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

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

    Aehm, AnimationClip and AudioClip are two pairs of shoes. To prevent such attempts I didn't implement raw import of assets.

    Changing AudioClips is explained here.
    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. Newest: v1.7.8
    Obsolete version with DirectX9 renderer can be found here (v1.0.54epsilon), but this version will not be continued.

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

    Yeah, that's correct I meant audioclips. It seems that those .wav files crash my studio but I tried to change them all to mono and it seems to fix the problem.

    I'm obviously a noob at this, but got to admit Sb3UGS is absolutely amazing, thank you for spending your time on it !

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

    When you double click on an AudioClip an editor opens. It is unfinished and you cant change any value in there, but you can see the original attributes. Although you cant change them in Sb3UGS you might understand the reason for the crash when you replaced the audio data.
    Ignore This Signature
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    The DirectX11 version is all you need, especially if you have Win10 with Anniversary update. Newest: v1.7.8
    Obsolete version with DirectX9 renderer can be found here (v1.0.54epsilon), but this version will not be continued.

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

    I know saw2008 hairpacks are just based on sims/ppd/ag3 hairstyles etc.. jw if anybody willing to devote time to importing the rest of zomg's 200 hiar pack? PM i still have the *.xx hair file..
      Spoiler: zomg 200 hair pack 




    Here's what I think been imported so far.

      Spoiler: what is imported so far 
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    Re: [Mod Discussion] (Illusion) Honey♥Select (ハニーセレクト)

    Quote Originally Posted by Belgar17 View Post
    To add a new transform in the object tree, using your above file as example:
    Open the ...
    Thank you, Belgar.

    I have one more question, cause what is confusing me are those DetailNormalMapScale, Metallic etc., inside the material. Because in older games, there are Shiness, Fresnel, SpectInt, CutOff, etc.
    What I have now to choose in HS, if I want to edit the values for Shiness, Fresnel, SpectInt, CutOff?
    Is for example Metallic now for Shiness?

    I have also trouble with an old suffer from me, to have alpha channel.
    I tried to adapt the maid cos from Play Club here into Honey Select, but the issue I have are laces from this cos, because they are alpha channeled textures.

    Here are the old shaders and adjustments, inside the material from Play Club:


    This picture showed the new shaders materials in Honey Select:


    Here the first result, with no visible laces.


    I have no idea what I have to adjust, to get the alpha channel to work and that this cos is nearly looking like in Play Club. Is not black, is originally more dark blue.
    Last edited by FutaBoy; March 23rd, 2017 at 02:09 PM.

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

    I planning to write a tutorial about how to import static studio objects from XNALara to HoneySelect using 3D Max. Should I create a separate discussion thread or this discussion thread will be sufficient? I am in favour of separate discussion this way the tutorial will be on first posts and it won't get buried with discussion or something. Suggestion?

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

    Quote Originally Posted by FutaBoy View Post
    Thank you, Belgar.

    I have one more question, cause what is confusing me are those DetailNormalMapScale, Metallic etc., inside the material. Because in older games, there are Shiness, Fresnel, SpectInt, CutOff, etc.
    What I have now to choose in HS, if I want to edit the values for Shiness, Fresnel, SpectInt, CutOff?
    Is for example Metallic now for Shiness?

    I have also trouble with an old suffer from me, to have alpha channel.
    I tried to adapt the maid cos from Play Club here into Honey Select, but the issue I have are laces from this cos, because they are alpha channeled textures.

    Here are the old shaders and adjustments, inside the material from Play Club:

    This picture showed the new shaders materials in Honey Select:

    Here the first result, with no visible laces.

    I have no idea what I have to adjust, to get the alpha channel to work and that this cos is nearly looking like in Play Club. Is not black, is originally more dark blue.
    I can't see your material settings for the honey select one, but have you set the cutoff to like 0.5 instead of 0?
    you need to apply a reverse filter curve on your texture maps or else everything will be darker than they should be in the game.

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

    I don't understand with SRT settings. I am trying to merge two different maps using SRT. In SB3UGS the tool looks okay but in the game test is going in hell out of the way.
      Spoiler:  

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

    Quote Originally Posted by Ram-0-Ram View Post
    I don't understand with SRT settings. I am trying to merge two different maps using SRT. In SB3UGS the tool looks okay but in the game test is going in hell out of the way.
    check the upper frames, they might have srt values not reflected in sb3ugs preview. so your changes will be added to those value, hence making it way off then what you see in the preview.

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

    Quote Originally Posted by DillDoe View Post
    check the upper frames, they might have srt values not reflected in sb3ugs preview. so your changes will be added to those value, hence making it way off then what you see in the preview.
    I checked those too. Upper frames are unaffected. No tempering with the SRT values there. There is something wrong with file itself. Still working on it. Thanks.

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