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Nude Mod Request: Fatal Frame IV - Mask of the Lunar Eclipse [Remake]


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ルカのアイテム取得時を修正。
スカートメッシュが別物扱いのデータである事が判明しましたが、通常時の別のメッシュとハッシュ値が完全に被るため、アイテム取得時に使用されるスカートだけ物理的に消しました;

 

その他色々修正。

ミサキのキャミソール切替機能あり。


Parapara_no-skirt_TEST2及びParapara_TEST2_MISAKI_Addを使用されている方も上書きで大丈夫です。

ミサキのパンティーを黒に戻したい方はMISAKI_Original color pantiesも上書きで入れて下さい。

 

H_RUK_Qデータにもデフォルト衣装のデータが存在していますが、ゲームを進めないと何処で使用されているデータなのか判別できないので、こちらの対応は時間がかかるかと思います;

 

 

Fixed Luca's item acquisition time.
It turned out that the skirt mesh was treated as a separate piece of data, but since the hash value was completely covered by another mesh during normal use, only the skirt used during item acquisition was physically erased; and

 

Various other fixes.

Misaki's camisole switching function is available.

 

Those using Parapara_no-skirt_TEST2 and Parapara_TEST2_MISAKI_Add can also overwrite.

If you want to change Misaki's panties back to black, please also overwrite MISAKI_Original color panties.
 

The H_RUK_Q data also contains the default costume data, but it is not possible to determine where the data is used until the game is advanced, so it may take some time to deal with this issue; please contact us.

 

image.thumb.jpeg.e6b52ee30210bbf8791a7867b7a05d4b.jpeg

 

修正版の公開に伴いこちらは削除しました;

This has been removed with the release of the revised version; and

 

Edited by parapara
Link to comment
44 minutes ago, woofhat said:

I don't know what kind of problem you are having, if it is not opening the g1m file. You can use the g1mtools made by @amorrow28(eArmada8) to unpack/repack the g1m files. 


Here is a detailed tutorial:

https://www.loverslab.com/topic/178718-fatal-frame-maiden-of-the-black-water-nude-mods/?do=findComment&comment=3998108


Note that there are some unpacked fmt/ib/vb files that cannot be imported into blender, because KOEI TECMO added a BLENDINDICES, you can open the fmt file:

3.jpg.0c3e93fa4e78b24a352e8ba6d6746027.jpg

 

But this BLENDINDICES is useless, all data is 0. Its only purpose is to add obstacles to modders.

 

To fix it is also very simple:
Back up the fmt file.
Delete this section of the fmt file, import it into the blender and edit, and export it.

4.jpg.77a38d2919071972b4969a11dac094ae.jpg

Restore the original fmt file.

 

 

But I ran into a similar problem to the guy above, the textures (shaders) went wrong.
Here is the result I made.

2.jpg.a4cc6713cded7714706aed4db5834cbe.jpg1.jpg.77fe353629039f158933cfd17b5aff2c.jpg

 

I don't know how to fix it either.?

 

どのような問題があるのかわかりませんが、g1mファイルを開けないのであれば.
g1mファイルを解凍/再パックするには、@amorrow28(eArmada8)さん作のg1mtoolsを使用することができます。
ここに詳しいチュートリアルがあります。https://www.loverslab.com/topic/178718-fatal-frame-maiden-of-the-black-water-nude-mods/?do=findComment&comment=3998108しかし、このBLENDINDICESは使い物にならず、すべてのデータが0になってしまいます。

 

これを修正するのも非常に簡単です。
fmtファイルをバックアップする。
fmtファイルのこの部分を削除し、blenderにインポートして編集し、エクスポートします。
元のfmtファイルを復元する。

しかし、私は上の人と同じような問題にぶつかり、テクスチャ(シェーダ)がおかしくなってしまいました。
これが私の作った結果です。
私も直し方がわかりません。

お久しぶりです☆(//▽//)☆
gust_tools152でアンパックしたら半分くらいはインポートできました。

今度はwoofhatさんの掲載して頂いた方法とかも試してみまーす。

 

It's been a while ☆(//▽//)☆
I unpacked with gust_tools152 and was able to import about half of it.

Now I will try the method you posted by woofhat and others.

Link to comment
1 hour ago, woofhat said:

I don't know what kind of problem you are having, if it is not opening the g1m file. You can use the g1mtools made by @amorrow28(eArmada8) to unpack/repack the g1m files. 


Here is a detailed tutorial:

https://www.loverslab.com/topic/178718-fatal-frame-maiden-of-the-black-water-nude-mods/?do=findComment&comment=3998108


Note that there are some unpacked fmt/ib/vb files that cannot be imported into blender, because KOEI TECMO added a BLENDINDICES, you can open the fmt file:

3.jpg.0c3e93fa4e78b24a352e8ba6d6746027.jpg

 

But this BLENDINDICES is useless, all data is 0. Its only purpose is to add obstacles to modders.

 

To fix it is also very simple:
Back up the fmt file.
Delete this section of the fmt file, import it into the blender and edit, and export it.

4.jpg.77a38d2919071972b4969a11dac094ae.jpg

Restore the original fmt file.

 

 

But I ran into a similar problem to the guy above, the textures (shaders) went wrong.
Here is the result I made.

2.jpg.a4cc6713cded7714706aed4db5834cbe.jpg1.jpg.77fe353629039f158933cfd17b5aff2c.jpg

 

I don't know how to fix it either.?

 

どのような問題があるのかわかりませんが、g1mファイルを開けないのであれば.
g1mファイルを解凍/再パックするには、@amorrow28(eArmada8)さん作のg1mtoolsを使用することができます。
ここに詳しいチュートリアルがあります。https://www.loverslab.com/topic/178718-fatal-frame-maiden-of-the-black-water-nude-mods/?do=findComment&comment=3998108しかし、このBLENDINDICESは使い物にならず、すべてのデータが0になってしまいます。

 

これを修正するのも非常に簡単です。
fmtファイルをバックアップする。
fmtファイルのこの部分を削除し、blenderにインポートして編集し、エクスポートします。
元のfmtファイルを復元する。

しかし、私は上の人と同じような問題にぶつかり、テクスチャ(シェーダ)がおかしくなってしまいました。
これが私の作った結果です。
私も直し方がわかりません。

時間なくて試せていないんですけど・・・

 

element[3]:
  SemanticName: BLENDINDICES
  SemanticIndex: 1
  Format: R8G8B8A8_UINT
  InputSlot: 0
  AlignedByteOffset: 24
  InputSlotClass: per-vertex
  InstanceDataStepRate: 0

 

を削除したあと、最終に

 

element[8]:
  SemanticName: TEXCOORD
  SemanticIndex: 1
  Format: R32G32B32_FLOAT
  InputSlot: 0
  AlignedByteOffset: 0
  InputSlotClass: per-vertex
  InstanceDataStepRate: 0
element[9]:
  SemanticName: TEXCOORD
  SemanticIndex: 2
  Format: R32G32B32_FLOAT
  InputSlot: 0
  AlignedByteOffset: 0
  InputSlotClass: per-vertex
  InstanceDataStepRate: 0

 

※element番号は連番になるように入れる。
を追加し、blenderでエクスポートしたらfmtはオリジナルに戻さず保存されたままのfmt、vb、ibでリパックでは駄目ですか?

 

 

 

Haven't had time to try it...

 

element[3]:
  SemanticName: BLENDINDICES
  SemanticIndex: 1
  Format: R8G8B8A8_UINT
  InputSlot: 0
  AlignedByteOffset: 24
  InputSlotClass: per-vertex
  InstanceDataStepRate: 0

 

Finally, after removing

 

element[8]:
  SemanticName: TEXCOORD
  SemanticIndex: 1
  Format: R32G32B32_FLOAT
  InputSlot: 0
  AlignedByteOffset: 0
  InputSlotClass: per-vertex
  InstanceDataStepRate: 0
element[9]:
  SemanticName: TEXCOORD
  SemanticIndex: 2
  Format: R32G32B32_FLOAT
  InputSlot: 0
  AlignedByteOffset: 0
  InputSlotClass: per-vertex
  InstanceDataStepRate: 0

 

Enter the element numbers so that they are sequential numbers.
If I export in blender, can't I just repack the fmt with the fmt, vb, ib as saved without reverting the fmt to the original?

Edited by parapara
Link to comment

At least swapping models/costumes is working just fine (Misaki - Ruka)

I tried some of them:
 

H_RUK_H School Dress
H_RUK_L  Jap swimsuit
H_RUK_E Kimono
H_RUK_D White Dress
H_RUK_C Uniform
H_RUK_B Kimono
 

H_MSK_D Uniform
H_MSK_F Kimono
H_MSK_E Black Skirt
 

Human NPC

H_NNA_A Nurse 1
H_NNU_A Nurse 2
H_NMY_A Girl in black (C is doll ver)
H_NCM_A Little girl
H_NHG_A Doctor
H_NKU_K Little Girl with Lunar mask
H_ETW_C Woman with mask
 

Ghost
 

G_NBT_A Tsubaki Tono
G_EOT_A Kyoko Kitazume



You don't need to close the game in order to swap the files, just like Project Zero V.


777567121_1(2).png.c937a75bdf7261b413f75b30eeeb951a.png745438616_1(1).png.5dd7439f23b16d026d3d6f31a5e9d7c8.png

 

 

2124974989_cap(2).png.5fe5929f3e81a3f5dcd62791160daf96.png

 

 

418511716_cap(1).png.58f45f603db6a74fdd67447860be6b71.png

Edited by Wisky
Link to comment
23 minutes ago, Wisky said:

At least swapping models/costumes is working just fine (Misaki - Ruka)

I tried some of them:
 

H_RUK_H School Dress
H_RUK_L  Jap swimsuit
H_RUK_E Kimono
H_RUK_D White Dress
H_RUK_C Uniform
H_RUK_B Kimono
 

H_MSK_D Uniform
H_MSK_F Kimono
H_MSK_E Black Skirt

You don't need to close the game in order to swap the files, just like Project Zero V.

 

 

2124974989_cap(2).png.5fe5929f3e81a3f5dcd62791160daf96.png

 

 

418511716_cap(1).png.58f45f603db6a74fdd67447860be6b71.png

Can you explain how you swap models / characters? This is my first time learning how to mod Fatal Frame

Link to comment
5 hours ago, Wisky said:

At least swapping models/costumes is working just fine (Misaki - Ruka)

I tried some of them:
 

H_RUK_H School Dress
H_RUK_L  Jap swimsuit
H_RUK_E Kimono
H_RUK_D White Dress
H_RUK_C Uniform
H_RUK_B Kimono
 

H_MSK_D Uniform
H_MSK_F Kimono
H_MSK_E Black Skirt

You don't need to close the game in order to swap the files, just like Project Zero V.

 

 

2124974989_cap(2).png.5fe5929f3e81a3f5dcd62791160daf96.png

 

 

418511716_cap(1).png.58f45f603db6a74fdd67447860be6b71.png

Which files did you use? Original Wii files?

Please share them here and instructions on what to replace :)

Link to comment
1 hour ago, woofhat said:

 

Hello!?
If you will mouse over here, you will see that I basically log in every day. I'm just silent because there's nothing to say.

a.jpg.92c229ae70e8fb19cbfb300387796690.jpg

 

 

The element numbers don't need to be modified, and it doesn't matter if they are not consecutive.

 

"If I export in blender, can't I just repack the fmt with the fmt, vb, ib as saved without reverting the fmt to the original?"
No, you need to reverting the fmt to the original.

 

I thought the problem you were having was that you couldn't edit the mesh.
But based on what others have said, it looks like I misunderstood. You just need the save file of the full costume.


Here is the file you want.pcsave.zip
The original address is https://bbs.3dmgame.com/thread-6395892-1-1.html 

 


Some of the costumes are 4D mesh, and as far as I know, only  @amorrow28's tool can read 4D mesh correctly at the moment.
If you see a file like 0_transformed.fmt/ib/vb, that's a converted 4d mesh.
According to @amorrow28, he is converting 4D data to 3D data, so the converted mesh will lose its physics. But that's the best we can do at this point. Since he is also on the forum, if you have questions about this you can ask him directly.

 

 

こんにちは。?
こちらにマウスオーバーしていただくとわかるのですが、私は基本的に毎日ログインしています。何も言うことがないので沈黙しているだけです。

 

要素番号は修正する必要はありませんし、連続でなくても問題ありません。

 

"を追加し、blenderでエクスポートしたらfmtはオリジナルに戻さず保存されたままのfmt、vb、ibでリパックでは駄目ですか?"
いいえ、fmtをオリジナルに戻す必要があります。

 

私は、あなたが抱えている問題は、メッシュを編集できないことだと思っていました。
しかし、他の方の意見を聞くと、どうやら私が誤解していたようです。あなたは、フルコスチュームのアーカイブが必要なだけです。
ここに、あなたが欲しいアーカイブがあります。pcsave.zip
元のアドレスは https://bbs.3dmgame.com/thread-6395892-1-1.html です。 


衣装の中には4Dメッシュのものもあり、私の知る限り、今のところ4Dメッシュを正しく読み込めるのはamorrow28さんのツールだけです。
0_transformed.fmt/ib/vbのようなファイルがあれば、それは4Dメッシュを変換したものです。
amorrow28さんによると、4Dデータを3Dデータに変換しているので、変換されたメッシュは物理が失われるそうです。しかし、現時点ではそれが精一杯です。彼はフォーラムにも参加しているので、もしこの件について質問があれば、彼に直接聞いてみてください。

 


Just leave him alone for this moment.

I guess he wants to beat the game by himself, not a modified 100% Clear save file.

 

Indeed, he doesn't have any obligation to make MOD for us.

In my opinion, it is better not pushing him to MOD anything.

Unless you pay him, or offer some treats. :)  

 

So let him enjoy the game first.

Link to comment
2 hours ago, woofhat said:

 

Hello!?
If you will mouse over here, you will see that I basically log in every day. I'm just silent because there's nothing to say.

a.jpg.92c229ae70e8fb19cbfb300387796690.jpg

 

 

The element numbers don't need to be modified, and it doesn't matter if they are not consecutive.

 

"If I export in blender, can't I just repack the fmt with the fmt, vb, ib as saved without reverting the fmt to the original?"
No, you need to reverting the fmt to the original.

 

I thought the problem you were having was that you couldn't edit the mesh.
But based on what others have said, it looks like I misunderstood. You just need the save file of the full costume.


Here is the file you want.pcsave.zip
The original address is https://bbs.3dmgame.com/thread-6395892-1-1.html 

 


Some of the costumes are 4D mesh, and as far as I know, only  @amorrow28's tool can read 4D mesh correctly at the moment.
If you see a file like 0_transformed.fmt/ib/vb, that's a converted 4d mesh.
According to
@amorrow28, he is converting 4D data to 3D data, so the converted mesh will lose its physics. But that's the best we can do at this point. Since he is also on the forum, if you have questions about this you can ask him directly.

 

 

こんにちは。?
こちらにマウスオーバーしていただくとわかるのですが、私は基本的に毎日ログインしています。何も言うことがないので沈黙しているだけです。

 

要素番号は修正する必要はありませんし、連続でなくても問題ありません。

 

"を追加し、blenderでエクスポートしたらfmtはオリジナルに戻さず保存されたままのfmt、vb、ibでリパックでは駄目ですか?"
いいえ、fmtをオリジナルに戻す必要があります。

 

私は、あなたが抱えている問題は、メッシュを編集できないことだと思っていました。
しかし、他の方の意見を聞くと、どうやら私が誤解していたようです。あなたは、フルコスチュームのアーカイブが必要なだけです。
ここに、あなたが欲しいアーカイブがあります。
pcsave.zip
元のアドレスは https://bbs.3dmgame.com/thread-6395892-1-1.html です。 


衣装の中には4Dメッシュのものもあり、私の知る限り、今のところ4Dメッシュを正しく読み込めるのはamorrow28さんのツールだけです。
0_transformed.fmt/ib/vbのようなファイルがあれば、それは4Dメッシュを変換したものです。
amorrow28さんによると、4Dデータを3Dデータに変換しているので、変換されたメッシュは物理が失われるそうです。しかし、現時点ではそれが精一杯です。彼はフォーラムにも参加しているので、もしこの件について質問があれば、彼に直接聞いてみてください。

 

ルカの水着で色々試してみた結果・・・

 

element[3]:
  SemanticName: BLENDINDICES
  SemanticIndex: 1
  Format: R8G8B8A8_UINT
  InputSlot: 0
  AlignedByteOffset: 24
  InputSlotClass: per-vertex
  InstanceDataStepRate: 0

 

を削除したあと、最終に

 

element[7]:
  SemanticName: TEXCOORD
  SemanticIndex: 1
  Format: R32G32B32_FLOAT
  InputSlot: 0
  AlignedByteOffset: 0
  InputSlotClass: per-vertex
  InstanceDataStepRate: 0
element[8]:
  SemanticName: TEXCOORD
  SemanticIndex: 2
  Format: R32G32B32_FLOAT
  InputSlot: 0
  AlignedByteOffset: 0
  InputSlotClass: per-vertex
  InstanceDataStepRate: 0

 

を追加し、blenderでインポート。
取り敢えずそのままエクスポートし、fmtファイルだけオリジナルのfmtに戻してリパック。

試したのはvb6とvb7で、ルカの身体ですが、リパック後の状態としては特に問題なさそうです・・・;
(身体のテクスチャーがよく見える様に水着の上の白い布は非表示にしています)

 

TEXCOORDを2つ追加した理由は、3DMigotoで抽出したvb+ibのfmtには必ず末尾にこれが書かれているからです。
(それ以外は同じ内容)

もう少し色々な衣装のモデルでも試してみますが・・・

 

 

Trying different things with Luca's swimsuit...

 

element[3]:
  SemanticName: BLENDINDICES
  SemanticIndex: 1
  Format: R8G8B8A8_UINT
  InputSlot: 0
  AlignedByteOffset: 24
  InputSlotClass: per-vertex
  InstanceDataStepRate: 0

 

Finally, after removing

 

element[7]:
  SemanticName: TEXCOORD
  SemanticIndex: 1
  Format: R32G32B32_FLOAT
  InputSlot: 0
  AlignedByteOffset: 0
  InputSlotClass: per-vertex
  InstanceDataStepRate: 0
element[8]:
  SemanticName: TEXCOORD
  SemanticIndex: 2
  Format: R32G32B32_FLOAT
  InputSlot: 0
  AlignedByteOffset: 0
  InputSlotClass: per-vertex
  InstanceDataStepRate: 0

 

and import with blender.
Exported as is and repacked only the fmt file back to the original fmt.

I tried vb6 and vb7, Luka's body, and it looks fine after repacking...; (the body texture looks good).
(I hid the white cloth over the swimsuit so you can see the body texture better)

 

The reason I added two TEXCOORDs is because the vb+ib fmt extracted by 3DMigoto always has this at the end.
(otherwise the same content)

I'll try it on a few more models with different outfits, but...

 

image.thumb.jpeg.2f1817e7ca16ebf93be782fca4a3ae22.jpegimage.thumb.jpeg.aed9fe1ded36fda47f2c5e514517c0b1.jpeg


 

Link to comment
21 minutes ago, YUGI_Meme said:


Just leave him alone for this moment.

I guess he wants to beat the game by himself, not a modified 100% Clear save file.

 

Indeed, he doesn't have any obligation to make MOD for us.

In my opinion, it is better not pushing him to MOD anything.

Unless you pay him, or offer some treats. :)  

 

So let him enjoy the game first.

そのように言って頂くのは有難いのですが・・・
G1Mの問題が解決できるのであれば、MODを作ろうとしている全ての方の役に立つ事だと思うので、検証用として有難く使わせていただきました;
※ゲーム自体は楽しみたいので自分の力でクリアーしますよ;

MOD自体は私のペースでしか作成しないので大丈夫です。
有難うございます。

 

I appreciate you saying that, but ...
If it solves the problem of G1M, I think it will be useful for all those who are trying to make mods, so I thank you for using it for verification purposes; *I want to enjoy the game itself, so I will clear it by myself.
I want to enjoy the game itself, so I will complete it on my own.

The mod itself is fine as I will only create it at my own pace.
Thank you very much.

Link to comment

https://www.mediafire.com/file/1qp80y1kz6mh66v/Fatal+Frame+4+Modding+Kit+by+Jupisoft.zip/file

 

Hello, I'm coming from the Fatal Frame 5 modding page as well as many others, so I just want to remember everyone new that we already seem to have working tools for Fatal Frame 5 that also work with this game, and they were just made a few weeks ago, so feel free to try them out too, all are attached but look around page 57 or so in the Fatal Frame 5 page to get more details. Only that after some comments they said that the result can't be loaded back, maybe it has to do with the new .rigbin files?

 

I checked one and it has a "BGIR" header (for RIGBIN backwards), then a value of 2 in the next 4 bytes, then a 32 in the next 4, followed by 8 bytes of "random" values (not zero) and finally 12 zeroes. So if it stores a hash or CRC like suggested on the Fatal Frame 5 page, then it might not be very long. I suppose it's not stored in the same GMPK as extra bytes, right?

 

Note: I said it hasa 32, while the whole file is actually 32 bytes, so perhaps that is the whole file length? Although I might be wrong, but I'll love to hear your thoughts on that...

 

It might be a CRC of 64 bits instead, although it kinda sounds old/limited nowadays. I hope someone else might help us with that format, in case is that which makes it impossible to port files or mods from Fatal Frame 5 into 4. Thanks in advance for any help/tips on how to progress with that.

 

Also very good news: I have already exported ALL the game textures as DDS and even converted them all to PNG, leavning them ready to make a 2x remaster with AI once again, so I'll remaster both games at once now. And while I do that I'll make a preview for each GMPK model for my next modding tool, which now will have to support both games at once ?

 

I'll also try to make a list with the names and descriptions for all GMPK files, to make it easier to make new mods. I'll post it here once all is done as well on nexus ?

 

My modding kit includes a "new" KSCL and KSLT editor so in theory one might replace any texture with another image of the same dimensions. So use Paint.NET to export any image as DDS, and select the same compression my tool shows, probably without mip maps, but always make backups, and once you're done just click the bottom button

 

And just now my cousin's good laptop already finished all the remaster at 2x using AI for ALL the Ghosts, Humans, items and Records. Only that again is still in PNG, so first I must convert it back to DDS while keeoing it'soriginal DDS compression.

 

Here is a link to all the versions of 3DMigoto plus a link to its releases page, just in case it might save you some time:

 

https://www.mediafire.com/file/utvaeakjqye4oed/3Dmigoto_releases_by_Jupisoft.zip/file

 

Note: if any of you want to make mods or just fiddle with the game files and need some more help, just let me know in any way and I'll do my best to help you ?

g1m_exporter_v1.3.2_x64_standalone.zip g1m_exporter_v1.3.2.zip blender_3dmigoto.py gust_tools.zip projectG1M.zip noesisv4466.zip 146728506_FatalFrame4ModdingKitbyJupisoft.zip g1m_exporter_v1.3.2_x64_standalone.zip

3Dmigoto releases by Jupisoft.zip

Edited by Jupisoft
Link to comment
1 hour ago, woofhat said:

謝謝你的澄清。

最後,紋理的問題就解決了。我得到了錯誤的紋理。

 

這是我的模組: H_RUK_A.7z

a1.jpg.5091c9390a345531ea91b05400080f3b.jpga2.jpg.1a1182a0fd1d47bbf5490c35d1705c5a.jpg

 

 

 

わかりやすく教えテいただきありガとうございます。

やっとテクスチガの問題ガ解しました。テクスチュア間違えテしまいました。

 

請問如何下載

 

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12 minutes ago, mdssdc00 said:

請問如何下載

 

First, plz use English or Eng&Jan like parapara and someone else, there are surely Chinese (me also) here, but it's a English forum, say English to show respect

Second, just click the "H RUK A" with a chain icon, have a nice day!

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4 hours ago, woofhat said:

Thank you for the clarification.

Finally, the problem of textures is solved. I got the wrong texture.

 

This is my mod: H_RUK_A.7z

a1.jpg.5091c9390a345531ea91b05400080f3b.jpga2.jpg.1a1182a0fd1d47bbf5490c35d1705c5a.jpg

 

 

 

わかりやすく教えていただきありがとうございます。

やっとテクスチャの問題が解決しました。テクスチャを間違えてしまいました。

 

Pubic hair? Japan gurls need pubic hair.

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16 hours ago, ShinyRoseMods said:

Can you explain how you swap models / characters? This is my first time learning how to mod Fatal Frame

Go to your game path folder, e.g. C:\Games\FATAL FRAME PZ Mask of the Lunar Eclipse\binary\character

H_MAD_A is for Madoka default costume
H_MSK_A (Misaki)
H_RUK_A (Ruka)

If you want to play as X character in Ruka's story you need to rename and replace these 3 files:
.gmpk
.rigbin
.swg


E.g. copy the 3 H_MSK_A files to H_RUK_A folder, (always make a backup) then rename the 3 H_MSK_A files (gmpk, rigbin, smg) to H_RUK_A

You just need to move, renamen and replace some files.


For Ruka nude mod you just need one file, H_RUK_A.gmpk
1872538349_cap(2).png.f891eee528448177f619851eb255e98f.png888311442_cap(1).png.85ecb42f8c49012d6056b2df5523a086.png

Edited by Wisky
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3 hours ago, Joseph Demo said:

首先,請使用英語或像parapara和其他人一樣的Eng&Jan,這里肯定有中國人(我也是),但這是一個英語論壇,說英語以示尊重

其次,只需點擊帶有鏈條圖標的“H RUK A”,祝你有美好的一天!

I usually click the link. But still can't download

 

display the following text

Oops!

This attachment is not available. It may have been removed or the person who shared it may not have permission to share it to this location.
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2 hours ago, mdssdc00 said:

I usually click the link. But still can't download

 

display the following text

Oops!

This attachment is not available. It may have been removed or the person who shared it may not have permission to share it to this location.

share the file with you now hold up or freeze up then move again

H_RUK_A.7z

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3 hours ago, Wisky said:

Go to your game path folder, e.g. C:\Games\FATAL FRAME PZ Mask of the Lunar Eclipse\binary\character

H_MAD_A is for Madoka default costume
H_MSK_A (Misaki)
H_RUK_A (Ruka)

If you want to play as X character in Ruka's story you need to rename and replace these 3 files:
.gmpk
.rigbin
.swg


E.g. copy the 3 H_MSK_A files to H_RUK_A folder, (always make a backup) then rename the 3 H_MSK_A files (gmpk, rigbin, smg) to H_RUK_A

You just need to move, renamen and replace some files.


For Ruka nude mod you just need one file, H_RUK_A.gmpk
1872538349_cap(2).png.f891eee528448177f619851eb255e98f.png888311442_cap(1).png.85ecb42f8c49012d6056b2df5523a086.png

thanks for clearing this up.

Do you happen to know what the purpose of: .rigbin and .swg?

Does any of these 2 file formats contain like a list of submeshes? Like if we want to create custom submeshes, when we extract .gmpk and then extact the g1m and modify the submeshes in Blender?

Like I been trying to merge the whole mesh body and add them into 1 submesh (while they're seperated into different submeshes by defualt) I want to know if there is a way to do this, to create a custom body and not use the in-game body mesh.

Edited by ShinyRoseMods
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