oppaiman Posted November 23, 2024 Posted November 23, 2024 (edited) I am not very good at English, so I use machine translation(DeepL Translator). There may be some strange English. I hope more people will make mods and more mods will be available. However, you are free to make whatever mods you want, but I am not responsible for the mods you make. I am not a modder and cannot respond to production requests. I am still learning, so feedback is welcome! Required Tools Spoiler umodel_acl_2.1.exe https://www.gildor.org/smf/index.php/topic,8304.msg42970.html#msg42970 Find the link “Experimental builds for games using newer ACL format:link” and download it from the link. Scroll down the page and you will find it about in the middle. Extract the assets (game data) packed in .ucas format in a format that can be handled by 3D modeling software. umodel_64.exe (latest version) https://www.gildor.org/en/projects/umodel#files Required for umodel_acl_2.1.exe to work. Blender 3.6 or other 3D modeling software https://www.blender.org/download/lts/3-6/ I am using Blender 3.6, but it is probably possible with other modeling software. Models can be edited with versions lower than 3.6, but 3.6 or higher is required when exporting FBX files. Unreal Engine 4.27 https://www.unrealengine.com/en-US/download Pack models edited in Blende into a mod that can be used in games. Fmodel (latest version) https://github.com/4sval/FModel/releases/tag/4.4.4.0 Optional. Not required. You can view textures, meshes, etc. directly from .ucas. This is useful for checking file locations and references. Extract assets (game data) packed in .ucas format. Other I have had other games where the mods are no longer available after an update. You may want to back up your current version1 game files. About folder and file names Spoiler Folder name Common Contains files that are common to many characters. NormalCharactor Contains individual character files. NB××_000 Indicates the type of soldier. By gender. Example. Light infantry (female) - NB003_000 Ranger (male) - NB004_000 Ranger (female) - NB005_000 NB×××_001 This folder is for the default (first) character of each class. NB×××_002 is for the second person, and NB×××_003 is for the third person. If you want to make mods for all 8 members of a class, create all folders from NB×××_001 to NB×××_003 (and 4 if there is NB××××_004). File name SK_NB104_001 Files beginning with SK_ are meshes (skeletal meshes). It is a polygon of a character. T_NB104_001_Wear_BC _BC at the end of the file name is the base color texture. T_NB104_001_Wear_N The _N at the end of the file name is a normal map texture. It has the effect of making the image look three-dimensional. T_NB104_001_Wear_LM The _LIM at the end of the file name seems to be a texture for an effect called “Limlight”. It seems to have the effect of emphasizing the outline of the character and making it look beautiful, but I don't know the details. Other MI_NB104_001_Hair A material is a feature that sets the color and texture of a 3D model. Files beginning with MI_ are instances (children) of the material. An instance inherits the properties of its parent material. ABP_NB104_001 Animation BP, assets related to animation, physics, collision detection, etc. The animation files themselves are located elsewhere. AS_VNC104_000_F99_B_GSS_Victory_L Files with names beginning with AS_VNC are animation files. Edited April 13, 2025 by oppaiman 12
oppaiman Posted November 23, 2024 Author Posted November 23, 2024 (edited) How to use Fmodel Spoiler Please refer here for installation and usage instructions. https://github.com/4sval/FModel/wiki/Installing-FModel After extracting Fmodel to the desired location, double-click Fmodel.exe to start it. Click on the “setting” menu on the screen. General Tab Output Directory・・・Specifies the location from which data is extracted. UE Versions・・・4.27 Model Tab Model Export Directory・・・Specifies where to extract model data. Mesh Format・・・Specify which format to use to extract data. Restart after setting. Double-click on Game-WindowsNoEditor.utoc (15.9 GB). Game data will appear in a tree format. Find the model data to be modified. Body materials and textures are common to many characters. The common folder is located in the following location. Content/Model/Common/Material/Body Eye materials and textures may be in the common folder or in individual character folders. Content/Model/Common/Material/Eye Hair and clothing materials, textures, and meshes are located in character-specific folders. Content/Model/NormalCharactor/Body/NB×××_000 Here we open the mesh data of the final emperor. You will find it in the following location Game/Model/NormalCharactor/Body/NB104_000/Child/NB104_001/Mesh/SK_NB104 The 3D viewer will open and display the character. Materials and textures associated with the character are displayed. I use Umodel to extract model data; Fmodel is only used to check file names and placement locations. This is the end of the description of Fmodel. Edited December 6, 2024 by oppaiman 3
oppaiman Posted November 23, 2024 Author Posted November 23, 2024 (edited) Extracting assets using Umodel Spoiler Extract umodel_win32.zip and place it in the game content folder. Romancing SaGa 2 RotS/Game/Content Extract umodel_acl_2.zip and place umodel_acl_2.1.exe in the umodel_win32 folder. It will look like this image. Double-click umodel_acl_2.1.exe to start it. Specify the location of Paks(.ucas) in the pull-down menu. Romancing SaGa 2 RotS/Game/Content/Paks Once the tree is open, select the file to be extracted. This time, we will modify the Final Emperor's hair to change its color. The final emperor mesh is located at Game/Model/NormalCharactor/Body/NB104_000/Child/NB104_001/Mesh/SK_NB104 Select SK_NB104.uasset and press Open, you will be asked for the engine version. Select 4.27 from the pull-down menu. mesh of the selected model will be displayed. Press Tools→Export current object at the top. Specify any folder from which to extract files. Set the Export setting as follows Skeletal Mesh:glTF Static Mesh:glTF Check Export morphed models Check Export all weights Texture format:PNG Press OK. When you are done extracting, press Tools→Export current object at the top again. Set the Export setting as follows Skeletal Mesh:psk Static Mesh:psk Press OK. When you return to the original screen, press O to open the tree, click on the Texture folder, select all the textures displayed, and press Export. A Game folder is created in the specified folder and the extracted files are contained in the Game folder. All you need is the file in the Model folder. Umodel work is finished. Edited November 23, 2024 by oppaiman 3
oppaiman Posted November 23, 2024 Author Posted November 23, 2024 (edited) Edit 3D models in Blender Step 1: Import glTF ネタバレ To import psk format files in Blender, you need to install an add-on. Download and install io_import_scene_unreal_psa_psk_280.zip. See the link for installation instructions. https://github.com/matyalatte/blender3d_import_psk_psa Delete cameras, cubes and lights in the scene collection. File→Import→glTF. Select and import all extracted glTFs. The settings can be left as default. This may take some time depending on the performance of your computer. Once import is finished, save the file once before working. Step 2: Shape key (facial animation) ネタバレ SK_NB104_001_Morph000_Facial_xxx is a Shape Key (facial animation). Edit it so that it moves in the game. First, select all the humanoid icons named SK_NB104_001_Morph000_Facial_xxx and press Delete. Do not delete SK_NB104_001. The human-shaped icons will change to triangular icons. Press ▷ on the left to expand the tree so that the mesh (green icon) is also visible. Renames objects and meshes. Method 1 Renaming using Blender script Spoiler I was given a Blender script by aararara_001 who watched the tutorial to easily rename shape keys. To use it, download this text file or copy and paste the code below into a new text and save it. RomaSaga2RenameScript.txt Spoiler import bpy import re def rename_object(name, remove_prefixes, remove_digits=True, remove_punctuation=True): for prefix in remove_prefixes: if name.startswith(prefix): name = name[len(prefix):] if remove_digits: name = re.sub(r'^\d+', '', name) if remove_punctuation: name = re.sub(r'^[\.\_]', '', name) name = re.sub(r'\.001$', '', name) return name remove_prefixes = ["SK_NB005_001_Morph"] for material in bpy.data.materials: old_name = material.name new_name = rename_object(old_name, remove_prefixes) material.name = new_name print(f"Material renamed: '{old_name}' -> '{new_name}'") for obj in bpy.data.objects: if obj.type == 'MESH': old_name = obj.name new_name = rename_object(old_name, remove_prefixes) obj.name = new_name print(f"Mesh Object renamed: '{old_name}' -> '{new_name}'") for mesh in bpy.data.meshes: old_name = mesh.name new_name = rename_object(old_name, remove_prefixes) mesh.name = new_name print(f"Mesh Data renamed: '{old_name}' -> '{new_name}'") How to use 1.Click the main object SK_NB104_001, then scroll the menu at the top of Blender(where the Blender icon is) to the right with the mouse wheel and click Scripting. 2.Open the saved renaming script text with Text→Open. 3.Press F2 on the keyboard to open the Object Name window and copy the main object name you just clicked on. 4.remove_prefixes = [“SK_NB005_001_Morph”], delete SK_NB005_001 and paste the copied object name.(Be careful not to delete all the way down to _Morph). 5.Text→Execute Script to rename the object and mesh. 6. Scroll the menu at the top of Blender to the left with the mouse wheel and click on Layout to return to the previous screen. Once you are back on the previous screen, rename the material. Open Rename All with Ctrl+F2 and set the following All Materials Type Find/Replace Search: .001 (dot 001) Replace: blank (enter nothing) Press OK and the .001 after the material name will be deleted. This completes the renaming process. Make sure there are no mistakes and save the file. Please refer to the second half of Method 2, “Join as Shapes,” for a continuation of this process. Method 2 How to rename using Batch Rename Spoiler Rename objects. Press Ctrl+F2 to open the rename window. Press + in the upper right corner of the window to increase the number of batch renaming windows. Set the number of rename windows to four. Set up as follows All Objects Type:Find/Replace Find:SK_NB104_001_Morph Replace:Blank (do not enter anything) Type:Strip_Characters Characters:Digits Strip From:Start Type:Strip_Characters Characters:Punctuation Strip From:Start Type:Find/Replace Find:.001(dot001) Replace:Blank (do not enter anything) Press OK. Unnecessary parts of the object name are deleted. The first part, SK_NB104_001_Morph The next number The next underscore The .001 at the end of the file name Rename the mesh (green ▼) using the same operation. Press Ctrl+F2 to display the Batch Rename window. Settings remain the same as when the object was changed. Type: Find/Replace Find: .001 (dot 001) Replace: blank (enter nothing) This setting is not needed, so press the right - to remove it. Set to the next setting. All meshes Type:Find/Replace Find:SK_NB104_001_Morph Replace:Blank (do not enter anything) Type:Strip_Characters Characters:Digits Strip From:Start Type:Strip_Characters Characters:Punctuation Strip From:Start Press OK. Unnecessary parts of the mesh name are deleted. The first part, SK_NB104_001_Morph The next number The next underscore. Both the object and the mesh will have simple names like Facial_Eye_Anger. Make sure the name is correct. If not, the facial expression animation will not work. If all is well, save the file. Join as Shapes Go to object mode and change Blender's property editor to Object Data Properties. Select all renamed objects while holding down the Shift key. Finally, hold down the Ctrl key and click on the main object (SK_NB104_001). Press ▽ on the right edge of the Shape keys window in Object Data Properties. Press “Join as Shapes”. The facial data will be merged into the main object's Shape Keys. The renamed object is no longer needed. Select all of them and delete them. Step 3: Import psk Spoiler Use the psk armature and the glTF object, but multiply the glTF size by 100 since they are different sizes. Click on the glTF armature (SK_NB104_001.001). S key on the keyboard→100→Enter The size is multiplied by 100. Select both the glTF armature (SK_NB104_001.001) and the object (SK_NB104_001) and click on Object in the Blender top menu. Click on Scale in Apply, and the size multiplied by 100 will be the default. Delete the glTF armature (SK_NB104_001.001) as you do not need it. Next, import psk. File→Import→psk The default settings can be left as is. imported psk is automatically renamed as armature. Delete the psk object (SK_NB104_001.001) as it is not needed. Drag SK_NB104_001 and drop the cursor at Armature. The position of SK_NB104_001 will change. Select SK_NB104_001 → Armature while holding down the Ctrl key, and then Right click→Parent→Armature Deform. The glTF object and the psk armature are now combined into one. Textures can be set either in Blender or in UE4. I set mine in UE4. This completes the editing of the model. Make sure there are no mistakes in the names of the objects and shape keys before saving. *Attention. Modifying a mesh that has a shape key (Faishal animation) may break the mesh. If you modify the mesh, you should not throw away the Blend file before modification. Step 4: Export FBX Spoiler Press keyboard A to select the armature and object. File→Export→FBX Configure as follows Object Types: Camera and Lamp off Scale: 1.00 Vertex Colors: Linear Add Leaf Bones unchecked Bake Animation unchecked Choose a location to save the file. The file name is optional, but I use the character mesh name of the mod I am creating. In this case, I chose SK_NB104_001. This is the end of the Blender work. This image below is not needed but for some reason I could not delete it. Please ignore it and proceed to the next Unreal Engine part. Edited December 13, 2024 by oppaiman 3
oppaiman Posted November 23, 2024 Author Posted November 23, 2024 (edited) Working with Unreal Engine 4 How to install Unreal Engine 4.27 Spoiler Install the Epic Games Launcher. https://store.epicgames.com/en-US/download After launching the Epic Games Launcher, press Unreal Engine on the left tab and Library on the top tab. Press ENGINE VERSIONS and it will appear, press 5.50▼, change it to 4.272 and press install. Specify the installation location and press Options. Uncheck everything except Core Components and press APPLICATIONS. Press Install. It takes time, so I'll have a cup of coffee and wait. Creating a project Spoiler Start UE4 and create a new project. Press “Blank Project” to next. Next, press “Blank” again. Change the Maximum Quality to Scalable 3D. Create Project by specifying a folder and a project name. The project name is free, but we chose NB104_000, which is the name of the folder containing the final emperor's data. Language Preferences Spoiler Menu at the top → Editor Preferences → General on the left → Region and Language You can change to your language. Creating Folders Spoiler Check Fmodel for the required folder and arrangement. We will start from the next folder of the content. In this case, we will start with Model. File names must be accurate. Please be careful to avoid capitalization errors and extra spaces. Import FBX Spoiler After creating all folders, drag the FBX exported from Blender and import them into UE4. The settings are as follows. Press ▽ under Skeleton. Check Use to Ref Pose. Check Import Morph Targetss. Change the Normal Import Method pull-down to Import Norals. Import all. An error message stating that there is no smoothing information will appear, but it is OK to ignore it. Editing Spoiler If you set up your textures in Blender, they will be imported with the FBX. This time you will import the textures yourself. Open the folder containing the unzipped textures from UModel and drag & drop the textures to this screen in UE4. The images are in the folder created for the textures, but can be in another folder. Rename the asset (file). In Unreal Engine, files are called assets. SK_NB104_001_Skeleton -> SK_Character_Skeleton SK_NB104_001_PhysicsAsset -> PhAt_NB104_001 Right click on an empty space→Animation→Animation BP Select SK_Character_Skeleton shown below and Ok. Rename the Anim Blueprint to ABP_NB104_001. Double-click on the skeletal mesh (SK_NB104_001) to configure the settings. Double-click on the material (white circle), MI_NB104_001_Head, that appears in Material Slots. When you are in the Material Editor, right-click and type texture in the search window and press enter. Connect the RGB of the texture sample node to the base color of material MI_NB104_001_Head. Press the Texture pull-down in the Material Expression Texture base and select a texture with the same name as the material name. There are multiple textures with the same name, select the one with _BC at the end of the texture name. Delete the Param that was there from the beginning. Save and return by pressing the X in the upper right corner. Double-click on the skeletal mesh (SK_NB104_001), and the face image will be pasted and colored. Repeat this process. The material for the eyes is MI_CE00_28 and the texture is T_NB104_001_Eye_00_CM. The 3D model in this game has meditated eyes by default, so the eye textures will not be visible. In the Morph Target Name tab on the right, enter 1 for the Facial_Eye_Opne weight. The eyes will open and you will be able to see that a texture has been applied. Set the other materials. The body material is MI_CB02_01 and the texture is T_CB00_02_Body_CM. The colors of the body and eyes may look a little strange. In the game they look correct. Scroll down the Asset Details bar on the left and press the Post Process Animation pull-down for the skeletal mesh. Select ABP_NB104_001 (Animation BP). Once saved, use the X in the upper right corner to return. Moving an asset Spoiler The folders on the left can be expanded in a tree format by clicking on them. Drag the asset you want to move and drop it at the folder on the left. SK_Character_Skeleton Game/Model/Common/Skeleton CB02_01 Game/Model/Common/Material/Body/Female/Material T_CB00_02_Body_CM T_CB00_02_Body_N T_CB00_02_Body_LM T_CB00_02_Body_ARM Game/Model/Common/Material/Body/Female/Texture ABP_NB104_001 Game/Model/NormalCharactor/Body/NB104_000/Child/NB104_001/AnimInstance SK_NB104_001 PhAt_NB104_001 Game/Model/NormalCharactor/Body/NB104_000/Child/NB104_001/Mesh All other materials Game/Model/NormalCharactor/Body/NB104_000/Child/NB104_001/Material All other textures Game/Model/NormalCharactor/Body/NB104_000/Child/NB104_001/Texture To change the hair color to Gerard's color, the hair texture T_NB104_001_Hair_BC was replaced with a color-changed texture. Package a project Spoiler Pack it in .ucas format using a function called IOStore to make it a mod. Change the following settings Edit at the top→Editor Preferences→Experimental Phase→User Interface Check Allow chunk ID assignment Edit at the top→Project Settings→Packaging Check Use pak files Check Use IoStore Check to generate chunks Edit at the top→Project Settings→Game→Asset Manager→Press △ for the primary asset type to be scanned→Press △ for 1. Press △ for Rules. Enter 1 for Priority. Enter any number other than 0 for Cunk ID. In this case, I entered 104. Press the X in the upper right corner to return. Return to the editor screen, right click on the file to be modded → Asset Action → Assign to Chunk. Enter the chunk ID you set. This time, set the chunk ID to SK_NB104_001 for the mesh and T_NB104_001_Hair_BC for the texture. Export in a file format that can be used in games. Top menu File→Package Project→Supported Platforms→Check Windows only. Use the X in the upper right corner to return. File from top menu→Save All Top menu File→Package Project→windows 64 bit Specify where to export Edited December 8, 2024 by oppaiman 2
oppaiman Posted November 23, 2024 Author Posted November 23, 2024 Confirmation of the created mod A folder called WindowsNoEditor is created and contains the files used for the mod. WindowsNoEditor/NB104_000/Content/Paks Three files are exported for each. pakchunk0-WindowsNoEditor pakchunk××××-WindowsNoEditor (chunk ID you set) I do not want pakchunk0. Putting it in the ~mod folder will crash the game. Put only your pakchunk xxx-WindowsNoEditor in the ~mod folder. Mod Name Rules The part of the filename before the extension can be changed. However, it is necessary to add _P at the back, like XXX_P.ucas. It cannot be used at the same time as game data or mods created using the same chunkID. The game will crash. For example, in this case, I set chunk104, so it cannot be used at the same time as other mods made with chunk104. It is recommended that the mod name be something like pakchunk ID ××××_P.ucas so that you can see the chunkID used, or write the chunkID used in the readme. I will start the game and check it out. I was able to change the hair color, but the mouth and eyes are a little strange. The settings for importing FBX were wrong. The Normal Import Method pull-down was set to Compute Normals. Change it to Import Normals. I will work on it again and check. It is cured. This time I found the cause right away, but often the cause is unknown. 3
oppaiman Posted November 23, 2024 Author Posted November 23, 2024 (edited) Frequently Asked Questions Q. I added a mod and checked it in-game, but nothing has changed. Spoiler A.First, please make sure you did not forget to add _P at the end of the mod file name. Please check that the folder, file name, and location in UE4 are correct while looking at the Fmodel. If there is a case mistake or an extra space, the mod will not be recognized. Q. My model does not change facial expressions. Spoiler A.Please make sure that the name of the shape key in Blender is correct. It should be a simple name like Facial_Eye_Anger. If there are unnecessary characters, it will not work. Q.The model I made has completely white eyes. Spoiler A.Wrong settings when exporting FBX in Blender. Vertex Colors: should be Linear. Older than Blender 3.3 does not have this setting. Q. My game crashes when I use a mod I made. Spoiler A.There are many possibilities. You are using the same chunk ID as the game data or other mods. The target of the modification is the same as the other mod (e.g. changing the appearance of the same character). The chunk ID is set to an asset other than the asset to be modified. If you are modifying meshes and textures, you must only set chunk IDs for meshes and textures. Unreal Engine 4 asset and mod names cannot contain spaces or symbols. Use underscores instead of spaces. Bad example Texture name BC Change the color of Final Emperor Correct example Texture_name_BC Change_the_color_of_FinalEmperor Q. I want to reduce the number of chunk IDs used. Spoiler A. In one UE project, create folders and assets for multiple characters you want to make into a mod, and set the same chunk ID. Multiple characters can be made into one mod. Q. Why use glTF mesh and psk armatures? It is cumbersome. Spoiler A. psk mesh has incorrect normals. The best results are obtained by using them in combination. Q. Can I replace the look of a character with another character? Spoiler A. Yes. I have never done this, but there are model swap mod. They use a common skeleton and animation for many characters. Q. Can I do an animation swap? Spoiler A. I have tried a little, but the orientation of the limbs is messed up, resulting in a non-human creature. It may be possible, but we do not know how to do it at this time. If you know how to do it, please let me know. Q. If I re-import FBX, do I have to redo the UE4 work? Spoiler A. No, there is no need to start over. You can use your previous settings if you do not need to change them. Mesh Delete before importing FBX. Skeleton In the FBX import options, click on the Skeleton pull-down to select an existing skeleton. A new skeleton will be created during FBX import, but you can delete it. If you did not specify a skeleton when importing, right-click on the mesh of the character you want to assign →Skeletal Mesh Action→Skeleton→Assign Skeleton, which will bring up a screen for selecting a skeleton. If you have deleted a skeleton, right-click on the skeletal mesh of the character you wish to assign a skeleton to, and select Skeleton→Assign Skeleton→ Create Skeleton to create a new skeleton. Just rename the new skeleton to the correct name. Material Double-click on the skeletal mesh (SK) to open the editing window. Select the material that was previously textured from the material slot pull-down menu in the upper left corner. ABP (Anim Blueprint) The procedure is the same as in the tutorial. Scroll down the menu on the left side of the SK edit screen and select “Anim Blueprint” from the pull-down menu of the Skeletal Mesh item. Physics Asset Just below the ABP section is the Physics Asset section. Select the asset named PhAt_NB××××_×× from the pull-down menu. If you are reusing assets, delete the assets created during FBX import as they are no longer needed. For newly imported or reconfigured assets, re-set the chunk IDs. It is faster to reuse the previous settings because it is time consuming to start all the UE4 work all over again from the beginning. Q. Who is your favorite character? Spoiler A. It's a dancer, I would be happy if you could make a mod for me. This concludes the mod tutorial. Enjoy making mods! Edited December 8, 2024 by oppaiman 7
ararara_001 Posted November 23, 2024 Posted November 23, 2024 Thanks to you I was able to remove the cloak of the final emperor! Her expression and the colors in the front are in perfect condition. Thank you! I'm using DeepL with translation 6
_QED Posted November 24, 2024 Posted November 24, 2024 I am deeply grateful for your assistance in providing such a detailed tutorial.👍 I am eager to create a MOD. I kindly request that you do not delete this post. 5
oppaiman Posted November 24, 2024 Author Posted November 24, 2024 I made the tutorial in the hope that more people would make mods, so I am very happy to hear that you have succeeded in making a mod. I will write more information that I know when I have more time. 4
tatsuming Posted November 24, 2024 Posted November 24, 2024 Thanks very much for detail manual! One thing I have a question. In UE4 edition, No texture is shown in Material Expression Texture base, Texture pull down. Could you please give your advice? I'm fully following your manual in before steps.
oppaiman Posted November 24, 2024 Author Posted November 24, 2024 Have you imported the textures to UE4 yet? If not, open the folder with the textures on your PC and drag & drop them to this screen in UE4. The image shows the folder for textures, but you can import to other folders as well.
14kw23 Posted November 24, 2024 Posted November 24, 2024 Thank you so much for your detailed explanation. I will do my best to create my own mods from now on. By the way, I am familiar with the blender 2.83 environment, and I was editing the mesh while listening to your explanation, but I lost the procedure in the middle of “Step 2: Shape key (facial animation)”. > Press ▽ on the right edge of the Shape keys window in Object Data Properties. > Press “Join as Shapes”. The “Join as Shapes” menu described in “Press ‘Join as Shapes’” does not appear in my environment. Am I correct in understanding that this means that I am “joining objects”?
oppaiman Posted November 25, 2024 Author Posted November 25, 2024 Please try this. 1. If you are not in object mode, change to object mode. 2. Click on the main object you want to merge the shape key with and make it active. (It will be glowing.) 3. Turn on the object data properties. (Green triangle in the lower right corner) 4.In the window to the right of the Object Data Properties, there should be a ShapeKey entry. If it is not there, drag the top of the window up to make it visible. 5. select Facial_×× first and then SK_NB×× last. Join as Shape is displayed by pressing the ▽ under + and -. Reference image URL https://xxup.org/QA1Y3.gif 1
ARKZ9 Posted November 26, 2024 Posted November 26, 2024 すみません、こちらのMODのシティーシーフの下着のテクスチャを変更したいのですが、簡単にやる方法はありますか? dds形式ならデータを変更することができるのですが。 Excuse me, I would like to change the texture of the underwear of the City Thief in this mod, is there an easy way to do this? I can change the data if it is in dds format. https://www.nexusmods.com/romancingsagarevengeoftheseven/mods/4 1
tatsuming Posted November 26, 2024 Posted November 26, 2024 On 2024/11/24 at 午後9時2分, oppaiman said: テクスチャをUE4にインポートしましたか? そうでない場合は、PC 上でテクスチャを含むフォルダーを開き、UE4 のこの画面にドラッグ アンド ドロップします。 画像はテクスチャ用のフォルダを示していますが、他のフォルダにインポートすることもできます。 Thanks for your reply. I solved drag & drop the texture directly. 2
oppaiman Posted November 26, 2024 Author Posted November 26, 2024 28 minutes ago, tatsuming said: Thanks for your reply. I solved drag & drop the texture directly. I am glad you were able to resolve this issue.😄 This part of the tutorial may have been a bit poorly explained. 1
oppaiman Posted November 26, 2024 Author Posted November 26, 2024 (edited) 4 hours ago, ARKZ9 said: すみません、こちらのMODのシティーシーフの下着のテクスチャを変更したいのですが、簡単にやる方法はありますか? dds形式ならデータを変更することができるのですが。 Excuse me, I would like to change the texture of the underwear of the City Thief in this mod, is there an easy way to do this? I can change the data if it is in dds format. https://www.nexusmods.com/romancingsagarevengeoftheseven/mods/4 自分はGIMPを使っているのでその操作になりますが、まず変更したい場所以外にマスクをします。 消したい部分を範囲選択して消去するか、消しゴムツールで消せばできます。 ただしPNGなど透過情報を扱える画像形式にする必要があります。 DDS形式にはあまり詳しくないですが、DXTの透過対応しているものにする必要があります。 こんな感じで変更したい部分以外消したら保存してコピーしておきます。 次に上部メニューの色(C)の中の「着色」を選ぶと色というバーが出てくるのでクリックすると色の調節ができます。 色が調節できたら保存して終了します。 I use the GIMP, so this is how I operate it. First, mask the areas other than the area you want to change. You can do this by selecting the area you want to remove and erasing it, or by using the eraser tool. However, it must be in an image format that can handle transparent information, such as PNG. I am not familiar with the DDS format, but it needs to be one that supports DXT transparency. Next, select “Color” from the “Color (C)” menu in the upper part of the window, and click on the “Color” bar to adjust the color. Once the color is adjusted, save and exit. 今度は変更したいテクスチャを開いて、ファイル→レイヤーとして開くでさっき作ったマスクを開きます。 Now, open the texture you want to change, and open the mask you just created by choosing File→Open as Layer. 下着のところだけ残してマスクしたので位置調節しなくても下着の部分だけ色が変わります。 上部メニューのレイヤーの中の「下のレイヤーと統合」を選ぶと一枚の画像になるので保存します。 Since we left only the underwear area as a mask, the color will change only in the underwear area without adjusting the position. Select “Merge with Layer Below” from the “Layers” menu in the upper part of the screen to save the mask as a single image. UE4でプロジェクトを作って、Fmodelで確認しながらMODと同じフォルダを作ります。 Textureフォルダにさっき作ったテクスチャを入れてチャンクIDを振ってからパックすればOKです。 テクスチャの差し替えオンリーの場合はSkeletonとかMaterialとかは不要です。 今回は色変更で説明しましたが、マスクして変更したい部分に別の画像を貼り付けるとかでもいいと思います。 Create a project in UE4 and create the same folder as the mod while checking with Fmodel. Put the textures you just created in the Texture folder, assign a chunk ID to it, and pack it. If you are only replacing textures, you don't need Skeleton or Material. In this case, I explained how to change the color, but you can also mask the area you want to change and paste another image on the area you want to change. Edited November 26, 2024 by oppaiman 1
ARKZ9 Posted November 27, 2024 Posted November 27, 2024 (edited) 細かくありがとうございます。 MOD制作初心者なので、また何か聞くかもしれませんが、よろしくお願いします。 実は、このMODの下着が白色ではなくグレー色に見えたのでテクスチャのせいかなと思ったのですが、テクスチャは白色で作られてるみたいですね。この場合は他に原因があるのでしょうか? Thank you for the detail. I am new to mod creation, so I may ask something else. Actually, I thought it might be the texture because the underwear in this mod looked gray-colored instead of white, but it looks like the texture is made of white. Is there any other cause in this case? Edited November 27, 2024 by ARKZ9
oppaiman Posted November 27, 2024 Author Posted November 27, 2024 (edited) 9 hours ago, ARKZ9 said: 細かくありがとうございます。 MOD制作初心者なので、また何か聞くかもしれませんが、よろしくお願いします。 実は、このMODの下着が白色ではなくグレー色に見えたのでテクスチャのせいかなと思ったのですが、テクスチャは白色で作られてるみたいですね。この場合は他に原因があるのでしょうか? Thank you for the detail. I am new to mod creation, so I may ask something else. Actually, I thought it might be the texture because the underwear in this mod looked gray-colored instead of white, but it looks like the texture is made of white. Is there any other cause in this case? MODのテクスチャの下着部分の色を確認してみたところ、 まだ白くする事が可能でした。 MODの下着部分のカラーコード e8ece4 (ほぼ白だけど完全に白ではない) 完全な白 ffffff 確認しやすくするためMODからスカートを削除、完全な白にしたテクスチャで確認してみました。 スカートがないとゲーム内でも真っ白になりました。 スカートがあると少し黒っぽく見えるのはおそらくスカートの影なんだと思います。 なぜか直接画像が貼れないのでスクショのURLです。 https://xxup.org/W2m4k.jpg I checked the color of the underwear part of the mod texture,It was still possible to make it white. Mod color code e8ece4 (almost white but not completely white) Completely white ffffff Removed the skirt from the mod to make it easier to check,I checked it with a completely white texture. Without the skirt, it was completely white in the game. I think it is probably the shadow of the skirt that makes it look a little darker with the skirt. For some reason I can't paste the image directly, so here is the URL of the screenshot. Edited November 27, 2024 by oppaiman 1
ARKZ9 Posted November 27, 2024 Posted November 27, 2024 おぉ、まだ白く出来ましたか! 検証ありがとうございます!スカートの影は致し方ないですね! ちなみにですが、自分もゲーム内で観てみたいのですが、こちらのスカート有りの色を変更したバージョンは配布可能ですか? 二次配布はNGですかね? スカートなどのパーツ消しやパーツ追加は是非、覚えてみたい要素です! Oh, you could still make it white! Thanks for the verification! The shadows on the skirt are unavoidable! By the way, I'd like to see it in the game myself, but is it possible to distribute this version with the skirt and changed colors? Is secondary distribution NG? I would love to learn how to erase and add parts such as skirts!
14kw23 Posted November 27, 2024 Posted November 27, 2024 On 11/23/2024 at 12:41 PM, oppaiman said: Edit 3D models in Blender Step 1: Import glTF Reveal hidden contents To import psk format files in Blender, you need to install an add-on. Download and install io_import_scene_unreal_psa_psk_280.zip. See the link for installation instructions. https://github.com/matyalatte/blender3d_import_psk_psa Delete cameras, cubes and lights in the scene collection. File→Import→glTF. Select and import all extracted glTFs. The settings can be left as default. This may take some time depending on the performance of your computer. Once import is finished, save the file once before working. Step 2: Shape key (facial animation) Hide contents SK_NB104_001_Morph000_Facial_xxx is a Shape Key (facial animation). Edit it so that it moves in the game. First, select all the humanoid icons named SK_NB104_001_Morph000_Facial_xxx and press Delete. Do not delete SK_NB104_001. The human-shaped icons will change to triangular icons. Press ▷ on the left to expand the tree so that the mesh (green icon) is also visible. Rename the object. Press Ctrl+F2. Change to the following settings All objects Type:Find/Replace Type:Find/Replace Find:SK_NB104_001_Morph Replace:Blank (do not enter anything) Press OK. character SK_NB104_001_Morph will be deleted. Press Ctrl+F2. All objects Type:Strip_Characters Characters:Digits Strip From:Start Press OK. The first part of the name is deleted. Press Ctrl+F2. All objects Type:Strip_Characters Type:Strip_Characters Type:Strip_Characters Characters:Punctuation Strip From:Start Press OK. The underbar at the beginning of the name is removed. Rename the mesh (green ▼) using the same operation. Press Ctrl+F2. All meshes Type:Find/Replace Find:SK_NB104_001_Morph Replace:Blank (do not enter anything) Press OK. Press Ctrl+F2. All meshes Type:Strip_Characters Characters:Digits Strip From:Start Press OK. Press Ctrl+F2. All meshes Type:Strip_Characters Characters:Punctuation Strip From:Start Press OK. Delete the remaining dots behind. All Press Ctrl+F2. objects Type:Find/Replace Find:.001 (dot 001) Replace: blank (enter nothing) Press OK. Both the object and the mesh will have a simple name like Facial_Eye_Anger. Check to make sure that the name is correct, otherwise the animation will not work. If everything is ok, save the file. Go to object mode and change Blender's property editor to Object Data Properties. Select all renamed objects while holding down the Shift key. Finally, hold down the Ctrl key and click on the main object (SK_NB104_001). Press ▽ on the right edge of the Shape keys window in Object Data Properties. Press “Join as Shapes”. The facial data will be merged into the main object's Shape Keys. The renamed object is no longer needed. Select all of them and delete them. Step 3: Import psk Reveal hidden contents Use the psk armature and the glTF object, but multiply the glTF size by 100 since they are different sizes. Click on the glTF armature (SK_NB104_001.001). S key on the keyboard→100→Enter The size is multiplied by 100. Select both the glTF armature (SK_NB104_001.001) and the object (SK_NB104_001) and click on Object in the Blender top menu. Click on Scale in Apply, and the size multiplied by 100 will be the default. Delete the glTF armature (SK_NB104_001.001) as you do not need it. Next, import psk. File→Import→psk The default settings can be left as is. imported psk is automatically renamed as armature. Delete the psk object (SK_NB104_001.001) as it is not needed. Drag SK_NB104_001 and drop the cursor at Armature. The position of SK_NB104_001 will change. Select SK_NB104_001 → Armature while holding down the Ctrl key, and then Right click→Parent→Armature Deform. The glTF object and the psk armature are now combined into one. Textures can be set either in Blender or in UE4. I set mine in UE4. This completes the editing of the model. Make sure there are no mistakes in the names of the objects and shape keys before saving. *Attention. Modifying a mesh that has a shape key (Faishal animation) may break the mesh. If you modify the mesh, you should not throw away the Blend file before modification. Export FBX Press keyboard A to select the armature and object. File→Export→FBX Configure as follows Object Types: Camera and Lamp off Scale: 1.00 Vertex Colors: Linear Add Leaf Bones unchecked Bake Animation unchecked Choose a location to save the file. The file name is optional, but I use the character mesh name of the mod I am creating. In this case, I chose SK_NB104_001. This is the end of the Blender work. お答えありがとうございます。 日本語で理解が得られると思えましたので、日本語で書かせてもらいます。 私の環境では下の画像のようなエラーメッセージが出てしまいました。 どこかで処理を間違えたのかもしれません。 一旦モデルデータの変更は持ち越し課題として諦め、テクスチャの変更に移ろうかと思います。 テクスチャの変更だけを行いたい場合、STEP2等の手順は飛ばすことが出来るでしょうか?
oppaiman Posted November 28, 2024 Author Posted November 28, 2024 (edited) On 11/27/2024 at 9:24 PM, ARKZ9 said: おぉ、まだ白く出来ましたか! 検証ありがとうございます!スカートの影は致し方ないですね! ちなみにですが、自分もゲーム内で観てみたいのですが、こちらのスカート有りの色を変更したバージョンは配布可能ですか? 二次配布はNGですかね? スカートなどのパーツ消しやパーツ追加は是非、覚えてみたい要素です! Oh, you could still make it white! Thanks for the verification! The shadows on the skirt are unavoidable! By the way, I'd like to see it in the game myself, but is it possible to distribute this version with the skirt and changed colors? Is secondary distribution NG? I would love to learn how to erase and add parts such as skirts! MODの二次配布はできないですね。 元々ないものを追加するのは難しいですけど、削除するだけなら簡単ですよ。 ∼modフォルダにMODが入ってる状態でUmodelを起動して、Pakではなく∼modフォルダの場所を指定します。 MODのメッシュとかテクスチャを取り出せるのでBlenderの作業をします。 (シェイプキーの統合、glTFのメッシュとPSKのアーマチュアをひとつに) 左上が編集モードになってない場合はクリックして編集モードにします。 削除する頂点(ポリゴン)を選択していきます。 削除したい場所をShiftキーを押しながら左クリックします。 選択状態になっている場所は光ります。 間違えた場合は同じ操作をすれば光が消えます スカートの部分を地道に選択していくのは大変なので簡単なやり方があります。 オブジェクトデータプロパティ(右下のアイコンが縦にたくさん並んでるところの下から3番目の緑の三角のアイコン) を開くと頂点グループがあります。 名前にSkirtとついているグループをクリックしてすぐ下の選択を押します。 スカートの一部が選択状態になるので名前にSkirtとついているグループ全て選択します。 Deleteキー→頂点を削除で選択した場所をまとめて削除できます。 選択方法はいろいろあるので興味があれば検索してみてください。 動画にしてみました https://xxup.org/U5sGY.mp4 Edited November 28, 2024 by oppaiman 1
oppaiman Posted November 28, 2024 Author Posted November 28, 2024 (edited) 23 hours ago, 14kw23 said: お答えありがとうございます。 日本語で理解が得られると思えましたので、日本語で書かせてもらいます。 私の環境では下の画像のようなエラーメッセージが出てしまいました。 どこかで処理を間違えたのかもしれません。 一旦モデルデータの変更は持ち越し課題として諦め、テクスチャの変更に移ろうかと思います。 テクスチャの変更だけを行いたい場合、STEP2等の手順は飛ばすことが出来るでしょうか? この作業をしないとゲーム内でキャラクターが目を瞑ったまま表情が変わらなくなってしまいます。 画像のヒトデみたいなアイコンはSK_NB032_001.001以外全て選択した状態でDeleteキーを押して削除してください。 削除するとヒトデのアイコンが▽に変わります。 その▽のアイコンをリネームしてください。 リネームが終わったら、リネームした▽Facial_×××_×××を全て選択、 最後に▽SK_NB032_001を選択してシェイプキーの統合を押すとエラーにならずにできると思います。 動画 https://xxup.org/vRgNB.mp4 Edited November 28, 2024 by oppaiman
oppaiman Posted December 1, 2024 Author Posted December 1, 2024 Range of chunk IDs that can be used in this game. Packing with a chunk ID of 10000 will create a file with chunk 300. The maximum number of chunks that can be used seems to be 300. Since chunk 0 is used in the default game and 1 will probably be used if there is an update, it is a good idea to set chunk IDs between 2 and 300. このゲームで使えるチャンクIDの範囲 チャンクIDに10000を設定してパックすると、チャンク300のファイルが作られます。 使えるチャンクの最大値は300のようです。 チャンク0はデフォルトゲームで使われていて、アップデートがあった場合はおそらく1が使われるので、チャンクIDは2~300を設定するのがいいでしょう。
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