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

Did you try Delete History / Delete Non-Deformer History before exporting? Um...couldn't think of other solution atm. I'll test this tonight.
 
Did you try Delete History / Delete Non-Deformer History before exporting? Um...couldn't think of other solution atm. I'll test this tonight.

No I didn't. Will re-do it again. Might take time since it this one has 3000+meshes
 
Oh, you need to delete history so the deformation is applied to the mesh.
 
I want to ask some questions about normal map.
I use another game's tex,and normal map to make my mod.but the shader in HS,there is no normal map(the blue one),just bump map(the gray one).
the bump map and normal map is diffrent,in HS can not use without change.
how to change other game's normal map to use in HS?
 
I want to ask some questions about normal map.
I use another game's tex,and normal map to make my mod.but the shader in HS,there is no normal map(the blue one),just bump map(the gray one).
the bump map and normal map is diffrent,in HS can not use without change.
how to change other game's normal map to use in HS?

What works the best is this:

Create alpha channel.
Copy the red channel to alpha channel.
Copy the green channel to the red channel.
Copy the green channel to the blue channel.

Apply this to any tangent normal map you need to import.
 
This would need to know which shader you are using for such a normal map. In HS are several with a very similar set of properties which makes them hard to be distinguished.
 
@Nnezz and Enimaroah

I stuck into a small problem:wasclose:. I have this texture problem and I know it is has to do with UV mapping. But the problem is how to do it? You see this is a single .obj model no split elements So how can I deal with it?

FILE
 
The file has four submeshes, but the first three have no faces and are therefore ignored. The last submesh would need to be split up into many other submeshes and then the many materials and textures could be used. Probably the UVs for these parts are correct, but of course not when all use the same material.
 
@Nnezz and Enimaroah

I stuck into a small problem:wasclose:. I have this texture problem and I know it is has to do with UV mapping. But the problem is how to do it? You see this is a single .obj model no split elements So how can I deal with it?

FILE

not sure if there's an auto fix in blender, but you do have to select the faces that's messed up and resize the UV.

FWeEqov5.jpg
 
The file has four submeshes, but the first three have no faces and are therefore ignored. The last submesh would need to be split up into many other submeshes and then the many materials and textures could be used. Probably the UVs for these parts are correct, but of course not when all use the same material.

I can't split them in Maya. How to split in Maya? The Detach doesn't work compare to 3D Max. My approach is to use UV shell to select faces and detach them or split them but it not working. Or I am not doing it write
 
Oh..sorry just saw your post. You don't need to separate the mesh. The UV is just wrong in scaling. Here's a dirty 5 minutes fix. You won't get a nice laid out UV but I think the result looks fine.

Import into Maya, open up UV Editor and follow image 3-5.





EDIT: Manual fix sometimes difficult to do because there are too many other UVs around. You might want to separate these faces first, fix UV, then combine them back in.
 
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@Enimaroah, Nneezz and DillDeo

Thanks for the help and really appreciated. I managed to split the files in 38 meshes. I followed both DillDoes and Nneezz method. But the closest fix I find is DilDoes method. But I can't produce the same fix as DillDoe did. When I select the problematic faces and scale the UVs done. It affects the other UVs.
@DillDoe
Can you give me some detail explanation so that I can reproduce same as you did.


P.S
I also mentioned your name in the Honourable section
 
Both methods are pretty much the same. If you choose to rescale each group individually there's a Cut UV Tool in Maya that allows you to cut a UV shell in to pieces. You can find it in the UV Editor menu bar and on the tool shelf (an icon looks like a knife if I remember correctly).
 
@Enimaroah, Nneezz and DillDeo

Thanks for the help and really appreciated. I managed to split the files in 38 meshes. I followed both DillDoes and Nneezz method. But the closest fix I find is DilDoes method. But I can't produce the same fix as DillDoe did. When I select the problematic faces and scale the UVs done. It affects the other UVs.
@DillDoe
Can you give me some detail explanation so that I can reproduce same as you did.


P.S
I also mentioned your name in the Honourable section

I was using Metasequoia and was moving the vert on the uv map for the affect faces instead of scaling.
seems like parts of the map were moved/shifted up and some to the sides.

so if you check each texture, you'll see the UV where the bottom vert have been shifted to the top. No need to select the affect faces. just use the rectangle tool to select the verts and moving them back down to the bottom of the uv will fix it. I just eyeballed it, but there should be a way to shift them all down numerically for all the other uv textures to be consistent.

eBGNEIZK.jpg

I don't really use blender so not sure what the equivalent method is, but sure someone knows.
 
Is it possible to list all conflicted slot ID ? Aka make a duplicate search in the HS_SlotID?
 
Alright, I've found a problem with Wideslider, just thought I should report it here, since Hongfire seems to be down.

The cards don't seem to be saving negative slider values.

So the slider can go below 0. But once you save and reload the card, it goes back to 0 automatically.
 
Alright, I've found a problem with Wideslider, just thought I should report it here, since Hongfire seems to be down.

The cards don't seem to be saving negative slider values.

So the slider can go below 0. But once you save and reload the card, it goes back to 0 automatically.

Did you installed the new Neo? Because the old wide silder will not work. I heard Vrl0ver has released updated version of wideslider in HongFire.
 
Did you installed the new Neo? Because the old wide silder will not work. I heard Vrl0ver has released updated version of wideslider in HongFire.

Yeah. When was that Wide Slider update released?

I wish HongFire wasn't down. Does he put his mods somewhere else?
 
Hi ! someone can help me please ? i cant use shoes mods when i try to use him i have this bug

01.jpg

i download ggmod he works on sexy beach but no in honey why ?

00.jpg
 
Lolz. I uploaded in my MEGA account and about to provide the link. Why I didn't think of cached memory myself? It's good you got the file. But in his post he did warn the users that it is still imperfect and may require improvement.

Oh well, at least it does fix the issue I was having, since I use it to position eyes correctly in custom heads, it not working meant eyes out of sockets, etc.

So far I've tested that and it works, the cards now save correctly.
 
Both methods are pretty much the same. If you choose to rescale each group individually there's a Cut UV Tool in Maya that allows you to cut a UV shell in to pieces. You can find it in the UV Editor menu bar and on the tool shelf (an icon looks like a knife if I remember correctly).

I selected the affected faces and in UV section I click on Automatic. The faces adjust to best possible position. In Automatic settings there are options like Number of Planes, Optimize for, Projection, Layout and etc. Can you recommend what best settings I should use in the UV>Automatic feature.
Thanks
 

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