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Posted (edited)
1 hour ago, Sylvie023 said:

 

Professor! I followed your tutorial and tried adding TSR to my Aemeath. I found it very difficult to identify each DDS, like, does this belong to component 3 or 4? Is this diffuse or light? The process was as agonizing as a puzzle game.

The most basic identification of textures:

Diffuse - It will look like a flat map of all the parts, the colours will more or less match what the colours look like in game, albeit usually with a transparency effect over it.

Normal - Will almost always be a yellowish-green with blue and sometimes red highlights.

Lightmap - Can vary a bit, but will either be green and orange (for older characters) or pink and yellow (newer characters). Sometimes they'll appear as pure white or black squares because their alpha is inverted, if you open it in paint.net and press ctrl + I to invert alpha, it'll reveal the colours.

 

The textures are usually named "Component-X" with X being the comp number, so component-4 will be a texture intended for comp 4.

It's not always gonna be the case, if modders share textures over multiple components or simply rename things, then it can get more complicated, but every texture tends to have a tell.

If you're dealing with non-standard naming, you can often tell by looking at the texture itself, most diffuse textures tend to have the original default texture as a part of it, so if you see the default comp 4 texture as part of the image, then even if the texture is renamed you can probably assume it's for comp 4.

From there, you can find the corresponding lightmap and normalmap just by visually comparing.

 

For example, here's are 2 Zani textures:

image.png.d012467e763f4dd7518da0a6a7e2a89f.pngimage.png.1ee86220113ba474b528b6a9e66267ee.png

The top left square is the default texture for comp 3 and comp 4 respectively, so even if they had non-standard names, I'd be able to tell which comp they're attached to, and for the light/normalmap:

image.png.d59f6d826b4cf442595477481918388b.png image.png.d012467e763f4dd7518da0a6a7e2a89f.png image.png.f11487026bbf6c4941338f3cb95543f8.png

If you line the light/normal map next to the diffuse, you can see how they share the same sort of lines and edges, so you can visually match them this way.

Work from the diffuse to get the light/normalmaps. As long as the materialmap has details and isn't just a black square, you can do it with materialmaps as well.

 

1 hour ago, Sylvie023 said:

 

1.png.aaffd569bc97baf3f1554e752a9611a2.png

 

But I finally finished it, mostly. However, there are still a few color patches on her skin. I remembered the material texture you mentioned, and I tried adding it to every component, then I found it only works in component 4.

Honestly I don't have any concrete evidence for this, but as far as I can tell, Comp 3, 4 and 5 will usually have materialmaps, comp 6 is the eyes for MOST new characters and comp 7 is a wildcard, but this can also vary from mod to mod and character to character.

 

If a component ONLY has default parts in it, like for example Aemeath comp 5 usually has her heart, halo and glowing bracelets because they all use the same glow effect, then you can actually forgo applying TSR to that component entirely because it will just fall back to the default textures which will line up and function just fine.

 

So the general rule for materialmaps is that if the component has actually been modified using non-default meshes, then you'll need to load a materialmap via TSR for it to look right, but if the comp is using ONLY default parts, you don't need to use TSR on it AT ALL. 

Lastly, you'll be able to tell if a component needs a material map or not because it'll look off without it, you'll see blotches where the clothing/skin looks discoloured, usually redder than it should look. If it looks off, then chances are you need the materialmap to round it out.

 

1 hour ago, Sylvie023 said:

 

2.png.ddd5d5735dd30f33b7927f28d4850da2.png

 

It did reduce some of the color patches, but there are still a few that I can't remove. Like these blue on her left shoulder in the image below.

So this one is most likely not a texture problem, but an effect problem, something that's a lot more common on newer characters.

I don't know if you've ever seen this before, but back when Augusta came out, there was an "issue" with some of her mods where random parts of her body would glow when she had her forte, and that's simply because Augusta expects an effectmap texture that tells the slot where to display the glow effect when her forte is active and mods without an effect map would have the glow appear in some weird place and arrangement.

This might be the same sort of thing, where an effect texture from Aemeath is appearing somewhere where it shouldn't.

You can test this easily, go to the component where the body is drawn and paste this "ps-t0 = null" above your TSR lines.

F10 and see what happens, from there just increase the number from 0 onwards and test each slot, see what disappears and if the blue effect disappears before you hit like ps-t11, then you know that it's an effect texture in which case you can just keep the ps-tX = null line to turn it off, or you can load an effectmap texture if your mod has one.

1 hour ago, Sylvie023 said:

 

3.png.4fd24e58f9003abb0b5dcb77c0dc8ace.png

 

And though it's insignificant, some effects have permanently disappeared, and I can't find them at all. Like that bukkake...

So this is the part where it gets especially annoying and requires you to have some understanding of how mods tend to work.

Toggles that effect the skin, like skin tone changing, body writing, bukkake in this case, eye colour, hair colour, all of that sort of thing is handled by swapping textures rather than swapping meshes, so if a texture toggle exists to swap the body diffuse to one with cum on it, then you need to restore that toggle when setting up the TSR lines.

For example:

image.png.e1d69f7b3b66fd9df7bbbbf3d63223c7.png

This Zani mod (Kanou Sakura Suit lady Zani mod) has a tights texture toggle that needs the diffuse, normal and lightmap to change, so I setup the toggle with a variable in the ini and make sure to reference the two different sets of textures. If tights is 1, then load the ripped tights textures, else if the tights aren't 1, load the non-ripped textures.

 

You'll need to replicate this with you mod, find the diffuse for that component as well as the alternate diffuse with the slightly altered body texture and set up a variable to toggle between the two. Just like this mod, you might also need to change the normal/lightmap as well.

 

Great job getting as far as you did though, doing this much alone already means you have better ini literacy than the vast majority of mod users, just a little more to go.

Good luck! 

 

Edit: Something I wanna tack on the end real quick.

Sometimes you're going to run into issues where for some reason it doesn't seem like TSR is working, for example, Moryne's eyes/legs. 

TSR is still in its early days and not all the slots are setup correctly, so instead of using the TSR line, you have to load directly into the slot instead.

Remember what I said about "ps-tX = null" earlier? Instead of using TSR, you use that, so "ps-t4 = ResourceEyeTexture" as an example. I say ps-t4 because that's commonly what works when dealing with broken eyes.

 

I had to do a manual fix for Chisa just now and it came to mind as something I should probably give a heads up for.

If you're considering doing Denia mods in the future, they have this same problem but to a more complicated degree, her texture slots change during her ult while still using the same mesh, so she needs some extra special care to get working properly.

I already made a post about that, so if you do plan on adding TSR to Denia mods down the line, keep this bookmarked.

 

Last thing to keep in mind. TSR will eventually update to fix a lot of these mismatch slots, so make a note of which characters/components you needed to load using ps-tX so you can swap them to TSR in the future once it's updated. ps-tX replacement works as a good stop-gap, but it's less than ideal, texture applications aren't always clean (backface culling can cause broken underside textures) and there's a chance of texture bleeding as well.

Edited by IncogACC
Posted

Anyone into blender here? Is it possible to import an existing mod into blender not having fmt files that blender is asking me about? :( I would like to learn how to make some changes or make outlines thicker but first I need to import a mod but how??? AI giving me bullshit and on Internet there is not a single tutorial. Everything is about importing the raw model of a character but I want to edit a mod. Any help?

Posted

Hi Everyone! I'm wondering if an experienced modder can help me with a hair mod I'm currently working on for Female Rover. It's a mod I had around late 2.8, but remade the hair because of the 3.5 update. I'm using the updated Female Rover model, redid the process of the UV Mapping, textures, etc. There's a weird shadow lope/strip on the upper hair crown area. I thought it was my hair texture, but even with a stock texture, it's still there. I even tried to reimport the default model and there's no change to the hashes or anything. I've provided screenshots. 

Screenshot 2026-07-22 134837.png

2026-07-21 (2).png

Posted (edited)

20260718143154.thumb.png.af35674f0522973305a6d39964c3dd0b.pngQQ20260627-003220.thumb.png.95e52b614f29a92341c5024ec1479a5a.png

 

Lune Ming's(Mingchen) Lucilla Mod has been completed. Can anyone share it? Thanks in advance!
Edited by 騎空士
Posted

The shorekeeper Bottom Heavy mod glitches when standing still,returns to normal during a dash,and glitches again once the charter starts running. Pls help me, thank very much.

New Bitmap Image.png

Posted
16 hours ago, Awadowo30 said:

ezgif-650528bed5a5c3fb.pngDoes anyone have a fixed version of this mod? Or does anyone know how to fix it? I've already tried the Woju fixer and the mod fixer, but neither works. this mod is by Kanousakura

I can't see your picture.

Posted

The mod is repair completed in Discord

Denia(black) is some issues to deal with

image.png.8e166d4d8717990edf08ae7a52895470.png

 

20260723231624.png.283a298a46d31ed2e644fa226c0b80e6.png

some time Denia(black) is some questions need deal with

Posted
20 hours ago, IncogACC said:

The most basic identification of textures:

Diffuse - It will look like a flat map of all the parts, the colours will more or less match what the colours look like in game, albeit usually with a transparency effect over it.

Normal - Will almost always be a yellowish-green with blue and sometimes red highlights.

Lightmap - Can vary a bit, but will either be green and orange (for older characters) or pink and yellow (newer characters). Sometimes they'll appear as pure white or black squares because their alpha is inverted, if you open it in paint.net and press ctrl + I to invert alpha, it'll reveal the colours.

 

The textures are usually named "Component-X" with X being the comp number, so component-4 will be a texture intended for comp 4.

It's not always gonna be the case, if modders share textures over multiple components or simply rename things, then it can get more complicated, but every texture tends to have a tell.

If you're dealing with non-standard naming, you can often tell by looking at the texture itself, most diffuse textures tend to have the original default texture as a part of it, so if you see the default comp 4 texture as part of the image, then even if the texture is renamed you can probably assume it's for comp 4.

From there, you can find the corresponding lightmap and normalmap just by visually comparing.

 

For example, here's are 2 Zani textures:

image.png.d012467e763f4dd7518da0a6a7e2a89f.pngimage.png.1ee86220113ba474b528b6a9e66267ee.png

The top left square is the default texture for comp 3 and comp 4 respectively, so even if they had non-standard names, I'd be able to tell which comp they're attached to, and for the light/normalmap:

image.png.d59f6d826b4cf442595477481918388b.png image.png.d012467e763f4dd7518da0a6a7e2a89f.png image.png.f11487026bbf6c4941338f3cb95543f8.png

If you line the light/normal map next to the diffuse, you can see how they share the same sort of lines and edges, so you can visually match them this way.

Work from the diffuse to get the light/normalmaps. As long as the materialmap has details and isn't just a black square, you can do it with materialmaps as well.

 

Honestly I don't have any concrete evidence for this, but as far as I can tell, Comp 3, 4 and 5 will usually have materialmaps, comp 6 is the eyes for MOST new characters and comp 7 is a wildcard, but this can also vary from mod to mod and character to character.

 

If a component ONLY has default parts in it, like for example Aemeath comp 5 usually has her heart, halo and glowing bracelets because they all use the same glow effect, then you can actually forgo applying TSR to that component entirely because it will just fall back to the default textures which will line up and function just fine.

 

So the general rule for materialmaps is that if the component has actually been modified using non-default meshes, then you'll need to load a materialmap via TSR for it to look right, but if the comp is using ONLY default parts, you don't need to use TSR on it AT ALL. 

Lastly, you'll be able to tell if a component needs a material map or not because it'll look off without it, you'll see blotches where the clothing/skin looks discoloured, usually redder than it should look. If it looks off, then chances are you need the materialmap to round it out.

 

So this one is most likely not a texture problem, but an effect problem, something that's a lot more common on newer characters.

I don't know if you've ever seen this before, but back when Augusta came out, there was an "issue" with some of her mods where random parts of her body would glow when she had her forte, and that's simply because Augusta expects an effectmap texture that tells the slot where to display the glow effect when her forte is active and mods without an effect map would have the glow appear in some weird place and arrangement.

This might be the same sort of thing, where an effect texture from Aemeath is appearing somewhere where it shouldn't.

You can test this easily, go to the component where the body is drawn and paste this "ps-t0 = null" above your TSR lines.

F10 and see what happens, from there just increase the number from 0 onwards and test each slot, see what disappears and if the blue effect disappears before you hit like ps-t11, then you know that it's an effect texture in which case you can just keep the ps-tX = null line to turn it off, or you can load an effectmap texture if your mod has one.

So this is the part where it gets especially annoying and requires you to have some understanding of how mods tend to work.

Toggles that effect the skin, like skin tone changing, body writing, bukkake in this case, eye colour, hair colour, all of that sort of thing is handled by swapping textures rather than swapping meshes, so if a texture toggle exists to swap the body diffuse to one with cum on it, then you need to restore that toggle when setting up the TSR lines.

For example:

image.png.e1d69f7b3b66fd9df7bbbbf3d63223c7.png

This Zani mod (Kanou Sakura Suit lady Zani mod) has a tights texture toggle that needs the diffuse, normal and lightmap to change, so I setup the toggle with a variable in the ini and make sure to reference the two different sets of textures. If tights is 1, then load the ripped tights textures, else if the tights aren't 1, load the non-ripped textures.

 

You'll need to replicate this with you mod, find the diffuse for that component as well as the alternate diffuse with the slightly altered body texture and set up a variable to toggle between the two. Just like this mod, you might also need to change the normal/lightmap as well.

 

Great job getting as far as you did though, doing this much alone already means you have better ini literacy than the vast majority of mod users, just a little more to go.

Good luck! 

 

Edit: Something I wanna tack on the end real quick.

Sometimes you're going to run into issues where for some reason it doesn't seem like TSR is working, for example, Moryne's eyes/legs. 

TSR is still in its early days and not all the slots are setup correctly, so instead of using the TSR line, you have to load directly into the slot instead.

Remember what I said about "ps-tX = null" earlier? Instead of using TSR, you use that, so "ps-t4 = ResourceEyeTexture" as an example. I say ps-t4 because that's commonly what works when dealing with broken eyes.

 

I had to do a manual fix for Chisa just now and it came to mind as something I should probably give a heads up for.

If you're considering doing Denia mods in the future, they have this same problem but to a more complicated degree, her texture slots change during her ult while still using the same mesh, so she needs some extra special care to get working properly.

I already made a post about that, so if you do plan on adding TSR to Denia mods down the line, keep this bookmarked.

 

Last thing to keep in mind. TSR will eventually update to fix a lot of these mismatch slots, so make a note of which characters/components you needed to load using ps-tX so you can swap them to TSR in the future once it's updated. ps-tX replacement works as a good stop-gap, but it's less than ideal, texture applications aren't always clean (backface culling can cause broken underside textures) and there's a chance of texture bleeding as well.

 

Thank you for your patient and detailed explanation, Professor! I've been trying for several hours. I feel like these blue effects might be related to ps-t2 or ps-t5. I tried constantly assigning values to ps-t2 or/and ps-t5, which occasionally made the blue effects glow, but ultimately I couldn't get rid of them.

4.png.d3ac96c0865ed37cc3abc68ef31f75b0.png

 

Besides, regarding those bukkake, I found the corresponding textures in a subfolder. I was too blind to see them before. So I set conditions for them and fixed them.

5.png.1ad9734b2936312de7e2f424e0e3b5a0.png

 

Back to these blue effects, I guess I'll just have to put up with them for now.

Posted (edited)
6 hours ago, haxxx51 said:

Thanks, but why is the file an exe?

It's virus. Ur pc will be vaporized

(jst rename to rar or some shit and use password)

Edited by Glorp Glorp

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