HikarigaDes Posted March 4, 2023 Posted March 4, 2023 All the 3dmigoto mod like the unSkirt one seem to crash the game on launch in the NISA version. Thos happen even after all the unpacking
amorrow28 Posted March 4, 2023 Posted March 4, 2023 (edited) Free Camera update for CLE Kuro version 1.0.4. This will not work with NISA release. Download here. Edited March 10, 2025 by amorrow28 2
lakovic Posted March 9, 2023 Posted March 9, 2023 (edited) @amorrow28 Hi, my friend, I have another question to ask you. Using 3dmigoto, I tried to export Rixia's weapon in kuro1, and I can get its IB hash under F12, but an error occurred when exporting meshes and merging, can you update the script kuro_vb_merge.py? In fact, I have always had a question. Some characters’ weapons can be obtained, and some characters cannot obtain weapons. Can you make a version that obtains all character weapons and a version that does not obtain character weapons? I know that A little greedy, can you satisfy my wish??? Thank you so much To add, for the extraction of weapon models, if you use the method of mdl, I know that they are located under c\asset\common\model, for example, equ0000.mdl is the weapon of Fan, but the codes of other characters are different from the serial numbers of chr. Is there any way to quickly get their weapon number? I want to do one thing recently. I want to replace some unpopular characters by replacing mdl. I want to make it perfect and replace their weapons. Whether it is using mdl or 3dmigoto, I want to try it. output.zip Edited March 9, 2023 by lakovic 1
amorrow28 Posted March 9, 2023 Posted March 9, 2023 20 hours ago, lakovic said: @amorrow28 Hi, my friend, I have another question to ask you. Using 3dmigoto, I tried to export Rixia's weapon in kuro1, and I can get its IB hash under F12, but an error occurred when exporting meshes and merging, can you update the script kuro_vb_merge.py? In fact, I have always had a question. Some characters’ weapons can be obtained, and some characters cannot obtain weapons. Can you make a version that obtains all character weapons and a version that does not obtain character weapons? I know that A little greedy, can you satisfy my wish??? Thank you so much To add, for the extraction of weapon models, if you use the method of mdl, I know that they are located under c\asset\common\model, for example, equ0000.mdl is the weapon of Fan, but the codes of other characters are different from the serial numbers of chr. Is there any way to quickly get their weapon number? I want to do one thing recently. I want to replace some unpopular characters by replacing mdl. I want to make it perfect and replace their weapons. Whether it is using mdl or 3dmigoto, I want to try it. output.zip 244.41 kB · 5 downloads @lakovic I only made this because it was you who asked me! kuro_vb_merge.py The trouble with this game is that the names of the buffers are missing (for example POSITION or NORMAL), so I have to guess what they are. For regular characters it is not a problem, so my script previously skipped any models that were not the same as the basic character. This version will try to guess the names. Hopefully the guesses are all correct. Let me know if it does not work correctly.
lakovic Posted March 10, 2023 Posted March 10, 2023 6 hours ago, amorrow28 said: @lakovic I only made this because it was you who asked me! kuro_vb_merge.py 7.64 kB · 1 download The trouble with this game is that the names of the buffers are missing (for example POSITION or NORMAL), so I have to guess what they are. For regular characters it is not a problem, so my script previously skipped any models that were not the same as the basic character. This version will try to guess the names. Hopefully the guesses are all correct. Let me know if it does not work correctly. Thank you very much for your hard work, I can't imagine Kuro3 without you providing these necessary tools, many mods could not be made. I have tested several characters with this script, and they can export the weapon model perfectly. But each character will export some irrelevant scene files, such as Rixia, Van, it would be better if you can fix this bug. Rixia Spoiler Van Spoiler log_Rixia.txtlog_Van.txt
amorrow28 Posted March 10, 2023 Posted March 10, 2023 2 minutes ago, lakovic said: Thank you very much for your hard work, I can't imagine Kuro3 without you providing these necessary tools, many mods could not be made. I have tested several characters with this script, and they can export the weapon model perfectly. But each character will export some irrelevant scene files, such as Rixia, Van, it would be better if you can fix this bug. Rixia Hide contents Van Hide contents log_Rixia.txt 635.97 kB · 0 downloads log_Van.txt 702.2 kB · 0 downloads It is impossible to filter those out. They are the exact same format as the weapons.
lakovic Posted March 11, 2023 Posted March 11, 2023 This is beyond my knowledge, but it doesn't matter much. I can export weapons, which is very helpful for some mods that need to use adult props in the future. Anyway, thank you very much. I started to re-learn your tutorial last night, using Vgmap to achieve weight painting, I finally figured it out, this really excited me, my biggest problem now is that I can’t adjust the weight freely, with this, many problems can be solved solved??
lakovic Posted March 11, 2023 Posted March 11, 2023 (edited) 2 hours ago, lakovic said: This is beyond my knowledge, but it doesn't matter much. I can export weapons, which is very helpful for some mods that need to use adult props in the future. Anyway, thank you very much. I started to re-learn your tutorial last night, using Vgmap to achieve weight painting, I finally figured it out, this really excited me, my biggest problem now is that I can’t adjust the weight freely, with this, many problems can be solved solved?? @amorrow28I'm so stupid. I still don't understand your vgmap tool. I read your tutorial and successfully obtained gltf from kuro1's mdl. The extraction script of kuro1 is kuro_mdl_to_gltf.py, but it has no effect on kuro2's mdl doesn't work. I use your KuroMDLTools1.3.3, kuro_mdl_to_basic_gltf.py, can successfully convert mdl to gltf, but I found that the situation with kuro1 is somewhat different. The file it generates contains gltf and bin. Finally, I put the exported mesh (VB/IB) in the same directory as gltf, using make_vgmap_from_gltf.py, its prompt is as follows Spoiler No matter which option I use, it doesn't work. This is not the case with kuro1, what should I do? Edited March 11, 2023 by lakovic
amorrow28 Posted March 11, 2023 Posted March 11, 2023 11 minutes ago, lakovic said: @amorrow28I'm so stupid. I still don't understand your vgmap tool. I read your tutorial and successfully obtained gltf from kuro1's mdl. The extraction script of kuro1 is kuro_mdl_to_gltf.py, but it has no effect on kuro2's mdl doesn't work. I use your KuroMDLTools1.3.3, kuro_mdl_to_basic_gltf.py, can successfully convert mdl to gltf, but I found that the situation with kuro1 is somewhat different. The file it generates contains gltf and bin. Finally, I put the exported mesh (VB/IB) in the same directory as gltf, using make_vgmap_from_gltf.py, its prompt is as follows Reveal hidden contents No matter which option I use, it doesn't work. This is not the case with kuro1, what should I do? Please do not say you are stupid! You make amazing mods. ? vgmaps.zip I apologize, in this case it is a bug that I fixed a few days ago (someone asked me at the Kiseki modding discord) and I forgot to post it here. I wrote that tool a while ago and I did not understand the gltf format very well. As a result it really only worked with that very specific kuro 1 tool, it did not even work with my own tools properly. Here is an updated version that should work properly with both kuro 1 and kuro 2 using the basic gltf tool that comes with kuro mdl tools (as well as my cold steel tools).
lakovic Posted March 11, 2023 Posted March 11, 2023 @amorrow28Thank you very much, I downloaded your tool and it works, I am going to start learning blender and making mods?
Goun01 Posted March 16, 2023 Posted March 16, 2023 On 11/5/2022 at 1:50 PM, amorrow28 said: I thought I would start us off by making a mod, hopefully to keep everyone inspired! Shizuna_bikini_and_jacket.7z 8.43 MB · 203 downloads This time, because I was using the repack tool, I could insert the bikini mesh into the mesh for gloves instead of the mesh for the jacket. The mesh for gloves usually makes the bikini too shiny, but I changed the shader to the exact shader that is in Agnes' model, so the bikini looks perfect. Then I could keep the jacket! To use this mod - put the contents of the archive into your Kuro folder. Be warned, it will overwrite your Shizuna model! Please back up chr5117.mdl before installing. (If you forget and accidentally overwrite your model, you can restore your files by right-clicking the game in Steam, go to Properties -> Local Files -> Verify Integrity of Game Files) PS - If anyone tries using this on a PS4, PS5 or Steam Deck, I would love to know if it works! Please tell me how to use this mod. Also, is there a mod that allows you to join "Shizuna", "Elaine", and "fie" as party members in the early stages and use them? I'm also looking for mods that allow Van to grendelize at any time.
SirDoge Posted March 16, 2023 Posted March 16, 2023 So this version is JPN subtitles etc only , and the Eng version is "Into the Reverie" that is going to be released ?
PepeLordd Posted March 16, 2023 Posted March 16, 2023 4 minutes ago, SirDoge said: So this version is JPN subtitles etc only , and the Eng version is "Into the Reverie" that is going to be released ? no? two different games
SirDoge Posted March 16, 2023 Posted March 16, 2023 Hm so is there like a Eng patch for this ? Seems a eng version was announced for this ,but who knows when that comes out.
PepeLordd Posted March 16, 2023 Posted March 16, 2023 3 minutes ago, SirDoge said: Hm so is there like a Eng patch for this ? Seems a eng version was announced for this ,but who knows when that comes out. https://letmegooglethat.com/?q=kuro+no+kiseki+english+patch
amorrow28 Posted March 17, 2023 Posted March 17, 2023 10 hours ago, Goun01 said: Please tell me how to use this mod. Unzip the contents into your Kuro (Clouded Leopard) folder. It will overwrite chr5117.mdl and also write 4 new textures. It should also be compatible with NISA Kuro, but the folder locations are different so you will need to figure out where they go if you have the NISA release (look at @fakecheng's underwear mod instructions above - and also try his amazing mod!).
Goun01 Posted March 17, 2023 Posted March 17, 2023 (edited) Please tell me how to make "Shizuna", "Elaine" and "fie" always join the party members or MOD. As a playable character, I want to use character-specific crafts during field battles and battles like when I was a guest. Edited March 17, 2023 by Goun01
lakovic Posted March 18, 2023 Posted March 18, 2023 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. Updated version 1.3 here in Kuro 2 thread: https://www.loverslab.com/topic/204513-kuro-no-kiseki-2-mod/?do=findComment&comment=3999410 Version 1.2 here in Kuro 2 thread: https://www.loverslab.com/topic/204513-kuro-no-kiseki-2-mod/?do=findComment&comment=3985983 Version 1.1 here in Kuro 2 thread: https://www.loverslab.com/topic/204513-kuro-no-kiseki-2-mod/?do=findComment&comment=3984094 Version 1.0.1: https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3931620 KuroMDLTools_v1.7z - OBSOLETE 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 Hide 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 Hide 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. hello, @amorrow28, The part about changing shaders intrigues me Take Judith as an example, I use her default model, as shown in the picture, the transparent part number on her chest is 07, Spoiler I check her material_info.json, and find the following description Spoiler I confirm that this id:8 should refer to the transparent part of the chest, "material_name": "cloth_suke" But in the line of Switch_AlphaTest, the data is 0 instead of 1. I understand that 1 should be turned on. She writes 0 here, but she is in the game, and this part is transparent. And I also found a line in her json, Switch_DitherTransparent, its data is still 0, why is that. material_info.json You mentioned in the original post: 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 followed your method and copied this part of her code to Renne's default clothes json. Sorry, I can't enter the game with Renne. Of course, I also tried to change Switch_AlphaTest and Switch_DitherTransparent to 1 or 0 in a certain part of Renne, but the transparent effect still cannot be seen in the game (I have changed the texture to transparent) chr5007_Judith_Default.mdlchr5114_c10_Renne_Default.mdl Both files are from kuro2
amorrow28 Posted March 18, 2023 Posted March 18, 2023 6 hours ago, lakovic said: hello, @amorrow28, The part about changing shaders intrigues me Take Judith as an example, I use her default model, as shown in the picture, the transparent part number on her chest is 07, Hide contents I check her material_info.json, and find the following description Hide contents I confirm that this id:8 should refer to the transparent part of the chest, "material_name": "cloth_suke" But in the line of Switch_AlphaTest, the data is 0 instead of 1. I understand that 1 should be turned on. She writes 0 here, but she is in the game, and this part is transparent. And I also found a line in her json, Switch_DitherTransparent, its data is still 0, why is that. material_info.json 126.39 kB · 1 download You mentioned in the original post: 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 followed your method and copied this part of her code to Renne's default clothes json. Sorry, I can't enter the game with Renne. Of course, I also tried to change Switch_AlphaTest and Switch_DitherTransparent to 1 or 0 in a certain part of Renne, but the transparent effect still cannot be seen in the game (I have changed the texture to transparent) chr5007_Judith_Default.mdl 1.54 MB · 1 download chr5114_c10_Renne_Default.mdl 1.56 MB · 1 download Both files are from kuro2 I have not had any success changing shaders in Kuro 2, it always crashes the game for me. I do not know why CLE (or Falcom) made modding so difficult for us in Kuro 2. I do not think switches can be changed without recompiling the shaders, they are permanently set and the information in the MDL (and therefore the json) are just for you to see what they are. The numbers (parameters) should be adjustable. To change switches, we must change the shader itself, which seems impossible in Kuro 2 but can be done the way I described in Kuro 1.
Goun01 Posted March 21, 2023 Posted March 21, 2023 On 3/19/2023 at 12:21 AM, amorrow28 said: I have not had any success changing shaders in Kuro 2, it always crashes the game for me. I do not know why CLE (or Falcom) made modding so difficult for us in Kuro 2. I do not think switches can be changed without recompiling the shaders, they are permanently set and the information in the MDL (and therefore the json) are just for you to see what they are. The numbers (parameters) should be adjustable. To change switches, we must change the shader itself, which seems impossible in Kuro 2 but can be done the way I described in Kuro 1. So what should I do? Sorry for my ignorance.
amorrow28 Posted March 21, 2023 Posted March 21, 2023 4 hours ago, Goun01 said: So what should I do? Sorry for my ignorance. Are you asking me how to change shaders in Kuro 2? I do not know how. If you are asking me how to do things in the game, I also do not know how. I have not played this game. Also, please use the spoiler tag if you are going to ask about transformations or whatever - those of us who have not played this game did not know about them and it is rude to spoil surprises from the game.
vefalst Posted March 28, 2023 Posted March 28, 2023 (edited) Hi @amorrow28, I was testing your tools on NISA version. I'm trying to delete towel submesh on agnes towel costume. I just follow the instructions, first extract original mdl, remove .fmt/.ib/.vb files from towel mesh and then import. Then pack it using "p3a_tool.exe archive test.p3a asset\common\model\* --comp=zstd" and put it on "mods" folder inside game directory (the game loads p3a files in that folder since 1.1.1 patch). But the game crashes. I also tried to edit the mesh and shrink it to be barely visible and that works so I guess something is wrong with the empty mesh the tool generates, I think. If you need, I can send the files. Edit: I tried with KuroMDLTools_v1.0.1 and it worked with that version Edited March 28, 2023 by vefalst
amorrow28 Posted March 28, 2023 Posted March 28, 2023 4 hours ago, vefalst said: Hi @amorrow28, I was testing your tools on NISA version. I'm trying to delete towel submesh on agnes towel costume. I just follow the instructions, first extract original mdl, remove .fmt/.ib/.vb files from towel mesh and then import. Then pack it using "p3a_tool.exe archive test.p3a asset\common\model\* --comp=zstd" and put it on "mods" folder inside game directory (the game loads p3a files in that folder since 1.1.1 patch). But the game crashes. I also tried to edit the mesh and shrink it to be barely visible and that works so I guess something is wrong with the empty mesh the tool generates, I think. If you need, I can send the files. Edit: I tried with KuroMDLTools_v1.0.1 and it worked with that version NISA version doesn’t have the CLE compression. If you use later versions of the Kuro tools, you’ll need to decompress the final file.
vefalst Posted March 28, 2023 Posted March 28, 2023 12 minutes ago, amorrow28 said: NISA version doesn’t have the CLE compression. If you use later versions of the Kuro tools, you’ll need to decompress the final file. As you can see on the screenshot I used -u argument when importing so it should not be compressed, right?. As I said, I also tried to shrink the mesh and that worked using 1.3.3 tools, the problem is when I try to delete mesh using 1.3.3
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