Sanurai Posted March 26 Posted March 26 13 minutes ago, shenlonghien111 said: 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 yumia_mod_insert_into_rdb.py doesnt display any messages basically. If yumia_mod_insert_into_rdb.py and yumia_mod_lib.py are placed in fdata_package, root.rdb, root.rdb.sha256, root.rdx, and root.rdx.sha256 should be updated.
Sanurai Posted March 27 Posted March 27 Silent Hill F Collaboration Outfit: 0x230D0FF5.g1m This looks useful as base. 7
cow623906528 Posted March 27 Posted March 27 I tried my best; I wanted to recreate the character's original physique as accurately as possible. This is roughly what Mio's body looks like. The chest piece is from Mayu, so it doesn't quite match. The buttocks will need to be patched up with those awful black leggings. 7
cow623906528 Posted March 27 Posted March 27 2 hours ago, Sanurai said: Silent Hill F Collaboration Outfit: 0x230D0FF5.g1m This looks useful as base. Could you upload this g1m file? I want to compare the models and see if its UVs are the same as mio's (this would save me the trouble of unwrapping the UVs). But honestly, to truly achieve a unified and clean naked model, it's best to replace the entire model directly. Even then, there will be errors when stitching it together.
theram92 Posted March 27 Posted March 27 Just wanna say thanks to you guys for trying to mod this game!! I know how difficult the Katana engine is to mod, so thank you! 6
symon10 Posted March 28 Posted March 28 On 3/26/2026 at 10:03 PM, 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. This is a truly remarkable advancement. I hope a nude mode including pubic hair is produced soon, keeping Mio's body shape. It would be a huge loss to waste such a beautiful character.
eightballblaze Posted March 28 Posted March 28 On 3/27/2026 at 11:17 AM, Sanurai said: Silent Hill F Collaboration Outfit: 0x230D0FF5.g1m This looks useful as base. Is this in the files or is it a DLC outfit? 1
Sanurai Posted March 28 Posted March 28 On 3/27/2026 at 10:45 PM, cow623906528 said: Could you upload this g1m file? I want to compare the models and see if its UVs are the same as mio's (this would save me the trouble of unwrapping the UVs). But honestly, to truly achieve a unified and clean naked model, it's best to replace the entire model directly. Even then, there will be errors when stitching it together. 41 minutes ago, eightballblaze said: Is this in the files or is it a DLC outfit? Silent Hill F collaboration costume DLC is available for free on store page. You can extract assets using RDB Explorer. 1
eightballblaze Posted March 28 Posted March 28 1 hour ago, Sanurai said: Silent Hill F collaboration costume DLC is available for free on store page. You can extract assets using RDB Explorer. if this one seems easier to edit, you think the file could be transfered to other customes or does that also crash the game?
cow623906528 Posted March 28 Posted March 28 2 hours ago, Sanurai said: Silent Hill F collaboration costume DLC is available for free on store page. You can extract assets using RDB Explorer. Haha, I'm very sorry, I have to admit that I'm currently using a cracked version of Rune, and I haven't purchased the game on Steam. (I think the price is indeed too high for a remake version in our region, and the costumes don't seem very appealing.) so I can't get the G1M file until the DLC is released, so I need your help. However, it seems that the G1M file has a complete body model, and the weights and vertex groups in its .vb file should be enough for us to add the chest. This would save a lot of work. If you could upload the G1M file, that would be great, and I can try modifying the .vb file this weekend.
mralex Posted March 28 Posted March 28 Hi guys, i want to make a recolor of the hinako dlc costume, how can i see the g1t files without search them one per one ?
mralex Posted March 28 Posted March 28 I could inject the textures without using yumia tools, only with RDB Explorer 4
eightballblaze Posted March 29 Posted March 29 2 hours ago, mralex said: I could inject the textures without using yumia tools, only with RDB Explorer Question is, would changing the textures and making a mod out of it also be just as easy? 1
mralex Posted March 29 Posted March 29 4 hours ago, eightballblaze said: Question is, would changing the textures and making a mod out of it also be just as easy? i made a nurse costume for mio since i have experience with this type of modding but the textures needs to do with yumia tools 2
mralex Posted March 29 Posted March 29 22 minutes ago, mralex said: i made a nurse costume for mio since i have experience with this type of modding but the textures needs to do with yumia tools 3
eightballblaze Posted March 29 Posted March 29 6 hours ago, mralex said: So it does work? So to what am understanding is, The RDB tool can help replace the files in game but you need to use Yumia tool to make the textures/model, or atleast the encription side anyways? might need more experimenting but seems like a base to start off on.
cow623906528 Posted March 29 Posted March 29 (edited) Although the body is complete, the lack of vertex groups and improper weight distribution and acquisition can lead to damage and deformation of the model's body.🫠 Without a swimsuit, the missing vertex sets will still need to be partially covered by clothing to conceal the cracks. Edited March 29 by cow623906528 9
mralex Posted March 29 Posted March 29 5 hours ago, eightballblaze said: So it does work? So to what am understanding is, The RDB tool can help replace the files in game but you need to use Yumia tool to make the textures/model, or atleast the encription side anyways? might need more experimenting but seems like a base to start off on. Well i used rdb but now yumia for whole model and texture, but again idk how to find the textures, just found them one per one and i need the mro for that mod xd 2
eightballblaze Posted March 29 Posted March 29 1 hour ago, cow623906528 said: Although the body is complete, the lack of vertex groups and improper weight distribution and acquisition can lead to damage and deformation of the model's body.🫠 Without a swimsuit, the missing vertex sets will still need to be partially covered by clothing to conceal the cracks. this migt not happen unfortunately as swimsuits aren't something you see very often in games nowadays, though it also depends if its the West side or the East part of the company thats remaking this, we just have to wait and see. At lest the SH DLC has a good startying model so atleast theres a positive XD 1 hour ago, mralex said: Well i used rdb but now yumia for whole model and texture, but again idk how to find the textures, just found them one per one and i need the mro for that mod xd there might be a tool that might make searching for certain textures easier in the future, well lets hope anyways. For now the Forum found a few, mainly the main outfits and the DLC one. 2
Farolito Posted March 29 Posted March 29 4 minutes ago, eightballblaze said: this migt not happen unfortunately as swimsuits aren't something you see very often in games nowadays, though it also depends if its the West side or the East part of the company thats remaking this, we just have to wait and see. At lest the SH DLC has a good startying model so atleast theres a positive XD there might be a tool that might make searching for certain textures easier in the future, well lets hope anyways. For now the Forum found a few, mainly the main outfits and the DLC one. Is it really necessary for there to be swimsuits in the base game in order to make mods? Why not use a new, clean body instead of joining parts together like is being done here? I say this because in the two previous Fatal Frames the bodies were new and everything was made from scratch.
eightballblaze Posted March 29 Posted March 29 14 minutes ago, Farolito said: Is it really necessary for there to be swimsuits in the base game in order to make mods? Why not use a new, clean body instead of joining parts together like is being done here? I say this because in the two previous Fatal Frames the bodies were new and everything was made from scratch. because it might take time to fix all the issues, and thats if the game doesn't crash when importing/injecting it into the game, having assets thats already in game sort of helps so making a fully custom model might not be possible until theres a tool for custom assets and models to be injected more easily, for now, to what the forum has reported anyways, its a little difficult, plus the random texture names make it little more annoying.
mralex Posted March 29 Posted March 29 1 hour ago, eightballblaze said: because it might take time to fix all the issues, and thats if the game doesn't crash when importing/injecting it into the game, having assets thats already in game sort of helps so making a fully custom model might not be possible until theres a tool for custom assets and models to be injected more easily, for now, to what the forum has reported anyways, its a little difficult, plus the random texture names make it little more annoying. For now the best way to make a full custom model like i did it's the og mio costume, since the whole clothes are inside a mesh and one texture, but only supports bones until middle arms, it's not hard, the problem are the textures and a new mod loader 🙃 2
eightballblaze Posted March 30 Posted March 30 5 hours ago, mralex said: For now the best way to make a full custom model like i did it's the og mio costume, since the whole clothes are inside a mesh and one texture, but only supports bones until middle arms, it's not hard, the problem are the textures and a new mod loader 🙃 so modding in general lol I was just trying to explain it with the information on the Forum, sorry if any of it is incorrect but anyways, the "random texture" part is just because people here seem to be struggling to find all the parts, like one post discovered that the hair might have more then one files attached to it, thats the "more annoying" part, though like all modding, it will get easier, besides, its only been what two weeks since the efforts started, modders are fast but not as fast as people want them to be and its also when their not is when you see how hard it is, you just have to be patient. XD
cow623906528 Posted March 30 Posted March 30 Clarification on the Mesh Splicing Logic Regarding the modding of Fatal Frame II Remake, I want to clarify why I’m sticking with mesh splicing instead of simply replacing the whole model with a new one. The main goal is to keep the original body proportions and skin tones. This is my first time working with this engine, and here is what I’ve found (using a simple example instead of messy hash values): Suppose the protagonist's A.g1m file contains two components: 1.vb (Upper Body) and 2.vb (Lower Body). 1.vb contains all vertex groups and weights for the upper body (head, arms, etc.) and points to the upper body textures (A1.g1t). 2.vb contains the weights for the lower body (legs) and points to its own textures (A2.g1t). The issue when making a mod: To create a full-body mod, I have to split the new mesh into two parts to match these .vb files. If I don't—for example, if I merge a full body into 1.vb—the lack of lower-body weights in that file will cause the mesh to "explode" in-game. The same happens with 2.vb for the upper body. After the split, we also need to adjust both texture sets and align the UVs perfectly. Specific challenges with this game: The outfits in this remake are quite restrictive, and the "exposed skin" (forearms, back, calves) is very fragmented and stored in a specific Body.vb. This file simply doesn't have enough vertex groups to support a full body mesh; forcing it always leads to a crash or mesh corruption. Using the Clothing.vb as a base isn't much better, as it still lacks the specific vertex groups used by the Body.vb. On top of that, matching the material settings to the original skin tone is a massive headache. One quick tip: If you are looking for texture mappings for a g1m model, check the CharacterEditor.kidssingletondb.kidsobjdb.json I shared earlier and use yumia_ktid_tool for the lookup. 4
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