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Fire Emblem Engage (Switch)


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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
Posted (edited)

I don't seem to have any overlapping mods but my game crashes when ever I do anything that involves the emblem Erika any ideas what could be causing it? I'm playing on Ryujinx. This is the error I keep getting. Was working fine prior to 1.3 updates.

https://prnt.sc/QD4fvnOnYK58

Update
: After removing the Battle Outfits and More the game seems to run. The issue was the Battle Outfit mod. These two aren't compatible I assume?



 

Edited by Rushasu
Posted
9 hours ago, Zero_Fucks_Given said:

Heres the newest version freshly completed: Version 1.25 now includes all female engage forms nude as well as Emblem Alear nude since i forgot to do her before

 

next up v 1.50 : Base and Advanced Classes

 

 

Enjoy ?

 

 

----------Till tomorrow night----------

Nude_Mod_v1.25.7z 576.03 MB · 154 downloads

Your mod is amazing. Thank you so much for your work

Posted

Awesome work, @Zero_Fucks_Given!

 

 

 

 

On 3/24/2023 at 11:40 AM, Zero5 said:

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 13.02 MB · 28 downloads

@Zero5, I learned some things about textures lately, and I actually think that the issue we were seeing with the "sunburn" on Lapis's back isn't an issue with your FBX, but a result of the game trying to draw Lapis's default textures onto her new body. Can you please try replacing the old textures in the bundle (you can probably still use the bundle I gave last time) with these and see if that fixes it?

Spoiler

There are three textures: "Albedo", "Normal", and "Multi". Replace each in the bundle with the one from this ZIP file. (let me know if you have any questions)

 

ModifiedTextures.zip

 

 

 

@D02836115, that's an awesome looking Lapis you got there!

Just curious, how did you get her skin colored smoothly? From my experience, the default Lapis textures draw a strange shade pattern onto her (it's especially noticeable on her back). I ended up needing to do some funky things with the "Multi" texture to remove the strange shade pattern.

I was wondering if you did something similar? Or if you took a different approach?

Posted

@MerlinusTent You have to use a different Texture2D for her skin because her original uBody_Swd0AF_c251_Albedo textures does not have the proper mapping for her skin (besides her neck).

image.png.14c4b7fc13b5be7ae78e7189adb89064.png

See how the mapping of her skin is crossing through the textures in her Texture2D?  That's why you are seeing red on her back.

 

You will have to use another Texture2D (preferably where you borrowed the skin mesh from) and reassign the Texture2D in the Materials.

Posted
6 hours ago, Rushasu said:

I don't seem to have any overlapping mods but my game crashes when ever I do anything that involves the emblem Erika any ideas what could be causing it? I'm playing on Ryujinx. This is the error I keep getting. Was working fine prior to 1.3 updates.

https://prnt.sc/QD4fvnOnYK58

Update
: After removing the Battle Outfits and More the game seems to run. The issue was the Battle Outfit mod. These two aren't compatible I assume?



 

Having mods that use the fe_assets_unit folder may be your issue, especially if you have other mods that have models for the same outfit.  The game may be seeing 2+ locations for the same outfit to put on the character.

Posted
2 hours ago, D02836115 said:

@MerlinusTent You have to use a different Texture2D for her skin because her original uBody_Swd0AF_c251_Albedo textures does not have the proper mapping for her skin (besides her neck).

image.png.14c4b7fc13b5be7ae78e7189adb89064.png

See how the mapping of her skin is crossing through the textures in her Texture2D?  That's why you are seeing red on her back.

 

You will have to use another Texture2D (preferably where you borrowed the skin mesh from) and reassign the Texture2D in the Materials.

 

 

Sorry, I should've been more clear. I had already modified the Albedo texture so that the parts mapping onto her new body (took the body from Zephias skin) are from Zephia's Albedo texture.

Spoiler

Ah, words are hard, so here's a picture showing what I mean. I modified the Albedo texture so that the left 20% (which maps to her body) is from Zephia, while the right 80% (which maps to her armor) is from Lapis

image.thumb.png.28de83e28519056d8ff5b4fb7544e35e.png

 

 

 

This resulted in it mostly working, but there was this weird dark shade pattern on her skin, like so:

image.png.4e5aae0bd854a38ad3ee2805b78a3dc5.png

 

 

In the end, this turned out to be caused by Lapis's Multi texture, which had the large triangle in the red spectrum.

image.png.140181903b17aa8fbd9adb9a8d8f3bd8.png

 

After manually removing that large white triangle from the red spectrum of her Multi texture, her skin finally looks right.

image.png.a8f89d942312c28de91f4fd4e27fd6c3.png

 

 

Anyways, I was just wondering if you also had to do something funky with the Multi texture like this to get her skin looking right.

 

However, looking at your reply, I wonder if you maybe have a different approach when it comes to textures. Did you say that you use Blender to "reassign" the Texture2D for her body to be the texture that the skin mesh came from (Zephia's in my case)?

Does that mean that your body object and armor object are pointing at different textures?

Then in the final bundle, do you include both Lapis's and Zephia's textures? If so, how do you tell the data to have the Skin mesh use one texture while the Dress mesh uses another?

Posted
14 minutes ago, MerlinusTent said:

 

 

Sorry, I should've been more clear. I had already modified the Albedo texture so that the parts mapping onto her new body (took the body from Zephias skin) are from Zephia's Albedo texture.

  Reveal hidden contents

Ah, words are hard, so here's a picture showing what I mean. I modified the Albedo texture so that the left 20% (which maps to her body) is from Zephia, while the right 80% (which maps to her armor) is from Lapis

 

 

 

This resulted in it mostly working, but there was this weird dark shade pattern on her skin, like so:

 

 

In the end, this turned out to be caused by Lapis's Multi texture, which had the large triangle in the red spectrum.

 

After manually removing that large white triangle from the red spectrum of her Multi texture, her skin finally looks right.

 

 

Anyways, I was just wondering if you also had to do something funky with the Multi texture like this to get her skin looking right.

 

However, looking at your reply, I wonder if you maybe have a different approach when it comes to textures. Did you say that you use Blender to "reassign" the Texture2D for her body to be the texture that the skin mesh came from (Zephia's in my case)?

Does that mean that your body object and armor object are pointing at different textures?

Then in the final bundle, do you include both Lapis's and Zephia's textures? If so, how do you tell the data to have the Skin mesh use one texture while the Dress mesh uses another?

What you did there works.  But yes, I include textures from the bundles I borrowed from to be included with my bundle.

Posted
4 hours ago, Zero_Fucks_Given said:

bad news classchange outfits wont be done because i have no idea how to make it work BUT i will still do the regular class clange for the main characters the ones that have u nique outfits

 

No worries, mate. You're doing a fantastic job. Just make sure to include a readme file that reminds folks to play with both hands!

Posted

im sorry folks my house got rammed by a tornado im staying at a friends house and managed to save my pc i will still be working on my mod but not as much as got to get my shit back together so pls bare with me

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