@Monster Posted August 30, 2018 Posted August 30, 2018 Hello! Pls! I want this kind of hairstyle for MR, like here. Can anyone do it?
shiluodexingfu Posted August 31, 2018 Posted August 31, 2018 Can someone remove the shoes and socks from the new school uniform?Thx much!
Popular Post tantrave Posted August 31, 2018 Popular Post Posted August 31, 2018 Spoiler I could not make BC 7 for DDS, so this is BC 3. Maybe no problem. http://www.mediafire.com/file/upu884788j6r3ia/Kasumi_Shirohouduki%28SSR%29.zip/file 22
Jerrry Cr21 Posted August 31, 2018 Posted August 31, 2018 how to fix Misaki's Hoodie error like this ? or is there anyone giving a new Misaki's Hoodie file to resolve this error because it looks like the file I have is corrupt
FF3 Posted August 31, 2018 Posted August 31, 2018 On 8/29/2018 at 6:35 PM, alpalia said: you know you can be reported just for that ? putting big fonts will not give you more attention, at the contrary, peoples would avoid it because it show someone without manner screaming around loudly. as for "WE" .. you the only one asking for it . why dont you make like "WE" and wait for it without screaming around ? ... It depends on your interpretation of the font size. But I do not have time to engage in meaningless altercations with you. The script is needed not only for me, and for almost everyone, but most ppl passively wait until someone fix it.
FF3 Posted August 31, 2018 Posted August 31, 2018 So back to this problem. As I already wrote, the problem is most likely that after update the length of the file doax_vv.exe changed and that part of the script that was supposed to be injected into the program does not fall into the right place. I have already drawn your attention to what is written there ORIGINAL CODE - INJECTION POINT: "DOAX_VV.exe"+13E51A So, it is added to the file with offset +13E51A relative to the beginning of the file "DOAX_VV.exe". So, our task is to find in the new file the place that corresponds to the injection place in the old file. But for this, we need to compare the new and old files. It's simple and I probably would have repaired this script myself, but I do not have an old version of the file doax_vv.exe. All the hope that it stayed with someone who has not done the update yet. Or maybe someone accidentally made a copy of this file. Then post it in this topic and we will study it and restore this script together. { // ORIGINAL CODE - INJECTION POINT: "DOAX_VV.exe"+13E51A "DOAX_VV.exe"+13E4EB: 48 8B C8 - mov rcx,rax "DOAX_VV.exe"+13E4EE: 41 FF 90 D8 00 00 00 - call qword ptr [r8+000000D8] "DOAX_VV.exe"+13E4F5: 48 C7 45 08 0F 00 00 00 - mov [rbp+08],0000000F "DOAX_VV.exe"+13E4FD: 48 89 75 00 - mov [rbp+00],rsi "DOAX_VV.exe"+13E501: C6 45 F0 00 - mov byte ptr [rbp-10],00 "DOAX_VV.exe"+13E505: 0F 28 05 F4 EB B0 00 - movaps xmm0,[DOAX_VV.exe+C4D100] "DOAX_VV.exe"+13E50C: 0F 29 45 C0 - movaps [rbp-40],xmm0 "DOAX_VV.exe"+13E510: 48 8B 4C 24 48 - mov rcx,[rsp+48] "DOAX_VV.exe"+13E515: 48 3B 19 - cmp rbx,[rcx] "DOAX_VV.exe"+13E518: 74 09 - je DOAX_VV.exe+13E523 // ---------- INJECTING HERE ---------- "DOAX_VV.exe"+13E51A: 0F 28 43 40 - movaps xmm0,[rbx+40] "DOAX_VV.exe"+13E51E: 66 0F 7F 45 C0 - movdqa [rbp-40],xmm0 // ---------- DONE INJECTING ---------- "DOAX_VV.exe"+13E523: F3 0F 10 05 99 19 B1 00 - movss xmm0,[DOAX_VV.exe+C4FEC4] "DOAX_VV.exe"+13E52B: F3 0F 11 45 AC - movss [rbp-54],xmm0 "DOAX_VV.exe"+13E530: 48 C7 45 9C 00 00 00 00 - mov [rbp-64],00000000 "DOAX_VV.exe"+13E538: 48 C7 45 88 00 00 00 00 - mov [rbp-78],00000000 "DOAX_VV.exe"+13E540: 48 C7 44 24 78 00 00 00 00 - mov [rsp+78],00000000 "DOAX_VV.exe"+13E549: 48 C7 45 A4 00 00 00 00 - mov [rbp-5C],00000000 "DOAX_VV.exe"+13E551: 48 C7 45 90 00 00 00 00 - mov [rbp-70],00000000 "DOAX_VV.exe"+13E559: C7 44 24 74 00 00 00 00 - mov [rsp+74],00000000 "DOAX_VV.exe"+13E561: C7 45 80 00 00 00 00 - mov [rbp-80],00000000 "DOAX_VV.exe"+13E568: F3 0F 10 45 C0 - movss xmm0,[rbp-40] } </AssemblerScript>
pusmus0000 Posted August 31, 2018 Posted August 31, 2018 12 hours ago, tantrave said: Hide contents I could not make BC 7 for DDS, so this is BC 3. Maybe no problem. http://www.mediafire.com/file/upu884788j6r3ia/Kasumi_Shirohouduki%28SSR%29.zip/file Favorite! Thanks!
knight77 Posted August 31, 2018 Posted August 31, 2018 Does someone has the "Frame Analysis" files for the mermaid suit for the general body mesh WITH the metal works? Everytime I do the frame analysis for Kasumi with the mermaid suit, the metal works are allways missing... When doing the same for Honoka or Marie Rose with that suit, it is all there. Spoiler Kasumi: Honoka: Anybody got a sloution for this?
Noice123 Posted August 31, 2018 Posted August 31, 2018 6 hours ago, FF3 said: So back to this problem. As I already wrote, the problem is most likely that after update the length of the file doax_vv.exe changed and that part of the script that was supposed to be injected into the program does not fall into the right place. I have already drawn your attention to what is written there ORIGINAL CODE - INJECTION POINT: "DOAX_VV.exe"+13E51A Injection point is the same.
KuroKaze78 Posted September 1, 2018 Posted September 1, 2018 8 hours ago, knight77 said: Does someone has the "Frame Analysis" files for the mermaid suit for the general body mesh WITH the metal works? Everytime I do the frame analysis for Kasumi with the mermaid suit, the metal works are allways missing... When doing the same for Honoka or Marie Rose with that suit, it is all there. Anybody got a sloution for this? I believe what is dumped is based off each shader's assigned "dump = ..." and "analyse_options = ..." during a frame. Typically these are assigned in the d3dx.ini where you have multiple ShaderOverride... sections that call out a CommandList<Something> that specifies the dump and analyse_options. You could choose not to dump something by commenting those dump options off in a given generic commandlist. Personally, I've done this for CommandListHair to keep my "Frame Analysis" dumps smaller since i don't typically care about the hair and it just bloats the filesize of each analysis if I plan to keep it around. Anyways, where I'm going with this is, because each shader has to call out a dump parameter at some point for it to be included in the frame analysis, any mod that includes custom ShaderOverride may be bypassing the generic ShaderOverride... in the d3dx.ini that may be preventing it from being included in your frame analysis dump. To be safe, if you are having an issue with things not showing up in your frame analysis, disable your entire Mods/Costume folder (rename Mods/Costume -> Mods/DISABLED Costume) temporarily and then reload your configs (Press "F10" in game), then perform your frame analysis dump and see if that works out better for you. If that makes it now properly show up, you could hunt for the VS or PS hashes that correspond to what you were missing from your dumps and then search all the ini files in your Costume folder for any that call out that VS/PS hash. Likely they are calling "handling = skip" or something which is preventing it from calling out to the CommandListClothes that would assign it dump parameters. If that doesn't work, I'll take a look to see if I can get any better results, I think I have one alt-account that had one of the SR versions if I can figure out which one it was. If you still need the dump and I can get it to work, let me know if I can trim the fat (leave out any textures, etc) to keep the size smaller before uploading. EDIT: I did find an old dump i did 6 weeks ago shortly after I first was getting started (7/16) and it is also missing the metal pieces (Lei Fang is the character). So if it is caused by a mod, then its likely an older one that is older than 7/16. Or the common models use a different shader than Marie/Honoka/Luna do and it hasn't yet been mapped in the d3dx.ini file at all. EDIT2: Found the account that had one. So, it looks like the metal bits for the common body aren't identified under any of the ShaderOverride<whatever> that set it up to be properly included in the dump. It seems typically its the PS hash that's associated and the hash is "142f047d3792cc72". Neither the VS hash or PS hash are included in my d3dx.ini. To fix this, it should be just add the following to the d3dx.ini file: [ShaderOverrideClothesPS10] ; Common body Mermaid Metal accessories hash = 142f047d3792cc72 run = CommandListClothes 1
mono1214 Posted September 1, 2018 Posted September 1, 2018 3D pubic hair test And please tell me how to solve Z-Fighting with custom shaders? I would like to offset the pubic hair just forward with a custom shader. like this 14
jijijoe Posted September 1, 2018 Posted September 1, 2018 9 hours ago, KuroKaze78 said: To be safe, if you are having an issue with things not showing up in your frame analysis, disable your entire Mods/Costume folder (rename Mods/Costume -> Mods/DISABLED Costume) temporarily and then reload your configs (Press "F10" in game), then perform your frame analysis dump and see if that works out better for you. If that makes it now properly show up, you could hunt for the VS or PS hashes that correspond to what you were missing from your dumps and then search all the ini files in your Costume folder for any that call out that VS/PS hash. Likely they are calling "handling = skip" or something which is preventing it from calling out to the CommandListClothes that would assign it dump parameters. If that doesn't work, I'll take a look to see if I can get any better results, I think I have one alt-account that had one of the SR versions if I can figure out which one it was. If you still need the dump and I can get it to work, let me know if I can trim the fat (leave out any textures, etc) to keep the size smaller before uploading. It seems typically its the PS hash that's associated and the hash is "142f047d3792cc72". Neither the VS hash or PS hash are included in my d3dx.ini. To fix this, it should be just add the following to the d3dx.ini file: [ShaderOverrideClothesPS10] ; Common body Mermaid Metal accessories hash = 142f047d3792cc72 run = CommandListClothes All this is very difficult to understand. Where can I read about this in more detail (at the level for beginners)?
HI-METAL Posted September 1, 2018 Posted September 1, 2018 Spoiler I added the skin textures of Kokoro and Leifang to #1606. 17
DOAX VV Posted September 1, 2018 Posted September 1, 2018 On 8/30/2018 at 6:31 PM, System5 said: We fully support you, @Jumeng!I already wrote before that we need a separate forum for DOAXVV. We could create separate topics for each modder, and not collect all the mods in a bunch in one giant topic, where they can no longer be found. We could do it the way it was done for DOA5LR, and it would be convenient for everyone.This would be a big step in the development of modding DOAXVV, And I think that moderators read this topic and should understand the situation. You try to find on LoverLab some other topic in which there would be so many visitors!You can see how many registered visitors are constantly viewing this topic at the bottom of the page. I've seen a lot of other topics on this site and there's nothing like it anywhere. They are not hundreds, they are thousands. And in terms of the number of posts we have long overtaken all the topics of the DOA5LR. There is almost complete silence. I use google translate and apologize for the quality of the translation. I do not mind. However what will moderators do with this forum, when after a new update all our mods will stop working? ?
KuroKaze78 Posted September 1, 2018 Posted September 1, 2018 10 minutes ago, jijijoe said: All this is very difficult to understand. Where can I read about this in more detail (at the level for beginners)? I'm not sure if there are simple documentation explaining everything available other than jumping in and trying stuff out to see how it works. A couple more places I've found information about how to leverage 3dmigoto to do the mods are the comments in the included d3dx.ini file, the release notes for 3dmigoto found on the github, and the questions and answering on the forum posts on the 3dmigoto forum thread on nvidia's site. Last resort is code inspection of 3dmigoto's code-base for DirectX11 here. Most useful ones to understand first are IniHandler.cpp, CommandList.cpp, and then probably Override.cpp. Even then, once you think you understand additional things about how it works, I'd play around with modifying the d3dx.ini config and maybe the mods to see how it all works together. There are some additional documentation on the github, but most of them see pretty outdated and alot of functionality has been added more recently (last 5 months) that added alot of modding platform features that we are using for DOAXVV modding.
KuroKaze78 Posted September 1, 2018 Posted September 1, 2018 6 hours ago, mono1214 said: 3D pubic hair test And please tell me how to solve Z-Fighting with custom shaders? I would like to offset the pubic hair just forward with a custom shader. like this I haven't seen anything regarding altering the draw order, specially when using transparent textures. I've noticed, it seems all the draw calls with transparent textures tend to be after all the non-alpha layer enabled shaders. If its all the same replacement (hash & match_first_index combination), you can force the order using match_priority. But other than that, I believe the draw order is already set. However, this got me thinking of trying something else. Currently, typically only ps-t0, ps-t1, ps-t2, vb0, and ib replaced, which are basically the textures, the index buffer and the vertex buffer. When we perform a frame-analysis dump, we also dump the vs-cb2 which is pose for each mesh. From my testing, it is also possible to replace the vs-cb2 for a given draw call. I'm not sure if the export from the frame analysis is directly usable as a resource, not to mention it is constantly changing every frame. However can be used by capturing the pose of a mesh in its first instanced draw call and storing it into a Resource, like the body mesh's pose since it usually precedes all of the clothes. Then, trigger a texture override on a piece of clothing or really any matching mesh you wish to insert when you want to draw whatever you need (as long as its after when you were able to grab the pose in a single frame, check the frame-analysis for the order). In that TextureOverride, you can place your vb, ib, and textures, and also set the pose to be what you captured earlier, the importance of this is that without capturing and recalling the pose, whatever mesh you were targeting for replacement is what you would have to transfer weights from, but with this, you can pick practically any draw call available to also draw whatever you need. There are some limitations of this, because if when you grab the pose from a draw call, and multiple characters do it, the pose is going to be different between them, so likely you'll only get the pose from the last one that ran unless you can match instance count or something else. At a minimum, I think this is something that should be looked into more about what can be accomplished with doing so. I'll post my test case which leveraged this to include a quick test of the stockings for Aradia Lace that are a transfer of the weights from the body mesh, but drawn with the alpha-enabled shader of the clothes. Note, because this was just a rough test to see if my idea about how to utilize the vs-cb2 so I didn't bother finishing fitting the mesh to the body completely. Spoiler Quick Preview: d3dx.ini changes: [ResourceClothesBakVSCB2] [ResourceClothesBakVB] [ResourceClothesBakIB] [CommandListClothes] w7=1 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 analyse_options = deferred_ctx_accurate share_dupes dump_vb txt buf ; Dump skinning matrices: dump = deferred_ctx_accurate vs-cb2 txt buf if z ; Enable costume texture replacement by texture hash: checktextureoverride = ps-t0 checktextureoverride = ps-t1 checktextureoverride = ps-t2 checktextureoverride = ps-t3 ; Just in case, back up the vs-cb2 before it may be overwritten ResourceClothesBakVSCB2 = ref vs-cb2 ; Enable mesh replacement by either vertex or indexbuffer hash, must be done ; after texture replacements, because this will replace the draw call: ResourceClothesBakVB = ref vb0 ResourceClothesBakIB = ref ib checktextureoverride = vb0 checktextureoverride = ib vb0 = ref ResourceClothesBakVB ib = ref ResourceClothesBakIB ; Restore the original pose vs-cb2 = ref ResourceClothesBakVSCB2 ResourceClothesBakVB = null ResourceClothesBakIB = null endif AradiaLace-Selector.ini updates to catpure the vs-cb2 during the body replacement, and use it during during the original suit draw call: [ResourceBodyWhiteLaceVSCB2] [TextureOverrideBodyWhiteLace] hash = 2c406de7 match_first_index = 0 vb0 = ResourceBodyNudeVB ib = ResourceBodyNudeIB ; Store the current pose of the body when drawing the body ResourceBodyWhiteLaceVSCB2 = vs-cb2 handling = skip drawindexed = auto ; EXPERIMENTAL TESTING [ResourceStockingPS0] filename=aradiamagestocking.dds [ResourceStockingPS1] filename=aradiamagestocking_n.dds [ResourceAradiaLaceStockingVB] type = Buffer filename = TestStockings.vb stride = 76 [ResourceAradiaLaceStockingIB] type = Buffer filename = TestStockings.ib format = DXGI_FORMAT_R16_UINT [TextureOverrideTestStocking] hash = bf09a88c match_first_index=0 match_priority=3 ps-t1 = ResourceStockingPS1 ps-t0 = ResourceStockingPS0 ps-t2 = ResourceStockingPS0 if w7 != 5 vb0 = ResourceAradiaLaceStockingVB ib = ResourceAradiaLaceStockingIB ; Use the stored pose of the body when drawing the stockings vs-cb2 = ResourceBodyWhiteLaceVSCB2 drawindexed = auto endif handling = skip
jijijoe Posted September 1, 2018 Posted September 1, 2018 6 hours ago, KuroKaze78 said: I'm not sure if there are simple documentation explaining everything available other than jumping in and trying stuff out to see how it works. A couple more places I've found information about how to leverage 3dmigoto to do the mods are the comments in the included d3dx.ini file, the release notes for 3dmigoto found on the github, and the questions and answering on the forum posts on the 3dmigoto forum thread on nvidia's site. Last resort is code inspection of 3dmigoto's code-base for DirectX11 here. Most useful ones to understand first are IniHandler.cpp, CommandList.cpp, and then probably Override.cpp. Even then, once you think you understand additional things about how it works, I'd play around with modifying the d3dx.ini config and maybe the mods to see how it all works together. There are some additional documentation on the github, but most of them see pretty outdated and alot of functionality has been added more recently (last 5 months) that added alot of modding platform features that we are using for DOAXVV modding. Thank you very much !
fx0080 Posted September 1, 2018 Posted September 1, 2018 On 4/15/2018 at 4:37 AM, ausgeek said: DOAXVV All In One Two Mod Pack Step 1: Install the 3D Vision Mod from this page, which includes 3DMigoto and is set up to make these costume mods possible. You can ignore most of the information on this page, as that is for 3D Vision users - you just need to extract the zip file to the game directory. http://helixmod.blogspot.com/2018/03/dead-or-alive-xtreme-venus-vacation.html Step 2: Extract this starter mod pack into the game directory: DOAXVV ModPack 4.7z (Updated) Older version: DOAXVV ModPack 2.7z Double check you got it right: If you did it right the directory structure should look like this - the mods should be inside the Mods directory as shown, not in "Mods\Mods": Reveal hidden contents Step 3: In the launcher (not the game) open settings (2nd button from the top) and make sure all the graphics options are set to maximum (left most options) - some of the mods will not work on lower settings: Reveal hidden contents Step 4: You're finished - run the game! User Interface Toggle The 3D Vision mod you installed in step 1 included a UI toggle - press the back button on the mouse to hide/show the UI for more immersion & better screenshots. The key is configurable by editing the d3dx.ini. Mod Options Several of the mods in the mod pack have options that you can choose between. The mod author suggestions are enabled by default, but you can choose other options by renaming the files to remove the word "DISABLED" (or add that that word to the start if you wish to disable a mod or mod option). Press F10 in game to reload the mods directory. Installing Additional Mods Please ignore any mods posted earlier in the thread than here, as they are not set up to work with this. Mods posted from here on should usually just be a matter of extracting them somewhere in the Mods directory (in most cases exactly where won't matter), but read the instructions posted with the mod to be sure. You do not need to restart the game to load new mods - simply press F10 in game to reload all mods. Included Mods Skin Texture Replacements Includes all skin texture replacements by knight77 to add lady bits to all characters. Some of these have several options for different pubic hair, which you can enable by renaming the folders to remove the word "DISABLED". Nude mod Wearing the White Lace Bikini will make your character nude. Mesh edits by knight77 and myself. The Square Bikini will also make your character nude, but the mesh edits are not optimised for it and it is not intended for general use (details can distort in some poses). This is only intended for use with the Gacha Demist mod. Towel mod Makes the towel costumes from the recent event topless, suitable for characters who do not yet have fully detailed mesh & texture edits. All body mesh edits by knight77. Hide contents Aloha mod Provides several options to modify the recent Hawaiian themed event costume. Panties and Pasties are removed by default, and you can also choose to remove the Flower necklace and Skirt. Hide contents Gacha Demist Reduces the fog, glass distortion and DOF blur in the Gacha background scene for better enjoyment. Hide contents Cherry Blossoms Hide contents Tamki Blue Remove the DISABLED from the filename to use this mod. Hide contents Luna Apache Remove the DISABLED from the filename to use this mod. Hide contents Luna Hands Remove the DISABLED from the filename to use this mod. Hide contents Soft Tanlines Includes the softer tanlines for certain costumes from knight77. Most are enabled by default, except for the White Lace replacement since that costume is now nude. Refer to the series of posts beginning here for screenshots and to show which costumes have replaced tanlines: https://www.loverslab.com/topic/87780-dead-or-alive-xtreme-venus-vacation/?do=findComment&comment=2192152 Also note that the game allows you to mix and match tanlines from different costumes - apply the tanning lotion / sunscreen with the costume you want the tan lines from, repeat with any additional costumes you want blended in, then swap to the costume you want to wear. Donation Info If you appreciate the work I do on 3DMigoto to make these types of mods possible, please consider supporting me on Patreon: https://www.patreon.com/DarkStarSword After installing the 3D-fixes, I can use the mods, but my 3D Vision doesn't engage(even pressing F7), so I can not play the game with 3D vision. My 3D vision is working fine when watching 3D movies, anyone can help? I have followed all the instructions. OS: Win7 64bit CPU: E3 1230 V2 Graphic card: GTX 1060 3GB RAM: 8GB With Nvidia latest driver 2
stable Posted September 2, 2018 Posted September 2, 2018 3 hours ago, fx0080 said: After installing the 3D-fixes, I can use the mods, but my 3D Vision doesn't engage(even pressing F7), so I can not play the game with 3D vision. My 3D vision is working fine when watching 3D movies, anyone can help? I have followed all the instructions. OS: Win7 64bit CPU: E3 1230 V2 Graphic card: GTX 1060 3GB RAM: 8GB With Nvidia latest driver こんにちは!このゲームのインストール方法に関する情報はどこにありますか? Hello!Where can I find information on how to install this game? Spoiler ` Quote
Jumeng Posted September 2, 2018 Posted September 2, 2018 8 hours ago, fx0080 said: After installing the 3D-fixes, I can use the mods, but my 3D Vision doesn't engage(even pressing F7), so I can not play the game with 3D vision. My 3D vision is working fine when watching 3D movies, anyone can help? I have followed all the instructions. OS: Win7 64bit CPU: E3 1230 V2 Graphic card: GTX 1060 3GB RAM: 8GB With Nvidia latest driver CTRL+T to activate 3D mode. F11 to toggle between 3D modes.
mono1214 Posted September 2, 2018 Posted September 2, 2018 13 hours ago, KuroKaze78 said: I haven't seen anything regarding altering the draw order, specially when using transparent textures. I've noticed, it seems all the draw calls with transparent textures tend to be after all the non-alpha layer enabled shaders. If its all the same replacement (hash & match_first_index combination), you can force the order using match_priority. But other than that, I believe the draw order is already set. However, this got me thinking of trying something else. Currently, typically only ps-t0, ps-t1, ps-t2, vb0, and ib replaced, which are basically the textures, the index buffer and the vertex buffer. When we perform a frame-analysis dump, we also dump the vs-cb2 which is pose for each mesh. From my testing, it is also possible to replace the vs-cb2 for a given draw call. I'm not sure if the export from the frame analysis is directly usable as a resource, not to mention it is constantly changing every frame. However can be used by capturing the pose of a mesh in its first instanced draw call and storing it into a Resource, like the body mesh's pose since it usually precedes all of the clothes. Then, trigger a texture override on a piece of clothing or really any matching mesh you wish to insert when you want to draw whatever you need (as long as its after when you were able to grab the pose in a single frame, check the frame-analysis for the order). In that TextureOverride, you can place your vb, ib, and textures, and also set the pose to be what you captured earlier, the importance of this is that without capturing and recalling the pose, whatever mesh you were targeting for replacement is what you would have to transfer weights from, but with this, you can pick practically any draw call available to also draw whatever you need. There are some limitations of this, because if when you grab the pose from a draw call, and multiple characters do it, the pose is going to be different between them, so likely you'll only get the pose from the last one that ran unless you can match instance count or something else. At a minimum, I think this is something that should be looked into more about what can be accomplished with doing so. I'll post my test case which leveraged this to include a quick test of the stockings for Aradia Lace that are a transfer of the weights from the body mesh, but drawn with the alpha-enabled shader of the clothes. Note, because this was just a rough test to see if my idea about how to utilize the vs-cb2 so I didn't bother finishing fitting the mesh to the body completely. I appreciate your answer. English was not my mother tongue so I could not understand everything, but I felt great potential from your test. I was planning to solve problems with shaders, but I will also consider other approaches. Thank you.
H_W Posted September 2, 2018 Posted September 2, 2018 On 8/9/2018 at 6:12 PM, amiga5000 said: I'm testing some new technique to adapt imported parts, with their textures. The result looks great, the skirt is adapted from a XnLara model of Luna . Soon I predict that the mod will be more varied and pleasant .. Sequenza 01.mp4 Where can I find this mod?I have not seen it yet.
whiskeylover Posted September 2, 2018 Posted September 2, 2018 On this site there are other threads dedicated to DOAX and DOAXVenusVacation?
H_W Posted September 2, 2018 Posted September 2, 2018 On 9/2/2018 at 3:58 AM, amiga5000 said: Hi. You need the Marie bamboo swimsuit SR or SRR Spoiler Spoiler Towel_Nude_v4.zip https://mega.nz/#!uMEglKJI!6qhA9t7dbiwP_IsalUFgItEAnGbriIIwpTbWHKj9YRc Use this configuration DISABLED towel_ Marie_Short.initowel_malfunction.iniDISABLED towel_ Marie_Malfunction.initowel_ Marie_Luna_SkirtDISABLED towel_Remove.ini Spoiler Thank you so much, amiga!! I still do not have this swimsuit, but I will definitely get it.
H_W Posted September 2, 2018 Posted September 2, 2018 On 9/2/2018 at 6:22 AM, amiga5000 said: Hello everyone, I'm doing some experiments, I tried to add the bush as an object, but I do not like the result because of a bad flicker. Spoiler Spoiler Yes, I also do not like it very much. ? Quote I like more to increase the already abundant Honoka breasts with pleasant results .. Spoiler Spoiler A small video https://mega.nz/#!mYcREYQS!HeOwvDnvBKHp9Bt3khTni4HAeLbTO1fIqfQuUIGoZY0 What do you think? Test.wmv Wow! It is wonderful! IMO you could have made one more option for a larger size (Ultra). For me okay and so, but someone might want more! ???
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