Guest Posted March 11, 2023 Posted March 11, 2023 (edited) 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. 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 March 14, 2023 by parapara
Guest Posted March 11, 2023 Posted March 11, 2023 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: 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. 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. 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.
Guest Posted March 11, 2023 Posted March 11, 2023 (edited) 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: 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. 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. 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 March 11, 2023 by parapara
Guest Posted March 11, 2023 Posted March 11, 2023 (edited) 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. Edited March 13, 2023 by Wisky
ShinyRoseMods Posted March 11, 2023 Posted March 11, 2023 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. Can you explain how you swap models / characters? This is my first time learning how to mod Fatal Frame
VeraXona Posted March 11, 2023 Posted March 11, 2023 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. Which files did you use? Original Wii files? Please share them here and instructions on what to replace
PepeLordd Posted March 11, 2023 Posted March 11, 2023 4 minutes ago, VeraXona said: Which files did you use? Original Wii files? Please share them here and instructions on what to replace mate these are already in game? have you even bothered to read? 1
Joseph Demo Posted March 12, 2023 Posted March 12, 2023 Could anyone plz offer some help on how to use parapara's mod with 3Dmogito? I can't understand=-( Thanks!
YUGI_Meme Posted March 12, 2023 Posted March 12, 2023 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. 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.
Guest Posted March 12, 2023 Posted March 12, 2023 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. 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...
Guest Posted March 12, 2023 Posted March 12, 2023 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.
Popular Post woofhat Posted March 12, 2023 Popular Post Posted March 12, 2023 45 minutes ago, parapara said: 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... 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 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。 26
mdssdc00 Posted March 12, 2023 Posted March 12, 2023 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 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 1
Joseph Demo Posted March 12, 2023 Posted March 12, 2023 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!
nudefinder Posted March 12, 2023 Posted March 12, 2023 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 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. 2
Guest Posted March 12, 2023 Posted March 12, 2023 (edited) 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 Edited March 12, 2023 by Wisky
Guest Posted March 12, 2023 Posted March 12, 2023 10 hours ago, VeraXona said: Which files did you use? Original Wii files? Please share them here and instructions on what to replace Oh no, the files are from the same game. I tried some PZV gmpk files but the game crashed xD
mdssdc00 Posted March 12, 2023 Posted March 12, 2023 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.
Bizarro Posted March 12, 2023 Posted March 12, 2023 Would it be possible to get an ongoing naked ghosts pack, slowly adding more and more as time goes by? 1
xlegendgame Posted March 12, 2023 Posted March 12, 2023 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
Joseph Demo Posted March 12, 2023 Posted March 12, 2023 55 minutes ago, Bizarro said: 有没有可能得到一个持续的裸体幽灵包,随着时间的推移慢慢增加越来越多的? This is really necessary in FF4 where the combat difficulty is much higher than FF5
ShinyRoseMods Posted March 12, 2023 Posted March 12, 2023 (edited) 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 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 March 12, 2023 by ShinyRoseMods
Joseph Demo Posted March 12, 2023 Posted March 12, 2023 (edited) Let me make a Chinese, Japanese and Roman phonetic comparison table to help you recognize the roles 1.水无月(水無月) 流歌 みなづき るか minazuki ruka(RUK) 2.麻生 海咲 あそう みさき asou misaki(MSK) 3.月森 圆香(円香) つきもり まどか tsukimori madoka(MAD) 4.雾岛(霧島) 长四郎(長四郎) きりしま ちょうしろう kirishima choushirou(KRS) 5.水无月(水無月) 小夜歌 みなづき さやか minazuki sayaka(SYK) 6.四方月 宗也 よもつき そうや yomotsuki souya(ETA?) 7.灰原 耀 はいばら よう haibara you(NYO?) 8.灰原 重人 はいばら しげと haibara shigeto(NHG?) 9.黑衣少女 黒衣の少女 a girl in black(NMY?) 10.亚夜子(亞夜子) あやこ ayako(G EJK) original official web:零 ~月蝕の仮面~(ゼロ ~つきはみのかめん~) 公式サイト (gamecity.ne.jp) Edited March 19, 2023 by Joseph Demo 6
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