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Posted

I'd be really funny if someone just posted the full version of Sportswear Carlotta after I've spent hours learning how to split draw calls in order to fully crack it and unlock all of the extra bits that don't even appear in the original. Progress is going extremely well though, I've learnt how to write draw calls from scratch and can now separate parts that were previously drawn with 1 draw call, which would IN THEORY let me crack almost any mod... assuming they haven't done any funky shit with mixing the first index values SPECIFICALLY to throw people off. 

 

This shit is really cool, but also really difficult. I will hopefully have the mod fully cracked by the end of the day if no one else just straight up posts it before I can finish this.

Posted
1 hour ago, IncogACC said:

I'd be really funny if someone just posted the full version of Sportswear Carlotta after I've spent hours learning how to split draw calls in order to fully crack it and unlock all of the extra bits that don't even appear in the original. Progress is going extremely well though, I've learnt how to write draw calls from scratch and can now separate parts that were previously drawn with 1 draw call, which would IN THEORY let me crack almost any mod... assuming they haven't done any funky shit with mixing the first index values SPECIFICALLY to throw people off. 

 

This shit is really cool, but also really difficult. I will hopefully have the mod fully cracked by the end of the day if no one else just straight up posts it before I can finish this.

Can't the modder just do different version of the mod with different meshes to avoid this? For example, I think LxL is already doing that, but maybe I'm wrong.

Posted
32 minutes ago, Geasskira said:

I'm tryna edit the watermark off of the chronopattern mod for Carti but I can't seem to find the texture. Any help?

If you need the mod

 

Posted
1 hour ago, IncogACC said:

I'd be really funny if someone just posted the full version of Sportswear Carlotta after I've spent hours learning how to split draw calls in order to fully crack it and unlock all of the extra bits that don't even appear in the original. Progress is going extremely well though, I've learnt how to write draw calls from scratch and can now separate parts that were previously drawn with 1 draw call, which would IN THEORY let me crack almost any mod... assuming they haven't done any funky shit with mixing the first index values SPECIFICALLY to throw people off. 

 

This shit is really cool, but also really difficult. I will hopefully have the mod fully cracked by the end of the day if no one else just straight up posts it before I can finish this.

just out of curiosity, what tools are you using to split/write draw calls? are you doing it through blender?

Posted
18 minutes ago, Andrew34501 said:

just out of curiosity, what tools are you using to split/write draw calls? are you doing it through blender?

I'm literally doing it through the ini.

 image.png.e100aba7a2226acbac187fa1109d1b1a.png

All of these used to be a single draw call that only drew the upper part of the body but it still had the mesh data to draw the legs, the draw call was simply cut short to keep the legs from being drawn to save on space. By extending the X value of the draw call, it redrew the legs, but then there was some clipping issues with the shoes so I had to segment it into many separate draw calls like this in order to draw the feet, the ankles, the legs and the crotch all separately from the upper body, then add the necessary variables so the relevant parts only showed up when they wouldn't cause clipping. Understanding how the Y value works is the key to writing draw calls, I will explain that when I actually finish cracking the mod, but getting this far took me hours of trial and error because I was still very much in the middle of learning, I only now just finished the legs, shoes, socks, panties and leggings stuff which was all tied together in a web of bullshit.

 

46 minutes ago, CrazDy said:

Can't the modder just do different version of the mod with different meshes to avoid this? For example, I think LxL is already doing that, but maybe I'm wrong.

Ultimately yes, if a modder decides that they're going to put every part of a component under a single draw call and make it so every 3rd vertex is drawn somewhere completely different on some unrelated piece, then it'd be practically impossible to break that draw call down.

Up above is an example of a body part being drawn in multiple waves, thus resulting in me needing to find 4 different coordinates to completely draw both the ankles and feet separately which are necessary to avoid clipping in this mod. Take that and scale it up a bunch of times and it becomes impossible.

 

Do modders currently do it that way? I don't know, I only just figured this out. Will modders start doing it that way? I don't know what their workflow looks like and what it takes to fuck with draw calls. 

In my experience though, draw calls tend to house components pretty cleanly which is why I've been able to crack mods with my usual basic ini edits most of the time. Merged draw calls that I haven't been able to crack until now are still drawing components in order, they just do so within a single call instead of multiple which is the perfect application for this new method. 

Posted
1 hour ago, CrazDy said:

If you need the mod

 

I have the mod. I'm using the 1.12-2 one you linked. I've got the textures open in paint.net but I cant seem to find the texture with the water mark on it.

Posted
15 minutes ago, IncogACC said:

I'm literally doing it through the ini.

 image.png.e100aba7a2226acbac187fa1109d1b1a.png

All of these used to be a single draw call that only drew the upper part of the body but it still had the mesh data to draw the legs, the draw call was simply cut short to keep the legs from being drawn to save on space. By extending the X value of the draw call, it redrew the legs, but then there was some clipping issues with the shoes so I had to segment it into many separate draw calls like this in order to draw the feet, the ankles, the legs and the crotch all separately from the upper body, then add the necessary variables so the relevant parts only showed up when they wouldn't cause clipping. Understanding how the Y value works is the key to writing draw calls, I will explain that when I actually finish cracking the mod, but getting this far took me hours of trial and error because I was still very much in the middle of learning, I only now just finished the legs, shoes, socks, panties and leggings stuff which was all tied together in a web of bullshit.

 

Ultimately yes, if a modder decides that they're going to put every part of a component under a single draw call and make it so every 3rd vertex is drawn somewhere completely different on some unrelated piece, then it'd be practically impossible to break that draw call down.

Up above is an example of a body part being drawn in multiple waves, thus resulting in me needing to find 4 different coordinates to completely draw both the ankles and feet separately which are necessary to avoid clipping in this mod. Take that and scale it up a bunch of times and it becomes impossible.

 

Do modders currently do it that way? I don't know, I only just figured this out. Will modders start doing it that way? I don't know what their workflow looks like and what it takes to fuck with draw calls. 

In my experience though, draw calls tend to house components pretty cleanly which is why I've been able to crack mods with my usual basic ini edits most of the time. Merged draw calls that I haven't been able to crack until now are still drawing components in order, they just do so within a single call instead of multiple which is the perfect application for this new method. 

i had similar issue when editing new camellya mod from huihui... the body and shirt are done in a single draw call and there is missing shoulders in the model so i was trying to keep the sleeves visible and remove the rest of the shirt and semi succeeded... one of the sleeves is fine but issue is the other sleeve gets distorted. when you have time can you help see if it can be fixed?

 

single draw call:

image.png.4a9bcd1c04600482d69f2150444aaa6e.png

 

semi success attempt:

image.png.a26551b1d219143ce251127d05f58bc9.png

Camellya Sailor Test.7z

Posted
1 hour ago, IncogACC said:

After around 6 hours of effort or so, Sportswear Carlotta Almost full version. (I couldn't find the flip flops I'm sorry.)

 

Toggles:

 

Up - Hair / Hat

Down - Shoes / Socks

Left - Jacket

Right - Fishnet 

 

Ctrl Up - Sports bra

Ctrl Down - Leggings / Shorts

Ctrl Left - Panties

Ctrl Right - Gloves

 

Alt Up - Choker

Alt Down - Pubes

Alt Left - Tan

Alt Right - Breast size

 

image.thumb.png.9688af5d227b47c5a080a388613df652.pngimage.thumb.png.8dbaef487c2040a6cd83a7104306a517.pngimage.thumb.png.b1bbf44498918c69b20d305cc3a90c09.pngimage.thumb.png.260665d9e2105267a607bb0bd188f273.pngimage.thumb.png.f0b329d0445f8fd5ff6ad2272c411047.pngimage.thumb.png.878cd842031003b9140f9d1141b238fb.png

 

I tried my best to remove any clipping as much as possible, but since this is my first time doing this, I'm bound to have made a mistake or 2 somewhere. 

Also sorry about the shoe toggle, it was the one thing I couldn't properly restore.

1. I just couldn't find the bloody flipflops.

2. The leg/feet mesh was really segmented so being able to have only shoes without socks would result in either a gap between the ankles and the shoes which couldn't be filled, or her feet sticking out the bottom of her shoes at all times. I chose the lesser of evils and made the shoe / sock toggle linear. 

 

If you only care about the mod then stop reading here. Enjoy~

 

Otherwise if you're interested in my yapping about the process for a bit, then read on.

 

This was done by manually editing and writing draw calls to locate every individual component I could find and create a new draw call that I could attach a variable to. An example of this in action, the Gamebanana version doesn't have the shorts or knee high socks anywhere in the ini, no "draw calls that are simply commented out," nothing, but their mesh data exists and so I was able to locate and create new draw calls for them.

 

The way draw calls work is using X,Y and Z co-ordinates to find mesh data and draw it. X refers to the number of vertices to draw. Y refers to the starting point of the draw call and Z refers to the first Vertex which is always set to 0. 

Think of drawing a model like a conveyer belt, every single vertex travels along the conveyer belt in sequence from 0 to hundreds of thousands or even higher. Each piece will be drawn in sequence one after another according to the X and Y values of a draw call.

 

By Manipulating the X value you can make a draw call stop early drawing less of a component, for example if a draw call handles drawing a dress which has an X value of 100000, by reducing the value to say, 80000, half of the bottom of the dress gets cut away turning it from a long dress to a cute mini skirt. The values are of course far more precise in practice, but through a lot of work you can cut certain pieces of outfits off and expose what's behind them. If you make a copy of the draw call and add a variable to the two draw calls, you can then create toggles.

 

But what if in the process of trying to cut something away, you get rid of a critical component like part of the body? That's where manipulating the Y coordinate comes in. X signifies how many vertices to draw, Y marks the point along that conveyer belt that the draw call will start drawing from. Let's say you want to make that mini skirt out of a dress, but while cutting the draw call X from 100000 to 80000, it ends up deleting part of the body behind the skirt, through trial and error you can find out exactly how many vertices you can shave off before touching the body, then you can create a second draw call and change the Y coordinate to that exact point and have that second draw call draw that part of the body instead of the first draw call. 

 

So how exactly do you determine the Y coordinate? Let's say our body part is drawn between 85000 and 90000. Our original draw call looks like this 

"drawindexed = 100000, 0, 0"

100000 is how much is being drawn, 0 is the start point and Z is always 0

We know it's 85000 in to our draw process so we add 85000 to our Y value and make a new draw call

"drawindexed = 100000, 0, 0"

"drawindexed = 100000, 85000, 0"

Now the new start point is exactly where the conveyer belt has the mesh for the body part, but our X value is far too high as we only want to draw that little bit of the body, so we need to adjust our X value to fit the exact number of vertices that our body mesh has, in this example 5000. On top of that, we also still want to remove the dress part which was the last 20000 of the inital draw call, so our result looks like this

"drawindexed = 80000, 0, 0"

"drawindexed = 5000, 85000, 0"

Now our hypothetical mod will draw 80000 vertices giving us our miniskirt dress, then it will do nothing for 5000 as that is part of the long dress we're skipping, then it will draw the missing body part for 5000 vertices in order to fill in the gap we unintentionally took out earlier and finally it will skip the last 10000 vertices that also were a part of the long dress.

 

This whole process is separating draw calls and it's what allowed me to take a mod that consolidated and hid pieces behind singular draw calls, and create the calls necessary to not only add toggles, but also restore removed content from the mod. It's a hassle, requires a lot of time and effort, a good deal of math and even more patience, but it is potentially very powerful.

 

In saying all of this, I'm consciously doing something very bad, enabling widespread piracy for those with the grit to do this themselves, but my love for modding comes from the developmental and tinkering aspect of it. I want people to be smarter, I want knowledge and tech to trickle down and become more common knowledge but it just doesn't for a multitude of reasons, so this is me doing what I can in that regard, sharing some of the knowledge I have. Hopefully this at least gets someone's brain working a little.

Yapping over.

 

Sportswear Carlotta Full.rar 41.05 MB · 12 downloads

 

 

You have my respect, bro. I know how much work it entails because I did the same thing for those mods in a previous post. It really takes a lot of trial and error.

I don't know if you noticed, but the coordinates increase by threes, so only multiples of 3 work. Other numbers create a sort of spiderweb with the textures.

So, I asked chatgpt to count by threes up to 400,000 so I could have a clearer list of values. It might help.

Excuse my English.

 

 

Numbers in 3s up to 400000.txt

Posted
3 hours ago, X_Master_X said:

i had similar issue when editing new camellya mod from huihui... the body and shirt are done in a single draw call and there is missing shoulders in the model so i was trying to keep the sleeves visible and remove the rest of the shirt and semi succeeded... one of the sleeves is fine but issue is the other sleeve gets distorted. when you have time can you help see if it can be fixed?

 

single draw call:

image.png.4a9bcd1c04600482d69f2150444aaa6e.png

 

semi success attempt:

image.png.a26551b1d219143ce251127d05f58bc9.png

Camellya Sailor Test.7z 39.18 MB · 8 downloads

This mod is cursed what the fuck.

Anyway I did it to the standard of "Chest exposed, sleeves stay to cover up the missing arm piece." 

 

image.thumb.png.6f0276d14e399f150dea459094d60b55.pngimage.thumb.png.a57d7854142a0cfb9dc975a3a5aa30ba.pngimage.thumb.png.08bd02e94c23710cbdc63674005a2285.png

 

I can't really do anything about the missing hole though, you know as well as I do that the mesh just ain't there so I guess squint and hope you don't see it? This shit is WAY too random to try and specifically target a few extra vertices to cover it up.

 

image.png.b1694c1f06f307c413ce66effa3f1ef1.png

 

1 hour ago, W4ndering Soul said:

 

 

You have my respect, bro. I know how much work it entails because I did the same thing for those mods in a previous post. It really takes a lot of trial and error.

I don't know if you noticed, but the coordinates increase by threes, so only multiples of 3 work. Other numbers create a sort of spiderweb with the textures.

So, I asked chatgpt to count by threes up to 400,000 so I could have a clearer list of values. It might help.

Excuse my English.

 

 

Numbers in 3s up to 400000.txt 875.29 kB · 1 download

 

I remember that post, I had already worked on the mods I wanted out of that collection so I didn't pay it any mind, just blindly assuming that it was just the same stuff I was doing, adding variables to existing draw calls, but you were actually modifying the calls and writing your own from scratch? Much respect, nice to see someone else who has taken on the endeavour. Oh and yeah, I noticed the rule of 3 thing, makes sense since we draw in triangles, my mind exploded when I first noticed that I could modify that value without the mod instantly breaking and everything else I did came from there. It was an eventful afternoon.

 

Camellya Sailor I TRIED.rar

Posted
On 6/30/2025 at 7:15 PM, IncogACC said:

I had already added toggles for everything that can be toggled for my own benefit, I don't mind sharing.


Keys:

5 - Crown / Glasses

t - Bikini top frills / Bow

g - Arm ribbons

b - Back ribbons

6 - Head bow / Flowers

y - Bracelet / Anklet

 

Original vs fully toggled for comparison

 

image.thumb.png.c88857142e7ed999a62c9d296d15815f.pngimage.thumb.png.cb82257c72e7eb69d309437756e24505.png

 

 

Probably should have specified what kind of gold you wanted. I went for something a little more muted 'cus when I tried pure gold, it was way too bright for my tastes. The Fluerdelys one is brighter, mostly 'cus I'm too lazy to go back and change it but it looked fine enough in combat even if I prefer the gold I used for Cartethyia. 

This is my first time doing a texture edit, so don't flame me if it looks bad.

 

Keys:

5 - Hair

t - Armour / Flowers / Headband

g - Skirt

b - Cape

 

image.thumb.png.6118f0264d78c0885ba0b6f9df50065e.png image.thumb.png.6196e813725f00fa60bfe8c653e7e889.pngimage.thumb.png.919b1d289adc889b58f90f8edb7b8048.png

[Woju Mod] Cartethyia Sinful Maiden Swimsuit.rar 25.37 MB · 414 downloads Cartethyia Princess Knight.rar 90.91 MB · 242 downloads

 

 

!?  are you wujo 

is really you ? wow 

Posted
On 7/3/2025 at 1:26 AM, Guda_Churpio said:

The character is static, only the face moves.

Yeah, I wanted to try to figure out how to fix this, but since this was an issue with the original mod too, I don't know how to exactly fix this.

Posted
2 hours ago, IncogACC said:

This mod is cursed what the fuck.

Anyway I did it to the standard of "Chest exposed, sleeves stay to cover up the missing arm piece." 

 

image.thumb.png.6f0276d14e399f150dea459094d60b55.pngimage.thumb.png.a57d7854142a0cfb9dc975a3a5aa30ba.pngimage.thumb.png.08bd02e94c23710cbdc63674005a2285.png

 

I can't really do anything about the missing hole though, you know as well as I do that the mesh just ain't there so I guess squint and hope you don't see it? This shit is WAY too random to try and specifically target a few extra vertices to cover it up.

 

image.png.b1694c1f06f307c413ce66effa3f1ef1.png

 

 

I remember that post, I had already worked on the mods I wanted out of that collection so I didn't pay it any mind, just blindly assuming that it was just the same stuff I was doing, adding variables to existing draw calls, but you were actually modifying the calls and writing your own from scratch? Much respect, nice to see someone else who has taken on the endeavour. Oh and yeah, I noticed the rule of 3 thing, makes sense since we draw in triangles, my mind exploded when I first noticed that I could modify that value without the mod instantly breaking and everything else I did came from there. It was an eventful afternoon.

 

Camellya Sailor I TRIED.rar 43.21 MB · 10 downloads

 

4 hours ago, W4ndering Soul said:

 

 

You have my respect, bro. I know how much work it entails because I did the same thing for those mods in a previous post. It really takes a lot of trial and error.

I don't know if you noticed, but the coordinates increase by threes, so only multiples of 3 work. Other numbers create a sort of spiderweb with the textures.

So, I asked chatgpt to count by threes up to 400,000 so I could have a clearer list of values. It might help.

Excuse my English.

 

 

Numbers in 3s up to 400000.txt 875.29 kB · 3 downloads

thanks to both of you i came to learn more about draw calls. 

did some more trial and error and managed to also restore the blouse safely.

image.png.5b6fcd55bd7a95f33ebaecb7e45bb07e.png

image.png.8aa79330c1c92a54fe5ebea7c493ef8d.png

now i can cook some more and continue with making the final version.

image.png.f8df09489cb1f5b8c2e69d9dadbd211f.png

 

once again thanks very much @IncogACC.

Posted (edited)
On 7/2/2025 at 6:49 PM, SSFako24 said:

 

THX ♥ and do you know something about the fleurdelys version?

 

 Capturadepantalla2025-07-02174601.png.8f199369114786a1c64a765a8b723d99.png

I have the fleur version but it isnt full and is missing the dress forgot they were from the same set since the fleur is basically naked

 

On 7/3/2025 at 7:10 AM, IncogACC said:

 

I was playing around with this and realised that the underwear was drawn with a single call, but in order piece by piece, so I was able to add a linear toggle that strips down the underwear until she's fully naked. Since it's all coming from the same draw call, it can only strip down in a set order, so in this case the bra has to come off last, I can't have it do just panties or just garter and stockings sadly. The order the parts are stripped off is: Necklace > Arm ribbons > Stockings > Garter belt > Panties > Bra.

 

Keys:

5 - Hair pin

6 - Ribbon

t - Armband

y - Bag

g - Underwear

h - Dress

b - Shoes

 

image.thumb.png.5d705ac2d01c87bc30990c496a4d56a3.pngimage.thumb.png.49cbf940a3818f21137978d15afc6505.pngimage.thumb.png.2c7f90adba0c9663d47a8c76a6375a65.pngimage.thumb.png.cabda4929f01d6a4de0ea5d16503b688.pngimage.thumb.png.58e7afbcfd5c81102d233d13e5c582d1.png

Cartethyia One-piece + Extra toggles.rar 51.16 MB · 784 downloads

2a68660f7253573fec1b25ce51fc3ba7bf84d26e9d05fb1b88846ce7e2820103.webp.7163d3aaa706c4bad4501f962b7fb522.webpCartethyia_Onepiece.jpg.8b6c48680f47beadb9ee1aa5bab68174.jpgI found another version of the mod and was curious if you could combine them incog? It is largely the same however just with extra variants the 1st didnt have (I also think its missing the bag entirely and it moved the bow or just changed it with the hair entirely) 

 

Toggles:  
NUM1 : crown       NUM2 : tacet mark
NUM3 : Hair        NUM4 : clothes 
NUM5 : lingerie    NUM7 : Stockings
NUM8 : shoes       NUM9 : arm

also for the fleur version I have no clue why their is effectively a whole other mod inside maybe its the full version and I just dont know (the Compo4 folder has another ini with its own textures and meshes but very few textures)

 

the file without "fleur" is the other carte version I found (more relevant to incog) the one with fleur is technically the fleur onepiece mod but mostly nude (more relevant to SSFako). ofc if you like the other carte version SSFako I wanted to share it with you as well

Cartethyia Onepiece.rar Cartethyia Onepiece Fleur.zip

Edited by NotMyButtons

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