885jfuirtmu Posted November 27, 2019 Posted November 27, 2019 On 11/26/2019 at 1:20 AM, 568846385 said: Linda bestia.
885jfuirtmu Posted November 27, 2019 Posted November 27, 2019 On 11/20/2019 at 6:11 PM, 748562394 said: Hi! I want a bunny!!! GUAU
7697745375 Posted November 27, 2019 Posted November 27, 2019 On 8/13/2019 at 10:20 PM, Dj_Xtremo said: I retouch the INI so that this outfit is the one that appears by default Thanks BAKAYARO000 Would you mind telling how you change the ini file?
7697745375 Posted November 27, 2019 Posted November 27, 2019 11 hours ago, mooooooooooooooooooooooor said: Installing the game now- is there anything I need to do or know before I start modding it so I don't get banned/unable to launch the game since this is all game launcher/internet based? Or can I just start modding it right when it's installed ? Read this thread first. ?
JToney3449 Posted November 27, 2019 Posted November 27, 2019 5 hours ago, akatuki1225 said: Hasn't anyone completed Monica's naked mod yet? Yes Hi-Metal has a skins for her. He also made a patched in version of Beach Paradise for her. Thing is that with the BP version most of us get a glitched pubic region, his screen shots show his working perfectly not sure how he did it. His normal skins versions work just fine though.
makoto nakamura Posted November 27, 2019 Posted November 27, 2019 雑だけどやっとチャックを開けられた。 できればもっと開けたいが僕の技術では不可能だった。 I was able to open the chuck.I wanted to open more if possible, but it was impossible with my technique. 13
hiro0629ok Posted November 27, 2019 Posted November 27, 2019 11 hours ago, akatuki1225 said: モニカの水着で「びわ」か「らん」で全裸MODってありますか? 共通体型だから可能
7697745375 Posted November 27, 2019 Posted November 27, 2019 1 hour ago, IRqXzFmB0 said: だから毎回何十万の石をぶっぱしても痛くも痒くもない。 彼は彼らと痛みを共有します。
ssmith Posted November 27, 2019 Posted November 27, 2019 11 hours ago, aaiaiai said: hi-metal氏がモニカの裸MODを公開しています。 tatto skin for nyotengu?
779563 Posted November 27, 2019 Posted November 27, 2019 On 11/23/2019 at 7:59 PM, Donline- said: FullNude.rar 2.78 MB · 127 downloads FullNude.rar 2.8 MB · 216 downloads If you scale and translate a mesh while in "object" mode, the export to .vb doesn't inherit the location, rotation, scale properties of the mesh, although the game will apply a 90 degree X rotation. You need to ensure that the Transform pane in the 3D view reports these values before you export: If you imported a mesh from something other than a .vb/.ib, the easiest thing to do is merge the mesh piece (CTRL + J) into a small/simple piece that was imported from the game since not only will that apply the current transform, it will also set it to match the imported mesh, and also recreate all the blender object properties the 3dmigoto blender plugin requires before exporting. Then you would just delete the vertices of the original vb mesh you merged into so its just your mesh piece. If you are converting a .vb mesh from one body type to another, then be sure to do all of your edits while in edit mode against all the vertices rather than the object. If you do happen to forget to do that which is likely your case already. You can manually fix the transform properties using that transform pane, and apply a -90 degree rotation in the X axis (just edit the Rotation X box in the transform pane with a -90 offset). Then, switch to "object" mode if not already and use the menu command "Object > Apply > Location" and "Object > Apply > Rotation & Scale". That will now reset your tranform properties to 0,0,0 location, 0,0,0 degrees rotation, and 1.0, 1.0, 1.0 scale. Now, rotate back your mesh in the transform pane with a 90 degree offset in the X axis. Your mesh, should have the transform properties match the screenshot i posted above, and when you export, it should keep its size and position now. The IniParams ((w0 - w7) - (z0 - z7)) are effectively global variables that were intended to be used as parameters to the shaders. The base d3dx.ini reserves a couple for persisted values like w, and z (without any number after it). Any other mods are free to use them but also means they have to play nice with it. So, at the time no one else was doing anything like the sort by leveraging the variables, so i kinda claimed w7 to be 1-5 depending on what group of shaders is being called. This allows for any texture overrides to determine whether its trying to draw the shadow, body, or clothes for various purposes, but only if no one else also tries to use w7 for any other purpose. I'm also using w6 as a identifier for the last custom suit that was drawn on screen so i can isolate things to only function when that suit is currently drawn on screen. This instance though is set every time the suit is drawn on screen, so technically i don't need it to maintain its value at all times since i keep setting it back again, however if someone is using w6 and intending it to keep its value while also using a mod of mine, then they will likely be unable to function properly. Luckily in your case, I find the alternative to actually be an easier solution anyways for dealing with swapping colors w/o the need of the IniParam variables: [KeyTest] key = x type = cycle run = CommandList1, CommandList2, CommandList3, CommandList4 [CommandList1] ResourceCurrentColorPS0 = ResourceCPEACE01in [CommandList2] ResourceCurrentColorPS0 = ResourceCPEACE02in [CommandList3] ResourceCurrentColorPS0 = ResourceCPEACE03in [CommandList4] ResourceCurrentColorPS0 = ResourceCPEACE04in [ResourceCurrentColorPS0] ; Default to some texture filename= bikini_gold.dds [TextureOverrideCPEACE01_VB] hash = b767e1ea match_first_index = 0 match_priority = -1 vb0 = ResourceCPEACE01_VB unless_null ib = ResourceCPEACE01_IB unless_null ps-t0 = ResourceCurrentColorPS0 draw_indexed = auto handling=skip This method has the benefit of not relying on a persisted variable and does the same effect. The only further modification i usually perform is setting w6 to a value in the TextureOverride call, that i then compare in the Key section so that pressing "x" when the mod isn't currently displayed on the screen doesn't change the color, because technically, every mod is always Key section is always active at any point regardless of whether its causing a visible effect or not. Below is the snippet that assists in limiting the scope of the Key so will only fire when your TextureOverride is actually performing the mesh replacement. [CommandListSetSuitId] w6 = 876234 [KeyTest] key = x condition = w6 == 876234 ... [TextureOverrideCPEACE01_VB] hash = b767e1ea match_first_index = 0 ... run = CommandListSetSuitId Regarding the whole clipping that can occur in many mods, my personal excuse is I'd rather spend only 2-4 hours on a 95% solution than 10-20 hours on a 99% solution (per suit). There are plenty of factors that go into it, I'm not all that good at manually fixing weight painting, especially whenever i have to attempt to freehand draw/paint anything. Subdividing the mesh to move it around and weight painting in general is very time-consuming and making a mistake and trying to "undo" it in blender frequently includes me going too far backward in history with blender's nebulous history tracking and I lose a substantial amound of work and saving is great but its not like i save every 1 minute, not to mention saving after i mess up only to learn 10 minutes later that i made a mistake a long time ago and its hard to revert it other than just starting over. Also I don't really spend time taking pictures in the game at all, so clipping doesn't bother me as much as it might someone that does want the picture to work in the pose they have. Sorry if anyone feels opposite to this, but more work on 1 mod also means less mods being released. I don't mind if people correct my mods and re-release (barring any issues from the original mod authors since my mods are typically derivatives from others) to fix weight paint or clipping issues.
Nezumi "Misaki" Posted November 27, 2019 Posted November 27, 2019 私のゲームは店で理由もなくクラッシュします。 エラーはここでのみ発生します。 "My game crashes in the store for no reason. The error only occurs here." The error only occurs here. On two different PCs. One with mods. The other without mods. Edite : I have the same problem on the browser version. 1
Fatdaddy69 Posted November 27, 2019 Posted November 27, 2019 Looking for the frame analysis file for the following For whom have it and willing to share plz pm me. Thanks. Spoiler
Moonlit Night Posted November 27, 2019 Posted November 27, 2019 17 hours ago, aaiaiai said: hi-metal氏がモニカの裸MODを公開しています。 I tried using that data, but it wasn't naked. そのデータを使ってみましたが、全裸にはなりませんでした。
Moonlit Night Posted November 27, 2019 Posted November 27, 2019 15 hours ago, JToney3449 said: Yes Hi-Metal has a skins for her. He also made a patched in version of Beach Paradise for her. Thing is that with the BP version most of us get a glitched pubic region, his screen shots show his working perfectly not sure how he did it. His normal skins versions work just fine though. The data confirms that it does not work in my game.
Moonlit Night Posted November 27, 2019 Posted November 27, 2019 I'm looking for someone who has Monica's naked mod. In addition, Hi-Metal's data does not apply to my game, so please let me know if there is any other naked MOD data. Thank you. どのたかモニカの全裸MODを持ってる方を探しています。 尚、Hi-Metalさんのデータでは私のゲームでは適用されないのでそれ以外の全裸MODデータがあれば教えて欲しいです。 よろしくお願いします。
HappyPowder Posted November 27, 2019 Posted November 27, 2019 21 hours ago, kingbogah said: I have this problem, is only working in Honoka, i use Steam Version, should it work? Can someone help me? I tried a few things, but it didn't it work out
THE-JOY Posted November 27, 2019 Posted November 27, 2019 4 hours ago, akatuki1225 said: I'm looking for someone who has Monica's naked mod. In addition, Hi-Metal's data does not apply to my game, so please let me know if there is any other naked MOD data. Thank you. どのたかモニカの全裸MODを持ってる方を探しています。 尚、Hi-Metalさんのデータでは私のゲームでは適用されないのでそれ以外の全裸MODデータがあれば教えて欲しいです。 よろしくお願いします。 モニカ用のHi-metal skinが適用されないなら他を入れても適用されないのでは? Hi-metal skinを導入する以前の段階での手順は正しいですか? 他のキャラクターや他のコスチュームMODは動作していますか? 使用されているのはHi-metal skinに対応したコスチュームですか?
Moonlit Night Posted November 27, 2019 Posted November 27, 2019 56 minutes ago, THE-JOY said: モニカ用のHi-metal skinが適用されないなら他を入れても適用されないのでは? Hi-metal skinを導入する以前の段階での手順は正しいですか? 他のキャラクターや他のコスチュームMODは動作していますか? 使用されているのはHi-metal skinに対応したコスチュームですか? モニカ以外の他のキャラクターは全て適用されています。 私のデータではHi-metal skinは動作しないことを確認しました。 別のMODを探すことにします。どうもありがとう。
Moonlit Night Posted November 28, 2019 Posted November 28, 2019 I am sorry to write about Monica frequently. However, I found a new naked mod of Monica safely on another site! Thank you! 度々、モニカの件で書き込んで申し訳ございません。 ですが別サイトで無事モニカの新しい全裸MODを見つけました! どうもありがとう!
Azatа Posted November 28, 2019 Posted November 28, 2019 13 hours ago, 779563 said: If you scale and translate a mesh while in "object" mode, the export to .vb doesn't inherit the location, rotation, scale properties of the mesh, although the game will apply a 90 degree X rotation. You need to ensure that the Transform pane in the 3D view reports these values before you export: If you imported a mesh from something other than a .vb/.ib, the easiest thing to do is merge the mesh piece (CTRL + J) into a small/simple piece that was imported from the game since not only will that apply the current transform, it will also set it to match the imported mesh, and also recreate all the blender object properties the 3dmigoto blender plugin requires before exporting. Then you would just delete the vertices of the original vb mesh you merged into so its just your mesh piece. If you are converting a .vb mesh from one body type to another, then be sure to do all of your edits while in edit mode against all the vertices rather than the object. If you do happen to forget to do that which is likely your case already. You can manually fix the transform properties using that transform pane, and apply a -90 degree rotation in the X axis (just edit the Rotation X box in the transform pane with a -90 offset). Then, switch to "object" mode if not already and use the menu command "Object > Apply > Location" and "Object > Apply > Rotation & Scale". That will now reset your tranform properties to 0,0,0 location, 0,0,0 degrees rotation, and 1.0, 1.0, 1.0 scale. Now, rotate back your mesh in the transform pane with a 90 degree offset in the X axis. Your mesh, should have the transform properties match the screenshot i posted above, and when you export, it should keep its size and position now. The IniParams ((w0 - w7) - (z0 - z7)) are effectively global variables that were intended to be used as parameters to the shaders. The base d3dx.ini reserves a couple for persisted values like w, and z (without any number after it). Any other mods are free to use them but also means they have to play nice with it. So, at the time no one else was doing anything like the sort by leveraging the variables, so i kinda claimed w7 to be 1-5 depending on what group of shaders is being called. This allows for any texture overrides to determine whether its trying to draw the shadow, body, or clothes for various purposes, but only if no one else also tries to use w7 for any other purpose. I'm also using w6 as a identifier for the last custom suit that was drawn on screen so i can isolate things to only function when that suit is currently drawn on screen. This instance though is set every time the suit is drawn on screen, so technically i don't need it to maintain its value at all times since i keep setting it back again, however if someone is using w6 and intending it to keep its value while also using a mod of mine, then they will likely be unable to function properly. Luckily in your case, I find the alternative to actually be an easier solution anyways for dealing with swapping colors w/o the need of the IniParam variables: [KeyTest] key = x type = cycle run = CommandList1, CommandList2, CommandList3, CommandList4 [CommandList1] ResourceCurrentColorPS0 = ResourceCPEACE01in [CommandList2] ResourceCurrentColorPS0 = ResourceCPEACE02in [CommandList3] ResourceCurrentColorPS0 = ResourceCPEACE03in [CommandList4] ResourceCurrentColorPS0 = ResourceCPEACE04in [ResourceCurrentColorPS0] ; Default to some texture filename= bikini_gold.dds [TextureOverrideCPEACE01_VB] hash = b767e1ea match_first_index = 0 match_priority = -1 vb0 = ResourceCPEACE01_VB unless_null ib = ResourceCPEACE01_IB unless_null ps-t0 = ResourceCurrentColorPS0 draw_indexed = auto handling=skip This method has the benefit of not relying on a persisted variable and does the same effect. The only further modification i usually perform is setting w6 to a value in the TextureOverride call, that i then compare in the Key section so that pressing "x" when the mod isn't currently displayed on the screen doesn't change the color, because technically, every mod is always Key section is always active at any point regardless of whether its causing a visible effect or not. Below is the snippet that assists in limiting the scope of the Key so will only fire when your TextureOverride is actually performing the mesh replacement. [CommandListSetSuitId] w6 = 876234 [KeyTest] key = x condition = w6 == 876234 ... [TextureOverrideCPEACE01_VB] hash = b767e1ea match_first_index = 0 ... run = CommandListSetSuitId Regarding the whole clipping that can occur in many mods, my personal excuse is I'd rather spend only 2-4 hours on a 95% solution than 10-20 hours on a 99% solution (per suit). There are plenty of factors that go into it, I'm not all that good at manually fixing weight painting, especially whenever i have to attempt to freehand draw/paint anything. Subdividing the mesh to move it around and weight painting in general is very time-consuming and making a mistake and trying to "undo" it in blender frequently includes me going too far backward in history with blender's nebulous history tracking and I lose a substantial amound of work and saving is great but its not like i save every 1 minute, not to mention saving after i mess up only to learn 10 minutes later that i made a mistake a long time ago and its hard to revert it other than just starting over. Also I don't really spend time taking pictures in the game at all, so clipping doesn't bother me as much as it might someone that does want the picture to work in the pose they have. Sorry if anyone feels opposite to this, but more work on 1 mod also means less mods being released. I don't mind if people correct my mods and re-release (barring any issues from the original mod authors since my mods are typically derivatives from others) to fix weight paint or clipping issues. Thanks for tips! Can it be more detailed?
7957740589 Posted November 28, 2019 Posted November 28, 2019 1 hour ago, Moonlit Night said: I am sorry to write about Monica frequently. However, I found a new naked mod of Monica safely on another site! Thank you! 度々、モニカの件で書き込んで申し訳ございません。 ですが別サイトで無事モニカの新しい全裸MODを見つけました! どうもありがとう! Will you share this? Thank you! これを共有しますか?ありがとうございました!
7957740589 Posted November 28, 2019 Posted November 28, 2019 1 hour ago, Moonlit Night said: I am sorry to write about Monica frequently. 度々、モニカの件で書き込んで申し訳ございません。 心配する必要はありません。 すべて順調です。
7957740589 Posted November 28, 2019 Posted November 28, 2019 On 11/27/2019 at 3:39 AM, kingbogah said: I have this problem, is only working in Honoka, i use Steam Version, should it work? 3 hours ago, kingbogah said: Can someone help me? I tried a few things, but it didn't it work out @minazuki must help you.
kimy0397 Posted November 28, 2019 Posted November 28, 2019 2 hours ago, Moonlit Night said: I am sorry to write about Monica frequently. However, I found a new naked mod of Monica safely on another site! Thank you! 度々、モニカの件で書き込んで申し訳ございません。 ですが別サイトで無事モニカの新しい全裸MODを見つけました! どうもありがとう! Is this some unknown mod for Monica? You must definitely share with us! Thank you very much!
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