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Fire Emblem Engage (Switch)


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Posted (edited)
7 hours ago, MerlinusTent said:

I think I got it working!!!!

Indeed the issue ended up being that I had messed up not unchecking the "Convert Units" part in Step 3D. Once I unchecked that and went through the rest of the steps, everything seemed to be working and I could see my minor mesh edit working in the game!

 

@Zero5, specifically "how" did you export the original meshes from the game?

My guess is that you may have done what I used to do by following the "Ripping 3D Models For Use in Blender & Unity" guide on Game Banana and clicking Export -> Selected Assets. This results in OBJ files that seem to lack bone data. If you take a look at Step 1C in my post (maybe I should fix it up and turn it into a guide?), I now use Model -> Export all objects (split). This results in a folder with an FBX file that seems to have the bone data. If you import this FBX file into Blender, you see it comes with a bunch of extra stuff, which I'm assuming is the bone data.

image.png.9c8d6b8bc69f54b6c03bd1e7b5b7d245.png

 

Would you mind trying to remake your Lapis edits, but starting from having Blender import the FBX file instead?

 

 

Also, @Zero5, in response to "if you or anyone else wants , i can definitely upload more skimpier/lighter armor/revealing mesh edits"... Yes! Please do! I like your skimpier/revealing outfit designs!

Personally, I have practically zero artistic talent and I just opened up Blender for the first time ever last week, so I doubt I'll be able to make anything good looking by myself anytime soon. I'd be happy to try helping you bring your creations to life!

 

 

@dakyoz, please see Steps 3 and 4 from my post yesterday. That seemed to have worked for me. Let me know if you have any questions.

Though there are a lot of resources online that goes over these kind of things, it's really difficult to decode what the writer behind the guide is trying to convey.

 

I ran into so much headache trying to piece all these guides together that I decided to organize them.  I already wrote a full guide for my own use and been following it to the tee.  Although I'm still revising it as I run into issues.

 

It's good to finally see results...

kuma pantsu.png

Edited by D02836115
Posted
7 hours ago, D02836115 said:

Though there are a lot of resources online that goes over these kind of things, it's really difficult to decode what the writer behind the guide is trying to convey.

 

I ran into so much headache trying to piece all these guides together that I decided to organize them.  I already wrote a full guide for my own use and been following it to the tee.  Although I'm still revising it as I run into issues.

 

It's good to finally see results...

kuma pantsu.png

Im absolutely gonna keep my eyes out for this one. im the biggest fan of cute Panty designs.

Posted (edited)

@MerlinusTent yeah i was following the the tutorial on gamebanana for ripping

And

Alright when I get home I'll try your method for the export and see what I can do for a proper fbx with bones, though I still doubt I'll have much luck with unity, so If you don't mind doing that last step (assuming I can get the  fbx file working,  I can most definitely  bring together more , is there a particular character you would like me to start on first ( we all have our favorites )

Edited by Zero5
Posted
12 hours ago, D02836115 said:

Though there are a lot of resources online that goes over these kind of things, it's really difficult to decode what the writer behind the guide is trying to convey.

 

I ran into so much headache trying to piece all these guides together that I decided to organize them.  I already wrote a full guide for my own use and been following it to the tee.  Although I'm still revising it as I run into issues.

 

It's good to finally see results...

kuma pantsu.png

cute panties, huzzah a man of culture.

Posted
16 hours ago, D02836115 said:

Though there are a lot of resources online that goes over these kind of things, it's really difficult to decode what the writer behind the guide is trying to convey.

 

I ran into so much headache trying to piece all these guides together that I decided to organize them.  I already wrote a full guide for my own use and been following it to the tee.  Although I'm still revising it as I run into issues.

 

It's good to finally see results...

kuma pantsu.png

 

@D02836115,

Agreed! I also had a lot of difficulty piecing together guides and trying to understand what the important parts were.

Though oh? You have a full guide of your own that's been working? Is it posted anywhere? I'd be interested in taking a look and comparing notes.

(Also, nice panties mod!)

 

@Zero5, good luck!

Hmm, I don't have a strong preference, but your Lapis one might be a good start. But certainly work on whichever characters you like the most, since that probably will give more motivation, after all.

 

Posted
5 hours ago, Zero5 said:

ok so should be all the files via your method, i made a few attemps with unity again, but just looks like my models are melting after generating texture not sure why again im likely just dumb and or unity hates me lol 

 but let me know how it goes
@MerlinusTent

fbxLapishornclevage.rar 13.04 MB · 0 downloads

 

@Zero5, well... I got the meshes into the game, but... something's definitely not right. My guess is that only the Dress mesh's bone data took effect. You can see the cleavage window in her armor, but unfortunately, the skin mesh looks like it is just T-posing.

image.png.3539b5f3aa443f5cc6ec905721e420ad.pngimage.png.f03602d9f16c6e8690d9a1408f5cfbba.pngimage.png.34be67bf4ff9a6d1efe0dcd03c0934e8.pngimage.png.3df6619e9987f186241d9d8123d299e7.png

 

 

Hmm.. this brings up a good question. Most _Skin meshes are of incomplete bodies. Therefore if you remove portions of the _Dress mesh, you'll just have empty air left over unless you fill it with a _Skin mesh of a complete body from somewhere else. But how do you bring that complete body in and still get the bones hooked up properly...?

 

@Zero_Fucks_Given, can I ask how you bring in the full body _Skin mesh into each of your bundles and still get the bones and whatnot hooked up properly?

 

(Also, great job on that Camilla engage form!)

Posted (edited)
22 minutes ago, MerlinusTent said:

 

@Zero5, well... I got the meshes into the game, but... something's definitely not right. My guess is that only the Dress mesh's bone data took effect. You can see the cleavage window in her armor, but unfortunately, the skin mesh looks like it is just T-posing.

image.png.3539b5f3aa443f5cc6ec905721e420ad.pngimage.png.f03602d9f16c6e8690d9a1408f5cfbba.pngimage.png.34be67bf4ff9a6d1efe0dcd03c0934e8.pngimage.png.3df6619e9987f186241d9d8123d299e7.png

 

 

Hmm.. this brings up a good question. Most _Skin meshes are of incomplete bodies. Therefore if you remove portions of the _Dress mesh, you'll just have empty air left over unless you fill it with a _Skin mesh of a complete body from somewhere else. But how do you bring that complete body in and still get the bones hooked up properly...?

 

@Zero_Fucks_Given, can I ask how you bring in the full body _Skin mesh into each of your bundles and still get the bones and whatnot hooked up properly?

 

(Also, great job on that Camilla engage form!)

Oh my gawd!!! What monstrosity is this???

 

Make sure you Model -> Export selected objects (merge) to get the FBX in AssetStudio, and then File -> Import the FBX into Blender (or whatever 3D software you like).  If you only delete sections of the model's dress or skin, then no bones will be affected after importing it back into the BUNDLE and all's good.

 

Also @MerlinusTent, check your messages.  I sent you one.

Edited by D02836115
Posted
6 hours ago, Zero5 said:

ok so should be all the files via your method, i made a few attemps with unity again, but just looks like my models are melting after generating texture not sure why again im likely just dumb and or unity hates me lol 

 but let me know how it goes
@MerlinusTent

fbxLapishornclevage.rar 13.04 MB · 2 downloads

image.png.1ead930b8df63d2a49bc3005476bdfd2.png

@Zero5 You must've copied the skin from elsewhere because I believe the swd0af skin only has the neck.  Hence why the Vertex Groups are completely gone.  It's no wonder it's T-posing in-game...

Posted
3 hours ago, D02836115 said:

image.png.1ead930b8df63d2a49bc3005476bdfd2.png

@Zero5 You must've copied the skin from elsewhere because I believe the swd0af skin only has the neck.  Hence why the Vertex Groups are completely gone.  It's no wonder it's T-posing in-game...

Yes it's from zephias model, I can recheck bones but I was positive that the two files had all of the same hook ups

Posted (edited)

hello guys,

does anyone have a list with the engaged model file names?

i am trying to use the files from the previous pack with the current shared wip files.

the chars are clothed when activating engage mode currently,

for obvious reasons i am interested on the female engage mode file names only :wink: 

cheers!

Edited by 201193
Posted
5 hours ago, Zero5 said:

Yes it's from zephias model, I can recheck bones but I was positive that the two files had all of the same hook ups

I guess that works.

 

Just make sure that you are using the Join command (CTRL+J) after deleting all unnecessary vertices/faces.  Also, I recommend to join Zephia's skin with the swd0af's dress instead of skin because things can become wacky if you join an object to where there were no Vertex Groups there before.  Afterwards, it's just a matter of figuring out how to get the color of the skin correct.

Posted

okay so i think i got it solved,  and im likely just a moron, when updating the mesh/ bones i guess i changed the armature to blank causing it to not know what to use for bone data so it shouldwork now ahah fml 15hr days and then blender weeeee @MerlinusTent let me know if this works, if so ill start on another  char maybe ill do Chloe next, if not i guess its back to the drawing board lol 

fbxLapishornclevage.rar

Posted
3 hours ago, Zero5 said:

okay so i think i got it solved,  and im likely just a moron, when updating the mesh/ bones i guess i changed the armature to blank causing it to not know what to use for bone data so it shouldwork now ahah fml 15hr days and then blender weeeee @MerlinusTent let me know if this works, if so ill start on another  char maybe ill do Chloe next, if not i guess its back to the drawing board lol 

fbxLapishornclevage.rar 13.92 MB · 3 downloads

 

@Zero5, whoa... it looks like it's working!!!

image.png.9045a3032805500eb528288974571846.pngimage.png.8c8d4be65b1a6ff010bd24e68eda3ccf.pngimage.png.92cc0cf7bffa65dd89b7468ddea4d527.pngimage.png.fb0baed6410d2630cb486ccc863b57c8.png

 

Animations look good too! The only thing that looks slightly off is the color of her back. It looks like she fell asleep facedown at the beach and got a nasty sunburn. But otherwise, it looks good!

 

Just checking, what did you do differently this time? I did notice that FBX file containing the modified _skin mesh DID have Vertex Groups this time. Was the difference just that you exported the original bundle using "Model -> Export selected objects (merge)" instead of "Model -> Export all objects (split)" like I had originally suggested, or was there something else?

(Thanks @D02836115 for the tip about the Vertex Groups and the export method!)

 

I've attached the packaged mod for you to try out yourself.

Oh man, this is exciting! I can't wait to try it out myself too! (Getting the bones/vertex groups in with an outside _skin mesh was a big concern I wasn't sure what to do about...)

 

 

Also, as an interesting note... this time when doing the near final step of manually editing the JSON dump for importing the edited mesh back into the bundle, I did NOT manually fill out m_BoneNameHashes and m_RootBoneNameHash. I didn't do it because the base files didn't have data for them... This mesh mod used the "Lapis Midriff and Thighs" mod as a base, didn't it? For some reason, that mod uses an empty m_BoneNameHashes array and m_RootBoneNameHash is set to 0. I don't know if that mod is doing something special, or maybe m_BoneNameHashes and m_RootBoneNameHash don't actually need to be filled out?

Zero5Lapis.zip

Posted (edited)
12 hours ago, MerlinusTent said:

 

@Zero5, whoa... it looks like it's working!!!

image.png.9045a3032805500eb528288974571846.pngimage.png.8c8d4be65b1a6ff010bd24e68eda3ccf.pngimage.png.92cc0cf7bffa65dd89b7468ddea4d527.pngimage.png.fb0baed6410d2630cb486ccc863b57c8.png

 

Animations look good too! The only thing that looks slightly off is the color of her back. It looks like she fell asleep facedown at the beach and got a nasty sunburn. But otherwise, it looks good!

 

Just checking, what did you do differently this time? I did notice that FBX file containing the modified _skin mesh DID have Vertex Groups this time. Was the difference just that you exported the original bundle using "Model -> Export selected objects (merge)" instead of "Model -> Export all objects (split)" like I had originally suggested, or was there something else?

(Thanks @D02836115 for the tip about the Vertex Groups and the export method!)

 

I've attached the packaged mod for you to try out yourself.

Oh man, this is exciting! I can't wait to try it out myself too! (Getting the bones/vertex groups in with an outside _skin mesh was a big concern I wasn't sure what to do about...)

 

 

Also, as an interesting note... this time when doing the near final step of manually editing the JSON dump for importing the edited mesh back into the bundle, I did NOT manually fill out m_BoneNameHashes and m_RootBoneNameHash. I didn't do it because the base files didn't have data for them... This mesh mod used the "Lapis Midriff and Thighs" mod as a base, didn't it? For some reason, that mod uses an empty m_BoneNameHashes array and m_RootBoneNameHash is set to 0. I don't know if that mod is doing something special, or maybe m_BoneNameHashes and m_RootBoneNameHash don't actually need to be filled out?

Zero5Lapis.zip 4.32 MB · 1 download

yes i did use "Lapis Midriff and Thighs" mod as a base, because i was having a hard time deleting that section originally though not sure  why her thighs turned out to be as if they are covered when there is no mesh there , as for the red colour on her back i can think of two possibilities, when the obj imports to replace the exisiting skin it comes with another mtskin that the original didn't have, or it is that the texture file from the cape is some how filling in what could be a blank texture on her back to avoid a crash ?

 

 

 image.thumb.png.d667a1e7266e320d3baa613d0b956620.pngthat is the only change that i did was to the ubody assign in the  skin mesh armature ,parenting, joining and merging didnt work for some reason

 

followed your steps to get the fbx  through asset studio,  once iit was open and i imported the fbx and the skin obj, opened the skin mesh section in the c251 skin dragged the imported skin obj into the body while holding shift and alt this way it appears as its own seperate entry in among the meshes, then i open object data properties of the obj and add enough groups which get renamed to the bones currently in use , then i added the armature and renamed it to the ubody and assigned the ubody armature to it and deleted the original mesh that was in the section using delete hierarchy



gonna make a new file altogether i think its possible that in my lack of sleepi possible changed a uv map on how it applys  to the skin with out even realizing it LOL

Edited by Zero5
Posted
20 hours ago, Zero5 said:

followed your steps to get the fbx  through asset studio,  once iit was open and i imported the fbx and the skin obj, opened the skin mesh section in the c251 skin dragged the imported skin obj into the body while holding shift and alt this way it appears as its own seperate entry in among the meshes, then i open object data properties of the obj and add enough groups which get renamed to the bones currently in use , then i added the armature and renamed it to the ubody and assigned the ubody armature to it and deleted the original mesh that was in the section using delete hierarchy

 I had a hard time understanding what you meant at first, but after playing around a bit, I think I get most of it (but maybe not quite all).

 

Tonight I was trying to modify a Warrior outfit. For the replacement body mesh, I was going to try using Zephia's.

1) In Blender, import Warrior's FBX. This gave me the warrior's Dress mesh and Skin mesh (technically and Shadow mesh too, but I didn't do anything with it so not going to include it)

2) In the same Blender project, import Zephia's FBX. This gives me Zephia's Dress mesh and Skin mesh

3) Modify the Warrior Dress mesh. For testing purposes, I just deleted a rectangle around the chest area and a rectangle around the groin area. 

4) I moved (click and drag, with Shift and Alt held down) Zephia's Skin mesh into Warrior's hierarchy. I then deleted the rest of Zephia's hierarchy because I didn't need it anymore.

5) After clicking on Zephia's Skin mesh (now inside the Warrior's hierarchy), I found the "Modifier Properties" pane that I think you're showing in your screenshot. I set the Object ("Armature object to deform with") to the Warrior's hierarchy

6) I actually did not find the "Object Data Properties" until just now, so I didn't quite know what you meant by "add enough groups which get renamed to the bones currently in use". Somehow, my end result looks like it might be working without this step, but I'm not sure if I just got lucky

7) Export as FBX to use in Unity

 

 

The end result I got was... well, I guess certainly some "progress"! The Zephia body isn't T-posing, so I think the bones are working!

Spoiler

image.png.47ea073218a3b4145fb5413c6125dc48.pngimage.png.48525a4636e26e88469e96cce04c7b66.png

 

Now it looks like the next issue is related to the skin texture (or material?) It looks like Alear has proper "skin" in the area where the original Warrior Skin mesh was, but there is not the right texture in the cut-out areas where the Warrior Skin mesh was not there originally.

Posted
On 3/20/2023 at 10:00 PM, MerlinusTent said:

I think I got it working!!!!

Indeed the issue ended up being that I had messed up not unchecking the "Convert Units" part in Step 3D. Once I unchecked that and went through the rest of the steps, everything seemed to be working and I could see my minor mesh edit working in the game!

 

@Zero5, specifically "how" did you export the original meshes from the game?

My guess is that you may have done what I used to do by following the "Ripping 3D Models For Use in Blender & Unity" guide on Game Banana and clicking Export -> Selected Assets. This results in OBJ files that seem to lack bone data. If you take a look at Step 1C in my post (maybe I should fix it up and turn it into a guide?), I now use Model -> Export all objects (split). This results in a folder with an FBX file that seems to have the bone data. If you import this FBX file into Blender, you see it comes with a bunch of extra stuff, which I'm assuming is the bone data.

image.png.9c8d6b8bc69f54b6c03bd1e7b5b7d245.png

 

Would you mind trying to remake your Lapis edits, but starting from having Blender import the FBX file instead?

 

 

Also, @Zero5, in response to "if you or anyone else wants , i can definitely upload more skimpier/lighter armor/revealing mesh edits"... Yes! Please do! I like your skimpier/revealing outfit designs!

Personally, I have practically zero artistic talent and I just opened up Blender for the first time ever last week, so I doubt I'll be able to make anything good looking by myself anytime soon. I'd be happy to try helping you bring your creations to life!

 

 

@dakyoz, please see Steps 3 and 4 from my post yesterday. That seemed to have worked for me. Let me know if you have any questions.

Thank you so much! Great guide btw.

Posted
9 hours ago, MerlinusTent said:

 I had a hard time understanding what you meant at first, but after playing around a bit, I think I get most of it (but maybe not quite all).

 

Tonight I was trying to modify a Warrior outfit. For the replacement body mesh, I was going to try using Zephia's.

1) In Blender, import Warrior's FBX. This gave me the warrior's Dress mesh and Skin mesh (technically and Shadow mesh too, but I didn't do anything with it so not going to include it)

2) In the same Blender project, import Zephia's FBX. This gives me Zephia's Dress mesh and Skin mesh

3) Modify the Warrior Dress mesh. For testing purposes, I just deleted a rectangle around the chest area and a rectangle around the groin area. 

4) I moved (click and drag, with Shift and Alt held down) Zephia's Skin mesh into Warrior's hierarchy. I then deleted the rest of Zephia's hierarchy because I didn't need it anymore.

5) After clicking on Zephia's Skin mesh (now inside the Warrior's hierarchy), I found the "Modifier Properties" pane that I think you're showing in your screenshot. I set the Object ("Armature object to deform with") to the Warrior's hierarchy

6) I actually did not find the "Object Data Properties" until just now, so I didn't quite know what you meant by "add enough groups which get renamed to the bones currently in use". Somehow, my end result looks like it might be working without this step, but I'm not sure if I just got lucky

7) Export as FBX to use in Unity

 

 

The end result I got was... well, I guess certainly some "progress"! The Zephia body isn't T-posing, so I think the bones are working!

  Hide contents

image.png.47ea073218a3b4145fb5413c6125dc48.pngimage.png.48525a4636e26e88469e96cce04c7b66.png

 

Now it looks like the next issue is related to the skin texture (or material?) It looks like Alear has proper "skin" in the area where the original Warrior Skin mesh was, but there is not the right texture in the cut-out areas where the Warrior Skin mesh was not there originally.

NIce man looks great, if  possible i can try and set and make a recording  when i get time , but i think you got  it down, i think i have a working copy of lapis finally too this time i made sure not to touch any uv maps  lol

v5 Lapishornclevage.rar

Posted
On 3/7/2023 at 2:12 PM, LeyendaV said:

 

Can you update this to work on v1.2.0?

Really late reply but for now no. I don't have a modded Switch so I can't fix it for newer versions.

Posted

So I've been finding that this mod appears to crash a bit with the Battle Outfits and More Outfits mod. I've seen that someone has apparently rebundled those with the nude mod? Does that prevent the crash?

Posted
8 hours ago, D02836115 said:

Eye-candy for you, @Zero5.  Since you seem so crazy about this girl.

 

bare.png.9b4ae3aeca7a35a0a1614a12931310de.png

Yeah surprisingly shes rather similar to a dnd character i made like 12 years ago( still playing the campaign with her), so i figured if i can try and get this all to work i'd love to add on and make a few edits to her, eg the horns because shes a tiefling, and then eventually adding in a tail that will use the cape bones if i can lol.

Posted (edited)

marths engage form came out pretty good only aa few more engage forms to go then i willl do another release and get started on the base and advanced classes also did emblem alear cause i forgot her last time and alear engage form

 

Spoiler

1.PNG.60c808db7c9855cee7b3e7deb84ba111.PNG2.PNG.f24c8944ba3b88c19bf038748b6c16c0.PNGCapture.PNG.b95b5ffc52309cc2f1a78b9859e18497.PNG

 

 

Edited by Zero_Fucks_Given

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