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


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Posted
56 minutes ago, Beach Paradise Team said:

Made a reshade config for DOAXVV, unfortunately the ambient occlusion (depth buffer shader) shows on top of the UI elements so I may not release it. Still looks very nice for taking photos.

 

lhwue6.jpg

Release please

Posted
16 minutes ago, Dreamcaster said:

Release please

One of the problems with using third party post processing for ambient occlusion (or any depth buffer shader) is that it displays on top of UI elements, which can be rather annoying for general use.

 

mmmupi.jpg

 

 

I'm not sure if this is something people would want to tolerate. 

Posted
8 minutes ago, Beach Paradise Team said:

One of the problems with using third party post processing for ambient occlusion (or any depth buffer shader) is that it displays on top of UI elements, which can be rather annoying for general use.

 

mmmupi.jpg

 

 

I'm not sure if this is something people would want to tolerate. 

Can it be toggled while in game?

Posted
4 minutes ago, Beach Paradise Team said:

You can set it an effect toggle just like any Reshade config. 

Well release please, could take some nice pictures with that shade, then just turn it off when playing, no big deal for me

Posted

Yet another issue is you need to manually select the depth buffer from the buffer list in the reshade UI each time you launch the game as far as I can tell. I'm not sure if this is a nuance of the latest Reshade 4.0 release or not because I don't remember having to do it on every launch. This again seems like another significant inconvenience. 

 

I actually found out how to save the buffer detection... simple checkbox. 

Posted

Here's the reshade files. Stick the contents of this archive in your DOAXVV executable directory. I believe you will have to manually select the config from a dropdown list in the reshade UI which you can bring up by pressing the home button on your keyboard by default. Please let me know if there are any issues or difficulties installing aside from the ones I've mentioned.

 

https://files.catbox.moe/5wxcr9.7z

Posted
17 minutes ago, Beach Paradise Team said:

Here's the reshade files. Stick the contents of this archive in your DOAXVV executable directory. I believe you will have to manually select the config from a dropdown list in the reshade UI which you can bring up by pressing the home button on your keyboard by default. Please let me know if there are any issues or difficulties installing aside from the ones I've mentioned.

 

https://files.catbox.moe/5wxcr9.7z

Thanks, no problems installing, very easy

1412380123_DOAX_VV2018-11-2015-19-59.png.2d77c76760b763aea9d7f41bafc05415.png

Posted
2 minutes ago, Beach Paradise Team said:

Did you have to manually select the config or did it recognize it automatically? 

I booted the game and was able to press the home button, so yeah

Posted
1 minute ago, Beach Paradise Team said:

i mean to say, did it recognize the custom shader config without having to select it from a dropdown menu

Well I had to click through some of them to find the one you used on Luna

Posted

My problem is mainly that I have a config INI for the game, but Reshade's really annoying configured to point to a specific install directory to find it making them difficult to share. I'm not sure if you actually selected the config because of that, or if you just checked the MXAO box off without any of my configurations. 

Posted
1 minute ago, Beach Paradise Team said:

For reference, the reshade menu should look something like this

 

fmwqbp.jpg

No yeah they were all blank, I only clicked on the MXAO when I took that picture

Posted
4 hours ago, Beach Paradise Team said:

Made a reshade config for DOAXVV, unfortunately the ambient occlusion (depth buffer shader) shows on top of the UI elements so I may not release it. Still looks very nice for taking photos.

Spoiler

 

lhwue6.jpg

 

 

 

I've also experimented with ReShade configs for several months. I adapted one I found earlier and made a gallery of screenshots in 4K, if anyone is interested. I think it looks pretty good :) https://imgur.com/gallery/k2fJbei

I've since moved on to my own config (still a work-in-progress) but I'll definitely check out the one just posted and compare with my own one :)

 

Posted
3 minutes ago, Jumeng said:

 

I've experimented with ReShade configs for several months. I adapted one I found earlier and made a gallery of screenshots in 4K, in anyone is interested. I think it looks pretty good :)

https://imgur.com/a/k2fJbei

I've since moved on to my own config (still a work-in-progress) but I'll definitely check out the one just posted and compare with my own one :)

 

Wow, makes the game look rich in color. Some nice pictures can be taken with that.

Posted
19 hours ago, KuroKaze78 said:

@avenger54 - Yes and No. There isn't a hard cap on how many command lists you can have in a cycle directly, but there is a limit on how many characters you can have on the "run" parameter. This means you can squeeze as many command lists as possible if you change the names of the command lists to single character differences. I first encountered the issue when I tried adding a 16th list to the cycle for the Aradia Lace mod and thought the same thing. However, a couple of weeks ago I made a test INI to play with re-coloring in the pixel shaders and I noticed it was complaining at a different point in the cycle line. So I shortened the names of the Command lists and was able to fit a 16th command list. Judging by my examples, I imagine the code for 3dmigoto only allotted 255 or 256 characters for the value of the run properties of a Key section. 3DMigoto uses a commom buffer for many of its parsing logic and uses a buffer of size MAX_SIZE which is Windows WIN_API definition of the maximum filename length at 260 characters.

 

Example:

Instead of doing something like this (which is already relatively short)

run = CommandListTSP_, CommandListTS_N, CommandListTS__, CommandListT_PN, CommandListT_P_, CommandListT__N, CommandListT___, CommandList_SPN, CommandList_SP_, CommandList_S_N, CommandList_S__, CommandList__PN, CommandList__P_, CommandList___N, CommandListTSPN

(This one is 253 characters long, includes 15 command lists. Adding one more CommandList causes it to fail parsing such as CommandList____ which would have been a full nude option in the Aradia Lace Mod)

 

run = CommandList1, CommandList2, CommandList3, CommandList4, CommandList5, CommandList6, CommandList7, CommandList8, CommandListN7, CommandListN6, CommandListN5, CommandListN4, CommandListN3, CommandListN2, CommandListN1, CommandList0

(This one is 229 characters long and 16 command lists. Probably could add one more)

 

Theoretically, assuming that the max number of characters is 260, it takes 12 characters for "CommandListX" plus the need for a comma. Not sure if the space in between is necessary but either way a it's take either 13 or 14 characters for each one. If 13 characters are all that's needed then you can fit a maximum of 20 command lists. If the space is required, then you can only fit 18 command lists in a cycle. My recommendation is to possibly just break up what you are cycling in 2 different categories and use 2 different cycle keys if needed.

 

 

 

@Hans Jürgen - I've found the modifications to how the girls tan tend to be the most glitchy (at least some of them). The way I do it is the following:

  1. Enable "Mods/Costumes/Square Bikini Nude" mod and the included tan.ini in it. This mod's tan override has no tanlines.
  2. Enable Mods/Tan"
  3. Reload Mods
  4. Choose character
  5. Set costume to Square Bikini (Loquat?)
  6. Set Tan
  7. Go back to home screen. This should save your tan effect.
  8. Go back to costume selection
  9. Change costume to desired costume.
  10. Disable "Mods/Costumes/Square Bikini Nude/tan.ini"
  11. Optional: Disable Mods/Tan (not sure if this by itself causes graphic glitches)
  12. Reload mods.

*NOTE - I believe you'll have to repeat this about once a week or so, because the tan lines do tend to fade and will revert to what you are wearing.

 

Back several months ago there were issues were many of us would see many things turning pink on screen. which is likely due to ps-t3 (the tan mask) bleeding over into other draw calls that also use ps-t3 and weren't reloading the correct textures. There probably could be another fix in the d3dx.ini to fix those glitches, but the tan effects are a bit weird and I'm not completely sure on what the fix should be.

 

Alternatively, I preferred an even darker tan, so I created a modified pixel shader: 88919121becebe35-ps_replace.txt

If you drop that in your DOAX-VenusVacation/ShaderFixes folder it'll apply a modifier on the tan level of all the girls. If you want a strict even tan across everything, rather than abide by tan-levels, you can change line 92 to a static value (1.0 = no tan, 0.0 = full tan allowed normally, <0 = darker tan than the game normally allows)

 


line 85: // SkinSuntanColor override (currently NyoTengu's color for all girls), comment out to leave the tan color the default per-character
line 86: r4.xyz = float3(0.32, 0.38, 0.4);

line 88: // Flat Tan Darkening, this will over tan by 50% effectively
line 89: r4.w = 0.5;

line 91: // Apply Tan Darkening (r0.x is currently based off the tan-line UV)
line 92: r0.x = r0.x - r4.w;

// This would force an even tan at full normal tan
line 92: r0.x = 0;

// This would force an even tan at pale skin
line 92: r0.x = 1.0;

// This would force a darker than max tan of about 50% additional
line 92: r0.x = -0.5;

Sorry this isn't as user-friendly as it could be, it was largely just an experiment at this point.

Awesome man ! Thanks again !

How or where did you get all this knowledge ?

I wish I would understand anything about modding and give something back.

(Only thing I ever was able to was changing some textures for "Bullet Witch", you can find it here on LL)

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