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Thread: (Illusion) Harem Mate

  1. #1

    (Illusion) Harem Mate

    Please discuss modding Harem Mate here.

    ==[ Modding tools ]=======================




    ==[ Useful Links ]=======================

    Last edited by enimaroah; Yesterday at 12:19 PM. Reason: update useful links

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  3. Quote Originally Posted by rathren View Post
    Thy should go to G:\HaremMate\abdata\chara\cf_body_02 in your case.
    Also thanks making a tutorial like that is a good idea

    Edit:
    to make it a little easier her how I do it :

    -go in your haremmate folder by typing pushd [location of your .unity3d file you want to export] in the cmd
    -put the script in that folder, too
    -than all you need to type in your cmd is "[your US3BU path]\US3BUtilityScript.exe export_meshes.script (or how your script is called

    and your exported meshes are at the location of the path inside your script.
    Thanks for the suggestion, I had successfully export it and import it back, you can check out my new video tutorial from the link in my signature.

    Quote Originally Posted by enimaroah View Post
    My scripts imitate the same file behaviour as you are accustomed to from pp files, and exports of meshes.

    Open the first spoiler of my post above. I will refer to this spoiler:

    A full path like "d:\HaremMate\abdata\chara\cf_body_02.unity3d" can be shortened if you change your current folder to "d:\HaremMate\abdata\chara". In the script the file is opened relative to the current path simply with "cf_body_02.unity3d". You can skip all this and use full path names in the scripts. Then you are free to put your scripts anywhere.

    Now have a look at the look at the destination path - the argument in the ExportFbx call. I used a full path "d:\HaremMate\abdata\chara\cf_body_02\cf_O_mnpb_00 .obj". This path does not exist before that call, because there is no "cf_body_02" folder in "d:\HaremMate\abdata\chara" initially. This folder is created by Sb3UGS. An Explorer might show new folders at the bottom. Use F5 or scroll down. You will find that folder. In this new folder you will find the destination file and the textures.

    @rathren: it would be pushd



    Preview GUI
    The script does a good job in exporting/importing, I think I can starting making some work out of it.
    however it will be better to have a gui version of SB3U, btw thanks for all the hardwork implementing a new game engine within a short period of time
    Video Tutorial : Illusion's HaremMate
    Mods Released : Renai+H mods : [v1.1] || Ore ga mod :[0.1 to 1.3] || IF mods : [0.3] || AA2 trials mods [0.1-1.0]

  4. the download link to the HaremMate UI translation doesn't work, pls repair it.
    Last edited by Inquisitor; 01-19-2015 at 07:04 AM. Reason: Moved from mod release thread. :/

  5. Quote Originally Posted by tomatopasta View Post
    Thanks for the suggestion, I had successfully export it and import it back, you can check out my new video tutorial from the link in my signature.
    I watched your tutorial. The batches are really helpful and it is really well explained. Thank you!
    Hmmm, but I think exporting (third batch) didn't work you got the error "exception has been thrown by the target of an invocation" and nothing happened. That's why nothing was changed at the end. Sadly I can't help you because I was never able to export something myself. :/

  6. #204
    @rathren: you were able to see the meshes in Blender, but you weren't able to export!? But you may meant that your replacements didn't work. Please post your workfile and script. I will try to find the problem.

    @tomato: Wow! Good news! I do as fast as I can.

    A few material script functions were added and I have the basic unit3d file handling ready, an Animator opens like an XX unit - but it is empty. I will try to get the replacement from the workspace into the Object Tree ready first as this is the most complicated thing without gui. With a bit of luck I can release that state at the end of this week.

  7. Quote Originally Posted by enimaroah View Post
    @rathren: you were able to see the meshes in Blender, but you weren't able to export!? But you may meant that your replacements didn't work. Please post your workfile and script. I will try to find the problem.
    Well, I exported the censore mesh as .fbx cf_body_00.rar (the cf_O_mnpa_00 one inside cf_body_00) imported it in blender. I was able to view it even with texture and I added a little peak like this:

    Click image for larger version. 

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    (I had to scale it for the screenshot)

    And exported it as .fbx again

    I did this to test if I actually get to see a difference ingame. But when I tried to export the edited .fbx into the game I was lost at how to do it. I tried using the clove example as reference but I could not figure it out :/
    Last edited by rathren; 01-19-2015 at 03:49 PM.

  8. Quote Originally Posted by rathren View Post
    How to apply the mod:
    -get umod here https://code.google.com/p/texmod/dow...4.zip&can=2&q=
    -start game with umod
    -press open texture pack on the bottom left select the .zip file from the attachment
    -press Update(reload)
    -enjoy
    I am somehow unable to run game through Umod, it crushesh the game.

  9. Quote Originally Posted by Danoniero View Post
    I am somehow unable to run game through Umod, it crushesh the game.
    I just confirmed it is still working with the new game ver.116 so the problem should be on your computer. I never had that problem but ppl said they having troubles with their anti virus complaining about umod. Try deactivating your anti virus to test if it's working or add umod to your anti virus exception list. You can PM me if this didn't solve it and I tell you other things you can try
    Last edited by rathren; 01-20-2015 at 03:03 PM.

  10. #208
    The fbx is fine and I simply put it into a XX for a fast inspection. But I cant see the pulled vertex!?

    I'll append the script later to this post, but it will be similar to first replacement where I put body_mosaic_2.mqo in.
    Code:
    LoadPlugin(PluginDirectory+"UnityPlugin.dll")
    parser = OpenUnity3d("cf_body_02.unity3d")
    animator = OpenAnimator(parser, "p_cf_body_22")
    editor = AnimatorEditor(animator)
    fbx = ImportFbx(path="d:\HaremMate\abdata\chara\rathren-blender\cf_O_mnpb_00.fbx", negateQuaternionFlips=false);
    fbxEditor = ImportedEditor(fbx)
    meshFrame = editor.GetTransformId("cf_O_mnpb_00")
    editor.ReplaceSkinnedMeshRenderer(fbxEditor.Meshes[0], meshFrame, -1, merge=False, normals="Replace", bones="Replace")
    smr = editor.GetSkinnedMeshRendererId("cf_O_mnpb_00_mo")
    editor.RemoveSkinnedMeshRenderer(smr)
    WriteUnity3d(parser)
    The most probable error was the Meshes[0]. You might have used Meshes[2] from the example. The index can be seen in the GUI of SB3UGS. Drag an fbx into SB3UGS and count the mesh you want to "drag" onto the target frame. The index of the first mesh is 0.
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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    Last edited by enimaroah; 01-20-2015 at 09:08 AM.

  11. Thank you! Oh the one I uploaded was the unedited one here is the one with the pulled vertex cf_body_00.zip. I think I am losing information after editing and exporting because it looks different and wrong when opened in the gui.
    But I did nothing except importing pulling the vertex and exporting again. If I open the edited one in the gui it looks like that:

    Click image for larger version. 

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    And when I run the script I get this error
    Spoiler
    Exception has been thrown by the target of an invocation.
    Index was out of range. Must be non-negative and less than the size of the collection.
    Parameter name: index
    Last edited by rathren; 01-21-2015 at 12:09 AM.

  12. i have problems importing some of the Futaboy's items into the Studio.

    This is the script:

    Spoiler
    Code:
    ;ItemObj_03.unity3d in HaremMate\abdata\studio\Item
    ;[...]
    ;PathID=233 id1=95/Animator id2=Animator p_item_analbaibu
    ;PathID=234 id1=95/Animator id2=Animator p_itme_baibu
    ;PathID=235 id1=95/Animator id2=Animator p_itme_roter
    ;[...]
    
    ;and animator p_itme_baibu 
    ;cm_t_mnpb_00_00 16x16 size=1023 form=RGB24 MipMap settings=(filtM=0, wrap=0)
    ;MonoBehaviour Subformat=28 not supported
    ;cm_O_baibu00 pathID=240 mesh=cm_O_baibu00 pathID=20 mat= mat=(am_t_mnpb_00_00)
    
    LoadPlugin(PluginDirectory+"UnityPlugin.dll")
    ;Unity3dEditor("c:\HaremMate\abdata\studio\Item\ItemObj_03.unity3d")
    parser = OpenUnity3d("c:\HaremMate\abdata\studio\Item\ItemObj_03.unity3d")
    ;;RemoveAssets(parser,0,-1)						;how to create a new empty unity3d ???
    animator = OpenAnimator(parser, "p_itme_baibu")
    ;;animator = OpenAnimator(parser, "p_new_item")  			;how to add a new animator / xx / item ???
    editor = AnimatorEditor(animator)
    fbx = ImportFbx(path="c:\222_.fbx", negateQuaternionFlips=false);
    fbxEditor = ImportedEditor(fbx)
    ; ------ Until here Runs OK -----
    								
    ;FAIL! import = fbxEditor.FindFrame("FBXASC05022")		;Maya?
    ;FAIL! import = fbxEditor.FindFrame("222")			;Blender?
    ;FAIL! import = fbxEditor.FindFrame("All_Root")			;Sb3UGS_try_1
    ;FAIL! import = fbxEditor.FindFrame("no_name0")			;Sb3UGS_try_2_fbx
    
    ;; editor.AddFrame(import,0) 						;when is necesary add a new frame ???
    ;dest = editor.GetTransformId("cm_O_baibu00")  
    ;editor.MergeFrame(import, dest)
    ;meshFrame = editor.GetTransformId("FBXASC05022")
    
    ;meshFrame = editor.GetTransformId("cm_O_baibu00")
    ;editor.ReplaceSkinnedMeshRenderer(fbxEditor.Meshes[0], meshFrame, -1, merge=False, normals="Replace", bones="Replace")
    ;WriteUnity3d(parser)


    The idea is to add a new layer/mesh/frame on one of the existing items (with MergeFrame), and then add the skinnedmesh with the FBX, for checking the changes in studio in an easier way.

    But the script returns:

    Spoiler

    Warning: Lamp has unsupported node attribute type 10
    Warning: Camera has unsupported node attribute type 7
    Exception has been thrown by the target of an invocation.
    Object reference not set to an instance of an object.


    I think that the problem is the name of frame in FBX, but i don't know how to get it.

    EDIT: Uncomment the three last lines of script, it generates a new unity3d but no new mesh in the item (in studio). What is wrong in script?
    Attached Files Attached Files
    Last edited by nurpriv; 01-20-2015 at 06:30 PM.

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