Jump to content

req Wuthering waves


Recommended Posts

Posted

有人有狩野櫻琳奈的og自改多絲襪版本的mod嗎?以前在鳴潮tg群的現在被封找不到了

74747.PNG

Posted (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 by IncogACC
Posted
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 ?

 

Posted
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.

Posted
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.

Posted
9 hours ago, Kokuei said:


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.....)

It s just a matter of editing the texture to resize the areolas, i've tried (on the pink nipples versions) to resize them to half their size and it works fine, i'm not able to provide a quality edit as it was messy and just a test. If you're good with any drawing software you might be able to do so.

Just like you i like the shape of breast and size of the nipple but areola is indeed to big on this modder's mods.

Posted
3 hours ago, Adal01 said:

抱歉,我自己不是Slap的订阅者,这篇帖子是在Discord上分享的,没有新的更新。你
试过在它上运行修补器吗?

 

I used Moonholder's Wuwa_Mod_Fixer_v3.3.1.exe to fix it, but it still didn't work.

Posted
4 hours ago, MANBO520 said:

The hash of this mod crashed. Is there a fixed version?

No idea then, sorry.

Posted (edited)
3 hours ago, jinacho said:

Does anyone have the complete version of this mod?

 

https://gamebanana.com/mods/674646

Workin' on it.

 

Edit: I ran into some issues with Shapekey stuff and it turns out the issue runs quite a bit deeper so I need to investigate before I can finish the crack and upload it. If someone else has the mod, feel free to upload it in the meantime.

Edited by IncogACC
Posted

Here's Jiyan Portrait hash = 38165136

I also bought Zani Skin, since it's one you were missing in the previous version.

Zani skin hashes = 21022e40, 5a8985e4, ff353af6.

 

Hope this helps. I'll copy all this and the ones from previous post in a comment on your gamebanana mod page if it's more practical for you.

Posted
15 minutes ago, Adal01 said:

Here's Jiyan Portrait hash = 38165136

I also bought Zani Skin, since it's one you were missing in the previous version.

Zani skin hashes = 21022e40, 5a8985e4, ff353af6.

 

Hope this helps. I'll copy all this and the ones from previous post in a comment on your gamebanana mod page if it's more practical for you.

Thanks a lot.

It's fine, you don't need to gather them for me, I've just been very busy cleaning up these last few mods and fixing an arseload of other issues so I just haven't had the time to handle the portrait update just yet, I'll get around to it before I go to bed though.

Posted
30 minutes ago, IncogACC said:

多谢。

没关系,你不用帮我收集,我只是最近忙着清理最后几个mod和修复一大堆其他问题,所以还没时间处理头像更新,不过我会在睡觉前完成的。

My English isn't very good, so I'm using a translator.

I've been using the Ragunna City mod from the link you provided, but when I returned to Ragunna City, I noticed that the rotating billboards and paintings weren't working anymore. I tried to fix it, but the game crashed every time I pressed F8 to get the latest hashes for the paintings. After a few attempts, I gave up. Could you please tell me the new hashes for these paintings and the rotating billboards? I often go to Ragunna City just to hang out.

Posted
1 hour ago, Adal01 said:

Here's Jiyan Portrait hash = 38165136

I also bought Zani Skin, since it's one you were missing in the previous version.

Zani skin hashes = 21022e40, 5a8985e4, ff353af6.

 

Hope this helps. I'll copy all this and the ones from previous post in a comment on your gamebanana mod page if it's more practical for you.

Do you still need a hash ? i can help maybe :)

Posted (edited)

@Barron-Monster
I found a way thanks to IncogACC.
Maybe if you have changli or Jinshi skin, i think that's some IncogACC will be missing after those I've added today.

Edited by Adal01
Posted
4 hours ago, jinacho said:

Does anyone have the complete version of this mod?

 

https://gamebanana.com/mods/674646

Alright it's cracked, but unfortunately it's not working 100%.

According to Spectrum, custom shapekeys are partially fucked this update, they only update during player inputted and idle anims, so if you're just standing still then things like the dildo/anal anims and the sliders won't work until you start to move, attack, idle animation, though custom shapekeys do at least work fine in the menu.

 

There's no fix for this, nor is it mine OR Kongxinrumeng's fault, this is just how it is after the update. Other than that though, everything else is the usual deal, unlocked the locked toggles and fixed/activated all the sliders.

 

Menu - /

 

image.thumb.png.34b38e7184e7069a66aa8def0b999338.pngimage.thumb.png.a7540a8e2ec8178be5ddd8430f012f75.pngimage.thumb.png.b52995f93e2602a5e2923157d154ad61.pngimage.thumb.png.343fdcfc48fe51ecc50f0ac83d2367ca.png

HiyukiLewdOrderCracked.rar

Posted
52 minutes ago, kekedayo said:

My English isn't very good, so I'm using a translator.

I've been using the Ragunna City mod from the link you provided, but when I returned to Ragunna City, I noticed that the rotating billboards and paintings weren't working anymore. I tried to fix it, but the game crashed every time I pressed F8 to get the latest hashes for the paintings. After a few attempts, I gave up. Could you please tell me the new hashes for these paintings and the rotating billboards? I often go to Ragunna City just to hang out.

I host all of the mods I maintain here, keep a bookmark of this page because most, if not all, of these mods will break with each patch.

Check back in when a new update drops because I will probably have fixed all the mods within the first 1-3 days of the patch, I already fixed the Ragunna city mod and it can be downloaded from that link.

 

Though, I did check the mod and realised that I had wired up the TV mod a little wrong, so to anyone else who noticed that, I fixed the TV in Ragunna so it plays nicely with the TV in the Startorch arcade, download the mod again.

Posted
36 minutes ago, IncogACC said:

我把所有维护的模组都托管在这里,请收藏此页面,因为即使不是全部,大部分模组都会随着每次补丁更新而失效。

新版本发布后请再来看看,因为我可能会在补丁发布的前 1-3 天内修复所有模组,我已经修复了 Ragunna 城市模组,可以从该链接下载。

 

不过,我检查了一下模组,发现我把电视模组的接线接错了一点。所以,如果有人也发现了这个问题,我已经修复了 Ragunna 中的电视,使其能与 Startorch 街机厅中的电视完美兼容,请重新下载模组。

I can see the modified light screen just fine, but I can't see the paintings or the RotatingAdBoard. Is something wrong on my end?

Posted
6 minutes ago, kekedayo said:

I can see the modified light screen just fine, but I can't see the paintings or the RotatingAdBoard. Is something wrong on my end?

Open d3dx.ini and scroll down to the very bottom where it says "show_warnings" and change the number from 0 to 1, then press F10 in game and see if any errors pop up.

 

The Ragunna city mod is completely self-contained, it doesn't rely on any external files like the UI mods do, so if you're using the latest version and it's not working then I imagine it has to be some kind of compatibility error because I was using it an hour ago with no issues, so tell me what warnings, if any, pop up when you turn errors on.

Posted
28 minutes ago, IncogACC said:

打开 d3dx.ini 文件,向下滚动到最底部找到“show_warnings”字样,将数字从 0 改为 1,然后在游戏中按 F10 键,看看是否会弹出任何错误。

 

Ragunna 城市模组是完全独立的,它不像 UI 模组那样依赖任何外部文件,所以如果你使用的是最新版本但仍然无法正常工作,那么我估计一定是某种兼容性问题,因为我一个小时前使用它时没有任何问题,所以请告诉我当你启用错误提示时,出现了什么警告(如果有的话)。

No warning at all—oh well, it’s just a few paintings. I rarely go to that area anyway. As long as the light screen in the square is working fine, I’m good with it.

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...