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Posted (edited)
19 hours ago, Zero_Fucks_Given said:

hey would you mind doing the same to these bundles you see i made my own model but im having trouble with applying your textures to them if you could remap and redo these textures uvs i would be grateful they use the lower nipples so you would have to resize these i guess and they also use the nipple protrusion by distinctvariable 

ubody_nde0df_c666.bundle 18.55 MB · 12 downloads ubody_cel0af_c580.bundle 22.58 MB · 8 downloads

ubody_cel0af_c587.bundle 22.58 MB · 7 downloads

 

No problem man, I'll try on that after I have finished the re-edited male nude mode based on @dakyoz's male nude mode, because I just want my team makes more sense to have everyone nuded?

Edited by KihoOh
Posted
On 5/29/2023 at 5:40 PM, DistinctVariable said:

 

Screens/reference:

  Reveal hidden contents

CharEditPack2.thumb.png.6f2097a763bd854a5eaf67df23507356.png

 

Enjoy and please let me know if you notice any issues.

seeing how nice and sexy that is makes it so much more unfortunate that the camera in the somniel sucks dicks. I really hate that it cannot roatate to below your legs to get a good look under their dressess. really wish there was a mod that fixed that already.

Posted
5 hours ago, KihoOh said:

 

no problem, here is how your texture looks like in game, now the nipples are exactly HD nipples lol.

 

  Hide contents

2023531-13412.thumb.png.fc3784b2a001daa114dc9a6359fac4f8.png

2023531-13531.thumb.png.77afb673892e05331a45ca3d2321d5bf.png

2023531-14019.thumb.png.093da8a4261a4f7c7ca2d2ba0bf41640.png

 

and for replacing the textures, the uv mapping data is with the mesh inside the bundle, so just replace the albedo texture in the bundle should work I think.

I was using UABEA with the following steps, hope can help.

 

  Reveal hidden contents

image.thumb.png.8d778ec8ca9bb7d2e024670e1cd0c238.png

2023531-14748.png.718b296318a3ec2c958e4b8f17f2acb8.png

2023531-14805.png.cc07dc0c5a9448795328d614a1f47b93.png

 

and here is the bundle with your texture:

 

ubody_msn0df_c553.bundle 7.56 MB · 4 downloads


 

thank you

 

yeah i must have messed up exporting that image - maybe the image size and canvas size were not the same. i guess png's save that data. i'll fix it i guess

 

looks better, though i'll maybe continue to edit it a bit.

definitely goldmary's nips are a bit jank just there haha

Posted

Guys, currently I'm struggling on adding extra textures into the bundle. I want to add new Albedo, Normal and Multi textures only for the skin and leave the cloth using old ones. I tried to use “File->Add" in UABEA, and I was just using some random large numbers for Path IDs. But that didn't work in game.

I have swapped the old textures just with my new ones and got working, so guess it should be the problem of Path IDs.

I saw you guys did that correctly in your mods (such as the Cel0AF bundle below), you have successfully added 3 new textures and set Path IDs correct. I'm just wondering how that was done.

 

Original Bundle from game source:

Cel0AF_C580_Source.png.25a1b890f16994fa7c54976ddbd39ec9.png

 

Bundle from Nude Mod v1.25:

Cel0Af_C580_Edited.png.4bd6253adee8c992326127d553de355a.png

Posted (edited)

That's simple after you give your texture a path number open the Mt skin and replace the base, bump, and multi path ids with your new albedo normal and multi texture path id's respectfully

Base = albedo

Bump = normal

Multi = multi

Basically what you are doing is telling the mtskin this is the textures I want you to use for the skin mesh

 

Also make sure you dump the texture2d of all 3 textures to json files from the bundle you got the textures from and import them into your respective new texture2d entries then load put your new textures into the bundle

Edited by Zero_Fucks_Given
Posted
1 hour ago, Obligitury said:

seeing how nice and sexy that is makes it so much more unfortunate that the camera in the somniel sucks dicks. I really hate that it cannot roatate to below your legs to get a good look under their dressess. really wish there was a mod that fixed that already.

I believe the setting is in params.xml not sure which one though

Posted (edited)
18 minutes ago, Zero_Fucks_Given said:

That's simple after you give your texture a path number open the Mt skin and replace the base, bump, and multi path ids with your new albedo normal and multi texture path id's respectfully

Base = albedo

Bump = normal

Multi = multi

Basically what you are doing is telling the mtskin this is the textures I want you to use for the skin mesh

 

Also make sure you dump the texture2d of all 3 textures to json files from the bundle you got the textures from and import them into your respective new texture2d entries

 

Thanks, but it still didn't work after I changed the PathID references in MatSkin, is that because my PathIDs are too close to each other or something? I have tried other numbers such as -1224313374167078714~-1224313374167078712 but neither worked. I'm just so confused? 

 

Swimm1_using.png.61f115b02b14da6cac1643bb9a7ede75.png

Swimm1_MatView1.png.273c3da9e904fa682a1d376ab172da4f.png

Swimm1_MatView2.png.37846d82d90d2b4498654d51be24a9b2.png

 

Should I generate 3 completely different numbers for each texture? I'm very curious about how you generate those numbers. (NVM I have saw your newest replies)

Edited by KihoOh
Posted

To start I would take off the _edited part idk if the gane likes those second your number is way too big I think the id normally is like 15 numbers and ids beginning with 7 8 and 9 fuck up for some reason.

Second I would dump the original swimxx textures from that bundle and import them into your new textures if that's the bundles you edited the texture from bit if you are using the textures from another bundle do that with them instead and import them into that bundle after you set your new texture2d and pathid

Posted

And by dumping I mean click on export dump and pick a directory and change the path to json then just click import dump on your newly created texture2d entries one at a time with its respected dump 

Albedo with albedo 

Multi with multi

Normal with normal

Then load your texture by clicking the texture2d entry click plug-ins click edit texture then click load and pick your new texture

Posted (edited)
3 hours ago, Obligitury said:

seeing how nice and sexy that is makes it so much more unfortunate that the camera in the somniel sucks dicks. I really hate that it cannot roatate to below your legs to get a good look under their dressess. really wish there was a mod that fixed that already.

 

Glad you like them and I got you bruv!

 

SimpleCameraTweak.rar

 

 Thanks @Zero_Fucks_Given for the nudge in the right direction. It should give you the angles you're after but I couldn't tell right away how to stop the characters from fading out when the camera collides, I'll take another look another time (it's like 4am now here but I couldn't resist a crack at this before bed). It's a bit of a double edged sword though tbh, my meshes round the ass don't look so good up close & from below so I'll have to revise them but this is the best I have for the time being... Incidentally, ZFG's nude mod edit looks pretty great from below still imo.

 

Edited by DistinctVariable
Posted (edited)
8 hours ago, KihoOh said:

Guys, currently I'm struggling on adding extra textures into the bundle. I want to add new Albedo, Normal and Multi textures only for the skin and leave the cloth using old ones. I tried to use “File->Add" in UABEA, and I was just using some random large numbers for Path IDs. But that didn't work in game.

I have swapped the old textures just with my new ones and got working, so guess it should be the problem of Path IDs.

I saw you guys did that correctly in your mods (such as the Cel0AF bundle below), you have successfully added 3 new textures and set Path IDs correct. I'm just wondering how that was done.

 

Original Bundle from game source:

Cel0AF_C580_Source.png.25a1b890f16994fa7c54976ddbd39ec9.png

 

Bundle from Nude Mod v1.25:

Cel0Af_C580_Edited.png.4bd6253adee8c992326127d553de355a.png

If the second screenshot seems to work with those PathIDs, just change the Path IDs of the Texture2Ds you want to add to the ones in the second screenshot.  Ensure to have the MtSkin point to these new PathIDs.

 

Or better yet, since you have the second bundle that already has those Texture2Ds added, just Plugins->Edit Texture the respective Texture2D you want over the existing one.

Edited by D02836115
Posted
20 hours ago, KihoOh said:

 

No problem man, I'll try on that after I have finished the re-edited male nude mode based on @dakyoz's male nude mode, because I just want my team makes more sense to have everyone nuded?

Will you release the male nude mod once it's done? I've headcanoned that the Emblems are inherently nude, so it bothers me now that I don't have consistency lol

Posted
On 5/29/2023 at 2:40 PM, DistinctVariable said:

@ropscolic - Best place to start is probably:  https://youtu.be/nIoXOplUvAw - it's a 16 part tutorial series that covers a lot of the basics of using blender and imo is presented in a pretty clear way. I think a lot of the mesh editing, general program use and best practices is covered in the first few videos, and this is likely all you'll need, but it continues into some basic animation, shading, geomtery nodes etc if you are interested. Imo it is a little ponderous at points but there's a lot of good stuff here and it's worth the time.

 

 If you have any specific questions after this I'd be happy to try and help but there's too much to cover and I'd probably miss a lot of important stuff if I tried to explain it from the outset. Blender is a crazy versatile program that can do so much stuff I've never even touched and I'm not especially proficient with it.

 

 Once you're happy with using blender @MerlinusTent has a good guide on p27 with links to the gamebanana guide, between them well explains how to import/export the meshes for editing/injection into the .bundles:

 

Hope this helps and have fun!

 

 

New Outfit Edit Pack!

 

Here's a bunch more edits I made to the outfits in the game, in a similar style as the previous pack but this time mostly focused on the casual outfits, although there are some more battle outfits in here too. 23 edits total this time all in the one pack.

 

CharEditPack2.rar 77.21 MB · 50 downloads

 

Screens/reference:

  Reveal hidden contents

CharEditPack2.thumb.png.6f2097a763bd854a5eaf67df23507356.png

 

Enjoy and please let me know if you notice any issues.

 

Awesome. Thank you. 

Posted (edited)
On 5/31/2023 at 9:25 AM, Zero_Fucks_Given said:

To start I would take off the _edited part idk if the gane likes those second your number is way too big I think the id normally is like 15 numbers and ids beginning with 7 8 and 9 fuck up for some reason.

Second I would dump the original swimxx textures from that bundle and import them into your new textures if that's the bundles you edited the texture from bit if you are using the textures from another bundle do that with them instead and import them into that bundle after you set your new texture2d and pathid

 

I have finally figured out what's the problem. It's nethier id nor name's problem, it's the problem of initializing the textures. If I just Create a new Texture2D asset and use the plugin to replace the texture, it will not show up in the game, but if I import a working texture dump and then replace it using plugin, it will work. Changing the name of the texture or using 15~19 number IDs will not break it.

Edited by KihoOh
Posted
1 hour ago, KihoOh said:

 

I have finally figured out what's the problem. It's nethier id nor name's problem, it's the problem of initializing the textures. If I just Create a new Texture2D asset and use the plugin to replace the texture, it will not show up in the game, but if I import a working texture dump and then replace it using plugin, it will work. Changing the name of the texture or using 15~19 number IDs will not break it.

this is basically what i told you to do lol

Posted
14 minutes ago, lacolas said:

Have some question

what program to use to edit texture

I'm using PS and it still leave the shadow at the mesh that I edit

 

Shadow on body is controlled by the "_Multi" Texture, if you only edit Albedo you will not change the shadow.

In "_Multi" texture, the red channel controls the smoothness of the skin, and the blue channel controls ambient occlusion which makes shadow, so if you want to change shadows on skin you should change the blue channel of the _Multi Texture.

 

MultiTexture.png.7cdaccf28d9a6b6c7590e07fc6829fb1.png

 

How _Multi Texture looks like:

Spoiler

MultiAllChannel.png.93deed4f5f94ef9a605fde47fc2d0bfa.png

 

Red Channel(Smoothness):

MultiRedChannel.png.f28784b0ec10d304e31bf855f92fe843.png

 

Blue Channel(Ambient Occlusion):

MultiBlueChannel.png.c559acf65b3d1402ba0997fbd3c3bdb1.png

 

Posted
5 hours ago, KihoOh said:

 

Shadow on body is controlled by the "_Multi" Texture, if you only edit Albedo you will not change the shadow.

In "_Multi" texture, the red channel controls the smoothness of the skin, and the blue channel controls ambient occlusion which makes shadow, so if you want to change shadows on skin you should change the blue channel of the _Multi Texture.

 

MultiTexture.png.7cdaccf28d9a6b6c7590e07fc6829fb1.png

 

How _Multi Texture looks like:

  Reveal hidden contents

MultiAllChannel.png.93deed4f5f94ef9a605fde47fc2d0bfa.png

 

Red Channel(Smoothness):

MultiRedChannel.png.f28784b0ec10d304e31bf855f92fe843.png

 

Blue Channel(Ambient Occlusion):

MultiBlueChannel.png.c559acf65b3d1402ba0997fbd3c3bdb1.png

 

You you explain how to do it?

 

all I have done now is delete the multi texture at the place that I already edit mesh and still have weird result

Posted
3 hours ago, lacolas said:

You you explain how to do it?

 

all I have done now is delete the multi texture at the place that I already edit mesh and still have weird result

Rather than deleting the area, you wanna paint over it.  As @KihoOh said, shadows are on the Blue channel of the Multi, so you'd paint that area with blue.

Posted
22 hours ago, lacolas said:

You you explain how to do it?

 

all I have done now is delete the multi texture at the place that I already edit mesh and still have weird result

 

Delete that area is equal to paint it with black, which makes that area completely covered by shadow. I use GIMP to separate & combine channels, PS might have similar functions but I'm not sure about that.

Posted

okay for what I done now I'm just change the unused/deleted area with blue in multi texture and got no problem so far

 

for the lastest one I dont know what wrong with it

 

 

Spoiler

umm.png.97d4fcf021d9112828f36b78a67a4c91.png

 

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