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Posted
21 minutes ago, fitzgerald4 said:

 

The current Blender plugin doesn’t let you edit or transfer the extra info in the fmt files of the jiggly breasts and asses submeshes (like stride=144) through the Blender GUI.

 

element[9]:
  SemanticName: PSIZE
  SemanticIndex: 0
  Format: R16G16B16A16_UINT
  InputSlot: 0
  AlignedByteOffset: 92
  InputSlotClass: per-vertex
  InstanceDataStepRate: 0
element[10]:
  SemanticName: FOG
  SemanticIndex: 0
  Format: R16G16B16A16_UINT
  InputSlot: 0
  AlignedByteOffset: 100
  InputSlotClass: per-vertex
  InstanceDataStepRate: 0
element[11]:
  SemanticName: TEXCOORD
  SemanticIndex: 8
  Format: R32G32B32A32_FLOAT
  InputSlot: 0
  AlignedByteOffset: 108
  InputSlotClass: per-vertex
  InstanceDataStepRate: 0
element[12]:
  SemanticName: TEXCOORD
  SemanticIndex: 9
  Format: R32G32B32A32_FLOAT
  InputSlot: 0
  AlignedByteOffset: 124
  InputSlotClass: per-vertex
  InstanceDataStepRate: 0
element[13]:
  SemanticName: SAMPLE
  SemanticIndex: 0
  Format: R32_FLOAT
  InputSlot: 0
  AlignedByteOffset: 140
  InputSlotClass: per-vertex
  InstanceDataStepRate: 0

 

This info consists of a total of 44 bytes of integers or floating-point numbers, which are crucial for physics calculations and can’t be ignored. For example, if you run the script below in Blender, you’ll see internal values in the console:

 

import bpy
print("# START")
for key, attrs in bpy.context.object.data.attributes.items():
    if key[0].isupper():
        if (attrs.data_type == "FLOAT2"):
            print("-", key, [d.vector for d in attrs.data[0:10]]) # first 10 only
        else:
            print("-", key, [d.value for d in attrs.data[0:10]])
        print()

 

Here’s an example of the output: you’ll be surprised by how much information there is!

 

- SAMPLE.x [0.018100343644618988, 0.28390106558799744, ...
- FOG.x [154, 153, 153, ...
- FOG.y [155, 154, 154, ...
- FOG.z [161, 160, 160, ...
- FOG.w [162, 161, 161, ...
- PSIZE.x [93, 92, 92, ...
- PSIZE.y [94, 93, 93, ...
- PSIZE.z [101, 100, 100, ...
- PSIZE.w [102, 101, 101, ...
- TEXCOORD.xy [Vector((0.5570319294929504, 0.7939812541007996)), ...
- TEXCOORD1.xy [Vector((0.5383786559104919, 0.6441685557365417)), ...
- TEXCOORD8.xy [Vector((0.06472702324390411, 0.36945950984954834)), ...
- TEXCOORD8.zw [Vector((0.012507515028119087, 0.8781576156616211)), ...
- TEXCOORD9.xy [Vector((0.013293309137225151, 0.870502769947052)), ...
- TEXCOORD9.zw [Vector((0.002568730153143406, 0.974976658821106)), ...

 

If these are used for physics, they likely represent the physical weight and jiggle on each vertex. You mentioned in the past that when you exported the mesh, the bone weights were correct but there were holes, and that’s probably because these values aren’t right.

 

Ideally, we should be able to graphically edit these values, like using a temporary Vertex Group in Blender, but unfortunately, the current Blender plugin doesn’t support that.

 

So, in my previous post, I suggested a "temporary workaround" by reducing the stride to give up on the submesh jiggling. But what we really need is a new Blender plugin (or a fix for the existing one) to resolve above issue.

 


This is an excellent explanation of the problem - Thank you!

I'm kinda good at Python so I might be able to help fix this script, with your combined knowledge of the metadata inside the vb/ib/fmt files.
Perhaps we can collaborate.
Add me on Discord if you're on there so we can collaborate faster.

That goes for anyone else reading this thread who wants to collaborate and feels like they can contribute something to the effort of solving the mesh problem.

My Discord ID: @xenofactor

Posted
3 hours ago, xenodoax said:


This is an excellent explanation of the problem - Thank you!

I'm kinda good at Python so I might be able to help fix this script, with your combined knowledge of the metadata inside the vb/ib/fmt files.
Perhaps we can collaborate.
Add me on Discord if you're on there so we can collaborate faster.

That goes for anyone else reading this thread who wants to collaborate and feels like they can contribute something to the effort of solving the mesh problem.

My Discord ID: @xenofactor

hope you share the tools when they work

Posted
15 hours ago, doctor_science said:

oh uh yeah you can do it that way. cool.

i have some pieces of a more generic script configured so you drag an xml file and a ktid file into the powershell prompt 

earlier in this thread we've gone over how to manually find the ktid file associated with your a g1m and my parseXMLandKTIDforG1T_names.py will spit out a list of g1t file hashes which you can then look up manually, however i do not recommend this because costume can have 50+ textures so what's missing is automation for finding all of those files and copying them somewhere convenient, either out of an fdata dump or an extract all from qrdbtool 3.x 

i've also included ktidEndianSwap.py which just takes a ktid file as arguments and spits out a list of database object names formatted how you'd search for them in the xml files, you probably don't actually need this, although it might be convenient for stage modding if anyone cares to do that.

idk if xenodoax is still working on something, the script design problem for me with going from g1m to g1t files is that you have to tell the script where a whole bunch of stuff is and I don't want to think very hard about how people are organizing their files or assume people are willing to sit on 40 GB of extracted files to accommodate a script that hasn't been written yet.  

ktid scripts unfinished.zip 1.77 kB · 13 downloads

Thanks for the reply.


Indeed the perfect solution would be to automatically package all the required g1t files, that would save a lot of work.
I've tried using Cethleann, which has a Nyotengu.KTID tool that does this.

https://github.com/yretenai/Cethleann
But it has a drawback, the packaged textures don't keep their original filenames, they all become 0,1,2... 

Posted
11 hours ago, xenodoax said:


This python script takes this concept one step further and exports out the .g1t files associated with a specific .g1m to your User directory.

To use -

****
HIGHLY RECOMMEND setting your .g1t files to open by default in Windows using the qg1t_tool.exe.
That way you will be able to simply double click the exported .g1t files to open them.
****
Then:
1. Save the script to the same directory where CharacterEditor.kidssingletondb.kidsobjdb.xml exists
2. Set your path appropriately at the top of the script for your XML path to CharacterEditor.kidssingletondb.kidsobjdb.xml
3. Set your path appropriately to your fdata exported content directory (where your .g1m's and .g1t's are)
4. Run the script.

5. Enter a .g1m hash ID without 0x or file extension.

Example for Tamaki's default suit:  d33ce0ab

g1t_exporter.thumb.png.44c085628512187c28fffedbcabed107.png

get_g1t_files_for_given_g1m 1.1.zip 1.55 kB · 16 downloads

 

Your tool is indeed much more convenient.😄


Thanks to you, and other makers of tools, making mods is possible with these tools.

 

 

Posted

Just double checked the original High Cut One Piece Prism (it's call Monokini in English), it seems it is less jiggle on breasts and butts by default, therefore it is not related to my mod.

Posted
1 hour ago, minazuki said:

Just double checked the original High Cut One Piece Prism (it's call Monokini in English), it seems it is less jiggle on breasts and butts by default, therefore it is not related to my mod.

makes sense, that kind of swim suit would be restricting compared to a loose or no top.

there's a doa 6 tool that writes a bunch of g1m data to an xml file and iirc it's possible to copypaste some properties like that. shame it doesn't work on the vvp models. maybe somebody could hunt it down in a hexeditor, it's probably just values in a few tables.

Posted
5 hours ago, minazuki said:

 

  Hide contents

PRISM-body-blender.thumb.jpg.65aa70c83332d1234d1d3208cd6f54c3.jpg

 

Just find a way to modify the body mesh to match the full nude body in Blender.

At least I can confirmed that the mesh seams can be removed by Normalize All.

But just like @fitzgerald4 said, we lost some physical weight and jiggle after import and export in Blender.

You can see the shoulder is not smooth and you can check the video to see it is less jiggle on breasts and butts.

(Black suit is the Original body mesh, Prism is my modded body mesh)

 

PRISM-body-demo.thumb.jpg.cd182d0f6564f4f9da5dbff05f17479d.jpg

 

Video

PRISM Body Demo.zip 12.81 MB · 76 downloads

can you help me know what skin corresponds to what girl so I can better tweak nude textures for when mod is available? these are the skin g1t files I found so far, some of them are exactly the same except for a more pronounced breast shadow:

5ba1d78a

009ef1c7

9cfd61e8

24a2cecb

ec55d1f1

ef93aa08

254c75e2

92a0e049

d860a569

 

Also, as for getting a complete save data from another user, I think you also need their steam_api64.dll or even steamclient64.dll files to replace yours

Posted
33 minutes ago, DoMopi said:

can you help me know what skin corresponds to what girl so I can better tweak nude textures for when mod is available? these are the skin g1t files I found so far, some of them are exactly the same except for a more pronounced breast shadow:

5ba1d78a

009ef1c7

9cfd61e8

24a2cecb

ec55d1f1

ef93aa08

254c75e2

92a0e049

d860a569

 

Also, as for getting a complete save data from another user, I think you also need their steam_api64.dll or even steamclient64.dll files to replace yours

 

Its still a bit unclear how the skin textures work for each girl.. it's going to be a trial and error process to find them. There are at least 44 individual skin texture hashes we've uncovered. So it's my theory at least that the skin textures may be per girl and per outfit style. That may account for why there are so many. You can see the entire list I found from this post:

 

https://www.loverslab.com/topic/238458-prism/page/7/#findComment-6996586

Posted
1 hour ago, xenodoax said:

 

Its still a bit unclear how the skin textures work for each girl.. it's going to be a trial and error process to find them. There are at least 44 individual skin texture hashes we've uncovered. So it's my theory at least that the skin textures may be per girl and per outfit style. That may account for why there are so many. You can see the entire list I found from this post:

 

https://www.loverslab.com/topic/238458-prism/page/7/#findComment-6996586

every model will have a copy of the body texture and they'll be about the same for each one belonging to each character. if they're not ducking the parts that map to body parts hidden by clothes then they'd all be 1:1 identical for each costume

Posted
8 hours ago, minazuki said:

 

  Reveal hidden contents

PRISM-body-blender.thumb.jpg.65aa70c83332d1234d1d3208cd6f54c3.jpg

 

Just find a way to modify the body mesh to match the full nude body in Blender.

At least I can confirmed that the mesh seams can be removed by Normalize All.

But just like @fitzgerald4 said, we lost some physical weight and jiggle after import and export in Blender.

You can see the shoulder is not smooth and you can check the video to see it is less jiggle on breasts and butts.

(Black suit is the Original body mesh, Prism is my modded body mesh)

 

PRISM-body-demo.thumb.jpg.cd182d0f6564f4f9da5dbff05f17479d.jpg

 

Video

PRISM Body Demo.zip 12.81 MB · 97 downloads


Hey can you tell us what you did in Blender to make this possible?

Posted

can someone help me where to start with Prism modding ? i havent played the older one nor have any mod manager or program for it. if anyone could link me to the program needed to make the mod work for prism that would be appreciated. i got the game from Fitgirl

Posted

I was mistaken. It’s better to use the regular Blender add-on instead of the one for ikaros’ FT2 addon.

https://github.com/DarkStarSword/3d-fixes/blob/master/blender_3dmigoto.py

 

PRISM can handle up to 8 weights per vertex. With this add-on, you can import and export not just weights 1-4th, but also 5-8th weights.

This fixed the issues with holes in the mesh and jagged areas around the shoulders.

But, since the exported file extension is “vb0,” you’ll need to fix g1m_import_meshes.py to make sure it can read that too.

 

- [x[:-3] for x in glob.glob("*.vb", root_dir=g1m_name)])]
+ [x[:-3] for x in glob.glob("*.vb", root_dir=g1m_name)] + [x[:-4] for x in glob.glob("*.vb0", root_dir=g1m_name)])]

 

Oh, and one more thing. I fixed the inject_new_mesh script I posted earlier because it was duplicating faces during transfer.

So, if you’re replacing with a completely new mesh, make sure to use this updated inject_new_mesh script.

Looks like we’ve cleared up all the issues except for the physics stuff.

 

Posted
12 hours ago, faisutu said:

 

Can anyone extract the texts to create translations? Or explain to me where to start?

in doa6 the english text strings are ascii padded with extra 00s, but that game doesn't have dialogue. start with searching for readable text in cheat engine or making a dump file with task manager.

the actual file is likely compressed and may also be encrypted on disk so you might need to wait on tools being developed or do something complicated with cheatengine.

good luck.

Posted
1 hour ago, fitzgerald4 said:

I was mistaken. It’s better to use the regular Blender add-on instead of the one for ikaros’ FT2 addon.

https://github.com/DarkStarSword/3d-fixes/blob/master/blender_3dmigoto.py

 

PRISM can handle up to 8 weights per vertex. With this add-on, you can import and export not just weights 1-4th, but also 5-8th weights.

This fixed the issues with holes in the mesh and jagged areas around the shoulders.

But, since the exported file extension is “vb0,” you’ll need to fix g1m_import_meshes.py to make sure it can read that too.

 

- [x[:-3] for x in glob.glob("*.vb", root_dir=g1m_name)])]
+ [x[:-3] for x in glob.glob("*.vb", root_dir=g1m_name)] + [x[:-4] for x in glob.glob("*.vb0", root_dir=g1m_name)])]

 

Oh, and one more thing. I fixed the inject_new_mesh script I posted earlier because it was duplicating faces during transfer.

So, if you’re replacing with a completely new mesh, make sure to use this updated inject_new_mesh script.

Looks like we’ve cleared up all the issues except for the physics stuff.

 

 

I had been using the FT script and didn't think about it since it was suggested. This is good to know and I'm excited to try again tonight.

Posted

@minazuki @fitzgerald4

So not sure what I'm doing wrong here. I've got a perfect weight distribution across this hip, shared on meshes 2 and 5. This is the nude template vertices with weights transferred over accurately. I have normalized all for both meshes 2 and 5 and exported using DarkStarSword's 3dmigoto raw buffers script.

I still have a seam.

How are you guys getting the impressions on the body meshes removed without introducing seams?

image.thumb.png.19ef43864b1e527012f861c83a389e43.png

image.thumb.png.1e52f69ca76c87db4d33e9ea0aa453bc.png

Posted
On 4/7/2025 at 6:30 AM, minazuki said:

Cheat Engine Table for Ver. 1.03 Update

Added to edit Girls Interest, You should lock the value for unlock the scenario route. (Red cross checkbox in Cheat Engine)

Removed the unknown address

 

Download in original post

 

Not sure if this is even enough to go off, but seems like no matter what I've tried, the Value for all girls under "女の子の好感度 Girl Interest" is ??. Just wanted to adjust Nanami but cant figure out how😮‍💨

 

I'm on version 1.03.

Posted
3 hours ago, fastteag said:

Not sure if this is even enough to go off, but seems like no matter what I've tried, the Value for all girls under "女の子の好感度 Girl Interest" is ??. Just wanted to adjust Nanami but cant figure out how😮‍💨

 

I'm on version 1.03.

Same here, you could try to set the fan amount on each girl to 150,000 this will also boost the interest a lot as well and prob at max or close to, like i did 100,000 and each girl is around 80% straight from the start. A little work around till its fixed hopefully.

Posted
On 4/7/2025 at 10:43 PM, xenodoax said:

I'm going to post this in hopes that one of you guys who has learned DOA6 / Atelier modding can help us old XVV guys out.
The weight transfer methods that we've tried just aren't working. We can get close, but just not quite there.

Pictured below is a modified g1m (218461fb.g1m) I've attempted to make where the weights are just not quite right.
In Blender, the hips for this g1m are segmented out into mesh 2, 3, and 5. 
Meshes 2 and 3 do not have an indentation where I'm removing the clothing.
Meshes 2 and 3 build the hips. Mesh 3 is the right hip - which we will be focusing on in this post.
Mesh 5 contains the indented mesh where the clothing was (before I removed it). By the way, removing clothing in this game is exceptionally simple. The body weights however are not.

image.png.7f833a89f86bcbae8efbc6854f3f93cc.png

image.png.e764801833bc28bb12e7e7630be72fee.png

So anyway, mesh 5 is what I would like to mod so I can remove this indentation and make the body appear smooth where the clothing used to be.

The way I would this if this were XVV, is use the Square Bikini nude body template. Since we don't have that, I'm attempting to use the full body mesh in the g1m files that we found - this one is a perfect match for this suit --> 7ce546e8.g1m.

When using that body template to patch the hole after clearing mesh 5's indentation, the weights just are not exactly right in game.
Someone with more knowledge on weights in DOA6 and Atelier - I hope you can help us with this problem.

Thank you!image.png?ex=67f5808f&is=67f42f0f&hm=d442a3806fda972fffa36080c3a2b96d38510cbc608f6ff73bcb5f52080cd3c7&=

If the Game is 100% done the hips are most likely segmented for VR and locked. If you have the files send a note and will try two versions

Donline- - LoversLab (currently locked out)

Posted
On 4/13/2025 at 1:57 PM, Rockey88L said:

can someone help me where to start with Prism modding ? i havent played the older one nor have any mod manager or program for it. if anyone could link me to the program needed to make the mod work for prism that would be appreciated. i got the game from Fitgirl


Start here.
 

 

Posted

Hi can anyone help skip this whole exporting dbz saga and maybe leave critical files at import/test ready stage 2/3

6 Hours with a not working program I haven't written! called FData..

Would have been seven hours into mesh modding.

Thanks if anyone can send... 

 

Spoiler

GGHUJ.png

 

https://ibb.co/2YMvYxpQ < - Honoka

 

 

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