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Atelier Yumia The Alchemist of Memories nude mods request


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Posted
2 hours ago, cyn_mod said:

No, the test file is not used in the game. I was just mistaken.
The mod is working fine.

I didn't think there would be another test model.


I’m glad! I was running out of ideas…

Posted
6 hours ago, MrAndMrsAndCatTypeRobbot said:

急かすわけではないのですがw女性キャラが揃ってからゲームを始めようとおもっているのでw、進み具合はどうでしょうか?

アイラの正装版はできそうですか?リクエストばかりなんで手伝えることがあったら手伝います(`・ω・´)ゞ

>女性キャラが揃ってからゲームを始めようとおもっているのでw進み具合はどうでしょうか?

すみません、結構プレイを進めたつもりなのですが未だ新たな仲間に出会えません。寄り道しすぎなのかもしれません。

次に投稿予定もアイラの軽装の改良版なので、待たずにゲームを始めてもらった方が良いと思います。

 

>アイラの正装版はできそうですか?

デフォルトの衣装のことかなと思いますが、現在は手つかずです。理由は布メッシュが多くて全然アイデアが浮かばないからです。何か良いアイデアがあればお願いします。

Posted (edited)

Hello everyone!

 

Here’s a quick little update:

 

image.png.61b36c0ebe98ff38100007edfee1754c.pngimage.png.3dace3dbf7c0964d1d26a9483183944f.png

 

Regarding the feasibility of hair modifications, I think I can report a small success - I managed to transfer a hairstyle model from another game to Yumia's model, complete with the corresponding textures.

 

The two examples in the screenshots are of course not ideal yet (I just wanted to see if it basically works).

 

A few points as a hint:

  • The hair textures seem to be rendered slightly darker by the game than they actually are. I'm not sure why this is happening, but I suspect it's due to the combination of different textures (I can safely rule out the outlines of the model). For the test itself, I only changed the base texture, so I didn't change any normal, specular, or other maps.
  • What you can already see, however, is that the details are much better displayed on lighter textures: On the left screenshot, the base color was almost black (I now suspect that for "detailed" black it should have been gray, similar to the original texture), on the right screenshot it's a rather light brown, which looks much darker in the game.
  • The "blockiness" of the hair strands at the front and sides is due to the fact that, in my experience, almost all GUST titles in the Texture Alpha Channel only have two states: not transparent or completely transparent, with no gradations in between. I think it's fixable, but it does mean that all parts of the texture that are actually supposed to be transparent in the game have to be edited with a graphics program – so all corresponding pixels have to have the maximum transparency value. We will have to see if there's a plugin for that somewhere to make this task easier...
  • The original hair pieces that have physics in Yumia's model cannot be used and must be deleted (i used 6.vb / the head model for this example). Unfortunately, this also means that the hair mod must be combined with the head model, complete with the corresponding textures—so changing costumes in-game will cause the already known issues with the broken original textures.

So much for that...

 

Regarding my project with Lenja, I have decided on a split approach:

  1. I will publish a finished base model with the corresponding textures for everyone.
  2. I will then try to segment the model myself and publish the result as well, if it works.
  3. If I can't segment the model myself, at least someone else can try it or use the model as a starting point.

However, I will need some time for this... so please be patient.

 

My sincere thanks again to everyone who has given me some tips over the last few hours.

 

###### ###### ###### ###### ###### 

 

Update:

 

Okay, last-minute change of plans – let’s get started:

 

Here are the resources of the basic nude model I put together for Lenja.

 

Lenja_NBodyComplete_Blendfile.zipLenja_NBodyComplete_OBJ.zipLenya_NBody_Complete_IB.zip

Lenja_NBodyComplete_BaseTexture.7zLenja_NBodyComplete_Textures.zip

 

This release includes:

  • Blender Projectfile --> Lenja_NBodyComplete_Blendfile.zip
  • Complete Model in OBJ-Format --> Lenja_NBodyComplete_OBJ.zip
  • Complete Model in 3DM-Format --> Lenja_NBodyComplete_IB.7z
  • Complete Base-Texture in PNG-Format --> Lenja_NBodyComplete_BaseTexture.7z
  • Diffuse, Normal and Specular Textures in Game-Ready DDS BC7 Format --> Lenja_NBodyComplete_Textures.zip

 

Please note: These are just the resources for the mod and NOT a full release!

 

To use the model in the game (Lenjas Normal Costume has the hash "0x5d587d00"), it must first be properly segmented and then finalized according to the tutorial from @amorrow28.

 

The model currently looks like this:

 

image.png.ed5025f60b328380bbb2785083bc1888.pngimage.png.c1c2aae00d614eab0ae8e78ab8761116.pngimage.png.7678d2560554c241346bd7f5840080b2.png

 

You can use the model however you want.

 

That's all for now... see you next time!

 

Edited by Geefbeef_NT
Additional Info / Lenja Mod Resource Release
Posted
6 hours ago, Geefbeef_NT said:

Hello everyone!

 

Here’s a quick little update:

 

image.png.61b36c0ebe98ff38100007edfee1754c.pngimage.png.3dace3dbf7c0964d1d26a9483183944f.png

 

Regarding the feasibility of hair modifications, I think I can report a small success - I managed to transfer a hairstyle model from another game to Yumia's model, complete with the corresponding textures.

 

The two examples in the screenshots are of course not ideal yet (I just wanted to see if it basically works).

 

A few points as a hint:

  • The hair textures seem to be rendered slightly darker by the game than they actually are. I'm not sure why this is happening, but I suspect it's due to the combination of different textures (I can safely rule out the outlines of the model). For the test itself, I only changed the base texture, so I didn't change any normal, specular, or other maps.
  • What you can already see, however, is that the details are much better displayed on lighter textures: On the left screenshot, the base color was almost black (I now suspect that for "detailed" black it should have been gray, similar to the original texture), on the right screenshot it's a rather light brown, which looks much darker in the game.
  • The "blockiness" of the hair strands at the front and sides is due to the fact that, in my experience, almost all GUST titles in the Texture Alpha Channel only have two states: not transparent or completely transparent, with no gradations in between. I think it's fixable, but it does mean that all parts of the texture that are actually supposed to be transparent in the game have to be edited with a graphics program – so all corresponding pixels have to have the maximum transparency value. We will have to see if there's a plugin for that somewhere to make this task easier...
  • The original hair pieces that have physics in Yumia's model cannot be used and must be deleted (i used 6.vb / the head model for this example). Unfortunately, this also means that the hair mod must be combined with the head model, complete with the corresponding textures—so changing costumes in-game will cause the already known issues with the broken original textures.

So much for that...

 

Regarding my project with Lenja, I have decided on a split approach:

  1. I will publish a finished base model with the corresponding textures for everyone.
  2. I will then try to segment the model myself and publish the result as well, if it works.
  3. If I can't segment the model myself, at least someone else can try it or use the model as a starting point.

However, I will need some time for this... so please be patient.

 

My sincere thanks again to everyone who has given me some tips over the last few hours.

 

###### ###### ###### ###### ###### 

 

Update:

 

Okay, last-minute change of plans – let’s get started:

 

Here are the resources of the basic nude model I put together for Lenja.

 

Lenja_NBodyComplete_Blendfile.zip 886.21 kB · 7 downloads Lenja_NBodyComplete_OBJ.zip 400.28 kB · 4 downloads Lenja_NBodyComplete_IB.7z 279.95 kB · 5 downloads

Lenja_NBodyComplete_BaseTexture.7z 4.06 MB · 5 downloads Lenja_NBodyComplete_Textures.zip 5.92 MB · 5 downloads

 

This release includes:

  • Blender Projectfile --> Lenja_NBodyComplete_Blendfile.zip
  • Complete Model in OBJ-Format --> Lenja_NBodyComplete_OBJ.zip
  • Complete Model in 3DM-Format --> Lenja_NBodyComplete_IB.7z
  • Complete Base-Texture in PNG-Format --> Lenja_NBodyComplete_BaseTexture.7z
  • Diffuse, Normal and Specular Textures in Game-Ready DDS BC7 Format --> Lenja_NBodyComplete_Textures.zip

 

Please note: These are just the resources for the mod and NOT a full release!

 

To use the model in the game (Lenjas Normal Costume has the hash "0x5d587d00"), it must first be properly segmented and then finalized according to the tutorial from @amorrow28.

 

The model currently looks like this:

 

image.png.ed5025f60b328380bbb2785083bc1888.pngimage.png.c1c2aae00d614eab0ae8e78ab8761116.pngimage.png.7678d2560554c241346bd7f5840080b2.png

 

You can use the model however you want.

 

That's all for now... see you next time!

 

 

I'm not sure why you made this so complicated...  but I uncomplicated it for you.  Once I removed all the non-body parts / furry parts, everything fit onto mesh 9.  I also uncombined the textures, because I see no reason for them to be combined.

 

Lenja_9.7z

 

Anyway, she's not in my party so I don't have a way to test this...  so I'll leave it to you to finish your mod.

Posted

Hello All,
Hope you are well.

Loving the work everyone is doing, I had a quick couple of questions though.

 

At the stage that modding is with this game, can you replace sound files at all? Is there a way to identify a sound file and replace it?
Second, with the texture modding, is it possible to make a material shiny? Like a latex or a PVC material?

Apologies if its been mentioned already, but followng this thread off and on and I haven't seen an obvious answer.

Posted
1 hour ago, _QED said:

apologize in advance that English is not my first language.

Use the machine translation engine that you believe is most accurate for you.

 

アイラのチラリズムMOD 騎士団の改造制服・軽装 改弐 (試作版) をアップしました。

 

[アイラ チラリズムMOD 騎士団の改造制服・軽装 改弐(試作版)Ver. 0.9.0]

image.png.283e683acc97dfd98df7a5c26f220362.png

 

アイラのチラリズムMOD 騎士団の改造制服・軽装 改弐 (試作版) をアップしました。

[ 騎士団の改造制服・軽装] を置き換えます。

 

投稿時点では、それなりにレベルが上がっているのに、なかなか仲間が増えないので😭、過去に投稿した「軽装」モデルを更新しました。

 

->「軽装 改」からの変更点

--ojisan184様作成のヌードMODをベースに流用させて頂きました。

---乳首は試作版からつけています。(見る角度によって確認できると思います笑)

---ヴァニラのプロポーションが全然だめだったので(特に脚がダメ)、ウェスト及び脚のラインに手を入れました。

---スカートはタータンチェックのプリーツに、ブーツはショートブーツに変更しました。

---脚のセグメントの上下での色調の変化が前作より大きい感じがして・・・シェーダー等の設定は同じのなのに・・・なので「試作版」にしています。

イベントがなかなか発生せず戦闘中心のテストのみですが、問題が発生しなかったので投稿しました。

(とりあえず仲間の女性のうちどちらかでも1人が加入するまでストーリー進行に注力しようと思います😅)

 

ダウンロードファイル:https://uu.getuploader.com/_QED/download/85

MODの導入方法:https://www.loverslab.com/topic/247708-atelier-yumia-the-alchemist-of-memories-nude-mods-request/page/3/#findComment-6983750

着せ替えのとこで、これを選択するとなんかすごく明るくなります。あと、丸で囲った箇所が変かと。

 

YYY新規 ビットマップ イメージ.jpg

Posted
3 minutes ago, Yukiusagi2023 said:

着せ替えのとこで、これを選択するとなんかすごく明るくなります。あと、丸で囲った箇所が変かと。

 

YYY新規 ビットマップ イメージ.jpg

この衣装を着ているとゲーム画面が点滅します

Posted (edited)
18 minutes ago, amorrow28 said:

 

I'm not sure why you made this so complicated...  but I uncomplicated it for you.  Once I removed all the non-body parts / furry parts, everything fit onto mesh 9.  I also uncombined the textures, because I see no reason for them to be combined.

 

Lenja_9.7z 598.74 kB · 2 downloads

 

Anyway, she's not in my party so I don't have a way to test this...  so I'll leave it to you to finish your mod.

 

Hey, thanks for your help!

 

"Complicated" is my middle name ;).

 

I just hadn't gotten to the point where I thought about meaningful segmentation... and I'm not entirely sure I would have come up with the same idea myself. I probably wouldn't have noticed it until I'd unnecessarily disassembled 80% of the model myself... I just think too complicated sometimes.

 

Of course, using only the main body is a much better solution... I just wasn't sure how to add the missing weights from the upper body and hips (as I said, I don't have enough experience in that area).

 

Then, of course, there's no need for a combined texture... much, much better. And easier.

 

Thanks alot!

 

Edited by Geefbeef_NT
Posted (edited)

 

4 hours ago, alxeve9 said:

この衣装を着ているとゲーム画面が点滅します

 

4 hours ago, Yukiusagi2023 said:

着せ替えのとこで、これを選択するとなんかすごく明るくなります。あと、丸で囲った箇所が変かと。

 

 

フィードバックありがとうございます。

申し訳ございません。私の環境では再現できないので、調査に少しお時間ください。

複数の方から間を置かずのお知らせ頂いているので環境ではなくモデルに問題があるのは間違いないので、取り急ぎ該当の投稿及びファイルは削除致します。

あらためてご迷惑をおかけ申し訳ございません。

 

追記:他の私が作成したMODで同様の現象が生じている場合は、お手数をおかけしますがお知らせ頂けないでしょうか。よろしくお願いいたします。

Edited by _QED
Posted
36 minutes ago, _QED said:

 

 

フィードバックありがとうございます。

申し訳ございません。私の環境では再現できないので、調査に少しお時間ください。

複数の方から間を置かずのお知らせ頂いているので環境ではなくモデルに問題があるのは間違いないので、取り急ぎ該当の投稿及びファイルは削除致します。

あらためてご迷惑をおかけ申し訳ございません。

 

追記:他の私が作成したMODで同様の現象が生じている場合は、お手数をおかけしますがお知らせ頂けないでしょうか。よろしくお願いいたします。

自分も試してみたいと思いますのでダウンロードファイルを再度解放して頂けませんでしょうか?
他のMODもですが、ウルトラワイド対応MODや輝度変更のMODなどと併用すると画面が点滅する不具合は有ります。
何が競合しているのか解りませんが、自分はそれらを削除しました。

Posted
59 minutes ago, gren511 said:

自分も試してみたいと思いますのでダウンロードファイルを再度解放して頂けませんでしょうか?
他のMODもですが、ウルトラワイド対応MODや輝度変更のMODなどと併用すると画面が点滅する不具合は有ります。
何が競合しているのか解りませんが、自分はそれらを削除しました。

このたびはご提案いただき誠にありがとうございます。

現在、過去に投稿した「改」モデルと今回の「改弐」モデルとの差分となる「snmh」ファイルが原因と考え調査中ですが、

他のMODでも同様の不具合が発生していることは把握しておらず、深くお詫び申し上げます。

 

ウルトラワイド対応MODについては、以前DMにて不具合をご指摘いただいておりましたが、私自身がウルトラワイドモニタを使用していないため対応を見合わせておりました。

その上、今回の不具合についても厳しいご指摘を受け、重ね重ねお詫びいたします。

 

誠に勝手ながら、ファイルの再解放はさらなる混乱を避けるため控えさせていただきます。また、

他のMODにも問題があることから、アップローダーも閉鎖する判断に至りました。

過去に私の投稿でスレッドが荒れた経験もあり、今回の対応とさせていただきたく存じます。

 

MODをご利用いただいた皆様にもご迷惑をおかけしましたこと、心よりお詫び申し上げます。何卒ご理解のほどよろしくお願い申し上げます。
 

 

I extend my most heartfelt gratitude for your considerate proposal.

I am currently investigating the issue and have identified the "snmh" file—representing the difference between the previously posted "Kai" model and the current "Kai Ni" model—as the likely cause.

However, I was unaware that similar issues have been occurring with other mods, and I offer my deepest apologies for this oversight.

 

Regarding the ultra-wide monitor compatible mod, I had previously received notification of the malfunction via direct message;

however, as I do not personally use an ultra-wide monitor, I refrained from addressing the issue.

Furthermore, I have received severe criticism regarding this malfunction, for which I again express my profound apologies.


Regrettably, to prevent further confusion, I must refrain from re-releasing the file.

Additionally, in light of similar issues with other mods, I have decided to close the uploader.

Given past experiences where my posts led to disruptive threads, I believe this measure is necessary under the current circumstances.


I extend my sincerest apologies to all who experienced difficulties with these mods, and I remain deeply appreciative of your understanding and consideration.
 

Posted
2 hours ago, _QED said:

 

 

フィードバックありがとうございます。

申し訳ございません。私の環境では再現できないので、調査に少しお時間ください。

複数の方から間を置かずのお知らせ頂いているので環境ではなくモデルに問題があるのは間違いないので、取り急ぎ該当の投稿及びファイルは削除致します。

あらためてご迷惑をおかけ申し訳ございません。

 

追記:他の私が作成したMODで同様の現象が生じている場合は、お手数をおかけしますがお知らせ頂けないでしょうか。よろしくお願いいたします。

いつも素晴らしい作品ありがとうございます。

当方環境でも腕の線らしき物は確認できました。

それと左足の靴が光の加減なのか青くなったり黒くなったりする現象も起きました。

グラフィックボードはGeforceRTX4080Sです。

 

ご参考にしていただければ幸いです。

Posted (edited)
5 minutes ago, shirusan29 said:

いつも素晴らしい作品ありがとうございます。

当方環境でも腕の線らしき物は確認できました。

それと左足の靴が光の加減なのか青くなったり黒くなったりする現象も起きました。

グラフィックボードはGeforceRTX4080Sです。

 

ご参考にしていただければ幸いです。

暖かいお言葉を賜り、誠にありがとうございます。

また追加の情報をお知らせ頂き、心より感謝申し上げます。

また、グラフィックボードの情報までご提供いただき、厚く御礼申し上げます。

頂戴いたしました貴重な情報を基に、問題の早期解決に向け全力で取り組んでまいる所存でございます。何卒よろしくお願い申し上げます。

Edited by _QED
Posted
4 minutes ago, _QED said:

暖かいお言葉を賜り、誠にありがとうございます。

また追加の情報をお知らせ頂き、心より感謝申し上げます。

また、グラフィックボードの情報までご提供いただき、厚く御礼申し上げます。

頂戴いたしました貴重な情報を基に、問題の早期解決に向け全力で取り組んでまいる所存でございます。何卒よろしくお願い申し上げます。

作品を公開して頂けるだけでも感謝しかありません。

いつもありがとうございます。

 

Posted
On 3/26/2025 at 11:27 PM, gggnog said:

テスト中、テクスチャの品質は「高い」で良く見えました。

3123410_3190.thumb.jpg.2f299a6fbfa954f68ad03a365c5990f1.jpg3123410_3179.thumb.jpg.43af25a2da4b6b0e733a4a8b94d5ab0f.jpg

 

 

 

 

 

 

Was this ever released with the stockings?

Posted
2 hours ago, _QED said:

暖かいお言葉を賜り、誠にありがとうございます。

また追加の情報をお知らせ頂き、心より感謝申し上げます。

また、グラフィックボードの情報までご提供いただき、厚く御礼申し上げます。

頂戴いたしました貴重な情報を基に、問題の早期解決に向け全力で取り組んでまいる所存でございます。何卒よろしくお願い申し上げます。

作者のmodをありがとうございます、修正して新しいバージョンをアップロードすることを望んで、私は本当にこのmodが好きです

Posted
12 minutes ago, Schlutt said:

What mod is this? Is this the one with the stockings?

This is a reference file for mod creators, so it is not a mod in itself.

Posted
3 hours ago, _QED said:

このたびはご提案いただき誠にありがとうございます。

現在、過去に投稿した「改」モデルと今回の「改弐」モデルとの差分となる「snmh」ファイルが原因と考え調査中ですが、

他のMODでも同様の不具合が発生していることは把握しておらず、深くお詫び申し上げます。

 

ウルトラワイド対応MODについては、以前DMにて不具合をご指摘いただいておりましたが、私自身がウルトラワイドモニタを使用していないため対応を見合わせておりました。

その上、今回の不具合についても厳しいご指摘を受け、重ね重ねお詫びいたします。

 

誠に勝手ながら、ファイルの再解放はさらなる混乱を避けるため控えさせていただきます。また、

他のMODにも問題があることから、アップローダーも閉鎖する判断に至りました。

過去に私の投稿でスレッドが荒れた経験もあり、今回の対応とさせていただきたく存じます。

 

MODをご利用いただいた皆様にもご迷惑をおかけしましたこと、心よりお詫び申し上げます。何卒ご理解のほどよろしくお願い申し上げます。
 

 

I extend my most heartfelt gratitude for your considerate proposal.

I am currently investigating the issue and have identified the "snmh" file—representing the difference between the previously posted "Kai" model and the current "Kai Ni" model—as the likely cause.

However, I was unaware that similar issues have been occurring with other mods, and I offer my deepest apologies for this oversight.

 

Regarding the ultra-wide monitor compatible mod, I had previously received notification of the malfunction via direct message;

however, as I do not personally use an ultra-wide monitor, I refrained from addressing the issue.

Furthermore, I have received severe criticism regarding this malfunction, for which I again express my profound apologies.


Regrettably, to prevent further confusion, I must refrain from re-releasing the file.

Additionally, in light of similar issues with other mods, I have decided to close the uploader.

Given past experiences where my posts led to disruptive threads, I believe this measure is necessary under the current circumstances.


I extend my sincerest apologies to all who experienced difficulties with these mods, and I remain deeply appreciative of your understanding and consideration.
 

g1tファイルのみにしたところ問題が起きないのに対し、0x54f3253b.g1mのみだと問題が起こるため、原因は0x54f3253b.g1mにあるのだろうと思います。

キャラを回転させていると背景が点滅したり、このようにキャラが消えたりもします。

 

YYYY新規 ビットマップ イメージ.jpg

Posted (edited)

To my fellow modders,

 

I decided to make getting and modding textures even easier than before.

 

File upload replaced, new version also decodes .g1t files into .dds files!  (with help of the included g1t_extract.exe from github/eterniti)

 

Yumia_EasyTextureGrab_2.zip

 

You need the .ktid file from the model you are interested in, see this post.

 

Put these files in a folder with the .ktid file, and run yumia_grab_textures_using_ktid.py.  First, it will ask you where your Atelier Yumia/Motor folder is.  Then it will download all your textures and metadata in order, then extract the .dds files with g1t_extract.exe.  The output will look like this:

 

2025-04-1621_19_56-Newfolder-FileExplorer.png.d631af68ffe3648176ec2baaaef7b29d.png

 

Repack the .g1t files with qg1ttool, and create a new fdata using my tools as usual.

 

That's it!  Hopefully this will make modding much easier.

Edited by amorrow28
Posted (edited)

Hello everyone!

 

Another little mini-update on my experiments with hair modifications:

 

image.png.1ad6f2f85cbe52e718da97c16e7b1f65.pngimage.png.dec73e9972989156454192fd925df031.png

 

I managed to solve the problem with the texture alpha channels almost completely.

 

As it turned out, the errors in the first attempt were mainly due to the original model - the template I had at my disposal had completely distorted UV maps, probably an error during export by the original creator.

 

Fortunately, I also have the original file, from which I created my own export, this time with the correctly aligned UV maps.

 

This means that the textures are displayed as they should, the transparency is correct and the details are shown off really well - at least in my opinion.

 

The only minor flaw is that the game sometimes renders the transparency too early, which is probably a quirk of the engine and barely noticeable.

 

Certain parts of the back of Yumia's head do show through due to the transparent areas in the texture for the individual strands of hair, but that's not a big deal: 

 

Since the entire head has to be connected with the hair anyway, it is sufficient to simply paint over the corresponding parts of the skin texture for the back of the head with a slightly darker shade of the hair color (in my example a strong dark brown).

 

A quick side note: I like how the game renders textures... although both the model and the hair texture are taken from a "real" template, they don't look out of place despite the anime look.

 

Next Steps:

  1. Finalize complex costume mod for Yumia
  2. Finish and test nude mod for Lenja

Thanks to the active help of amorrow28, I think point two is on the right track.

 

I'll still take my time and play through the game enough to be able to test the mod effectively.

 

See you next time!

 

Edited by Geefbeef_NT
Posted
16 hours ago, _QED said:

このたびはご提案いただき誠にありがとうございます。

現在、過去に投稿した「改」モデルと今回の「改弐」モデルとの差分となる「snmh」ファイルが原因と考え調査中ですが、

他のMODでも同様の不具合が発生していることは把握しておらず、深くお詫び申し上げます。

 

ウルトラワイド対応MODについては、以前DMにて不具合をご指摘いただいておりましたが、私自身がウルトラワイドモニタを使用していないため対応を見合わせておりました。

その上、今回の不具合についても厳しいご指摘を受け、重ね重ねお詫びいたします。

 

誠に勝手ながら、ファイルの再解放はさらなる混乱を避けるため控えさせていただきます。また、

他のMODにも問題があることから、アップローダーも閉鎖する判断に至りました。

過去に私の投稿でスレッドが荒れた経験もあり、今回の対応とさせていただきたく存じます。

 

MODをご利用いただいた皆様にもご迷惑をおかけしましたこと、心よりお詫び申し上げます。何卒ご理解のほどよろしくお願い申し上げます。
 

 

I extend my most heartfelt gratitude for your considerate proposal.

I am currently investigating the issue and have identified the "snmh" file—representing the difference between the previously posted "Kai" model and the current "Kai Ni" model—as the likely cause.

However, I was unaware that similar issues have been occurring with other mods, and I offer my deepest apologies for this oversight.

 

Regarding the ultra-wide monitor compatible mod, I had previously received notification of the malfunction via direct message;

however, as I do not personally use an ultra-wide monitor, I refrained from addressing the issue.

Furthermore, I have received severe criticism regarding this malfunction, for which I again express my profound apologies.


Regrettably, to prevent further confusion, I must refrain from re-releasing the file.

Additionally, in light of similar issues with other mods, I have decided to close the uploader.

Given past experiences where my posts led to disruptive threads, I believe this measure is necessary under the current circumstances.


I extend my sincerest apologies to all who experienced difficulties with these mods, and I remain deeply appreciative of your understanding and consideration.
 

あ、他のMODと言うのは他の方のMODも含めて何を入れても…って感じです。
なので、恐らくモニター設定との相性的なのが有るんだと思っています。
MOD作者の方はUWQHDとか使ってるようですけど、僕のはWFHDなので割とマイナー説ありますし。

Posted
On 4/2/2025 at 11:38 PM, amorrow28 said:

ShaderParam are the values in section 3 of G1M, but mostly they are not useful although some values may help. The most important value is the shader itself (it is an @ symbol followed by the 8-digit hex code in the MESH_LOD section) but the texture and shader parameters must be compatible. Generally any normal mesh shader can be used with any normal mesh, but you do not want to use cloth mesh (4D) shaders. I wrote more about this here: https://github.com/eArmada8/gust_stuff/wiki/Changing-Materials-(Textures-and-Shaders)

I hope you are doing well. I am sincerely grateful for your continued support.

I am writing to inquire about an issue related to the tutorial you kindly introduced to me previously.

However, I have encountered some difficulties even before reaching that stage, and I would be most grateful if you could extend your assistance once again.

 

At present, I am working on creating a MOD for pc01_02, yet I am struggling to resolve an issue where the screen intermittently flickers.

The attached image clearly illustrates the problematic area. Specifically, merely editing the g1m file causes the shadow in the area indicated by the red circle in the image to disappear unexpectedly.

Initially, I suspected that a misconfiguration in “mesh_metadata.json” might be responsible;

however, the phenomenon occurs even when “mesh_metadata.json” remains entirely unmodified. Furthermore, please note that the rdb file was re-obtained through Steam’s integrity check, and no other MODs have been installed.

 

In light of this, I would like to ask whether the vb, vbmap, or fmt files might contain shader-related data—particularly information that could affect the rendering of shadows or cause the screen to flicker.

I have attempted various methods throughout the day, such as using Blender’s cleanup function, exporting to a new project, and even exporting via FBX before re-importing, but regrettably, none have yielded a solution.

 

I deeply apologize for any inconvenience this may cause, and I would be extremely grateful for any advice or insights you might be able to offer.

 

Sincerely,

 

いつも大変お世話になっております。

突然のご連絡となり恐縮ですが、先日ご案内いただいたチュートリアルについてお尋ねしたい点がございました。

しかし、その前段階に差し掛かり、問題に直面してしまい、重ねてご助力を賜りたくご連絡申し上げます。

 

現在、pc01_02のMOD制作に取り組んでおりますが、画面が明滅する不具合の解決に苦慮しております。

添付の画像をご参照いただければ、問題箇所が一目瞭然かと存じます。

具体的には、g1mファイルを編集しただけで、画像内の赤丸で示した部分の影が意図せず消失してしまいます。

当初は「mesh_metadata.json」の設定ミスが原因ではないかと推察いたしましたが、同ファイルを一切編集していない状態でも同様の現象が発生しているため、他に原因があるのではと考えております。

なお、rdbファイルはSteamの照合性チェックにより再取得したものであり、他のMODは一切導入しておりません。

 

vb、vbmap、fmtファイルには、シェーダーの挙動、特に影や画面の明滅に影響を及ぼす情報が含まれている可能性がございますでしょうか。

Blenderのデータクリーンアップ機能、新規プロジェクトへのエクスポート、または一度FBX形式でエクスポートして再インポートする等、本日一日あらゆる手法を試みましたが、いずれも効果を得るに至らず、途方に暮れております。

 

誠に勝手なお願いとは存じますが、何かお知恵をお貸しいただけますと幸いです。何卒よろしくお願い申し上げます。

 

image.png.e83285a53e2193c7b62970da86ea788d.png

Posted
1 hour ago, _QED said:

I hope you are doing well. I am sincerely grateful for your continued support.

I am writing to inquire about an issue related to the tutorial you kindly introduced to me previously.

However, I have encountered some difficulties even before reaching that stage, and I would be most grateful if you could extend your assistance once again.

 

At present, I am working on creating a MOD for pc01_02, yet I am struggling to resolve an issue where the screen intermittently flickers.

The attached image clearly illustrates the problematic area. Specifically, merely editing the g1m file causes the shadow in the area indicated by the red circle in the image to disappear unexpectedly.

Initially, I suspected that a misconfiguration in “mesh_metadata.json” might be responsible;

however, the phenomenon occurs even when “mesh_metadata.json” remains entirely unmodified. Furthermore, please note that the rdb file was re-obtained through Steam’s integrity check, and no other MODs have been installed.

 

In light of this, I would like to ask whether the vb, vbmap, or fmt files might contain shader-related data—particularly information that could affect the rendering of shadows or cause the screen to flicker.

I have attempted various methods throughout the day, such as using Blender’s cleanup function, exporting to a new project, and even exporting via FBX before re-importing, but regrettably, none have yielded a solution.

 

I deeply apologize for any inconvenience this may cause, and I would be extremely grateful for any advice or insights you might be able to offer.

 

Sincerely,

 

いつも大変お世話になっております。

突然のご連絡となり恐縮ですが、先日ご案内いただいたチュートリアルについてお尋ねしたい点がございました。

しかし、その前段階に差し掛かり、問題に直面してしまい、重ねてご助力を賜りたくご連絡申し上げます。

 

現在、pc01_02のMOD制作に取り組んでおりますが、画面が明滅する不具合の解決に苦慮しております。

添付の画像をご参照いただければ、問題箇所が一目瞭然かと存じます。

具体的には、g1mファイルを編集しただけで、画像内の赤丸で示した部分の影が意図せず消失してしまいます。

当初は「mesh_metadata.json」の設定ミスが原因ではないかと推察いたしましたが、同ファイルを一切編集していない状態でも同様の現象が発生しているため、他に原因があるのではと考えております。

なお、rdbファイルはSteamの照合性チェックにより再取得したものであり、他のMODは一切導入しておりません。

 

vb、vbmap、fmtファイルには、シェーダーの挙動、特に影や画面の明滅に影響を及ぼす情報が含まれている可能性がございますでしょうか。

Blenderのデータクリーンアップ機能、新規プロジェクトへのエクスポート、または一度FBX形式でエクスポートして再インポートする等、本日一日あらゆる手法を試みましたが、いずれも効果を得るに至らず、途方に暮れております。

 

誠に勝手なお願いとは存じますが、何かお知恵をお貸しいただけますと幸いです。何卒よろしくお願い申し上げます。

 

image.png.e83285a53e2193c7b62970da86ea788d.png


 

I am always happy to help and discuss! Unfortunately here I do not know very much.

 

One thing I can say for certain is that there is no shader information at all in fmt, ib, vb or vgmap. These are very raw elements. IB, or index buffer, is a long list of numbers describing triangles. VB, or vertex buffer, is a long list of grouped numbers that describe vertices (position in space, direction of light reflection, texture coordinate, etc). Fmt is nothing more than a simple description of the format of the ib and vb files. Vgmap is a list of bone names that tell blender what numbers correspond to which bones; this list is optional and early g1m tools did not even include it. (In fact, the only reason my tool exists is because I wanted a tool that could export Ryza g1m with vgmaps, which did not exist before. But even early versions of my tool completely ignored the maps when importing.)

 

The second thing I can say for certain is that Yumia's version of the game engine modifies the g1m data after loading in ways that did not exist before in Ryza. At this time, this is mostly out of our control. You have seen the CharacterEditor database that assigns textures via KTID - there exists more databases such as MaterialEditor and C1ECommonResource that further modify the models. I do not really understand how they work but I believe that is how the color variation models work, for example. They do not have their own g1m files, but instead are made in memory by the game engine from the base g1m. I think 4K variants and such also might also depend on these modifications.

 

I do not know very much about these databases and how they are used, but my kidsobjdb tools are capable of decoding them if someone wants to explore and research more deeply. I can also say that we know a lot about g1m now but there are still things we do not understand; for example my understanding of some numbers in G1MF are problematic and probably lead to certain modifications causing crashes. I also do not know if altering G1MM (inverse bind matrices) will lead to problems with the NUNO (cloth mesh data) sections, etc.

 

Unfortunately G1M remains one of the most difficult formats. I hope end users will learn to enjoy mods as they are, instead of hoping for perfection, because I do not believe we will ever get perfect G1M tools unless we can steal them directly from KT (which we should not do). And even then, I suspect KT developers would tell us that their tools are very imperfect...

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