tk2004 Posted February 25, 2022 Posted February 25, 2022 8 hours ago, Back Pack said: I'm using Eromaro's skin, and even though I put the folder in the right place, I still get a seam in Monica's neck. Do I have to edit the dds file anymore? Perhaps the face skin mods are in conflict. I think that the problem can be improved a little by disabling the facial expression mod. Please check the above before editing the dds file.
creepysnake Posted February 25, 2022 Posted February 25, 2022 12 hours ago, teddy_DOAXVV said: You'd better sticking with Blender 2.83 LTS. It still cannot work But I have observed that all of my files in FameAnalysis\ctx.... are the shortcut path...even with extension .txt So all the files are not large than 2KB. Is it something wrong when I generate the files?
creepysnake Posted February 25, 2022 Posted February 25, 2022 2 minutes ago, teddy_DOAXVV said: 1. Check if mods from other guys work well first, or else you may follow my general troubleshooting guide in my topic. 2. The Python script don't work with blender 2.9x or above version. 3. You can change dump option CTRL + F8. All the mod from others are work (skin, suits) I have tried from 2.79 (youtube tutorial) to 2.83, but it doesn't work. This is my dumped files from frame analysis (press num0 and F8 ), It's so weird because all files are shortcut which point to "deduped" folder My 3DFix is 2.3.7, is any wrong?
creepysnake Posted February 25, 2022 Posted February 25, 2022 2 hours ago, creepysnake said: All the mod from others are work (skin, suits) I have tried from 2.79 (youtube tutorial) to 2.83, but it doesn't work. This is my dumped files from frame analysis (press num0 and F8 ), It's so weird because all files are shortcut which point to "deduped" folder My 3DFix is 2.3.7, is any wrong? It seems my PC is got infected..... I Install a new windows and the frame analysis output the file successfully....
Guest Posted February 26, 2022 Posted February 26, 2022 17 hours ago, tk2004 said: Perhaps the face skin mods are in conflict. I think that the problem can be improved a little by disabling the facial expression mod. Please check the above before editing the dds file. I forgot that I had the facial expression mod. I was able to solve the problem. Thank you very much.
creepysnake Posted February 26, 2022 Posted February 26, 2022 Finally, I can start to mod in practice, I try to implement white lace mod with puffy tits to SSR Libra (hitomi) What I want is removing the bar and panty (The green part) but keep the mini jeans and light green part Spoiler But, after I replaced body, the breast part is overlap the suit layer. Spoiler I try to slightly edit the green part in blender, So I get the hash value but also linked with pantry, Jeans. I import the vb+ib.txt with hash value, but I only see the panty, the green part (My target) and the jeans is not loaded Spoiler Is there any way to edit the green part in blender???
tk2004 Posted February 26, 2022 Posted February 26, 2022 (edited) 4 hours ago, creepysnake said: Finally, I can start to mod in practice, I try to implement white lace mod with puffy tits to SSR Libra (hitomi) What I want is removing the bar and panty (The green part) but keep the mini jeans and light green part Reveal hidden contents But, after I replaced body, the breast part is overlap the suit layer. Reveal hidden contents I try to slightly edit the green part in blender, So I get the hash value but also linked with pantry, Jeans. I import the vb+ib.txt with hash value, but I only see the panty, the green part (My target) and the jeans is not loaded Reveal hidden contents Is there any way to edit the green part in blender??? Your d3dx.ini file seems out of date. The d3dx.ini file is located in the DOAX-VenusVacation folder. The frame analysis can't dump the mini jeans (light green) part because the following code doesn't exist in your d3dx.ini file. Please add the following code to the bottom of your d3dx.ini file and try running the frame analysis again. And if you import with the same procedure, the mini jeans (light green) part should appear. Spoiler [ShaderOverrideClothesPS10-20201105] hash = 86ea375d41faa35e run = CommandListClothes Please note that some people in this forum provide a new d3dx.ini that contains the above code, so we recommend that you use it. PS. After changing d3dx.ini, reload it with [F10]. Edited February 26, 2022 by tk2004
mr1470123162 Posted February 26, 2022 Posted February 26, 2022 Can anyone please sponsor this tattoo mod thank you! 1
mr1470123162 Posted February 26, 2022 Posted February 26, 2022 1 minute ago, mr1470123162 said: Can anyone please sponsor this tattoo mod thank you! who has this sponsorship address, i used google translate sorry
Revan32 Posted February 27, 2022 Posted February 27, 2022 Is there a method/mod to freeze time during photoshoots or gravure scenes, WITHOUT buying the hourglasses for every girl? (I thought I should ask before pointlessly spending 300 Venus Coins) Also, has the Sayuri Blonde Mod by unkbrbr3 stopped working for anyone else too? Is there a fix?
krunkDunk Posted February 27, 2022 Posted February 27, 2022 (edited) 1 hour ago, Revan32 said: Is there a method/mod to freeze time during photoshoots or gravure scenes, WITHOUT buying the hourglasses for every girl? (I thought I should ask before pointlessly spending 300 Venus Coins) Also, has the Sayuri Blonde Mod by unkbrbr3 stopped working for anyone else too? Is there a fix? Yes, but it needs to be coded for each girl's head, eyes, hair, etc... and each outfit / body you want to freeze. here is a demo, it works for Nyotengu and that hair style and/or the common body Eagle bikini freezeDemo.ini Press [ P ] to pause/un-pause Spoiler Edited February 27, 2022 by krunkDunk 2
creepysnake Posted February 27, 2022 Posted February 27, 2022 16 hours ago, tk2004 said: Your d3dx.ini file seems out of date. The d3dx.ini file is located in the DOAX-VenusVacation folder. The frame analysis can't dump the mini jeans (light green) part because the following code doesn't exist in your d3dx.ini file. Please add the following code to the bottom of your d3dx.ini file and try running the frame analysis again. And if you import with the same procedure, the mini jeans (light green) part should appear. Reveal hidden contents [ShaderOverrideClothesPS10-20201105] hash = 86ea375d41faa35e run = CommandListClothes Please note that some people in this forum provide a new d3dx.ini that contains the above code, so we recommend that you use it. PS. After changing d3dx.ini, reload it with [F10]. I get the copy after loaded the command , thanks However, The light green part lost transparent effect after I overwrite the original one. Is any other commands to turn this on? Also, As you can after I integrated this suit with Puffy tits, I need to extend the suit to cover the new body. Is any clever way to do that? Yesterday My method was change the vertex of the suit
tk2004 Posted February 27, 2022 Posted February 27, 2022 5 hours ago, creepysnake said: I get the copy after loaded the command , thanks However, The light green part lost transparent effect after I overwrite the original one. Is any other commands to turn this on? Also, As you can after I integrated this suit with Puffy tits, I need to extend the suit to cover the new body. Is any clever way to do that? Yesterday My method was change the vertex of the suit The following code is required to specify the lightgreen part exactly. match_first_index = 0 The code should look like this: Spoiler [TextureOverrideLightGreenPart] hash = e860c7d2 match_first_index = 0 vb0 = ResourceLightGreenPartVB ib = ResourceLightGreenPartIB drawindexed = auto handling = skip [ResourceLightGreenPartVB] type = Buffer stride = 76 filename = lightgreenpart.vb [ResourceLightGreenPartIB] type = Buffer format = DXGI_FORMAT_R16_UINT filename = lightgreenpart.ib The light green part of the swimsuit has a simple structure, so I think it's enough to edit the vertices manually. Another option is to use the lattice modifier. The lattice modifier can apply one lattice to multiple objects. Therefore, it is useful when you want to edit like the following swimsuit. Spoiler
creepysnake Posted February 27, 2022 Posted February 27, 2022 8 hours ago, tk2004 said: The following code is required to specify the lightgreen part exactly. match_first_index = 0 The code should look like this: Reveal hidden contents [TextureOverrideLightGreenPart] hash = e860c7d2 match_first_index = 0 vb0 = ResourceLightGreenPartVB ib = ResourceLightGreenPartIB drawindexed = auto handling = skip [ResourceLightGreenPartVB] type = Buffer stride = 76 filename = lightgreenpart.vb [ResourceLightGreenPartIB] type = Buffer format = DXGI_FORMAT_R16_UINT filename = lightgreenpart.ib The light green part of the swimsuit has a simple structure, so I think it's enough to edit the vertices manually. Another option is to use the lattice modifier. The lattice modifier can apply one lattice to multiple objects. Therefore, it is useful when you want to edit like the following swimsuit. Reveal hidden contents This time I try to mod another suit from Honoka and purposed to increase the transparent level of this suit, I try to reference others modder and implement something like this [CustomShaderHonoka] blend[0] = ADD BLEND_FACTOR INV_BLEND_FACTOR blend_factor[0] = 0.5 blend_factor[1] = 0.5 blend_factor[2] = 0.5 blend_factor[3] = 1 draw = from_caller However the suit becomes thicker than default, Is that code not work for this suit or I need to add more resource to make it happened? Also, usually I combine all the parts of the same suit into a single vb,ib file, unfortunately sometime not all the components share the same hash value (for example this bikini have a bowknot on Honoka back but the hash value linked to skirt instead of bikini part). I try to import all the mesh based on that 2 values and combine it to a full bikini manually in blender, But it's glitched and I have no choice to hard code in my file. Usually what is the good practice in this case? Spoiler
tk2004 Posted February 28, 2022 Posted February 28, 2022 17 hours ago, creepysnake said: This time I try to mod another suit from Honoka and purposed to increase the transparent level of this suit, I try to reference others modder and implement something like this [CustomShaderHonoka] blend[0] = ADD BLEND_FACTOR INV_BLEND_FACTOR blend_factor[0] = 0.5 blend_factor[1] = 0.5 blend_factor[2] = 0.5 blend_factor[3] = 1 draw = from_caller However the suit becomes thicker than default, Is that code not work for this suit or I need to add more resource to make it happened? Also, usually I combine all the parts of the same suit into a single vb,ib file, unfortunately sometime not all the components share the same hash value (for example this bikini have a bowknot on Honoka back but the hash value linked to skirt instead of bikini part). I try to import all the mesh based on that 2 values and combine it to a full bikini manually in blender, But it's glitched and I have no choice to hard code in my file. Usually what is the good practice in this case? Reveal hidden contents The transparency implementation code is applicable to most objects. Please refer to the implementation code of the transparency of the mod and try it. For example, there are two implementation patterns: Spoiler [TextureOverrideLightGreenPart] hash = e860c7d2 match_first_index = 0 vb0 = ResourceLightGreenPartVB ib = ResourceLightGreenPartIB run = CustomShaderTransparency handling = skip [ResourceLightGreenPartVB] type = Buffer stride = 76 filename = lightgreenpart.vb [ResourceLightGreenPartIB] type = Buffer format = DXGI_FORMAT_R16_UINT filename = lightgreenpart.ib [CustomShaderTransparency] blend[0] = ADD BLEND_FACTOR INV_BLEND_FACTOR blend_factor[0] = 0.5 blend_factor[1] = 0.5 blend_factor[2] = 0.5 blend_factor[3] = 1 handling = skip drawindexed = auto Spoiler [TextureOverrideLightGreenPart] hash = e860c7d2 match_first_index = 0 run = CustomShaderTransparency [CustomShaderTransparency] blend[0] = ADD BLEND_FACTOR INV_BLEND_FACTOR blend_factor[0] = 0.5 blend_factor[1] = 0.5 blend_factor[2] = 0.5 blend_factor[3] = 1 handling = skip Draw = from_caller You don't have to create a full bikini. Just create two mods as below. Create a mod for the bikini part (use the hash value and first index value for the bikini part) Create a mod for the bowknot and skirt part (use the hash value and first index value for the bowknot and skirt part)
creepysnake Posted February 28, 2022 Posted February 28, 2022 5 hours ago, tk2004 said: The transparency implementation code is applicable to most objects. Please refer to the implementation code of the transparency of the mod and try it. For example, there are two implementation patterns: Reveal hidden contents [TextureOverrideLightGreenPart] hash = e860c7d2 match_first_index = 0 vb0 = ResourceLightGreenPartVB ib = ResourceLightGreenPartIB run = CustomShaderTransparency handling = skip [ResourceLightGreenPartVB] type = Buffer stride = 76 filename = lightgreenpart.vb [ResourceLightGreenPartIB] type = Buffer format = DXGI_FORMAT_R16_UINT filename = lightgreenpart.ib [CustomShaderTransparency] blend[0] = ADD BLEND_FACTOR INV_BLEND_FACTOR blend_factor[0] = 0.5 blend_factor[1] = 0.5 blend_factor[2] = 0.5 blend_factor[3] = 1 handling = skip drawindexed = auto Reveal hidden contents [TextureOverrideLightGreenPart] hash = e860c7d2 match_first_index = 0 run = CustomShaderTransparency [CustomShaderTransparency] blend[0] = ADD BLEND_FACTOR INV_BLEND_FACTOR blend_factor[0] = 0.5 blend_factor[1] = 0.5 blend_factor[2] = 0.5 blend_factor[3] = 1 handling = skip Draw = from_caller You don't have to create a full bikini. Just create two mods as below. Create a mod for the bikini part (use the hash value and first index value for the bikini part) Create a mod for the bowknot and skirt part (use the hash value and first index value for the bowknot and skirt part) I just add this code to my ini file and found that the transparent part just like with "Holy light effect" as image (all blend[x] value are 0.94) Spoiler I think the transparent code has been successfully loaded because the transparent part will be seen barely after I change to 0.175 to all blend value Spoiler Spoiler However, Once I disable the transparent effect, The default effect is more realistic. Is my code have problem or the material problem? (if $var2 the suit will be disappear, if $var4 is on then load the transparent code) Spoiler [TextureOverrideHonokaBikini] hash = 8da7e32e match_first_index = 546 if $active if $var2 == 1 vb0 = ResourceBikiniVB ib = ResourceBikiniIB if $var4 == 1 run = CustomShaderTransparencyBikini else drawindexed = auto endif endif handling = skip endif [CustomShaderTransparencyBikini] blend[0] = ADD BLEND_FACTOR INV_BLEND_FACTOR blend_factor[0] = 0.175 blend_factor[1] = 0.175 blend_factor[2] = 0.175 blend_factor[3] = 1 draw = from_caller drawindexed = auto
tk2004 Posted March 1, 2022 Posted March 1, 2022 19 hours ago, creepysnake said: I just add this code to my ini file and found that the transparent part just like with "Holy light effect" as image (all blend[x] value are 0.94) Reveal hidden contents I think the transparent code has been successfully loaded because the transparent part will be seen barely after I change to 0.175 to all blend value Reveal hidden contents Reveal hidden contents However, Once I disable the transparent effect, The default effect is more realistic. Is my code have problem or the material problem? (if $var2 the suit will be disappear, if $var4 is on then load the transparent code) Reveal hidden contents [TextureOverrideHonokaBikini] hash = 8da7e32e match_first_index = 546 if $active if $var2 == 1 vb0 = ResourceBikiniVB ib = ResourceBikiniIB if $var4 == 1 run = CustomShaderTransparencyBikini else drawindexed = auto endif endif handling = skip endif [CustomShaderTransparencyBikini] blend[0] = ADD BLEND_FACTOR INV_BLEND_FACTOR blend_factor[0] = 0.175 blend_factor[1] = 0.175 blend_factor[2] = 0.175 blend_factor[3] = 1 draw = from_caller drawindexed = auto Please compare the two patterns of transparency codes I've shown in the example. You can see that there is a difference in how to use "Draw = from caller". For mods that replace vb0 and ib, using "Draw = from_caller" in the "[CustomShaderTransparencyBikini]" will be strange.
Maasim Posted March 2, 2022 Posted March 2, 2022 New mod added. Costume Customizer Mod - Jungle Camouflage You can check it right here: 17
113847 Posted March 2, 2022 Posted March 2, 2022 On 2/24/2022 at 12:50 AM, Tinapay27 said: Try using this d3dx.ini d3dx.ini 83.1 kB · 60 downloads This fixed it, thanks!
SlightlyBlind Posted March 3, 2022 Posted March 3, 2022 1 hour ago, Revan32 said: Anyone plans to make the cowsuit SSR available as a standalone mod (for CC), so that we could have it for all Honoka-type girls,, not just the ones we manage to draw? ????? No, or at the very least not publicly. Making gacha outfits available for free is extremely risky for the forum, because it's costing Bamco money, and it's the best way to have them strike the place down for copyright infringement.
creepysnake Posted March 4, 2022 Posted March 4, 2022 I try to mod [SR] Vermillion_dance for Momiji, I try to mod a half naked and full naked for this suit. But this suit seems not similar with R suit I modded before, The body is combined with multi-hash value instead of a single hash represents a whole body mesh. (One value is for torso and another one is for limbs) So I try to follow this video and Darkstarsword using [Merge 3dmigoto poses] to combine a whole body and transfer the weight to square bikini mesh However, The limbs is glitched, It cannot function as my expectation. I try it in blender 2.9 and 2.83 before, but still the same. Is something I did wrong? Spoiler
Revan32 Posted March 5, 2022 Posted March 5, 2022 Is there a mod that changes the studio background wall (the pink one) to any custom image?
Posi-peace Posted March 5, 2022 Posted March 5, 2022 3 hours ago, Revan32 said: Is there a mod that changes the studio background wall (the pink one) to any custom image? mod manager online database has 1
Revan32 Posted March 5, 2022 Posted March 5, 2022 On 3/25/2021 at 10:02 PM, Church of Kokoro said: Not my mod, all thanks go to unkbrbr3 for this. I just updated the hash to work for Steam Press Ctrl + 4 to change Sayuri's hair color, press F10 to save as default. [STEAM]Sayuri_Hair_unkbrbr3.zipUnavailable Does not work anymore, please update (the hash again)??? 1
Posi-peace Posted March 5, 2022 Posted March 5, 2022 (edited) I tried to replace sweet potato with dildo but color not accurate (looks very yellow) How can I fix? accurate color: Spoiler test.rar Edited March 5, 2022 by Posi-peace 4
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