kokokuro Posted March 22 Posted March 22 6 hours ago, kurokoi1 said: funny,mods are working fine when they are npc and directx12 Wait... DX12??? 3
Iran0utofnames Posted March 22 Posted March 22 7 hours ago, kurokoi1 said: funny,mods are working fine when they are npc and directx12 WHAT THE HELL DO U MEAN BY DX 12 3
lolman77 Posted March 22 Posted March 22 9 hours ago, BroncoDaFoo said: pleaaase i need this my ui is kinda homeless 11 hours ago, yugiasat said: can you send this and any other similar UI mods you have pls One day, rn kinda busy, and I need to repack everything to be smaller, cuz mine is packed to be 10GB lmfao. I have a lot in it.
sss19451450 Posted March 22 Posted March 22 A slightly makeup tweak for Sigrika. Components-2 t=e7456f68.rar 4
Itzhunnigan Posted March 22 Posted March 22 Someone help me, it started in this update when I move away from the character the mode disappears and when I get close it reappears. Is there an exact number to set the FOV to?
kurokoi1 Posted March 22 Posted March 22 2 hours ago, kokokuro said: Wait... DX12??? 2 hours ago, Iran0utofnames said: WHAT THE HELL DO U MEAN BY DX 12 before i need to turn on to use mods,but not now
yinlins-slave Posted March 22 Posted March 22 2 hours ago, kurokoi1 said: before i need to turn on to use mods,but not now I’m confused, whenever I start WuWa from the xxmi launcher, it automatically runs in DX11. i dont have frame gen or raytracing options in graphic settings. thats how i see if it runs with dx11 or 12 1
Iran0utofnames Posted March 22 Posted March 22 3 hours ago, kurokoi1 said: before i need to turn on to use mods,but not now Explain how u launching mods from official launcher? Don't leave anything out from the beginning. Pretty please. 1
BroncoDaFoo Posted March 22 Posted March 22 14 hours ago, kurokoi1 said: funny,mods are working fine when they are npc and directx12 BRO DO NOT DROP THIS BOMB AND RUN AWAY TF YOU MEAN DX12???????
BroncoDaFoo Posted March 22 Posted March 22 2 hours ago, yinlins-slave said: I’m confused, whenever I start WuWa from the xxmi launcher, it automatically runs in DX11. i dont have frame gen or raytracing options in graphic settings. thats how i see if it runs with dx11 or 12 Because xxmi is dx11 only it doesn't have a dx12 version 1
jqcpxbiiwkhxjykfek Posted March 22 Posted March 22 (edited) 5 hours ago, kurokoi1 said: before i need to turn on to use mods,but not now Bro my launcher doesn't even have that option. How do I get that option to show up? Edited March 22 by jqcpxbiiwkhxjykfek
IncogACC Posted March 22 Posted March 22 If you set WWMI's start method to manual, then you can load the game with Kuro's launcher and WWMI will then hook onto that. That's how GIMI V7 worked before XXMI launcher was a thing. Even loading this way, XXMI should still be forcing DX11 even if the DX11 option isn't clicked, so I'm fairly sure they ARE in DX11 mode even if the launcher makes it look like DX12, so if @kurokoi1 wants to prove that it's absolutely DX12, then they'll have to post evidence of DX12 specific features being active with mods at the same time. A gif showing DX12 only features in the graphics menu then closing the menu and showing modded characters within the same session would prove it absolutely, but if you don't have MFG or RT options then it's just plain ol' DX11. 7
zjw17925 Posted March 22 Posted March 22 (edited) 6 小时前,Iran0utofnames 说: 请解释一下如何通过官方启动器启动模组?一开始就不要遗漏任何步骤。拜托了。 先打开WWMI 再打开鸣潮官方启动器 WWMI启动然后官方启动器启动游戏(记得官方启动器取消勾选DX11) 进游戏后如果还是贴图错误别慌按C或者拉一次进拉远正常了就是组队窗口的MOD失败了其他应该正常 会窗口报错1次点掉就行 试了一下 WWMI设置手动会一直报错 不能用这个方法 当WWMI出现下面这个信息时 再点击官方启动器启动游戏 Edited March 22 by zjw17925
NobetaLove Posted March 22 Posted March 22 目前最佳的解法就只能等WWMI更新至DX12了嗎? 還是有別的方法自己設定? 雖然剛剛要本體的設定DX11 很成功,但讀取慢,還要調距離才正常 不過現在狀況只要成功能使用,就該偷笑了
IncogACC Posted March 22 Posted March 22 (edited) @Lenain When you have a sec, give this script a shot for me. It's the "hopefully" completed version of the toggle builder for the portrait mod. You'll also need to update the portrait driver if you wanna test it in game. Double click the py to run it, I won't give any instructions beyond that because I'm hoping that it's intuitive enough for you to just figure it out. The ini isn't necessarily final yet, I still might add one more toggle mode, but for now it has support for auto-random swapping and manual swapping. Auto random is toggled using alt + / in the team menu, manual swapping is done using the key you set up with the builder. If anything breaks, then tell me. I'm kinda expecting the initial setup to break 'cus I couldn't test it properly but if you report nothing back then I'll push it live on GB officially. Edit: Updated both to include the final control scheme. / - Auto mode (Will automatically swap to the next image every time you open the menu) Alt / - Auto Random mode (Will auto swap to a random image every time) Ctrl / - Shadow (Same as before, just moved it to ctrl + /) Manual swapping is handled by the letter + arrow combo you decide on in the builder, that combo + shift goes back. This should be the final feature set. I just need to confirm that the initial install is working and it'll be ready for live. PortraitDriver.rar Portrait Builder.rar Edited March 22 by IncogACC 4
jinacho Posted March 22 Posted March 22 17 hours ago, IncogACC said: It is starting to look pretty damn good. I haven't even finished and I'm already feature-creeping the fuck out of the UI itself, I mean look how busy that side bar is, but like, discovering all the functionality of QtGui is just fun, I can do anything and so I might as well add all the bells n whistles I please. The user side should be fairly intuitive, you can click and drag the image around, snapping will help make sure it's lined up with the edges of the portrait slot properly, but you can turn it off for ultra precision. I'm gonna change the hash/character input tomorrow to use a drop down menu instead to reduce the UI clutter. The image panel just scans a selected folder so you can work on all the portraits you want to use within a single project. Projects are a thing, so you can save a set of images per character and it'll pop out a save file you can load to remember all of the positional edits you made to your existing images. Offset controls are self explanatory, they're there so you can numerically dial in the precise coordinates you want if mouse level precision isn't enough for you. Colour overlay and opacity is for visibility against any background. I've gotta make that one change to the UI, but after that it's just the texture array builder which is like 90% shit I've already programmed in python before so I should have this baby out tomorrow no problem. This is WAY too much effort for a niche UI mod lmao, but I can't help myself. When it's ready, could you send it with those images?
IncogACC Posted March 22 Posted March 22 3 minutes ago, jinacho said: When it's ready, could you send it with those images? This is from my personal loading screen mod, I used it for testing the portrait builder. BunnyL.rar 1
jinacho Posted March 22 Posted March 22 12 minutes ago, IncogACC said: This is from my personal loading screen mod, I used it for testing the portrait builder. BunnyL.rar 148.25 MB · 1 download I double-click the .py file but nothing happens
Iran0utofnames Posted March 22 Posted March 22 2 hours ago, zjw17925 said: 先打开WWMI 再打开鸣潮官方启动器 WWMI启动然后官方启动器启动游戏(记得官方启动器取消勾选DX11) 进游戏后如果还是贴图错误别慌按C或者拉一次进拉远正常了就是组队窗口的MOD失败了其他应该正常 会窗口报错1次点掉就行 试了一下 WWMI设置手动会一直报错 不能用这个方法 当WWMI出现下面这个信息时 再点击官方启动器启动游戏 What the fuck does this means?
IncogACC Posted March 22 Posted March 22 (edited) 3 hours ago, jinacho said: I double-click the .py file but nothing happens Edited to include a .bat file for execution, double click the .bat file instead and it should work. Portrait Builder.rar Edited March 22 by IncogACC
blackpain Posted March 22 Posted March 22 (edited) 21 hours ago, kurokoi1 said: funny,mods are working fine when they are npc and directx12 option on are you sure yours running on dx12 ? go to setting then select view device info...there should be listed which system you are running...dx11 or dx12 Edited March 22 by blackpain
Adal01 Posted March 22 Posted March 22 2 hours ago, IncogACC said: @Lenain When you have a sec, give this script a shot for me. It's the "hopefully" completed version of the toggle builder for the portrait mod. You'll also need to update the portrait driver if you wanna test it in game. Double click the py to run it, I won't give any instructions beyond that because I'm hoping that it's intuitive enough for you to just figure it out. The ini isn't necessarily final yet, I still might add one more toggle mode, but for now it has support for auto-random swapping and manual swapping. Auto random is toggled using alt + / in the team menu, manual swapping is done using the key you set up with the builder. If anything breaks, then tell me. I'm kinda expecting the initial setup to break 'cus I couldn't test it properly but if you report nothing back then I'll push it live on GB officially. Edit: Updated both to include the final control scheme. / - Auto mode (Will automatically swap to the next image every time you open the menu) Alt / - Auto Random mode (Will auto swap to a random image every time) Ctrl / - Shadow (Same as before, just moved it to ctrl + /) Manual swapping is handled by the letter + arrow combo you decide on in the builder, that combo + shift goes back. This should be the final feature set. I just need to confirm that the initial install is working and it'll be ready for live. PortraitDriver.rar 332.63 kB · 1 download Portrait Builder.rar 378.87 kB · 0 downloads I've made a backup of my portrait mod and downloaded the portraitdriver you sent and replace it in the test mod folder, I then downloaded the last portrait builder you shared ( the one with the .bat file.) I'm sorry to say I was unable to run anything, .bat file, py file, or even apps (texassemble or texconv). No matter which one I try to open, a console command briefly pops and immediately closes. I tried putting the folder at a random place, inside the mod folder, mod main folder, specific character folder...same results everytime. I tried running it on another computer (the one I use to generate the pics where I'm sure I have python installed), same result. Surely there is some prerequisite to run this ???
kurokoi1 Posted March 22 Posted March 22 5 hours ago, IncogACC said: If you set WWMI's start method to manual, then you can load the game with Kuro's launcher and WWMI will then hook onto that. That's how GIMI V7 worked before XXMI launcher was a thing. Even loading this way, XXMI should still be forcing DX11 even if the DX11 option isn't clicked, so I'm fairly sure they ARE in DX11 mode even if the launcher makes it look like DX12, so if @kurokoi1 wants to prove that it's absolutely DX12, then they'll have to post evidence of DX12 specific features being active with mods at the same time. A gif showing DX12 only features in the graphics menu then closing the menu and showing modded characters within the same session would prove it absolutely, but if you don't have MFG or RT options then it's just plain ol' DX11. i say,I always used xxmi, but before version 3.2 I needed to have that option enabled for mods to work, and many people come here saying that even with that option enabled,they didn't work for them,regardless of the game version. 1
IncogACC Posted March 22 Posted March 22 (edited) 43 minutes ago, Lenain said: I've made a backup of my portrait mod and downloaded the portraitdriver you sent and replace it in the test mod folder, I then downloaded the last portrait builder you shared ( the one with the .bat file.) I'm sorry to say I was unable to run anything, .bat file, py file, or even apps (texassemble or texconv). No matter which one I try to open, a console command briefly pops and immediately closes. I tried putting the folder at a random place, inside the mod folder, mod main folder, specific character folder...same results everytime. I tried running it on another computer (the one I use to generate the pics where I'm sure I have python installed), same result. Surely there is some prerequisite to run this ??? Edit: I forgot to re-add the bloody PySide guard, that error is because PySide isn't installed and my script isn't doing anything about that. I've tested it on my end, uninstalling and reinstalling PySide several times now, so it should be working. Portrait Builder.rar Edited March 22 by IncogACC
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now