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[Wuthering Waves] Mods with RabbitFX


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Posted (edited)

2025-07-1205_02_22-WutheringWavesCropped.thumb.png.03d9df97f243fcbb21ff21ad395ef784.png

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 by Andrew34501
Posted (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. 

 

2025-09-0700_41_56-Textures-FileExplorer.png.6480f4a74aba448f348d91ae466e1a87.png

 

Start off by making a copy of component 2 and renaming it to C2FX. it should be named C2FX.dds once done.

 

2025-09-0700_42_45-Textures-FileExplorer.png.3389e901a15554e2566c7391c5ab8a42.png

 

Open it with paint.net and wipe it clean.

 

from there go back to component 2...

 

2025-09-0700_35_10-Greenshot.thumb.png.4ce9ba77eaa6ab577ef0998aaa267a5b.png

 

 

...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.)

 

2025-09-0700_35_28-Greenshot.thumb.png.e3b34c116b06dadc840d8c97a3cd170f.png

 

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.

B3F3114F-ABBA-4E80-88DD-4A3DD1ACFDD7.png.25f99e486187a633ddd7eed60af4eb32.png

 

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

 

ED270CF6-3933-43A2-85BB-05246D79B11D.png.fd57bd7365b1633354ea03c412492b77.png

 

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.

 

2025-09-07 00_36_12-Greenshot.png

 

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 resource
C2FX

 

; Shading: Textures -------------------------

 

[ResourceC2FX]
filename =
C2FX.dds

 

 

 

Textures.ini Template.7z

Edited by Andrew34501
Updated for RabbitFX 6.0 changes
Posted

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? 

Posted (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 by Andrew34501
  • 4 weeks later...
Posted

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.

Posted
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.

 

Posted

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.

Posted (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 by Andrew34501
Posted (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 by Andrew34501
Posted
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.

Posted

 

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.

  • 2 months later...
Posted
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

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