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Star Ocean The Divine Force request


zecknor

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Posted
2 hours ago, Vechernyaya said:

Eww.

Can we have a human body ?

Unsure if you just didn't read... or...?

Yeah, the body fucking sucks. It's just a placeholder to try to wrap my head around how to replace textures. It's not going to look good yet, and can't until I figure out exactly how the shaders in this game work. It seems like every mesh has like, 3+ shaders associated with this that all need to be modified--and they have some confusing texture maps that I'm not entirely sure how to create from scratch for custom bodies.

Posted (edited)

Getting closer! I can actually see the texture underneath now.

 

 

image.png.4f5d7c36aa91b55fc3f6997f6a2e1a38.png

 

 

I'm having some issues deciphering which types of maps are being used... Does anybody have some insight?

ps-t0 = Diffuse

image.png.e4dd8dc8cc4a46b5340ed1b8e1e383a9.png

 

ps-t1 = I have no clue. In the hair mod, ps-t1 is listed as "shadow", but this map looks entirely different than the ones used for the heads. This one is green/yellow, and the head's ps-t1 is blue/teal

Update: I believe this is for shadows on clothing as well. It seems to take into account only the green channel, and will darken based on its value. Full blue, and full red on this map show up as black on the model.

image.png.cea3df122c14bc2024456f32805d34aa.png

 

ps-t2 = Normals

image.png.0b81eb3344caa80401d6481cd0387807.png

 

ps-t3 = Not sure... Ambient Occlusion maybe?

Update:

This appears to be specular/glossy/roughness. Black or blue = glossy. Yellow = matte. Red, Green, Cyan, or Magenta = 33%-ish glossy.

image.png.3749d0078e523bf0adb35f2c9495338d.png

 

ps-t4 = Specular/Metallic... I think?

image.png.9a8dba191caa2c6a2fb09c51e0331e26.png

 

ps-t5 = Seems to be light emissions, in whichever color the map says.

 

 

Does anybody know what those confusing maps are, and a decent way to create them for a custom mesh?

Edited by Plundershtoop
Posted
5 hours ago, Plundershtoop said:

Does anybody know what those confusing maps are, and a decent way to create them for a custom mesh?

PS-T1: Red = specular, Green = AO, Blue = no idea, but making it fully black should do the trick.

PS-T3: Red = roughness, Green = seems to be a duplicate of red, Blue = seems unused, so you can leave it black.

PS-T4: I have no idea what this is, but it seems to be sort of metallic plus some emissive.

Posted
4 hours ago, FrancisLouis said:

PS-T1: Red = specular, Green = AO, Blue = no idea, but making it fully black should do the trick.

PS-T3: Red = roughness, Green = seems to be a duplicate of red, Blue = seems unused, so you can leave it black.

PS-T4: I have no idea what this is, but it seems to be sort of metallic plus some emissive.

Thanks for the input!

None of the textures are looking good at all, though... And I think it's because of the mesh's normals on import/export. The in-game models look to have reversed normals or something, and I can't get a normal map to make any difference--even when importing the outfit, and then turning around and immediately exporting it. Tried all sorts of different combinations of tangent/normal/winding flipping to no avail. It almost seems like the normals are reversed, and then pointed backwards (I know that doesn't make sense, but I can't explain it any better...)
 

Posted
On 5/23/2024 at 8:59 AM, Plundershtoop said:

Getting closer! I can actually see the texture underneath now.

 

 

image.png.4f5d7c36aa91b55fc3f6997f6a2e1a38.png

 

 

I'm having some issues deciphering which types of maps are being used... Does anybody have some insight?

ps-t0 = Diffuse

image.png.e4dd8dc8cc4a46b5340ed1b8e1e383a9.png

 

ps-t1 = I have no clue. In the hair mod, ps-t1 is listed as "shadow", but this map looks entirely different than the ones used for the heads. This one is green/yellow, and the head's ps-t1 is blue/teal

Update: I believe this is for shadows on clothing as well. It seems to take into account only the green channel, and will darken based on its value. Full blue, and full red on this map show up as black on the model.

image.png.cea3df122c14bc2024456f32805d34aa.png

 

ps-t2 = Normals

image.png.0b81eb3344caa80401d6481cd0387807.png

 

ps-t3 = Not sure... Ambient Occlusion maybe?

Update:

This appears to be specular/glossy/roughness. Black or blue = glossy. Yellow = matte. Red, Green, Cyan, or Magenta = 33%-ish glossy.

image.png.3749d0078e523bf0adb35f2c9495338d.png

 

ps-t4 = Specular/Metallic... I think?

image.png.9a8dba191caa2c6a2fb09c51e0331e26.png

 

ps-t5 = Seems to be light emissions, in whichever color the map says.

 

 

Does anybody know what those confusing maps are, and a decent way to create them for a custom mesh?

Im just happy that people are modding this game give me hope for a Nina Deforges and Enena Mod

  • 3 weeks later...
  • 2 months later...
  • 2 weeks later...
Posted
On 6/18/2024 at 9:58 AM, Plundershtoop said:

If somebody has a good understanding of why the normals get so jacked when importing/exporting, please contact me!

 

I'm not sure if you're still working on this but I have seen this thread and your progress a few times and thought someone would have responded with their insight by now. The reason why your maps are bugging out is because they are not properly mapped on the character model. I don't know a ton about what you have modified but if the mesh is custom you will either need to make a set of custom maps for the model or map the modified model to the original texture map. I would recommend making a whole new set to work for your new model, as it shouldn't be too hard to overwrite the original maps for a nude model, and it shouldn't be hard to map a nude model to any new textures.

 

If you have already done all of that and the maps are still messed up, the texture maps could be at the wrong scale which without a proper 1:1 exporter I cannot tell you how to extract them at the correct size. So again, you may need to go with custom maps to solve that issue too.

 

If you're curious of how to map textures to a model there are many tutorials on Youtube you can follow, and there are texture map 'Normal Map' generators online you can use to create the shading and specular maps once you make the default texture map.

  • 3 months later...
  • 2 months later...
Posted
On 4/18/2025 at 11:00 PM, nr894h9n said:

oh wow this game was getting attention in 2024, but now in 2025 there is nothing 😭
please add jiggle physics to Nina!

 

Because it's really crap and janky to play. I'm a Star Ocean fan and I tried desperately to like it but it's just so bland and boring. And there's a serious lack of sexy women to mod which the series usually has in abundance. They played it too safe with this entry.

  • 2 weeks later...
Posted (edited)
On 4/20/2025 at 3:44 AM, moreraisedcortisol said:

 

Because it's really crap and janky to play. I'm a Star Ocean fan and I tried desperately to like it but it's just so bland and boring. And there's a serious lack of sexy women to mod which the series usually has in abundance. They played it too safe with this entry.

 

I agree, this is the worst of the series, for both content, story and girls.

The best to mod is SO5, but it's still exclusive to PS4...

SO4 is great too but the graphics is too old, also impossible to mod, you can change only textures with special_k...

SO6 can be still a great game only to see, because graphycally really good, and i still hope someone can do some nice nude mod with jiggle physics enabled.
You know, only Elena e Marielle have jiggle physics... Nina has the jiggle deactivated because of the Square Enix Ethics Department.
 

Edited by nr894h9n
  • 11 months later...
Posted (edited)
On 4/28/2025 at 3:42 AM, nr894h9n said:

 

I agree, this is the worst of the series, for both content, story and girls.

The best to mod is SO5, but it's still exclusive to PS4...

SO4 is great too but the graphics is too old, also impossible to mod, you can change only textures with special_k...

SO6 can be still a great game only to see, because graphycally really good, and i still hope someone can do some nice nude mod with jiggle physics enabled.
You know, only Elena e Marielle have jiggle physics... Nina has the jiggle deactivated because of the Square Enix Ethics Department.
 

ps3 too and uncensored

Edited by kurokoi1
  • 3 weeks later...
Posted
On 5/24/2024 at 12:59 AM, Plundershtoop said:

Getting closer! I can actually see the texture underneath now.

 

 

image.png.4f5d7c36aa91b55fc3f6997f6a2e1a38.png

 

 

I'm having some issues deciphering which types of maps are being used... Does anybody have some insight?

ps-t0 = Diffuse

image.png.e4dd8dc8cc4a46b5340ed1b8e1e383a9.png

 

ps-t1 = I have no clue. In the hair mod, ps-t1 is listed as "shadow", but this map looks entirely different than the ones used for the heads. This one is green/yellow, and the head's ps-t1 is blue/teal

Update: I believe this is for shadows on clothing as well. It seems to take into account only the green channel, and will darken based on its value. Full blue, and full red on this map show up as black on the model.

image.png.cea3df122c14bc2024456f32805d34aa.png

 

ps-t2 = Normals

image.png.0b81eb3344caa80401d6481cd0387807.png

 

ps-t3 = Not sure... Ambient Occlusion maybe?

Update:

This appears to be specular/glossy/roughness. Black or blue = glossy. Yellow = matte. Red, Green, Cyan, or Magenta = 33%-ish glossy.

image.png.3749d0078e523bf0adb35f2c9495338d.png

 

ps-t4 = Specular/Metallic... I think?

image.png.9a8dba191caa2c6a2fb09c51e0331e26.png

 

ps-t5 = Seems to be light emissions, in whichever color the map says.

 

 

Does anybody know what those confusing maps are, and a decent way to create them for a custom mesh?

if full nude was too hard, partial nude is fine too.
i just hope you are not burn out for atempting the full nude one.

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