[Black Desert Online][NSFW] Mouse's ST Mod (4 Viewers)

Miku

3D Artist
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Jul 15, 2022
I have a strange error.
When I use the Sculpt tool to edit the mesh.
There are strange black patches.
I thought it was a mistake caused by the shadow of the button.
But I still get this error when I delete the button.
Does anyone know the reason?


It's a known issue with how normals vectors are stored in PAC files. Another workaround to avoid this issue is to first export the model to FBX, then import it back to blender, and then export it do DAE.
 

Miku

3D Artist
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Jul 15, 2022
Miku Miku
View attachment 157913

9_upperbody.zip
I haven't finished the files plw_10_ub_0052_mesh03_lod0 and plw_10_ub_0052_mesh04_lod0 yet
but it looks like those parts are invisible so it should work.
the ones I uploaded still need some adjustments but should help you.
for the body you need to adjust the neck look at the image.

Cheers! I'll check it out soon.

<Soon>
Uhhhh something went wrong I think 🤣 I'll see what I can do to fix this.
1723290921249.png


Edit: A simple import/export to/from blender did the trick.

1723291954932.png


Thank you for fixing the weights. It looks really good so far I can tell. (No more clipping issues, specially at the belly part of the hotpants)
 
Last edited:

MouseA

Club Regular
Joined
Jan 24, 2017
It's a known issue with how normals vectors are stored in PAC files. Another workaround to avoid this issue is to first export the model to FBX, then import it back to blender, and then export it do DAE.
Thank you. This taught me some basics.
I tried this method but it doesn't seem to work .
I solved this issue here .
#120
 

Easecute

Club Regular
Joined
Jun 21, 2016

Klaus77

Videographer
Joined
May 12, 2024
I can't believe what I see, it's super super cool and how cute or how cute the helmet looks on Ala Shai, I'm speechless because of her great work. wowowowowowwowowowowowowowowowwoowwowowowoowowwowow
 

Easecute

Club Regular
Joined
Jun 21, 2016
Weights_convert.jpg


I'm improving the weight painting when I click to convert using dae_to_pac
and pac_to_dae generates this problem.
the model on the left is (before) the one on the right is (after)
Does anyone know how to fix this?
 
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Miku

3D Artist
Coder
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Jul 15, 2022
In the process of fitting your mods to my Shai's body proportions.
These mods are absolutely amazing. Thank you for making them. ^^

1723666884899.png
 

Miku

3D Artist
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Jul 15, 2022
I swear this outfit is the bane of existance... It has like a million different meshes, and it's a pain in the ass to weightpaint ;-;
Even automated tools like Voxel Heat Diffuse breaks it. :wat:

 

MouseA

Club Regular
Joined
Jan 24, 2017
I swear this outfit is the bane of existance... It has like a million different meshes, and it's a pain in the ass to weightpaint ;-;
Even automated tools like Voxel Heat Diffuse breaks it. :wat:


I mostly use Transfer weights.

Copy the body's bone weight to the clothing.

I don't know if my method is any good.

And I don't have "Voxel Heat Diffuse". 😞

I see your "PVW_10_Sho_0075_dec" has a skirt-like swing.

Did you do anything to it?
螢幕擷取畫面 2024-08-16 061147.png
 

Miku

3D Artist
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Jul 15, 2022
I mostly use Transfer weights.

Copy the body's bone weight to the clothing.

I don't know if my method is any good.

And I don't have "Voxel Heat Diffuse". 😞

I see your "PVW_10_Sho_0075_dec" has a skirt-like swing.

Did you do anything to it?
View attachment 158101

I didn't actually try to transfer weights from the body yet because uuuuusually with tight clothing, it messes up quite badly (Specially around the crotch area) but I guess I'll give it a try.

Voxel is a plugin that makes better auto-weights. But yeah, sometimes it messes up apparently. Because the phy_skirt bones are so close to the hips, it applies weights to it when it shouldn't.
 

MouseA

Club Regular
Joined
Jan 24, 2017
View attachment 158188

I'm trying to get this model to work in game, the one I created before worked but this one I'm having trouble with.
Can anyone help?
One_Piece_Bikini
I didn't buy plw_10_uw_0057
So I renamed it plw_00_uw_0002.pac and plw_00_uw_0002_01.pac
I re-edited the size of the model.
And reapply the bone weight of Suzu's shai nude body.

Your texture name is "plw_10_uw_0057_01.dds"
But it is displayed as "plw_10_uw_0057.dds"

So I renamed the texture to "plw_10_uw_0057.dds"

螢幕擷取畫面 2024-08-18 065016.png


螢幕擷取畫面 2024-08-18 064440.png
螢幕擷取畫面 2024-08-18 064456.png
 

Attachments

plw_10_uw_0057.7z
4.5 MB · Views: 128

Ratuno

2D Artist
Illustrator
Joined
Jun 3, 2016
Hello! I would like to participle here too ... Recently I began to use blender and I did my first small mods..they aren't perfect, but they mostly works :)

I did my Suzu body modification to make more plain chest
2024-08-18_13722671.PNG



Edited bear underwear to fit in my body :)
bear underwear.JPG


Ported envy bikini for Shai
envy for shai 000.JPG

envy for shai 001.JPG


Edit @ MouseA MouseA Badakka panties to add more fabric surface XD

badakka000.JPG

badakka001.JPG
 

Attachments

Bear edited.7z
53.1 KB · Views: 48

Envy for shai.7z
67.6 KB · Views: 41

Sahi nude body.7z
167 KB · Views: 56

Badakka edited.7z
13.3 KB · Views: 41

Miku

3D Artist
Coder
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Joined
Jul 15, 2022
Some way to preserve weights that i set when convert model using dae_to_pac?
every time i see some warnings (bad UV).
i just convert again using pac_to_dae and using again dae_to_pac, but the model come with distortions on weights.
any ideia to fix that?

Are you using the correct version of Pactool that includes -refAllBones?

PACtool v1.4.0 * Added the -refAllBones command for Collada (DAE) exports, which includes a reference to all bones in the exported mesh (as opposed to just the ones in use by the mesh), which prevents the skeleton corruption during import to Blender and 3ds Max. * Added support for reading Tangent and Bitangent data during Collada (DAE) imports, skipping the TBN generation process, yielding vastly more accurate importing of normals (error margin typically less than 1%), which fixes issues such as visible seams and black spots in-game. If the TBN generation process is desired for any reason, this behavior can be reverted by using the command -skipImportedTBN. NOTE: Blender and 3ds Max do not export this data by default nor do they offer the option to, a Blender addon is available from GitHub - UndercoverPervert/collada-exporter: "Better" Collada exporter for Blender, orignally developed by the Godot Engine community, tweaked for use with PACtool. that will export with all the data for an ideal conversion back to pac. The addon requires Blender version 3.0.1 or newer. * Fixed multiple import reading errors (the source of "position too high" messages). * Exporting to Collada (DAE) will now also include Tangent and Bitangent data. * The commands -mergeNearbyTBNs and -gramSchmidt were previously on by default, they're now off by default. * Added a re-made TBN calculation process which can be activated with the command -newTBNCalc, the results are similar to using the commands -mergeNearbyTBNs and -gramSchmidt together but may slightly differ for better or worse. * Added command -uniqueNormals as an alias for -uniqueNormalVerticies (both commands will work).
 

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