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Romancing SaGa2 : Revenge of the Seven Mod Creation Guide


oppaiman

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Posted (edited)

I checked the tutorial again. I started over from scratch with Light Infantry. Did all the steps correctly, especially paid attention to the scaling part. Still same problem. With both Eulogy and Reverse Delta.

 

Here are the steps I do:

I import all GITF

I delete all morph armatures. I rename the remaining morph meshes with script. I join them as Shapes to the body mesh, then I delete all morph meshes.

I click top armature + S + 100 + enter

Then CTRL + click the Mesh and I do object + apply scale

Then delete the armature

Then import PSK

Delete mesh from PSK

Click mesh + CTRL + armature + armature deform

From there I usually delete the superfluous armature modifier and rename the original modifier (removing the .001) <- I also tried leaving both modifiers there with no change

After that I rename the materials to their correct names, do whatever modification I want to the model, then export FBX using the settings mentioned in the tutorial

 

By the way, I do not understand why we do not just scale the mesh instead of the armature, since we are deleting the armature anyway? That would save a step no? Then again, with the bug I'm having I do know what I'm doing wrong.

 

EDIT

I did more tests. I imported only the PSK file, no GITF, so there should be no scaling issues. The face expressions are gone, of course, but believe it or not I have the same model disappearing problem. I'm wondering if it's something in UE4.27 that I'm doing wrong now. I realize that all my tests have been on second or third models, never first so far because of where I am in the game.

 

Can you elaborate on what you do *exactly* for second and third models?

Right now I create the same folders, material, mesh, texture (no AnimInstance)

I import FBX into the mesh folder, but before I click Import I select the *existing* skeleton. Is that correct?

I then modify the mesh to choose the original Eye & Body materials (this might not be necessary?) so I can delete the new ones that were created automatically. I also put in the post processing with the ABP_NB003_001 (I do not create a new one).

I rename the Physical Asset PhAT_NBxxx

I put a chunk on the mesh

Then click save all and build windows x64.

 

Am I missing a step?

Edited by Myrkk
Posted (edited)

I FOUND THE PROBLEM!!! I almost can't believe it.

 

All this time, for 002 and 003 models, I was simply renaming the PhysicsAsset file, say SK_NB003_002_PhysicsAsset to PhAt_NB003_002 - SK_NB003_003_PhysicsAsset to PhAt_NB003_003, etc.

 

Checking Fmodel again, I noticed that there is no PhysicsAsset files for 002 and 003... so I simply edited SK_NB003_002 to use PhAt_NB003_001 and bingo. Problem solved.

 

Could you PLEASE add this to the tutorial? I can't be the only one that's dumb like this :(

 

 

image.png

Edited by Myrkk
Posted (edited)
2 hours ago, pene4562 said:

I was surprised that this character was quite chest shaking.70849db0e.png

 

Excellent.

When I saw this post, I immediately went to the 3rd floor of Avalon to check it out.
The women who work at Avalon dress hot.

Edited by oppaiman
Posted
On 1/28/2025 at 7:28 AM, Myrkk said:

I FOUND THE PROBLEM!!! I almost can't believe it.

 

All this time, for 002 and 003 models, I was simply renaming the PhysicsAsset file, say SK_NB003_002_PhysicsAsset to PhAt_NB003_002 - SK_NB003_003_PhysicsAsset to PhAt_NB003_003, etc.

 

Checking Fmodel again, I noticed that there is no PhysicsAsset files for 002 and 003... so I simply edited SK_NB003_002 to use PhAt_NB003_001 and bingo. Problem solved.

 

Could you PLEASE add this to the tutorial? I can't be the only one that's dumb like this :(

 

 

image.png

 

Since the tutorial is the final emperor, there may be others who don't know how to make the second and third characters as you suggest.
I will be adding a tutorial to the write up.

In all cases probably, what you need in the second and third character's folder is different from the first character's folder.
You can work with Fmodel to see what files are needed in what folders, or in my case, I make these blueprints before I make the mods.
It takes about 5 to 10 minutes, but it is easier than making a mistake and later looking for the source of the mistake.

 

image.png.83e626c65ff808835f96f1d717e36876.png


It is difficult to write everything down about which files are needed in which folders.
This is a summary of the folders and file names for the dancer class, but the textures for Licorice's eyes are placed in NB037_001, not in the common folder.
But the material is placed in the common folder, just like the other characters.
Many characters have this kind of special placement, so you need to check it every time.

 

I have been asked if it is possible to create and upload such a compilation of folder and file names.
However, I do not intend to do so.
It would take too long and be too much of a burden for me.

Posted

They can just use FMODEL or UASSET to find that information. I should have done so myself instead of assuming every model had its own physics asset file actually.

  • 2 weeks later...
Posted
On 2024/11/23 at PM2点04分, oppaiman said:

使用虚幻引擎 4

 

 

如何安装虚幻引擎 4.27

  隐藏内容


安装 Epic Games Launcher。

https://store.epicgames.com/en-US/download
 

 

启动 Epic Games Launcher 后,按下左侧选项卡上的 Unreal Engine 和顶部选项卡上的 Library。

 

图像.jpeg.66611d2b8f16285abb482211c26bb8f5.jpeg


按ENGINE VERSIONS就会出现,按5.50▼,改成4.272,按安装。

 

图像.jpeg.aacc33c045e23df7496e81fbaaf773fa.jpeg

 

图像.jpeg.c4129e54f429ccfaad09071936171fb6.jpeg

 

指定安装位置并按选项。

 

图像.jpeg.95a2b114ca8f6c8a1e16ed49407a8d9c.jpeg

 

取消选中“核心组件”以外的所有内容,然后按“应用程序”。

 

image.jpeg.31903337d5a56f34572ef2a3cd1ac5ea.jpeg

 

按下“安装”。
这需要时间,所以我会喝杯咖啡等一下。

 

图片.jpeg.9e52c7b6800803fa9131653237328ccd.jpeg

 

 

创建项目

  隐藏内容

启动 UE4 并创建一个新项目。
点击“Blank Project”进入下一步。
 

图像.jpeg.f62e069a077b6d27cc07c6d5fcc4acc1.jpeg

接下来,再次按“Blank”。

 

图像.jpeg.5dd65cdc517e5ae61c46f6bcc20c46f7.jpeg

将“最高质量”更改为“可缩放 3D”。
通过指定文件夹和项目名称来创建项目。
项目名称可以随意,但我们选择了 NB104_000,这是包含最终皇帝数据的文件夹的名称。

 

图像.jpeg.e0f7b4f09bbe76596a604637f4901a32.jpeg

 

 

语言偏好

  隐藏内容

顶部菜单 → 编辑器首选项 → 左侧常规 → 区域和语言
您可以更改为您的语言。

 

图像.jpeg.6054785f32b76e18acb08ec2cf62848c.jpeg

 

图像.jpeg.f3593e70043efb7dbba7a766b9279acf.jpeg

 

 

 

创建文件夹

  显示隐藏内容

检查 Fmodel 中所需的文件夹和排列方式。
我们将从内容的下一个文件夹开始。
在本例中,我们将从 Model 开始。

文件名必须准确。
请注意避免大小写错误和多余的空格。

 

图片.jpeg.716c0272e7723752d2314c9f1015f027.jpeg

 

 

导入 FBX

  隐藏内容

创建完所有文件夹后,将从Blender导出的FBX拖入UE4中导入,
设置如下。

 

按下 Skeleton 下的 ▽。
勾选 Use to Ref Pose。
勾选 Import Morph Targets。
将 Normal Import Method 下拉菜单更改为 Import Norals。
导入全部。


将会出现一条错误消息,指出没有平滑信息,但可以忽略它。

 

图像.jpeg.c66e4f0d4fa3d8f78232442e69cc5a9e.jpeg

 

 

 

编辑

  显示隐藏内容

 

如果您在 Blender 中设置了纹理,它们将与 FBX 文件一起导入。
这次您需要自行导入纹理。

打开包含从 UModel 解压的纹理的文件夹,然后将纹理拖放到 UE4 中的此屏幕。

图像位于为纹理创建的文件夹中,但也可以位于另一个文件夹中。

 

image.webp.945c2a3139fce5d8bd64dc6800ffd447.webp

 

重命名资源(文件)。
在虚幻引擎中,文件被称为资源。


SK_NB104_001_Skeleton -> SK_Character_Skeleton
SK_NB104_001_PhysicsAsset -> PhAt_NB104_001

 

右键空白处→动画→动画BP

 

image.jpeg.506a88756b042146edf1aaf932791757.jpeg


选择如下所示的 SK_Character_Skeleton 并确定。

 

image.jpeg.6e08bd0529fa015718bfa2796d0636ae.jpeg


将动画蓝图重命名为 ABP_NB104_001。

 

image.jpeg.b766e0cc00258b7a61e88367889278ba.jpeg

 

双击骨架网格体(SK_NB104_001)来配置设置。

 

image.jpeg.e4e98c14d5b40a40054510803cbff840.jpeg


Double-click on the material (white circle), MI_NB104_001_Head, that appears in Material Slots.

 

image.jpeg.2af21c4539d295365f3f492e2b569b4f.jpeg

 

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.

 

image.jpeg.a819f4ae5286a7bab850f7fff0e8adec.jpeg


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.

 

image.jpeg.31df7569146c173b9156162e7061911c.jpeg

 

image.jpeg.e7a5b3603439e58793c554a08887cbbe.jpeg


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.

 

image.jpeg.85b809999bb0092e03e5278814363b2d.jpeg

 

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.

 

image.jpeg.fd9a064782f87f5f3f3c2ab0c48db589.jpeg

 

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.

 

image.jpeg.2306f7490e7ae053a59d914072cf98f6.jpeg


Select ABP_NB104_001 (Animation BP).
Once saved, use the X in the upper right corner to return.

 

image.jpeg.7d69067092ca5e1acd96429bd0bf4431.jpeg

 

 

移动资产

  显示隐藏内容

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.

 

image.jpeg.d4db1923201267f0de0e5ea25d7e5746.jpeg

 

SK_Character_Skeleton
Game/Model/Common/Skeleton

 

image.jpeg.0e69abba2926c3f7f335acb3225b28c4.jpeg

 

CB02_01
Game/Model/Common/Material/Body/Female/Material

 

image.jpeg.42f834c5ba7197dc2ef4a5705babac09.jpeg

 

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

 

image.jpeg.ca2b218ca914d2fd947deb05363a7e48.jpeg

 

ABP_NB104_001
Game/Model/NormalCharactor/Body/NB104_000/Child/NB104_001/AnimInstance

 

image.jpeg.b90b0584f9905847a44e3d49f8bc43e6.jpeg

 

SK_NB104_001
PhAt_NB104_001
Game/Model/NormalCharactor/Body/NB104_000/Child/NB104_001/Mesh

 

image.jpeg.fcdb7fcdc164b0447cdba2f9a445d021.jpeg

 

All other materials
Game/Model/NormalCharactor/Body/NB104_000/Child/NB104_001/Material

 

image.jpeg.8bb823176905cb1609bf542b3715fa34.jpeg

 

All other textures
Game/Model/NormalCharactor/Body/NB104_000/Child/NB104_001/Texture

 

image.jpeg.d3db4f178551e668f1f5b60aa00e93ef.jpeg

 

为了将头发颜色改为杰拉德的颜色,头发纹理 T_NB104_001_Hair_BC 被替换为颜色改变的纹理。

 

图像.jpeg.8655e3dd994873cf217a87e0741bb021.jpeg

 

 

打包项目

  显示隐藏内容

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

 

image.jpeg.7a4b1e912c8d68ec8bd738fb4d8f502f.jpeg

 

Edit at the top→Project Settings→Packaging
Check Use pak files
Check Use IoStore
Check to generate chunks

 

image.jpeg.5ebc94f23f16e380d90a7d71af0638b8.jpeg

 

Edit at the top→Project Settings→Game→Asset Manager→Press △ for the primary asset type to be scanned→Press △ for 1.
Press △ for Rules.

 

image.jpeg.5c3d14c71ca582b0df9793c1c6756fbd.jpeg

 

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.

 

image.jpeg.11dd2e7e4ee4994970e4aa4b4530b877.jpeg

 

Return to the editor screen, right click on the file to be modded → Asset Action → Assign to Chunk.

 

image.jpeg.f4a051ef4a4d2c45639ad3eab4ad963d.jpeg


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.

 

image.jpeg.a9b4fce145aa24886133919a17128964.jpeg

 

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.

 

image.jpeg.8d59d75429d53a8de2c0b34a11a9e43e.jpeg

 

File from top menu→Save All
Top menu File→Package Project→windows 64 bit
Specify where to export

 

image.jpeg.dad8147e326b1699ab0974279137a004.jpeg

 

 

图像.jpeg

What could be the reason that there is no option to import Mesh when I import models in my UE4?

Posted
On 2024/12/12 at PM9点40分, oppaiman said:

 

KETINBO1111さん、こんにちは。
ごめんなさい、チューtoriaruに不备がありました。
チューtoriaruの手顺でsukuriputoo使うとマテriarusurotto名の最后に.001がついてしまいます。
(画像の赤线のところです。)

图像.thumb.jpeg.cd366c2ff1f820bdb9ce5875bb1f6c7d.jpeg

 

マテriaarusurotto名はデfuォルトのマテriaル名と一致する(な文字がついていいない)必要があります。
试しにBlenderでマテriaル名に.001をつけて検证したら再现ができました。

 

sukuriputo使う手顺の场合はrimネームした后にマテriaル名の最后の.001を削除する必要があります。
それか、お手数ですがCtrl+F2の名前を一括変更を使う手顺でrimeーム前からやり直してみてください。
もしそれでもうまくいかない场合は远虑しないでまた质问してください。

チューtoriaruの该当部分は修改しておきます。

 

Can you tell me how you slove it, because I encountered the same problem as you.

Posted
On 4/28/2025 at 1:30 AM, Tigrex177 said:

What could be the reason that there is no option to import Mesh when I import models in my UE4?

 

Hi.

 

When importing a model in UE4 Drag and drop the FBX exported in Blender inside the UE4 content browser.

Posted
On 4/28/2025 at 4:38 PM, Tigrex177 said:

Can you tell me how you slove it, because I encountered the same problem as you.

 

If the material name ends with .001, modify the material name in Blender.
After starting Blender, press Ctrl+F2 to open Batch Rename.
Set the following and press OK.

 

Check All
Change the upper right pull-down to Materials

Type Find/Replace
Find .001
Replace (blank)


After saving, import the FBX into UE4.
The .001 in the material name should be gone.

 

 

Image.jpg

Posted

MOD作成のマニュアルありがとうございます。

いくつかお聞きしたいことがあります。

ゲームデータのモデルを一から改造するのではなく、既存のMODに手を加えたい(乳揺れの無いモデルに揺れを追加したい)場合はどのような手順で行えばよいのでしょうか?

基本的にはマニュアル通りに行っていけばいいのでしょうか?

またMODから一部データをエクスポートして使用した後元のMODに統合して、元のMODと同じ構造のMODにできるものなのでしょうか?

 

  

Thank you for the manual on creating MODs.

I have a few questions.

If I want to modify an existing MOD (add breast jiggle to a model that doesn't have it) rather than modifying the game data model from scratch, what steps should I take?

Should I basically just follow the manual?

Also, is it possible to export some data from a MOD, use it, and then integrate it back into the original MOD to create a MOD with the same structure as the original MOD?

  • 1 month later...
Posted

初めまして

ここにあるチュートリアルを参考にしてメッシュをいじって作ってみたのですが、ゲームで動かすとT字ポーズのまま動きません。

chunkはMeshとanimBPに割り当てて、フォルダもそれぞれチュートリアル通りに配置しているのですが、分かりません。

割り当てをMeshだけにするなどしても上手くいきません。

設定が何かおかしいのでしょうか?

 

  • 2 weeks later...
Posted
On 6/19/2025 at 9:51 PM, alecthandra said:

初めまして

ここにあるチュートリアルを参考にしてメッシュをいじって作ってみたのですが、ゲームで動かすとT字ポーズのまま動きません。

chunkはMeshとanimBPに割り当てて、フォルダもそれぞれチュートリアル通りに配置しているのですが、分かりません。

割り当てをMeshだけにするなどしても上手くいきません。

設定が何かおかしいのでしょうか?

 

 

私も最終皇帝のマントを削除してなどで試してみようとして挫折したのですが、

下記のようなものを見つけました。参考になりませんか?

 

 

 

 

 

 

  • 4 weeks later...
Posted

Sorry for the machine translation.
Somebody please tell me.
Materials added in the unreal engine are not reflected correctly.
This is strange in FMODEL, but the texture is reflected.
I just want to see a 2B butt with the emperor.
The model is an XPS model of combathasbeenevolved.
I am attaching the FBX and texture of SK_NB614_001, so please let me know.

 

スクリーンショット 2025-07-28 002020.png

スクリーンショット 2025-07-28 001806.png

スクリーンショット 2025-07-28 001758.png

スクリーンショット 2025-07-28 003203.png

スクリーンショット 2025-07-28 004924.png

スクリーンショット 2025-07-28 013959.png

スクリーンショット 2025-07-28 005848.png

SK_NB614_001_2B.7z

  • 2 weeks later...
Posted

Sorry for the machine translation.
Next year, the movie "Expulsion from Paradise" will be released, and the main character is like Cat, so I made it.
I don't know how to add materials yet.
I really need someone to help me.

1_o.jpg

tamago_141221rakuen01.jpg

スクリーンショット 2025-08-06 044645.png

スクリーンショット 2025-08-06 052221.png

スクリーンショット 2025-08-06 052229.png

  • 3 weeks later...
Posted
On 6/28/2025 at 3:15 PM, aliceInTheSky13 said:

 

私も最終皇帝のマントを削除してなどで試してみようとして挫折したのですが、

下記のようなものを見つけました。参考になりませんか?

 

 

 

 

 

 

レスありがとうございます。回答が遅くなり申し訳ありません。しばらく忙しくてMOD作成はお休みしていました。

この手順も勿論確認しましたが、今の所Tポーズになる原因がBlenderなのかUEなのかが分からず苦労しています。

改めてやってみましたがやはりTポーズのままになってしまいます。

マテリアルやテクスチャの割り当てなどは問題無く反映されるのに、Tポーズだけが反映されません。

image.png.d436812fab68bf4ad7ffd114a97ca929.png

 

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