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FATAL FRAME II: Crimson Butterfly REMAKE [Req Mod]


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Posted
3 hours ago, cow623906528 said:

1. yeah,Due to the recent game update, the data structure in root.rdb and root.rdx has changed. Consequently, the CharacterEditor.kidssingletondb.kidsobjdb file I previously created needs to be updated. I will upload the revised version shortly.

2. Regarding Textures: It seems the current .kidsobjdb file cannot automatically export the 4 specific textures used for body materials. You’ll need to locate them manually in the files. It shouldn’t be too difficult—just look for the rectangular textures; they are quite easy to identify as skin/body maps.The texture of some hair may also be included in these .g1t files.

3. Adjustment to Modding Plans: I have decided to put "nude" mod projects on hold for now. Until official DLCs with more revealing outfits are released, the current technical difficulty is quite high, and the resulting model quality doesn't meet my personal standards. I’ll be waiting to see what future updates bring. That said, I am still happy to help with smaller requests, such as increasing bust size or removing specific accessories/ornaments.

I really hope someone out there is going to release modding tools for katana engine, that will make modding easier and less stressful.

Posted
2 hours ago, superzero9999 said:

It's been a year already, DOA community has abandoned Prism and focused on modding XVV which doesn't have the obfuscation of the newest katana engine like in Prism and FF2 remake. If there is, you will see tons of modder trying to untangle the mess of it, which is none right now. I'd rather hope Koei Tecmo update their XVV engine and infuriating tons of modder which will, eventually, create a new tools that detangle the mess and makes modding Prism and FF2 easier LOL.

 

I think Koei Tecmo know many people who subscribe to DOAXVV is also modify their game files, so they intentionally makes the game easy to mod, so as to not lost their loyal customer. Because if DOAXVV used heavy obfuscation like their other new games, their customer will react strongly and may leave the service.

 

This is against their own broader company policy, but money is money, so they did nothing. So they keep DOAXVV uncensored, while everything else get heavy censorship.

 

BUT I hope KT got greedy and someone on the top yelling "OBFUSCATE THE ENGINE, WE NEED MORE MONEY FROM COSTUME SALE" and all hell breaks loose.

 

Unfortunately, that's how 99% of the Japanese game company operate in the western market right now. The order came from the top and become a corporate doctrine, "No sexy-ness allowed", trickling down to artist and game programmer. It's a deep rooted problem and won't change in the near future, unless something revolutionary happened.

 

There's some voice from fellow Japanese game developer, mangaka and other to resist this censor culture but it's very rare, small in scale, and obviously fall on deaf ears. Nothing we can do unless the customer of Japanese culture work started to voice their disagreement and mass boycotting censored work. But there is none to date. People just consume the censored work no question asked. The reality is grim for us.

Yeah Prism did not last long in the modding scene. I do understand why people left Prism, because there is not proper modding tools for it and besides that, I don't think many people has the Prism game. The gameplay wasn't that well-done too. The game needed more freedom and being able to do more things.

Posted
3 hours ago, cow623906528 said:

Venus Vacation PRISM is easier to modify than ff2remake because it's much more nude, and .vb files have ample vertex sets; a little sculpting and texture replacement are all it takes. Its decline can be attributed to its complete lack of gameplay; even simple cutscenes kill viewers' interest in watching nudity.

image.thumb.png.9ed36fe575737ada6a8e2220b6ee6a36.png

For example, with the VVP swimsuit, you can see that the body's .vb values are concentrated at 0.vb, 1.vb, and 14.vb. I only need to sculpt these three .vb values to complete the base model. Compared to FF2, this is practically the easy mode.

shoot in the dark but is it possible to transfere the models from one game to another, if its the same kind of engine or is that impossible due to the way FF2 is designed?

Posted

I think the base skin model for mio (of default costume) is based on .NEW gt1 file that's why we can't see it with qrdbtool and idk if we can swap it into .g1t normal file, if we can do it or find the skin diffuse, mro and occlussion, i can make the nude base model 

Posted
59 minutes ago, eightballblaze said:

shoot in the dark but is it possible to transfere the models from one game to another, if its the same kind of engine or is that impossible due to the way FF2 is designed?

For ff2r if you swap gt1 and ktid from mayu to mio the game crash since the skeleton doesnt have the name of the characters

Posted (edited)
2 hours ago, mralex said:

For ff2r if you swap gt1 and ktid from mayu to mio the game crash since the skeleton doesnt have the name of the characters

so no?.. does anyone have anymore ideas? could try do what Black Desert does and just inject it into the game... though it means you need to do it yourself every time... or maybe see if there is a way to overlap the model on the actaul model like XXMI and those games do?

 

Either way, if no one can find away to do it, the modding for this game will die... atleast until the final update or a miracle..

 

Sad day if that happens, though its sad when any mod community for a game dies

Edited by eightballblaze
Posted
1 hour ago, metaldemi44 said:

Anyway we can get the old costumes added and perhaps a barefoot mod?

read forum, its really hard to mod and its almost impossible to change anything at the moment..

Posted
1 hour ago, eightballblaze said:

read forum, its really hard to mod and its almost impossible to change anything at the moment..

I didnt mean now I meant once possible

Posted
10 hours ago, metaldemi44 said:

I didnt mean now I meant once possible

I know, just saying that, while its something everyone here wants, am not sure the modders can do anything to the game yet so might be waiting for awhile... its sad but thats ame developers making trashy code for their games..

Posted
15 hours ago, eightballblaze said:

I know, just saying that, while its something everyone here wants, am not sure the modders can do anything to the game yet so might be waiting for awhile... its sad but thats ame developers making trashy code for their games..

True considering the game isnt a month yet

Posted
41 minutes ago, Sanurai said:

Here's how to replace a mesh's materials and shaders.

 

This was done with reference to eArmada8's guide.
https://github.com/eArmada8/gust_stuff/wiki/Changing-Materials-(Textures-and-Shaders)

 

Inside model hash folder generated by g1m_export_meshes.py, there is a file named “mesh_metadata.json,” which specifies  model's materials and shaders.

 

“MATERIALS” section specifies textures to be used, while “MESH_LOD” section specifies shaders to be used.

 

First, align mesh uv to export as skin in Blender with horizontal UVs of original skin mesh group.

ff2r_edit_uv.jpg.31160e66d3bd30abf0a837e8602ef601.jpg

 

Rin’s original skin for her old outfit is in Group 0, while clothing mesh is in Group 1.


Open “mesh_metadata.json” and overwrite data belonging to “id_referenceonly”: 0 in ‘MATERIALS’ section with “id_referenceonly”: 1. (Copy lines 962–1045 and overwrite lines 1051–1110.)

 

Next, look at “MESH_LOD” section.
Shader used for original skin mesh in Group 2 is listed as “indices”: 2 in lines 39123–39130.
Similarly, clothing mesh in Group 1 is in lines 39145–39152.
On line 39146,
change “name”: “@DE2D911C” to “@82E59EB4”.

 

With this edit, clothing mesh will now use original skin texture and skin shader.

FF2R_skin_test.jpg.e7e932cc482359c267eab09244499355.jpg

INCREDIBLE PROGRESS!! Hope others can expand on this.

Posted
2026年4月8日上午12点32分,Sanurai 说:

以下是如何替换网格的材质和着色器。

 

这是参考 eArmada8 的指南完成的。https
://github.com/eArmada8/gust_stuff/wiki/Changing-Materials-(Textures-and-Shaders)

 

在g1m_export_meshes.py生成的模型哈希文件夹中,有一个名为“mesh_metadata.json”的文件,其中指定了模型的材质和着色器。

 

“材质”部分指定要使用的纹理,“网格LOD”部分指定要使用的着色器。

 

首先,将网格UV与Blender中原始皮肤网格组的UV水平对齐,以便导出为皮肤。

ff2r_edit_uv.jpg.31160e66d3bd30abf0a837e8602ef601.jpg

 

Mio 旧服装的原始皮肤位于第 2 组,而服装网格位于第 1 组。
但在 json 文件的“MATERIALS”部分,皮肤纹理被指定为 0。

“mesh_metadata.json”文件,将“MATERIALS”部分中“id_referenceonly”: 0 的数据替换为“id_referenceonly”: 1。(复制打开第962-1045行并覆盖第1051-1110行。)

 

接下来,“MESH_LOD”部分。
第 2 组中原始皮肤网格使用的着色器在第 39123-39130 行中位于“indices”: 2。
类似地,第 1 组中的服装网格在第 39145-39152 行。
在第 39146 行行,将着色器哈希值“@DE2D911C”更改为“@82E59EB4”。

 

相比之前的修改,服装纹理现在将使用原始皮肤纹理和皮肤着色器。

FF2R_skin_test.jpg.e7e932cc482359c267eab09244499355.jpg

求分享文件

Posted
On 4/7/2026 at 1:32 PM, Sanurai said:

Here's how to replace a mesh's materials and shaders.

 

This was done with reference to eArmada8's guide.
https://github.com/eArmada8/gust_stuff/wiki/Changing-Materials-(Textures-and-Shaders)

 

Inside model hash folder generated by g1m_export_meshes.py, there is a file named “mesh_metadata.json,” which specifies  model's materials and shaders.

 

“MATERIALS” section specifies textures to be used, while “MESH_LOD” section specifies shaders to be used.

 

First, align mesh uv to export as skin in Blender with horizontal UVs of original skin mesh group.

ff2r_edit_uv.jpg.31160e66d3bd30abf0a837e8602ef601.jpg

 

Mio’s original skin for her old outfit is in Group 2, while clothing mesh is in Group 1.
But in json file ‘MATERIALS’ section, skin texures are assigned as 0.

Open “mesh_metadata.json” and overwrite data belonging to “id_referenceonly”: 0 in ‘MATERIALS’ section with “id_referenceonly”: 1. (Copy lines 962–1045 and overwrite lines 1051–1110.)

 

Next, look at “MESH_LOD” section.
Shader used for original skin mesh in Group 2 is listed as “indices”: 2 in lines 39123–39130.
Similarly, clothing mesh in Group 1 is in lines 39145–39152.
On line 39146, change shaders hash “@DE2D911C” to “@82E59EB4”.

 

With this edit, clothing mesh will now use original skin texture and skin shader.

FF2R_skin_test.jpg.e7e932cc482359c267eab09244499355.jpg

The skin texture are the same for any costume? Or is like ff4 and ff5 with standalone skin texture?

Posted (edited)
On 4/7/2026 at 5:32 PM, Sanurai said:

Here's how to replace a mesh's materials and shaders.

 

This was done with reference to eArmada8's guide.
https://github.com/eArmada8/gust_stuff/wiki/Changing-Materials-(Textures-and-Shaders)

 

Inside model hash folder generated by g1m_export_meshes.py, there is a file named “mesh_metadata.json,” which specifies  model's materials and shaders.

 

“MATERIALS” section specifies textures to be used, while “MESH_LOD” section specifies shaders to be used.

 

First, align mesh uv to export as skin in Blender with horizontal UVs of original skin mesh group.

ff2r_edit_uv.jpg.31160e66d3bd30abf0a837e8602ef601.jpg

 

Mio’s original skin for her old outfit is in Group 2, while clothing mesh is in Group 1.
But in json file ‘MATERIALS’ section, skin texures are assigned as 0.

Open “mesh_metadata.json” and overwrite data belonging to “id_referenceonly”: 0 in ‘MATERIALS’ section with “id_referenceonly”: 1. (Copy lines 962–1045 and overwrite lines 1051–1110.)

 

Next, look at “MESH_LOD” section.
Shader used for original skin mesh in Group 2 is listed as “indices”: 2 in lines 39123–39130.
Similarly, clothing mesh in Group 1 is in lines 39145–39152.
On line 39146, change shaders hash “@DE2D911C” to “@82E59EB4”.

 

With this edit, clothing mesh will now use original skin texture and skin shader.

FF2R_skin_test.jpg.e7e932cc482359c267eab09244499355.jpg

just need to fix the holes and see if this works for other characters and costumes, and most importantly, works after an update...

Edited by eightballblaze
Posted
2026年4月13日上午3点21分,Sanurai 说:

我目前正在修改Mio的默认服装。

旧衣服是额外补充的,所以不是人人都有。
另外,由于网格组的结构限制,虽然很容易让她消失,但给她穿上衣服却很困难。

由于可以使用隐藏服装颜色贴图的 alpha 通道默认服装,因此先创建 Quantum 模型,然后再设计新服装会更容易。

网格模型基本完成,我目前正在检查皮肤纹理的分配情况。
 

ff2r_texture_serching.thumb.jpg.e04f8044ada5ed5282c468000fd98c8b.jpg

求分享这个mod

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