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

I thought the skirt bones were only influenced by physics, so I thought I could get away with modifying the bones.
The first part is correct. The second part is correct also as long as you are modifying the rest pose / bone matrices. The skeleton is fixed and should not be modified.

Oh well. At least I can click on return to rest pose immediately after importing, it'll be the correct shape and it'll behave somewhat okay.
Computing the Rest Pose in Sb3UGS requires that the skeleton has not been touched (or any changes have been reverted).

That last part sounds interesting though. We can add custom bone chains and add physics to them?

I dont see any reason why this should not work. For hair the number of chains is arbitrary. So a nineth for the skirt should work as well.
 
Alright, so, since Hongfire seems to be crawling at the moment, I'll ask my SBPR-related question here.

So, I'm noticing that hair doesn't receive any cast shadows, so I wanted to go about getting cast shadows onto hair.

Now, I've studied the materials and properties of other items that DO receive AND give cast shadows, like the main white shirt.

I gave that shirt's shader to the bangs I was using for testing.
I went in the attributes, checked receive shadows, and put cast shadows to 1, as it is with the shirt.

Texture options are congruous.

Somehow, for some reason, it still does not receive cast shadows.

Is it possible that there is perhaps a line in the game's code somewhere that removes cast shadows from any item that shows up with the ID for objects in the hair categories of the characustomlist?

If so, where would it be?

If not that, then what gives?

I'll note here that the bangs I'm working on do not have culling disabled, nor do they have any alpha/transparency values.
 
Alright, so, since Hongfire seems to be crawling at the moment, I'll ask my SBPR-related question here.

So, I'm noticing that hair doesn't receive any cast shadows, so I wanted to go about getting cast shadows onto hair.

Now, I've studied the materials and properties of other items that DO receive AND give cast shadows, like the main white shirt.

I gave that shirt's shader to the bangs I was using for testing.
I went in the attributes, checked receive shadows, and put cast shadows to 1, as it is with the shirt.

Texture options are congruous.

Somehow, for some reason, it still does not receive cast shadows.

Is it possible that there is perhaps a line in the game's code somewhere that removes cast shadows from any item that shows up with the ID for objects in the hair categories of the characustomlist?

If so, where would it be?

If not that, then what gives?

I'll note here that the bangs I'm working on do not have culling disabled, nor do they have any alpha/transparency values.
Pubic hair and nipples are the same way. Some almost look neon when the rest of the body is in shadow.
 
Well, I think I'll leave the bones thing for some other opportunity, since I still don't understand how to properly modify them.

I'm having another problem, this time it's related to shading. I'm importing an outfit, but the shading seems to be different depending on the Y rotation of the character.

shadingproblem.jpg

I don't see this happening with vanilla outfits, so I think I must be doing something wrong, somewhere. I've imported/exported everything the same way I usually do.
 
Pubic hair and nipples are the same way. Some almost look neon when the rest of the body is in shadow.

Aye, gave the same material to the nipples. Of course, their alpha is completely removed, which is expected, but it IS receiving cast shadows.

untitled_1_by_geekygami-damqoer.jpg


This tells us that this isn't exactly the same scenario or reason as to why no cast shadows are given. It's actually using a really weird shader, as far as I can tell (The nipples, I mean.)
 
Alright, so, since Hongfire seems to be crawling at the moment, I'll ask my SBPR-related question here.

So, I'm noticing that hair doesn't receive any cast shadows, so I wanted to go about getting cast shadows onto hair.

Now, I've studied the materials and properties of other items that DO receive AND give cast shadows, like the main white shirt.

I gave that shirt's shader to the bangs I was using for testing.
I went in the attributes, checked receive shadows, and put cast shadows to 1, as it is with the shirt.

Texture options are congruous.

Somehow, for some reason, it still does not receive cast shadows.

Is it possible that there is perhaps a line in the game's code somewhere that removes cast shadows from any item that shows up with the ID for objects in the hair categories of the characustomlist?

If so, where would it be?

If not that, then what gives?

I'll note here that the bangs I'm working on do not have culling disabled, nor do they have any alpha/transparency values.

if you want to know if it's the game's code or not why not try moving the hair to an head accessory to test it out. all you have to do I just edit the List file by renaming your hair textasset to that of an head accessory.
 
Well, I think I'll leave the bones thing for some other opportunity, since I still don't understand how to properly modify them.

I'm having another problem, this time it's related to shading. I'm importing an outfit, but the shading seems to be different depending on the Y rotation of the character.

View attachment 12943

I don't see this happening with vanilla outfits, so I think I must be doing something wrong, somewhere. I've imported/exported everything the same way I usually do.

Anything related to normals comes to mind. The normals themselves, normal/bump map, NML MB.
 
Anything related to normals comes to mind. The normals themselves, normal/bump map, NML MB.

The normals seem fine, I recalculated them as usual, including tangents because Blender doesn't seem to export them correctly, ever. They're pointing to the correct direction in SB3UGUI too.

Capture.JPG

I tried not using the normal map. No difference except the mesh ends up with no details.

These meshes don't use NML MB either. Only the body.

I can upload the file and PM it to you.

EDIT:

I've found the problem and the solution.

Turns out that when you're importing meshes to new transforms, they get imported with the light map attribute set to 255 by default and light probes off. I checked the original meshes, they use -1 for the light map attribute and have light probes on.

I set them the same as the original meshes, and bingo, it just werks.

lightmap.JPG
20161030011658334.jpg
 
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Correct, this is a conversion problem in Sb3UGS or better call it bad implementation.
In Unity4 we had

UInt8 m_LightmapIndex

and in Unity5 this was extended to

UInt16 m_LightmapIndex
UInt16 m_LightmapIndexDynamic

I was lazy at this point and extended m_LightmapIndex to an integer with 32bit. When you see -1 in HS it means that both are 0xFFFF.

But replacing a (Skinned)MeshRenderer into an empty Transform creates this field fresh in Unity4 manner where m_LightmapIndex is initialized to 255 which leaves the m_LightmapIndexDynamic 0.

I will change that default for Unity5 to -1. Or should I display both fields and separate the handling for them?

The m_UseLightProbes field is present in Unity4 and Unity5. No changes in the implementation here.
 
Can any one give me a hand with solving problem what was caused by the [HoneySelect]ColorableClothing1.1
What is colour values for the default white + black ?
Thanks.
 
The default isn't black and white. Without special value for the Tag the colours are taken from the MainTex texture and are additionally modified from the material.

Open a clothes file, open some Animators, select some meshes. In the Mesh editor is a "Goto Frame" button which takes you into the Object Tree to the Mesh Transform. In the Mesh Transform you will find the value of the Tag for that mesh.
 
I will change that default for Unity5 to -1. Or should I display both fields and separate the handling for them?

The m_UseLightProbes field is present in Unity4 and Unity5. No changes in the implementation here.

I've noticed that so far, every mesh I've seen uses -1, so a good default would be that. However, not all meshes seem to use the light probes. Yesterday I sat down to fix everything I've done so far, and front hairs, and some back hairs, seem to have light probes off. I think when it comes to light probes, it all comes down to how the original mesh is set.
 
Alright, then I continue on the lazy route :) It is done and will be included in the next release - probably when the translation stuff with navmesh has been cleared and implemented.
 
Alright, so, even as a head accessory, using the same material as a shirt that DOES receive cast shadows,
with all the attributes related to shadows ticked on,
and with the tag 4E37 instead of 4E33,

it STILL doesn't receive cast shadows.

I've checked on nipples, they DO receive cast shadows if they're given that material.

That rules out the possibility of the hair tag being the culprit,
of the material being the culprit,
as well as category-specific code.

Now I'm highly confused as to why its still doesn't receive cast shadows
 
Alright, so, even as a head accessory, using the same material as a shirt that DOES receive cast shadows,
with all the attributes related to shadows ticked on,
and with the tag 4E37 instead of 4E33,

it STILL doesn't receive cast shadows.

I've checked on nipples, they DO receive cast shadows if they're given that material.

That rules out the possibility of the hair tag being the culprit,
of the material being the culprit,
as well as category-specific code.

Now I'm highly confused as to why its still doesn't receive cast shadows

The hair is really weird compared to the others. even if you remove the material, it's still colorable when it should be hot pink. So it might be still linking to an external shader/material which is why it's not receiving shadows.

EDIT: After a bit of thinking, I think I might've figure it out. You have to change the RenderQueue for the hair meshes. Each hair mesh should have a MonoBehaviour attached to it so you have to double click it and change the 2 data to 2500 or less. 2600 and up sets the mesh to be transparent, which do not receive shadows.


MD9UNWy2.jpg
 
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Alright, so, even as a head accessory, using the same material as a shirt that DOES receive cast shadows,
with all the attributes related to shadows ticked on,
and with the tag 4E37 instead of 4E33,

it STILL doesn't receive cast shadows.

I've checked on nipples, they DO receive cast shadows if they're given that material.

That rules out the possibility of the hair tag being the culprit,
of the material being the culprit,
as well as category-specific code.

Now I'm highly confused as to why its still doesn't receive cast shadows

Did you check enabling light probes in the mesh' attributes? It's usually off for hair, except some back hairs. Also try renaming the transforms.
 
@Roy12 , @DillDoe

It verks!


So, DillDoe, you were right. It was the monobehaviour's 2 data thingamabob

Roy, light probes is disabled on objects that actually do get cast shadows on them, so that couldn't have been it. I'd have tried otherwise.


Regardless, thanks to both of you!


I'm now going to see what happens if I use a trick like that on a mesh with an alpha map, provided it has a shader that can use both transparency and self-cast-shadows.
Who knows, maybe the vanilla haircuts could get cast shadows as well :diploma:
 
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1. http://**********/tosQ7xs
2. http://**********/dHaJOqE

I need a little help about scaling the mesh via SB3UG.

I was trying to enlarge the whole back hair mesh size by 5% since there is a clipping issue from the original Mai's back hair mesh given by Roy12 when it comes to apply my custom character. (See No.1)

I think I did everything that I could (Increase Scale Ratio to 1.05, Click Grow to apply, Check Update Bones and then Click Apply Changes from Frame and Bone Tap.) (See Attachment 13018)

but I still can't sense any changes from in-game.

I wonder if I have missed something.
 
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@wazy965:
Neither is your chosen imagehost supported (probably because that imagehost has blacklisted AS) nor are your attachments visible. So I am driving blindly.

We had that discussion a few days ago - and I answered not full correctly. But still for all this scaling stuff of that kind NEVER check "Update Bones". Leave it unchecked. "Update Bones" would change the rest pose of the mesh and is not what you want.

Now to the error in my answer. roy12, the skirt skeleton is changeable! But you have to do your change in all animators in cf_base which contain the skirt bones: p_cf_anim, p_cf_body_00, p_cf_body_00_a, p_cf_body_mnpb and p_hit_f_body. If this is not performed in sync the maker stops showing the interface. The default girl remains visible. Also, you will collide with every uncensor of course.

Therefore, you should change the rest pose of a skirt if your skirt is special and not the skeleton.
 
Simple question that will help me with all my body morphing mods. Is there a material for the body if so anyone know where it is? Having to hard of a time trying to find a materal/settings for use with body textures that looks decent. Thank you.
 
Simple question that will help me with all my body morphing mods. Is there a material for the body if so anyone know where it is? Having to hard of a time trying to find a materal/settings for use with body textures that looks decent. Thank you.

well you an look at one of teh uncensor mod to see which file contains it
OR
look at enimaroah external material tutorial in his glossary to search for it.
 
Help please :)

Has anyone worked out how to implement/add a 2nd colorable channel to clothing please?

I noticed that Hairs have 2 colorable options, 1 for the Hair itself, and 1 for an accessory if it has one.

I wondered if it was possible to add a 2nd colorable 'channel' for clothing, perhaps Main mesh 1 color, and a 'Sub-mesh' a different color.

Thanks in advance :)
 
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If this feature lies hidden and just needs to be uncovered, then it might work. But if someone would need to implement it, then the colour might need to be stored in an extra file to prevent invalidation all character PNGs.

Submeshes are no problem. Just create a Transform for each submesh.
 
Thanks for your reply enimaroah :)

Although, tbh, I have no idea how to do that lol

I will try to explain ... but please bear in mind that it is only in the last few days that I have finally managed to create a package and 'alter'/copy meshes :) People are talking about text assets etc and I haven't even begun to start working anything like that out yet :)

Ok, one of my ideas is to make a colorable Maids outfit, but unlike the current one which colors everything on the mesh, including the apron :(

So, I have the mesh in metaseqoia, and currently it's split into 2 meshes, one for top and one for bottom, but each mesh has some apron parts ... ok, I can split the mesh up, so the apron parts are 'sub-meshes', but then just normally pasting the new 2-part mesh back into my package doesn't seem to work.

Is there a 'tutorial' or instruction on how to add sub-meshes to an already existing mesh, and what needs to be done as far as adding new materials and shaders etc or anything please?

As I say I have just worked out how to create packages, export/edit/import into existing packages etc, copy materials etc. So please explain in simple steps if possible ... please :D

Many thanks again :)
 
Thanks for your reply enimaroah :)

So, I have the mesh in metaseqoia, and currently it's split into 2 meshes, one for top and one for bottom, but each mesh has some apron parts ... ok, I can split the mesh up, so the apron parts are 'sub-meshes', but then just normally pasting the new 2-part mesh back into my package doesn't seem to work.

Many thanks again :)


did you make sure the dress and apron have the same name in metasequoia

o_maid_bot_d[0] for the dress
o_maid_bot_d[1] for the apron.
 

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