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Trails into Reverie (NIS America, English Language release)


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Posted (edited)

Well, I think this is the best I can get using Crossover due to 3DMigoto not working so well with translation layers. If it's possible to convert the mod to PKG files, that would be better...

 

Spoiler

image.thumb.png.f60ff9b83b7949b41b074819be1ef1fe.png

 

 

It starts fine, but if I move the camera or zoom in much more...
 

Spoiler

image.thumb.png.a710555eee13c68b9dade62f86517939.png

 

Edited by o0DVS0o
spoiler
  • 2 weeks later...
Posted

Well, I think I will have to give up, or buy a decent enough PC/laptop to run the game natively with 3DMigoto.

I thought there might be a way to import the models into Blender, then replace parts of it with the textures, vb and ib from @coomi mod folders.

I run into too many problems or errors though, whether it's recompiling the model via the ED8 Tools, or just trying import the vbs into Blender...

If anyone sees this and is clever enough to figure it out, or just let me know it's impossible, let me know :)

Posted
2 hours ago, o0DVS0o said:

Well, I think I will have to give up, or buy a decent enough PC/laptop to run the game natively with 3DMigoto.

I thought there might be a way to import the models into Blender, then replace parts of it with the textures, vb and ib from @coomi mod folders.

I run into too many problems or errors though, whether it's recompiling the model via the ED8 Tools, or just trying import the vbs into Blender...

If anyone sees this and is clever enough to figure it out, or just let me know it's impossible, let me know :)


it’s definitely possible. I haven’t written a tutorial for it per se, but I did put instructions here. Look for the part that says “If you already made your mod in 3dmigoto and you want to copy it”

Posted

Oh...hey @amorrow28, I believe it's your awesome guides and posts I have been trying to follow to make this work. Thanks for the reply!

It seemed possible in theory, I thought too, if the 3DMigoto mods have all the necessary information.

 

I will check those instructions and see if I missed anything. Thank you. Do you mind if I post any errors I get here?

For example, when trying import the vbs and ibs into Blender, it mentions it can't find sala.vb. I thought to rename the files e.g. Juna001.vb to sala.vb1 instead, but that just gave different errors in Blender.
 

Quote

image.png.3dda753958d3db40e27c0139cd5357d5.png

 

I have also only been able to import the model extracted from the PKG into Blender as glTF so far.

Posted (edited)

Just to add, if anyone has got this before when running RunMe.bat without doing anything to the extracted files as a test, I get this.
 

\source\phyreassetprocessor\phyreassetprocessorstate.cpp(646): error: PAssetProcessorState::loadFile: Unable to get open reader stream to file 'C:/Users/.../.../CSIV/assetconv_temp/dds_dae/D3D11/chr011_c02_03_conv.dds'


I can confirm that file and the others are there, so maybe just an issue with reading them?

 

Also, when extracting the PKG files, it mentions this, which may be expected...?
 

No model metadata found, entering texture only mode...

 

Edited by o0DVS0o
Posted
8 hours ago, o0DVS0o said:

Just to add, if anyone has got this before when running RunMe.bat without doing anything to the extracted files as a test, I get this.
 

\source\phyreassetprocessor\phyreassetprocessorstate.cpp(646): error: PAssetProcessorState::loadFile: Unable to get open reader stream to file 'C:/Users/.../.../CSIV/assetconv_temp/dds_dae/D3D11/chr011_c02_03_conv.dds'


I can confirm that file and the others are there, so maybe just an issue with reading them?

 

Also, when extracting the PKG files, it mentions this, which may be expected...?
 

No model metadata found, entering texture only mode...

 


It doesn’t seem like you understand how to do decompile and recompile. Have you done the basic tutorial and succeeded on all the steps? https://github.com/eArmada8/ed8pkg2gltf/wiki/Basic-Modding-Tutorial

Posted
27 minutes ago, o0DVS0o said:

Yes, I have been and thought I understood the process.

 

I have Python 3.14.2 installed with all the dependencies mentioned.

 

I can extract the PKG, which gives the expected folder and files. I just get stuck in step 3 of recompiling the model with the above error. Maybe I'm missing one of the Python packages?

 

Also, just noticed...when running build_collida.py as below, it doesn't quite match your screenshot...

Processing ed8_chr.fx#E9744D5F50E3EA2DAD7CACFF6A61C37F.phyre...
Processing ed8_chr.fx#E9FC17FBFF3CE3CA039AC619D8EBEECE.phyre...
Processing ed8_chr.fx#F797E04B6E5A5AC069D06B3241589336.phyre...
Processing ed8_chr.fx#F8825772361D27BEA84075B2A010692D.phyre...
Processing ed8_chr.fx#FD475805C05CFAA3CD419F156CC20E72.phyre...
PS C:\Users\...\Games\CSIV> python build_collada.py
No model metadata found, entering texture only mode...
Processing C_CHR027_C02/C_CHR027_C02/asset_D3D11.xml...
PS C:\Users\...\Games\CSIV>

It seems to skip to the end with the XML file...

 

A different issue to importing the model into Blender...unless the problem is with decompiling/extracting the model...

 

Your files are not in the correct folders

Posted

Yes sorry realised that shortly after posting, hence why I deleted it. It created a folder within itself, which I didn't think it did the first time i.e. C_CHR027_C02 > C_CHR027_C02, but worked when I ran the compiler commands from inside those folders. Sorry for wasting your time on that, as it now created the PKG as it should.

 

Just need to figure out what I'm doing wrong in Blender then when importing the IB and VB files....hopefully not an obvious error like this one... I will try again with the model files exported from the PKG with your tools first...

Posted
36 minutes ago, o0DVS0o said:

Yes sorry realised that shortly after posting, hence why I deleted it. It created a folder within itself, which I didn't think it did the first time i.e. C_CHR027_C02 > C_CHR027_C02, but worked when I ran the compiler commands from inside those folders. Sorry for wasting your time on that, as it now created the PKG as it should.

 

Just need to figure out what I'm doing wrong in Blender then when importing the IB and VB files....hopefully not an obvious error like this one... I will try again with the model files exported from the PKG with your tools first...


for what you are doing, you should not be importing into blender. Just use blender to identify what you want to replace, then replace. Those old mods have split buffers in an old format that blender will not accept.

 

This all assumes that the mod has both .vb files and .vb0/.vb1/.vb2 etc… the .vb file should be the same size as all the numbered segments put together. If the original .vb file is not included, then you’re in a tough situation since tools to glue the segments back together do not exist. Then again, I remember those mods do have the base unsegemented buffers, so if the files are missing then I’d question where you got the download.

Posted (edited)

Yep, made some progress and I think you are right about importing into Blender.

 

No problem anymore with extracting, decompiling and recompiling the model, but not tested it in game yet.

 

I can import the exported model vb/ib files into Blender using the ED8 scripts, but it doesn't like importing those from the mod folders. They seem to have all the required files, such as with Millium below:
 

Spoiler

image.png.98824e93942ec887e9454ff55ef599dd.png

 

 

If I rename these to Millium0.vb, Millium1.vb etc instead, I get fewer errors, but it asks for a txt file, which I don't have. Would this be produced from a 3DM frame dump?

 

Are you suggesting I need to instead swap the buffer files from the decompiled model with the ones from the mod folder, if I can identify which ones to swap?

 

UPDATE:

 

I get it...just need to use identify the VB and replace with the main VB file from the mod, which seems to work when previewed in Blender.

 

I think the last step before recompiling...I assume I would also need to replace the texture files too...? I see you have steps for that in your guide, which I will try to follow.

 

Thanks @amorrow28!

Edited by o0DVS0o
Posted

I think replacing the texture files will be a bit of trial and error...I can tell which ones to replace from the material file > metadata, but it gets a bit confusing when there is both normal and diffuse textures, also what look to be shadows too.

 

Also noticing, as expected, there are likely shared textures, such as the one for the towel...

Posted

Well, my first attempts haven't quite gone to plan...Although I have managed to swap the meshes and attempted to replace the textures, then recompile the model.

 

It seems you can't just swap the mesh files over, as when you recompile, it doesn't match the vgmap and fails. However, I can export the replacement mesh from Blender, although it saves it as vb0 rather than just vb.

 

I am also trying to replace the textures of the new mesh, as your guide explains, where you check the material file and then the JSON file to update it to the new texture (dds) files. However, with the torso/towel mesh, it has 3 texture files and I'm not sure about the 3rd one. This might explain why the textures were misaligned.

Do we think I need to use UV mapping to check this? Still working out how to add the textures in Blender, but the one time it did work it looked OK I thought,

 

One last question/thought. I am trying to combine both parts of @coomi mods into the same model, but then when compiling, it warns about exceeding the 80 bone limit I have seen mentioned...

Posted
3 hours ago, o0DVS0o said:

Well, my first attempts haven't quite gone to plan...Although I have managed to swap the meshes and attempted to replace the textures, then recompile the model.

 

It seems you can't just swap the mesh files over, as when you recompile, it doesn't match the vgmap and fails. However, I can export the replacement mesh from Blender, although it saves it as vb0 rather than just vb.

 

I am also trying to replace the textures of the new mesh, as your guide explains, where you check the material file and then the JSON file to update it to the new texture (dds) files. However, with the torso/towel mesh, it has 3 texture files and I'm not sure about the 3rd one. This might explain why the textures were misaligned.

Do we think I need to use UV mapping to check this? Still working out how to add the textures in Blender, but the one time it did work it looked OK I thought,

 

One last question/thought. I am trying to combine both parts of @coomi mods into the same model, but then when compiling, it warns about exceeding the 80 bone limit I have seen mentioned...


the old mods don’t come with vgmaps, so you must insert them into the exact meshes they were meant to replace, with the exact vgmaps used. Once you have a working vgmap for the mesh, you can be a bit more creative if you wish.

Posted
36 minutes ago, amorrow28 said:


the old mods don’t come with vgmaps, so you must insert them into the exact meshes they were meant to replace, with the exact vgmaps used. Once you have a working vgmap for the mesh, you can be a bit more creative if you wish.

 

Oh? I won't lie, no idea how to do that...unless there is some way of reading a vgmap... I hoped you could just create new ones from Blender when you export the mesh.

 

I'm sure you have mentioned it in your guides, so I will do some more reading...

Posted
20 minutes ago, o0DVS0o said:

 

Oh? I won't lie, no idea how to do that...unless there is some way of reading a vgmap... I hoped you could just create new ones from Blender when you export the mesh.

 

I'm sure you have mentioned it in your guides, so I will do some more reading...


I have a bunch of old tutorials on modding CS4 with 3dmigoto, it may be worth doing them if you really want to understand these old mods, like this one

Posted (edited)
12 minutes ago, amorrow28 said:


I have a bunch of old tutorials on modding CS4 with 3dmigoto, it may be worth doing them if you really want to understand these old mods, like this one

 

Oh, from all the reading of the CS3/4/Reverie forums I seem to have missed that. That looks pretty relevant/useful to what Im doing. so will start reading!

 

Also, from one of your guides, this may be relevant...

Quote

If adding a mesh, be sure it conforms to the existing skeletal map (.vgmap). (Note: Meshes dumped with this tool have remapped skeletons by default, so existing 3DMigoto meshes cannot be dumped in as-is. You can either merge into a dumped mesh, or you can run the decompiler with the partial maps option to get meshes with original mapping.

 

Thanks @amorrow28 I will have a look :)

Edited by o0DVS0o
Posted (edited)

Hmm, this is where I got stuck the first time...Blender won't import the donor VB/IB directly (from the mod), perhaps it's missing info? The only way I could get it to work is replacing & renaming the existing meshes with the donor before importing it...

 

Maybe I can frame dump to export the model with 3DM instead...

 

Unless...import the same model twice, one with the original mesh and one with the new mesh...perhaps that would work with your tutorial...

Edited by o0DVS0o
Posted
6 hours ago, o0DVS0o said:

Hmm, this is where I got stuck the first time...Blender won't import the donor VB/IB directly (from the mod), perhaps it's missing info? The only way I could get it to work is replacing & renaming the existing meshes with the donor before importing it...

 

Maybe I can frame dump to export the model with 3DM instead...

 

Unless...import the same model twice, one with the original mesh and one with the new mesh...perhaps that would work with your tutorial...


might be a blender 4 thing? I’m still on 3.6 with the older plugin.

Posted (edited)

Or even a Blender 5 thing, which is the version I have. I can test that. If you get the chance, mind letting me know what version of the plugin you have?

 

I was also wondering if it would work if I save the model from Blender as gltf, then use the extract_from_gltf to create the mesh files, such as the vgmaps...

 

Update: Well, this is odd...the only model I can import from the mod is Juna from the ones I have tried. Doesn't seem to matter which version of Blender, as I tried 3.2, 3.6, 4.2 and 5.

Edited by o0DVS0o
Posted (edited)

Right, sorry, maybe I'm being stupid, but a bit confused on the most important part i.e. transferring weights. For a start, I only have 2 models, the original from the game and the one imported for the mod. So I end up with the below:

 

 

Spoiler

image.thumb.png.2273d83c2bc5899100e70053b6f08be3.png

 

Left is the original model, but with only one mesh/vertex group visible.
Middle is the nude version of course.

Right is the towel mesh from the original (not sure if it's needed).

 

Do I need to transfer the weights from L & R to the middle? Otherwise, transfer all weights (torso, legs and arms) from just the original (donor?) model.

 

I think from what you explained, it's the name that's important and not the weight value, which always seems to be 1? Considering the middle mesh has vertex groups 0,1,2 etc and the original is named after the body parts...

Edited by o0DVS0o
Posted
1 hour ago, o0DVS0o said:

Right, sorry, maybe I'm being stupid, but a bit confused on the most important part i.e. transferring weights. For a start, I only have 2 models, the original from the game and the one imported for the mod. So I end up with the below:

 

 

  Reveal hidden contents

image.thumb.png.2273d83c2bc5899100e70053b6f08be3.png

 

Left is the original model, but with only one mesh/vertex group visible.
Middle is the nude version of course.

Right is the towel mesh from the original (not sure if it's needed).

 

Do I need to transfer the weights from L & R to the middle? Otherwise, transfer all weights (torso, legs and arms) from just the original (donor?) model.

 

I think from what you explained, it's the name that's important and not the weight value, which always seems to be 1? Considering the middle mesh has vertex groups 0,1,2 etc and the original is named after the body parts...


you’re making me dig through a lot of old material, I don’t understand why you’re doing this when you could just get nude .pkg mods which are literally in this thread. But whatever, learning is always good. Here.

Posted (edited)

Hah, I'm sorry @amorrow28. Just my preference that @coomi has done the best job when it comes to detail and the closest match to the original model.

 

I am learning a lot though, thanks to your advice and tutorials, as well as my own research into Blender.

 

I'll try to look up my own answers best I can...

Edited by o0DVS0o
Posted

Some of the mods aren't available in .pkg so I can understand wanting to mess with the 3DMigoto versions to then convert to .pkg later.

Posted
12 hours ago, o0DVS0o said:

Or even a Blender 5 thing, which is the version I have. I can test that. If you get the chance, mind letting me know what version of the plugin you have?

 

I was also wondering if it would work if I save the model from Blender as gltf, then use the extract_from_gltf to create the mesh files, such as the vgmaps...

 

Update: Well, this is odd...the only model I can import from the mod is Juna from the ones I have tried. Doesn't seem to matter which version of Blender, as I tried 3.2, 3.6, 4.2 and 5.

 

The Juna model was created by another user who likely had a very different workflow to mine. I do not remember the exact version of Blender I used, but I would try 2.8.

Posted
2 hours ago, DIYGuy said:

Some of the mods aren't available in .pkg so I can understand wanting to mess with the 3DMigoto versions to then convert to .pkg later.

 

My thoughts too, some of the older ones I feel are well done and deserve a more modern version. Alas, I am a bit of a newb at this despite my IT and previous 3D modelling knowledge.

 

If I get it working, I will happily post them on here :)

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