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Dead Or Alive Xtreme Venus Vacation - Modding Thread and Discussion -


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Posted
16 hours ago, minazuki said:

Hi-Res Body Skin Patty

 

This is a quick mod based on HI-METAL Skin.

It has one "nipple_L public_L labia_half_open" variation only.

This is for Hi-Res skin body mod only.

I don't like sliver or white pussy hair like Luna, so I haven't make it white.

 

Please wait for HI-METAL release his own version, if he still modding this game.

 

More Preview

 

Download

 

Is there a hairless version?

Preferably >> "nipple_M public_A labia_close"

Posted
10 hours ago, Nezumi-DOAXVV said:

Is there a hairless version?

Preferably >> "nipple_M public_A labia_close"

There you go.

Edit: l messed up the ini, reuploaded new version. Was a bad idea uploading without testing first.

If you already using skin posted by minazuki, delete/disable it first.

 

 

Patty_HI_Metal_shaved.7z

Posted
1 hour ago, Donline- said:

Testing Testing..

 

 

Unfinished and starting again..

HI_Patty_M_A_C.dds 16 MB · 9 downloads

What program/plugin are you using for work with .dds? Make sure that you save with method supporting alpha channel.

You're missing an alpha channel on the texture, that's why it looking like that:

 

On the left is your file, on the right is texture I uploaded in the thread earlier.

 

Desktop Screenshot 2020.05.01 - 23.45.00.11.jpg

Posted
2 hours ago, etsorhtt said:

What program/plugin are you using for work with .dds? Make sure that you save with method supporting alpha channel.

You're missing an alpha channel on the texture, that's why it looking like that:

 

On the left is your file, on the right is texture I uploaded in the thread earlier.

 

 

Untitleiiii-3.png.823ebfa9fbbe8873ae5b8325dae7c502.png

Fireworks 2004[yep] & Paint.net

 

Factoring in the spec map.. changing the range can dramaticly affect parameters

the above texture does not exclude alpha encoding techniques.. the tranparant areas 

have been altered for a more dynamic reflection. 

 

or the textures with darker areas have more reflective mapping 

 

wet texture .dds swap script still broken...

 

Pretty sure the Alpha 1 Image Data ? is the .dds body spec texture 

which is being used to reference hue variables ?

 

Posted
1 hour ago, Donline- said:

Pretty sure the Alpha 1 Data ? is the .dds body spec texture

Yes, but alpha channel on skin/body textures is used for both specular/wetness unlike separate specular file for many other game textures.
By saving without alpha you basically turning off specular for skin.

I have used paint.net myself at first, but it opens vv textures incorrectly, baking alpha channel into transparency and even then it actually does it incorrectly (try dumping and opening Nyotengu's face texture to see what I mean). Use photoshop + Intel .DDS Plugin

 

Here's what I mean:

 

paintnetvspsddsplug.jpg

 

As I understand when you open the .dds in paint.net you have to multiply layers to even see the texture properly as I did on the left.
Image on the right looks like that by opening with photoshop plugin without any manipulation.

Posted

 

5 hours ago, etsorhtt said:

Yes, but alpha channel on skin/body textures is used for both specular/wetness unlike separate specular file for many other game textures.
By saving without alpha you basically turning off specular for skin.

I have used paint.net myself at first, but it opens vv textures incorrectly, baking alpha channel into transparency and even then it actually does it incorrectly (try dumping and opening Nyotengu's face texture to see what I mean). Use photoshop + Intel .DDS Plugin

 

Here's what I mean:

 

As I understand when you open the .dds in paint.net you have to multiply layers to even see the texture properly as I did on the left.
Image on the right looks like that by opening with photoshop plugin without any manipulation.

Prefer fireworks layers tool over photoshop channels ?

 

The mesh has slots for each file.. roughly 1/4 body.dds being modified

                                                                     spec1.dds

                                                                     spec2.dds

                                                                     bump.dds(?)

 

DDS2

Fireworks MX 2004 inbetween editing..

Paint.Net ...A8R8G8B8

X8R8G8B8 before MX2004

 

Havent dropped the transparancy to 70% yet..

 

Und-4.png.92ab6738c29ac11c180446bcfe343954.png

 

Patty.rar

 

Un2.png.8cbe081369b0d08fe51df1e1109e20b5.png

Patty.rar 

Posted
On 5/1/2020 at 2:20 AM, Wizard XT said:

 

例えばIB=e2e4e365(旗袍)のテクスチャを変更する場合。

 

まずハンティングモード(テンキー0)でテクスチャとメッシュをダウンロード(F8)する。

ダウンロードしたファイルからe2e4e365を検索すると、

 000149-ib=e2e4e365-vs=ba2ad61fa36ff709-ps=4826b20c3accdf18.buf

 000149-ib=e2e4e365-vs=ba2ad61fa36ff709-ps=4826b20c3accdf18.txt

 000150-ib=e2e4e365-vs=ba2ad61fa36ff709-ps=4826b20c3accdf18.buf

 000150-ib=e2e4e365-vs=ba2ad61fa36ff709-ps=4826b20c3accdf18.txt

  ・

  ・

  ・

がヒットする。

ヒットしたファイルの頭文字に000149とあるのでそれを辿ると、

 000149.0-[commandlistclothes]-ps-t0=2d8861b1.dds

 000149.1-[commandlistclothes]-ps-t1=016920c1.dds

 000149.2-[commandlistclothes]-ps-t2=7c34c474.dds

 000149.3-[commandlistclothes]-vs-cb2=8f3185fc.buf

 000149.3-[commandlistclothes]-vs-cb2=8f3185fc.txt

 000149.4-[commandlistclothes]-ps-cb2=037f3626.buf

 000149-ib=e2e4e365-vs=ba2ad61fa36ff709-ps=4826b20c3accdf18.buf

 000149-ib=e2e4e365-vs=ba2ad61fa36ff709-ps=4826b20c3accdf18.txt

 000149-vb0=2d34d22d-vs=ba2ad61fa36ff709-ps=4826b20c3accdf18.buf

 000149-vb0=2d34d22d-vs=ba2ad61fa36ff709-ps=4826b20c3accdf18.txt

とある。

ここには3つのddsファイルがあり、それぞれを解析すると

 000149.0-[commandlistclothes]-ps-t0=2d8861b1.dds(旗袍 白虎 表の布地)

このddsファイルが変更したいテクスチャであると判り、

且つ、目標のハッシュがファイル名から「2d8861b1」であると判る。

 

よってiniに書き込むコードは

 [TextureOverrideColorChange]
 hash = 2d8861b1
 ps-t0 = ResourceColorChange unless_null

 [ResourceColorChange]
 filename = (入れ替えるテクスチャデータ.dds)

となる。

当然、変更したいテクスチャがps-t1やps-t2の方だったら

 hash = 016920c1
 ps-t1 = ResourceColorChange unless_null

または

 hash = 7c34c474
 ps-t2 = ResourceColorChange unless_null

と書けば良いだろう。

 

----

 

解り辛かったらごめんなさい。
私もこの手には初心者で、

もっと手短な方法があるかもしれません。

もしそうなら私も詳しく知りたいので、

どなたか教えてくれるととても嬉しいです。

 

日本語で長文失礼しました。

非常に丁寧に説明頂いてだいぶ参考になりました。

 

どうやらうちの環境ではなにか設定が違うのか、ハンティングモードでダウンロードしたファイルをテクスチャ名で検索してもうまく見つけられずそこから先に進めません。

とはいえ目的のカラーチェンジの仕組み理解が深まりましたのでとりあずは満足です。

ありがとうございます。

 

稚拙ながら他のMOD なども参考にして出来上がったもの置いてゆきます。

colorchange.JPG

kyouei Recolor.rar

Posted
On 2/29/2020 at 5:03 AM, SpeaksToSelf said:

Hello, can someone advise on determining the constant in the .ini? For example:

 

global $id = 3799078

 

Where does this global id # come from? I want to make sure I'm not conflicting with someone else's mod.

Have you got the answer? Or anyone can help?

Posted

Hi everyone

 

I've added an introductory manual for those who haven't created a new mod but want to modify the textures themselves.

You will be able to modify the texture.

 

If you are a beginner and would like to know how to introduce texture modification, please introduce here.

 

 

Posted
On 5/3/2020 at 4:55 AM, zzhouqianq said:

Have you got the answer? Or anyone can help?

global $id is usually used to confirm if mod is currently on screen. So usually you'd want to make in unique for every mod.

Posted
On 5/2/2020 at 4:55 PM, zzhouqianq said:

Have you got the answer? Or anyone can help?

Well, $id is only needed for mods that will use hotkeys that are only active after pressing ctrl+1 or ctrl+2

Minazuki starts his ids with 3729 then adds a 3 digit zero padded number (001, 002, 003, etc...)

 

All the code having to do with $slot_active and $\mods\_id\id.ini\swimsuit1 and such, is so that when two modded suits with (possibly the same) hotkeys are on the screen simultaneously their modded variations can be customized individually after activating them with ctrl+1 or ctrl+2

 

if you want that kind of functionality and use $id just pick a number for the first 4 or 5 digits, then add 001, 002, 003 and so on as you create more mods. But it's only needed if you have hotkeys for your mod that are likely to conflict with others. It wouldn't break anything if they did conflict, it's just inconvenient when hotkeys used for another mod unintentionally makes a change on your mod.

Posted
5 minutes ago, kamra1978 said:

Why is the color of the face and neck different?
Which file should I delete to make Kasumi's face look normal?

noname1.jpg

The face and body textures are different colours. Either delete the face texture you're currently using, or change the colour of your body texture to be similar to the face. Check if you have any mods that affect her face that you've added recently if you want to remove the current face texture.

Posted
32 minutes ago, APsychedelic said:

How do you guys dump the DDS files. Do you decompress the game files or do it via Migoto (how? I don't know how to configure it to do so).

For 3dmigoto you need to enable hunting in d3dx.ini (set it 2), then ingame you press Num 0 to enter hunting mode and F8 to dump the scenery. This will dump models and textures.

Posted

Mod updated to fix compatibility issue, thanks again to Minazuki for the original pink hair mod.

 

On 3/25/2019 at 10:05 PM, Octavia said:

I made some edits to Minazuki's pink hair mod. it's not perfect but I think it looks good. btw anybody know how to change her eye color?

 

1538821959_DOAX_VV2019-03-2600-41-44.jpg.729db931ccfae372a18c240d844290a7.jpg

 

 

 

finally figured out how to change the eye color as well, her eyes are light blue now to complete the entire nordic princess look.

 

 

Fiona_blonde_0.3.zip

Posted
On 5/1/2020 at 2:11 AM, osirus47 said:

Is there a mod out there that removes this skirt from this suit? I'm not a fan of skirts.

 

Removing the skirt is the simplest technique.

 

Spoiler

Abyssinian:

625693511_.png.49ac7e93ac71df83d7fd8da1ef1956bd.png

 

RussianBlue:

13406358_.png.c748aa3b9eee9109bf239b8122624f18.png

 

Below is the code to remove the skirt and ribbon of the swimsuit. Please create a folder and create an IniFile by yourself (ex: SR_Abyssinian/common.ini).

 

BodyType: common body (include momiji)
SwimSuits: SR_Abyssinian (R_RussianBlue)

Code:

Spoiler

[TextureOverrideSwimSuitsSkirt0]
hash = def986a2
match_first_index = 0
handling = skip

[TextureOverrideSwimSuitsSkirt1]
hash = def986a2
match_first_index = 1770
handling = skip

[TextureOverrideSwimSuitsSkirt2]
hash = def986a2
match_first_index = 3162
handling = skip

[TextureOverrideSwimSuitsSkirt3]
hash = def986a2
match_first_index = 8265
handling = skip

[TextureOverrideSwimSuitsSkirt4]
hash = def986a2
match_first_index = 9756
handling = skip

[TextureOverrideSwimSuitsRibbon0]
hash = ca925376
match_first_index = 2481
handling = skip

[TextureOverrideSwimSuitsRibbon1]
hash = ca925376
match_first_index = 2625
handling = skip

[TextureOverrideSwimSuitsRibbon2]
hash = ca925376
match_first_index = 2721
handling = skip

 

 

enjoy.

 

Posted
9 hours ago, krunkDunk said:

Well, $id is only needed for mods that will use hotkeys that are only active after pressing ctrl+1 or ctrl+2

Minazuki starts his ids with 3729 then adds a 3 digit zero padded number (001, 002, 003, etc...)

 

All the code having to do with $slot_active and $\mods\_id\id.ini\swimsuit1 and such, is so that when two modded suits with (possibly the same) hotkeys are on the screen simultaneously their modded variations can be customized individually after activating them with ctrl+1 or ctrl+2

 

if you want that kind of functionality and use $id just pick a number for the first 4 or 5 digits, then add 001, 002, 003 and so on as you create more mods. But it's only needed if you have hotkeys for your mod that are likely to conflict with others. It wouldn't break anything if they did conflict, it's just inconvenient when hotkeys used for another mod unintentionally makes a change on your mod.

It is explained very clearly, I got it. Thank you very much.

Posted
18 hours ago, avenger54 said:

global $id is usually used to confirm if mod is currently on screen. So usually you'd want to make in unique for every mod.

yes, but I do modded a lot and shared some of them. They do have this issue changed unintentionally by other mods. Thanks for @krunkDunk, I have already got it. For now, I wonder if it is welcome that making a tool to download and update mods for users. All the modders can upload their mods in website, the underlying files will be stored in Github or somewhere else. The tool can be written in Python which will be open-source.

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