say10- Posted April 20, 2025 Posted April 20, 2025 Sorry to ask this here, but I am guessing if anyone can tell me how this is done it'll be the folks here. I am trying to find a way to extract the music from Venus Vacation Prism. I am trying to get the highest quality audio I can of the music vs trying to download via Billibilli. There was a reddit post about it, but the pertinent information was deleted by the poster. It would also be fun to grab voices but the music is the key for me. If someone's already done it and has a FLAC archive available, I am not above doing the work myself but also not above not doing any work I guess. Thanks!
doctor_science Posted April 20, 2025 Posted April 20, 2025 39 minutes ago, looplook said: I want to extract the texture of the character's eyes. Although I have searched through MaterialEditor, I still can't find it. I would be most grateful if anyone gave me any instructions on where I should check no called shot for this one, i saw some things that look a little like eyes in there but not the iris color layers.
looplook Posted April 20, 2025 Posted April 20, 2025 1 hour ago, doctor_science said: no called shot for this one, i saw some things that look a little like eyes in there but not the iris color layers. Yes, I have also discovered some. There are whites of the eyes and pupils, but the iris is lacking
doctor_science Posted April 20, 2025 Posted April 20, 2025 (edited) 59 minutes ago, looplook said: Yes, I have also discovered some. There are whites of the eyes and pupils, but the iris is lacking if you can get to a ktid file from those then maybe you can find one iris texture file and all the other ones will be identical file size and narrow it down. sequence should be texture file name -> MaterialEditor.kidssingletondb xml -> parent Name hash -> value inside a ktid file. the xml object will look something like this, we care about the Value which will match the g1t file name and then we care about the Name="whatever" which is used elsewhere <Obj Type="Index" Name="0x7C7908AE" TypeName="0xFF7DBFD4|TypeInfo::Object::Render::Texture::Static" Index="80363"> <Prop Name="0x6C7321D2|KTGLTexContextResourceHash" Type="UInt32" Value="0xD136E825"/> <- your file name <Prop Name="0x00200571|TID" Type="Int32" Value="0"/> </Obj> i can't remember if i uploaded these csv conversions of the ktid files before, but if you have visual studio code and do right-click open folder you can control+shift+F and search all the files at once for whatever is in the 7C7908AE spot for the thing you find, then when you have that list of hashes you find those in the xml and they'll have prop values that match g1t files and hopefully one is the iris, or we'll learn they did something real weird to draw the eyes. ktid csv.zip Edited April 20, 2025 by doctor_science
minazuki Posted April 20, 2025 Posted April 20, 2025 On 4/14/2025 at 5:15 AM, 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. For some reason I need to transfer the weight from the original body mesh to my modified body mesh, but it will have a error when export if I am using blender_3dmigoto.py to import & export. (This will not happen, if I am using FT2 to import) Do you have any idea?
minazuki Posted April 20, 2025 Posted April 20, 2025 (edited) @xenodoax I think I know your body gap problem. You should be already using the regular Blender add-on (blender_3dmigoto.py) from the beginning. It may have small gap (seam) on body even without any modification. (Normalize All will not fix this) But it can be fixed by manually copy the Vertex Weight to make the two connected vertex(same position) have the exactly same weight. (Not Transfer Weights) If you use FT2 addon, the gap can be fixed by Normalize All. Edited April 20, 2025 by minazuki 11
Donline- Posted April 20, 2025 Posted April 20, 2025 (edited) Christie Update V1.0b 📚 Basic Texturing with #EEBEA8 static skin color.. (no extra maps) Thinking the game engine might use duplicate files for effects like bloom or subsurface scattering.. Edited April 20, 2025 by Donline-
Dd2822 Posted April 20, 2025 Posted April 20, 2025 We may be too early in the modding lifespan of this game to say, but do you think it would ever be possible to have the outlines of their nipples showing under top/swimsuit/bra when they are in a state of drenched by water/sweat? At the end of the day, I suppose it would still be a bunch of work for very little, but I was wondering.
Dd2822 Posted April 20, 2025 Posted April 20, 2025 2 minutes ago, Dd2822 said: We may be too early in the modding lifespan of this game to say, but do you think it would ever be possible to have the outlines of their nipples showing under top/swimsuit/bra when they are in a state of drenched by water/sweat? At the end of the day, I suppose it would still be a bunch of work for very little, but I was wondering. Just realized my first post is about that, made me reflect on my life choices for a moment. 3
Donline- Posted April 21, 2025 Posted April 21, 2025 (edited) FDUMP PROBLEM Can someone name the extra software you may have installed to get fdump to extract a folder?.. Have tried on two PC's so far.. Windows 10 and 11.. Visual c.. netframeworks.. drivers all installed. and Python setup. No readme files anywhere related to any issue so far nine hours later ☢️ Note - anyone who helps can have 12 hours worth of editing if needed. Trying Githubs terminal [nope] SUCCESFULL ERROR (with a different fdump related file) Pretty sure these steps are what make DLC so premium. I will use days later and make adverts for a reason 📚... And the newest version of Python is missing packages.. Probably best .vb importer/exporter version (no issues) - https://www.dropbox.com/scl/fi/rd1el6paz8ev1ojq0ciio/VB.py?rlkey=ceppviommz41kp3ldj3v6dtsi&st=f6thftly&dl=0 for blender 2.9.. good for throwing files back into 2.7b Who knows? is a mystery.. The following products were installed at: 'C:\Program Files\dotnet\' • .NET SDK 6.0.428 • .NET Runtime 6.0.36 • ASP.NET Core Runtime 6.0.36 • .NET Windows Desktop Runtime 6.0.36 Good and great.. can we trade alphabets later anyone? Note - Have stopped using cycles like a raytracer now (is for a vr) and gone for ingame engine rendering setups for direct comparisons and am basically against raytracing.texture configs. - IS WORKING MYSETERY SOLVED ✅ These files look like books.. Unpacking each individual .fdata file seperately (have lost count) 👍 High Poly - Low Poly MODELS Spoiler HP looks downscaled slightly (can rewind downscaling with armature).. There is a mixture of extremely low poly bodys attached to very high poly heads 5mb.. the low poly head is 4mb alone.. MODEL PATHS & EXTRA CHARACTERS Could maybe swap the extra model versions 1-4 with new characters and definitely replace all low poly with high poly.. Pathfinder Folder (adding more icons + model links) Edited April 22, 2025 by Donline-
xenodoax Posted April 21, 2025 Posted April 21, 2025 (edited) 21 hours ago, minazuki said: @xenodoax I think I know your body gap problem. You should be already using the regular Blender add-on (blender_3dmigoto.py) from the beginning. It may have small gap (seam) on body even without any modification. (Normalize All will not fix this) But it can be fixed by manually copy the Vertex Weight to make the two connected vertex(same position) have the exactly same weight. (Not Transfer Weights) If you use FT2 addon, the gap can be fixed by Normalize All. Thanks for replying. However, I'm still having issues with the seams and weights. Since there are so many tools and variations and normalize all combinations.. what I need are step by step instructions. 1. Which tool do I import with? 2. Which tool do I export with? 3. When do I use normalize all and when do I not? Basically I need clarification on what tools to use to import the template, and what tools to use to export the template once the model is in this state. Additionally, which mesh do I need to join to? (is it 2 or 5)? I'm including the .blend I have to this point. Would really appreciate your input as you're the only one on this thread who has solved this problem! And having a consistent workflow for this step is absolutely essential for immersive clothing mods and eventually nude mods. pareo_bikini_working.zip Edited April 21, 2025 by xenodoax 2
Donline- Posted April 21, 2025 Posted April 21, 2025 (edited) @minazuki& @xenodoax is this texture file the angle? Note - Almost all bonus hair textures away from Fionas intro scene are low quality.. A Misaki Version - the face has maybe been scrapped even looks like Fiona [hand spec file 2/3 used] Spoiler - Pathfinder Folder (updated icons, textures, models) Some files could probably be removed. All characters have basically been included Have just opened root folder.. all files seem to have HP and LP version (Bush file(s) added. RANDOM EXPORTS Spoiler All files checked ✅ Pathfinder Folder (updated + icons + textures + models) [.vb models] 90% Complete all relevant files included sorted and named with #numbers - FIONA SWAP FILES HIGHEST POLY MODEL [GLTF FORMAT] FULL MODEL / Blender compatible 👍 LOW POLY MODEL [GLTF FORMAT] - LOW POLY HEAD [GLTF FORMAT] Edited April 21, 2025 by Donline- 2
Donline- Posted April 21, 2025 Posted April 21, 2025 (edited) 8 hours ago, xenodoax said: Thanks for replying. However, I'm still having issues with the seams and weights. Since there are so many tools and variations and normalize all combinations.. what I need are step by step instructions. 1. Which tool do I import with? 2. Which tool do I export with? 3. When do I use normalize all and when do I not? Basically I need clarification on what tools to use to import the template, and what tools to use to export the template once the model is in this state. Additionally, which mesh do I need to join to? (is it 2 or 5)? I'm including the .blend I have to this point. Would really appreciate your input as you're the only one on this thread who has solved this problem! And having a consistent workflow for this step is absolutely essential for immersive clothing mods and eventually nude mods. pareo_bikini_working.zip 23.2 MB · 17 downloads After reading five times I think what's being said is use weights from a different model If minazuki hasn't fixed the shoulder issue.. 2a is on 1a (different scales and shoulder heights on same characters (dress competition related) Would normally use nearest neighbor on weights.. any auto all method (as seen in photo) on mismatched models is)... If these model parts cannot be merged I'm pretty sure a single part can be attached to every part + weights + vectors... and the other 99% parts (faces off) ..or a few complicated shapemorphs Wondering what v1.0 of fdump was like as far as programming and exporting normally. LOW POLY HIGH POLY (BOTH FIONA) Bake a 24hour specular map in blender from a model for a game... DOAXVV - 64000 verts per model not 6000 (not 2.3mb).. Edited April 21, 2025 by Donline- 6
perfectdark023 Posted April 22, 2025 Posted April 22, 2025 On 4/20/2025 at 12:50 PM, minazuki said: For some reason I need to transfer the weight from the original body mesh to my modified body mesh, but it will have a error when export if I am using blender_3dmigoto.py to import & export. (This will not happen, if I am using FT2 to import) Do you have any idea? try
perfectdark023 Posted April 22, 2025 Posted April 22, 2025 (edited) On 4/13/2025 at 5:15 PM, 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. you have to use "OPT_ywrk_00/01" for physiscs. VVPrism and DoA6 uses the same Vertex Groups. So I assume you have to export the same way as DoA6. We dont use the soft body plugin or Team Ninja way in adding jiggle physics anymore because its way too hard and complex to get working. But the problem with that is that the jiggle physics won't be dynamic anymore. It just goes up and down. And because you're using 3dmigoto, Im going to assume the hair and dresses are not appearing either? Edited April 22, 2025 by perfectdark023
perfectdark023 Posted April 23, 2025 Posted April 23, 2025 @xenodoax Plus you need to talk to @vagonumero13. He made our mod tools. He's apparently still around
superzero9999 Posted April 23, 2025 Posted April 23, 2025 16 hours ago, perfectdark023 said: you have to use "OPT_ywrk_00/01" for physiscs. VVPrism and DoA6 uses the same Vertex Groups. So I assume you have to export the same way as DoA6. We dont use the soft body plugin or Team Ninja way in adding jiggle physics anymore because its way too hard and complex to get working. But the problem with that is that the jiggle physics won't be dynamic anymore. It just goes up and down. And because you're using 3dmigoto, Im going to assume the hair and dresses are not appearing either? Yeah the breast in Prism moves not only in vertical fashion (up and down), but also horizontal (left and right) and that makes more immersive experience. If the modded physics can only go up and down it will really noticeable in game because most of the time we see the girls close up and we can see very clearly how their boobs swung around beautifully. Team Ninja really put extra care of the breast physics precisely because that's 90% of their income came from, especially in this game when the boobs is literally in front of our face most of the time. I really hope you and other modders can find away to restore the original jiggle physics. Or maybe use available jiggle physics plugins available for blender (I see few of them), but maybe this is harder because you have to work from scratch adding jiggle to every characters. Either way I hope you all succeeded 🙏
Donline- Posted April 23, 2025 Posted April 23, 2025 (edited) UPDATED ORGANISER V1.1 ✅ [HQ/LQ] OUTFITS + [HQ/MQ] MODELS + HANDLES + TAGS + FDUMP SOURCES Pathfinder.7z Slowly removing the need for exporting anything (at this stage). Sorting from largest file downwards 📚 Attempting to swap a handle at some point (individual clothing items for HQ/MQ not found).. and then repack (mod test) a gltf file into a box @perfectdark023 Spoiler "find away to restore the original jiggle physics" I don't see how a tight top can even shake or jiggle.. Unsure about sound files.. maybe the .gls and .2BCC0C02 raw formats stored separately in fdata list(s). GAME ENGINE STUFF.. Saw a casio computing dump filelist.. can someone confirm if steam uses there own algorithms and completely ignore relevant filetypes Edited April 23, 2025 by Donline-
Donline- Posted April 23, 2025 Posted April 23, 2025 (edited) MOD TEST - PAREO COSTUME [URGENT] Pareo Test.7z Can someone see if this file works after repacking as .g1m for fdata deposit .. All files needed are included,. Thanks + icon file [quick edit - faces removed] - There's something about how people name skeletons and rename bones for programs I'm finding strangely similar.. ... OUR POWER.. WE PISS WON IN A DAY.. FOR YOU ME THINKS LEFT 💌 - Required pip command prompt.. python -m pip install numpy-quaternion Would anyone buy a game called DOAZ from ME using paypal.. will be much faster Can start with the menus done already for twenty cents per person. and import every model into an unreal engine in a day.. Have been editing since 1998 is fine.. - Required Conda command Prompt conda install -c conda-forge quaternion "encounters submeshes with non-matching vertex group maps (vgmap), it will now assess for possible compatibility and, if compatible, it will rewrite the vertex group map to match the internal structure of the mesh" I feel like DarkStarSword is developing a real ingame character editor Edited April 23, 2025 by Donline- 4
Donline- Posted April 23, 2025 Posted April 23, 2025 (edited) ATELIA YUMIA IS AN ONLINE GAME LIKE DOAXVV CERTAIN FILES ARE ON INCOMING THREADS - Can someone clarify.. DOA Prism or offline steamgames do not need servicing to this extreme. If the steam engine is compatible with multiple languages why is a .vb or visual basic file relevant over another also compatible language? And at what point is a new skeletal rig going to be possible for data pulled on a terminal (sega) after buying the game. If consoles are a mobile 1G device the filetype competition for size would be real but nevr ingame. P.S my imaginary website always seems more like a game with files Pareo Costume.7z ALL FILES INCLUDED / UNPACKED / UNEDITED / EDITED / OPENED / CLOSED GLB (data contained & modified) vs VisualBasic is basically inside out maybe (folder included) TEAMNINJA INTEL 📀 Spoiler There are two model grades for every object.. Fiona is the only character with updated visuals and extra model Am still expecting unopened nameswaps to be fine on LQ-HQ files (models, outfits and items are individual fdata files) Edited April 24, 2025 by Donline- 1
Donline- Posted April 24, 2025 Posted April 24, 2025 (edited) If anyone is successfully repacking.. pm for private edits 💽 Fdata (easy export) individual file.. or files are fine @xenodoax could probably write a script for the above 👍 FIONA BENCHMARK 80% COMPLETE (for making textures only).. Edited April 24, 2025 by Donline-
xenodoax Posted April 24, 2025 Posted April 24, 2025 40 minutes ago, Donline- said: If anyone is successfully repacking.. pm for private edits 💽 Fdata (easy export) individual file.. or files are fine @xenodoax could probably write a script for the above 👍 FIONA BENCHMARK 80% COMPLETE (for making textures only).. Hey - bro - No one knows what the hell you are posting about. You're not explaining anything. You're just posting screenshots and dropping random .zip files. You also edit a lot of posts, and you post basically immediately after any human being posts in this thread. I'm not entirely convinced you yourself are a human. In fact, I bet you'll respond to this reply in less than 10 minutes since - YOU ARE A BOT. If you're not a bot, prove it. Start explaining what the hell it is you're posting. Because right now you're just polluting this thread with nonsense. /rant 2
perperp Posted April 24, 2025 Posted April 24, 2025 1 hour ago, xenodoax said: Hey - bro - No one knows what the hell you are posting about. You're not explaining anything. You're just posting screenshots and dropping random .zip files. You also edit a lot of posts, and you post basically immediately after any human being posts in this thread. I'm not entirely convinced you yourself are a human. In fact, I bet you'll respond to this reply in less than 10 minutes since - YOU ARE A BOT. If you're not a bot, prove it. Start explaining what the hell it is you're posting. Because right now you're just polluting this thread with nonsense. /rant While I understand your frustration totally, I think this is just a very enthuseastic modder - but what does NOT sit right with me is "pm for private edits"
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