d3ec70
Variant: 0898ce50 and e8a53c83

 

See if using the vb7 hashes fixes your problem or not!  It looks like the mods were properly disabled before dumping so the hashes should reflect game assets.

Posted
3 hours ago, amorrow28 said:

 

The VB7 hashes are different for your two assets.  From the two logs:

 

Default:

vb7=a1a44594-vs=9250d1f42e35acfd-ps=d1c7c5c2b3e43124

 

Variant:

vb7=9a85da10-vs=9250d1f42e35acfd-ps=d1c7c5c2b3e43124

 

There are also four deduplicated asset hashes corresponding to textures (I think) that do not match, but they are on strange slots (e.g. t19) so they might be hard to filter against.

 

Default: 0ab41d6f and 57d3ec70
Variant: 0898ce50 and e8a53c83

 

See if using the vb7 hashes fixes your problem or not!  It looks like the mods were properly disabled before dumping so the hashes should reflect game assets.

I tried, but it didn't solve the problem

Posted
Just now, lakovic said:

I tried, but it didn't solve the problem


There may not be a good solution then, this is a limitation of using 3DMigoto. It looks like you’re using a small mesh in a creative way to take advantage of a particular shader, correct?

 

Hopefully we will get model repack tools in the future, which will allow you to replace meshes specifically in certain models, instead of using hash-based identification.

 

In the meantime, an error that shows up only in the equipment menu is a small price to pay for some very creative costume mods. I’m sure we all agree we would rather have a good costume, even if it looks wrong in the menu!

Posted
4 hours ago, amorrow28 said:


There may not be a good solution then, this is a limitation of using 3DMigoto. It looks like you’re using a small mesh in a creative way to take advantage of a particular shader, correct?

 

Hopefully we will get model repack tools in the future, which will allow you to replace meshes specifically in certain models, instead of using hash-based identification.

 

In the meantime, an error that shows up only in the equipment menu is a small price to pay for some very creative costume mods. I’m sure we all agree we would rather have a good costume, even if it looks wrong in the menu!

Hopefully one day, I'd love to modify the action.

Posted
6 hours ago, amorrow28 said:


There may not be a good solution then, this is a limitation of using 3DMigoto. It looks like you’re using a small mesh in a creative way to take advantage of a particular shader, correct?

 

Hopefully we will get model repack tools in the future, which will allow you to replace meshes specifically in certain models, instead of using hash-based identification.

 

In the meantime, an error that shows up only in the equipment menu is a small price to pay for some very creative costume mods. I’m sure we all agree we would rather have a good costume, even if it looks wrong in the menu!

Yes, this is an acceptable bug, but when the game progresses to Chapter 5, Judith will force you to default clothing for a while, which is this "Variant".

Posted
7 hours ago, lakovic said:

@amorrow28hi, do you think it is possible to modify the magnitude of the chest shake?

I noticed that most characters have two vertex groups for each breast, and they have a different level of shake to them.

Example with Judith's bath towel:

Spoiler

First group, low shake

blender_7bEgtP4p7b.png.af3a0572b95d3da57fab361e84b12327.png

Second group, more shake

blender_GAH0YGQZHn.png.67dc9360e5bf5beedac20fb0a0b3c6ed.png


 

You can mix these groups to get the amount of shake you want. If you want a lot of shake, paint the entire breast with the second group. If you want very little shake, paint them with the first group. This will also change how the breasts look while standing still. Putting more weight on the second group (more shake) seems to make them droop downwards in my tests.

Posted (edited)
5 hours ago, coomi said:

我注意到大多数字符有两个顶点组的每个乳房,他们有不同级别的震动。

以朱蒂丝的浴巾为例:

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第一组,低摇

blender_7bEgtP4p7b.png.af3a0572b95d3da57fab361e84b12327.png

第二组,多摇

blender_GAH0YGQZHn.png.67dc9360e5bf5beedac20fb0a0b3c6ed.png

 

 

你可以混合这些组得到你想要的摇动量。如果你想要很多奶昔,用第二组涂满整个乳房。如果你想要很少的奶昔,就和第一组一起画。这也会改变乳房在静止时的样子。在我的测试中,给第二组增加更多的重量(更多的震动)似乎会使他们下垂。

Thank you for your answer. It is true that changing their weights can affect the breast shaking amplitude, but the degree of influence is relatively small. I wonder if we can achieve greater "breast shaking" by changing the "bone"

Edited by lakovic
Posted
1 hour ago, lakovic said:

谢谢你的回答。诚然,改变自己的重量可以影响乳房的晃动幅度,但影响程度相对较小。不知道能不能通过改变“骨骼”来实现更大的“乳房晃动”

 

There is a folder with adjustable parameters for models in {THE LEGEND OF HEROES KURO NO KISEKI}\f\asset\common\model_info.  Every model has a JSON file with many parameters, I do not know which can be adjusted but you can try to adjust them.

 

Please note the files are encrypted, use my kuro cle decryption tool.  Once you have decrypted the file, you can view the file in notepad and/or any JSON viewer you would like to use.

Posted
9 hours ago, coomi said:

I noticed that most characters have two vertex groups for each breast, and they have a different level of shake to them.

Example with Judith's bath towel:

  Hide contents

First group, low shake

blender_7bEgtP4p7b.png.af3a0572b95d3da57fab361e84b12327.png

Second group, more shake

blender_GAH0YGQZHn.png.67dc9360e5bf5beedac20fb0a0b3c6ed.png

 

 

You can mix these groups to get the amount of shake you want. If you want a lot of shake, paint the entire breast with the second group. If you want very little shake, paint them with the first group. This will also change how the breasts look while standing still. Putting more weight on the second group (more shake) seems to make them droop downwards in my tests.

It's interesting.

Posted
16 hours ago, amorrow28 said:

 

There is a folder with adjustable parameters for models in {THE LEGEND OF HEROES KURO NO KISEKI}\f\asset\common\model_info.  Every model has a JSON file with many parameters, I do not know which can be adjusted but you can try to adjust them.

 

Please note the files are encrypted, use my kuro cle decryption tool.  Once you have decrypted the file, you can view the file in notepad and/or any JSON viewer you would like to use.

I recently started to get in touch with mod plugins, and I found that 3dmigoto can support a lot of games, such as DOA (Dead or Alive 5/6), because I found a resource made with 3dmigoto in a Chinese forum thread, it only has one piece of clothing, I Putting it on the model of kuro-no-kiseki, in theory, as long as there are texture dds, we should be able to exchange mod resources of various games with each other?

Spoiler

Snipaste_2022-09-28_00-39-32.jpg.64a93b3199077b1beaf293d7c35f63f9.jpg

But unfortunately, after I spent a lot of time downloading a 60G version of DOA, I tried to load 3Dmigoto, but couldn't start the game, and another mod plugin, REDELBE, can start the game, so I don't know where the problem is , maybe I need to configure d3dx.ini for a new game?

I got really excited when I thought that 3dmigoto could take assets from other games and convert those assets into kuro-no-kiseki models,

@amorrow28

Posted
48 minutes ago, lakovic said:

I recently started to get in touch with mod plugins, and I found that 3dmigoto can support a lot of games, such as DOA (Dead or Alive 5/6), because I found a resource made with 3dmigoto in a Chinese forum thread, it only has one piece of clothing, I Putting it on the model of kuro-no-kiseki, in theory, as long as there are texture dds, we should be able to exchange mod resources of various games with each other?

  Reveal hidden contents

Snipaste_2022-09-28_00-39-32.jpg.64a93b3199077b1beaf293d7c35f63f9.jpg

But unfortunately, after I spent a lot of time downloading a 60G version of DOA, I tried to load 3Dmigoto, but couldn't start the game, and another mod plugin, REDELBE, can start the game, so I don't know where the problem is , maybe I need to configure d3dx.ini for a new game?

I got really excited when I thought that 3dmigoto could take assets from other games and convert those assets into kuro-no-kiseki models,

@amorrow28


First, be careful what you share, some cross-game modding may get you issues with forum rules or even cease and desist from KT.

 

Ok. To get 3DMigoto to work with DOA6: https://www.loverslab.com/topic/117795-dead-or-alive-6-modding-thread-and-discussion/

 

However, you do not need to do that. I’m pretty sure DOA6 uses g1m/g1t format, which means the models can be broken down into buffers directly, just decompress the model and run g1mtools on it, it will dump all the meshes into ib/vb/fmt files ready for import into blender.

 

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