Jump to content

Romancing SaGa2 : Revenge of the Seven Mod Creation Guide


oppaiman

Recommended Posts

Posted
20 hours ago, oppaiman said:

 

【追記】

動画ではScaleを0.3に変更となっていますが、デフォルトの1.0のままで大丈夫でした。

この数値は物理設定の影響度らしく0.3だと0.3倍されて揺れにくくなるっぽいです。

上の画像の設定でScaleだけ1.0にしたらバインバインになりました。

 

https://xxup.org/fiPUv.mp4

 

 

oppaimanさん、こんにちは。

 

拝見させていただいて、自分でもやってみたいと思ったのですが、これはオリジナルのABPを解凍し、UE4で読み込んで編集するのでしょうか?

(試してみようとしたのですが、オリジナルのABPをUE4に取り込む方法がわからなかったので教えていたけませんでしょうか?)

Posted
5 hours ago, tanoken said:

TelesEnhancedJiggle

 

テレーズの胸の物理揺れを強化したMODです。

ほんのり巨乳化しております。

 

添付画像のように一部ポーズ(勝利ポーズなど)で髪の毛と顔が干渉してしまいますが、現在の私のスキルではこれ以上は無理でした。

 

specialthanks oppaimanさん

 

 

This is a MOD that strengthens the physical shaking of Therese's chest.

Her breasts have become slightly larger.


As shown in the attached image, the hair and face interfere with each other in some poses (such as the victory pose), but with my current skills, it was impossible to do more than this.


special thanks to oppaiman

 

2025-01-01122411.png.1e7c9788c70a9027cdad0a33b1df5e6b.png

TelesEnhancedJiggle.zip 1.21 MB · 3 downloads

 

解決できてよかったです。
バインバインになりましたね。

どうやらデフォルトのABPを上書きする事になるので、揺れる物全てに設定しないといけないぽいのと、

めり込み防止するために当たり判定も設定しないといけないぽいですね。

自分もそこまではわからないです。


spring controllerは使った事なかったのですが、tanokenさんの質問が学ぶいい機会になりました。
ありがとうございます。

Posted
1 hour ago, KETINBO1111 said:

 

oppaimanさん、こんにちは。

 

拝見させていただいて、自分でもやってみたいと思ったのですが、これはオリジナルのABPを解凍し、UE4で読み込んで編集するのでしょうか?

(試してみようとしたのですが、オリジナルのABPをUE4に取り込む方法がわからなかったので教えていたけませんでしょうか?)

 

KETINBOさん、こんにちは。

チュートリアルではメッシュに自分で作ったABP(中身は何も設定されていない)を割り当てていますが、その割り当てたABPに設定をします。

新規ノードを作成の画面で右クリックしてspring controllerで検索してスプリングコントローラーを選択してください。

この動画と、自分とtanokenさんのやりとりを見て設定してみてください。

設定したABPはチャンクIDを設定してMOD化する必要があります。

 

 

 

 

Posted
20 minutes ago, oppaiman said:

 

KETINBOさん、こんにちは。

チュートリアルではメッシュに自分で作ったABP(中身は何も設定されていない)を割り当てていますが、その割り当てたABPに設定をします。

新規ノードを作成の画面で右クリックしてspring controllerで検索してスプリングコントローラーを選択してください。

この動画と、自分とtanokenさんのやりとりを見て設定してみてください。

設定したABPはチャンクIDを設定してMOD化する必要があります。

 

 

 

 

なるほど!空のABPを編集するのでよかったのですね!

既存のアニメーションが上書きされて読み込まれなくなると考え、デフォルトのABPを編集するものと思い込んでいました。

試してみます。ありがとうございました!

Posted

Sorry, I do not speak Japanese.

 

I'm following the tutorial. Everything is fine until the part where you say to "Armature Deform" .

 

Before:

image.png.0afe0784b1258458c36d64d9889a276e.png

 

After:

image.png.f1ee4edca07502557315fe622bde328f.png

 

I now have 2 Armature modifiers. Am I supposed to delete "Armature" and keep "Armature.001"? And rename it afterwards?

 

Thank you

Posted
10 hours ago, Myrkk said:

Sorry, I do not speak Japanese.

 

I'm following the tutorial. Everything is fine until the part where you say to "Armature Deform" .

 

Before:

image.png.0afe0784b1258458c36d64d9889a276e.png

 

After:

image.png.f1ee4edca07502557315fe622bde328f.png

 

I now have 2 Armature modifiers. Am I supposed to delete "Armature" and keep "Armature.001"? And rename it afterwards?

 

Thank you

 

Hello.
I am not good at English so I am using machine translation.
Sorry if there are any strange English.

 

The modifier Parented with mesh is Armature.001.
The modifier Armature is not needed, so please delete it by pressing X.
Rename the modifier Armature.001 to Armature.

 

The modifier is not mentioned in the tutorial,
It does not seem to cause any particular problem even if two modifiers exist.
However, it is appropriate to delete the one you do not need.

Posted

I am working on revising and updating the tutorial today.

If you are in the middle of updating the page, there may be something wrong with the display.
We plan to finish the work as much as possible today.

Posted (edited)

How to use material instances

 

preparation (If you can understand it just by reading, skip the preparation and move on.)

Spoiler

We will use the Vagabond class as an example.

If you want to try out the tutorial, create a Vagabond Cat (SK_NB028_001) and a Beaver (SK_NB028_002).

I didn't mention this in the tutorial, but the folders after the 2nd character in the class are not the same as the 1st character.

Please check with Fmodel to see what is needed.

 

Change the hair color of the 2nd character in the Vagabond class, Beaver, to purple.

When I check the beaver's folder in Fmodel, NB028_002, she has no hair material.

The beaver is set to reference the Cat's hair material “MI_NB028_001_Hair”.

To change only the beaver's hair color without changing the cat's hair color, use a material instance.

 

Once the model is complete, create a texture for the hair with the color changed.

Copy Cat's T_NB028_001_Hair_BC and change the color using paint software.

Paint software is available for a fee, such as Photoshop, and for free, GIMP and Paint.net.

Drag the created texture to UE4 and import it.

 

Creating material instances

Spoiler

Double-click on the Cat's hair material MI_NB028_001_Hair to open its properties.

Right-click on the texture sample node with the base color texture and select “Convert to Parameters”.

 

image.jpeg.2d784d4f34ce87bb7b72a16287cd4055.jpeg

 

Then a column called “Parameter Name” will appear.

Change the parameter name to the same as the original material.

Open the material MI_NB028_001_Hair for Cat's hair in Fmodel.

 

image.jpeg.fb6fe7122da48b3a4e86a36cbf08adb7.jpeg

 

There is a section where texture settings are described, so please set them in the same way.

The parameter name for T_NB028_001_Hair_BC is Mat0_BaseColorTexture.

If it is wrong, it will not be reflected in the game, so please copy-paste it.

If you are changing only the base color, simply set only the base color texture.

Save and return to the original screen.

 

image.jpeg.08edff83e352800694602a730c24c57f.jpeg

 

Right-click MI_NB028_001_Hair and select Create Material Instance.

Create Material Instance can be given any name different from the original material.

Placement location is also optional.

 

image.jpeg.40faec1d7c950d6b56e3f4f6027f86f7.jpeg

 

Material Instance Settings

Spoiler

Next, copy your modified texture and rename it differently from the original.

This time we named it T_NB028_001_Hair_BC_inst.

Double-click MI_NB028_001_Hair_Inst.

Check Mat0_BaseColorTexture in the upper right corner.

 

image.jpeg.e88bf55f3c22c29bafcaa907c10d465a.jpeg

 

You can then change the texture on the right.

Change the texture to the texture you have prepared (in this case T_NB028_001_Hair_BC_inst).

Save and return to the original screen.

 

Change Referenced Material

Spoiler

Open beaver skeletal mesh SK_NB028_002.

Change the reference material for the hair material slot MI_NB028_001_Hair to MI_NB028_001_Hair_Inst in the pull-down.

Save and return.

 

image.jpeg.6a1d26d9e5ed94c0a39fc588cef9e450.jpeg

 

 

Set chunks in SK_NB028_002 and MI_NB028_001_Hair_Inst and T_NB028_001_Hair_BC_inst.
Do not chunk original materials or textures.

 

Start the game and check it.

Only the color of the beaver could be changed without changing the color of the cat.

 

image.jpeg.5cf1a0e5eafd601c4a9174fc1f7c6d5a.jpeg

 

image.jpeg.a4b581d9bbc5b003fb224d5a6760c289.jpeg

 

Material Instance Restrictions

Spoiler

It is not possible to use more material instances.

 

Example1

  • Character 1 Original Material
  • Character 2 Material instance 1 created from Original Material
  • Character 3 Material instance 2 created from Original Material

 

Example2

  • Character 1 Original Material
  • Character 2 Material instance 1
  • Character 3 Material instance 2 created from Material instance1

 

In these cases, the game will not reflect the character 3 material instance and no textures will appear.

Edited by oppaiman
Posted
5 minutes ago, oppaiman said:

Updated tutorial.

  • Texture descriptions in the Filename section.
  • How to use material instances

I still want to update the tutorial, but that's all for today.

 

Please note that the content of this tutorial was not taught by professional creators or people in the know, but was researched by me.
I have not experienced any problems with the methods described here, but I cannot guarantee that they are correct. Please understand.

Posted (edited)

Thank you for this updated information. Very interesting.

 

I have uploaded a mod on Nexus and a user has reported an issue with Shadow Servant spell. When the spell is used with one of my model edit, it crashes the game. It writes "Fatal Error" in a message box and then it closes. I have confirmed this with their save game.

 

Would anybody have an idea what the problem is?

Edited by Myrkk
Posted
6 hours ago, Myrkk said:

Thank you for this updated information. Very interesting.

 

I have uploaded a mod on Nexus and a user has reported an issue with Shadow Servant spell. When the spell is used with one of my model edit, it crashes the game. It writes "Fatal Error" in a message box and then it closes. I have confirmed this with their save game.

 

Would anybody have an idea what the problem is?

 

I saw the posts.
I don't have any saved data where I am learning Shadow Servant so I can't confirm the error.
When I looked at the mod in Fmodel it was just meshes and textures and didn't seem to affect the system.
I have no idea why the error occurs as it is not a mod I created.

Perhaps there is an error message, so why not take a screenshot of the error screen and search for the error message?
The error message may show the name of the asset that caused the error and its path.


Translated with www.DeepL.com/Translator (free version)

Posted
4 hours ago, oppaiman said:

 

I saw the posts.
I don't have any saved data where I am learning Shadow Servant so I can't confirm the error.
When I looked at the mod in Fmodel it was just meshes and textures and didn't seem to affect the system.
I have no idea why the error occurs as it is not a mod I created.

Perhaps there is an error message, so why not take a screenshot of the error screen and search for the error message?
The error message may show the name of the asset that caused the error and its path.


Translated with www.DeepL.com/Translator (free version)

 

They have uploaded a save game if you want to try.

 

The error message is simply: "Fatal Error" - it does not specify an asset/path or anything like that. Unless they are logs somewhere?

I have searched on Google for the error message, but did not find much unfortunately.

I am just not sure where to even start regarding this. It seems to affect all my mods too... but not others I've tried like ALMIA or even Jmedia7 nude mods. So apparently I am doing something wrong :(

Posted

I think I found the problem. I still had "Add Leaf Bones" checked in FBX export in Armature section. I thought I had selected everything correctly and made a preset a while ago... apparently it was not correct, but never caused issues until Shadow Servant. Thank you for your answers nonetheless. Now I have to export all my mods again.. uh.

Posted
15 hours ago, Otakugamer1412 said:

do you have list character id with names 

 

I have a collection of folder names containing character meshes and textures.
(Example)
NB001_000 Heavy Infantry
NB002_000 Light Infantry(M)
NB003_000 Light Infantry(F)

 

Yeah, it would certainly be better to have it all together, even the character names.
But that would be very time consuming ...

Posted
On 1/18/2025 at 2:32 AM, oppaiman said:

How to use material instances

 

preparation (If you can understand it just by reading, skip the preparation and move on.)

  Reveal hidden contents

We will use the Vagabond class as an example.

If you want to try out the tutorial, create a Vagabond Cat (SK_NB028_001) and a Beaver (SK_NB028_002).

I didn't mention this in the tutorial, but the folders after the 2nd character in the class are not the same as the 1st character.

Please check with Fmodel to see what is needed.

 

Change the hair color of the 2nd character in the Vagabond class, Beaver, to purple.

When I check the beaver's folder in Fmodel, NB028_002, she has no hair material.

The beaver is set to reference the Cat's hair material “MI_NB028_001_Hair”.

To change only the beaver's hair color without changing the cat's hair color, use a material instance.

 

Once the model is complete, create a texture for the hair with the color changed.

Copy Cat's T_NB028_001_Hair_BC and change the color using paint software.

Paint software is available for a fee, such as Photoshop, and for free, GIMP and Paint.net.

Drag the created texture to UE4 and import it.

 

Creating material instances

  Reveal hidden contents

Double-click on the Cat's hair material MI_NB028_001_Hair to open its properties.

Right-click on the texture sample node with the base color texture and select “Convert to Parameters”.

 

image.jpeg.2d784d4f34ce87bb7b72a16287cd4055.jpeg

 

Then a column called “Parameter Name” will appear.

Change the parameter name to the same as the original material.

Open the material MI_NB028_001_Hair for Cat's hair in Fmodel.

 

image.jpeg.fb6fe7122da48b3a4e86a36cbf08adb7.jpeg

 

There is a section where texture settings are described, so please set them in the same way.

The parameter name for T_NB028_001_Hair_BC is Mat0_BaseColorTexture.

If it is wrong, it will not be reflected in the game, so please copy-paste it.

If you are changing only the base color, simply set only the base color texture.

Save and return to the original screen.

 

image.jpeg.08edff83e352800694602a730c24c57f.jpeg

 

Right-click MI_NB028_001_Hair and select Create Material Instance.

Create Material Instance can be given any name different from the original material.

Placement location is also optional.

 

image.jpeg.40faec1d7c950d6b56e3f4f6027f86f7.jpeg

 

Material Instance Settings

  Reveal hidden contents

Next, copy your modified texture and rename it differently from the original.

This time we named it T_NB028_001_Hair_BC_inst.

Double-click MI_NB028_001_Hair_Inst.

Check Mat0_BaseColorTexture in the upper right corner.

 

image.jpeg.e88bf55f3c22c29bafcaa907c10d465a.jpeg

 

You can then change the texture on the right.

Change the texture to the texture you have prepared (in this case T_NB028_001_Hair_BC_inst).

Save and return to the original screen.

 

Change Referenced Material

  Reveal hidden contents

Open beaver skeletal mesh SK_NB028_002.

Change the reference material for the hair material slot MI_NB028_001_Hair to MI_NB028_001_Hair_Inst in the pull-down.

Save and return.

 

image.jpeg.6a1d26d9e5ed94c0a39fc588cef9e450.jpeg

 

 

Set chunks in SK_NB028_002 and MI_NB028_001_Hair_Inst and T_NB028_001_Hair_BC_inst.
Do not chunk original materials or textures.

 

Start the game and check it.

Only the color of the beaver could be changed without changing the color of the cat.

 

image.jpeg.5cf1a0e5eafd601c4a9174fc1f7c6d5a.jpeg

 

image.jpeg.a4b581d9bbc5b003fb224d5a6760c289.jpeg

 

Material Instance Restrictions

  Reveal hidden contents

It is not possible to use more material instances.

 

Example1

  • Character 1 Original Material
  • Character 2 Material instance 1 created from Original Material
  • Character 3 Material instance 2 created from Original Material

 

Example2

  • Character 1 Original Material
  • Character 2 Material instance 1
  • Character 3 Material instance 2 created from Material instance1

 

In these cases, the game will not reflect the character 3 material instance and no textures will appear.

 

Do you know how to connect CM and LM textures as well?

Posted (edited)

このようなチュートリアルがあることに最近まで気づいていませんでした。編集にはさぞかし労力がかかっていることと思います。お疲れ様です。

私も現在、uaassetを直接編集する方法を探しています。いくつかのソフトを試してみましたが上手くuaassetを取り出せませんでした。

正直あまりこの手のことに詳しいわけではないので、なにかご存じの方がいらっしゃればご教授いただけると助かります。

 

 

9 hours ago, Myrkk said:

 

Do you know how to connect CM and LM textures as well?

The node connection for the base material can actually be connected anywhere; whether you connect Mat0_NormalTexture to the base color or Mat0_ARMTexture to normal, it will work correctly because this material is not part of the mod.
This means that in addition to the above tutorial, you can apply a texture by connecting any node with the following name anywhere.
FaceMask0_MaskTexture
Rim_BaseColor
 

In extreme cases, a connection like the one in the image will also function correctly.

capture382.png.d02594cd3f575564df1f84f7fa389ea2.png

Edited by ALALALFA
Posted (edited)

This is a tutorial for those who don't know how to make mods, but I made it with the main purpose of exchanging information on mod creation.
Anyone who knows how to do this, or has questions, feel free to write.

 

As for the rim textures, I didn't know how to use them, so thank you very much.
I would like to know how to do it, because if it is possible to edit the uasset directly, it will open more possibilities to change the model.

 

Translated with DeepL.com (free version)

Edited by oppaiman
Posted
21 hours ago, ALALALFA said:

このようなチュートリアルがあることに最近まで気づいていませんでした。編集にはさぞかし労力がかかっていることと思います。お疲れ様です。

私も現在、uaassetを直接編集する方法を探しています。いくつかのソフトを試してみましたが上手くuaassetを取り出せませんでした。

正直あまりこの手のことに詳しいわけではないので、なにかご存じの方がいらっしゃればご教授いただけると助かります。

 

 

The node connection for the base material can actually be connected anywhere; whether you connect Mat0_NormalTexture to the base color or Mat0_ARMTexture to normal, it will work correctly because this material is not part of the mod.
This means that in addition to the above tutorial, you can apply a texture by connecting any node with the following name anywhere.
FaceMask0_MaskTexture
Rim_BaseColor
 

In extreme cases, a connection like the one in the image will also function correctly.

capture382.png.d02594cd3f575564df1f84f7fa389ea2.png

I understand the original material connections are ignored, but if I make a material instance, does it matter then how they are connected? OR only the parameter name and the associated texture is important?

Posted
14 hours ago, Myrkk said:

別の話ですが、なぜこんなことが起こるのか知っている人はいますか?

 

https://youtu.be/UV_q8deqAgg

 

まず先に言うと、最近、非常にわかりにくい問題に悩んでいます。

When using Eulogy, is it also invisible only during the technique?


If so, you may not have pressed apply after scaling the character in the modeling tool.
If you did not press apply, the size of the character will revert back to before scaling only during certain techniques.

 

For instructions on how to press apply after scaling, see the first page of this thread.
“Edit 3D models in Blender” in Step 3: Import psk.

 

Translated with DeepL.com (free version)

Posted (edited)
4 hours ago, oppaiman said:

When using Eulogy, is it also invisible only during the technique?


If so, you may not have pressed apply after scaling the character in the modeling tool.
If you did not press apply, the size of the character will revert back to before scaling only during certain techniques.

 

For instructions on how to press apply after scaling, see the first page of this thread.
“Edit 3D models in Blender” in Step 3: Import psk.

 

Translated with DeepL.com (free version)

Actually yes, I have the same problem with Eulogy.

 

I don't understand because I always do Apply scale! Is there a specific order/selection of mesh versus Armature I must do that I might be doing wrong?

Edited by Myrkk

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
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...