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

And again in purgatory. Tryin' to clean up all my mods and i don't know how i get there, but suddenly my mods are excluding themself. A.e. mod_shoe and mod_glove: I open the chara maker, goto shoes and choose one from mod_shoe, it appears as expected. Then i go to gloves and choose one from mod_gloves ... it loads nothing, empty. The same shit happens the opposite way too, i choose gloves from mod_gloves first, everything's fine, but as soon as i goto shoes and choose something from mod_shoes nothing appears.
Thus far in only know, it's not the path, it's not the ID ... but what the fuck is going on?!

I'm assuming you copy/paste shoes -> glove (or vice versa) but you forgot to change the cab id. so both mod are sharing the same cab, hence canceling the other out.
 
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@FoolBoy:

Your problem sounds similar to the one I've had with making new Studio items (with one appearing and then the rest not showing up and vice versa)- it's probably a conflicting CAB-string (see picture A). Every unity3d file needs a different one, so it's very important that when you use a copy of an existing unity3d file to immediately change one of the CAB-string variables (far as I know, all that matters is that the total number of symbols stays the same, and you can freely swap numbers for letters and vice versa).

foolboyA.png

In fact, I just checked two of your list files and they have the same CAB-string - so again, I think that must be it.

Actually, it just so happens I was looking at your List files to see if there was any conflict - I noticed you use the same 215 prefix (see picture B) for all of your item listings. Technically, that doesn't really matter - the game places clothing items based on the name of the text asset inside the list file (cf_f_shoes, cf_f_panst), but it does make it harder to find conflicting IDs using DillDoe's SlotID program.

For instance, DillDoe's fishnet bodystocking (found in dilldoe_Bodysuit.unity3d) has ID 213802. 213 is the prefix used for pantyhose. You used ID 215802 for your file Leggings LX1(color) (in foolboy_fasion_00.unity3d). But since your textasset file (like his) starts with cf_f_panst, both will appear in the category of pantyhoses - and then conflict, because the oh-so-important final 3 numbers (802) are the same, resulting in DillDoe's fishnet bodystocking not appearing in the list. But when I use SlotID to search for 213802, I get no conflicts.

That's why I would recommend that when you add new items to the game, to still try and use the right prefix - me, I just check the main game files or other people's mods.

Finally, I would just like to say that I love your work and am very happy to see you make things for HS, so please don't see any of the above as criticism - I was on the verge of sending you this info in a private message when I saw your question above.
 

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@ProXpert:
Your post tells me that you haven't read my replies. Or you are posting in the wrong thread. PPD/PSP is not discussed here.



Sorry, more material questions (what can I say, I'm a perfectionist, and I miss the original material's brightness variable).

View attachment 13313

Every material has a 'Mode' variable (see picture), that allows for selecting opaque, cutout, transparent & fade. Is altering that value supposed to alter how the material renders transparent textures? If so, then why does changing it not result in a noticeable different rendering effect in the studio? Should something else be changed as well for the change to take effect?

Edit: whoops, added wrong picture.

Shaders are fed with attributes from the material. They are flexible and can be fed with different attributes. So two different materials can [not must, but can] use the same shader.

Note the background colours of the attributes. Sb3UGS might not know if an attribute is passed to a shader or not. You can switch to another shader and use the same material, but I dont recommend this without good knowledge about shaders. Copy another original material with the attributes you need. Sb3UGS takes care of the shaders (be they internal or external).
 
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@ProXpert:
Your post tells me that you haven't read my replies. Or you are posting in the wrong thread. PPD/PSP is not discussed here.





Shaders are fed with attributes from the material. They are flexible and can be fed with different attributes. So two different materials can [not must, but can] use the same shader.

Note the background colours of the attributes. Sb3UGS might not know if an attribute is passed to a shader or not. You can switch to another shader and use the same material, but I dont recommend this without good knowledge about shaders. Copy another original material with the attributes you need. Sb3UGS takes care of the shaders (be they internal or external).

The game I'm trying to mod is HS.
 
Well first of all I need to apologize to everyone here, as I have been thinking the files in HS where a .pp file I don't know why I was thinking that. Please forgive my lack of knowledge. But unfortunately I still don't understand how to do things.
 
No need to apologize. The first tutorials in the thread dont tell which game they were made for.

But when I reply and have the feeling that your next post ignores everything but my last sentence then I dont know how to help. I dont make videos. If you cant follow such heavy text guides then you will have a problem. We had only very few who made videos, and for HS I have seen only one and that had a different topic.

I can only repeat to re-read my replies and search this thread for similar questions. After re-reading you are welcome to ask what you couldn't find out.

Additionally you can download other mods and analyze them. The Glossary on HF is bigger than the one here and it contains material written by others. May be those articles are easier to undestand than mine.
 
No need to apologize. The first tutorials in the thread dont tell which game they were made for.

But when I reply and have the feeling that your next post ignores everything but my last sentence then I dont know how to help. I dont make videos. If you cant follow such heavy text guides then you will have a problem. We had only very few who made videos, and for HS I have seen only one and that had a different topic.

I can only repeat to re-read my replies and search this thread for similar questions. After re-reading you are welcome to ask what you couldn't find out.

Additionally you can download other mods and analyze them. The Glossary on HF is bigger than the one here and it contains material written by others. May be those articles are easier to undestand than mine.

Yes, I did analyze other mods and I noticed that you can re-name the files to whatever you want. I will read the guides on HF and on here, but I think how it works is if you re-name the file, you could use that as a new unity3d file.. I don't know if I'm making my self clear when saying this. But from what I can tell so far and my exploring around it's that the only way the game has to tell if a file is different it will be by the name the files has and not it's content inside. So what I came to the conclusion is that I can have 2 copies of the same accessory re-name one something else and when I launch the game it will appear in there BUT in a different slot. I will go back now and read the guides in there. I just posted this so that you knew that I have been doing research lol. Thanks again.

If what I posted is incorrect let me know please.
 
In each AssetBundle file (usually ending *.unity3d but not necessarily) is a CAB-String which identifies it to the game. Renaming a file is not enough. Change at least one digit, but keep the length and pattern of the CAB-String. You will find this in the file's File menu (not in Sb3UGS's main menu).
 
In each AssetBundle file (usually ending *.unity3d but not necessarily) is a CAB-String which identifies it to the game. Renaming a file is not enough. Change at least one digit, but keep the length and pattern of the CAB-String. You will find this in the file's File menu (not in Sb3UGS's main menu).

Oh, I see. Interesting. But what do you mean by the file's File Menu?
 
"By the power of "... aeh ... "WeifenLuo!" every file has its menu which includes a File menu.
PowerOfWeifenluo.jpg
 
Okay, I have another question:

Can additional animators be added to a .unity3d file? Or existing ones copied? In either case, how?

EDIT: Never mind, I figured it out myself :)
 
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@ProXpert
Yes, but when you read the discussion threads you will find that the term "CAB-string" had prevailed.

Okay, I have another question:

Can additional animators be added to a .unity3d file? Or existing ones copied? In either case, how?

Open any unity file's Asset menu and park your mouse over "Paste All Assets". The tooltip explains which assets are supported.
 
hey does anybody know whats going on with the zodgame mods? Is there anyway to access the mods elsewhere, trying to make an account to get in but it doesnt work at all
 
hey does anybody know whats going on with the zodgame mods? Is there anyway to access the mods elsewhere, trying to make an account to get in but it doesnt work at all

I don't think this is the correct thread to post this, I believe this thread is only for helping people who MOD the game, IF they have issues or are learning to mod the game.
 
I can't test another mod because the HiR is crashing whenever I run it. I done everything right and order but I don't know reason of HiR crashing. If HiR crashing on me it will affect people who will use it as well. Can someone else please help me. MEGA Thanks
 
I'm not sure if it's been documented, but here's some things I've been finding out while modding characters in:

Textures:
  1. We can use uncompressed RGB(A) DDS for skin, eyes, hair and overlays, and that counts for all texture maps (diffuse, normal, specular, occlusion). So no need to use TGA I guess. This is better because TGA doesn't support mip maps.
  2. Speculars actually DO use the alpha channel. It seems to indicate how strongly the specularity affects the surface. Skin often has its alpha channel be the same as the RGB channels though.

Models:
  1. The seam between the neck and the body with custom heads can be removed, I've done it. You have to fix both texture seams and model seams, and this last one can be fixed by using a very helpful modifier and then only calculating the head tangents in SB3UGUI. I can make a tutorial for this, but as always, Blender only. This can probably be used to fix other kinds of seams outside of SB3UGUI.
  2. You can safely modify bone positions for accessories. I did it in my Nyotengu and Marie Rose mods. You just have to edit the monobehaviour that controls the DynamicBone script afterwards to better match your new model.
  3. Modifying the eyes position is a pain in the ass. Adapting your texture to the vanilla eye and then moving this one with Wide Slider to the desired position is better, so don't kill yourself too much with the eyes models unless you really need to.

By the way, I'm not sure if I can post my character mods here, can I? Seems that swimsuits are fair game, but not so sure of whole character mods.
 
It's item number before category. I still can't see the problem yet.

Not quite correct. The item number must be empty as you have to leave it to HiR which numbers are free and can be used.



@roy12:
Thanks for the summary. While I am currently working on the textures again to downscale unwieldy high resolutions I have to throw half of that away and begin anew with a more general approach. This will allow bigger textures of future games to be replaced and previewed in SB3UtilityGUI.exe.

Sure, please release your mods here. Our standards here are no different from HF.
 
There's a colorspace option in sb3u, all the normal maps are set to 0, other textures are set to 1. I did some test using skintexmod output, colorspace = 0 will enable gamma to linear conversion, colorspace = 1 won't make any change, so I guess colorspace = 0 indicates gamma space texture, 1 indicates linear space texture. Then we don't have to correct the texture color, just change the color space from 1 to 0. I'm still confused why normal map needs to do the gamma to linear conversion.
 
Thanks for your investigation!

After reading https://docs.unity3d.com/Manual/LinearLighting.html and https://docs.unity3d.com/ScriptReference/RenderTexture-sRGB.html it seems that the sRGB attribute in the documentation is ColorSpace (name of the attribute in the asset definition). In Unity editor and API it is Read Only which hints that it should not be changed in Sb3UGS. Instead the texture should have been created in a different way (and such a different texture would then get the other value for ColorSpace).
 
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