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Posted (edited)
3 hours ago, damsox456 said:

DONT WORK I TRIED

YES IT DOES WORKS, SHOW ME YOUR RABBITFX VERSION…

 

image.png.8ac63c0a6247ed481fb1d1384a5de43c.png 

 

image.png.f27697a9c2e54f5dd6a542151b141d00.png

Edited by Valkomerenn
Posted
5 hours ago, IncogACC said:

 

Yeah, like I said it's a colour space thing which is a property of the images themselves.

My mod originally didn't modify images at all and the portraits are expecting a linear colour space so if you put in an sRGB image, which PNG's don't directly conform to linear so it leads to the darkening effect you're seeing.

 

Normally this would require you to re-export your images in the correct colour space, which is what you yourself have stumbled upon, but I went ahead and put a solution directly into the mod itself.

 

Now if you have an input image that looks dark, you can tweak a single number in the ini and the shader will run a conversion pass to linear which will fix the colours without you needing to re-export the pic, meaning you can just save any old PNG from the internet, throw it in the mod folder and rename it, then tweak the size, positioning and colour space via the ini itself, no need to manually edit anymore.

I can't think of a more user friendly approach than that.

 

image.thumb.png.13beced9398af2a321ebb275d958f950.png

 

The update is live on GB now along with portraits set up for almost all of the missing characters.

There is an AI for Satoshi Urushihara art style? OMG

Any chance to make loading Backgrounds with this??

Posted
7 hours ago, IncogACC said:

I don't wanna do it... this mod makes me angry.

 

image.png.996315ce03335865847904be23b13c84.png

Here's me crashing out over the mods for a minute.

  Reveal hidden contents

I just CANNOT deal with dumbfucks who have no standards. If they can't even give enough of a fuck to meet the absolute bare minimum, then they legit don't even deserve the absolute miniscule amount of attention they may get from me fixing their trash here. Talentless hacks unloading broken slop for a quick profit don't even deserve to be cracked.

 

I refuse. I refuse to touch this dogshit for another second. Call me melodramatic or whatever, I call it having standards.

 

As for the Moryne mod. This one ALSO makes me angry, I explicitly decided to ignore NoMention mods because this guy's ini writing, if you can even call it that, pisses me off to high heaven and back, full of random uncommented lines, a bunch of copy n pasted variables and broken present code that literally sits there doing nothing but eating up performance. Yet another fucking moron who's mess I DON'T want to clean up.

 

Unfortunately I do actually like the design, unlike the Galbrena mod, so I have some level of personal justification to do something about this and if I'm doing it for myself then I may as well share the results.

 

Toggles: 14

 

Up - Veil

Down - Stockings

Left - Leotard

Right - Top

 

Alt Up - Wing

Alt Down - Wing

Alt Left - Chest fabric

Alt Right - Skirt

 

Ctrl Up - Halo

Ctrl Down - Back Tattoo

Ctrl Left - Cups

Ctrl Right - Belt waist thing

 

Shift Left - Gloves

Shift Right - Chains / Skull

 

Crashout part 2

  Hide contents

That was an ungodly amount of work for 1 mod, I think I spent over 4 hours on this all because dumbfuck messed up the base bodies. There are 2 base bodies in the mesh, 1 with pushed up breasts designed to have the leotard cups under it and one without. The one with pushed up breasts looks really bad if the leotard cups aren't there, you can see the skindentation lines but nothing is holding it up and the nipples are unpleasantly smooshed.

 

Typically you'd swap the base body from 1 to 2 when taking off the leotard cups and you'd see the breasts settle in response which does add a little immersion to the mod, which normally is pretty cool but in this case, body 1 and 2 have separate UVs and the stockings, garter and chest fabric are all ONLY attached to the first body, meaning if I want to take the leotard off, I need to swap to base body 2 and I lose the fabrics because base body 2 doesn't HAVE the fabric textures in it's UVs.

 

Normally, this would be the time for draw call reconstruction. If I can just write new draw calls that only draw the stockings, garter and chest fabric then I can apply those draw calls to the 2nd base body and vice versa giving me full control over those components.... Well no, not this time.

The base body here was drawn in a really annoying way, kind of like a printer from side to side, where the vertices for the fabric parts were COMPLETELY mixed in with the skin vertices, so even if I took the shortest possible route and split both bodies into 2 halves, it would still come out to HUNDREDS of draw calls. 

I did give it a shot, but I got less than a quarter the way through after burning like an hour and a half on it and I had already hit over 50 draw calls, this shit was not going ANYWHERE so I gave up.

 

I wired up the toggles and put in logic to simply swap the body when taking off the leotard cups, just accepted that you'd lose the fabrics in the process as well. But then I took a look at the texture and remembered my birthday last year where I spent around 10 hours doing texture edits to crack a single Augusta mod in a similar fashion and figured that since the 2 bodies have completely separate UVs, I can just manually duplicate and port over the necessary textures for each combo of stockings and chest fabric, then do the swaps via the textures instead of draw calls.

There was just one problem... Because the modder is cringe, they decided that EVERYTHING had to be stuffed into an 8k mega texture instead of just using separate textures and assigning them to their standard hashes like a normal person, which meant that every copy I made of both the diffuse and normal map was a 64mb copy of an 8k texture. Needless to say the file size BLOATED like crazy as a result, with 6 additional textures added to support the toggles.

 

But in the end after about 3 hours or something, I had working separated toggles for the silks. Worth it? Fuck no, gimmie my entire afternoon back.

 

Oh yeah one more fun fact, originally this mod had short hair and a hair toggle, but this idiot forgot to actually sculpt the back of Moryne's head after removing the long hair part, so without the long hair there's just a hole in the back of her head. I had no choice but to remove the hair toggle and force long hair again.

 

image.thumb.png.f8fd53c043d7ede9002f8f843dd26fa0.pngimage.thumb.png.48abddcedb3350d002e670f1cce2f8b4.pngimage.thumb.png.5851df20fe147914bb6028e891e37d66.pngimage.thumb.png.fe2604290792c60aaa07f722450773db.pngimage.thumb.png.2bc98dd16e767279af6575debfe060b7.png

One of these screenshots is the entire reason I bothered to do this mod.

 

Been a minute since I spent this long on a single mod, been a minute since I've modified anything in general what with the whole bike n portrait business, I had some stuff backed up but at the end of it this was the only mod I ended up modifying.

The Fallen One.rar 195.95 MB · 1 download

Valid crash out, like sniper of TF 2 always said "Professional have standard". Thanks for mornye mod tho.

Posted
1 hour ago, nonamewind said:

How can I make animated images like before?

There's not a convenient pipeline for making them. You have to edit a video > Turn it into frames > Create a texture array from those frames > Load and drive those frames using animation code.

I did all of my animations raw without use of tools and only some templates because I came up with the method and wrote all the code myself, so it's easy for me who already knows what every part is and how it moves.

 

I wrote this a long time ago for Genshin card mods and the fundamental logic hasn't changed, but right now I don't have a publicly available version of my WuWa animation templates and I'm not exactly looking to hand them out since I haven't updated them for the new portrait system yet.

 

 

On that topic actually, I don't really know what to do about my old portrait mods.

 

I used to pay for Google drive storage back when I was hosting Genshin card mods, hosting Genshin mods for an old archive I started, hosting modpacks, hosting the WuWa portrait mods and now hosting the UI and modified mods, but I stopped paying because I stopped needing the space after having deleted so much of it and my plan finally expired last month, so I don't have the virtual storage to actually rehost all my portrait mods even if I did fix them.

 

Honestly though, I'd rather just redo those portrait mods anyway, I put a shitload of effort into the technical side of it and that part is still completely valid today, but design-wise I made those animations WAY too long for no real reason, kind of a hold-over from my Genshin card days when long animations made a lot more sense. If I were to redo EVERY single character with substantially shorter animations, then maybe I could host them with what drive space I have left.

Posted
19 hours ago, OldSoul99 said:

There is an AI for Satoshi Urushihara art style? OMG

Any chance to make loading Backgrounds with this??

i'm not the only one to have his art book ?:d

Posted
6 hours ago, zhangwen said:

Can someone share?

QQ20260309-143316.png

Here it is.

 

I wonder...

Would it be possible to mod this over basic skin MaleRover ? I would kinda fancy having 2 FRover on title screen, my usual skin on Frover that i already use and this one on the right over MRover.

RoverSkinMod.rar

Posted
13 minutes ago, Barron-Monster said:

i'm not the only one to have his art book ?:d

I never got the Art Book (shame) but have the OG Plastic Little VHS, Dark Crimson manga (hardcover) and Growlanser WOT game.

Posted (edited)

I'm done with the portrait mod in Satoshi Urushihara's style.
The only thing left to do is check if the portraits are displayed correctly in game, but there is a bunch of characters i don't have and can't test. I managed to check some of them by playing a run of Dreaming Deep, but there are still some left to check and I won't be able to check 3.x characters that way.

 

Can anyone having those characters, tell me if their portraits in the team UI are displayed properly / darkened / washed out :
 

Aemeath

Cartethyia

Ciaccona

Jinshi

Lynae

Mornye

Brant

Changli

Luuk

Qiuyuan

 

Thanks.

 

@IncogACC How should I credit you for creating the OG mod if i share mine anywhere ? GB nickname and link there?

Portraits test.rar

Edited by Lenain
Posted
20 minutes ago, Lenain said:

I'm done with the portrait mod in Satoshi Urushihara's style.
The only thing left to do is check if the portraits are displayed correctly in game, but there is a bunch of characters i don't have and can't test. I managed to check some of them by playing a run of Dreaming Deep, but there are still some left to check and I won't be able to check 3.x characters that way.

 

Can anyone having those characters, tell me if their portraits in the team UI are displayed properly / darkened / washed out :
 

Aemeath

Brant

Cartethyia

Changli

Ciaccona

Jinshi

Luuk

Lynae

Mornye

Qiuyuan

 

Thanks.

 

@IncogACC How should I credit you for creating the OG mod if i share mine anywhere ? GB nickname and link there?

Portraits test.rar 41.47 MB · 1 download

Mornye doesnt work 

The units i have amy cart ciacionna Jinhsi  Lynae  do work 


 

image.png

Posted
3 minutes ago, HimothyMcHimerson said:

Mornye doesnt work 

The units i have amy cart ciacionna Jinhsi  Lynae  do work 


 

image.png

 

Thanks for the info, just a typo in the .ini of the Mornye folder, on last line change "Moryne.png" to "Mornye.png"  It should fix it.

Tell me then if it works, thanks !

Posted (edited)
5 minutes ago, Lenain said:

 

Thanks for the info, just a typo in the .ini of the Mornye folder, on last line change "Moryne.png" to "Mornye.png"  It should fix it.

Tell me then if it works, thanks !

Alr will do. W mod btw 

DK if this helps but these are all the ones i own and they all work

image.png


EDIT: the mornye fix works

Edited by HimothyMcHimerson
Posted
24 minutes ago, HimothyMcHimerson said:

Alr will do. W mod btw 

DK if this helps but these are all the ones i own and they all work

image.png


EDIT: the mornye fix works

 

Thanks, the screen makes it perfectly clear.

Posted

I replaced the old SUSU images with the wedding dress version and replaced the new tune break meta trio, with some pictures from pixiv if anyone is interested, they can download and play with the filters and lighting of the graphics, I know I can't do it properly and I'm not thrilled with the result, and if anyone can, I would be grateful for the help image.thumb.png.3fddb969d838466376039bcda544e47f.png

Portraits changed by SYNEK.7z

Posted
11 hours ago, Lenain said:

I'm done with the portrait mod in Satoshi Urushihara's style.
The only thing left to do is check if the portraits are displayed correctly in game, but there is a bunch of characters i don't have and can't test. I managed to check some of them by playing a run of Dreaming Deep, but there are still some left to check and I won't be able to check 3.x characters that way.

 

Can anyone having those characters, tell me if their portraits in the team UI are displayed properly / darkened / washed out :
 

Aemeath

Cartethyia

Ciaccona

Jinshi

Lynae

Mornye

 

Brant

Changli

Luuk

Qiuyuan

 

Thanks.

 

@IncogACC How should I credit you for creating the OG mod if i share mine anywhere ? GB nickname and link there?

Portraits test.rar 41.47 MB · 1 download

You don't need to bother by name specifically, you can just link to the mod.

I'm just glad people are using it.

Posted
On 3/9/2026 at 10:33 AM, Joseph2410 said:

Hi, i used this all went well but, now i facing some issues launching in idk why, i used XXMI launcher the mod work if i not using Reshade files,

what should i do? any idea? image.jpeg.8f2b497ab4b54121d116b1d891c16f2e.jpeg

if using Nvidia RTX, Try 591.74, instead of 595.71 released on Mar 2, 2026.

I had "The UE4-Client Game has crashed and will close" with 595.71. 

it might not relate to mod.

 

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