Hi guys. I want to request a playable character mod of Neuro-sama into BRC (Bomb Rush Cyberfunk), I have go to Gamebanana to request a mod but no one DM me at all (I don't actually know how gamebanana request work but since it's been a week now).( https://gamebanana.com/requests/55846 )
So maybe people on this server will be interested in putting Neuro's in to this game and want the finished mod put in Gamebanana website too..
#Neuro-sama in Bomb Rush Cyberfunk Mod
1 messages · Page 1 of 1 (latest)
Voicelines that I selected can be use here
||y'all can ignore the last voice line or maybe use it if you see fit
||
what happened to the quality ?
Just ignore the sound quality from that part, It's already like that.
If I had the game, I could probably do that.
Second option (maybe): I send the files to someone with the game to test
well that would be great 
oh. if people who not go to gamebanana link, here what i want Neuro Mod to be :
Seems doable. I'll try.
Yes, please 
I might have got something similar to a model that might work now. That should be the hard part over.
Should just be the materials and some text and then I'll see if it builds.
Oh, and the sound effects.
@spark condor Sorry for the ping, How was the progress going ?
Was working on Portal 2 related stuff for a bit. Wanted that finished before the subathon. Progress will probably continue today.
Now working on getting the other textures from Neuro's.
Ah I see, thank you 
I think I now have materials for all the characters
Seems like it's now time for sounds.
Cool
And the sounds are already done. I'm fast with audacity.
yes
i want it on gamebanana anyway
I expect a 50% chance of working with around 99.999...% chance for scuff.

is Unity really that bad ?
It took me 2 days to figure out some stuff.
damn bro.. Unity is really hard to do huh.
Yeah, it's annoying and confusing.
That's one of the reasons why I have doubts about if this will even work.
It's on gamebanana now
how do i install this files anyway 
it very different from using Crewboom mod tho
@spark condor
You could try starting with reading the instructions on things IDK. I still don't have the game
Have you found the mod on gamebanana already
I did include a link to the dependancies.
I think you need to install BepInExPack, HookGenPatcher and characterAPI, then extract the mod and find the main folder, then add the main folder to BepInEx plugins folder
something like that
At least that's what I could figure out
If you can't figure it out, I probably can
Nope.. i can't run on that CharacterAPI mod..
What is the issue
Did you install all the dependancies
What does the folder structure look like
Also on my end it doesn't seem like anyone has downloaded the files
i mean.. it look very sus too.. 
which part
no character preview or anythings to show the in-game look like, so i think no people will trying test it ..
Oh ok
i think you need to find a way to put it in CrewBoom mod
not something that look like a raw file tho..
idk
I did follow the instructions for building for the character API
It is possible I failed, or you just didn't install it correctly
https://gamebanana.com/tuts/16806 from this ?
not that one, I included the guide I used in "instructions.txt" in the mod directory
Did it generate any kind of log file
no log
but most of Character mod files suppose to look like this tho..
json file or something..
The character API seems to be slighly different, working as a bunch of instructions that other plugins can hook onto. That's what APIs do
aw man 
the mod itself should be placed in BepInEx's plugins folder apparently
It is also possible that I just failed at some point
would be convenient to figure out log generation though
i think you really really need this tho
i think the tutorial said that there need a "json" and "cbb" files to make it work from what i understand
The character API doesn't seem to work like that.
And whatever this is seems kinda a bit annoying to do from the start.
Could you check your BepInEx config file
Apparently that should let you enable logs
this ?
the BepInEx one might have an option to enable logging
Also that other method seems like it
's a little more complex in some ways
And I just don't want to have to touch Unity again
I also did just want to try and see if I can make something functional for a game I don't even have. It was meant as a quick project while thing for Portal 2 compute on my GPU.
If it doesn't work, it doesn't work.
Could you show the mod's folder structure
?
its your mod files..
is there any folders in between the mod's files and mods directory
if other mod it gonna have something like this
are the neuro files on the mod's root or is there a subdirectory
bruh
idk what you mean by this bc that was the only thing that in the neuro folder here..
So there's no folder in between the two
@spark condor anyway, can i have your Neuro model files i wanna try do it myself..
like the path is plugins\brc-neuro-plugin\and then the dll
there's nothing..
what?
it just only this files
so you mean that's the folder structure
idk.. like from that gamebanana comment said that method is outdated..
we head spinning
so how would I send the model files
pack in zip ?
where do I send it
Does that require embed perms or something
Have you tried to find a way to generate a log file or something
I don't know how to share files on Gdrive
aww
I'm still cuite uneducated in using things like file sharing or cloud. I have way too much drive space
click " +New " and this
I know how to upload files
I just know if I was there with access to the computer, I could figure out why it's not working. If just we could get a log file
I'll try figuring out drive
I'm currently writing a description of the files so you know what they contain
Well, now I have a zip
So how do I make sure I don't leak anything
it only show the files that you share link
people cannot go into other files but only the link that you place here
Like, how do I know it won't leak my Gaccunt name or something
Do you have any instructions for making sure of that or does it hide it by default
According to what I looked it at least does not do that by default
Also, the zip is like 440mb, so I couldn't send it here even if I had embed perms without splitting it with 7zip
Is there any alternate file sharing platforms
I got some kind of file upload on some site called file io
Do I put the link somewhere
post it here
just in link form?
yes
Ok
4 is the one I used for the mod. I included a "INFORMATION.txt" file to give you this info
ah i see
It contains descriptions of all the important stuff
Ask me if you can't get something to work and I'll do my best to help
nice texture mapping btw
sure
The texture mapping was done automatically using a plugin. The manual method didn't work for me
And the plugin method was better anyway
@spark condor is this normal that it doesn't have eyes here ?
I don't know. I noticed that too
It could be a mistake in the modification process somewhere, or a part of how the model was made. Just keep in mind that getting from the original model to one with only one texture is a huge pain.
I'm going to stay available for as long as possible. Probably gonna continue Undertale modding at some point.
It is expected to have difficulty with this. It took me 2 days to figure out the model stuff

Of course, much of that was figuring out the texture atlas
I think based on what I read the rig is slightly different for that other method than with the character API
Very similar, but not quite

still, i really want to make it compatible with the CrewBoom mod cuz it doesn't replace any main character in-game
but man.. did it really hard to make one when you don't understand the modding... 
Yeah, I think there is a slight difference in how the bones need to be named
It was difficult for me too, even though I've been modding for like a month or something idk.
damn bro 
And I am usually smarter than average, especially when it comes to computers
I actually have some pretty cool stuff going on right now
My favourite currently is probably the currently training Evil Neuro TTS for making GLaDOS voice lines for Portal 2
What's funny to me is that My modding started with me wanting to replace the credits songs from Portal and Portal 2. The Portal 2 mod spiraled out of control real quick.
You have unlocked new role
oh look you have Embed perm now
Wow
That would have been convenient a bit earlier
I guess that means I can provide files if you need any.
Do you want the audio I extracted for the mod.
Which model are you deriving from
i tried to rig Neuro model on my own when you not sending me a files yet
Which files
it the same model like you
but it doesn't have any bone at all
Hi, it’s my first publish here. I Modelled Neuro-sama with Blender based on Anny’s design. Her back-side is mostly just guesswork tho.
Also be wary that Its an amateur’s work and mainly made for fun, so expect bad topology here and there.
Changes:
8/4/23 - Updated Textures & Face mesh
Mesh Info:
Neuro’s Model - 24,367 verts (w/o the outl...
It does have bones
they are in the original model
The hardest part was figuring out that the model had annoying outer layers and making a texture atlas out of it. The rest was mainly just moving files around.
I can send you the blender plugin I used and explain the process a bit. (or try to)
Well, for Neuro try 4 at least I just removed the OLs, then I used the plugin I found to generate a texture atlas from the textures. I then joined the different parts of the model using blender's own object join feature. Then I renamed the bones and mesh like the guide told to do. Then with a little messing around in Unity I got it to animate and have textures in Unity.
No idea if that helps.
and this is the plugin I found for the task if you need to combine textures
alright ! i think i can figure it out how do it now.. but i don't know how to scale model size cuz Neuro model was very BIG than any in-game character..
https://www.youtube.com/watch?v=xBpwLYYAEoU
The following video is all about the Giygas method, a method created by a user also called Giygas to import character models into Bomb Rush Cyberfunk.
Links Mentioned:
- Text Guide - https://github.com/SGiygas/BrcCustomCharacters/wiki
- Team Reptile Discord - https://discord.gg/reptilehideout
- SGiygas' Bomb Rush Cyberfunk Custom Character...
It seems you can do some kind of scaling on the Unity side.
I think the character API example's original model was also on the same scale as Neuro
But it was maybe scaled before making it into a prefab. I don't really know, but that's my best theory from the information I could gather.
@spark condor hey could you send me the Neuro audio files pls ?
I can't send them right now. I'm slightly far away from my PC and don't want to remote in case it break's the training proccess. I can send them later.
ok 
It will be some hours before I can get back to the PC and I might not be available that much. I'll inform you when I get back.
pretty good result.. but the shader going nuts when to close to the camera and alt-skin doesn't match the model at all 
dammit
Well, that's already more than I got.
With the alternate skins you might need to check that they match the main skin's mapping.
No idea why the shader doesn't like the model, could be the outer layers if you didn't remove them.
I'm back. Here are the files if you still need them.
dear god it work somehow...
now i want to know how do i fix the shader flashing when the eyes blinking
I've never seen a shader do that. Could be how it renders the outlines / outer layers if they still exist. That's my best guess
That is some weird behaviour
I can't seem to find any similar cases documented on the internet. At least not at a glance.
But at least you got something functional
I think that might already be better than what I got
Oh wow, you fixed something. Now it's defenately better than whatever I could have had
Looks like you have it figured out by now based on how that looks.
yes, the only thing that i need to figure it out now is how to stop the clipping between the skirt and the legs now..
That could be the game's animations not accounting for it or there just not being physics to handle that.
Maybe it could be possible to make the skirt collide with the body to make it not clip trough. I don't know though. The engine should be able to do it, but don't know about the modding system.

