Jump to content

[Zenless Zone Zero] Mods


Nyandred

Recommended Posts

Posted
On 5/5/2025 at 10:32 AM, Coco542 said:

; Vivian Makeup

; Overrides -----------------------

[TextureOverrideVivianFaceAIB]
hash = 39944f20
run = CommandListSkinTexture

[TextureOverrideVivianFaceADiffuse]
hash = 7b262ab6
this = ResourceVivianFaceADiffuse

;[TextureOverrideVivian.FaceA.Diffuse.1024]
;hash = 
;this = ResourceVivianFaceADiffuse

; Resources -----------------------

[ResourceVivianFaceADiffuse]
filename = VivianFaceADiffuse.dds

If you change textures, no matter what, always use IB and CommandListSkinTexture for him.

Thank you so much you are a life saver could you please explain me what are IB hashes and that other hash you have? sorry again for more trouble and i will defo try this after my exams

Posted
48 minutes ago, Crescent_99 said:

Thank you so much you are a life saver could you please explain me what are IB hashes and that other hash you have? sorry again for more trouble and i will defo try this after my exams

IB Hashes: These refer to hashes associated with Index Buffers (IB), which are used to store the indices of vertices in 3D models. These indices are necessary for rendering the model correctly by referring to the correct vertices. When you're working with textures and models, these hashes are used to link the textures to the right parts of the 3D model or skin.
 

The hashes like 39944f20 and 7b262ab6 are unique identifiers for specific resources (like textures) or operations (like applying a skin texture). They ensure that when you modify or replace a texture, the game or tool knows exactly what resource to apply it to and how to process it. These hashes ensure that everything works seamlessly without conflicts.
 

In simple terms: Hashes are like "IDs" for resources, ensuring that textures are applied in the right way. IB refers to the Index Buffer, which is a data structure used to organize how 3D models are drawn and rendered.
 

As for CommandListSkinTexture, it's a command to apply skin textures to the model, and it helps ensure that the correct texture is used on the correct part of the model.

Posted (edited)
On 4/29/2025 at 8:55 PM, Diriusse said:

Big Icon 1.7

 

Press 8 to toggle between SFW (Mindscape arts) and NSFW

 

Small edit i made for big icons only, original mod should be from Zetsu96

 

Icons.thumb.jpg.90f634c28fd1b793f4e5ba2f50976054.jpgIcons2.thumb.jpg.4c7e1c9e9f739c536d8fe665c29dec44.jpg

Big Icons 1.7.zip 4 MB · 301 downloads

 

Great Work!

 

Are you planning to create some NSFW Small Icons and NSFW Chain Icons too?

I would like to replace some Pictures/Icons on the full version. 

 

This is my latest full version >> Click Here <<

(Newest Version Includes a new Function for the Big Icons, Press Ctrl + o)

Edited by Zetsu96
Posted

image.png.bb68a95ba03da702f8939b715364d831.png


Does anyone has that issue with the Ming Chen Pulchra mod? I tried mixing with another mod to see if I can remove the battery but nothing I tried seems to work so far :c 

Posted
21 hours ago, Coco542 said:

IB Hashes: These refer to hashes associated with Index Buffers (IB), which are used to store the indices of vertices in 3D models. These indices are necessary for rendering the model correctly by referring to the correct vertices. When you're working with textures and models, these hashes are used to link the textures to the right parts of the 3D model or skin.
 

The hashes like 39944f20 and 7b262ab6 are unique identifiers for specific resources (like textures) or operations (like applying a skin texture). They ensure that when you modify or replace a texture, the game or tool knows exactly what resource to apply it to and how to process it. These hashes ensure that everything works seamlessly without conflicts.
 

In simple terms: Hashes are like "IDs" for resources, ensuring that textures are applied in the right way. IB refers to the Index Buffer, which is a data structure used to organize how 3D models are drawn and rendered.
 

As for CommandListSkinTexture, it's a command to apply skin textures to the model, and it helps ensure that the correct texture is used on the correct part of the model.

OO ok thanks now i understand but how do i get the IB and other hashes for them? i can only get texture hashes through hash hunting

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...