Scarlet Blade Mods (1 Viewer)

Ferawyn

Potential Patron
Joined
Mar 11, 2013
Thanks for making these mods!

My punisher is really enjoying the snow on her skin now. :-)

Punisher 02.jpg Punisher 01.jpg
 

Debura

Potential Patron
Joined
May 16, 2012
I updated the De-Censor so it covers for all current Costumes, Underwear and Armor in Queen's Blade.
It has no lighting bug, i made a cheap fix on it, im to lazy to recolor a blue NR to green so i just copy/pasted same green NR file on all.

You, sir, are amazing.
 

cowboys12

Potential Patron
Joined
Sep 7, 2012
I can get all mods working except the puzzle de-censor keep getting reimported -0 files I left the mods folder alone and used the NA.gfpk . do I need to update the mods/a/objects/pc/tex as well?
 

sheno1346

Potential Patron
Joined
Jan 24, 2013
So I did everything in the mod instructions, but nothing happened. Do you need to have the unsealer for this? Or is it supposed to work on the underwear you get right after character creation?
 

o5119

Potential Patron
Joined
May 19, 2012
All the mods here requires you to have her default underwear and or the correct armors, and if I am not wrong, so far, only Sentinel has a mod for the unsealed skin.
 

Eolis

Potential Patron
Joined
Jun 2, 2012
I can get all mods working except the puzzle de-censor keep getting reimported -0 files I left the mods folder alone and used the NA.gfpk . do I need to update the mods/a/objects/pc/tex as well?

I don't know how i could help you with that, i don't know enough Quickbms to spot what goes wrong.
 

Irreversible

Avid Affiliate
Joined
Apr 29, 2012
I can get all mods working except the puzzle de-censor keep getting reimported -0 files I left the mods folder alone and used the NA.gfpk . do I need to update the mods/a/objects/pc/tex as well?
I don't know how i could help you with that, i don't know enough Quickbms to spot what goes wrong.

Create a new path in the Mods folder: mods/a/gui/na
place the puzzle decensor in the NA folder then follow the steps as usual but with the NA.gfpk rather than tex.gfpk.
 
Last edited by a moderator:

Nezumi

Potential Patron
Joined
Feb 23, 2013
Does anyone know for sure what the _NR files are supposed to do? I had initially assumed they were just lightmaps, but I'm doubting that now. For one, some of the costumes don't have accompanying _NR files, which is kind of weird if they're supposed to be lightmaps. On top of that, making them flat green does not cause the sort of behavior I'd expect if they were lightmaps -- instead of giving them flat lighting and shading, it seems to make them anomalously shiny.

Are they reflection/refraction maps or something?
 
Last edited by a moderator:

Darkxd87

Potential Patron
Joined
Mar 19, 2013
Create a new path in the Mods folder: mods/a/gui/na
place the puzzle decensor in the NA folder then follow the steps as usual but with the NA.gfpk rather than tex.gfpk.

The NR maps are normal maps, which are basically fancy bump maps. They create the illusion of depth on a flat surface. In a normal bumpmap, a neutral gray color would be flat while black would create indentations and white would create bumps. A normal maps defines detail through angles that lights hits it by rather than though elevation, so the blue channel which is the Z axis is being flipped facing inside of the model when you invert it (turning the map green). This basically kills any of the bump detail on the map, however it's the only easy way to get rid of the flashing skin on the Sentinel.

example: http://puu.sh/2mMlm The medic with a working normal map has some clear definition on her abdomen and neck/collarbone area where as on my sentinel, that detail is all flattened, because the map has been modified.
 
Last edited by a moderator:

Nezumi

Potential Patron
Joined
Feb 23, 2013
Does killing the Blue Channel rather than color inverting make any difference as far as retaining detail? The end result is something that's similar as far as no longer having blue or flashing, but which retains the relative shades and tones of the original map.

You also said it's the "only easy" way to kill the flashing, which suggests there's a harder way which will retain the Normal Map details -- I'm admittedly curious about this possibility, since I might want to try it if it were within my skill level.
 

FrosK

Potential Patron
Joined
Oct 27, 2012
I need help here... I downloaded ALL nude models. BUT... Meh characters look like using look-through underwears... How to fix this?
 

Darkxd87

Potential Patron
Joined
Mar 19, 2013
If you look at a censored version of the sentinel, you can see these pulsating glowing panel lines on the scales that glow like on the mechs from Zone of the Enders. My theory is that the glow is from some kind of shader they applied to the models, and reverting to the korean textures makes any sort of control that glow has disappear. Which then in turn causes the entire model the flash rather than the specified points. If we could somehow find out what is causing the glow and then deactivate it, I believe the normal maps won't need to be inverted any all detail will then be present on the model. I edited my previous post with a link showing the different between a normal mapped model and one without a working map. I'll link it again for you here. http://puu.sh/2mMlm
 

Nezumi

Potential Patron
Joined
Feb 23, 2013
If you look at a censored version of the sentinel, you can see these pulsating glowing panel lines on the scales that glow like on the mechs from Zone of the Enders. My theory is that the glow is from some kind of shader they applied to the models, and reverting to the korean textures makes any sort of control that glow has disappear. Which then in turn causes the entire model the flash rather than the specified points. If we could somehow find out what is causing the glow and then deactivate it, I believe the normal maps won't need to be inverted any all detail will then be present on the model. I edited my previous post with a link showing the different between a normal mapped model and one without a working map. I'll link it again for you here. http://puu.sh/2mMlm

I'd guess the file or files causing the problem would be somewhere in SE.gfpk and would need to be swapped out for the Korean equivalent... but I don't have access to the relevant Korean files, or a working knowledge of which of the various files in SE.gfpk it would be that might cause this.
 
Last edited by a moderator:

Darkxd87

Potential Patron
Joined
Mar 19, 2013
Normally you would control something like that with another type of map. I believe the SP maps are specular/glossy maps, so those would be out of the question. I wonder if there's another map in the NA client for glows? I don't know how to extract models and textures from the client so I'm unable to check myself.


@kittien: on the previous page, Naduron posted a link with the uncensored schoolgirl outfit

Edit: Yea until we find a way to extract the files, we're kind of stuck lol. In any case the work that has been put in thus far has been excellent, and it looks way better than having rainbow scales everywhere.
 
Last edited by a moderator:

Nezumi

Potential Patron
Joined
Feb 23, 2013
Huh... Lemme try extracting the US tex.gfpk and see if it has any relevant files not found in the Korean tex.gfpk.

... Okay, I noticed something odd, but I'm not sure if it's useful. The US Sentinel _NR Files are actually yellow, instead of blue like the Korean _NR files or the US _NR files for other classes -- though there are scattered lines of the normal blue shade. They also have _SP and _NR files for costumes that don't have them for KSentinel or other classes.

I... just don't have any idea of what good this information does us.

EDIT: Oh, I know how to extract the files. You just have to run the Scarlet Blade script in Quickbms on a .gfpk file without using the -r switch -- directly double-clicking on quickbms.exe is the fastest way. I just have very little idea how to interpret the files I extract, and no access to most of the original Korean files to extract them.

EDIT2: Although, I suspect that if we can't figure out a way to work around the presence of _NR and _SP files for every Sentinel costume and armor in the US version, we'll be getting some weird results for costumes that don't use them in the Korean version, but do in the English version. We can't actually remove them from the gfpk outright without causing issues, and just setting up blank _NR and _SP files will likely lead to weird results in and of itself, so I'm really not sure how to approach this, beyond the tedious (and beyond my skills) work of extracting them from the US tex.gfpk, manually editing out the censor-related elements, then re-importing them.
 
Last edited by a moderator:

Kittien

Potential Patron
Joined
Jul 19, 2012
Normally you would control something like that with another type of map. I believe the SP maps are specular/glossy maps, so those would be out of the question. I wonder if there's another map in the NA client for glows? I don't know how to extract models and textures from the client so I'm unable to check myself.


@kittien: on the previous page, Naduron posted a link with the uncensored schoolgirl outfit

Edit: Yea until we find a way to extract the files, we're kind of stuck lol. In any case the work that has been put in thus far has been excellent, and it looks way better than having rainbow scales everywhere.

Ah! Thank you very much. Not big on how revealing the Sentinel's gear is, but those hexes give me a literal headache. I would have rather they added more body to the gear than... that... eyesore.
 

Darkxd87

Potential Patron
Joined
Mar 19, 2013
Hmm that's interesting. The oddly colored normal maps could be from the channel order being arranged differently from normal, or possibly only 1 channel being used instead of 2 (green color), or 3 (blue color). I wouldn't really know until I looked at it, but that is interesting. As for the outfits with files that don't exist in the korean version, they probably added those files to enhance the appearance of things they weren't originally satisfied with maybe. There are a few ways we can work around it without getting too wierd results. My only concern is making sure the filesizes match up so that there aren't issues re-importing.

I'll try the extraction method you mentioned. Thanks a lot.


Edit: After looking through the US files, I'd say there's a lot of interesting things in the SP maps which might be the key. Specifically the green channel in the SP map and the blue channel on the NR map seem to be the lines that pulsate with the glow in the NA version. I'm going to play around a bit with them and see what I can come up with.
 
Last edited by a moderator:
B

boneguard

i have no problems with nude mods and de censor mod i dont repack them just put the files in folder Data/Objects/PC/Tex and no repack and it did work for me ok for the sentinel u wil need to overwrite 3 of the decensor files with the sentinel nude mod that did it for my mods worked with no problems on Closed Beta
 

Users who are viewing this thread

Top


Are you 18 or older?

This website requires you to be 18 years of age or older. Please verify your age to view the content, or click Exit to leave.