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Fire Emblem Engage (Switch)


DORODERE

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Posted (edited)

@FPSeph Hey, that looks great! If you want to dump or replace textures from a bundle you select the Texture2D asset in UABEA then click plugins -> export texture to dump or plugins -> edit texture to import/replace. The albedo texture contains the colour information, the normal texture contains "texture" lighting info eg. making it look like cloth/leather or adding bumps etc and the Multi texture contains info on a few parameters, one on each RGBA channel.

 

The main ones you want to deal with to get a metallic effect are the Red and Green channels on the multi texture, Red dictates how shiny the part of the texture is (more red is more shiny) and Green dictates how metallic the part of the texture is (more green is more metallic). The way I edit the multi is to decompose the image in GIMP to split the channels into 4 grayscale images and then paint the areas I want to be shiny metal with white on the R&G channels and then compose them back to a single image for import with UABEA.

 

If I wanted them to be 20% less shiny than max I would paint the R channel with a grey that's 80% of white instead of white, it seems to work linearly so it's pretty easy to adjust and get predictable results when working on the decomposed channels this way. This sort of question has come up before and I gave a more in depth explanation then so if you're still unsure I'd suggest checking older posts but I hope this helps.

 

I had a similar problem with the outlines and the simplest solution imo is to click on the Material asset in UABEA (usually MtSkin and MtDress) and click Edit Data, search for the "_OutlineScale" entry in this data and change it there (I usually use a 1 / 1.5 value but you can adjust it as you see fit). These values are independant from each other so you'll probably want to change it for all the relevant Materials. Remember that you'll need to save in the asset list screen and the starting screen much as you did when importing meshes for this to be saved to the bundle.

Edited by DistinctVariable
Posted
1 hour ago, DistinctVariable said:

@FPSeph Hey, that looks great! If you want to dump or replace textures from a bundle you select the Texture2D asset in UABEA then click plugins -> export texture to dump or plugins -> edit texture to import/replace. The albedo texture contains the colour information, the normal texture contains "texture" lighting info eg. making it look like cloth/leather or adding bumps etc and the Multi texture contains info on a few parameters, one on each RGBA channel.

 

The main ones you want to deal with to get a metallic effect are the Red and Green channels on the multi texture, Red dictates how shiny the part of the texture is (more red is more shiny) and Green dictates how metallic the part of the texture is (more green is more metallic). The way I edit the multi is to decompose the image in GIMP to split the channels into 4 grayscale images and then paint the areas I want to be shiny metal with white on the R&G channels and then compose them back to a single image for import with UABEA.

 

If I wanted them to be 20% less shiny than max I would paint the R channel with a grey that's 80% of white instead of white, it seems to work linearly so it's pretty easy to adjust and get predictable results when working on the decomposed channels this way. This sort of question has come up before and I gave a more in depth explanation then so if you're still unsure I'd suggest checking older posts but I hope this helps.

 

I had a similar problem with the outlines and the simplest solution imo is to click on the Material asset in UABEA (usually MtSkin and MtDress) and click Edit Data, search for the "_OutlineScale" entry in this data and change it there (I usually use a 1 / 1.5 value but you can adjust it as you see fit). These values are independant from each other so you'll probably want to change it for all the relevant Materials. Remember that you'll need to save in the asset list screen and the starting screen much as you did when importing meshes for this to be saved to the bundle.

 

Thanks friend, this is really helpful, I'm honestly surprised by how much of a headache simply exchanging textures has been since there is literally no tutorial about it on gamebanana.

 

One question though, when I export the _Multi texture with UABEA all I get is a .png file with nothing on it, is that how it's supposed to look or am I doing something wrong?

Posted

image.png.826f6fa9e2982ad3d2eb0a0814a6ae43.png

 

Managed to fix the outline issue thanks to DistinctVariable's help, and replace the albedo texture. Also scaled the model down a bit since it was causing it to have a hole between the neck and head.

 

The only remaining issue is the "invisible shadow" of Camilla's belt, panties and cape, as you can see, they remain even though the models aren't there anymore, I'm wondereing if it's smothing to do with the _multi texture or something. ?

 

Anyway, quite satisfied with the result, when done I'll post the file for download. 

Posted (edited)

Can someone help me with exporting the multi texture? I've looked everywhere on the internet but couldn't find a single lead about this problem.

 

Basically when I export the multi texture I just get a black png, and when I open on photoshop I just get a transparent file with nothing on it.

 

Now I can't make any edit to the multi file because there is nothing on it, is there some kind of step that I'm missing? Here's the file below.

uBody_Cmi0DF_c568_Multi-CAB-726b029724053145e191acba0b969ab5-4757322144363845764.png

 

You can't see it? That's because there is nothing on it, it just exports this way. Here's how the image looks with the pc interface.

image.png.8aa6eb2a9e9c51cd0885726a69246db0.png

 

However in AssetStudio you can see the swizzled texture, although if I export it with Assetstudio I'll get the same result.

image.png.477d3dd16d68c069c1028aee11ee8724.png

Edited by FPSeph
Posted (edited)

@FPSeph You're very welcome :) When it comes to the multi-texture they often display as a transparent because the Alpha channel is typically all black, so the image has the data on the other channels but the transparency is set to max everywhere when trying to view the complete image. If you split the channels you will see the relevant data from the RGB channels and can edit them there:

 

Spoiler

MultiDecomp.thumb.png.97c824b4df101f84be1b4bc9efcf8c24.png

 

I took a look at the image you  posted and I think where you've gone wrong is you haven't saved the colour data for the texture when exporting from your image editing software & it's effectively just saved a transparent square. I know for GIMP there is a checkbox in the export menu ("Save color values from transparent pixels"):

 

ColourVal.png.a07b5fc9e628dfcd55dca4bc86e17eec.png

 

I expect there's a similar option in photoshop so if you find this it will resolve the problem. The image will still look transparent but if you look at the channel data in your image software you'll see it now contains the data on the other channels.

 

When it comes to the unneccesary shadows you'll find these on the Blue channel on the multi-texture. Iirc they will be showing as a black area but it should stand out when you look at it at any rate, just change that to white or whatever colour matches the unshadowed skin areas on the texture and that should solve that.

 

Edited by DistinctVariable
Posted
2 hours ago, DistinctVariable said:

@FPSeph You're very welcome :) When it comes to the multi-texture they often display as a transparent because the Alpha channel is typically all black, so the image has the data on the other channels but the transparency is set to max everywhere when trying to view the complete image. If you split the channels you will see the relevant data from the RGB channels and can edit them there:

 

  Reveal hidden contents

MultiDecomp.thumb.png.97c824b4df101f84be1b4bc9efcf8c24.png

 

I took a look at the image you  posted and I think where you've gone wrong is you haven't saved the colour data for the texture when exporting from your image editing software & it's effectively just saved a transparent square. I know for GIMP there is a checkbox in the export menu ("Save color values from transparent pixels"):

 

ColourVal.png.a07b5fc9e628dfcd55dca4bc86e17eec.png

 

I expect there's a similar option in photoshop so if you find this it will resolve the problem. The image will still look transparent but if you look at the channel data in your image software you'll see it now contains the data on the other channels.

 

When it comes to the unneccesary shadows you'll find these on the Blue channel on the multi-texture. Iirc they will be showing as a black area but it should stand out when you look at it at any rate, just change that to white or whatever colour matches the unshadowed skin areas on the texture and that should solve that.

 

 

Once again, much thanks, you're a lifesaver.

 

Thanks to DistinctVariable's help I've managed to finish the model, it's not perfect, there's still some mismatch on the neck but overall the result is quite good.

image.png.177ecbed7d1fb0fdbe8b94c1c22ed4f1.png

 

Anyway, I'll leave the mod here for anyone who wants to try, just remember that this mod uses Camilla's custom model from BOAMO so you'll need that as prerequisite (and of course beat her paralogue).

CamillaArmor.zip

Posted

Hi all,

 

First let me say thank you all for your great work. The mods here look really great and I would love to use them.

 

I am playing the game on Steam Deck and since I updated the game version to 2.0 the old mod pack from ZeroFucksGiven doesnt work anymore.

 

So I  read through close to all of the pages here and I just can not comprehend how I can make it run on the Steam Deck (using Ryujinx).

 

First I need the 00_-_battle_outfits_and_more_outfits_234.7z4d

 

and then cobalt? https://github.com/Raytwo/Cobalt/releases/tag/v0.9.2

 

What do I have to do with cobalt?

 

I would like to have a basic nude mod (with normal proportions)

and I would like to use CharEditPack2 

Spoiler

CharEditPack2.png.c67c611290dfe339c6c17c062e40a72d.png

 

 

Any guidance and help is super much appreciated.

 

Posted

The mods in this thread aren't ready for Cobalt, I believe. 

They should work on the last pre-Cobalt version of BOAMO, which is 2.2.1, I believe. 

Posted (edited)

I hope you don't mind me asking @kingkabachaba but would you be willing to tell me how you got it too work on the Steam deck? No matter what I do be it with or without mods Fire emblem Engage crashes on title screen and I have to hard reset or hard close the emulator and it's the ONLY game that crashes.
Pokemon and Zelda work on it which boggles me.

 

 

Edit: I should clarify that I have not been able to get any information on why it crashes other than "Get your Keys fix"

Edited by SinnMina
Posted
On 6/29/2023 at 7:28 PM, Xerfie said:

Is there a way to keep Goldmary's birthmark in the nude mod?

 

It would be possible but not as easy as you might hope/think. Currently the nude mods assign all characters the same nude body with the same textures. To have a nude with the birthmark the nude model would have to be injected into a different model bundle, replacing that model, then the birthmark could be copied/drawn into the albedo texture and this new nude model assigned to Goldmary in the assettable.xml. All of this would be fairly simple to achieve but a little time consuming, I just don't have the time to work on mods atm and I have a backlog of other stuff I intend to see finished before I start anything else.

 

@kingkabachaba I'm not really familiar with steam-deck or cobalt so I can't help you there but the model swaps shouldn't have any issues with the update and should work fine on their own by placing their folder in your ryujinx mods directory. You will need a version of BOAMO to be able to use alternative outfits in battle but I've only tested on and only support the pre-cobalt versions. I've got nothing against cobalt but I just don't need it and I don't want to complicate things so I choose not to use it.

Posted

Managed to finish another model, this time is Zephia but with even less armor than before?

image.png.852c3e6553451d1222b0e7170fde140a.png

 

This also made notice something, some mods have files all of their own, for example, the Camilla model that I used in my last mod was custom one from BOAMO not the one actually used by Camilla herself, I've tried creating a custom file but all I've got was a floating head.?

 

Also, I'll upload this mod alongside the other one because I've noticed that I forgot to include the prefab folder and anyone who downloaded it probably didn't managed to see the model...my bad.

 

CamillaZephia.zip

Posted
8 hours ago, SinnMina said:

I hope you don't mind me asking @kingkabachaba but would you be willing to tell me how you got it too work on the Steam deck? No matter what I do be it with or without mods Fire emblem Engage crashes on title screen and I have to hard reset or hard close the emulator and it's the ONLY game that crashes.
Pokemon and Zelda work on it which boggles me.

 

 

Edit: I should clarify that I have not been able to get any information on why it crashes other than "Get your Keys fix"

 

Hi,

 

First thanks all for the replies. I got it working now! 

 

SinnMina, if you have any mods in the mod folder I would delete them all and try it again. Yes, you will need the newest keys and firmware (at least that is what I have installed). Try out openGL or Vulkan, depending on your settings and if all wont help then I guess your rom is corrupted. You should make a new rom then. It runs really well on Steamdeck with Ryujinx, so its worth it!

Posted
12 hours ago, kingkabachaba said:

 

Hi,

 

First thanks all for the replies. I got it working now! 

 

SinnMina, if you have any mods in the mod folder I would delete them all and try it again. Yes, you will need the newest keys and firmware (at least that is what I have installed). Try out openGL or Vulkan, depending on your settings and if all wont help then I guess your rom is corrupted. You should make a new rom then. It runs really well on Steamdeck with Ryujinx, so its worth it!

You were right! I guess it was the game since I got a new one and it works, I suppose I never questioned it because it worked on my PC but regardless I atleast am getting somewhere so thank you very much!

Posted (edited)

Does anyone has a tutorial on how to use the catalog bundle tool to create new files for the game? I've looked everywhere and coudn't find one.

 

Edit: Nevermind I've found one on the discord?

Edited by FPSeph
Posted
On 7/7/2023 at 1:41 PM, FPSeph said:

Does anyone has a tutorial on how to use the catalog bundle tool to create new files for the game? I've looked everywhere and coudn't find one.

 

Edit: Nevermind I've found one on the discord?

Could you elaborate on that?
I've looked everywhere and I haven't been able to find a single example of how to import custom meshes into FEE, or any Unity game for that matter.
I also checked the LoversLab discord and found no information on the topic.

Posted
On 7/17/2023 at 12:12 AM, shiftychesh said:

Could you elaborate on that?
I've looked everywhere and I haven't been able to find a single example of how to import custom meshes into FEE, or any Unity game for that matter.
I also checked the LoversLab discord and found no information on the topic.

I didn't get from the LL discord, but from a FE modding discord, It's not really difficult.

 

First you're gonna need this tool:https://github.com/Raytwo/catalog_bundle_tool

It's a command prompt tool that'll allow you to extract and add entries from the game's catalog bundle. Basically you'll need this tool, a catalog.bundle from the game and a toml file in the same folder.

Then you'll dump the entry from the model you're working on, for example, if you're creating a edit for the swimsuit outfit but doesn't want to overwrite the original model, you can dump with the following command:

 

.\catalog_tools.exe -b catalog.bundle dump "Assets/Share/Addressables/Unit/Model/uBody/SwimF1/c000/Prefabs/uBody_SwimF1_c000.prefab" YourTomlFileName.toml

 

Of course the "YourTomlFileName" is supposed to be whatever you choose to name your toml file. This command will dump the informations of the model into it, when you open it, you'll get something like this:

image.png.9b7db3896f03db3c3647d766434b849e.png

 

After that, replace every single entry of the old model's "name" (In this tutorial case it's swimf1) to the one of your modded file (In my case it's sar0f4), save the file and then add it back to the catalog.bundle with the following command:

 

.\catalog_tools.exe -b catalog.bundle add catalog.bundle YourTomlFileName.toml

 

And that's it, your file will now be registered in the the game's catalog and can be "called" by the assettable if you want to edit it. But remember, in order for your edited model to appear ingame you'll need to edit your mod's assetbundle's container to the one you added, you can do this with UABEAvalonia by selecting the assetbundle (the asset with mainly letters and numbers in its name) and clicking on edit data, all the way down you'll se a string similar to the internal ID in the image above, change it to be the same as the internal ID of your modded file.

 

Obs: This is a personal tip but before you put your modded file into the game's mod folder, you need to make sure that the CAB number is different from it's original file, otherwise there will be a conflict of address and the original model will become invisible. You can solve this by opening your file on UABEA, clicking on Export All and export it to a dedicated folder, after that you'll need to rename these exported files to your mod's assetbundle name it will look like this:

image.png.8b58d9dfe2d7c7043ebdf4c5ccb9d51d.png

 

Then, on UABEA, rename the two files to the same name of your assetbundle, you'll notice the your mod size became 0, now click on Import All and select the folder with the previously renamed files, click on the dropdown menu and select the purple bundle (not the ".resS" one) and save. Now you can put your modded bundle in its game folder.

image.png.85f0c003dcf9c076fb7a2cb716b01810.png

Posted
On 5/27/2023 at 7:56 AM, DistinctVariable said:

I reckon you need the "new catalogue additions" folder from the BOAMO 2.1.0 mod. I haven't been able to test any of this on my switch and kinda assumed it worked the same way but here's a few things to try:

 

  1.  put both the romfs and catalogue folder into another folder and leave that folder in contents\0100A6301214E000\.
  2.  Edit: Just realised you could also try just putting the catalogue folder in the \0100A6301214E000\ folder alongside your romfs folder.
  3.  put the "new catalogue additions" folder in the sd:/engage/mods/Battle Outfits and More Outfits Catalog/(toml files here) (taken from the instructions on the BOAMO page)
  4.  try the BOAMO 2.0.1 based files below, you'll have some missing features from v2.1.0 but all the nudity and stuff is the same and it was from when the BOAMO mod was simpler and didn't have the new catalogue folder. If you end up using this I would delete the romfs and new catalogue folders you already have and use the romfs from this file. Then install the nude models you have over the top of it (Character and Emblem), this rar includes both the BOAMO 2.0.1 AND the appropriate nude swap files so don't install the BONA rar over it.

 

Battle Outfits and Nude 2.0.1 (combined).rar 21.59 MB · 280 downloads

 

Sorry for the trouble with this, I really wish I could test this properly and give some more concrete advice but give this stuff a try and please let me know if/how it works.

 

not sure if it was this mod but I'm pretty sure it's this one that defaults everyone to being totally nude, and making the emblems all wear celica's outfit and I was wondering if there was a way I could delete that part of it cause I'd like to have the nude class outfits.

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