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FATAL FRAME II: Crimson Butterfly REMAKE [Req Mod]


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Posted
36 minutes ago, 胸 大 遮 百 丑 said:

求两个女主角裸体mod

看来他们正在设法弄清楚。

 

*Sorry Sent another before this, never knew there was shortcuts to send messages...

Posted
On 3/20/2026 at 6:28 PM, WisherW said:

1. Extract *.g1m from *.fdat using RDBExplorer
2. Unpack *.g1m using gust_stuff
3. Use Blender with the 3DMigoto plugin for import and editing
4. Reassemble using the same programs in reverse order

Can you please explain which version of Blender you are using?

the gust_stuff i downloaded, I see no tool to pack the folder as g1m.

and what tool do you use to pack it to fdata? and how do we modify the root.rdb, to make the mod work in-game?

Posted
56 minutes ago, FatalFrame_Fan said:

Can you please explain which version of Blender you are using?

the gust_stuff i downloaded, I see no tool to pack the folder as g1m.

and what tool do you use to pack it to fdata? and how do we modify the root.rdb, to make the mod work in-game?

Blender 3.6

g1m_import_meshes can (read the help)

RDBExplorer (right click -> inject)
root.rdb update automatically

Posted
23 minutes ago, WisherW said:

Blender 3.6

g1m_import_meshes can (read the help)

RDBExplorer (right click -> inject)
root.rdb update automatically

i installed Python 3.10 and nothing happens when i double click on g1m_import_meshes, and nothing happens when i drag and drop a folder onto g1m_import_meshes

Posted (edited)
1 hour ago, FatalFrame_Fan said:

i installed Python 3.10 and nothing happens when i double click on g1m_import_meshes, and nothing happens when i drag and drop a folder onto g1m_import_meshes

I use standalone (exe) version

 

Command line arguments: g1m_import_meshes.py [-h] mdl_filename

 

You need to specify the source file, not the folder...

Edited by WisherW
Posted
16 hours ago, WisherW said:

Blender 3.6

g1m_import_meshes can (read the help)

RDBExplorer (right click -> inject)
root.rdb update automatically

RDBExplorer (right click -> inject)

 

Do I have to right click the RDBExplorer  exe without opening it? I see no option to inject when I right click on the exe?

Posted
1 hour ago, FatalFrame_Fan said:

RDBExplorer (right click -> inject)

 

Do I have to right click the RDBExplorer  exe without opening it? I see no option to inject when I right click on the exe?

Dude, use on some logic.

Spoiler

(6).png.cf3428547f863762c210130d817d81d7.png

 

Posted

Modifying Meshes
*A Python environment is required.

 

Exporting Models
Use RDB Explorer to load FF2R\fdata_package\root.rdb.
Enter “.g1m” in the search bar to display a list of models (in .g1m format) used in the game. Select all of them and export them to a location of your choice.

 

Model Analysis
Use Noesis to locate the desired model.
Character models are generally somewhat large files, typically several MB in size.
*At this point, we recommend exporting the model you’ve found in FBX format.

 

Unpacking the Model
Place the g1m file of the model you want to unpack and the g1m tool from gust_stuff (https://github.com/eArmada8/gust_stuff) in the same folder, then run g1m_export_meshes.py.
This will create a folder with the same name as the g1m file, and the meshes, separated by group, will be saved inside it.

 

Editing the Model
Load the mesh group you want to edit in “3DMigoto raw buffers (.vb + .ib)” format.
If you are unsure which group the area you want to edit belongs to, loading the FBX model you exported earlier will allow you to easily identify the mesh groups.

*As mentioned in Blender and gust_stuff,

you will need blender_3dmigoto.py. Please install blender_3dmigoto.py as a Blender add-on beforehand.

 

Important Note:
If vertex groups that are not originally part of the mesh group exist on the mesh, that area will display abnormally in the game.
In other words, if you are replacing a single character model, you must subdivide the model to match the original subdivision and delete any vertex groups other than those originally present.


Exporting the Model
Select the edited mesh group from the “Layout” tab and export it in the “3DMigoto raw buffers (.vb + .ib)” format. (The file extension will be .vb0, not .vb.)
This step must be performed for each mesh group you wish to export.
Once the export is complete, run g1m_import_meshes.py.
If the editing was done correctly, the progress bar will reach the end, and the model will be imported into the g1m file.

Posted (edited)

image.thumb.png.8cbb01c25ef1082518a74922318ba86d.png

The gothic outfit was changed to white, and the chest size was slightly increased.

After multiple tests, using yumia_fdata_tools is still the simplest. For detailed usage instructions, please refer to https://github.com/eArmada8/yumia_fdata_tools

The DOA tutorial had errors that prevented me from packaging it initially.

One problem is that it's currently difficult to accurately find the corresponding texture files.

The known texture files are:
Gothic outfit left wing: a2c05157.g1t
Mio's original clothing: 7ebc7453.g1t
Mio's blue sweater: 0x0AD6419D.g1t (the normals and other files for this outfit are in 0xcc8a3787.fdata)
Black gloves: 0x1E6444C9.g1t
Hopefully, an author can create a DLL injection and ASI file similar to those used in Nioh 3.

Edited by cow623906528
Posted
2 hours ago, cow623906528 said:

image.thumb.png.8cbb01c25ef1082518a74922318ba86d.png

The gothic outfit was changed to white, and the chest size was slightly increased.

After multiple tests, using yumia_fdata_tools is still the simplest. For detailed usage instructions, please refer to https://github.com/eArmada8/yumia_fdata_tools

The DOA tutorial had errors that prevented me from packaging it initially.

One problem is that it's currently difficult to accurately find the corresponding texture files.

The known texture files are:
Gothic outfit left wing: a2c05157.g1t
Mio's original clothing: 7ebc7453.g1t
Mio's blue sweater: 0x0AD6419D.g1t (the normals and other files for this outfit are in 0xcc8a3787.fdata)
Black gloves: 0x1E6444C9.g1t
Hopefully, an author can create a DLL injection and ASI file similar to those used in Nioh 3.

this might be a very annoying game to mod, but atleast its progress?

Posted
On 3/22/2026 at 11:58 AM, WisherW said:

Blender 3.6

g1m_import_meshes can (read the help)

RDBExplorer (right click -> inject)
root.rdb update automatically

i think we need better tools, sadly i don't think a push for a proper katana engine modding and extraction tools wont happen either till DOA7 or till we get the people that know how to make these tools

Posted

The file `CharacterEditor.kidssingletondb.kidsobjdb.json` below is a "dictionary" used by the ktid tool. Just like other Tecmo games, it can reverse-engineer the .g1m model to find the corresponding .ktid file, and then automatically export the .git textures.

For example, Mio's original clothing, 0xCADE596E.g1m, uses 0xDE7762CD.ktid, which can be exported using "yumia_grab_textures_using_ktid.py". Her suspenders and stockings use the texture "0x95f86326.g1t".

After modification, this effect can be achieved (this is very rough, just for testing). This effect is not good enough; I'll work on modifying the base model later when I have time, or leave it to a more skilled developer!

Another problem is that it seems that floating ribbons, sleeves, etc., in the clothing cannot be directly modified in Blender; the model will be lost after exporting.

Everyone is immersed in Death Stranding 2.

CharacterEditor.kidssingletondb.kidsobjdb.jsonimage.thumb.png.e4fbbf0afa08c3453bd2e1c950f3b147.pngimage.thumb.png.d98d77a3c1cbaedee59fe0e1f2fa5465.png

Posted

If can’t delete all vertices in specific mesh group, can use method involving texture's alpha channel as alternative.
In FF2R, albedo (base color) texture is color map with alpha channel.
White alpha channel indicates full opacity, while black alpha channel indicates full transparency.

Posted
17 hours ago, Sanurai said:

If can’t delete all vertices in specific mesh group, can use method involving texture's alpha channel as alternative.
In FF2R, albedo (base color) texture is color map with alpha channel.
White alpha channel indicates full opacity, while black alpha channel indicates full transparency.

 

18 hours ago, cow623906528 said:

The file `CharacterEditor.kidssingletondb.kidsobjdb.json` below is a "dictionary" used by the ktid tool. Just like other Tecmo games, it can reverse-engineer the .g1m model to find the corresponding .ktid file, and then automatically export the .git textures.

For example, Mio's original clothing, 0xCADE596E.g1m, uses 0xDE7762CD.ktid, which can be exported using "yumia_grab_textures_using_ktid.py". Her suspenders and stockings use the texture "0x95f86326.g1t".

After modification, this effect can be achieved (this is very rough, just for testing). This effect is not good enough; I'll work on modifying the base model later when I have time, or leave it to a more skilled developer!

Another problem is that it seems that floating ribbons, sleeves, etc., in the clothing cannot be directly modified in Blender; the model will be lost after exporting.

Everyone is immersed in Death Stranding 2.

CharacterEditor.kidssingletondb.kidsobjdb.json 9.82 MB · 2 downloads

I have trouble making a texture MOD appear in-game it crashes. 

I was editing 0x9a79c6e4.g1t (the ribbon from main costume)

I saved it as DDS format when done editing file.

I used gust_tools

I used the gust_g1t exe on the g1t file to extract it and edit the 000 texture file

And then I drag and dropped the 0x9a79c6e4 folder onto the gust_g1t exe

I opened the RDBExplorer to inject the 0x9a79c6e4.g1t, with the modified 0x9a79c6e4.g1t

I open game and it crash, when I select the main costume

What did I do wrong?

Posted
56 minutes ago, FatalFrame_Fan said:

 

I have trouble making a texture MOD appear in-game it crashes. 

I was editing 0x9a79c6e4.g1t (the ribbon from main costume)

I saved it as DDS format when done editing file.

I used gust_tools

I used the gust_g1t exe on the g1t file to extract it and edit the 000 texture file

And then I drag and dropped the 0x9a79c6e4 folder onto the gust_g1t exe

I opened the RDBExplorer to inject the 0x9a79c6e4.g1t, with the modified 0x9a79c6e4.g1t

I open game and it crash, when I select the main costume

What did I do wrong?

This explains why I couldn't replace the textures before. You can't use RDBExplorer to inject and replace textures, as this will cause the game to crash. This software, however, has been tested and can replace the g1m model.

0x9a79c6e4.g1t is indeed the material for the red ribbon. You need to follow the steps in Yumia_fdata_tools_v1.1.3 (https://github.com/eArmada8/yumia_fdata_tools)

1. Use yumia_mod_find_metadata.py to obtain the .file_metadata.json file for 9a79c6e4.

2. Use yumia_mod_write_yumiamod_json.py to obtain the .yumiamod.json file.

3. Use yumia_mod_write_fdata_files.py to package the textures into a .fdata file.

4. Use yumia_mod_insert_into_rdb.py to inject it into the game.

Posted
6 hours ago, cow623906528 said:

This explains why I couldn't replace the textures before. You can't use RDBExplorer to inject and replace textures, as this will cause the game to crash. This software, however, has been tested and can replace the g1m model.

0x9a79c6e4.g1t is indeed the material for the red ribbon. You need to follow the steps in Yumia_fdata_tools_v1.1.3 (https://github.com/eArmada8/yumia_fdata_tools)

1. Use yumia_mod_find_metadata.py to obtain the .file_metadata.json file for 9a79c6e4.

2. Use yumia_mod_write_yumiamod_json.py to obtain the .yumiamod.json file.

3. Use yumia_mod_write_fdata_files.py to package the textures into a .fdata file.

4. Use yumia_mod_insert_into_rdb.py to inject it into the game.

I got it to work, but the texture is displaying my texture wrong. What DDS format do I need to save it as? This is Base Color Map

20260325182449_1.jpg

Posted

I need help with my blonde hair color mod. The top of the hair and the inner section of hair is brown. I colored everything blonde in my hair texture. I tried coloring the eyebrows and eyelashes, they do not affect the hair color.

 

I want to release a hair color pack for the community.

 

Could it be that the top of the hair is using a different g1t file?

20260325202816_1.jpg

20260325203003_1.jpg

Posted

After testing, the original clothing file e4104470.g1m was used to replace the model.

In this g1m file, the clothing (1.vb) has weights and vertex groups that are well-suited for modification.

The next step is to spend time filling in the missing body parts, unfolding the UVs, and adjusting the texture color differences.

image.thumb.png.90fd27215018e4df2d2776c7729f01d3.pngimage.thumb.png.2c8d6d0dcd93759289fa640e3b83701d.png

  

Posted
41 minutes ago, cow623906528 said:

After testing, the original clothing file e4104470.g1m was used to replace the model.

In this g1m file, the clothing (1.vb) has weights and vertex groups that are well-suited for modification.

The next step is to spend time filling in the missing body parts, unfolding the UVs, and adjusting the texture color differences.

image.thumb.png.90fd27215018e4df2d2776c7729f01d3.pngimage.thumb.png.2c8d6d0dcd93759289fa640e3b83701d.png

  

theres so many parts to these models am suprised its acatully in one peice in the end lol

 

This is great news though, you mind sharing how you do it later please, if it works XD

Posted (edited)

Hey SANURAI, how do i use Uncensored and short skirt mods, i placed mod and yumia_mod_insert_into_rdb.py in to fdata_package but python quit and nothing happen

Edited by shenlonghien111

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