DTK21 Posted January 21 Posted January 21 (edited) 13 hours ago, IncogACC said: I was helped and so now I must help others. A kind individual on AGMG told me how to fix this and I immediately understood why this even happened. Inside the ini, you want to find the draw index responsible for drawing the face, it's almost always under Component2, you then want to paste these lines below the component 2 block. [Constants] global $_1 = 0 global $_2 = 0 [CustomShaderCullNone] cull = none drawindexed= $_1, $_2, 0 $_1 = 0 $_2 = 0 After that, comment out the draw call for the face with a ; and paste these 3 lines below it: $_1 = x $_2 = y run = CustomShaderCullNone Replace X with the first number in the draw call and Y with the second. It should look like this: This draws the component with backface culling off. Lastly you'll probably need to do the same with the eye draw call as well. Eyes are usually drawn under component 6, so once again, comment out the draw call, paste the block below and transfer the X and Y values like so: That should fix the issue. Explanation for why: Idk if it was 3.0 or a change to WWMI, but backface culling was "turned on" by default affecting mods which weren't built for it. What's actually happening to your mod is that the "front face" wasn't correctly defined and so the mod believes that the inside of the face is actually the outside so when backface culling occurs, it doesn't show the face because it believes that you're looking at it from the back. Backface culling is optimisation tech that doesn't draw polygons that aren't facing the camera, like if a character is wearing a closed jacket, the player can't see the inside of the jacket so there's no reason to draw it since that's just wasting rendering resources, therefore that face is "culled" leaving only the outward face of the jacket that the player can actually see. I wouldn't be surprised if it was done on Kuro's end as a part of optimisations for 3.0 and simply wasn't something that modders were dealing with in the past. Hopefully this can help anyone who tossed aside mods thinking they were irreversibly broken. Ok so is this after using the 3.0 wuwa fix? Because my numbers are different from yours. Also not sure what I did wrong but even with the numbers I had , and when I used the same format you sent and with the numbers in my mod.ini I didn't have any different results Edit: I forgot to add in the "run = CustomShaderCullNone" line lol. Got it working now, so thanks for the input Edited January 21 by DTK21
HimothyMcHimerson Posted January 21 Posted January 21 2 hours ago, Domino128 said: alguien tiene un mods de trasparencia que me pase ? RabbitFX.zip
kurokoi1 Posted January 21 Posted January 21 (edited) 2 hours ago, Domino128 said: alguien tiene un mods de trasparencia que me pase ? en que sentido?quieres quitar la transparencia como tranparency filter,rabbitfx(este come bastante fps)?ó quieres mods que tengan transparencia? Edited January 21 by kurokoi1
IncogACC Posted January 21 Posted January 21 6 hours ago, dawnchoice said: When there is no outline mod available or When there is an outline mod available It seems like there was no problem before, it just happened in an instant. Did I make any changes to the settings or have there been module conflicts? I don't know why Battle Angel.zip 96.4 MB · 0 downloads You're having the exact same problem, read the post I've quoted below and you can fix it. Hair is almost always on Component 2. 19 hours ago, IncogACC said: I was helped and so now I must help others. A kind individual on AGMG told me how to fix this and I immediately understood why this even happened. Inside the ini, you want to find the draw index responsible for drawing the face, it's almost always under Component2, you then want to paste these lines below the component 2 block. [Constants] global $_1 = 0 global $_2 = 0 [CustomShaderCullNone] cull = none drawindexed= $_1, $_2, 0 $_1 = 0 $_2 = 0 After that, comment out the draw call for the face with a ; and paste these 3 lines below it: $_1 = x $_2 = y run = CustomShaderCullNone Replace X with the first number in the draw call and Y with the second. It should look like this: This draws the component with backface culling off. Lastly you'll probably need to do the same with the eye draw call as well. Eyes are usually drawn under component 6, so once again, comment out the draw call, paste the block below and transfer the X and Y values like so: That should fix the issue. Explanation for why: Idk if it was 3.0 or a change to WWMI, but backface culling was "turned on" by default affecting mods which weren't built for it. What's actually happening to your mod is that the "front face" wasn't correctly defined and so the mod believes that the inside of the face is actually the outside so when backface culling occurs, it doesn't show the face because it believes that you're looking at it from the back. Backface culling is optimisation tech that doesn't draw polygons that aren't facing the camera, like if a character is wearing a closed jacket, the player can't see the inside of the jacket so there's no reason to draw it since that's just wasting rendering resources, therefore that face is "culled" leaving only the outward face of the jacket that the player can actually see. I wouldn't be surprised if it was done on Kuro's end as a part of optimisations for 3.0 and simply wasn't something that modders were dealing with in the past. Hopefully this can help anyone who tossed aside mods thinking they were irreversibly broken.
dawnchoice Posted January 21 Posted January 21 (edited) 1 hour ago, IncogACC said: You're having the exact same problem, read the post I've quoted below and you can fix it. Hair is almost always on Component 2. The result is the same did I do something wrong? I have never learned this before……… Edited January 21 by dawnchoice
IncogACC Posted January 21 Posted January 21 33 minutes ago, dawnchoice said: The result is the same did I do something wrong? I have never learned this before……… Since you posted the mod, it's easier for me to just do it and explain. First thing, I misspoke, hair is split under component 0 and 1, face is component 2. That's my bad, I mixed them up 'cus I was fixing face mods before this. The process is like this, find the draw call for the part that is broken, you do this by commenting out lines and checking in-game to see what disappears. Then you apply the fix code. ---------> It only works if you apply the highlighted 3 lines to the exact draw call that's broken, so you have to make sure you're working with the correct draw call first. I'll take the blame for misguiding you though, that's my B. Battle Angel.rar 5
dawnchoice Posted January 21 Posted January 21 13 minutes ago, IncogACC said: Since you posted the mod, it's easier for me to just do it and explain. 既然你发了模组,我直接做解释会更容易。 First thing, I misspoke, hair is split under component 0 and 1, face is component 2. That's my bad, I mixed them up 'cus I was fixing face mods before this. 首先,我说错了,头发在组件0和1下面分开了,脸部是组件2。这是我的错,我搞混了,因为之前我一直在修复面部模组。 The process is like this, find the draw call for the part that is broken, you do this by commenting out lines and checking in-game to see what disappears. Then you apply the fix code. 过程是这样的,找到坏掉的部分的绘制调用,你通过注释删除行并在游戏中查看哪些部分消失。然后应用修复代码。 ---------> It only works if you apply the highlighted 3 lines to the exact draw call that's broken, so you have to make sure you're working with the correct draw call first. I'll take the blame for misguiding you though, that's my B. 只有当你把高亮的3条线应用到那个出错的绘画调用上时才有效,所以你得先确认作的是正确的绘画调用。不过我会承担误导你的责任,这就是我的缺点。 Battle Angel.rar 79.64 MB · 0 downloads 战斗 Angel.rar 79.64 MB · 0 下载量 I understand, thank you. The key is to find the wrong part. By deleting the code for Component X. Then go to the game to check if the disappearing part of this mod is the wrong part we are looking for. Find the corresponding part code and use your method again,right? The creators who fix mods are really hardworking, they have to investigate line by line. Thank you very much
IncogACC Posted January 21 Posted January 21 Since I spent yesterday going through my entire mod library looking for mods that needed fixing due to backface culling, I did some cleaning up and also found plenty of mods that could be modified to have toggles. I'll spend the day processing them, starting with this one, a very old Jinhsi casual mod. You can tell it's old because the original toggle variation of this used several individual mods joined via a namespace rather than the outfit compiler method. Toggles: 6 Up - Jacket Down - Shoes Left - Top Right - Shorts Alt Left - Tattoo Alt Right - Thighhighs I don't expect any of these to be particularly popular though, since they're almost all for older characters from before I had the modifying skills that I do now. Still, work is work and it'd be stupid if I didn't share them. Imagine if I knew how to do this shit back in the day... JinhsiDolphinShorts.rar 10
AtomicGrievous Posted January 21 Posted January 21 23 hours ago, IncogACC said: I was helped and so now I must help others. A kind individual on AGMG told me how to fix this and I immediately understood why this even happened. Inside the ini, you want to find the draw index responsible for drawing the face, it's almost always under Component2, you then want to paste these lines below the component 2 block. [Constants] global $_1 = 0 global $_2 = 0 [CustomShaderCullNone] cull = none drawindexed= $_1, $_2, 0 $_1 = 0 $_2 = 0 After that, comment out the draw call for the face with a ; and paste these 3 lines below it: $_1 = x $_2 = y run = CustomShaderCullNone Replace X with the first number in the draw call and Y with the second. It should look like this: This draws the component with backface culling off. Lastly you'll probably need to do the same with the eye draw call as well. Eyes are usually drawn under component 6, so once again, comment out the draw call, paste the block below and transfer the X and Y values like so: That should fix the issue. Explanation for why: Idk if it was 3.0 or a change to WWMI, but backface culling was "turned on" by default affecting mods which weren't built for it. What's actually happening to your mod is that the "front face" wasn't correctly defined and so the mod believes that the inside of the face is actually the outside so when backface culling occurs, it doesn't show the face because it believes that you're looking at it from the back. Backface culling is optimisation tech that doesn't draw polygons that aren't facing the camera, like if a character is wearing a closed jacket, the player can't see the inside of the jacket so there's no reason to draw it since that's just wasting rendering resources, therefore that face is "culled" leaving only the outward face of the jacket that the player can actually see. I wouldn't be surprised if it was done on Kuro's end as a part of optimisations for 3.0 and simply wasn't something that modders were dealing with in the past. Hopefully this can help anyone who tossed aside mods thinking they were irreversibly broken. You're always contributing something amazing to the community. thx! 1
bivhan Posted January 21 Posted January 21 KanouSakura's Lupa Mod belt disappeared after the recent update. I tried using the 3.0 repair tool but it didn't work. Does anyone know how to fix it?
IncogACC Posted January 21 Posted January 21 23 minutes ago, bivhan said: KanouSakura's Lupa Mod belt disappeared after the recent update. I tried using the 3.0 repair tool but it didn't work. Does anyone know how to fix it? You can see part of the outline of the back of it, meaning that once again this is another case of backface culling. The guy who showed me made a tutorial for it. 1
Popular Post IncogACC Posted January 21 Popular Post Posted January 21 This is a nostalgic mod, back in the old days before I figured out draw call reconstruction. This was the first time I was ever asked to do a texture edit, it was also around the time I was starting to piss about with draw calls, but I still didn't know how to do anything other than turning them on and off, which was enough to crack some mods but not enough to actually start modifying them. As a result, I couldn't really do much of anything when I first ran into this mod, but now? Well obviously that's a different story. This one took several hours to do and somehow still managed to be up to standards so I'm quite pleased with this despite the backface issues on some parts of Cartethyia's clothing. Toggles: 12 (C) / 11 (F) + Sync key. Not all the keys are the same between Cartethyia and Fleurdelys, I'll specify when they differ. Up - Hair Down - Panties Left - Top Right - Shoulders Alt Up - Collar Alt Down - Leg armour (C) / Back accessory (F) Alt Left - Side armour Alt Right - Gauntlets (C) / Hair accessory (F) Ctrl Up - Cape Ctrl Down - Thighhighs (C) / Empty key (F) Ctrl Left - Front piece Ctrl Right - Hands (C) / Earrings (F) / - Sync toggles* * On by default, while on the toggles will be synced between both forms, when off you can toggle them independently. There's green text at the bottom left corned to tell you which mode you're in when you press the key. Something to note: The Cartethyia mesh doesn't have feet so the shoes have to stay on, the Fleurdelys mesh doesn't have feet, legs past the knees or hands so the gauntlets and leg armour has to stay on. That's just a limitation of the mod, nothing I can do about that. I coulda made the toggles slightly more granular, included things like the default earrings or the hair stuff, but once I hit 12 keys, I was more or less satisfied and just wanted to call it at a nice rounded number. Cartethyia Princess Knight.rar 24
roflmnop Posted January 21 Posted January 21 1 hour ago, XYZ-70 said: Does anyone know where to get this Fleurdelys mod? https://huihui168.org/?list_11/5977.html
andreus3445 Posted January 21 Posted January 21 On 1/18/2026 at 8:16 PM, darkcatro said: MornyeMod.zip 49.78 MB · 3 downloads MornyeMod_bones.zip 49.78 MB · 5 downloads for me need fix 1
IncogACC Posted January 21 Posted January 21 So I spent an hour "cracking" kongxinrunmeng's Idol Mari Encore mod, only to remember that it being so old means it's 100% already on Kemono, so that was a waste of time... Still finished with my own rewrite though 'cus that idiot's mod inis are fucking cursed. Anyway, gotta kill some time while my phone charges before I go to bed so I figured I'd keep working through the list. I can still upload it if anyone wants my rewrite, but I just assumed if anyone wanted that mod they'd already have it by now. This was one of the mods that got me into doing texture edits, albeit shitty ones, but I was lamenting the fact that I couldn't do anything about this at the time. Now it's come full circle, I can do shitty texture edits now so I can finally complete this one. Toggles: 6 Up - Default accessories (I'm lazy, sue me) Down - Shoes Left - Top Alt Left - Bikini top Right - Shorts Alt Right - Bikini bottom ... Well just don't look too close, the UVs aren't good and the body shape is pretty unforgiving, like the side profile for the boobs is uhh, not pretty. Jinshi Sensitive Bikini.rar 8
AtomicGrievous Posted January 21 Posted January 21 Mornye - Lovely Date 4 hair colors 4 shirt colors 4 skirt colors 4 stocking colors 4 eye colors Skirt removal With a bonus: Added FX for each eye color synchronized during her flight mode (Forte Circuit) signature weapon recolor Drone Change And a menu that shows the toggles Menu " - " If you just want to use the mod, everything is fine so far, enjoy! Mornye - Lovely Date.rar Note: Now, for those of you who consider yourselves curious like me, I want to bring something that may not be new to some, but may be new to others: This mod was taken from arca.live. Have you noticed that? But like any commonly made mod, when we make the drawing call, we normally put the coordinate, right? But what if several calls have the same hash and you want to change the color individually? Well, I had exactly that problem. This is the pattern we normally see in blocks for changing the color, but when you have a different hash it's very easy, but that wasn't the case so I found the following solution: that we directly call the texture I removed the [TextureOverrideTexture22] block and make the call directly, because since the skirt, shirt, and skirt have different hashes and I don't know how to hunt the hash (yes, I'm a newbie at this XD), this was the solution I found for changing the color with toggles. [TextureOverrideTexture22] It doesn't exist: Well, if this helped even one person, I'll have done my part. If it didn't help, that's okay, I tried. ^_^ 13
bivhan Posted January 22 Posted January 22 10 hours ago, IncogACC said: You can see part of the outline of the back of it, meaning that once again this is another case of backface culling. The guy who showed me made a tutorial for it. Thank you, brother. I think I'll try it after work
Domino128 Posted January 22 Posted January 22 20 hours ago, HimothyMcHimerson said: RabbitFX.zip 6.04 kB · 1 download perdón por mi ignorancia pero nace como se instala me ayuda como se instala porfis
Domino128 Posted January 22 Posted January 22 20 hours ago, HimothyMcHimerson said: RabbitFX.zip 6.04 kB · 1 download perdón por mi ignorancia es que no se como se instala eso me ayudas a instalarlo
ArchBelial Posted January 22 Posted January 22 59 minutes ago, Domino128 said: perdón por mi ignorancia es que no se como se instala eso me ayudas a instalarlo simplemente es que la carpeta que sale al descomprimir la dejes en la carpeta raiz de mods en el launcher que estes usando
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