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Ys X: Nordics (NISA)


amorrow28

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Posted

Is there anyway to fix or smooth out the lighting angle update? The shader only seems to update the lighting angle every 20ish degrees. If you walking around while slowly turning your character it's very obvious.

Posted
44 minutes ago, Codesterz33 said:

Is there anyway to fix or smooth out the lighting angle update? The shader only seems to update the lighting angle every 20ish degrees. If you walking around while slowly turning your character it's very obvious.

Maybe report it in the discussion or troubleshooting forums on steam? Durante and his team might look into it.

Posted
9 hours ago, moreraisedcortisol said:

 

Hello, great work! Mod installation guide?

 

Just place the mods folder inside the game's main folder and you're good to go.

Posted
On 10/26/2024 at 1:51 AM, amorrow28 said:

ys_x_freecamera.png.3d3175c3e2409cfa26282153f9214a54.png

 

Free camera for Ys X: Nordics (NISA, tested on Steam, v1.0.7)!

 

YsX_Free_Camera.zip 6.1 kB · 101 downloads

 

How to use:

 

Enjoy!

 

Here are all my other free camera scripts:  Trails of Cold Steel (CS) 1, CS2, CS3, Trails into Reverie, Trails through Daybreak, Hajimari no Kiseki, Kuro no Kiseki, Kuro no Kiseki 2, Tokyo Xanadu eX+, Ys VIII: Lacrimosa of Dana, Atelier Ryza, Atelier Ryza 2.  I also made a MinZ (*cough* upskirt) script for CS4.

Hi, can you add

  • Unlock tilt - look up and down from 89 to -89 degrees.
  • Decrease min Z - Normally the camera restricts movement to waist high
    as in your previous cheat tables? Thanks
Posted

I made an edit of Karja's default outfit using jmedia7's nude model as a base (and amorrow28's guides and tools) thanks very much to both of you. It's an attempt at adding cleavage and changing the spats to hotpants. There are still some issues but it's good enough for me to play with and I can't fuss over it forever.

 

I thought I'd share it here after checking with jmedia so here ya go:

 

karja_default_moreskin.rar

 

Screen

Spoiler

YsXModDef2.png.da73123754a11d423a2d69c991d4d1d8.png

 

I'm in thew process of giving Karja's other outfits a similar treatment, although I can't devote much time to it midweek. I'll post when I have something.

Posted
1 hour ago, DistinctVariable said:

I made an edit of Karja's default outfit using jmedia7's nude model as a base (and amorrow28's guides and tools) thanks very much to both of you. It's an attempt at adding cleavage and changing the spats to hotpants. There are still some issues but it's good enough for me to play with and I can't fuss over it forever.

 

I thought I'd share it here after checking with jmedia so here ya go:

 

karja_default_moreskin.rar 4.15 MB · 6 downloads

 

Screen

  Hide contents

YsXModDef2.png.da73123754a11d423a2d69c991d4d1d8.png

 

I'm in thew process of giving Karja's other outfits a similar treatment, although I can't devote much time to it midweek. I'll post when I have something.

This is perfect. Nice work. I'm looking forward to the next outfits.

Posted
10 hours ago, Ignatius2138 said:

Hi, can you add

  • Unlock tilt - look up and down from 89 to -89 degrees.
  • Decrease min Z - Normally the camera restricts movement to waist high
    as in your previous cheat tables? Thanks


Probably not. This game does not use Euler angles.

Posted

I tried to mod some of the characters and outfits, too, but I'm kinda lost after getting an error message while trying to open the t_name.tbl file :/ 

 

F:\Modding\KuroTools\scripts&tables>python tbl2json.py t_name.tbl
Traceback (most recent call last):
  File "F:\Modding\KuroTools\scripts&tables\tbl2json.py", line 8, in <module>
    from lib.parser import process_data, readint, get_size_from_schema
  File "F:\Modding\KuroTools\scripts&tables\lib\parser.py", line 48, in <module>
    ) -> str | bytes:
TypeError: unsupported operand type(s) for |: 'type' and 'type'

 

If there is a kind modder who can help me getting rid of Rosa's tights, I would really appreciate it.

Posted (edited)
On 10/26/2024 at 12:00 AM, amorrow28 said:

 

 

Thank you for the kind words.  Yes, the tool is Kuro MDL Tool, available here.  (Be sure to use the latest version.)  Tutorials are available here.

 

To replace a character's default outfit is simple, just replace the .mdl file and add the new textures.  Place them all in a P3A file (the tool is included with the game).  To make new costumes that are obtainable via custom DLC or purchase from a shop, see here.

 

Hello, I hope you can help me, I want to edit a model for Ys X Nordics.

 

I'm trying to get my work finished and I'm following the tutorial you linked to the letter (just using the "Basic Modding Tutorial" for now), and understand what to do. The problem is I must be missing something, after I finish exporting the files from blender, I go to perform the "python kuro_mdl_import_meshes.py" in a command prompt and I always get an error stating that submesh's are not found and it generates an empty submesh for any of the edited files.

 

What am I doing wrong here? I have provided some pics for reference showing the files are present and that I am using the command properly (as far as I can tell). Please help! Thank you!

 

 

After_importing.png

Export.png

Files.png

Submesh_Imort_fail.png

Edited by red2k
Posted (edited)
2 hours ago, Lastsatai said:

I tried to mod some of the characters and outfits, too, but I'm kinda lost after getting an error message while trying to open the t_name.tbl file :/ 

 

F:\Modding\KuroTools\scripts&tables>python tbl2json.py t_name.tbl
Traceback (most recent call last):
  File "F:\Modding\KuroTools\scripts&tables\tbl2json.py", line 8, in <module>
    from lib.parser import process_data, readint, get_size_from_schema
  File "F:\Modding\KuroTools\scripts&tables\lib\parser.py", line 48, in <module>
    ) -> str | bytes:
TypeError: unsupported operand type(s) for |: 'type' and 'type'

 

If there is a kind modder who can help me getting rid of Rosa's tights, I would really appreciate it.


try updating python to a newer version. Also, download the latest master from GitHub, the latest release doesn’t support Ys X yet.

 

1 hour ago, red2k said:

 

Hello, I hope you can help me, I want to edit a model for Ys X Nordics.

 

I'm trying to get my work finished and I'm following the tutorial you linked to the letter (just using the "Basic Modding Tutorial" for now), and understand what to do. The problem is I must be missing something, after I finish exporting the files from blender, I go to perform the "python kuro_mdl_import_meshes.py" in a command prompt and I always get an error stating that submesh's are not found and it generates an empty submesh for any of the edited files.

 

What am I doing wrong here? I have provided some pics for reference showing the files are present and that I am using the command properly (as far as I can tell). Please help! Thank you!

 

 

After_importing.png

Export.png

Files.png

Submesh_Imort_fail.png

 

Any chance you are using the newer version of the plugin that outputs .vb0 files? Do not rename any files. If it outputs .vb, the script will look for .vb. If it outputs .vb0, the script will look for .vb0. They are not the same, and my script knows which one to look for.

Edited by amorrow28
Posted
1 hour ago, amorrow28 said:


try updating python to a newer version. Also, download the latest master from GitHub, the latest release doesn’t support Ys X yet.

 

 

Any chance you are using the newer version of the plugin that outputs .vb0 files? Do not rename any files. If it outputs .vb, the script will look for .vb. If it outputs .vb0, the script will look for .vb0. They are not the same, and my script knows which one to look for.

 

You are a freakin GENIUS! THANK YOU! That is exactly what I was doing wrong, I thought for sure that I had to rename the .vb0 files to .vb and OF COURSE there was not even one mention of renaming files in the tutorial so I should have just followed it "to the letter" and ignored that lol.

 

Too bad there wasn't mention of the newer naming scheme to avoid such an issue for others, but I guess others wouldn't be silly enough to rename the files anyways lol. I just assumed that Blender was outputting the wrong file name to work with the script.

 

I can now do some finishing touches and upload my skimpier models lol. Thanks again kind sir!

Posted (edited)

Ok, so thanks to amorrow28's help, I am proud to present my very first mod! This doesn't replace any other skin or model, so you have to have the DLC to see it work. I like what came of it, I am not too great at the 3D modelling it really takes some talent there. It's nothing special, and it took some time to learn everything, but still here it is :)

 

Skimpier_Raven_1.jpg

Skimpier_Raven_2.jpg

skimpier_raven.rar

skimpier_raven_jiggle.rar

Edited by red2k
Added a jiggle physics version for more fun :)
Posted (edited)
17 hours ago, red2k said:

 

You are a freakin GENIUS! THANK YOU! That is exactly what I was doing wrong, I thought for sure that I had to rename the .vb0 files to .vb and OF COURSE there was not even one mention of renaming files in the tutorial so I should have just followed it "to the letter" and ignored that lol.

 

Too bad there wasn't mention of the newer naming scheme to avoid such an issue for others, but I guess others wouldn't be silly enough to rename the files anyways lol. I just assumed that Blender was outputting the wrong file name to work with the script.

 

I can now do some finishing touches and upload my skimpier models lol. Thanks again kind sir!


I’m glad you sorted it out! I use the older version so I was pretty confused at first as well. The plugin author made the change to vb0 (for good reason), there was no choice but to make a workaround.

 

That tutorial was written a long time ago, before the vb0 file change and all that. Edit: the tutorial has been updated.

Edited by amorrow28
Posted (edited)

Rosa.jpg

 

I fiddled around with the textures, but there're still those creases. What are those, shader? First I thought they're part of the models shadowlayer, so I deleted parts of it in Blender, but the creases are still there. Can anyone suggest how to delete them?

 

Here is the p3a archive if someone wants to look at it.

Rosa_no_tights.rar

Edited by Lastsatai
Posted (edited)

I decided to upload my other simple project, again nothing special, but it is my first attempts at model editing etc. This mod doesn't swap any other skin or model, so you have to have the DLC to use it. Hope this one makes some happy :)

 

 

skimpier_azure_mermaid_1.png

skimpier_azure_mermaid_2.png

skimpier_azure_mermaid.rar

skimpier_azure_mermaid_jiggle.rar

Edited by red2k
Added a jiggle physics version for more fun :) (Also tweaked texture a tad for a little clean up).
Posted

@Lastsatai That's because the game loads several relevant textures for that model, one for colour (which you've edited), a normal map for a bump/textured effects and a third multitexture (each colour channel has the info for different properties like how rough/shiny it is or these sort of shadows). The other textures you'll want to edit to get rid of it completely are c1210_03body_n.dds and c1210_03body_p.dds.

 

Painting over the tights part of these 2 textures should solve the issue. Working with the normal/multitextures can get a little more complicated but to get rid of those creases a block of the right colour (usually a 'middle' purple on the normal map) over the area will do it. Then just put them in with your c1210_03body_a.dds for packaging into p3a.

Posted
3 minutes ago, DistinctVariable said:

@Lastsatai That's because the game loads several relevant textures for that model, one for colour (which you've edited), a normal map for a bump/textured effects and a third multitexture (each colour channel has the info for different properties like how rough/shiny it is or these sort of shadows). The other textures you'll want to edit to get rid of it completely are c1210_03body_n.dds and c1210_03body_p.dds.

 

Painting over the tights part of these 2 textures should solve the issue. Working with the normal/multitextures can get a little more complicated but to get rid of those creases a block of the right colour (usually a 'middle' purple on the normal map) over the area will do it. Then just put them in with your c1210_03body_a.dds for packaging into p3a.

 

The mask map (_q and _p textures) are actually 3 textures in one: ambient occlusion on red, specular map on green and outline strength map on blue.  The proper way to work with them is to separate them into 3 textures, edit the 3 textures, then combine them back again.  Your method would certainly work, but also sounds kind of painful.  This tutorial explains what the maps are, and how to make them (as well as how to decompose the ones that come with the game into the base 3 textures).

Posted
1 hour ago, DistinctVariable said:

@Lastsatai That's because the game loads several relevant textures for that model, one for colour (which you've edited), a normal map for a bump/textured effects and a third multitexture (each colour channel has the info for different properties like how rough/shiny it is or these sort of shadows). The other textures you'll want to edit to get rid of it completely are c1210_03body_n.dds and c1210_03body_p.dds.

 

Painting over the tights part of these 2 textures should solve the issue. Working with the normal/multitextures can get a little more complicated but to get rid of those creases a block of the right colour (usually a 'middle' purple on the normal map) over the area will do it. Then just put them in with your c1210_03body_a.dds for packaging into p3a.

 

1 hour ago, amorrow28 said:

 

The mask map (_q and _p textures) are actually 3 textures in one: ambient occlusion on red, specular map on green and outline strength map on blue.  The proper way to work with them is to separate them into 3 textures, edit the 3 textures, then combine them back again.  Your method would certainly work, but also sounds kind of painful.  This tutorial explains what the maps are, and how to make them (as well as how to decompose the ones that come with the game into the base 3 textures).

I really apreciate your help. It's really nice that people here are so helpful.

:thumbsup:

 

If @amorrow28 hadn't posted the tutorials I'd never tried to mod something at all.

Posted

@amorrow28  Good to know on what each colour actually does in the p and q textures, I noticed the c1210...p texture had most of the detail on the G channel but this is the first time I've looked into the textures for a falcom game. Generally I would split and edit seperately as you say but I hedged on a simple solution that might be easier to follow.

 

Thanks a lot for the tutorials, they've been a great help.

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