Adal01 Posted May 5 Posted May 5 Hey @IncogACC, How do you collect portrait hashes in wuwa ? I managed to activated the hunting, was able to navigate through the different UI elements, selecting the ones i was interested in, but when trying to use gui_collect tool, there is no wuwa options, only other games and i didn't manage to extract anything by following the guide. I would have like to try to get Jiyan hash since it s one of those you are missing. But even trying to get one that is already known, I failed at retrieving it. You listed MRover has one of the portrait hash you're currently missing, i don't think this one change as the mod isn't broken for him.
yumiyuzuki Posted May 5 Posted May 5 1 hour ago, IncogACC said: This ain't my cup 'o tea but I figured someone would appreciate it. I'm also surprised that no one else bothered to make some quick toggles considering the mod was primed and ready for it. I did have to do a little draw call reconstruction for a few extra toggles, but basic nudity stuff was basically ready to go, strange it wasn't released with toggles to begin with. Toggles: 12 Up - Choker Down - Stockings Left - Top Right - Skirt Alt Up - Colour Alt Down - Thigh band Alt Left - Flower accessory Alt Right - Panties Ctrl Up - Makeup Ctrl Down - Shoes Ctrl Left - Wrist bands Ctrl Right - Suzu Hiyuki JK.rar 21.19 MB · 1 download can you make this for OG body sir?
epic390 Posted May 5 Posted May 5 Does anyone have a fix for this? Her face is just stuck, no animation or movement at all. Mornye Hangout.rar
imobi Posted May 5 Posted May 5 asking again in case anyone mightve gotten this mod https://ko-fi.com/s/25872467a7
IncogACC Posted May 5 Posted May 5 2 hours ago, Adal01 said: Hey @IncogACC, How do you collect portrait hashes in wuwa ? I managed to activated the hunting, was able to navigate through the different UI elements, selecting the ones i was interested in, but when trying to use gui_collect tool, there is no wuwa options, only other games and i didn't manage to extract anything by following the guide. I would have like to try to get Jiyan hash since it s one of those you are missing. But even trying to get one that is already known, I failed at retrieving it. You listed MRover has one of the portrait hash you're currently missing, i don't think this one change as the mod isn't broken for him. F8 frame dump the portrait screen with the character portrait in one of the slots. You can reduce the dump size and duration by changing the dump option in d3dx.ini, find analyse_options and set it to "analyse_options = dump_tex" so it only dumps textures. Once the dump is done, go into the deduped folder and look for the spine animation assets (google exists, look it up) and note down the hashes for the missing characters, the hashes are the filenames themselves, so like 12345678.dds. 1
IncogACC Posted May 5 Posted May 5 1 hour ago, yumiyuzuki said: can you make this for OG body sir? Nope, I'm not the modder, I'm just doing ini tweaks, it'd have to be remade using an entirely different base body.
IncogACC Posted May 5 Posted May 5 1 hour ago, epic390 said: Does anyone have a fix for this? Her face is just stuck, no animation or movement at all. Mornye Hangout.rar 148.01 MB · 1 download Oh my god... This dumbfuck of a modder forgot to export the shapekeys... Aight, lesson time! Shapekeys are the mechanism that handle deformation in a model, in this case the facial animation. Think of it like this, the model itself contains X number of vertices and those vertexes exist with a specific length, they're "rigid" like wood so if you tried to open the mouth, all of these stiff wooden beams(vertices) would just snap which is where shapekeys come in. Shapekeys allow for deformations to take place, so vertices and bones and what not can expand, bend and contract allowing the mesh to make shapes it otherwise wouldn't be able to, such as facial expressions. The shapekeys essentially hold the data that tells the model how to make expressions by deforming the face, without shapekeys, the model doesn't even know what expressions are much less how to actually make them. This is a random Sigrika mod I grabbed and reversed, as you can see on the right side where it's highlighted in blue, it has shapekeys, a whole 163 (counts from 0, not 1) of them. And this is the Mornye mod... No shapekeys, no facial animation... I've never worked with shapekeys, I've never worked with anything in blender actually, the only reason I know these things is 'cus I spent 2 hours watching Cyber's WuWa modding tutorial stream and because I've tinkered with enough mods to know how things vaguely work. I don't know what it'd take to port facial shapekeys from another Moryne mod and re-export, but I can give it a try tomorrow I guess but no promises, this is very much NoMention's fault and it's on that guy to actually make his fucking mods correctly but based on my rant from earlier, that ain't happening EVER. 4
67Sukhy Posted May 6 Posted May 6 9 hours ago, IncogACC said: Yep, place > save > F10 in game to check > adjust. They do look super flat when I do them, this is purely a texture edit so there's literally no nipple mesh to place the texture on, though there is one trick that could make it look a little better and that'd be editing the normal map as well, but that's beyond what I can do effectively so I don't bother. Normals affect the way that light interacts with things and thus you can create the effect of there being a bump for the nipples even if the mesh is completely flat. Plenty of pro-level modders are knowledgeable enough to know how to create a reverse script, they don't share it because reversing allows people to steal custom made assets from high-tier modders and reuse them without permission, that's why those who know on the modders side as well as AGMG staff don't allow/approve of reverse scripts. I wrote this for Genshin a while back but it applies to WuWa as well. Draw call reconstruction is not hard at all, but the level of effort the average mod user is willing to put in is literally nothing so next to nobody even bothers to try despite the amount of customisation power it can give you. Alright, Ive read through the entire doc and I understand some things but im still confused on some other things. 1. Does it matter where I put the draw indexes? Do they have to be under the old ones or under a specific textureoverride block, etc. 2. For modifying a previous mod that already has toggles, do I just keep working below their toggles or can I put toggles above theirs and then find out the Y index that would be inbetween them? Thats the main thing im stumped on. 3. Can you explain how the textureoverride stuff works and how the textures in the texture folder work in the ini itself? I have no idea how to go about finding out which texture a specific toggle would be in. Like for example, if I try to add a shoe toggle onto a mod, does it need to be where the main textures are? There are some mods where there are like 2-3 of the same texture and I can't tell the difference between them so I don't know which textureoverride to use. Another thing, If there is a toggle in textureoverride 6 but I want to create a toggle in texture override 3, would I take the y index from the highest one or do I need to take y drawindex from the ones in texture override 3. Like for example, a toggle in textureoverride 6 has Y 102020 and a toggle in textureoverride 3 has a Y of 25345. If i wanted to add a toggle to textureoverride 3 below the 25345 one, would I take the Y of 25354 or the 102020. I want to try my hand at a Hiyuki mod with no tits but it has a nude body and i'd like to get some more knowledge before starting. Im assuming you rewrite all the toggles from the ground up or do you continue where the origional toggles left off?
sshazoxt Posted May 6 Posted May 6 19 hours ago, cj291 said: https://mega.nz/file/LvYBxL4b#6p0PLrRITiuuStwapn3owKe4sbFctkNqVFTf3mzQJck pw kekehxl .exe? 2
iGoonOnFeet Posted May 6 Posted May 6 i don't know who made this mod, but if you ever see this, please make inverted nipples, i beg. Hiyuki Huge Areolas.zip 1
Legacy57 Posted May 6 Posted May 6 1 hour ago, sshazoxt said: .exe? literally like me bro. i was confused by the .exe . luckily i didnt run it
Aurochus Posted May 6 Posted May 6 On 2/18/2026 at 3:09 AM, W4ndering Soul said: Definitely just to take some photos. Good event, by the way. I usually use a preset that I feel gives a good look with slightly better performance and less ghosting. But in moments like this, I feel that another, more aggressive preset does contribute quite a bit. I'll leave a small comparison, arranged in groups of three. 1 without reshade 2 cleaner preset 3 more aggressive preset Reveal hidden contents and a few more just by comparing both presets Reveal hidden contents A few more of the environment with the cleanest preset Reveal hidden contents You can consider this a version 2 of the preset I uploaded in a previous post. It's worth mentioning that it's still quite demanding. Please share your preset if you achieve better results. Thanks for reading, excuse my English. Just Other WuWa Preset RT TEST 4 (agressive).rar 33.83 kB · 52 downloads Just Other WuWa Preset RT 2.1 (cleaner).rar 31.8 kB · 57 downloads Do you have specific In-game settings you use specificlly?
Kokuei Posted May 6 Posted May 6 (edited) 1 hour ago, iGoonOnFeet said: i don't know who made this mod, but if you ever see this, please make inverted nipples, i beg. Hiyuki Huge Areolas.zip 62.5 MB · 1 download Love the breast size for sure, but was hoping there was the option for a lot less Areolas... darn. Love the nipples though that's absolutely awesome. So far I'll probably use this until I either have to pay someone separately a ton of money to reduce the Areolas size/radius cause it's HIGHLY unlikely the actual author would put in any new additions or options for this anytime soon. *shrugs* that sucks, but *sigh* that's all we get so far mostly for big booba... well "real" big booba anyway Nahcyor is like... hit & miss at best these days. There was the surprising one from YYZJ that looked spectacular so I may swap between this one and that one from time to time, but the SIZE of these bazoongas are literally perfect just.... not the Areolas.. I get to be a bit "picky" on that one slightly. It just grabs my OCD a bit too much in game than regular areola size & it's definitely not anywhere near my favorite size for areola cause it doesn't match my lady I'm with in real life. (i like to think of my lady as if she was in the game with me too from time to time, but in the form of my waifu.....) Edited May 6 by Kokuei
Kokuei Posted May 6 Posted May 6 On 5/4/2026 at 7:39 PM, MarkusIXX said: Since Hazeker stopped doing WuWa mods, are there any like his? Melodiqs look nice but they aren't naked... I know how you feel about that. I see Melodiqs all the time and they nearly always have either very few toggles or absolutely ZERO entirely. (I honestly feel that's cause he's just lazy or has very low level skill in modding and that's just be being observant of his type of mods & being completely honest.) You may like looking into "Slap" he usually does some really nice ones, but again his usually is always nude, but with no toggles and there are "sometimes" where he actually cares to do toggles so it's usually hit or miss. I usually deal with this issue countless times for certain artists until I get outrageously sick & tired of no one doing a massively huge boob/thick mod like they did with Varesa cause I had to pay $250 to get that done with everything I wanted and they even managed to do a v1 & v2 of that mod for me completely free of charge cause of small basic issues and we worked together very well and that mod author was "Selrew". Very much still love working with that mod author, but I haven't needed to do any mods since then and I honestly WOULD work with other modders and pay them for a custom mod, but quite honestly none of them will keep enough "good communication" or contact with me & in discord that worked well for me & Selrew. Pretty sad no one else asks Selrew for custom mods, but I do and I pay them well for it cause now I have a customized Varesa on Genshin Impact that yes, it is true, other people do have access to the V2 of that character mod.... but V1 has never been released and I myself have that to keep and I specifically asked for it that way cause I wanted the author to be able to get attention for the great and well done work they did for something that was very fun to enjoy even to this day and it's been a very resilient mod through out the patches so far, only a few mishaps here or there, but has been running fantastic after that.
yumiyuzuki Posted May 6 Posted May 6 6 hours ago, IncogACC said: Nope, I'm not the modder, I'm just doing ini tweaks, it'd have to be remade using an entirely different base body. i see, ty for answer me sir 1
kurokoi1 Posted May 6 Posted May 6 2 hours ago, sshazoxt said: .exe? 1 hour ago, Legacy57 said: literally like me bro. i was confused by the .exe . luckily i didnt run it just open the exe with winrar and extract the mod 2
bamvern Posted May 6 Posted May 6 2 hours ago, Legacy57 said: literally like me bro. i was confused by the .exe . luckily i didnt run it u just have to unzip the .exe file I almost ran it but thought it was weird so i tried 7zip first and it worked idk if im cooked but i got the mod at least. 1
LIANLIANOM Posted May 6 Posted May 6 2 hours ago, Legacy57 said: 真的就像我一样,兄弟。我对.exe感到困惑。幸运的是我没跑 It's just a self-extracting program, a special type of compressed file. You can even extract it simply by double-clicking the left mouse button without any decompression software, so there's no need to worry too much.
kilo11yoimiya Posted May 6 Posted May 6 49 minutes ago, LIANLIANOM said: 它只是一個自解壓縮程序,一種特殊的壓縮檔。你甚至無需任何解壓縮軟體,只需雙擊滑鼠左鍵即可解壓,所以不必過於擔心。 by the way that exe password is kekehxl , it is that website name
IncogACC Posted May 6 Posted May 6 (edited) 8 hours ago, 67Sukhy said: Alright, Ive read through the entire doc and I understand some things but im still confused on some other things. 1. Does it matter where I put the draw indexes? Do they have to be under the old ones or under a specific textureoverride block, etc. "Drawindexed" is a command that says "draw these vertices" so the command will work under any TextureOverride block, but each TextureOverride is a different component and each different component has different textures, so if you're splitting a draw call into multiple draw calls, place all of your new smaller draw calls below the original within the same block otherwise you'll have texture issues. 8 hours ago, 67Sukhy said: 2. For modifying a previous mod that already has toggles, do I just keep working below their toggles or can I put toggles above theirs and then find out the Y index that would be inbetween them? Thats the main thing im stumped on. You don't have to have things lined up in Y order, you can have the draw calls grouped as you please as long as they're under the correct TextureOverride. You can also have duplicates of the same vertices if you want, like draw calls that overlap. There really aren't that many rules for draw calls beyond making sure they're under the correct component so you get the correct texture. Think of each component as an individual workspace and all of the existing draw calls within that workspace are your materials, as long as you don't cross contaminate materials with different workspaces (as in moving a draw call from TextureOverrideComponent3 to Component 4 for example) then you can do whatever you want within the workspace. 8 hours ago, 67Sukhy said: 3. Can you explain how the textureoverride stuff works and how the textures in the texture folder work in the ini itself? A [TextureOverride] is just a form of CommandList, all it does is check for its hash and when that hash is active it will execute the code in the block. So like for example: [TextureOverrideExample] hash = 12345678 this = ResourceExample Let's say that hash 12345678 happens to be the texture for a sword or something, when that sword is on screen, the TextureOverride recognises the sword because of the hash and executes the code in the block, "this = ResourceExample" is a simple replace, it's very literal meaning "this thing is now this resource" and so the sword texture is replaced with "ResourceExample" That's how texture replacement works, the textures in the folder are the same as "ResourceExample". When you're looking in a WuWa mod ini and you scroll down to the textures section, that is what you're seeing, all of the textures in the folder are established as resources with a block like: [ResourceExample] filename = Textures/Components-0 t=12345678.dds The "Textures/" part of the filename line means "the file I'm referencing is inside the Textures folder". As for the textures themselves, well as you know from looking through the ini, all of the big TextureOverride blocks are called TextureOverrideComponentX and all of the texture files (well by default anyway) are called Component-X t=12345678.dds, so if a texture is Component-3 t=, then it's a texture that's used by the draw calls in TextureOverrideComponent3, some textures will have multiple numbers like Component-3-4 t= meaning that texture will be used by both Components 3 and 4 and from there, identifying what texture controls what is fairly easy. 8 hours ago, 67Sukhy said: I have no idea how to go about finding out which texture a specific toggle would be in. Like for example, if I try to add a shoe toggle onto a mod, does it need to be where the main textures are? There are some mods where there are like 2-3 of the same texture and I can't tell the difference between them so I don't know which textureoverride to use. Another thing, If there is a toggle in textureoverride 6 but I want to create a toggle in texture override 3, would I take the y index from the highest one or do I need to take y drawindex from the ones in texture override 3. Like for example, a toggle in textureoverride 6 has Y 102020 and a toggle in textureoverride 3 has a Y of 25345. If i wanted to add a toggle to textureoverride 3 below the 25345 one, would I take the Y of 25354 or the 102020. I feel like there's a bit of a disconnect here. Stop thinking about assigning textures to components, you basically never have to think about that, when doing draw call reconstruction the only thing you need to care about are the draw calls themselves. Like I said earlier, each component is a separate workspace and you're working with the existing draw calls within an established workspace. If you want to add a shoe toggle, the mod needs to have those shoes within the mesh already, you can't add vertices to an existing complete mesh nor can you just port them from a different mod, just remember that draw call reconstruction is a MODIFICATION process, not an ADDITION process. Let's say the shoes are tied to the lower body and the lower body is drawn in Component 4, that seems to be the case for Hiyuki, you'd find the draw call responsible, let's just pretend and say "drawindexed = 15000, 32000, 0". You'd create a copy of that line, comment out the original line and start tweaking the X value to try and isolate the shoes specifically, something like this: ;drawindexed = 15000, 32000, 0 drawindexed = 3000, 32000, 0 You're starting your search from the same Y point because you know that somewhere within the 15000 vertices drawn from start point 32000 are the shoes, so you narrow your search area to check the first 3000 vertices or so, if the shoes aren't drawn, then you can increase the X value to something like 6000, if you see that the shoes are now partially drawn, you start to dial back the X value bit by bit in order to find the exact vertex where the first triangle for the shoe is drawn. For example "drawindexed = 5100, 32000, 0" doesn't draw any shoe vertexes and "drawindexed = 5103, 32000, 0" draws the very first shoe vertex, you'd save "drawindexed = 5100, 32000, 0" as part of the original lower body draw call and you'd start a new draw call to now isolate the shoes, it'd look something like this: ;drawindexed = 15000, 32000, 0 (Our original full lower body draw call) drawindexed = 5100, 32000, 0 (Our new draw call containing part of the lower body and NO shoes) drawindexed = 5100, 37100, 0 (Our new draw call which STARTS from where the previous draw call left off, 32000 + 5100 = 37100) This new, third, draw call will contain the shoe vertices and possible ONLY shoe vertices because the end point of our second draw call stops JUST before the shoes start to be drawn. Lets say our third draw call overshoots a little, it draws all of the shoes and some skin vertices from the lower body itself, we can now tune the X value of this new draw call and reduce it in order to isolate ONLY the shoe vertices, let's say the magic number is "drawindexed = 4200, 37100, 0", now all we need to do is create one last draw call to draw the rest of the lower body vertices which come after the shoes. In this case we've drawn 5100 vertices for the lower body and 4200 vertices for the shoes, we create a new draw call with a Y value of 4200 + 37100 because that's where the shoes end and where the rest of the lower body begins, so "drawindexed = X, 41300, 0" and for our X value, we need it to be the leftover vertices, we've drawn 9300 out of our initial draw calls 15000, so 15000 - 9300 = 5700 and so that's our last X value giving us this: ;drawindexed = 15000, 32000, 0 (Original draw call drawindexed = 5100, 32000, 0 (New starting draw call for the lower body) drawindexed = 4200, 37100, 0 (Shoe draw call) drawindexed = 5700, 41300, 0 (The rest of the lower body starting from AFTER where the shoe ends) From here, we can delete the original draw call, it's no longer useful to us as we've split it into 3 draw calls, then we can add a toggle condition to our new Shoe draw call: if $shoes == 0 drawindexed = 4200, 37100, 0 endif Wire that up to a key [KeyShoes] condition = $object_detected key = no_modifiers down type = cycle $shoes = 0,1 And bam, you now have an isolated shoe toggle, when you remove the shoes via the toggle, the rest of the lower body still draws because we made sure that all of the vertices within the original 15000 are still drawn with our split draw calls. 8 hours ago, 67Sukhy said: I want to try my hand at a Hiyuki mod with no tits but it has a nude body and i'd like to get some more knowledge before starting. As for the textures part, if you want an absolute method to know if you're editing the right texture, then before you start actually making any edits, just delete textures that look like they have the body on them and press F10, if the body turns into a single colour then that's the texture you need to edit, ctrl z restore the texture you just deleted then start making your edits. 8 hours ago, 67Sukhy said: Im assuming you rewrite all the toggles from the ground up or do you continue where the origional toggles left off? That depends on the mod, everyone has a way they prefer to visualise and understand information so if the toggle setup of a mod is done in a way that doesn't click with my mental, then I'll just rewrite the whole thing, go look at basically any kongxinrumeng mod ini and you'll see what "horror that absolutely needs to be rewritten" looks like. Edited May 6 by IncogACC 9
MANBO520 Posted May 6 Posted May 6 23 hours ago, Adal01 said: 日行 By Slap Full.zip 256.39 MB · 3次下载 The hash of this mod crashed. Is there a fixed version?
Adal01 Posted May 6 Posted May 6 19 minutes ago, MANBO520 said: The hash of this mod crashed. Is there a fixed version? I'm sorry, i mnot sub to Slap myself, this was shared on discord, and there is no new update on it. Have you tried running the fixer on it ?
67Sukhy Posted May 6 Posted May 6 2 hours ago, IncogACC said: "Drawindexed" is a command that says "draw these vertices" so the command will work under any TextureOverride block, but each TextureOverride is a different component and each different component has different textures, so if you're splitting a draw call into multiple draw calls, place all of your new smaller draw calls below the original within the same block otherwise you'll have texture issues. You don't have to have things lined up in Y order, you can have the draw calls grouped as you please as long as they're under the correct TextureOverride. You can also have duplicates of the same vertices if you want, like draw calls that overlap. There really aren't that many rules for draw calls beyond making sure they're under the correct component so you get the correct texture. Think of each component as an individual workspace and all of the existing draw calls within that workspace are your materials, as long as you don't cross contaminate materials with different workspaces (as in moving a draw call from TextureOverrideComponent3 to Component 4 for example) then you can do whatever you want within the workspace. A [TextureOverride] is just a form of CommandList, all it does is check for its hash and when that hash is active it will execute the code in the block. So like for example: [TextureOverrideExample] hash = 12345678 this = ResourceExample Let's say that hash 12345678 happens to be the texture for a sword or something, when that sword is on screen, the TextureOverride recognises the sword because of the hash and executes the code in the block, "this = ResourceExample" is a simple replace, it's very literal meaning "this thing is now this resource" and so the sword texture is replaced with "ResourceExample" That's how texture replacement works, the textures in the folder are the same as "ResourceExample". When you're looking in a WuWa mod ini and you scroll down to the textures section, that is what you're seeing, all of the textures in the folder are established as resources with a block like: [ResourceExample] filename = Textures/Components-0 t=12345678.dds The "Textures/" part of the filename line means "the file I'm referencing is inside the Textures folder". As for the textures themselves, well as you know from looking through the ini, all of the big TextureOverride blocks are called TextureOverrideComponentX and all of the texture files (well by default anyway) are called Component-X t=12345678.dds, so if a texture is Component-3 t=, then it's a texture that's used by the draw calls in TextureOverrideComponent3, some textures will have multiple numbers like Component-3-4 t= meaning that texture will be used by both Components 3 and 4 and from there, identifying what texture controls what is fairly easy. I feel like there's a bit of a disconnect here. Stop thinking about assigning textures to components, you basically never have to think about that, when doing draw call reconstruction the only thing you need to care about are the draw calls themselves. Like I said earlier, each component is a separate workspace and you're working with the existing draw calls within an established workspace. If you want to add a shoe toggle, the mod needs to have those shoes within the mesh already, you can't add vertices to an existing complete mesh nor can you just port them from a different mod, just remember that draw call reconstruction is a MODIFICATION process, not an ADDITION process. Let's say the shoes are tied to the lower body and the lower body is drawn in Component 4, that seems to be the case for Hiyuki, you'd find the draw call responsible, let's just pretend and say "drawindexed = 15000, 32000, 0". You'd create a copy of that line, comment out the original line and start tweaking the X value to try and isolate the shoes specifically, something like this: ;drawindexed = 15000, 32000, 0 drawindexed = 3000, 32000, 0 You're starting your search from the same Y point because you know that somewhere within the 15000 vertices drawn from start point 32000 are the shoes, so you narrow your search area to check the first 3000 vertices or so, if the shoes aren't drawn, then you can increase the X value to something like 6000, if you see that the shoes are now partially drawn, you start to dial back the X value bit by bit in order to find the exact vertex where the first triangle for the shoe is drawn. For example "drawindexed = 5100, 32000, 0" doesn't draw any shoe vertexes and "drawindexed = 5103, 32000, 0" draws the very first shoe vertex, you'd save "drawindexed = 5100, 32000, 0" as part of the original lower body draw call and you'd start a new draw call to now isolate the shoes, it'd look something like this: ;drawindexed = 15000, 32000, 0 (Our original full lower body draw call) drawindexed = 5100, 32000, 0 (Our new draw call containing part of the lower body and NO shoes) drawindexed = 5100, 37100, 0 (Our new draw call which STARTS from where the previous draw call left off, 32000 + 5100 = 37100) This new, third, draw call will contain the shoe vertices and possible ONLY shoe vertices because the end point of our second draw call stops JUST before the shoes start to be drawn. Lets say our third draw call overshoots a little, it draws all of the shoes and some skin vertices from the lower body itself, we can now tune the X value of this new draw call and reduce it in order to isolate ONLY the shoe vertices, let's say the magic number is "drawindexed = 4200, 37100, 0", now all we need to do is create one last draw call to draw the rest of the lower body vertices which come after the shoes. In this case we've drawn 5100 vertices for the lower body and 4200 vertices for the shoes, we create a new draw call with a Y value of 4200 + 37100 because that's where the shoes end and where the rest of the lower body begins, so "drawindexed = X, 41300, 0" and for our X value, we need it to be the leftover vertices, we've drawn 9300 out of our initial draw calls 15000, so 15000 - 9300 = 5700 and so that's our last X value giving us this: ;drawindexed = 15000, 32000, 0 (Original draw call drawindexed = 5100, 32000, 0 (New starting draw call for the lower body) drawindexed = 4200, 37100, 0 (Shoe draw call) drawindexed = 5700, 41300, 0 (The rest of the lower body starting from AFTER where the shoe ends) From here, we can delete the original draw call, it's no longer useful to us as we've split it into 3 draw calls, then we can add a toggle condition to our new Shoe draw call: if $shoes == 0 drawindexed = 4200, 37100, 0 endif Wire that up to a key [KeyShoes] condition = $object_detected key = no_modifiers down type = cycle $shoes = 0,1 And bam, you now have an isolated shoe toggle, when you remove the shoes via the toggle, the rest of the lower body still draws because we made sure that all of the vertices within the original 15000 are still drawn with our split draw calls. As for the textures part, if you want an absolute method to know if you're editing the right texture, then before you start actually making any edits, just delete textures that look like they have the body on them and press F10, if the body turns into a single colour then that's the texture you need to edit, ctrl z restore the texture you just deleted then start making your edits. That depends on the mod, everyone has a way they prefer to visualise and understand information so if the toggle setup of a mod is done in a way that doesn't click with my mental, then I'll just rewrite the whole thing, go look at basically any kongxinrumeng mod ini and you'll see what "horror that absolutely needs to be rewritten" looks like. Alright I think I understand it now. I kept thinking that I could add shoes to a mesh even if they weren’t in the og and somehow making a toggle for them which I’ve found out isn’t the case. Thank you for the detailed explanation, I really appreciate it and I’ll try separating the hiyuki mod when I have time. One last question for now: The time for the draw call modification is all rng right? Since you need to find the right draw call through trial and error and then rinse and repeat for however many draw call separations you want to do. Oh one last thing before I forget. Is an easy way to remove stockings or other things of that nature just through adding red to the parts on the light map? I’ve seen that in some of the modding guides in the server.
Adal01 Posted May 6 Posted May 6 14 hours ago, IncogACC said: F8 frame dump the portrait screen with the character portrait in one of the slots. You can reduce the dump size and duration by changing the dump option in d3dx.ini, find analyse_options and set it to "analyse_options = dump_tex" so it only dumps textures. Once the dump is done, go into the deduped folder and look for the spine animation assets (google exists, look it up) and note down the hashes for the missing characters, the hashes are the filenames themselves, so like 12345678.dds. Thanks to you, i was able to finally collect hash myself. I was bothering with Gui_collect while it wasn't needed. Here are some hashes you listed as missing on gamebanana for the portrait mod. MRover = 2a45ece0 (unchanged) MRoverskin = 59b49583 I'll try to get you Jiyan hash later today when i'll be able to revert to FRover and enter dreaming deep. In the future, I'll try my best to help you get the portrait hashes you're missing, now that i'm able to collect hashes on my side. 1
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