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

    @Aastaroth, @enimaroah Thanks for the info. Unfortunately, I can't reproduce the problem with the FBX I have at the moment. The file might have been replaced somehow. But I definitely got the import bug more than once. If I encounter it next time I'll make sure to record it for you.
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    [Mod Discussion] (Illusion) Honey♥Select (ハニーセレクト)

    Vert splitting doesn't seem to matter. I use the same FBX (morph with verts split) with different SB3UGS versions. And 1.4.2 got it working without having to sew the UV. The naming can be easily changed before export FBX so it's not much of the problem. The only thing is that, although version...
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    [Mod Discussion] (Illusion) Honey♥Select (ハニーセレクト)

    I also have problem importing morphs using SB3UGS. I got error msg no. of vert not the same and invalid index (can't remember exactly). And the naming as Aastaroth said. From trial and error I can get morphs working by doing the following... 1. use SB3UGS v.1.4.2 (I tried 1.0.54delta, 1.2.2...
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    [Misc] HONEY SELECT RANDOM STUDIO MODS

    Hey Ram-0-Ram, I just got time to DL your maps. It's a really huge collection, thank you very much!! No wonder you got tired with the amount of work you've done. You deserve a rest..well, actually you should go rest and get those health issues fixed. I hope you don't quit modding for good...
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    [Mod Discussion] (Illusion) Honey♥Select (ハニーセレクト)

    @Aastaroth @enimaroah Aastaroth You got my problem opposite. I wanted to keep hard edges not the soft ones. SB3UGS splits and averages the normals. I did a simple test. Images below show a cube with 6 UV shells, 1 for each side. The cube edges are hard which means 3 normals per vertex. When it...
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    [Mod Discussion] (Illusion) Honey♥Select (ハニーセレクト)

    @enimaroah SB3UGS auto average normals on import? Previous versions don't do this, do they? I tried FBX, OBJ, same result. I can get the hard edges back if calculate normals with -1 value but I'll also get the UV seams. What should I do? Edit 1: Ah, I forgot SB3UGS cut the mesh into pieces...
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    [Mod Discussion] (Illusion) Honey♥Select (ハニーセレクト)

    This is a note from my test on how to get a correct normal map / fix UV seams when import a model to HS. I remember somebody was having a problem with a mod showing mysterious seams. May be this can help. I also like to correct my previous comment about how main texture scaling cause the UV...
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    [Mod Discussion] (Illusion) Honey♥Select (ハニーセレクト)

    Thank you, enimaroah. By some luck, I got it working now. And that's by changing diffuse texture scale in SB3UGS. I was messing with the scale before but when I change it back to 1,1 the seams disappear. I couldn't think of a reason why diffuse map has something to do with the calculation of...
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    [Mod Discussion] (Illusion) Honey♥Select (ハニーセレクト)

    Your standard algorithm link is dead. But it's ok I get what you said. I'm still finding out how to use baked map with HS. Heck...aren't there any modders using baked map? :rr_slump:
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    [Mod Discussion] (Illusion) Honey♥Select (ハニーセレクト)

    I think they are 8 bit, not very sure. Anyway now that I can get a 2 channel normal map working in Unity I can compare Unity and HS and see what's the problem. The problem is the plugin I used to make the normal map requires tangent recalculation of the mesh. Unity does that and it works while...
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    [Mod Discussion] (Illusion) Honey♥Select (ハニーセレクト)

    Hi all, I got a problem with a normal map. This map is baked using xNormal with a plugin for baking Unity normal map found here. In the image below, the RGB normal map works fine in Unity. However, when I change it to a green-alpha map (HS normal map) UV seams are visible in both Unity and HS...
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    [Mod Discussion] (Illusion) Honey♥Select (ハニーセレクト)

    @FutaBoy Video here is showing what happen to your fang. Left fang goes to right and vice versa. In the example, k07_egao_op_ha_0 needs to be fixed by mirroring fang vertices across the X-axis to their correct positions. How to do that depends on the software you use. For Maya I don't know...
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    [Mod Discussion] (Illusion) Honey♥Select (ハニーセレクト)

    @FutaBoy This is just my assumption. It sounds like what enimaroah was explaining. Your new head only works when the referenced material file is loaded, in this case, loading the standard head did that. If you wanna make your head work in the first go then I guess you gotta do the correct...
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    [Mod Discussion] (Illusion) Honey♥Select (ハニーセレクト)

    Oh ic...so if I use other external source beside the mat_cha_00 it won't load right? And the proper way to link is like DillDoe suggest? I linked the mat_cha_00 because I wanted to use a material. The mod file ended up with a very long unsorted material list so I don't use external link anymore :/.
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    [Mod Discussion] (Illusion) Honey♥Select (ハニーセレクト)

    Eh? In SB3UGS, I just open mat_cha_00, open my mod, then choose File->External->select cab string of mat_cha_00, and that's it. I can use external material without having to edit any list file.
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    [Mod Discussion] (Illusion) Honey♥Select (ハニーセレクト)

    @FutaBoy Pink means the game can't find material for that mesh. When you open mat_cha_00 and your cat head SB3UGS should link them together and you should see the mesh with texture in the render panel and NOT the word "external". Are you sure you link your head file to the mat_cha_00 correctly?
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    [Mod Discussion] (Illusion) Honey♥Select (ハニーセレクト)

    :eek: Oh no..I'm sorry It's actually my fault providing an unclear example. But it's great you to the result in the end...please think of it as a learning experience :whistle:.
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    [Mod Discussion] (Illusion) Honey♥Select (ハニーセレクト)

    :reallyconfused: I thought you were aiming for perfection. If you don't wanna spend too much time why not moving bunch of UVs at the same time. It only took 5 minutes in the example I gave you and I only see 1 wrong texture at one of the stairs steps. Or perhaps I don't know how the result...
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    [Mod Discussion] (Illusion) Honey♥Select (ハニーセレクト)

    The Automatic function is for creating a new UV. There's probably no best settings. It depends on what kind of result you want. For example, the number of planes = how many planes will be used for projection, the more no. of planes the less distortion but you'll get a lot of UV islands. Are you...