amorrow28 Posted November 5, 2022 Posted November 5, 2022 (edited) 5 hours ago, TohsRin said: Hello, maybe someone can provide some assistance or do a favor for me? I'm just trying to get Rixia's model into blender with her textures so I can have a friend port her model into another game. Right now I think I have it in blender correctly after exporting the model using the new py scripts. I did grab her dds texture files from the dx11 folder as well, is there a reason why the model shows up texture less inside blender? I would really appreciate it if someone could just upload a .blend that has it all setup too if anything. My tools are not capable of taking assets for use in another game. They do not take out enough information from the MDL file. Please do not ask further, as it is against forum rules. Anyways, if you want complete models, the discord folks have already done all the work for you, and they have an archive here. Kuro models and textures are at the bottom of the page. Edited November 6, 2022 by amorrow28
amorrow28 Posted November 7, 2022 Posted November 7, 2022 Here is my UnSkirt Mod, ported to the MDL format! Kuro_UnSkirtMod_v1.3_MDL version.7z This version of my mod does not require the use of 3DMigoto, as it replaces the mdl files that come with the game. Who might want to use this, instead of the 3DMigoto version? PS4, PS5, Steam Deck / Linux players (and maybe one day Switch if that port happens) Anybody who does not like 3DMigoto, or anybody who really likes Steam Overlay / Steam Input Anybody who wants to try using these files with Kuro 2, including the PS4 version that is already out Since this version overwrites the MDL files that come with your game, PLEASE backup your files first. I suggest backing up the entire "c" folder. Also, I made my Shizuna bikini with jacket mod as a demonstration only, but I liked it so much that I included it as a bonus in this download! This version does not include 3DMigoto. Please see here for the same mod, using 3DMigoto instead. How to use: Quote Open the Unskirt folder in my archive, then copy the "c" folder directly into your Kuro no Kiseki folder. That is all. Spoiler If you don't have access to all the costumes you want to use, please give my costume-buying Cheat Engine table a try! Please note: You can use MDL mods and 3DMigoto mods together, but MDL mods will generally override 3DMigoto mods because 3DMigoto depends on identifying unmodified assets to know when to inject. 11
y6233234 Posted November 14, 2022 Posted November 14, 2022 On 10/12/2022 at 7:52 PM, lakovic said: Hello everyone, I bring you the sexy&nude_mod v2.0 version update, this is the content of version 1.0, Reveal hidden contents On this basis, I added 3 parts of the update: Part 1: Increase pubic hair skin, pubic hair + stockings skin. Reveal hidden contents Reveal hidden contents Reveal hidden contents How to use them, in fact, the skin is a png image, we only need to modify the ini configuration in each operation role and read them. For example, if I want to change Hal's default skin, (more than 90% of the characters' default skins use 00.png or xx.png, they are all the same image), we find Mods\UnSkirtMod\Hal, and find in it body.ini, open it with Notepad, search for 00.png, Reveal hidden contents replace it with the name of the skin image you want, such as m1.png, then you will get a pubic hair version of Hal. Reveal hidden contents m1, m2, m3, m4 are 4 types of pubic hair skin The beginning of xm is pubic hair + stockings skin You can change the exclusive skin for each girl you like, so that everyone has different details. The second part: Add more NPC sexy clothes and nudes, the coverage rate is as high as 90% or more, Reveal hidden contents I added a lot of NPCs, the ghost knows that they all use the same hash value, and the vertex groups are different, I used to distinguish them. How many hard drives, but it's finally done. Part 3: For the previous 8 main characters, add costumes from DOA transplants Reveal hidden contents now they look more sexy, and add a separate shortcut key for Lucrezia, F4+9, and also add a set of DOA costumes Agnes: Reveal hidden contents Risette: Reveal hidden contents Elaine: Reveal hidden contents Judith: Reveal hidden contents Fie: Reveal hidden contents Shizuna: Reveal hidden contents Rixia: Reveal hidden contents Lucrezia:I added a shortcut key F4+9 for Lucrezia, now she has a total of 4 outfits Reveal hidden contents Updates on other outfits: Reveal hidden contents For the sexy&nude_mod v1.0 version, I also fixed some model wearing problems and some bugs, so I won't list them all here. How to install: First delete the mod file you installed before, you can just delete the mods folder, unzip the attachment, and copy the attachment content to the game root directory. KURO NO KISEKI_sexy&nude v2.0.zip Last but not least, I'm not sure if porting costumes from DOA would violate forum rules, and if so, I'll delete this post. In addition, in the DOA section, I found a post about how 3dmigoto makes clothing support transparent. I think if this is added to kuro-no-kiseki, it is possible to solve the disadvantage that most characters cannot use transparent clothing. This is my first comment! Just get this game and find you mods. I just want to thank you for you masterpiece mod, this is the best mod i have even seen, you are god. Thx! 1
BohemianFC Posted November 17, 2022 Posted November 17, 2022 On 10/12/2022 at 7:52 PM, lakovic said: Hello everyone, I bring you the sexy&nude_mod v2.0 version update, this is the content of version 1.0, Reveal hidden contents On this basis, I added 3 parts of the update: Part 1: Increase pubic hair skin, pubic hair + stockings skin. Reveal hidden contents Reveal hidden contents Reveal hidden contents How to use them, in fact, the skin is a png image, we only need to modify the ini configuration in each operation role and read them. For example, if I want to change Hal's default skin, (more than 90% of the characters' default skins use 00.png or xx.png, they are all the same image), we find Mods\UnSkirtMod\Hal, and find in it body.ini, open it with Notepad, search for 00.png, Reveal hidden contents replace it with the name of the skin image you want, such as m1.png, then you will get a pubic hair version of Hal. Reveal hidden contents m1, m2, m3, m4 are 4 types of pubic hair skin The beginning of xm is pubic hair + stockings skin You can change the exclusive skin for each girl you like, so that everyone has different details. The second part: Add more NPC sexy clothes and nudes, the coverage rate is as high as 90% or more, Reveal hidden contents I added a lot of NPCs, the ghost knows that they all use the same hash value, and the vertex groups are different, I used to distinguish them. How many hard drives, but it's finally done. Part 3: For the previous 8 main characters, add costumes from DOA transplants Reveal hidden contents now they look more sexy, and add a separate shortcut key for Lucrezia, F4+9, and also add a set of DOA costumes Agnes: Reveal hidden contents Risette: Reveal hidden contents Elaine: Reveal hidden contents Judith: Reveal hidden contents Fie: Reveal hidden contents Shizuna: Reveal hidden contents Rixia: Reveal hidden contents Lucrezia:I added a shortcut key F4+9 for Lucrezia, now she has a total of 4 outfits Reveal hidden contents Updates on other outfits: Reveal hidden contents For the sexy&nude_mod v1.0 version, I also fixed some model wearing problems and some bugs, so I won't list them all here. How to install: First delete the mod file you installed before, you can just delete the mods folder, unzip the attachment, and copy the attachment content to the game root directory. KURO NO KISEKI_sexy&nude v2.0.zip Last but not least, I'm not sure if porting costumes from DOA would violate forum rules, and if so, I'll delete this post. In addition, in the DOA section, I found a post about how 3dmigoto makes clothing support transparent. I think if this is added to kuro-no-kiseki, it is possible to solve the disadvantage that most characters cannot use transparent clothing. ty a lot! I play the game on steam deck and there are 4 errors saying "Error compiling custom shader". Sadly there are not many details, only sth like help.hlsl:1:1:E5000. If possible u may check & fix it
amorrow28 Posted November 18, 2022 Posted November 18, 2022 6 hours ago, BohemianFC said: ty a lot! I play the game on steam deck and there are 4 errors saying "Error compiling custom shader". Sadly there are not many details, only sth like help.hlsl:1:1:E5000. If possible u may check & fix it Are you using 3DMigoto on steam deck? I thought that was not possible.
BohemianFC Posted November 18, 2022 Posted November 18, 2022 6 hours ago, amorrow28 said: Are you using 3DMigoto on steam deck? I thought that was not possible. Yes, I've tried several games. This game works well except some compiling errors mentioned. I haven't found any error in Nioh 2. But P5S crashes after a cutscene and I have sent the feedback to the author to find a solution if possible. Cause I do not have a keyboard, all settings are kept in default during the game and some could be modified by d3dx_user.ini.
IronRide Posted November 18, 2022 Posted November 18, 2022 On 10/12/2022 at 10:52 PM, lakovic said: Hello everyone, I bring you the sexy&nude_mod v2.0 version update, this is the content of version 1.0, Reveal hidden contents On this basis, I added 3 parts of the update: Part 1: Increase pubic hair skin, pubic hair + stockings skin. Reveal hidden contents Reveal hidden contents Reveal hidden contents How to use them, in fact, the skin is a png image, we only need to modify the ini configuration in each operation role and read them. For example, if I want to change Hal's default skin, (more than 90% of the characters' default skins use 00.png or xx.png, they are all the same image), we find Mods\UnSkirtMod\Hal, and find in it body.ini, open it with Notepad, search for 00.png, Reveal hidden contents replace it with the name of the skin image you want, such as m1.png, then you will get a pubic hair version of Hal. Reveal hidden contents m1, m2, m3, m4 are 4 types of pubic hair skin The beginning of xm is pubic hair + stockings skin You can change the exclusive skin for each girl you like, so that everyone has different details. The second part: Add more NPC sexy clothes and nudes, the coverage rate is as high as 90% or more, Reveal hidden contents I added a lot of NPCs, the ghost knows that they all use the same hash value, and the vertex groups are different, I used to distinguish them. How many hard drives, but it's finally done. Part 3: For the previous 8 main characters, add costumes from DOA transplants Reveal hidden contents now they look more sexy, and add a separate shortcut key for Lucrezia, F4+9, and also add a set of DOA costumes Agnes: Reveal hidden contents Risette: Reveal hidden contents Elaine: Reveal hidden contents Judith: Reveal hidden contents Fie: Reveal hidden contents Shizuna: Reveal hidden contents Rixia: Reveal hidden contents Lucrezia:I added a shortcut key F4+9 for Lucrezia, now she has a total of 4 outfits Reveal hidden contents Updates on other outfits: Reveal hidden contents For the sexy&nude_mod v1.0 version, I also fixed some model wearing problems and some bugs, so I won't list them all here. How to install: First delete the mod file you installed before, you can just delete the mods folder, unzip the attachment, and copy the attachment content to the game root directory. KURO NO KISEKI_sexy&nude v2.0.zip Last but not least, I'm not sure if porting costumes from DOA would violate forum rules, and if so, I'll delete this post. In addition, in the DOA section, I found a post about how 3dmigoto makes clothing support transparent. I think if this is added to kuro-no-kiseki, it is possible to solve the disadvantage that most characters cannot use transparent clothing. Hello! want too thank you for such a huge amount of selection of mods for each of the girls! just one problem i am facing, i installed like normal and everything is working, but how can would i be able too select other costumes for the characters? for example, for Anges, i want too swap out too the DOA costume, I copied and pasted the file over but it does not show up, what must i do any suggestion? or anyone has an idea how to swap out the costumes? if i can get some assistance with this i would appreciate it very much!
rozi4 Posted November 19, 2022 Posted November 19, 2022 (edited) 20 hours ago, IronRide said: こんにちは!それぞれの女の子のための非常に多くのモッズを選んでくれてありがとう!私が直面している問題が 1 つだけあります。通常どおりにインストールし、すべてが機能していますが、キャラクターの他のコスチュームを選択するにはどうすればよいですか? たとえば、Anges の場合、DOA のコスチュームも交換したいのですが、ファイルをコピーして貼り付けましたが、表示されません。何か提案はありますか? または、コスチュームを交換する方法を知っている人はいますか? これについて何らかの支援を得ることができれば、とても感謝しています! (This sentence uses a translator.) This is my first comment on this forum. After confirming the character name with the F4 key, change it with F4 + the corresponding character name. Edited November 19, 2022 by roz4
IronRide Posted November 19, 2022 Posted November 19, 2022 どうもありがとうございました!!!はい、うまくいきました! F4を押したまま数字を押しすぎていたとは知りませんでした。提案をありがとう!! Thanks too everyone and lakovic for this awesome pack! ٩(^◡^)۶ ⸂⸂⸜(രᴗര๑)⸝⸃⸃٩(^◡^)۶
jimkage Posted November 20, 2022 Posted November 20, 2022 (edited) Cant use freecam my game just closes itself after i load the table. Welp its the pause function that makes it crash. Edited November 20, 2022 by jimkage
amorrow28 Posted November 20, 2022 Posted November 20, 2022 2 hours ago, jimkage said: Cant use freecam my game just closes itself after i load the table. Welp it’s the pause function that makes it crash. You are (probably) using the wrong version. Last I checked, the English patch uses the older version, the newest version is for Asian languages only. If 1.3 doesn’t work, try 1.2, and vice versa. If neither work, let me know and I will look into it.
jimkage Posted November 21, 2022 Posted November 21, 2022 (edited) 7 hours ago, amorrow28 said: You are (probably) using the wrong version. Last I checked, the English patch uses the older version, the newest version is for Asian languages only. If 1.3 doesn’t work, try 1.2, and vice versa. If neither work, let me know and I will look into it. You were right friend, thanks. Nvm. Edited November 21, 2022 by jimkage 1
rastafarid Posted November 21, 2022 Posted November 21, 2022 All those incredible mod and the game is still far from being translated in english ?
SonicMan1234 Posted November 21, 2022 Posted November 21, 2022 1 hour ago, rastafarid said: All those incredible mod and the game is still far from being translated in english ? There's a pretty good english patch out for it. Has been near since it came out on PC.
Fate Maker Posted November 27, 2022 Posted November 27, 2022 On 11/5/2022 at 5:25 AM, amorrow28 said: To my fellow modders, I have a new set of tools to unpack and repack MDL files! You can now make mods that do not need 3DMigoto, which is hopefully good news for people playing Kuro (and future Falcom games) on modded consoles (e.g. PS4) and Steam Deck - although I do not have any of these devices so I cannot test. You can also now change shaders and other things that remain impossible using 3DMigoto. You will not have to worry about shared assets (for example, Nina and Odette's uniforms having shared IB hash) when making mods in this way, or two mods conflicting with each other because they share the same base model. KuroMDLTools_v1.7z 19.55 kB · 85 downloads Many thanks to @uyjulian for his mdl parser, which I base all my work on. This would not have been possible at all without him. Also big thanks to the KuroTools team and DarkStarSword. And also a special thanks for @woofhat for teaching me about G1M tools (and of course to the author of G1M tools, @vagonumero13) - I thought repacking was almost too hard until I saw the brilliant idea of partial repacking (just altering the parts of the file we understand, and copying the parts we do not). As always, the latest version is on my GitHub. Requirements: How to use: My Blender tutorials in general Reveal hidden contents My first post linking to Fairy Tail mod video and how I adapted for CS4: https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/?do=findComment&comment=3730952 How to edit existing mods (and how to setup Blender): https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/?do=findComment&comment=3757792 How to get a model into Blender (basic modding part 1): https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/?do=findComment&comment=3767886 How to get a mod back into the game (basic modding part 2): https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/?do=findComment&comment=3771501 How to work with textures in CS4: https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/?do=findComment&comment=3779614 How to work with weights: https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/?do=findComment&comment=3786873 How to merge meshes for weight transfer in Kuro (obsolete but here for completeness: https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3835874 How to use skeleton data in Kuro: https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3907464 If you don't care about tutorials and just want the unskirt mod I made, here it is: https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3832346 Where to find (and put) MDL files Reveal hidden contents MDL files go in KURO NO KISEKI\c\asset\common\model MDL files do not have textures, the textures are in KURO NO KISEKI\c\asset\dx11\image Please make backups before overwriting game assets. Unpacking an MDL file Reveal hidden contents Put the scripts in the same folder as the mdl file that you would like to unpack. Double click "kuro_mdl_export_meshes.py". It will make a new folder with the same name as the mdl file, and write all the meshes in .fmt/.ib/.vb that are compatible with the blender_3dmigoto.py plugin by DarkStarSword. Additionally, it will write .vgmap files that will map all the vertex groups to bone names. Finally, it will write 2 JSON files, one with mesh metadata and one with material data (see below). Options: There are two major options, but you will need to use the command line. Invoking the script with -c will tell the script to make .vgmaps with complete skeletons. This will result in many empty vertex groups upon import into Blender. The default behavior is to only include vertex groups that contain at least one vertex. Complete maps are primarily useful when merging one mesh into another. Invoking the script with -t will tell the script to trim the vertex buffers for use with 3DMigoto. Meshes in the MDL contain have 15 vertex buffers (position, normal, tangent, 8x texcoord, 2x unknown, blendweights and blendindices). Only 8 of these are actually loaded into GPU memory (only the first 3 texcoords are loaded, and the 2x unknown are not loaded). This option produces smaller .vb files (with matching .fmt files) with the extraneous buffers discarded, so that upon splitting, the buffers can be used for injection with 3DMigoto. Repacking an MDL file Reveal hidden contents After you have modified the .fmt/.ib/.vb files (and the JSON files if needed), double-click "kuro_mdl_import_meshes.py". It will load the mdl file, then replace all the relevant meshes and meta data sections with the data in the exported folder. There are no commandline options, but if you call it with the name of an mdl file from the command line, it will process only that file. Otherwise it will process every file it finds that has a matching directory. Deleting meshes (equivalent to hiding meshes in 3DMigoto) Reveal hidden contents Just delete the files for a mesh (.fmt/.ib/.vb) in the folder. If the script does not find the file, it will remove it from the MDL. Do not edit the metadata. Adding new meshes Reveal hidden contents The script only looks for mesh files that are listed in the JSON file. If you want to add a new mesh, you will need to add metadata. My script only reads the "material_offset" entry, everything else is automatically generated. So a section added to the end of the "primitives" section like this will be sufficient: { "material_offset": 0, } Be sure to add a comma to the } for the section prior if you are using a text editor, or better yet use a dedicated JSON editor. I actually recommend editing JSON in a dedicated editor, because python is not forgiving if you make mistakes with the JSON structure. (Try https://jsoneditoronline.org) Also, be sure to point material_offset to a real section in material_info.json. You might want to create a new section, or use an existing one. Changing textures Reveal hidden contents First look inside mesh_info.json and find the mesh you want to edit. Identify the group, then look inside primitives. For example, if you want to edit the metadata for "2_woman01_body79_05.vb" then it will be inside group 2 (which is the 3rd group, 0 is the first), named "woman01_body79." Inside "primitives" you will find mesh 5 (which is the 6th mesh, 0 is the first). It will say "id_referenceonly": "5". Under id_referenceonly is material_offset. That is the material group you need to alter. Go to material_info.json, and go that section. For example, if "material_offset" in mesh_info was 7, then go to section 7 (id_referenceonly will be 7). Under textures, you can change the file names. When changing the texture filenames, do not put ".dds". Note: All the changes should be in material_info.json. There is nothing worth changing in mesh_info.json. Note: When making mods with new textures, I highly recommend giving them unique names, instead of asking the user to overwrite textures that already exist. That way, you do not have to worry about when two or more models use the same textures. You should be able to add new texture slots or delete old ones as well (for example adding normal or gradient maps to meshes that did not have them before), just carefully copy from other meshes. Note: The textures that come with the CLE release are encrypted. See here for a decryption tool. Changing shaders Reveal hidden contents Please see the instructions above for changing textures. I have successfully changed a shader by copying material_name, shader_name, the entire shaders section, and the entire material_switches section from one section to the other. I am not sure you need to copy all of these, but I have not tested enough. Maybe it is enough to just add switches that you need (such as "SWITCH_ALPHATEST" to enable alpha) - I am just guessing. If someone can do more testing, I would be happy to update this section. Note: All the changes should be in material_info.json. There is nothing worth changing in mesh_info.json. Converting existing 3DMigoto mods to modified MDL files Reveal hidden contents 3DMigoto mods are compatible with MDL files, in my limited testing. The meshes from 3DMigoto are missing about half the mesh - MDL meshes have 15 vertex buffers, whereas 3DMigoto meshes only have 8. However, in my testing, when you replace the MDL mesh with a 3DMigoto mesh, the game does not care about the missing data. My theory is that the extra buffers are for use in future games, but more testing is needed. To convert a 3DMigoto mod to MDL file, first find the relevant MDL file and export it with kuro_mdl_export_meshes.py. Then open it in Blender to see which mesh you need to replace. Then you can either 1. delete the .fmt/.ib/.vb file(s) in the export folder, and replace them with the .fmt/.ib/.vb file(s) from the mod, or 2. you can import the modded files in Blender, then export them again and overwrite the files in the mesh folder. Then run kuro_mdl_import_meshes.py. Converting modified MDL files to 3DMigoto mods Reveal hidden contents You do need to know how to make a 3DMigoto mod to do this successfully - please follow my tutorials above. Specifically, you need to know how to find hashes and split buffers. To convert a modified MDL file to 3DMigoto mod, first find the relevant MDL file and export it with kuro_mdl_export_meshes.py using the -t command. This will remove the 7 unused buffers when exporting (see above). From the command line, type: python kuro_mdl_export_meshes.py -t name_of_mesh.mdl (of course replace name_of_mesh.mdl with the name of your mdl file) Find the .fmt/.ib/.vb mesh that you want, and copy that to another folder. Split the vertex buffers and make the ini file as you normally would. The hash data is not included in the mdl file, you will need to find it using 3DMigoto as usual. Note: This process is limited to all the limitations of using 3DMigoto. For example, you cannot replicate shader changes, complex texture changes (such as adding new texture slots for example adding normal or gradient maps to meshes that do not already have those slots), or complex mesh changes (such as changing the semantics). Note: The -t command assumes 8 vertex buffers. If your mesh loads in memory with a different set of buffers, you must do this manually. Split the big buffer with kuro_vb_split, and delete the vb files you do not need, then map them manually in the .ini file. This should not be needed for costume mods, since I have not found a costume that does not use 8 buffers. But if you want to use my tool to modify the ground in 3DMigoto, or something, be prepared to do this manually. Enjoy! As always, I am excited to see what the community does with this. Also, please report bugs as you find them. Both woofhat and I have tested the tools so I am fairly confident that they work, but of course I am sure new things will come up as we try them. Also, I'd like to know if loading MDLs modified by my tool can be done with a modded PS4, etc. I can not use kuro_mdl_export_meshes.py to get Weapon Model ,such as equ0000.mdl(Van's weapon).Is there anyway Modding weapons without 3dmigoto?
amorrow28 Posted November 28, 2022 Posted November 28, 2022 (edited) On 11/27/2022 at 5:32 AM, fateli said: I can not use kuro_mdl_export_meshes.py to get Weapon Model ,such as equ0000.mdl(Van's weapon).Is there anyway Modding weapons without 3dmigoto? Thank you for catching that! Here is an update. I thought I had properly written the logic to handle models without skeletons but clearly I had not. Hopefully this fixes this issue. Latest download here and on my GitHub. Tutorials here on my GitHub wiki. Edited November 22, 2023 by amorrow28 6
Fate Maker Posted November 28, 2022 Posted November 28, 2022 10 hours ago, amorrow28 said: Thank you for catching that! Here is an update: KuroMDLTools_v1.0.1.7z 7.76 kB · 5 downloads HOW TO USE: Please see my original post here. I thought I had properly written the logic to handle models without skeletons but clearly I had not. Hopefully this fixes this issue. As always, the latest version is on my GitHub. It works.Thank you very much 1
GreatDragon Posted November 30, 2022 Posted November 30, 2022 On 8/15/2022 at 6:05 AM, akai yami said: Or you can replace the strippers with nudes of the main characters: 2022-08-14 18-00-23.mp4 67.51 MB · 0 downloads How to use this ? I want all change to Fie Claussell !
GreatDragon Posted December 5, 2022 Posted December 5, 2022 On 2022/12/4 at PM1點22分, Fie Claussell said: Thank you
Divergence009 Posted December 5, 2022 Posted December 5, 2022 (edited) Hello, amorrow28! Thank you for your tutorials, I was learning the stuff you had in those tutorial posts because I was hoping to make some changes to an existing mod. After spending a week into trial and error, it didn't turn out so well. I was hoping that you could help me out by giving me some directions and tips. It'd be much appreciated ? Here is a bit of context: I had no prior knowledge in 3D modeling, so I started with purchasing this book: https://www.amazon.ca/gp/product/103212167X/ref=ppx_yo_dt_b_asin_title_o02_s00?ie=UTF8&psc=1 I spent about a month reading through the relevant chapters, and then I went through your tutorials, starting from the youtube video by Ikaros. I went through them multiple times to make sure that I understood the material as best as I could. This is I was hoping to achieve: Spoiler This mod is made by lakovic, and he used the meshes from jmedia7's mods: and I found it to be easily the best mods on the forum, even without counting in the extra costumes he added. While I really like the changes he made (high polycount on the breasts, fixing the mesh problems from jmedia7's original work, etc), I'm really not a fan of the change he made on the lower part body. It looks weird and like a "W" I was hoping to bring back jmedia7's original shape for the lower part body and replace the part of lakovic's mesh while keeping the rest of lakovic's work untouched. Then I'll export the revised mesh and continue to use lakovic's mod. Here is the effort I put in: Spoiler Step 1: I loaded both meshes into Blender and selected the faces on the lower body part on lakovic's mesh, and then made a copy of that small mesh and moved it over to jmedia7's mesh. Step 2: I selected all the faces on jmedia7's mesh, which together they approximate that small piece of mesh from lakovic's mesh. Step 3: Then I cut the selected faces (more like making a copy) on jmedia7's mesh, and move them back to lakovic's mesh. Before I did that, I deleted the faces that was selected on lakovic's mesh. Step 4: Close the gaps by connecting all the vertices using "Snap to Vertex" => transfer the weight => join the two meshes => do a "Merge by distance" to eliminate any seams. I have to say this part is the most tricky part. As a beginner, I did the best I could but apparently not good enough. I sometimes had to resort to subdividing a face to artificially create more vertices so I could do the snap. I tried to always move the vertices of the transplanted mesh (from jmedia7), and leave the original mesh alone. I then did an export, copied the original .ini file over, split the vb files with your python script, and loaded it back into the game. Final result (not very good at all, unfortunately) Spoiler As you can see, it doesn't look like jmedia7's original mesh. On top of that, if you imagine the mesh is a metal container, then the lower body part looks like it was hammered or smashed, resulting all that "dent" looking. Last but not least, I don't know where that little "dot" came from (just above). I checked the mesh many times and couldn't figure out why. By comparison, this is lakovic's mod. It looks very "smooth" and has none of the issues I have. At this point I feel like I'm out of options. I did it in the best way I know yet the result is less than satisfactory. I also tried to directly modify lakovic's mesh by hand (pulling / moving around the vertices) but it was a mess. Besides, when you do a mod like this, how do you populate the change to the rest of the female characters in game? There is no way (for example) lakovic manually did the modification for each character. Could you please help out a rookie modder? I'm happy to spend time and effort on the task but I think I need some directions and advice here. ? Edit: this is that final look of the mesh, and it shows even more feel of that "battered metal". Spoiler Edited December 5, 2022 by Divergence009 4
amorrow28 Posted December 5, 2022 Posted December 5, 2022 29 minutes ago, Divergence009 said: Hello, amorrow28! Thank you for your tutorials, I was learning the stuff you had in those tutorial posts because I was hoping to make some changes to an existing mod. After spending a week into trial and error, it didn't turn out so well. I was hoping that you could help me out by giving me some directions and tips. It'd be much appreciated ? Here is a bit of context: I had no prior knowledge in 3D modeling, so I started with purchasing this book: https://www.amazon.ca/gp/product/103212167X/ref=ppx_yo_dt_b_asin_title_o02_s00?ie=UTF8&psc=1 I spent about a month reading through the relevant chapters, and then I went through your tutorials, starting from the youtube video by Ikaros. I went through them multiple times to make sure that I understood the material as best as I could. This is I was hoping to achieve: Hide contents This mod is made by lakovic, and he used the meshes from jmedia7's mods: and I found it to be easily one of the best mods on the forum, even without counting in the extra costumes he added. While I really like the changes he made (high polycount on the breasts, fixing the mesh problems from jmedia7's original work, etc), I'm really not a fan of the change he made on the lower part body. It looks weird and like a "W" I was hoping to bring back jmedia7's original shape for the lower part body and replace the part of lakovic's mesh while keeping the rest of lakovic's work untouched. Then I'll export the revised mesh and continue to use lakovic's mod. Here is the effort I put in: Hide contents Step 1: I loaded both meshes into Blender and selected the faces on the lower body part on lakovic's mesh, and then made a copy of that small mesh and moved it over to jmedia7's mesh. Step 2: I selected all the faces on jmedia7's mesh, which together they approximate that small piece of mesh from lakovic's mesh. Step 3: Then I cut the selected faces (more like making a copy) on jmedia7's mesh, and move them back to lakovic's mesh. Before I did that, I deleted the faces that was selected on lakovic's mesh. Step 4: Close the gaps by connecting all the vertices using "Snap to Vertex" => transfer the weight => join the two meshes => do a "Merge by distance" to eliminate any seams. I have to say this part is the most tricky part. As a beginner, I did the best I could but apparently not good enough. I sometimes had to resort to subdividing a face to artificially create more vertices so I could do the snap. I tried to always move the vertices of the transplanted mesh (from jmedia7), and leave the original mesh alone. I then did an export, copied the original .ini file over, split the vb files with your python script, and loaded it back into the game. Final result (not very good at all, unfortunately) Hide contents As you can see, it doesn't look like jmedia7's original mesh. On top of that, if you imagine the mesh is a metal container, then the lower body part looks like it was hammered or smashed, resulting all that "dent" looking. Last but not least, I don't know where that little "dot" came from (just above). I checked the mesh many times and couldn't figure out why. By comparison, this is lakovic's mod. It looks very "smooth" and has none of the issues I have. At this point I feel like I'm out of options. I did it in the best way I know yet the result is less than satisfactory. I also tried to directly modify lakovic's mesh by hand (pulling / moving around the vertices) but it was a mess. Besides, when you do a mod like this, how do you populate the change to the rest of the female characters in game? There is no way (for example) lakovic manually did the modification for each character. Could you please help out a rookie modder? I'm happy to spend time and effort on the task but I think I need some directions and advice here. ? This is way beyond my skill level, you’ll want to ask @lakovic, @coomi, @fakecheng, @woofhat or @jmedia7 I think (listed in no particular order). I’m just the person who makes the python scripts. It does look like your normal vectors are off though, you may want to try resetting them. Also, did you map the UVs? If not, it may be applying the wrong part of the texture. Finally, if your weight groups are wrong, it will not bind properly to the skeleton and will deform as soon as the model moves away from bind pose. The first two you can check in blender, the last one you need to check in the game. 2
Divergence009 Posted December 5, 2022 Posted December 5, 2022 (edited) 46 minutes ago, amorrow28 said: This is way beyond my skill level, you’ll want to ask @lakovic, @coomi, @fakecheng, @woofhat or @jmedia7 I think (listed in no particular order). I’m just the person who makes the python scripts. It does look like your normal vectors are off though, you may want to try resetting them. Also, did you map the UVs? If not, it may be applying the wrong part of the texture. Finally, if your weight groups are wrong, it will not bind properly to the skeleton and will deform as soon as the model moves away from bind pose. The first two you can check in blender, the last one you need to check in the game. Hmm..I don't know what "normal vectors" are but let me go google them. The weight groups should be no problem: the lower body part only has 3 weight groups and I thoroughly checked that on both lakovic and jmedia7's meshes, and these groups are actually very consistent and there wasn't even any need for me to rename them. No I didn't bother doing any UV mapping, because I thought such a small change would not deviate so much to the point that the texture is wrong. I mean I'm merely modifying the shape of the mesh, not changing to another position. More importantly, when I imported the texture .png file, it's not aligned right, so there was no way for me to check the mappings: As you can see, it would look right if I could flip the mapping vertically or 180 degree, yet when loaded in game, everything looks correct. This was one of the questions I was hoping to ask you... Edited December 5, 2022 by Divergence009 1
rastafarid Posted December 5, 2022 Posted December 5, 2022 Did someon ever made mods for Ys8 or 9 here ? 1
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