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


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20 minutes ago, JannLee said:

:) 

Risk?

 


There is a very fine line in modding swuimsuits you already obtained through gacha, versus swimsuits that aren't out yet and may be future SSRs, and basically modding yourself the SSR for free.

 

It's everyone's best interest to not tread that line for the longevity of the mod.

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5 hours ago, yellowtabby2009 said:


There is a very fine line in modding swuimsuits you already obtained through gacha, versus swimsuits that aren't out yet and may be future SSRs, and basically modding yourself the SSR for free.

 

It's everyone's best interest to not tread that line for the longevity of the mod.

Yes, and this once again confirms the view that the very existence of modding DOA depends primarily on the goodwill of the company KT.

 

On the other hand, there always was a category of modders which act on the principle "after us the deluge".

For them there is no risk.

 

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first.
My English is incorrect.
using a translation site.


clean install "DOAXVV" and "3Dmigoto v1.6" tested.

bug??


Perhaps 3Dmigoto has a bug in specifying UV.

Boundary appearing when wetting is applied.

 

 


3DMigotoDisabled.thumb.jpg.0259bb1c77f8e5fce75d7cdb41b11b9c.jpg

3DMigotoEnabled.thumb.jpg.ab6f0d7e1b5b5f07177e8d38fea5a533.jpgTEXCOORD1_zw.thumb.jpg.147d6125106ef4b99822a40df39bcdc6.jpg
 

 

Probably UV sorting is like this.
-------------------------------------------------------------------------------------
TEXCOORD.xy  Diffuse UV(ps-t0 body texture)
TEXCOORD.zw  wet(ps-t1) or Specular(ps-t0 body texture Alpha part)
TEXCOORD1.xy wet(ps-t1) or Specular(ps-t0 body texture Alpha part)
TEXCOORD1.zw tan(ps-t3)
-------------------------------------------------------------------------------------
3Migoto wrong with UV designation?

Using the shooting function, the boundary that always appears when you get wet.

This ploblem can be confirmed with other all MODs.

 

This is the only "test.ini" I used.

Is my usage wrong?

 

;# test 1 ------------------------------------

;--- ADD mesh non edit version ---
[TextureOverrideWhiteLaceTest1]
hash = 2c406de7
match_first_index = 0
vb0 = ResourceWhiteLaceTestVB unless_null
ib = ResourceWhiteLaceTestIB unless_null
handling = skip
drawindexed = auto
[ResourceWhiteLaceTestVB]
type = Buffer
stride = 80
filename = WhiteLaceTest.vb
[ResourceWhiteLaceTestIB]
type = Buffer
format = R16_UINT
filename = WhiteLaceTest.ib

;------------------------------------------------------

================================================================

 

 

 

 

There seems to be a bug in the texture side of sunburn.

Sunburn seems normal.
but. 3DMigoto Green and Blue channels not used.

All RGB channels were available at least in DOAXVV version 01.23.00.

 

;# test 2 ------------------------------------------

;--- ADD Texture ---

[TextureOverrideNyotenguTan]
hash = 9d6f58d9
match_priority = -1
ps-t0 = ResourceTanNudeCommonTan unless_null

[ResourceTanNudeCommonTan]

;CommonTanNude2.dds is sunburn test texture

filename = CommonTanNude2.dds


[ShaderOverrideTanPS]
hash = c65ebfdf7e4e8f50
checktextureoverride = ps-t0
---------------------------------------------------------------

 


tanErr2.thumb.jpg.d3978ff1363380235068b4f2ec216817.jpgtanErr.thumb.jpg.33ebd5a4d921d0b734028a13ad56fc5b.jpg
 

 

 

ADD************************************************************** 

 

It is my guess.
It reflects when wet, but in fact 3DMigoto has specified the wrong UV.


I added it to [CommandListSkin] and confirmed it.
;-- add in ------------------------------------------------------
[CommandListSkin]
dump = deferred_ctx_accurate share_dupes ps-t0 mono dds
dump = deferred_ctx_accurate share_dupes ps-t1 mono dds
dump = deferred_ctx_accurate share_dupes ps-t2 mono dds
dump = deferred_ctx_accurate share_dupes ps-t3 mono dds
;-- add out -----------------------------------------------------

ps-t1 = wet texture.

 

 


554813314_000045.1-commandlistskin-ps-t199a12c6a.thumb.jpg.7bb6f68f778a0916a53e064e62585272.jpg
 

 


#""ps-t2 is not used DOAXVV (body part mesh)""

Perhaps, this is correctly
------------------------------------------------------------------
TEXCOORD.xy  = "Diffuse UV"(ps-t0 body texture) and "SpecularUV"(ps-t0 body texture Alpha part)
TEXCOORD.zw  = maybe... not used "TEXCOORD.zw". Because DOAXVV does not use "normal map texture" for Body part.
TEXCOORD1.xy = wet     UV(ps-t1 wet texture)
TEXCOORD1.zw = tan     UV(ps-t3 tan texture)
------------------------------------------------------------------


but..3Dmigoto is mistakenly specifying "tan" and "wet"or"Specular".

3DMigoto mistakenly designates the UV that must be used when wet.
 

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I've run into a strange problem, and it doesn't seem to be specific to a certain model.

The problem seems to be that a swimsuit clips into the nipples, even if the mesh doesn't clip into it.

 

Front on

Spoiler

DOAX-VenusVacation_180607_110613.thumb.jpg.528ddbef9ab30bd341e81969097f4e4f.jpg

 

From the sides

Spoiler

DOAX-VenusVacation_180607_110619.thumb.jpg.1136b5fd00a63d59ff25c3240fa21dd5.jpgDOAX-VenusVacation_180607_110625.thumb.jpg.3d00763008a56783203f5dfa4d2872a6.jpg

Sorry about the white on white, didn't really think about it at the time.


Here's an example on another model.

Spoiler

DOAX-VenusVacation_180607_111058.thumb.jpg.7d36d32b2eb48c6d945a4218ea96975f.jpgDOAX-VenusVacation_180607_111117.thumb.jpg.52a5d0ccef1efa6f6c80a1cb9d491096.jpg

 

It's a pretty small issue, but I would love to know if it's something on my end or if others could fix/replicate it.

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9 hours ago, Falling5393 said:

It's a pretty small issue, but I would love to know if it's something on my end or if others could fix/replicate it.

These problems can be cured relatively easily.
blender import.
Just modify the numerical value of the weight or just move the vertex moving position a little.

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