#miside-mods-discussion
1 messages · Page 21 of 1
The good news is, we can make emissions to work.
Bad news is, RealToon doesn't have any emmision parameters, so it's really hit or miss 
Oh nmv, we can, index gonna love this
I am here
the nuclear drop
I can send you a private build later today if you want to try it out .
I need an opinion for this implementation anyway
please do
Bet, will tag you later once i finished
you can just dm me that as well ig
Mannn this feature gonna be OP
phos is gonna glow fr
Is there a mod to change the glasses you can have Mita wear into radical sunglasses? 
Mita right? not Mila?
Ohh maybe that orange glasses in the drawer
Ms Light Bulb
i love lamp
X Moth Mita 
did a new modding tool come out or smth?
what's UAL 
oh that's cool
Universal Asset Loader
oh my bad I forgot lmao

Damn what happened
I hate gravity!
Is this a custom bone attempt?
you could say that, yeah
Lmao her skirt physic are still on
0.11.0 beta bones stuff fixed
check PR comment for code
could you try it too @plain crescent
let's add some if else checks...
for (int i = 0; i < bonesPerVertex.Length; i++)
{
if (bonesPerVertex[i] != null)
{
var boneList = bonesPerVertex[i];
boneList.Sort((a, b) => b.weight.CompareTo(a.weight));
while (boneList.Count > 4)
{
boneList.RemoveAt(boneList.Count - 1);
}
float totalWeight = boneList.Sum(bw => bw.weight);
for (int j = 0; j < boneList.Count; j++)
{
var boneWeight = boneList[j];
boneWeight.weight /= totalWeight;
boneList[j] = boneWeight;
}
bonesPerVertexArray[i] = (byte)boneList.Count;
weights.AddRange(boneList);
}
else
{
weights.Add(new BoneWeight1() { boneIndex = 0, weight = 0 });
bonesPerVertexArray[i] = 1;
}
}
very good sir
Guys, can someone help me download the mod?
What mod are we talking?
Hope this video helped you
BepInEx/UniversalAseetLoader: https://github.com/Rist8/MiSide-UniversalAssetLoader?tab=readme-ov-file
Mods: https://www.nexusmods.com/miside/mods/
also if your wondering what BepInEx version to get it's the one with BepInEx-Unity.IL2CPP in the name just choose your operating system and what bit your cpu is
now only thing we need to fix is the commands......
mutliple keywords doesnt work
so we need to rebuild hierarchy stuff if we gonna cook custom bones
well i never see her in this hair if we think about it
does anyone have a makima mod? 
what's a makima
we dont have that in here yet i think, but i made tutorial on how to do model in pinned
I saw this one on twitter so idk if this was a fanart/fanmade or a mod
that's a fanart
ahem, i mean we dont have this room at all in this game
could be AI image too
Definitely AI
the ceiling called it
I can't see the addons menu.
But it worked... I promise
But tbh it doesn't matter i don't even know what i was trying to do
For me there's nothing.
Nahhh it's fine now 
Is it better in any way than before?
Yeahh, i noticed that unknown bones will be discarded(?), it didn't break the whole thing again if there's an unknown bones
But some command agrs is still broken 
Should be easy to fix
I just live in Europe
we stuck in cold asian jail..
Well we have a lot of snow in Poland too
There's never been any snow in my country 
neither is mine...
Worst type of cold weather
polska gurom

Tbh the snow appeared just a weak ago
Btw yesterday i gave up on entire armature physics but i wrote custom physics for tail like objects
How does it work?
Kinda curious
I didn't test it in game yet
Only in unity
Probably will have to rewrite some parts for runtime
Well that's something.
I'm thinking of slapping a rigid body for an unknown bone, but it didn't work 
🍞
The best bones physics 'library' for MiSide is MagicaCloth but it supports bones building only in Unity Editor
I tried rewriting their code for a runtime but it just relies on Serializedobjects
It uses private fields as if it is ok
And this 'library' costs about 20$ in Unity Assets Store but obviously there is a 'free' version in the Internet
Please keep in mind this package is provided only for learning purposes or to be able to test before buying the product, NOT FOR COMMERCIAL PURPOSES.
hehe

We aren't selling it so it's ok i guess
We are learning how to replace Serialized objects
holy crap
crack mod
props to @plain crescent
You need to mess around with the value if you want to match with actual core tho
Praying for you 🕯️ O Great Milfa 💝
that SoSide mod goes hard
id contribute more to gachi mode and gta sa mode
i already have HQ audio for SA menus
also to mods, you cant post anything to soside bugreports
no perms
Btw why didn't you just push all the working commits from your discussions in PR?
what problem did you have with keywords?
also the way cappie hair and kind mita hair works is insanely stupid, the mesh has bone names that don't match them and it doesn't get replaced

it was me not reading properly
Let's say if keyword is !all Kind Future
it will read only Kind and NOT Future
holy
i never tested all keyword, tbh
and yes it is known problem, combining !keyword with keyword is broken
and this can be replaced with just Kind Future
okay, that means it will only replace those 2 only then right
i dont have to specify invert (!) anymore?

what the hell..
you can specify the ignored ones OR the chosen ones
that means i just have to use "Mita" keyword if i want to replace the main?
Mita Usual True
okay
for (; i < command.args.Length && command.args[i] != "all"; i++)
if to think about it this code can't even handle !all 
hmmm
ahh yeah, broken new version of shouldSkip
how dare chatgpt replaced continue with return, i asked only for logs change



mans cooking
now just to wait for @plain crescent to check the bug with emmission values
it's literally at 0.005 atm
Yeah it's either my codes are skizo or the shaders itself are quite buggy
or it could be that we're using wrong type of value
EnableKeyword _EMISSION
SetColor _MainColor (0.005,0.005,0,0.005) 0.005
Pretty sure i use float
Yeah i need to look at this
or its just value being too sensitive
alright we ball
Yeah turns out I'm having a skizo eps too
Will merge this to dev
how do I add dutch to the game...
I think I'm done with UAL for now
cooked too hard
Should we release it now or wait for a couple days?
id love to clean up a little bit more on MC stuff
Yeah we're burnin this game to dust basically
but its a "good" to release now
outstanding work
Just avoid releasing a new version every single day
yeah
Maybe we can wait for a week or two before uploading a new release?
that would be useful to modders.. lol, don't want to tell people constantly to update or update my mods on nexus
ill clean up on MC stuff for a bit then we shall release
we should consider doing that
Yeah this is what we are avoiding💀
im good to push a release if you're busy with something else
oh that's right........ 
do we need this
i agreed.. but they do share stuff too..
Oh wait, just pass mita.name as the parameter
Then populate the json
meaning i have to dupe stuff in json file then..
It's finee, maybe they will get their own shape keys in the future, who knows
its unlikely but i guess so for the sake of simplicity of the code
it'd be easier to update json later on too
instead of hardcoding
Maybe there will be another character, who knows, we can just update the json rather than hardcoding it again lmao
Yeahhhh
ok great
Anyway aoba, i kinda worried abt empty blendshape on skinned appendix
Replace_mesh Mita Head will generate the blendshape even if the mesh doesn't have any.
But what happened to skinned appendix 
Since the command was replace_mesh Mita customMesh
i did try it on dummy_appendix
that is attached to Head
it seems to blink just fine
Yeah but when the mesh doesn't have any blendshape, the console will be burnin in red
(for skinned appendix)
oh yeah that...
yeah that could be a problem
only a few people (eg. us) would replace real head


we need to add safety net into that then..
basically adding dummy shapekeys if stuff attached to head
would love to use shapekeys but I am incapable of making them so, I removed them instead
Completely removing the head without any replacement will also burnin the console red...
my hanako model did remove Mita Head
but no burnin' red
perhaps because appendix has blendshapes already
But you have an skinned appendix that is attached to mita head
i do, yes
Is there any way to ignore this specific error message?
the array out of bound?
Yeah
it was generated by unity itself.. i dont think there's a way to suppress it

so what then, do I have to import core mita again and use the basic shape keys?
I think creating a dummy Shapekeys is enough?
Just create 1 empty blendshape
And UAL will do the rest
No
It will be true only for Head
And blendshape will be generated anyway if the fbx has them, even if the args wasn't Head
yeah, that makes sense
what if we added another check if stuff was attached to Head
pretty sure some clueless people would attach their thing to head because the name is suggesting but have consequences
So.. whenever replace_mesh is called, we need to check if it is a real mesh or a skinned appendix, then if it was a custom skinned appendix, we should check for the related mesh?
This will work but i think the process will be too much
it will work but it will take some time to process resource, yeah
we can't really async this can't we
If we're creating an async method, the caller method needs to be async as well 
What if we're creating a dictionary that contains every head skinned appendix
That way, the process will be fast
you mean, caching skinned_appendix?
Yeah, every time create_skinned_appendix is called, if the args is Head, save the object name to that dictionary/list
Just an ordinary list variable, yeah on the memory.
okay, i like the sound of that
because every time create_skinned_appendix it gets to check there anyway
Yup, then replace_mesh can check whenever a skinned appendix is a Head or not based on that list

Man i never realized that talking abt algorithm is so fun if we all know what we're talking abt.
people lurking this chat:
rules 1.9
We are not allowed to discuss anything abt 🏴☠️
Pray for your life, hopefully the moderator won't ban you for a long time.
Ooh they can see deleted messages you know..
spoiler, it depends on how they did it
ayo what fun has been transpiring while am gone
I'm guessing some stuff are missing if you sent this
Oop he just left the server, or gets banned idk
dead..
ah...
who will make Mitsuha from anime "your name"?
that's a very good question
you can make your own model too!
totally not shilling UAL
and how it can affect the miside
The mc will experience a body swap with mita
Hi everyone. I would like to speak to a moderator, it's about MiSide and something I would like to offer. How can I do it?
I'm guessing you mean how to mod the game, in that case, read xD
the TRUE body swap
@vagrant harness
by the looks of it, that mitsuha model doesnt seem to have any physics
except the hair but i guess you could vertex weight mix to head
it's not very hard to make new bones and paint it, just don't frick up the parenting
there's template..
6 years ago I thought adding physics to cat ears is just about adding new bones and done, I did it so wrong vrchat just crashed
Making new bones is easy, getting it to work in a game on the other hand...
probably backup system is not perfect, this happens after Aoba's MayaFey model turning on and back off
so ToDo things for UAL are only ChibiMita Support, custom bones with physics import and ideally some animations import?
live AIHASTO moderators reaction
death sentence
i am alive
Yeah i noticed that, im guessing this is because the deactivation commands since it works just fine on my belle mod (that doesn't have any deactivation commands)
Gonna take a look again later
if anyone wanted the translated mod instructions
How does one put the Mita model over the mc,,,i have,,plans,,
specifically short hair mita i love her
Soside mod?
Yo guys, any idea if there is any command in the game console to control the velocity in game?
any milia mod made yet
What is this mod about even?
Yes
how washed am i xd
how do i alter the text of the characters, is that even possible?
Guys. Firstly, hear me out. Secondly I need to find this mod.
POV: She's a 10 but she dissapears everytime I wake up😔
#yakuza #yakuzakiwami #yakuza0 #yakuza3 #yakuza4 #yakuza5 #yakuza6 #yakuza7 #likeadragon #goromajima #ichibankasuga #shitpost #shunakiyama #sega #anime #yakuza8 #yakuzameme #yakuzamemes #kiryu #kiryukazuma #kazumakiryu #meme #memes #real #fyp #rgg #ryugagotoku #yakuzalikeadragon #playst...
13096
Does anyone know where I can find it?
On nexus
Thanks. Finally I will be able to get Goromi in MiSide
I can't extract the file because there is no option to extract everything
Guys sorry for the dumb question, but which method is better for creating this kind of hairstyle in blender: Curves or Polygonal modeling? Considering I have no experience at all
curves work okay, but you have to go back and re edit it to get it into the style
plus the uv's are brutal
Curves get the form done quick, but take more time to edit. Manually polygonal modeling is longer, but less messing around
Thank you! I move on to the UV after creating the model, right? I don’t need to do anything before?
its prob best you lower the resolution of the curves to 2 to do low poly.
so you can match the games style.
if you want you can do 3 or 4, but it will be a lot of polygons
Thanks!
Wait did rist just publish 0.11.0 of UAL 

@smoky olive I'm gonna delete the release. We have to wait for several days before publishing a new ver.
Beside, aoba wants to clean up the player function first, and i need to fix some minor bugs
anyone made milia mod yet?
How do i download the mods
is there a cj mod?
What if there was a redemption arch for fake Mita?
wtf the physics...
But this happened to her sweater only 💀
sweater is an interesting mesh, yeah
I personally use curves
It's slightly less optimized but its easier to work with
Ohhhh i get it now, the problem is on her tits
If i disable the tits bone, her sweater physics works just fine
sacrifices must be made for quality
might need those physics here soon too. No reason though
metallic: 1 ‼️ 🔥
Hey it would be cool if the metalic part actually looks like metal in the game
Because you can do this in UAL now
Shining 🌟
true and real
Definitely have to figure it out with her piercings belt buckles and spikes.
i stitched the nude mita model's legs and arms onto the regular model in an attempt to keep the texturing in tact but also i realize i have no idea what to do with the UVs lol
might not work out
i mean painting them wouldnt be hard but theres just no room
2 choices. Shrink it down and sacrifice quality. Or..
Unwrap it and make a new texture map and do it all manually
actually making a new one and just baking the old one back down wouldnt be hard
thats not a bad idea
in fact i could just do that to the unedited nude base and complete the whole thing that way
You got this. Good luck btw. I had to completely make cappies body for baddie so it took me a bit.
Its ez but I dont have a lot of time so I do one thing, then back to work and repeat.
So @pulsar whale if skirt and sweater have their own physics mesh, how come the body doesn't have any for her tits
probably because it doesnt collide
I see..
ooOoog
oomf
Her face looks like komi ngl, probably a simple hair swap will transform her to komi 
its true..
Some nice hair though
yes
also cuz the tits arent modeled ig
ok bro
Yeah turns out her tits physics are in the armature itself
naked mod i mean nake i mean yes
Anyway do we need a mod example for player replacement?
Yeah, I'm guessing it's just going to be CJ again..
Welp then we need push it to the Assets folder
is backup system being schizo or the body wasnt suppoed to be here in the first place
nvm it was create_skinned_appendix on non existent keyword..
But yeah the backup system is kinda schizo
, but the backup meshes are always be disabled.
I'm still trying to figure out the tits physics thingy
WAIT A MINUTE
Even if i completely disabled the backup system, the tits physics are still wrong
This is definitely something else....
Yeah this is probably related to bones, not my backup system
Can anyone tell me what soside adds pls
Hey guys, does anyone knows how can I replace Crazy Mita model with short haired Mita model?
Uhhhhhhh
Like
A mod that swaps all the dummies and mitas? Like all mitas are dummies and dummies are mitas
also fixed the head here..
Oo niceeee
Yeah I wanted to swap their models. So Crazy Mita will have short haired Mita model, and short haired Mita will have Crazy Mita model. But I don't have any idea of how to do this.
man where is my secret ending!! i escaped her.........
Yeah why does she throw us out anyway 
Anyone knows how can we make dubs?, like, how do I mod the game, do I replace the files or sum?
making that is easy, there's voice editor pre installed with the game
btw, i should have told earlier but i can remove assimp.dll movement step requirement by checking, where it is and loading it from UAL directory directly if needed
oh, great. that'll solve a lot of problem actually
because it is using the one from the place where the executable is
fixed backup
var armature_backup = new AssetLoader.ArmatureData(backup.GetComponent<SkinnedMeshRenderer>()); var armature = new AssetLoader.ArmatureData(renderer); for(int i = 0; i < armature.clothNodes.Count; ++i) { armature.clothNodes[i].cullRendererList = armature_backup.clothNodes[i].cullRendererList; }
just had to repair cullRendererList for every MagicaBoneCloth bone
hmmmm if to think more about it, maybe we can try to use existing MagicaBones to add some physics? Because as we saw from backup bug adding bones to cullRendererList kinda works
could try
i believe we can cook custom level in UAL...........
it gonna be real some day
imagine a json file that is 30mb and full of object data 

Why not use Unity AssetBundles instead?
Ring say it's safe zone
I doubt that a person that doesn't know how to use Unity will ever want to create custom levels through random editor
youre right
Should i load them manually or overload AssemblyResolve method?
loading manually should be better than replacing AssemblyResolve
Ok i said it incorrectly, not overload but hook into it
yeah we should prevent hooking unless we absolutely have to
But it is officialy documented
https://learn.microsoft.com/en-us/dotnet/standard/assembly/resolve-loads
oh actually
yeah, that's not bad
i hope it doesnt do anything bad since assimp.dll is native
We can add Dependencies folder
best error message
well it works if i load assimp.dll manually
var assimpPath = Path.Join(PluginInfo.DependenciesFolder, "assimp.dll"); Assimp.Unmanaged.AssimpLibrary.Instance.LoadLibrary(assimpPath); AppDomain.CurrentDomain.AssemblyResolve += ResolveAssembly;
should work fine with older setups
What are you trying to achieve? Modifying the parameter?
what im saying is, i got the unitypackage file for RealToon
does that improve anything, instead of using reversed realtoon shader
Hmmm well we can't just import the unitypackage with UAL because the shader needs to be compiled?
But you can play around with it in unity to see what a parameter actually does, then you can use that information to modify the shader param using ual?
yeah that has to be compiled first for sure
hmm i wonder how should i add release Dependencies folder to dev branch, or should i not?
dev branch sir
ok i'll ignore it then
https://github.com/witalosk/UnityRuntimeShader
I think this might help
Compile and apply fragment / compute shaders to render textures or buffers. - witalosk/UnityRuntimeShader
ill blow up this thing, this will never cook
anyhow, i get to see what are the parameters
some documentation
we might want to add outline stuff into UAL
Yeah for sure 
this may be the torture they were talking about 
Well index doesn't understand it at first, but after he sees the example, he just kinda masters it lmao
And he said that this form is already understandable
Maybe we just need to give some clue to point stuff
Ah it was RGBA...
SetColor _paramName (R,G,B,A) Emissions(optional)
Welp something like that
going to try it nonetheless...........
Oh yeah, modifying the shader params doesn't require you to restart the game
Just re-enable the mod
Unless you're modifying the addons_config
Oh yeah, you can use decimal point too
(1.2,3.5,6,1)
so that means somethin like:
shader_params Mita Head ModFolder\shader_config
and inside that file is just shader configuration
Yeah exactly, but we can't apply this to mita original mesh. Only works for skinned or static since their parameter values doesn't get resets
i see
Mann i don't understand what happened to her arm
then its weight painting time baby
Is the white outline also working at gameplay?
Try hexadecimal?
well probably not that component

trice recursively hidden components

well OutlineTarget isn't even an Object Sadge
It's not? My gosh 
Why doesn't the outline just target every object on mita hierarchy.
Oh right, it doesn't target an object 
hmmm it is an object
Let's see how does this thing work from within...
but it has 0 instances in hierarchy
wait a second
why is there "MitaMeshFixed::Fix" function..
do you think we can call this function every time we replace model..
run this once and your game probably blew up to pieces
not...
EPOOutline.Outlinable::AddAllChildRenderersToRenderingList?
or maybe... EPOOutline.Outlinable::OnEnable
How do u get the InteractiveEnable mod on MiSide? I've been struggling pls help
i've already done these, idk where to put the interactive files
I have these interactive mod files
hmm it's inside of it, probably have to fix the bounds manually
That's the source code.
well it crashed
After this merge should can use thunderStore
How did you made this? I'm trying to decompile the game and make vr integration, but most of connections and scripts are broken. I just deleted everything that I don't need and making "new game" using miside assets. Is it possible to take fully working game like unity project?
@old quail
I'll try to think of something Rist
surely there's gotta be a way of proper outlining..
You can use AssetRipper, but exporting the resources is still broken and im not sure when the creator will ever fix it :/
ive tried latest premium version, it looked pretty "fine"
probably it was the culling mode
but yeah, still mono script
I already did this, but it's broken. Now that is what I have https://youtube.com/shorts/TpmeUr-7pTw
You will also require using some sort of decompiler such as IDA, Ghidra, or BinaryNinja + il2cppinspectorRedux because Cpp2IL skips over some major pieces of logic
oh nice
for the love of god, dont use Binja
id use IDA over binja
their decomp sucks
it was a culling mode indeed
That is dark forest for me. Is there any known way to decompile it without errors and missing scripts?
i agreed
why no hair outline though?
Author computer have source code

Off course
maybe she is too high?
no that cant be right
she's the same size as mita
did you used something like GetComponent<Outlinable>();
hmm it reseted the size with no reason
maybe OnEnable is not needed
hmm when she gets up all the custom Targets have their bounds size reset
There's EPOOutline.Outlinable::IsVisible
they're visible, the only problem is this
i even set it to Manual, but something changes it anyway
it crashes every time i try to update displayed values
Isn't extend is always half the size of the bounds?
yeah it should always be 0.5
change the .size then
it is 1 in original targets
what are you want to do
This code
we are trying to fix interactive Mita outline
That's mean the bound .size is 2 at that point (?)
original one
Yeah unity documentation says that extends is always the half size of bound.size ...
Maybe that's why it's changing?
transform sacle
i load assetbundle gameobject have boxcollider size have problem
How about using .Expand?
it didn't outline
the main thing is that it works while she is sitting with no visible difference in parametres
Is it possible that the center of the bounding box isn't centered?
Since the z value will increase when she's standing?
hardcode problems require hardcode solutions™️

Yooooo
cooked
genious
now we dont have to depend on that replacement..
Could anyone help me pls?
but extents with non-default values with no reason...
nope, not yet... but maybe swapping AnimatorController could work...
shitcode, tbh
If it works, don't touch it ™️
maybe copilot will help
breaks code in process
Wait, does it work on Mila too?
Since she doesn't contain Mita
peak form of this code
Tbh i prefer the previous form 
But this is better actually
i have something in my mind atm, i want to remove Mita Sweater and some other things
but want to keep physics..
because there's MitaMeshFixed::Fix
I usually just replace her sweater with a single plane, or use a transparent texture to hide them 
and it fixes a lot of physics bone
Oh okay. Well, how can I swap the AnimatorController?
because it also reallocate the bone too
it's just my theory, but no one ever done it yet, and most likely not work
you'd need UABEA for this, but let's not do that
ok prob should remove them in remove command because there're some fps drops when triggering the outline now
I understand. Anyway, thanks for letting me know!
done

0.11.0 version of UAL will be GOAT for sure
i can smell burning
i will test it too while i have some stamina
imagine UAL supports menu replacing..
we called this universal asset loader for a reason..
you mean style or the entire structure?
have you seen SoSide stuff?
it's kinda cringe but respect for background video
mhm, background video is real good
ahahahhaha
mila skeleton moment
i need to make a mila example model
TRICE
and they're obviously not working
one for Mila Glasses, one for Mila Washes and one may be my disfunction in Maths
Probably just need an or statement?
.Where(mat => mat.gameObject.name.Contains("Mita") || mat.gameObject.name.Contains("Mila"))
Or something like that
i mean, "Mila" is for the menu, "Washes" in bathroom and "Glasses" for the rest of the game
already did that, that's why it added all that stuff
but it doesn't work probably because of broken model
if to think about it, it's correct, they have different renderers just with a similar names
but it is incorrect because only one of those Mila's is interactible
but it's impossible to tell which one is interactible without hardcoding it
so lets just leave it as it is
because if we fix it for Mila we will probably have to fix it for all the others
at the end of the day... we removed it out anyway... right?
i mean it will only highlight all the Mitas in the scene at the same time
so the problem will be only with Cappie's house
of course its gonna be Cappie's...
the only place where there are 2 interactable Mitas at the same time
right now the code has first one hardcoded
so probably hovering over one of Mitas will highlight both of them i guess...
Well it's better than nothing 
pushed
I have the code of my attempts to change the volume of dialogues in the game before the release of that update and it is always opened in my notepad
oh yeah, wasnt MC muted if dub was Japanese?
i remember 0.9 didnt have this problem
it did not indeed
it started happening after 0.91F
prob right after the update with dialogues volume mixer
Huh? Notepad? 
don't ask
it is not saved from that day
just a temp file in notepad
Wait can we exclude mita mesh from the outline target?
This might give more flexibility for modders
in code yes
now it removes it within remove command
Oo nice, I'm gonna mess around with that 
Probably modders can do something like
add_outline Mita CustomMesh
remove_outline Mita Sweater
That way we can hide mita meshes without removing or replacing the mesh
don't know why would they do that, but no problem

Or maybe just remove_outline so the outline will be active on default
FR hahaha
The cursed code editor
remake remove command to be like git rm
i only copied it there, obviously didn't write it in notepad

I figured. Haven’t met anyone who actually uses notepad for editing code outside memes. I think i have meet someone who uses notepad++
Try using vim
i use it on linux
Damnnn nano is better tbh
we nano users
maybe, but i got used to tmux + vim combination on embedded systems
i use tmux but vim is just hard to navigate around for me
I was forced to use vim back in my college days, but i always cheated and used nano instead 

i love Sublime Text
Don’t believe i ever used vim. Think it was nano for one class
i used notepad++ for a while but i realized the theme and stuff wasnt made for me
i used it only once for PHP💀
notepad ++ is awful
i donated like 200$ to support the devs last week
yeah i learned the hard way to not use it lol
Hey, who model replaced mita with the L3/33?
"SirFishingFish"
Помогите пожалуйста с установкой мода
maybe this is not for him
OOF
yeah, keep cooking man your almost there
maybe ill use something else instead of this one..
i swear sooner or later id probably turn MC into Len Kagamine
i do not want to do that
i dunno im having fun just going wild and seeing what happens
dunno where im going with anything these days
wth sims 4 clothes are so good in game but when importing to blender it turned into total garbage
i hate this
hmmm i wonder how the chains gonna work in game.
sims 4 3d models are really bad though
well good thing UAL 0.11.0 supports transparency
that means my kazuya model will be getting his goldchain back
oh i just 3d modeled em, no transparency needed
a
it is
i can hardly believe it, the top 1024x1024 are just empty space
sims 2 is better, sims 3 is okay, sims 4 is just....no
atp ill just use sims 3 assets instead
who in the right mind at MAXIS tell them to design clothes like that
cheap underpaid lazy 3d modelers
been there man
Still not as bad as genshin though

Are mods of Mita in camo wear true or fake/photoshopped?
a what?
prob real, depends on who made it and whose using it
oh yeah thats definitally fake
Potentially you can make pants from high socks, not sure how they will work with physics
dont need physics for pants, just rig them to legs
yep
@pulsar whale do you know if there could be any issues with importing a model from vroid studio into a game? If I adjust it to fit Mita's skeleton in blender, it shouldn't be any different from the example in your video guide, right?
depending on the bone placement and how it animates in game it might look slightly off, but if your not a perfectionist it shouldn't be a problem
Thanks man
Me personally, i go the pain in the arse route and just delete the new skeleton, and re rig the new mesh to the base mita skeleton so it deforms the way its supposed to in game. Not really recommended but it looks good
Actually, I only want to create the hair there (for now)
real good too
if the hair has physics, try check this mod as a reference https://www.nexusmods.com/miside/mods/214
let me get template for you too, for mita hair i mean
use this
Yes, I actually wanted to add physics. The hair I'm using right now doesn't have it. There shouldn’t be any issues with short hair, right?
nah, not at all
Thanks a lot man
you can add a very tiny weighting to those ahoge hair, like ~0.3 or blueish color
to make it jiggle a bit
hope it works out well!
if you get creative with weight painting, almost everything will work
sometimes even unexpected things too
except tiny mitas other arm
us when adding the fingers back
yeah i can make tiny mita 2.0 then, better hair, rigged arm, fixed for real this time
I really hope so too
Big thanks to everyone who helps beginners like me in this chat! 
to make it completely real, we would need fixed anims for sure
also why haven't you gotten the content creator role yet?
heck if i know..
i heard if you reached out to thenk0 with examples he might give it to you
oh i 100% feel this, my goal is to get content creator when i feel like i earned it
need to do way more
i mean CJ mod is cool and all but that is not a tradeoff for it
i dont want to do low quality mod either
Same, if i release crap then whats the point
What is compression is it some magic?
AssetBundle?
too good to be true
Need to download for research purpose

They compression bit rate
2 channel -> 1 channel
sample rate
Image
oh damn
https://www.nexusmods.com/miside/mods/219 now we have a mod that is doing a total opposite of what we're doing
This should better normal player replace sound and video

naaaah i'd win
Does it work also for the white outline?

Haha, sorry about it (I'm the mod maker)
A friend asked me for it.. and I went like.."Okay, I'll try to tackle it"
well you used Harmony so you auto-win in complexity
Yeah, Harmony is.. nice in some regard.. but probably quite invasive..
well i wrote this to remove interactive Mita white outline
and this to turn the outline on for custom assets
definitely had to refactor this code too
so you worked on shaders level and i used Unity Components
Hey, if it works, it works. Admittedly, I have not refactored this code too much - once I finally managed to get the Sobel PostProcessing patched it was a "win".
The other mod of mine went through several iterations.
I've used a lot of C# in the past (also professionally at work) but yeah, these are my first Unity mods - and it's quite a fun experience.
Bro I dont see a difference
there is a difference
Pretty sure its in pins on the mod related channels
check #miside-mods
you might have to translate it in deepl though
But go on like github most have a small guide its normally drag and drop files
Gah.. I just want a slider for the thickness. Or a config. I like the outlines but find them a bit too thick for this art style
You can modify the thickness using future version of UAL.
Pretty sure the parameter is _OutlineWidth and the default value is 0.5
You can even make the outline glow. 
You'll never see what I just put there

any mila mods taht actually work yet
There we go, now i can properly hide mita meshes without removing or replacing them
Yeah it is www
I want to use XHD model instead but i don't have the game 
Bruhh Git just yeeting my commit message
I seen an animation of mita making a tiktok using players phone and then player looks disappointed, is this an ending I missed or is it a mod?
Anyway i think UAL is kinda really for release?
Just pick a date i guess
or any mc mods that work atm with the model loader?
There is one, but it's not published yet
Aoba made it just for testing
This one
Miku is alergic to her hair 
me when skirt collider is too big 
yeah long hair like that is hard to get right
what are you planning to do with the other hairstyles?
You mean cappie and kind?
I think I'll just duplicate the hair mesh, then simply rename the vertex group to match individual mita's hairstyle
True, tbh miku is always allergic to her hair in every game she's in 💀
Yup
Cappie has long side hair, i think I'll just use them. The physics won't be good but at least they'll jiggle 
that could work
Or maybe use cappie ponytail for both of miku ponytails
i was considering modeling matching hair for each mita but i dont have the skills 💀
that wouldnt be terrible
good idea might play with that
yeah
we need model swapper one day ...
Would I have to use or replace a custom model for that, or is the feature going to be standalone?
You can simply replace mita original meshes without any model modification.
There will be an example mod built in, you can see and learn from there.
But it's not released just yet, probably in a couple days we'll be ready to release, we just want to avoid releasing a new ver every single day 
Yeah, of course. That sounds super awesome! Really looking forward to it.
Y'all are doing God's work with UAL.
Need a mod that makes Mita into Maria from SH2R
Agreed

bone constraints moment
Using cappie single ponytail to weight both of miku hair is working great actually 
And it turns out i can keep mita and cappie armature in one single fbx file 
oh wow
Her head goes brrrrrr

Now this is creepy
Probably the release should be a BepInEx folder drag and drop thingy now, shouldn't it?
of course

pretty sure its in pined messages
This is a connection issue, probably your firewall
blocked miside or something.
Use this file if the issues persist
Oops sorry for the tag
try just some free vpn for the hell of it that sometimes works or double check the firewall
Yeah that make sense, probably your country blocking the api url 💀
If you have trouble with BepInEx (cmd didn't pop out alongside the game) clean your game and try this
Can you access this site from your browser?
https://unity.bepinex.dev/libraries/2021.3.35.zip
Huh that's kinda weird 
do you have any other devices that you could do this on?
Oh so that's the problem then
try a vpn then
1.1.1.1 should be enough
do they have a onion site that could work i dont know how this works
it doesnt have to be permanant just to install proton is free riseup is free just find one
MiSide Custom Texture Decal for Rocket League (Honda Civic Type R-LE):
Prerequisite:
- Honda Civic Type R-LE car body in your Rocket League inventory
How-to:
- Install BakkesMod (https://bakkesplugins.com/)
- Install AlphaConsole for BakkesMod (https://bakkesplugins.com/plugins/view/108)
- Press F5 to open the AlphaConsole GUI. Navigate to "Decal Textures" and click on the "Open Directory" icon on the section's top-right corner.
- Unzip "RL-Honda-Civic-RLE-Retexture.zip" into the decal texture directory that opened.
- Restart Rocket League, press F5 to open AlphaConsole, then select "MiSideCivic" decal for both Blue and Orange team in the "Decal Textures" section.
Notes:
- AlphaConsole custom texture decals require a JSON file, a mask image, and a texture image. All 3 are included in the attached ZIP archive.
- JSON example:
{
"MISIDE CIVIC": {
"BodyID": 7948,
"SkinID": 0,
"Group": "HONDA CIVIC TYPE R-LE",
"Chassis": {
"Diffuse": ""
},
"Body": {
"Diffuse": "MiSideCivic.png",
"Skin": "MASK.png"
}
}
}```
woah based
Oh heyyy turns out emission can be applied to transparent texture
And i just figured out that the Shader parameter color range is between 0-1 
So if you want to use RGB(255,100,25), you should use (1,0.392156862745098039,0.098039215686274509,1) instead 
yeah im aware of this information
OMG this is beyond my expectation💀
At this point, MC will mewing all day long with mita
cooked
hi im new to mita modding, i didnt quite get how to setup material in unity, can anyone help?
im trying to create mod with custom models loader
hi i just followed a youtube tutorial on how to get custom outfits in miside and now my clothing menu is completly empty...
im wondering if there are any steps that the tutorial might have skipped. this is the youtube video i followed: https://www.youtube.com/watch?v=vWecBEyM7LI&t=12s
MiSide how to get custom outfits. I hope this helped! if you have any questions go ahead and comment it below. MiSide how to get custom clothes.
MiSide how to get all outfits. MiSide how to get all clothes.
AIHASTO DISCORD: https://discord.gg/aihasto
all resources here
#miside
htt...
Yes, that's amazing. His tie had physics too. Is that part of rig left just hanging unused?
we'll leave it unused
I think, you may check pinned topic at #1321392552942899231 , it mentions how to get info about errors that could have happen

