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


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On 11/25/2022 at 4:12 PM, Biggie123987 said:

did anyone unlock this outfit for any of the following girls?

Amy

Sayuri

Nanami

Tina

Koharu

Nagisa

Shandy

Tsukushi

Monica

Patty

Elise

Kanna

Gym clothes.jpg

Asking again, need frame analysis dump for any of these. need someone to extract these from the game so i can import to blender.

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On 12/5/2022 at 5:38 AM, MisakiLove said:

I don't know if this is the right place to ask this question, but is there a document somewhere explaining the format of vb/ib files?

 

here is the github page for 3dMigoto - I don't know if it's explained, but you might find the code where the vb & ib files are created

https://github.com/bo3b/3Dmigoto

or maybe this blender addon (python code) can give you some clues, since it gives blender the ability to import those vb & ib files

https://www.loverslab.com/topic/194350-modders-resource-blender-add-on-for-3dmigoto-version-293-or-above/

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1 hour ago, krunkDunk said:

 

here is the github page for 3dMigoto - I don't know if it's explained, but you might find the code where the vb & ib files are created

https://github.com/bo3b/3Dmigoto

or maybe this blender addon (python code) can give you some clues, since it gives blender the ability to import those vb & ib files

https://www.loverslab.com/topic/194350-modders-resource-blender-add-on-for-3dmigoto-version-293-or-above/

Thank you. I will refer to it.

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8 hours ago, leesangkill said:

I tried to change the cat doll to a Hitomi doll, but it didn't work. Is there a way to erase the traces of the cat doll?

 

I need help from masters.?

 

The UV maps for TEXCOORD.zw (normal) and TEXCOORD1.xy (specular) need to be re-fit.

1022655660_uv_mapTEXCOORD.zwnormal_map.png.0e0e0a913df7ca8d99c7d614c01cd9d9.png

 

how to copy UV maps (sorry it's in English) https://docs.blender.org/manual/en/latest/scene_layout/object/editing/link_transfer/copy_uvmaps.html

doll mesh with fixed uv maps:

hitomi_doll_fix.zip


Finally, I think you may have known this, but just being thorough - the adjusted code

Spoiler
[TextureOverrideAwakenShirt_cat]
hash = 5f612943
match_first_index = 5850
handling = skip

ResourceT0 = ref ps-t0
ResourceT1 = ref ps-t1
ResourceT2 = ref ps-t2

ps-t0 = ResourceTexturesD
ps-t1 = ResourceTexturesN
ps-t2 = ResourceTexturesS

vb0 = ResourceDollVB
ib = ResourceDollIB
drawindexed = auto

ps-t0 = ResourceT0
ps-t1 = ResourceT1
ps-t2 = ResourceT2

 

 

Edited by krunkDunk
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Hello. Once again, I am requesting frame dumps for the latest gym outfits. These to be specific, for all body types.5791f082e776a82932427a3fbfb4609fec08f52f59486f18b261883788ed2379.png.e37e5efeeff6c78529c2884f05993ce2.png

If anyone has these and can do a frame dump, please reply. I need Kanna, Nagisa, Tina, Sayuri, Shandy, Elise, & Tsukushi.

Edited by Biggie123987
Added names of needed models
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I made this black hair Honoka edit mostly for her second hairstyle, but I don't know why her ponytail remains blonde? both base and spec are changed.

I'm also curious as to how good it looks in 4k resolutions, might be too dark?

 

you can enable the scalp/brow hash override at the start of the ini

 

HonBlackHair.rar

 

DOAX-VenusVacation_221216_211728.jpg.5bd7c42679feeaac5aad1ea44f407eb9.jpgDOAX-VenusVacation_221216_211744.jpg.6f5056fbbf76fc432b91f92537c3f5b3.jpg

 

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13 hours ago, DoMopi said:

I made this black hair Honoka edit mostly for her second hairstyle, but I don't know why her ponytail remains blonde? both base and spec are changed.

I'm also curious as to how good it looks in 4k resolutions, might be too dark?

 

you can enable the scalp/brow hash override at the start of the ini

 

HonBlackHair.rar 1.85 MB · 21 downloads

 

DOAX-VenusVacation_221216_211728.jpg.5bd7c42679feeaac5aad1ea44f407eb9.jpgDOAX-VenusVacation_221216_211744.jpg.6f5056fbbf76fc432b91f92537c3f5b3.jpg

 

 

I don't know what's going on with the game and applying textures, but replacing the texture by using the diffuse map's hash isn't working for all the meshes.

The solution is to make a TextureOverride section for every mesh ( hook with the vb0 hash ) and then replace the ps-t0 & ps-t2

Here's the code for the pony tail, which seems to be the only part with the problem:

Spoiler
; vb0 hashes
[TextureOverrideHonoka2-0]
hash = fb8e481e
match_first_index = 0
ps-t0 = ResourceColor2t0
ps-t2 = ResourceColor2t2

[TextureOverrideHonoka2-1]
hash = b9d7c042
match_first_index = 16767
ps-t0 = ResourceColor2t0
ps-t2 = ResourceColor2t2

[TextureOverrideHonoka2-2]
hash = b9d7c042
match_first_index = 6108
ps-t0 = ResourceColor2t0
ps-t2 = ResourceColor2t2

[TextureOverrideHonoka2-3]
hash = b9d7c042
match_first_index = 7236
ps-t0 = ResourceColor2t0
ps-t2 = ResourceColor2t2

[TextureOverrideHonoka2-4]
hash = b9d7c042
match_first_index = 15555
ps-t0 = ResourceColor2t0
ps-t2 = ResourceColor2t2

[TextureOverrideHonoka2-5]
hash = b9d7c042
match_first_index = 8448
ps-t0 = ResourceColor2t0
ps-t2 = ResourceColor2t2

[TextureOverrideHonoka2-6]
hash = b9d7c042
match_first_index = 14664
ps-t0 = ResourceColor2t0
ps-t2 = ResourceColor2t2

[TextureOverrideHonoka2-7]
hash = b9d7c042
match_first_index = 18027
ps-t0 = ResourceColor2t0
ps-t2 = ResourceColor2t2

[TextureOverrideHonoka2-8]
hash = b9d7c042
match_first_index = 5844
ps-t0 = ResourceColor2t0
ps-t2 = ResourceColor2t2

[TextureOverrideHonoka2-9]
hash = b9d7c042
match_first_index = 17895
ps-t0 = ResourceColor2t0
ps-t2 = ResourceColor2t2

[TextureOverrideHonoka2-10]
hash = b9d7c042
match_first_index = 5976
ps-t0 = ResourceColor2t0
ps-t2 = ResourceColor2t2

 

 

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13 hours ago, teddy_DOAXVV said:

Assume you have a good d3dx.ini (like mine, lol), I'll only explain for the sidetails.

 

Your code

 

[TextureOverrideHonoka2]
hash = cd4f5073
ps-t0 = ResourceColor2t0

ps-t2 = ResourceColor2t2

 

Corrected : 

 

[TextureOverrideHonoka2D]
hash = cd4f5073
this = ResourceColor2t0

 

[TextureOverrideHonoka2S]
hash = dc5ec075
this = ResourceColor2t2

 

image.jpeg.cce44f77f1ad9499741e5a34c3daf495.jpeg

 

* ResourceColor2t0 is not black enough, so I made it black.

 

If you have further questions, you can DM me.

That worked since I use your d3dx, I should have figured that I had to call the actual pst2 hash if I wanted it to work but I'm still not sure when it's needed and when it isn't. Since in this case it was and it's related to shading, maybe that's why my momoball mod looks so bad, so I'm gonna try this method. Thanks!

 

 

17 hours ago, krunkDunk said:

 

I don't know what's going on with the game and applying textures, but replacing the texture by using the diffuse map's hash isn't working for all the meshes.

The solution is to make a TextureOverride section for every mesh ( hook with the vb0 hash ) and then replace the ps-t0 & ps-t2

Here's the code for the pony tail, which seems to be the only part with the problem:

  Hide contents
; vb0 hashes
[TextureOverrideHonoka2-0]
hash = fb8e481e
match_first_index = 0
ps-t0 = ResourceColor2t0
ps-t2 = ResourceColor2t2

[TextureOverrideHonoka2-1]
hash = b9d7c042
match_first_index = 16767
ps-t0 = ResourceColor2t0
ps-t2 = ResourceColor2t2

[TextureOverrideHonoka2-2]
hash = b9d7c042
match_first_index = 6108
ps-t0 = ResourceColor2t0
ps-t2 = ResourceColor2t2

[TextureOverrideHonoka2-3]
hash = b9d7c042
match_first_index = 7236
ps-t0 = ResourceColor2t0
ps-t2 = ResourceColor2t2

[TextureOverrideHonoka2-4]
hash = b9d7c042
match_first_index = 15555
ps-t0 = ResourceColor2t0
ps-t2 = ResourceColor2t2

[TextureOverrideHonoka2-5]
hash = b9d7c042
match_first_index = 8448
ps-t0 = ResourceColor2t0
ps-t2 = ResourceColor2t2

[TextureOverrideHonoka2-6]
hash = b9d7c042
match_first_index = 14664
ps-t0 = ResourceColor2t0
ps-t2 = ResourceColor2t2

[TextureOverrideHonoka2-7]
hash = b9d7c042
match_first_index = 18027
ps-t0 = ResourceColor2t0
ps-t2 = ResourceColor2t2

[TextureOverrideHonoka2-8]
hash = b9d7c042
match_first_index = 5844
ps-t0 = ResourceColor2t0
ps-t2 = ResourceColor2t2

[TextureOverrideHonoka2-9]
hash = b9d7c042
match_first_index = 17895
ps-t0 = ResourceColor2t0
ps-t2 = ResourceColor2t2

[TextureOverrideHonoka2-10]
hash = b9d7c042
match_first_index = 5976
ps-t0 = ResourceColor2t0
ps-t2 = ResourceColor2t2

 

 

Thanks for reminding me how important vertex buffers are, until now I was mostly relying on the IB for my mods and that's probably why some textures flicker in the old ones so I have to do a massive patch whenever I can.

And thanks for the fix too, is there a way to find a hash's first_index with the hunting tools or your dev tools or did you really have to dump and load the hair's frameanalysis on Blender? I'm sorry if you had to ;_; I wanted to fix sayuri's default hair mesh so it doesn't look so bad if you override the accessory, but I couldn't import a single one of her files with my brick laptop. Although of course I think Sayuri has the most hair vertices... now I know see why all the 90s/00s era game heroines had a ponytail or short hair lmao

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@DoMopi

I did a frame analysis and imported the hair into blender to get the first indexes.

 

It's possible to find first indexes in text files in the frame analysis folder, but there's no telling exactly what mesh the file is for.

e.g. "000155-ib=960b3775-vs=ba2ad61fa36ff709-ps=6f619bc773470686.txt"

byte offset: 0
first index: 6198
index count: 4500
topology: trianglelist
format: DXGI_FORMAT_R16_UINT

1283 1284 1285
1284 1288 1287
1286 1284 1287
etc...

 

Edited by krunkDunk
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Maybe what I'm trying to do is a little too ambitious because it involves the head mesh, but I've been trying to add piercings to Nanami. After months and lots of re-reads and re-watches of all of these tutorials, I still can't understand what I'm doing wrong when exporting custom meshes (or even original slightly edited meshes). I've tried to figure it out by myself all this time and I really don't want anyone to make my mods for me or waste their time, so would it be possible for someone to send me the .blend file I attached, but with the right steps applied so I can see and understand the process?

I took the piercings from SolomonSTB1973's CC mod and scaled/transformed them (successfully?) to fit the head, but no luck past that. Either the mesh/texture hooks onto the entire face, or the piercing mesh flickers all over the screen/is terribly deformed but static. I also tried making the head/head bones a parent of the piercings, really I've tried everything, not just with this mod but countless other mod attempts.

 

Another issue I run into a lot is that when using the explanation provided by KuroKaze:

Spoiler

The eRelatively quick-and-dirty version is the following:

  1. Import your custom mesh (xps, nif, tmc, whatever) into blender.
  2. Fit the mesh to the body
  3. Remove old parent/skeleton/bones/vertex groups (make sure to keep any transformations if you used the skeleton to fit it to the mesh)
  4. Import target original mesh to be replaced (like the tutorial for editting an existing ib/vb)
  5. Duplicate original mesh
  6. Go into edit mode for the duplicate
  7. Select all vertices (Press "a" while cursor is in the 3D view)
  8. Delete all vertices (note, the mesh should still exist, just the mesh now has no vertices, this mesh can now be used to "reset" transform properties, and transfer the custom object properties into each custom mesh piece)
  9. Go to object mode.
  10. Select the custom mesh
  11. Shift+select the duplicate mesh that has no vertices anymore
  12. Merge the meshes together (Press CTRL+J while the cursor is in the 3D view)
    • This will merge your custom mesh into the duplicate mesh object
    • As a result, the combined mesh will have the custom properties from both mesh (meaning your custom mesh now has the 3DMigoto custom properties it needs
    • It will also apply the location, scale and rotation modifications of the custom mesh and inherit the transform properties of the original mesh; setting it to Location: 0,0,0 and Rotation: 90, 0, 0
  13. Rename the resultant combined mesh if desired.
  14. Transfer weights & vertex groups (Merging may have messed up the vertex groups if what your transferred weights from isn't the same mesh that you merged into)
  15. Go to the "Data" Properties tab.
  16. Rename the UV maps to TEXCOORD.xy for ps-t0, TEXCOORD.zw for ps-t1, TEXCOORD1.xy for ps-t2, and if applicable TEXCOORD1.zw
    • Each TEXCOORD### you attempt to define should have a equivalent 3DMigoto:TEXCOORD### custom property that has a value "{'flip_v':1}" in the "Object" Properties Tab.
  17. Export the custom mesh as a VB/IB using the 3DMigoto plugin.

 

after step 8 (deleting the vertices) I sometimes run into this issue at step 12 (merging objects), even though I always follow the same steps:

800389434_Screenshot2022-12-19061556.png.fa32ab2e300b7caea267671be05251e9.png

other times the join is successful, but the custom mesh will not inherit any vertex groups, only 3dmigoto properties.

 

I'm transfering weights the correct way as well

cx.png.6a52b2e847e52bb6c41fe3aad95a9bc7.png

 

here's the .blend file and what I think should be the correct ini for the mod. I believe if I achieve even one correct custom mesh mod, I'll be able to do it successfully every time, and contribute more to this modding community, so I really want to learn. Thanks in advance ?‍♀️

piercingtest.rar

 

piercings.blend

 

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14 hours ago, fukaina said:

WhiteLaceNude Honoka by sarsha043033、eromaro MOD改良。

上記のスキンMODは互換性があります。

ホワイトレースヌード大きめのお尻をほのかファイルに差し替えて使用することができます。

001.jpg

002.jpg

003.jpg

WhiteLaceNude Honoka by sarsha043033 and eromaro kai.7z 1.29 MB-65件ダウンロード

I am using Deepl to write the text.

Thanks for the great mod!
I like the body shape with the big hips, so very much to my liking!
I have a question, do you have any plans to make a COMMON BODY for this body type?

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