Qertz0 Posted December 4, 2024 Posted December 4, 2024 Does anyone have nude portraits that work outside the metaverse?
Mx. Downbad Posted December 5, 2024 Posted December 5, 2024 21 hours ago, Qertz0 said: Does anyone have nude portraits that work outside the metaverse? Yeah, that's what my mod does. It's in my megapost https://www.loverslab.com/topic/199294-persona-5-royal-modding/page/48/#comment-4345137
Qertz0 Posted December 5, 2024 Posted December 5, 2024 43 minutes ago, Mr. Downbad said: Yeah, that's what my mod does. It's in my megapost https://www.loverslab.com/topic/199294-persona-5-royal-modding/page/48/#comment-4345137 Got it, thanks!
golemgolemgolem Posted December 6, 2024 Posted December 6, 2024 Bored. Learning how to use blender. Help me decide on a "shirt" length. 4
Caprice Dhusara Posted December 6, 2024 Posted December 6, 2024 8 hours ago, golemgolemgolem said: Bored. Learning how to use blender. Help me decide on a "shirt" length. I vote for the left side 2
golemgolemgolem Posted December 7, 2024 Posted December 7, 2024 On 12/2/2024 at 2:04 AM, Bohandles said: I don't know what it is with transparent textures in this game, but it does seem to reflect very brightly in lit areas. If anyone has ever figured out a fix for it, please let me know, I'd like to update these. Following for interest. * There's a hint from the base game's catherine outfit that uses transparency to do the lace sections and doesn't seem to use the translucent setting? GFStudio's come a long way to figuring out what flags are actually useful. Someone could probably reverse engineer it. * Best I got for transparency at the moment is to fake it with textures. e.g., here I just edited Jmedia's dds. (This was more an experiment in using boolean to "cut" the mesh for shapes.) 3
Bohandles Posted December 9, 2024 Posted December 9, 2024 On 12/7/2024 at 3:52 AM, golemgolemgolem said: Following for interest. * There's a hint from the base game's catherine outfit that uses transparency to do the lace sections and doesn't seem to use the translucent setting? GFStudio's come a long way to figuring out what flags are actually useful. Someone could probably reverse engineer it. * Best I got for transparency at the moment is to fake it with textures. e.g., here I just edited Jmedia's dds. (This was more an experiment in using boolean to "cut" the mesh for shapes.) Just got around to messing with GFD Studio. I tried messing with the numbers that deal with Alphas but none of them seemed to change what I was looking for. Also tried messing with the light reflectivity numbers but it still just gives me ridiculously shiny materials. I guess we wait for a few more flag discoveries, 1
NathanStarz Posted December 13, 2024 Posted December 13, 2024 On 1/23/2024 at 3:15 PM, glassic_sapphic said: there's like over 200 unique individual models for student body type. i'd have to manually remake each one. that's crazy i'd have to be insane ...yeah. turns out there's 113 models with female student bodytype and 110 models with male student bodytype. i split them up so you can get either or. girls only ver. skirts/suspenders are optional for some models, default is full nude. guys only. no cute skirts for them. rip. optimized as much as i could with accessories but they're big mods with a lot of replacements. i can run all 223 with no crashes/lag but there's def stutters on title screen load & longer loads overall. just picking one's easier on the game. nude female npcs download - comes with skirt alts for some npcs, folders labelled 'xxxxalt' like below. if you want them, delete the respective base 'xxxx' like 4057, then rename 4057alt to just 4057. if you don't want them delete anything with alt in the name. nude male npcs download - abt to die. life flashes before eyes. 20 hrs modelling dicks. good life. How do you install this? I put it inside of reloaded folder but it's not appearing.
golemgolemgolem Posted December 13, 2024 Posted December 13, 2024 On 12/9/2024 at 2:36 AM, Bohandles said: Just got around to messing with GFD Studio. I tried messing with the numbers that deal with Alphas but none of them seemed to change what I was looking for. Also tried messing with the light reflectivity numbers but it still just gives me ridiculously shiny materials. I guess we wait for a few more flag discoveries, I think an earlier iteration of messing with alphas had "translucent" instead of opaque and that passed some alpha blend through. This is probably how glass works in the game (like the glass in this screenshot. The lace texture from the one outfit seems to use opaque but also seems like hard thresholding (alpha clip). Example here by copying over the material. The tooltip has the flag "AlphaTest" which is my 30 seconds of thinking guess on what we might need. Also just some proof that just painting the dds seems like a not bad solution in game 3
Bohandles Posted December 13, 2024 Posted December 13, 2024 (edited) 7 hours ago, golemgolemgolem said: I think an earlier iteration of messing with alphas had "translucent" instead of opaque and that passed some alpha blend through. This is probably how glass works in the game (like the glass in this screenshot. The lace texture from the one outfit seems to use opaque but also seems like hard thresholding (alpha clip). Example here by copying over the material. The tooltip has the flag "AlphaTest" which is my 30 seconds of thinking guess on what we might need. Also just some proof that just painting the dds seems like a not bad solution in game So I tried just copying the material over, but I don't seem to be getting the result you are in-game. Can I ask what you mean by "painting the DDS?" I've opened the DDS texture I'm using, lowered the opacity in Layer Properties, and thought that would be enough, but I guess not. In a separate discovery, I messed a bit with the Draw Method dial and discovered that 'Transparent' and 'Opague' are associated with numbers, and there are other draw methods. 0 - Opague 1 - Transparent 2 - Add 3 - Subtract 4 - Modulate 5 - ModulateTransparent 6 - Modulate2Transparent 7 - Advanced I tried out a couple and 7 seems to be what I want, a transparency that doesn't interact weirdly with light sources, but it seems to ignore the DDS texture applied and just make the object transparent with a single color.** Edited December 13, 2024 by Bohandles ** - Seems to be a quirk with just the texture I was using. Will need to experiment more with other textures and materials. 1
golemgolemgolem Posted December 14, 2024 Posted December 14, 2024 On 12/13/2024 at 3:07 PM, Bohandles said: So I tried just copying the material over, but I don't seem to be getting the result you are in-game. Can I ask what you mean by "painting the DDS?" I've opened the DDS texture I'm using, lowered the opacity in Layer Properties, and thought that would be enough, but I guess not. Literally direct edit on the dds -- paint bucket a color with transparency. Changes the RGB but no change to alpha. e.g, attached. Borders via cutting into the mesh itself. Main point: it's not alpha transparency at all. The effect seems fine. Ofc we all want to figure out proper alpha transparency. Keep at it! annbody_redtrans.zip
golemgolemgolem Posted December 14, 2024 Posted December 14, 2024 (edited) In the interest of figuring things out. Base body's JMedia's so weak graphics cards don't use these. Examples cutting the mesh to make "stockings" or tops. I tossed the bunny thing in here. The example with hard alpha lace. An example sewing the metaverse outfit together and cutting it to see how that works / too lazy to line up all the diffusion maps. transann.zip Edited December 14, 2024 by golemgolemgolem Oops wrong GMDs 1
golemgolemgolem Posted December 15, 2024 Posted December 15, 2024 On 12/13/2024 at 3:07 PM, Bohandles said: I tried out a couple and 7 seems to be what I want, a transparency that doesn't interact weirdly with light sources, but it seems to ignore the DDS texture applied and just make the object transparent with a single color.** Oh yeah that seems to be it. Here with a quick cloth sim and an all white no-alpha dds. Tried with a 30% alpha in the dds, no change. Agree that 1=Transparent still emits light; 2= Add crashed; 3=Subtract crashed; 4=Modulate seems to be promising; 5= Modulate Transparent looks like the above; 6=Modulate2Transparent glows again. There seem to be options for the AlphaClip but they're the usual never, =, !=, >, <, >=, <= etc. 4
Bohandles Posted December 15, 2024 Posted December 15, 2024 Alright, did a little more playing around with the options, but they don;'t seem to be affecting anything, or I'm just plugging in the wrong number combinations. Source Alpha and Destination Alpha range from 0 to 255. I thought messing with those dials would mess with the transparency of the texture, but it did not seem to on my end. Alpha Clip goes from 0 to 32767. I put it at the max and it also seemed to not do anything in game. I'm going to mess with the other draw methods and the alpha numbers to see if I can come across anything. Another place to look might be in the Diffuse Map flags.
Bohandles Posted December 15, 2024 Posted December 15, 2024 I messed around a bit with the 'Flags 2' option and found out a new modifier is added at every power of 2. The one that caught my eye, however, was 64, OpaqueAlpha1. I've tried turning on the flag, but it did not seem to do anything immediately. I also messed with the Source Alpha and Destination Alpha numbers at the same time, but still no luck. However, with a name like 'OpaqueAlpha1,' I find it hard to believe that it can't do what we've been looking to do with the right combination of flags and numbers. 1
golemgolemgolem Posted December 16, 2024 Posted December 16, 2024 (edited) ChatGPT suggests (and I think it's not far off) that we gotta mess with blend source/destination color primarily. Blend S/D alpha will probably just change the alpha channel (but not tell it how to use it). It thinks that the idea is ADD does: source+dest (so getting out of range colors crashed the program) and similar SUBTRACT (source-dest). MODULATE is probably source*dest (and if they're transformed to bound 0,1 then they won't go out of range = doesn't crash). That also sort of explains the apparent transparency. It guesses that ADVANCED is a cel shader. I think we understand destination to be the image without our material and source to be our material. I'm thinking modulate is the closest -- it seems to take the color channels and use some aggregate of them as the alpha (#000000 seems to come through as alpha =0?). It *does* pass color through as below. Contrast the band at the bottom which was originally white (but similar to the lettering at the waist...hmm). This is a DDS with a 100% alpha channel (no transparency); modulate; defaults for Blend. The rendering in GFD studio is pretty close so I don't have to spin up the game each time to check (yet). I'll find some time to drop a gradient color and alpha pattern in there to check later. Edit: Yeah it seems like modulate doesn't read alpha and passes the color "modulated" by some transformation of RGB space only. Black seems to render solid and white is transparent. If that matches source*dest then we're getting some kind of white = pass through after shadows and so on; black = don't pass and show the color on this material. Edited December 16, 2024 by golemgolemgolem improvements 6
Bohandles Posted December 16, 2024 Posted December 16, 2024 5 hours ago, golemgolemgolem said: ADD does: source+dest (so getting out of range colors crashed the program) and similar SUBTRACT (source-dest). MODULATE is probably source*dest (and if they're transformed to bound 0,1 then they won't go out of range = doesn't crash). That also sort of explains the apparent transparency. It guesses that ADVANCED is a cel shader. That does seem to coincide with what I found with a quick search of the modding discord. I do think the the Source/Destination would be the other way around, with the Source being our DDS image, and the Destination being the material with the DDS image applied. I haven't had a lot of time to mess around with it, but I'll test it more heavily with the modifiers when I can. One last thing I remembered was that there is another instance of a transparent material, and that's everyone's limbs during the Mementos Fusion scene. I exported the material and it was set to 'Transparent' as the default, which makes me think I was right the first time in using that as the modifier. The DDS for that skin also has the opacity fading so I was using the same method for making it transparent. However, I replaced the material I was using with the Mementos Fusion one and it had the same Light reflection/absorption problem. If the game is using this method, I think it's what I'm going to continue looking into. It almost perfect, it's just that pesky Light problem we have to find a solution for.
mitchers Posted December 17, 2024 Posted December 17, 2024 On 12/14/2023 at 11:21 PM, glassic_sapphic said: third batch of requests, all public for anyone. download at the bottom. (0008) topless shadow futaba. over metaverse shadow ops. (0004) bondage bunny ann. either with p5s alice's carrot vibrator belt or without. both come double stuffed. with belt over metaverse tracksuit, no belt over metaverse winter clothes. (0002) red swimshorts ryuji with bulge and bigger butt. over metaverse tracksuit. (3001) amateur's attempt at a simple nude ms chouno. alt with trimmed pubic hair added to the download for all girls with trimmed pubic hair. she only has one model so it's over that. it's hard to make a nude for a character without a swimsuit model for ref and no bones meant to rig to skin, but maybe not as hard as i originally thought. if you've been intimidated by it before, give it a try. and feel free to improve on her textures, i don't have the talent to pull those off. updated vers of these added to nsfw outfits pack. chouno added to nude females mod trimmed pubic hair chouno added to cut pubic girls mod requests still closed since i'm working through a hell of a backlog, but if you want something simple (like the shiho thing) then lmk any chance theres a version of futaba with regular eyes for the egyptian outfit?
Bohandles Posted December 18, 2024 Posted December 18, 2024 On 12/17/2024 at 1:30 AM, mitchers said: any chance theres a version of futaba with regular eyes for the egyptian outfit? It's just a simple texture edit, so I hope glassic_sapphic doesn't mind, but here you go! Pharaoh Eye Change.rar 1
GalacticBurger Posted December 19, 2024 Posted December 19, 2024 hi guys i was hoping to get some help with downloading mods i can download them off the launcher just fine but when i try to add a mod from here like the futa girl mods they dont appear in the launcher when i drag it into it also when i download persona essentials i get a ton of other things added to it on top of the essentials mods even tho the tutorials i watched dont have that happen so i was hoping to get some help ty btw heres a pic of my launcher after downloading essentials
mitchers Posted December 19, 2024 Posted December 19, 2024 15 hours ago, Bohandles said: It's just a simple texture edit, so I hope glassic_sapphic doesn't mind, but here you go! Pharaoh Eye Change.rar 3.08 MB · 2 downloads ah, thank you. im not very good with this stuff so much appreciated 1
mitchers Posted December 21, 2024 Posted December 21, 2024 wait, im confused. i just want, like i dont want to make a model, i want like one that is already made and just make that work in the game. i have zero plans to make my own or anything. do i still have to go through the steps as if i was making my own models or can i just put the file that was made somewhere so it can just work?
Mx. Downbad Posted December 21, 2024 Posted December 21, 2024 3 hours ago, mitchers said: wait, im confused. i just want, like i dont want to make a model, i want like one that is already made and just make that work in the game. i have zero plans to make my own or anything. do i still have to go through the steps as if i was making my own models or can i just put the file that was made somewhere so it can just work? If your file was already made for P5R (.GMD format), then no problem, though it might not match up with the right armature. Otherwise it would be the same as importing, where you need to import the model to blender, adjust the rig, export with GFD tools for blender, and pray it works.
mitchers Posted December 21, 2024 Posted December 21, 2024 18 hours ago, Mr. Downbad said: If your file was already made for P5R (.GMD format), then no problem, though it might not match up with the right armature. Otherwise it would be the same as importing, where you need to import the model to blender, adjust the rig, export with GFD tools for blender, and pray it works. i see. luckily it is already in a GMD format but im wondering where do i put it? i tried dragging it in reload but it wont accept and idk if i have to make a new folder in the mods folder and if so, i did do that but the mod didnt pop up in the launcher.
Asscot Posted December 22, 2024 Posted December 22, 2024 (edited) Would anyone be interested in making a mod for Morgana that changes his proportions to be curvy. Something like thick thighs and proper shaped ass. It would also be cool if this mod had costumes like a reskin resembling Panther's colors and a beta design. Basically like the image attached as a mod is what I'm looking for. Edited December 22, 2024 by Scarft 1
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