@kaka1990, those 8k Skins look fucking amazing!
Keep it up
Thank you. I'm trying to replace it in cf_m_base.unity3d but I'm not good at scripting.
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@kaka1990, those 8k Skins look fucking amazing!
Keep it up
Thank you. I'm trying to replace it in cf_m_base.unity3d but I'm not good at scripting.
What is your swap threshold setting in options, I don't know if increasing that value could help.
That limit is only relevant for the old Illusion engine (pp/xx).What is your swap threshold setting in options, I don't know if increasing that value could help.
There is no post from you I can see, not even a deleted one. Every registered user should be able to post there.Sorry to post this here...does the mod release thread require admin approval/screening before the post will appear? I made a post there yesterday, took a while to appear and now after editing it, it disappeared again, presumably it needs another approval?
@kaka1990:
Do what you want to do with a smaller texture, cut the generated script from the Script window, adapt your environment or the script and run it with the script version of Sb3UGS.
LoadPlugin(PluginDirectory+"UnityPlugin.dll")
unityParser0 = OpenUnity3d(path="E:\illusion\HoneySelect\abdata\chara\cf_m_face_01.unity3d")
unityEditor0 = Unity3dEditor(parser=unityParser0)
unityEditor0.GetAssetNames(filter=True) [color=green]// this reads only the names of all assets. You should leave this call in.[/color]
animatorEditor0 = AnimatorEditor(cabinet=unityparser0.Cabinet) [color=green]// this opens a Material & Texture Animator[/color]
image0 = ImportTexture(path="E:\illusion\HoneySelect\Plugins\SkinTexMod\Textures\AC_PR_Female_Skin_Direct\pc_f_face_s.dds")
animatorEditor0.ReplaceTexture(id=0, image=image0, flip=False)
unityEditor0.SaveUnity3d(keepBackup=False, backupExtension=".unit-y3d", background=[color=#E25041]False[/color], pathIDsMode=-1)
texId = animatorEditor0.GetTextureId(name="cf_s_face_00_00_00")
animatorEditor0.ReplaceTexture(id=texId, image=image0, flip=False) [color=green]// and replace the id argument from the literal to your variable texId[/color]
It could also be skintexmod if you are using it with autoload. Any charas using overlay would take that avg skin load time per each chara, direct mode(DDS) should be quick.Oh, good, so it's not just me! I mostly see the impact in the CM, though sometimes in the Studio, as well.
I might agree with you on that, but I'm not currently using it.It could also be skintexmod if you are using it with autoload. Any charas using overlay would take that avg skin load time per each chara, direct mode(DDS) should be quick.
anyone know if Hairset are just saved profiled (ie. cooridinate) or a separate asset? I can't seem to find either.
All hair pieces which shows as Hair sets are located in the same files as the back hair (cf_hair_b_??). There is a flag in the corresponding customlist which determine if they will show in the Hair set menu or in the Back hair menu.
I might agree with you on that, but I'm not currently using it.
Just to clarify, removing it from the Plugins folder removes it completely, correct? Just want to be 100% sure, since awhile ago, I thought it was to blame for something else, but it turned out to be the WideSlider mod needing to be repatched. I'll wait a little bit before reinstalling it, since I read Gil mentioning something about a bug with it.
*Update* - I just figured it out: It's ReShade 3.0's "Clarity" that cut the fps all way down to 40-45fps; turning it off raised it to about 55-57fps, and turning off "Adaptive Sharpen" got it up to 60fps. Thankfully, LumaSharpen is a less demanding option, but I'll miss how Clarity makes the game look. : /
Though, a curious thing... Clarity has little to no effect with the Studio, but impacts the character creation in the way I mentioned before. Strange.
Ahh, well, I have everything saved, still, so just throwing the dll back in shouldn't be an issue.Removing the dll stops the mod from loading at all.
Ill see if i can fix that bug GIL came across.
Also studio uses foward rendering path, while the rest of the game uses deferred rendering.
Deferred is the quality rich rendering mode but its more demanding.
@enimaroah Excellent code! The file size become crazy 460MB now, lol. And i noticed the script can be executed successfully without GUI image view in SB3UtilityGUI. That'll be better if it has a switch. Thank you very much.