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Thread: [Mod Discussion] (Illusion) Honey♥Select (ハニーセレクト)

  1. #461
    Modding Dai Shogun enimaroah's Avatar
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    Re: [Mod Discussion] (Illusion) Honey♥Select (ハニーセレクト)

    Quote Originally Posted by ramoram View Post
    I think I have forgotten how to mod HS studio. But after doing everything right. I find it irritating that it is not working and I don't know the reason why?
    What's wrong now?
    MEGA
    The latest update doesn't consider list files in \abdata\studio\list\itemlist\honey. It seems that the parent folder is now used.
    Ignore This Signature
    Sb3UGS is complete now. Support for old Illusion games has been implemented.
    The DirectX11 version is all you need, especially if you have Win10 with Anniversary update. The newest version is available only on HF.
    Obsolete version with DirectX9 renderer can be found here (v1.0.54epsilon), but this version will not be continued.

  2. #462
    Ram-0-Ram
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    Re: [Mod Discussion] (Illusion) Honey♥Select (ハニーセレクト)

    Quote Originally Posted by enimaroah View Post
    The latest update doesn't consider list files in \abdata\studio\list\itemlist\honey. It seems that the parent folder is now used.
    Yeah. I used the latest update the 10/14 N something (550Mb). And Using SB3 v1.2.15. So How do I fix it? I wanted to create a my folder and place stuff there in the studio abdata folder.

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    Modding Dai Shogun enimaroah's Avatar
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    Re: [Mod Discussion] (Illusion) Honey♥Select (ハニーセレクト)

    Only in 00.unity3d items can be added. But that was the reason HiR was developed.
    Ram-0-Ram likes this.
    Ignore This Signature
    Sb3UGS is complete now. Support for old Illusion games has been implemented.
    The DirectX11 version is all you need, especially if you have Win10 with Anniversary update. The newest version is available only on HF.
    Obsolete version with DirectX9 renderer can be found here (v1.0.54epsilon), but this version will not be continued.

  4. #464
    Ram-0-Ram
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    Re: [Mod Discussion] (Illusion) Honey♥Select (ハニーセレクト)

    Now HIR asking for update. (9/30 sub). More like a downgrade for me who updated to latest version

  5. #465
    Modding Dai Shogun enimaroah's Avatar
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    Re: [Mod Discussion] (Illusion) Honey♥Select (ハニーセレクト)

    There is more to this. abdata\map\ramoram\Desktop\01.unity3d produced a collision with abdata\studio\list\itemlist\honey\01.unity3d. So my statement above is wrong.

    Edit:
    I reverted 00.unity3d and 01.unity3d and in abdata\studio\list\itemlist\honey.

    In a new file 79.unity3d I added my item with the next free ID:
    Code:
    	2		293	7	バイブ(ハニー) copy	studio/itemobj/honey/obj77.unity3d	p_item_vibe_copy
    To ensure that there is no collision I renamed the TextAssets to ItemList_Honey_79_Sheet1 and ItemList_Honey_79_Sheet2.
    Last edited by enimaroah; October 24th, 2016 at 05:44 PM.
    Ignore This Signature
    Sb3UGS is complete now. Support for old Illusion games has been implemented.
    The DirectX11 version is all you need, especially if you have Win10 with Anniversary update. The newest version is available only on HF.
    Obsolete version with DirectX9 renderer can be found here (v1.0.54epsilon), but this version will not be continued.

  6. #466
    Ram-0-Ram
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    Re: [Mod Discussion] (Illusion) Honey♥Select (ハニーセレクト)

    Quote Originally Posted by enimaroah View Post
    There is more to this. abdata\map\ramoram\Desktop\01.unity3d produced a collision with abdata\studio\list\itemlist\honey\01.unity3d. So my statement above is wrong.
    I also feel like this statement is also wrong, . I am putting files in the studio\itemobj\honey\Ramoram_mods\AG3_Maps.
    The "Desktop" doesn't come in between. I just put those files in the desktop and compressed to winrar and uploaded in MEGA.
    Oh well I already editing the "00"List and let the people themselves use the HiR to resolve it because mine is not working.

  7. #467
    Ram-0-Ram
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    Re: [Mod Discussion] (Illusion) Honey♥Select (ハニーセレクト)

    I working two games side by sides (SBPR & HS). Because I am fixing the texture flicker problem and it's going good.
    I finished the first batch AG3 maps. But I can't release it because I found a bug and a crash.

    In HS, the temple map has a weird bug. When camera move away from the "Cat Statue" it gives a strange texture problem and it's surrounds like fences and others. Some rails gets missing when camera zoom out. But this bug is not in SBPR. So what's wrong with this HS material anyway? Ideas folks?
      Spoiler:  


    About the crash. The Town-square and Town-alley can't be load. Studio get's stuck and *puff* found out that it has crashed.
    Here are the files.

    Back-up List "00" and temporarily remove List "01" to make the items appear in studio> Because HiR is not working with me. So I am using the SBPR method . They found in "Other" category.

    MEGA

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    Re: [Mod Discussion] (Illusion) Honey♥Select (ハニーセレクト)

    @Ramoram

    Is it possible for materials to perhaps contain code that makes items use simpler geometry, or simply disappear, after a certain distance?
    I mean, if the in-game materials work based on nodes, that could potentially be the case, though I haven't worked with nodes myself, so I couldn't exactly judge on that.

    ----------------------------------------------------------------------------------

    Well, on that note, update on my end: I've completed 3 more bangs!

    I got some help for Enimaroah and Fillgood on Philia's hair, as I was getting confused as to why my tangents were blue when they were supposed to be red.
    Turns out I had to take my unwrapped UVS to mirror them horizontally, so they'd be read from left to right, instead of from right to left.

    IF SOMEBODY TELLS YOU YOUR UVS ARE NON-CONTIGUOUS, THIS IS WHAT THE PROBLEM LIKELY IS (I think. I hope.)
    (I may or may not have been struggling with this since I started modeling and modding
    Don't mean any disrespect by this, I think this might have been miscommunication on both our parts)


      Spoiler: Pictures of each inside. Name of respective characters of origin in URL. Well... Ok. Maybe one or two of the names are puns on the original names. 



    I'll note here that for any jagged polygons, that's merely because I haven't edited the weight distribution yet, and some parts of the side hair got put on the front-most bone.

    ... I'm not sure how many I have left that I'll do. I wanted to get proper side-hair in at some point (The ones I've currently imported clash a bit, due to their normals/tangents being odd. They also don't completely fit the game's style.)
    Ram-0-Ram likes this.

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    Re: [Mod Discussion] (Illusion) Honey♥Select (ハニーセレクト)

    I found the following information about unity shaders in case it's helpful to anyone:

    "Before the actual body, the concept of tags is introduced. Tags are a way of telling Unity certain properties of the shader we are writing. For instance, the order in which it should be rendered (Queue) and how it should be rendered (RenderType).

    When rendering triangles, the GPU usually sort them according to their distance from the camera, so that the further ones are drawn first. This is typically enough to render solid geometries, but it often fails with transparent objects. This is why Unity allows to specify the tag Queue which gives control on the rendering order of each material. Queue accepts integer positive numbers (the smaller it is, the sooner is drawn); mnemonic labels can also be used:

    Background (1000): used for backgrounds and skyboxes,

    Geometry (2000): the default label used for most solid objects,

    Transparent (3000): used for materials with transparent properties, such glass, fire, particles and water;

    Overlay (4000): used for effects such as lens flares, GUI elements and texts.

    Unity also allows to specify relative orders, such as Background+2, which indicates a queue value of 1002. Messing with Queue can generate nasty situations in which an object is always drawn, even when it should be covered by other models."

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    Re: [Mod Discussion] (Illusion) Honey♥Select (ハニーセレクト)

    Quote Originally Posted by Belgar17 View Post
    I found the following information about unity shaders in case it's helpful to anyone:

    "Before the actual body, the concept of tags is introduced. Tags are a way of telling Unity certain properties of the shader we are writing. For instance, the order in which it should be rendered (Queue) and how it should be rendered (RenderType).

    When rendering triangles, the GPU usually sort them according to their distance from the camera, so that the further ones are drawn first. This is typically enough to render solid geometries, but it often fails with transparent objects. This is why Unity allows to specify the tag Queue which gives control on the rendering order of each material. Queue accepts integer positive numbers (the smaller it is, the sooner is drawn); mnemonic labels can also be used:

    Background (1000): used for backgrounds and skyboxes,

    Geometry (2000): the default label used for most solid objects,

    Transparent (3000): used for materials with transparent properties, such glass, fire, particles and water;

    Overlay (4000): used for effects such as lens flares, GUI elements and texts.

    Unity also allows to specify relative orders, such as Background+2, which indicates a queue value of 1002. Messing with Queue can generate nasty situations in which an object is always drawn, even when it should be covered by other models."
    Oh, I see, so it's like the order of objects in a mesh hierarchy, but applied as a shader method!

    In short, since things don't appear properly if they appear after a transparent mesh (and are behind it) you make the transparent meshes take more time to load so that everything else can load before, thus avoiding conflict

    So we load items further away first, so that the objects in front will actually appear in front, instead of being printed on top of, aye?


    Could this be the issue then?
    Some objects in the background are on a short render queue when they should be on high-delay in the render queue, thus hiding anything that appeared before it, creating the error Ramoram is seeing?

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