Andrew34501 Posted July 12, 2025 Posted July 12, 2025 (edited) Starting a new topic for people who want to share their mods with RabbitFX Functionality added and/or want to learn how to do it. for starters, Mods posted here need RabbitFX by caverabbit as a resource. WWMI RabbitFX - Glow FX + Censor Remover - A Mod for Wuthering Waves. https://gamebanana.com/mods/527815 To install RabbitFX, all you need to do is download it from the link above and place it in your mods folder. done. installation complete. pair it with any updated Rabbitfx mod. (like any of the ones posted here below) If you want to learn how to add RabbitFX to any or your mods, keep reading. If you have no tools and just want to get started editing mods I'll provide some links below. To edit the mod's texture files i recommend using Paint.net https://www.getpaint.net/download.html To edit the mod's .ini files i recommend using Notepad++ https://notepad-plus-plus.org/downloads/ I'll be sharing my efforts here going forward as well at https://www.loverslab.com/topic/231084-req-wuthering-waves/#comment-4379552 I'm still learning as i go so my hope is that i can further refine the craft in part with the knowledge fellow WuWA mod enjoyers share here. Edited September 23, 2025 by Andrew34501 2
Andrew34501 Posted July 12, 2025 Author Posted July 12, 2025 (edited) *Updated for RabbitFX 6.0+* (This guide is finished but still considered a WIP for improvement sake) This is a very basic guide on how to add RabbitFX functionality to your mods. This guide assumes you already have WWMI, RabbitFX, and your desired mod installed. for starters, all mods are made up of components that make up a model. usually 7 main components. most mods are setup like this but yours may vary. Component 0= This is usually the back hair of the model Component 1= This is usually the front hair of the model Component 2= This is usually the face/makeup of the model Component 3= This is usually the top half body of the model Component 4= This is usually the bottom half body of the model Component 5= This is usually extra clothing, like a cape for example Component 6= This is usually the eyes of the model You will find these components in the mod.ini file of your specific mod. additionally, you will also find the textures for these components in the mod's texture folder. This is where you will be adding additional "FX" Textures into. as well as a Texture.ini file. (I provided a downloadable template file below to help simplify things) Once you've found the component you want to add RabbitFX glow FX to, its time to start editing texture files. this will probably be the most time consuming part of the process as once you start adding effects you'll probably want to add more. but the rest is pretty simple. We'll use Component 2 as an example going forward but the premise remains the same for whatever component you wish to edit. Start off by making a copy of component 2 and renaming it to C2FX. it should be named C2FX.dds once done. Open it with paint.net and wipe it clean. from there go back to component 2... ...and start copy/pasting the parts you want glowing into C2FX.dds: (your background should be transparent and not black. mine is black so you can see what was pasted over more clearly.) since RabbitFX overlays the textures on top of the model's original textures, it is important that whatever you pasted is aligned with the textures of the model. paint.net does a pretty good job at pasting it exactly where it needs to go as long as your zoomed out enough when copy/pasting. you can click the button on the bottom right portion of the screen to quickly do that before copy/pasting. Anyways, whatever the color of the part you pasted will be the color of the glow you get in game, for the most part. Once your done editing the C2FX.dds file, save it. Paint.net will give you a popup. Save your textures in BC7 (sRGB, DX11+) format with your C2FX.dds File saved, it's time to get it working in game! for this you'll need to open your desired mod's "Mod.ini" file. open the mod.ini file and scroll down to locate component 2 under "Shading: Draw Call Stacks Processing" all you have to do is paste the following: $\rabbitfx\h = 0 $\rabbitfx\s = 0 $\rabbitfx\v = 0 $\rabbitfx\brightness = 20 Resource\RabbitFX\GlowMap = ref resourceC2FX run = CommandList\RabbitFX\Run underneath: run = CommandListTriggerResourceOverrides run = CommandListOverrideSharedResources after that simply scroll up to find the 3 lines under [TextureOverrideComponent2] and copy them hash = 0 match_first_index = 0 match_index_count = 0 Aaand that's it. you're done with the mod.ini. you may now save. The final step is to paste those 3 lines into the Textures.ini file that should be located inside your mod's Textures folder. (again, i provide a usable template below for you to download) open the Textures.ini and paste the 3 lines you copied earlier right under [TextureOverrideComponent2] and save. With those 3 lines pasted. you should have RabbitFX up and running with your mod in-game. Press "F10" in game to refresh. and Profit. if for some reason its still not working... Below I'll provide color coded examples of what working .ini files should look like. Yellow: File Green: Location Teal: RabbitFX Essentials/Do Not Edit Blue: Copy/Paste Purple: Finding Drawcalls / Meshes Orange: Variables. Safe to edit Red: MUST MATCH White: Base mod.ini structure. Recommend not touching this. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ [Example: Mod.ini] ; Shading: Draw Call Stacks Processing ------------------------- [TextureOverrideComponent2] hash = 0 match_first_index = 0 match_index_count = 0 if $mod_enabled local $state_id_2 if $state_id_2 != $state_id $state_id_2 = $state_id $\WWMIv1\vg_offset = 0 $\WWMIv1\vg_count = 0 run = CommandListMergeSkeleton endif if ResourceMergedSkeleton !== null handling = skip run = CommandListTriggerResourceOverrides run = CommandListOverrideSharedResources $\rabbitfx\h = 0 $\rabbitfx\s = 0 $\rabbitfx\v = 0 $\rabbitfx\brightness = 20 Resource\RabbitFX\GlowMap = ref resourceC2FX run = CommandList\RabbitFX\Run ; Draw Component 2 (To Hide/Find Specific Mesh add a ";" below) ;drawindexed = 0, 0, 0 run = CommandListCleanupSharedResources endif endif ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Note: h= Hue, shifted by using a value, ranging from 0 - 360. fully wrapping around at 360. s= Saturation v= brightness brightness= also brightness ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ [Example: Textures.ini] [TextureOverrideComponent2] hash = 0 match_first_index = 0 match_index_count = 0 match_priority = -100 Resource\RabbitFX\GlowMap = ref resourceC2FX ; Shading: Textures ------------------------- [ResourceC2FX] filename = C2FX.dds Textures.ini Template.7z Edited September 23, 2025 by Andrew34501 Updated for RabbitFX 6.0 changes 4
Andrew34501 Posted July 12, 2025 Author Posted July 12, 2025 (edited) Yangyang: yangyang-blueV1-FX.7z Chixia: Chixia_ranger-FX.7z Baizhi: baizhinopants-FX.7z Danjin: danjin_toggle_senmeow-FX.7z Sanhua: Sanhua-Sea whisper black-FX.7z Xiangliyao: xiangli_yao_redesign-FX.7z Edited August 21, 2025 by Andrew34501 2
Silver-Gold Posted July 13, 2025 Posted July 13, 2025 Dayum man, that's a lot of efforts, I appreciate it and am thinking of learning 3d modeling so I can start modding this game. I have some great ideas. Tell me can I share them with you if you do modding? 1
Andrew34501 Posted July 15, 2025 Author Posted July 15, 2025 (edited) I primarily made this topic as a resource for people who want to learn how to get rabbitfx working on their favorite mods and/or want to share their mods with rabbitfx on them. but i do consider this to be more technical than just sharing mods, so by extension (and if there's enough interest) that's what this topic will probably become. a more technical part of the modding side where people can come in and share edits they have done. so naturally sharing 3D models, texture edits and modified .ini's will be allowed here. Edited July 27, 2025 by Andrew34501 2
Andrew34501 Posted August 21, 2025 Author Posted August 21, 2025 (edited) Shorekeeper: Shorekeeper-White silk jumpsuit socks-FX.7z Carlotta: Carlotta_thong_dark-FX.7z Lupa: Lupa_restored_v1-35-FX.7z Edited August 21, 2025 by Andrew34501 1
Andrew34501 Posted August 21, 2025 Author Posted August 21, 2025 (edited) Phrolova: phrolova-public_edition-panty-FX.7z Augusta: augusta_toggles_acea2-FX.7zaugusta_toggles_acea2-Transparent-FX.7z Iuno: Iuno Tg2-FX.7z Edited December 14, 2025 by Andrew34501 1
roflmnop Posted August 21, 2025 Posted August 21, 2025 Since you asked for a template for making toggles in an ini, I'll try. To start with at the top of the ini set the variables like ... global persist $makeup = 0 <- the persist part saves the variable, the $ I think declares it as a variable, and the name can be anything [Keymakeup] <- just labels the key used to change the toggle condition = $object_detected == 1 <- is used to only activate the toggle if the mod is displayed key = 9 <- the key defined to change the toggle type = cycle <- cycles through the number of options $makeup = 0,1,2,3 <- is a list of the options to index what change the variable makes for textures thats usually near the bottom of the ini to choose which textures are assinged to each variable options should look like this ... Longer than I thought. I'll spoiler it. Spoiler [ResourceTexture8] <-this assigns the texture location into the variable option filename = Textures/Components-2 t=183fe440.dds [ResourceTexture8a] filename = Textures/Components-2 t=183fe440_least.dds [ResourceTexture8b] filename = Textures/Components-2 t=183fe440_less.dds [ResourceTexture8c] filename = Textures/Components-2 t=183fe440_full.dds [TextureOverrideTexture8] hash = 183fe440 match_priority = 0 if $object_detected if $makeup == 0 this = ResourceTexture8 else if $makeup == 1 this = ResourceTexture8a else if $makeup == 2 this = ResourceTexture8b else if $makeup == 3 this = ResourceTexture8c endif endif I hope that covers it, I'll try and pay attention to this topic incase you have questions, oh and the "<- etc" lines are just there for explaination dont include them in an ini or you will have problems. 1
Andrew34501 Posted August 21, 2025 Author Posted August 21, 2025 4 hours ago, roflmnop said: Since you asked for a template for making toggles in an ini, I'll try. To start with at the top of the ini set the variables like ... global persist $makeup = 0 <- the persist part saves the variable, the $ I think declares it as a variable, and the name can be anything [Keymakeup] <- just labels the key used to change the toggle condition = $object_detected == 1 <- is used to only activate the toggle if the mod is displayed key = 9 <- the key defined to change the toggle type = cycle <- cycles through the number of options $makeup = 0,1,2,3 <- is a list of the options to index what change the variable makes for textures thats usually near the bottom of the ini to choose which textures are assinged to each variable options should look like this ... Longer than I thought. I'll spoiler it. Hide contents [ResourceTexture8] <-this assigns the texture location into the variable option filename = Textures/Components-2 t=183fe440.dds [ResourceTexture8a] filename = Textures/Components-2 t=183fe440_least.dds [ResourceTexture8b] filename = Textures/Components-2 t=183fe440_less.dds [ResourceTexture8c] filename = Textures/Components-2 t=183fe440_full.dds [TextureOverrideTexture8] hash = 183fe440 match_priority = 0 if $object_detected if $makeup == 0 this = ResourceTexture8 else if $makeup == 1 this = ResourceTexture8a else if $makeup == 2 this = ResourceTexture8b else if $makeup == 3 this = ResourceTexture8c endif endif I hope that covers it, I'll try and pay attention to this topic incase you have questions, oh and the "<- etc" lines are just there for explaination dont include them in an ini or you will have problems. okay this was actually very helpful so you have my sincere thanks. now i know how to toggle both rabbitfx textures and normal textures. so yeah this helped alot. it wasnt exactly 1 to 1 in my case since rabbitfx is more of an overlay above textures but the toggles were spot on and this definitely put me on the right track. i finished up the phrolova mod and will be updating my post. thanks again for taking the time to share this. you're the man.
roxwer Posted September 7, 2025 Posted September 7, 2025 你能介绍一下如何创建半透明纹理效果吗? Can you introduce how to create a semi transparent texture effect?Thank you.
axellslade Posted September 7, 2025 Posted September 7, 2025 How do you even install this RabbitFX thing? There's no explanation on the mod page nor the readme within it.
Andrew34501 Posted September 7, 2025 Author Posted September 7, 2025 (edited) 8 hours ago, axellslade said: How do you even install this RabbitFX thing? There's no explanation on the mod page nor the readme within it. assuming you already have wwmi installed, you just download it like any other mod and place it inside your mod folder. link is provided at the top of the page. no further action is needed for installation. it works right out of the box provided you have an updated rabbitfx compatible mod. like any of the mods i have posted here. Edited September 7, 2025 by Andrew34501
Andrew34501 Posted September 7, 2025 Author Posted September 7, 2025 (edited) 11 hours ago, roxwer said: 你能介绍一下如何创建半透明纹理效果吗? Can you introduce how to create a semi transparent texture effect?Thank you. so i still have issues getting transparency to work perfectly. but if you just want to add transparency to something quickly you can simply put this on the part you want to make transparent. run = CustomShader1 [CustomShader1] blend = ADD BLEND_FACTOR INV_BLEND_FACTOR blend_factor[0] = 0.5 blend_factor[1] = 0.5 blend_factor[2] = 0.5 blend_factor[3] = 1 drawindexed = this will sometimes "bleed" out to other components in the same group, so you'll sometimes have to get the whole drawindex call and paste it at the bottom of the component group to isolate it. im sure there's a better way as other mods with transparency don't have that issue but i still haven't figured out how they do it. Edited September 7, 2025 by Andrew34501 1
axellslade Posted September 8, 2025 Posted September 8, 2025 2 hours ago, Andrew34501 said: assuming you already have wwmi installed, you just download it like any other mod and place it inside your mod folder. link is provided at the top of the page. no further action is needed for installation. it works right out of the box provided you have an updated rabbitfx compatible mod. like any of the mods i have posted here. That worked, thanks. Still, althought the installation is very straightforward it should be included in the readme.
Andrew34501 Posted September 9, 2025 Author Posted September 9, 2025 On 9/7/2025 at 8:30 PM, axellslade said: That worked, thanks. Still, althought the installation is very straightforward it should be included in the readme. haha i feel you, i remember wondering if it was just plug and play at first aswell when i first got started with it as there was no specific installation instructions. ill probably make a note of it somewhere in the guide when i get a chance.
Andrew34501 Posted December 14, 2025 Author Posted December 14, 2025 (edited) Zhezhi: zhezhi-gkb-FX.7z Cantarella: Cantarella-Lace underwear-suspend-FX.7z Edited December 14, 2025 by Andrew34501
RoyssVc Posted December 20, 2025 Posted December 20, 2025 On 12/14/2025 at 3:13 AM, Andrew34501 said: Zhezhi: zhezhi-gkb-FX.7z 40.84 MB · 1 download Cantarella: Cantarella-Lace underwear-suspend-FX.7z 165.26 MB · 2 downloads Hi, thanks a lot for the mods! Can you help me remove the jellyfish tattoo from Cantarella?
Andrew34501 Posted December 26, 2025 Author Posted December 26, 2025 On 12/20/2025 at 10:58 AM, RoyssVc said: Hi, thanks a lot for the mods! Can you help me remove the jellyfish tattoo from Cantarella? done. unzip this, place this file in the textures folder of the cantarella mod, and overwrite when asked to. FX.7z
RoyssVc Posted December 26, 2025 Posted December 26, 2025 12 hours ago, Andrew34501 said: done. unzip this, place this file in the textures folder of the cantarella mod, and overwrite when asked to. FX.7z 11.71 kB · 1 download Thanks!! I really appreciate it
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