#P5X Model Exporting
1 messages Β· Page 3 of 1
sorry i should've clarified his palaceπ
it's fine tho dw
i have TW dumped already, so i can just look up a name in texture2d
said word means 'energy'
oh, I found the ||groomer rapist woman|| from chapter 4
hm....? i'm finding a lot of props and shadows both belonging to palace(s) with the two letters 'sb' in the title
oh shit, I just found Akashi's treasure
NO FUCKING WAY I FOUND HIS IRL TREASURE I'VE BEEN LOOKING FOREVER FOR THIS
he's so handsome π₯Ή ......
(i cropped the texture since the irl and metaverse treasure share a texture)
it could be an alphabetical order thing, but i'm finding a lot if dam objects atm
doors, devices
You have every texture? I'm still looking for Kotomo's non dark texture for her mask
so P5X did this too. I wonder if it really was a conscious design decision then, or if they just did it because Atlus did lol
What is it?
look at the shades of the two hair textures
the twins had different hair colors from one another
these are both for Sumi, it's just her hair color changes between her thief outfits and her non-thief outfits
i can't find any of her mask textures for some reason
same thing happened in P5 too but I never knew if it was an actual intentional design choice or not
Bruh this texture is gonna forever be hidden
What do you have for Matcaps
why don't you just make one? take her dark color one and lighten it
Ooo true
color match it to a screenshot of it
I didn't think of that
the dark color textures are literally just dark versions of the diffuse with the only change being how dark it is
p sure they use her dark color one ingame
interesting
Wait your right
gotta love inconsistency
Why didn't I notice this lol
smh failure as a tomoko fan /j
I shall retire
i dont think mask textures have bright/dark textures, at least jokers doesnt either
altho jokers uses the same weird black/white normal map faces do
Sumire's does
Some do
ic
so AssetStudio is just crashing now anytime I try to right click and Show Original File to find the bundles
very cool
i thought i was nearly done and then i realised there was another digit
humor me this, aaron (if you don't mind)
do you think you can investigate 'sb_'? I'm finding a lot of stuff related to the dam, so I wonder if these go to the dam
as a whole
yeah all the maps for the dam are prefixed sb_
well, i guess we know one more thing
but it looks like what i'm finding are only pieces, not the whole
i copied all the files called scene_boss_pianshan (||Katayama||) and didn't get a complete field, but a bunch of misc meshes
it would seem the palace prefixes are bqg_ for the baseball stadium, ysc_ for the studio, sb_ for the dam, and yx_ for the ||anthill||
sb_ is jointly the ||dam and control center||, i see
Because I found a model shown later when you secure the infiltration route in ||Akashi's portion|| of the palace, the ||control center||
hmmm...what about tzb_
ld_ appears to be for Kamoshida's castle
seems to be for "Trials from the Sea of Souls"
yeah, looks like it, now that I look at the models again
i.e tzb_HeartOcean_battle is "Sea of Souls Boss Scene"
we should document this stuff in a doc or something
ce_ seems to be for test levels, like ce_levelbattlemechanics01
I found the ||anthill groomer's|| throne lol
at least, i think it's a throne
i just want to wipe that scene from my memory from how grossed out i got
yxkj is for the metro of desire
aaron do you have a gmail I could put into for the doc regarding access
I want people to be able to view it, but not everyone be able to edit it willy nilly
Same with you, @torn kindle
oh, cool, some tartarus stuff
container called tartaros tho
mp_ looks like those room displays in my palace
over the mp likely means my palace
correction, i think it's for all crossfates collab palace models
I also saw a model for a door that looks like one we see in futaba's palace
yeah
there's one asset called ld_p5r_yjs_pohuai_01 that's likely for ||Maruki's|| palace, as there's only one p5r collab, with the rest being regular p5
looks like this is for SoS
well, outside the mode when displaying score
Palace prefixes: bqg_ : Baseball Stadium of Lust ysc_ : Movie Studio of Vanity sb_ : Dam of Wrath and Control Center of Gluttony yx_ : Anthill of Pride Location prefixes: mp_ : MyPalace Other: tzb_ : Trials from the Sea of Souls (SoS) yxkj: Metro of Desire ld_ : P5 palace collabs? ce_ : test...
i did figure out how to see all the bundles a bundle depends on
Oooo
Do you think this could be used for maps?
I noticed that a commonality right there is that all of the bundles are named shared
Like shared assets?
yeah i looked into some of the bundles mentioned and like
oh it also makes finding textures that are in different bundles easier
heres the dump from CN
i hate the shared bundles but this might make them a little easier
for some reason all of wonder's default uniform textures are in shared bundles
well i guess its because its one texture set for his entire default uniform
I assume efx is for effects
Hmmm
So if we have one piece (model) for a room, we could theoretically find out where the other pieces are?
potentially
π€
I know earlier I saw the big chain and the 3 links you have to gather
Just a thought, since those are notable rooms
what is this supposed to be?
its bundles and a list of their dependencies
i.e if you have a thief part bundle and cant find their textures, its gonna be listed here under that bundle
the rest were just stuff like this ramp texture and matcaps
hm
so none of these had anything?
specifically 1c3 oops
i forgot that closer and howler also end in er
I haven't checked those, I looked under part__uniform65e96565
thats because the textures are in that bundle
they're not in a dependency
but yeah things that are shared like a characters face texture are usually in shared bundles
also without checking each bundle i check how many times its in the file, like i can guess this is the face texture because its only shared between the uniform and thief outfit
yeah, I was looking for a shadow map though. Am I just missing it somewhere?
body
isnt the shadow map the red channel of the panther_uniform_body_pk texture
wait no
its the blue channel
red channel seems to be like specular. values above 127 make it shiny
but i dont see a dedicated shadow map texture, even when dumping the resources in 3dmigoto
nvm
but yeah i dont see a shadow tex here
i know that their materials support omitting textures and replace them with a static color
π
oh wait that ps-t6 is in the same slot as shadow maps on other chars
so it just uses a white pixel for the shadow map
like tomoko uniform has a texture there
i think unity generates the texture at runtime in that case
I figured the blue channel of that was supposed to be some kind of occlusion map or something
idk it seems to behave kinda like a shadow map, it doesnt quite work like the real shadow map does tho, it just seems to darken the output
here's a comparison of blue set to 0 vs 255 on the entire body pk texture

I just assumed because from my experience, that's what those kind of textures usually end up being. metallic, roughness, and occlusion
ur probably right
red does seem to be metallic
but green does nothing in their shaders
huh, very weird
ayy
they have to be unique I guess lol
is the mask just considered like a separate thing or something?
not seeing that here either
so it won't be in that list?
if a bundles missing from the list that means it has 0 dependencies
i filtered out the ones with 0 dependencies
i understand assetmap i just dont know what hashing algorithm its using π
like asset map says 0x3754f0d0 is in role_156cc7bb.bundle. It should be the hash of makoto_thief.prefab im assuming
so what do I do with this then?
do with what
not one for the mask here
idk if it's a part of something else or not
I assume not though
Oh i saw that with Leo, too!
I believe i just added it to the importer area amd it added it just fine
oh its their own hashing algorithm, but it seems very simple
did you check role_4710a6de.bundle
that has bs_noir_mianju.prefab according to the assetmap
yes for some reason the mask has its own animator
im gonna write a python script to automate the bundle and dependency finding, my current work is in lua but i doubt people just have lua interpreters installed
the fuck
Wat
Is it just gonna be something for you to use, or something we all use so we don't bother you to death asking what goes to what? π /j
thats the plan, to release it
it'd be nice since I seem to keep falling into trying to find things that don't actually exist lol
I understood what you wrote with 'bundle and dependency finding', but the 'and' confuses me. It automates just finding bundle? Just finding dependencies? Or Both at the same time?
both
Me asking you for the billionth time what animator goes to what
although tbf the swimsuit queen wasn't very clear when i went to check it out, considering motoha has its own
the outfits dont get their own animators usually
while swimsuit motoha is a seperate unit with her own anims
this just makes me wonder if the green and blue on this texture is even used
Wait that makes me wonder then
I think i remember for all the swimsuit models I couldn't attach the face
There was a thief head and uniform head but I think i tried both? Or just uniform
It'd be useful to know for alt units in the future
queen/soy/wind swimsuit uses the same as their uniform face
closer/tomoko swimsuit uses a unique face model
the summer unit thief models for some reason are made as if the base models dont exist
they dont use almost anything from them
I think I just kept the uniform face for Riko's
Queen, soy, and wind make sense
It was only recently that soy and wind's swimsuit versions got released as a skin in the shop
Since it's not an alt unit, it makes sense it'd just be the regular face
I was unsure of queen tho, for sure
hers is just a skin too, isn't it?
Yes
I guess skin = uniform face
Alt unit = unique face
Although i do think i remember trying to use queen's uniform face for the swimsuit model
But that gave me an error
π€
Why is summer awilda behind regular closer
just put closer model over closer summer, it seems to work perfectly. most swaps dont work at all, but given its the same character i guess it works fine
Ahh
which makes me wonder even more why they dont share the face
In blender, you could literally put the thief or uniform face on almost any model since it's the same character
So yeah, makes no sense
that's what I did with Riko xd
Akashi's hair is funny tho because you can't swap his shadow and irl hair π
If you swapped his shadow's hair with his actual hair, it'll stick out
And with Riko, she has her own metaverse hair model as well
So it works with her mask and all
I need another sanity check on if Haru's hat has a darkcolor texture lol
i dont see one
alright, ty lol
okay I apparently grabbed the wrong body mesh for Ann's thief outfit, anyone happen to know what panther_thief_adv_body is then?
yeah I see it in that one
and that's in the folder of bundles I fed through assetripper
dafuq
dang it doesnt have materials
idek what that could be lol, it doesn't look any outfit of hers I've seen
maybe it's another random beta leftover or something lol
all of the ones for the characters I'm trying to export, yeah
the script is coming together
That's actually smart 
Idk if i could do that solely because I value organization with something like this
I just copy all their relevant bundles to a separate folder and run them all through assetripper at the same time
Usually i make a character folder and if they have more than one model, then a folder for each. Inside a folder i make 2 subfolders: out and build
Out has the assetripper dump (output) and build has the build made by unity
Inside the main folder is the character bundles
this is all I see in that one
yeah, the mesh is in part_er_thief1c3e4b93.bundle
yeah
the prefab is in part_s_er_thief1c3e4b93.bundle but the mesh is in part_er_thief1c3e4b93.bundle
weird
yeah the actor info specifically gives an assetname for the mesh so ig they dont have to be in the same bundle at all
Well, in the past the hair, face, and body were separate
Now i'm seeing more instances of it being everything in one or just 2 instead (this is excluding the role bundle)
It looks like nowadays they're throwing the hair into the face bundle as well tho
So instead its hair and face bundle + body bundle + rig bundle
But, in some cases (like Blitz), everything (mesh wise) is in one bundle
hm (shared_2e58d9aa.bundle)
Which, tbh, is much less of a pain to look for
If i find the face, it means i already found that and the hair. One less thing to look for
Probably to give it that glossy look?
https://github.com/aaronlink127/P5X_Research repo containing a few useful scripts
P5XUtils.py - script that can get the bundle name from an asset name, or list all dependencies of a bundle.
p5xfashion.cs - unity editor script to add a character to the scene view that uses the fashion system (i.e all thieves, most story characters)
@torn kindle can you pin this
I found these, if you haven't already seen them
I know who iant is, as they're a dataminer in the community
What are the instructions for this? (I'm dumb)
I can run this using Powershell and stuff, but idk where to place the script at or the commands
the script can be anywhere
heres an example command, python P5XUtils.py "D:\Games\P5X" find-asset-dep panther_thief_body_wholeexport_rig_panther_thief_body_shadow.asset
replace the directory in the command with your game install directory (the directory with the client and P5XLaunch folders)
Let's see...
In my case it would be opening the folder with powershell
Then typing 'uv run P5XUtils.py' and a command after that
I should make a doc that gives the names for character assets so that it can be used in conjunction with this
Since ann is 'panther_thief_body_whole export_rig_', i could theoretically replace Ann's ID with another thief (ex. comte_thief_body_wholeexport_rig_)
Sorry for the italics, dunno how to change that
oh they changed unity versions between cbt1 and the others
Not surprising (to me, at least)
Morty, could you please pin the new python script aaron posted up there?
i can't pin things lmao

Brawler said people with the verified modder role should be able to
this is really gona take a while huh
@keen grotto sorry to bug you, Brawler, but we need another thing pinned
I know you said that users with the verified modder role can/should be able to pin messages, but when I asked Morty, he said he couldn't pin messages
ill bring it up to staff. what do you need pinned in the meantime?
[Reply to:](#1384172755804487811 message) ill bring it up to staff. what do you need pinned in the meantime?
https://github.com/aaronlink127/P5X_Research/blob/main/P5XUtils.py script that can get the bundle name from an asset name, or list all dependencies of a bundle.
[Go to message!](#1384172755804487811 message)
according to mudkip you should already be able to pin messages @torn kindle
can you double check lol
i can pin things in my p5x concept thread but not in this one
I'm gonna try pull a crazy, guys
I'm gonna attempt ripping shadow ||katayama's|| monstrous form
It already exports from asset studio alone, but, frustratingly, it exports with some of the lodlow models, not the regular ones
π
I'm looking through the files and I'm seeing some persona named PS_(persona name)_STF any idea what that is?
stf? hm
is it a mesh? texture?
Idk if there's meshes or not with STF
Looking now tho
There's also PS_(persona name)_HL which ig is highlight?
that would make sense
But then why have a different animator for highlights why not just use the same one in normal battles and use the animations
NO LODLOW LET'S GOOOOOOOO 
(i highly advise against viewing this unless you've seen shadow ||katayama's|| monstrous form. Although we'll be seeing it in the next update anyway, so)
verified modders should be able to pin here now. is this the main P5X model thread at this point
Final Fantasy looking mf
trying to get Akashi next, but he's....weird
it's saying his meshes are in the same bundle as the armature (the role bundle)
so i'm gonna load half of the game instead of just the role and part files
he has two battle phases and i'm seeing 3 seperate animators for the second phase. no mesh at all
the meshes exist, i know that for sure
huh
bizarre
his meshes ripped, but they ripped in the mesh folder instead of as assets where the animator is at (aka the main folder)
mmm similar issue with phase 2 akashi
this time no mesh but yeah
i'll look in all the files instead of just role and part
even more bizarre
his lodlow model is in a shared bundle while his regular model is in the role
@random hornet what are your thoughts? the model m_mingshi
i know a piece or two are in a shared bundle, since both forms have that mesh on them
i do not recomend anyone tries unpacking all of the games bundles and loading them into unity, we're not even half way yet
oh also the outerpackage bundles being weird is an intentional obfuscation
oh this was already known
they hash the name and use it as an initial offset for the file
aaron, why do you think i'm having issues with Akashi's monstrous form?
.
.
there's pieces in shared bundles, but i don't know how to put them together
it's a bit of a mess to figure out since it's a battle with two phases (appearance wise), but each models shares some aspects
and the model for the first phase is so weird since it's just meshes in the role bundle
I can probably get the second phase to work...?
whats the model name?
m_mingshi
m_mingshi_ball for the second phase
in unity, it's showing the animator, m_mingshi as it should
but the mesh assets are being ripped to the mesh folder instead of outside of it
probably because the mesh is also in the role bundle
i think I got m_mingshi_ball to work tho
i have to add textures to double check
yeah, i got _ball to work
idk if this'd be useful but
pushd
i also implemented vFileContent stuff, it was pretty simple the format is just like the other FB files
well theres some unknown stuff i skip over
this is what m_mingshi looks for me after importing
i just dragged the prefab i didnt do anything else
interesting
nothing showed up when I did that
i'll try again then
sorry for spoiling his form for you π
It's fitting for him tho - a ||praying mantis||
oh i dont mind
i'm sure with ||praying mantis|| you can guess what the sin is
but yeah i just ran this and then ripped all the assets with assetripper, and then opened the exportedproject
i couldnt find it until i looked up in the viewport, the size was unexpected for me
no massive
ah, yes lmao
although all the dependencies leads to a kinda bloated project
when you export just the animator from assetstudio, all monstrous forms are gigantic
i guess some shaders depend on assets like this
yeah the role bundle had the mesh and textures
i saw that and was confused because the first time I tried, it only imported the rig
interesting, they should be part of the same "container"
i got it imported now tho
coolcool
but it was definitely weird having the meshes in a role bundle
can i export animations so he has one upon import?
iconic
i believe if you port him straight from asset studio he also makes this pose
any model ported straight from the files and not via unity has their idle animation, from what I can tell
well, those who fight in battle
Alright idk if I'm just blind or what but I've looked twice and I can't find Ps_Thelxiepeia
did you try the pinned tool
Which one?
her persona model is ps_himerope.prefab
which is in role_3e4d58a8.bundle
How do you use this tool you mentioned
download the script
then open cmd and run it like
python P5XUtils.py <p5xgamedir> find-asset ps_himerope.prefab
replace <p5xgamedir> with your game directory (the dir with client, P5XLaunch, and P5X.exe)
This?
yeah
Okay sorry I'm new to this how do i open it?
do you have python installed
well you need python installed to run .py scripts
open a terminal in the same directory as the script
i guess i could make it more intuitive
I'm sorry I know nothing about python so idk what a terminal is
i'm probably screwed
i don't have python installed but somebody helped me set up running py scripts using powershell
something thing called UV
I'm sorry lol I don't mean to be a bother
i'm sort of in the same situation haha
i can run scripts by just going 'uv run (insert python script file name)' but idk how to do it by just using python itself
i got this earlier
Visual studios has a python modify I can install I'll see if I have better luck with that lol
you left out the python script i think
Can you show me how to open the file? Idk what a terminal is or anything
oh shoot you're right
lemme try again
ahhhh there we go
endless gratitude to the dude who helped me install UV
These "β
these ""
Alright I understand it now thank you
Tho you should probably add a easy to understand how to in you read me lol
Also is there a doc that says which everything is labed as like if I wanted to look for guns or weapons what would I type
and how do I do that
Probably with the pain, sweat, and tears of small children 
(Aka idk but it sounds hard)
Them tears will be worth it lmao
How cruel
What did the little children do to you /j
Btw aaron
On your script's github page, you should put a list of commands and what they do
I know the script gives you the commands if you make an error
Make it difficult to find the P5X stuff I need lmao
ok the script is now updated to allow you to open it directly with no args for an interactive mode
You know your amazing
also put p5xfashion.cs in the repo because that seems like a useful thing to have there
oh but i would also have to somehow bundle in the decompiled game structs hm
Wdym?
am I doing this wrong?
it should just copy the bundle to the given directory
it doesnt extract contents unfortunately
command works for me
but yeah this is just a tool to get bundles for use in assetripper
I keep getting a error
whats the error
oh its assuming the berry directory exists
I do have a file named berry should I remove it?
Yup that worked
Omg nvm I had the file as barry in on my computer and Berry in the code
How do you look for textures .asset doesn't work
look at an assets dependencies
and extract all, like id do
extract-bundle-dep part_ry_thief1a650aa7.bundle <outdir>
Well I ask because I'm wondering if she has a matcap mask and it's not in part
matcap mask for what part, because this part seems to be her face and hair
speaking of matcaps these look crazy
Actually idk the texture I have just says BS_berry_thief_matcap
oh but yeah find-asset doesn't work for all assets, only ones that are registered in the asset map. most textures are not in the asset map
When I import the part it gives me I get this idk where this would go or if they have a mask for it
Maybe? idk it doesn't really say
oh the animators work in play mode and editor thats neat
oo that is
i dont see all out attack anims in the animator
but i think thats normal only regular character battle anims and field anims are in their animator
Pretty sure I've seen separate Animators for those and their Highlights
Don't think it's supposed to be that small
it was normal sized when i imported it with the fashion tool
Idk what happen it's the only one to do that
are you importing the right prefab using the tool?
i added berry_weapon_02_wholeexport_rig.prefab
Thats 3 and no i just took the mesh
oh import it like the other body parts
Nope it's still small
thats weird
waiting
i dont think thisll work but im gonna try assetrippers extract shaders as yaml option
no definitely not
Okay so it is normal in unity but once it gets to blender it's small
odd
makoto's evoker is so weird instead of having an actormeshexportinfo like every other fashion part it just has the skinned mesh renderer right there
How do I export the low models
there's no reason to anyway
i assume they want them for vrchat mobile platforms
because it has strict requirements on things like vertex count and vram space
also on the latest version of CN they started compiling their lua scripts without debug info... sad. just means all the variable names are gone
Yeah I was thinking it would be smart because there's a strict limit on things and thought using the low poly models would help keep me under the limit
Poly count wise, Tactica has more, actually
I remember seeing a poly count comparison of Joker across the different games
Oooo
I was hoping to get that for Akashi (the one i extracted earlier)
ok i pushed an updated p5xfashion.cs to the repo
now it should be updatd on github https://github.com/aaronlink127/P5X_Research/blob/main/p5xfashion/p5xfashion.cs
what is shadow for?
i think they're used when casting shadows on other objects
im not sure
they are the lowest quality though
One person speculated it's for when it's really dark and higher detail isn't needed
Or if a model is far enough away
the model doesnt have any UVs usually so im gonna assume its not rendered at all
or any material assigned
Interesting
How did you get berry in her idle pose like that
Was it because you imported dependencies and all that?
yeah
Makes sense
I am firm on getting Akashi to make the iconic pose....
I call it iconic mainly because it sticks out in particular in my brain
oops i broke high materials, pushd another
also more than just idles
does this mean you can export animations now too?
after building and then exporting in asset studio they're in blender, although it defaulted on the death anim lol
Thank you for that
Do you just specialize in python more, aaron? Just curious
It's funny you kinda just spawned in and made it like it wasn't a issue
Everyone else: what are we gonna do??? It's impossible!!!
Aaron: hey guys so I just wrote this, sorry i'm a newb in C#
Somehow manages to (for the most part) resolve the issue

I say for the most part since the importing isn't perfect
-stares at swimsuit makoto-
Shhhh she isn't real
Hey, c'mon now Morty, look at the bright side
It's 75% done π
I guess Katayama's right boob isn't real either
When I exported her, she had weighting on her left breast, but not her right
And the bones for said breast were misaligned
Gotta edit the model now so there's only one boob lmao
NO
Actually that would look very funny
Okay I need to lock in and go to bed it's like 3:30 in the morning and I haven't had proper sleep in days working on the vrchat stuff
FINALLY
All gets corrupted
DON'T
i did not leave my pc on for over 24 hours just to get unusable stuff
it is just loading tho i can't do anything
Usually how it goes for me corrupted or my PC just freezes/blue screens
NO NOT AGAIN
RIP Morty
oh but it imports fine in blender, i messed around with nla editor to test
i still hate the bone structure p5x uses, especially the neck
who parents the clavicle to the neck
That's my issue
I have to change it for it to work with vrchat
And also the the twist bone isn't connected to the arm so if you move the forearm it doesn't move the twist bone
So it moves weird
jw how do you get the textures to apear on them in unity, whenevere i try they're just pink lmao
thats just how it looks when i had all the shader dependencies
its not accurate because its just assetripper dummy shaders, but yeah it stops it from being pink
the shadow model looks interesting
i was wrong about them having no material
they use some generic material
Is there no way to re-parent or are the weights simply not there?
In some ways the armatures resemble Royal's, so maybe one of their models could be used as reference?
Like, the bone names are identical for core bones like the spine and limbs
I don't know if it means they just aren't parented correctly or are missing those weights to begin with
It's 1 am over here, so i'm not gonna check
I'll do it later
why are the artifacts all so big
Artifacts?
Like leftover stuff that's randomly created as a result of importing? Or do they already exist and are just thereβ’οΈ
its the stuff thats made from importing
Ahhh okay
I was gonna ask what the point of it was, if it was there to begin with
probably just parenting stuff
The dancing rigs had a similar problem from what I remember
Just for the legs
You had to re-parent those 3 small bones at the knee area to the leg bone and not the upleg bone
yee
There were weights, so there was movement
But with the P5X armature, i'm unsure if there are actually any weights and it's a parenting issue or if the vertex groups for those bones simply don't exist
the upper arm areas do have weights, it's just weighted to the ArmTwist bones instead of the UpperArm bone for whatever reason
I think they did the same thing on the thighs
Hmmm
I see
Looking at how royal models did parenting should give us a good idea
According to morty, they both use a standard Maya skeleton, so observation of a royal model will likely give us the answer
I can not make out that writing at all
I just assume you're showing the weights for the twists
Also, i see you're a man of taste
Riko is a great character
writing? 
I plan to woo here when she releases
but yeah those are the weights on the armtwist bones
The text in the screenshot
Morty has the same issue lmfao
I always have to remind him i can't read what's on his screen in screenshots
Idk
I'm not sure the dimensions
It just looks like this on my screen, mobile and pc
wack, I guess mine is too big then lol
I just wish these armatures didn't have so many bones just called BoneXXX
Makes stuff confusing and the only way to make sense of it is to test the bone to see what it moves, then rename the bone and vertex group
I know BoneXXX are the actual bone names and not generated, but it doesn't make it any less annoying
i mean ig they just dont wanna bother
outside of stuff like IK bone names dont matter
At least it's not like KT rigs, where all of the bones are unnamed like that
Parenting issue
Huh
How are bones names BoneXXX a parenting issue
I'm sure all models has a parenting issue or two - considering the state of exporting atm - with BomeXXX bones, but I would say it's because of of their names that it's a parenting issue
KT?
Strikers models appear to be like this too
What's weird is that I did see IK in unity (the name)
But the exported models appear not to have it
Probably because it was exported as fbx?
Sorry wrong message I replayed to
@zinc dirge how did you re-parent the upper arm? the forearm seems parented fine
the upper arms look fine too, but i think i'm missing something...? i'm comparing the armature to kasumi
Koei Tecmo
well i assume their bones dont have names at all and these are just auto generated by whatever ripped them
How could there be none at all
Doesn't animation go off of bone names
I didn't check Strikers specifically, but I know Fire Emblem Three Houses did the same thing and the numbers correlated with the same bones across different models. and that was also KT's work
so I'm pretty sure they did the same thing here
I know it was a nuisance doing Akane's hair because I had to figure out what bone went to what
In the end she had just 3, iirc πΏ
I think the biggest nuisance had to be remembering what bone was parented to what
Still need help?
I'm not in front of the comp, but any help is nice
It's just weird since I used Kasumi as a comparison for the arms and they seemed correct
Same with the legs
But if there's a better way to parent them, i'm all ears
I like to make 3d renders
I'm omw home from work I'll show you what I do
Ofc lol I haven't had leg issues other than chord but I can still show you how to fix that
I haven't touched the legs yet
I test legs after I do stuff like weight clothes
The first thing I check is the arms
Hmmm
I'm not sure i saw those bones on Marian
But noted
I saw upper arm and 2 twists i believe
But from the looks of it, they were parented properly (when compared to sumi)
Which one are you trying to fix Marian or Sumi?
oh, in this EN update they changed the password to the configs and also removed lua debug symbols
Summer marian
I was using Sumi as reference because P5X and Royal use standard Maya skeletons
So theoretically the parenting should be similar or the same
Are you using Maya?
No
I use blender
I only know the Maya skeleton thing from Morty
And observation of core body parts not related to clothing, accessories, and hair
Bip01 Head, Bip01 Neck, Bip01 Spine, etc
Okay yeah ik they used Maya because of the naming Bips
I can send you summer marian to look at
Sure if you want me to check
I can't rn as I'm watching Evangelion movies with my mom
But after I'll look
Okay so looking at it it does not have the same issues as me so idk what's wrong
hmmm okay
still not really sure if I'm setting up these pk maps properly in Blender or not
anything I try seems super subtle 
wdym
I think I was just having a skill issue actually, nvm
dunno how to use that face normal thing though
no idea
it seems to fully override the face normals, but idk how it gets the direction to modify
hm 
so yeah I tried setting these up with Glossy/Specular BSDFs and it does seem pretty subtle but it's doing something. left the blue out because still not really sure what it does
it seems like theres also a few different shaders for different contexts the game uses
role, role_stockings, role_hair, role_matcap, etc
If you mean that black and white texture, I told you before - you bake it into the normals of the face 
I hear genshin uses them too
You can also apply them manually in a photo editing program
no but im wondering how p5x does it
and i dont mean how you would extract it, how it applies these in realtime
Hmmm
how do you even do that, I've not really messed with normals before
Tbh, I don't know
Only Morty could tell us how to apply it in blender
well its an estimation to bake the data from the pk in the diffuse
Morty gave me a file for Chainner that applied the pk to the diffuse, but as you said: you want to know how the game handles it
Maybe genshin has a clue? Both were made by unity and utilize am sdf texture
the 3dmigoto decompiled shader code not pretty
its too bad assetripper's shader disassambler/decompiler doesnt work with p5x and it never will
they're removing all shader decompilation ability in the next update
How will we ever figure it out then..?
its weird how the models exist but not the skeleton for the phantom thieves not currently in global
wtf skeleton do they use here
Very weird indeed
inb4 pre-rendered
Is it possible to back up tje shader files before this next update so attempts can still be made to decompile it?
i dont mean next p5x update
i mean assetripper is removing its shader decompiler because it doesnt work with most unity versions
Ahhhh
Well, thankfully assetripper is a portable program?
Maybe there's programs out there for specifically decompiling shaders?
I saw this
oh it seems like the game flips the f02 face texture depending on the direction the light is coming from
the light direction is currently hard set in the material, but its a POC i guess
Sorry to bug you, @torn kindle , but if you have some time, could you please check this out? ^
I know you've said bake into the normals, but none of us know how to (but I want to learn)
The asset finder works with environments as well yeah?
Oh what about that script? The one you wrote and showed there
Also, after baking, is the shadow on the face dependent on the texture? You turn it on or off by having it plugged in?
you only need to bake it if you canβt use the sdf texture
What were you doing with the script then?
Who knows
But I'd assume it would, seeing as it's still as asset
Oh forgot to mention, but can you pin this please?
baking it
but thatβs bc iβm gonna use it in p5
What if it's just for renders?
Sorry, just a wee bit confused is all 
I want to use the sdf for static renders, since it's how the faces look in game
Okay wanna get all the meshes for my Palace
All i know is that the prefix is mp_
Yeah I just need to know how everything else is labeled and I should be able to find it
I can't help you there, unfortunately
But mp_ filters things
Are where messing with location meshes yeah? How are they named like if I was looking for a floor what would it be called
Alright now I'm confused
Let's just be patient for now
It's clear finding maps isn't easy
Our only real knowledge atm seems to be what aaron said, as well as the prefixes for the palaces which primarily consist of objects that appear to be part of a whole map. Like...props or pieces. I saw the control device you use for transferring energy, as well satellites (spl?). You see those in more than one room
Yeah I'll have to wait cuz I'm trying to find an asset that clearly exists but it won't find it
He's talking about baking the sdf texture used for the face
ik but that was the most recent message they sent and i didn't want scroll all the way back up to replay that that message
Then i guess you'll be confused? He just sent a video to show me so i understood the process
And I was asking a question, to which he responded
No it was like yesterday or something they where talking about highlight locations just didn't wanna scroll back up and replay to that message
It's fine don't worry
Tbh i'm just glad that everything that's going on is going on at all
Things were looking rather hopeless
Very much so I'm happy things are how they are
I was getting tired of using a auto rigger
yeah the issue with baking the normals is it ends up with the assymetry
like i mentioned it flips the texture such that the cheek light is on the shadow side
the assymetry is to emulate the selfshadowing of the nose
yeah that's the thing it's only really useful for situations where there's no sdf support
also if someone doesn't mind, when they get the chance could they lob me the lightmap texture from bqg_benlei1FB1
this?
yes tyty
What does this even go to......
its the lightmap for Baseball Stadium: Central Exhibition Hall
One map for an entire room???
yeah its auto generated by unity
Holy shit
I wish we had something like that for Royal
Less pain....
Do the texture names correlate (spl?) With the model name?
we do 
Ahhh that's where it's for I knew it was a lightmap but couldn't tell for where
oh it seems assetripper doesnt export lightmaps by default as png
u have to change this setting
The hell is a lightmap anyway? The diffuse for the entire room or literally the texture for whatever lights are in the room?
baked lighting
a lightmap is basically the lighting baked to a texture
so the game doesnt have to calculate all the lights in a scene. also the lightmaps can have details that are hard to calculate in real time, like AO or shadows.
unity can also combine huge chunks of the level, or the entire level, into a single mesh to save time, but im not sure p5x does this
but thats why the lightmap is so unintelligible, because its basically 1 texture for the entire scene
I wonder if the diffuses of rooms are the same....
i love this
An image of npcs...?
yeah for crowds far away i guess
the proportions of the business guy on the left look so funny to me idk
if you've ever wondered why the P3R dorm looks like ass, it not having a lightmap is a reason (not the only one, but a big one)
@random hornet does P5XUtils need any specific version of python?
okay so I assume latest is fine then
Hmmm I wonder what all these read as
I have no clue the texture name tho, unless they're under sb_
All the party members are saying is that it's saying nasty/bad things about katayama
I can make out some hiragana characters, but not full words
My hiragana is rusty
Uhhhh...i can make out 'γγͺγ' (ranai)
'γγγͺγ' (waranai)
And 'γγγγͺγ' (shikakenai)
"Don't touch! Don't talk!" that's all google lens gave me lol
Ngl the way they put outlines on her earrings and piercings is weird as hell
Makes sense
Akashi was consistently telling katayama not to interact with students in any way possible, in or out of school
Well, more Yamanashi, that cowardly shit
But Akashi tried to enforce it
is there anyway to get this to find the part bundles too?
the map file is sb_fadianchang_FDJF.unity
Noted
Atm gotta beat katayama tho π
do you need any of the additional stuff in Visual Studio to be able to compile the ConfDumper?
or is there an easier way to build it that doesn't involve downloading Visual Studio lol
Idk tbh
I usually just ask somebody to do me a favor and build it π

I just hate it when people are like "eh I'm too lazy, build it yourself" because it never fucking works for me lol
Same 
I try, i really do
I never succeed
Also, fun fact: this is a completely separate model from her actual shadow model
wow imagine that, it didn't work
and I've no idea what this is even going on about xd

guess it's back to manually digging through AssetStudio for them xd
the conf dumper only has the old global password anyway
it wont work for CN or the current global version
I'm trying to see if I can talk a p5x dataminer into teaching me how to dump the config
@random hornet help me out here man
Idk what to tell them 
idk why people gatekeep this
its just as simple as decompiling DBTools, and getting the key from there
If they're too stubborn, maybe i'll ask if they can pass along a dump
In this case specifically it's because they don't want too many people catching wind and have it reach its way towards the developers
Urgh...but it seems they want an answer
I can link you the server in DMs if you want to join and talk with them
But obviously not cause trouble
i got in trouble for doing a raid here without knowing what a raid even was
i hate this situation so much, even tho nothing has happened yet
I know they're trying to assess whether it's okay/worth helping, but still
(I also hate whining about this, but it's quite frustrating)
Unfortunately no responses
Gomen everyone, I failed you 
Yeah idk what to tell them lol
Would be nice to have a solution for this because digging through AssetStudio is incredibly time consuming
Especially just loading the files
I can't load all of CN π only half at a time
I didn't even bundle it up that much lol
I did like 20 at a time and it still takes like 5ish minutes to load them
like 30 to get through all of them
30 mins for all of CN is insane (in a good way)
makoto's idle in p5x looks odd
also something weird is some parts of the anims are jittery in the unity editor but export fine
especially feet and hair
also the skinning just doesnt update while the editor is unfocused, i think the unity editor is just wonky with anims
I find it funny when people want the p5x p3 models and i'm over here going "you know those are just re-skinned reload models, right?"
worse looking reload models, at that
i think they look ok in game but also ive only seen vids
The only special thing about them is that they're reskinned with the poly count bumped up
oh yeah they have a component just for calculating the input face dir for the face shadow map
i think it uses the head bone y rot + the sun dir
it passes it directly to the shader in degrees
idk how you'd make a driver like that in blender but its probably possible
Maybe a python script?
i think you'd have to like hard set it to like, a sun object
or somn
it couldnt be done more dynamically
wait this is for the weird light/normal map thing, right?
yeah
you could do something like that, you'd probably just be limited to one light object or something
I'm not super familiar with drivers stuff tbh
but I know I've seen stuff like that done before in Blender
cuz i have a node setup for it but yeah its just manually controlled rn.
Twink
so could you drop these file(s) or something if it's not possible to dump these from CN right now then?
it is possible to dump them from cn
Is this from CN?
yeah
Sweet
what was I missing then 
Should have Morty pin this
and this is ConfScene which lists all the scenes with their filenames (under asset, just add .unity to the end)
oh it's Excel 
i could give in JSON instead
Yeah π
it still let me open it
Idek how to open a json
I wonder if copypasting into google sheets would work
Or get this
https://www.libreoffice.org/
Free office suite β the evolution of OpenOffice. Compatible with Microsoft .doc, .docx, .xls, .xlsx, .ppt, .pptx. Updated regularly, community powered.
im not sure why they're there but ignore the AAAAAA==, that just means no value
@restive basalt Is Yukimi missing from your ID sheet?
Idk
She's tembin
tyty
Yeah yukimi is missing because she has like...3 old models?
I had to figure out which was the one in public release
ahh
weird, one of these dependencies is pointing towards a bundle that isn't in my dump
what if you do extract-asset-dep
nothing happens
what asset is it?
frost_manwu_thief_ice_body_wholeexport_rig.prefab
bundle in question is shared_16a6bef9.bundle
ah, that explains it
why are the masks so weird lol
only things I've noticed so far that do this
is there anyway to tell for sure what Animators are used for what outfits?
They'll usually be labed Thief for thief uniform for school and normal for normal clothes
So like Frost_thief frost_uniform frost_normal
There are some exceptions, but they are quite rare from my knowledge
The more common exceptions belong to thief alts
The only uncommon model I can think of is Katayama
Instead of her being just n_wutian, her normal/default model goes by n_wutian03
Which is weird
I chalk it up to: 1. Having more than one model and 2. An old and weird naming scheme/system
I mainly ask because of this
I'm pretty sure this is the right animator, but this model isn't in a T pose like the other one is
So the bones work for it? Did you do a pose reset?
yes the bones work for it
resetting the pose would do nothing because the other model this Animator is for is in a T pose
You imported into blender correctly?
Holy shit it's 5 in the morning I need to go to bed
That isn't a hard fix
Just put the armature in edit mode and reposition the bones
if you check my dump it has her in an a pose w the right rig iirc
oh wait nvm i donβt have the sports model
I had to reposition bones for swimsuit motoha once and it didn't affect anything. Typically i have to reposition bones for the face as well, but it isn't a huge deal
Just move them to the right place
Oh yeah, can you pin this morty?
And this
might as well just pose the other model to an A pose lol
Thinking of trying to splice swimsuit Merope with swimsuit Marian if Merope exports well...
And then adjust merope's proportions to match marian's
And I could splice Shun and some other dude to try and create a male base
What is the confscene for anyway, aaron?
its, well, scene configs. but the main interest is it has all the scene file names
jw is there anything that you can use to get what scene is currently loaded ingame or
oh you could check the log file
they log a lot of things
yep when you change scenes it logs in Player.log something like this
the scene id being the 2130 there, which you can check the confScene to see what unity scene that corresponds to
@torn kindle
oh theres also this log that is the scene name directly
Sad face can't use it for the dam since it's cut off π
oooo which logs that
Unless I walk a friend through the process of accessing since chapter 3 is already done in global
should be in the same log, Player.log, when you enter a scene. also saw this too
Do those names correlate to models? (I at least assume)
And is it hard accessing the log?
The textures?
oh, no the log
the name is the scene asset name without the extension, so its loading bqg_benlei1F_kong.unity
you might be able to find stuff in bundle dependencies
By scene, do you mean cutscene? Or area?
area
So if i had my friend go to every area in the dam, it'd be in the log
technically yeah, but that info should be visible in the confScene too
Hmmm
I'm just wondering if somehow I can trace back the names in the log by asking a friend to enter each area of the dam
Maybe even the control center
She's on CN, so she's already up to dat on chapter 4
The ruler is coming off as the most irredeemable (spl?) yet. At least with Akashi you saw everything that happened and could sympathize with why the way he is (even if you despise him)
But this one...i don't think a post-battle spiel will save them
But does confscene even say what the bundle is (area name wise)? Or just gives you a bundle name
confscene just says the asset name
then you can use the python script to get the bundle name from the asset name
Hmmm
I may ask my friend to get the player.log then
At least we can see what's loaded
why not just get it yourself lmao it's really easy
simple: i can redownload TW, but I never did chapter 3 due to the fact that I was and am severly underprepared due to barely understanding the game
and in global, it's currently shut off to players after beating katayama
would it be any of these?
Chapter 3 Lower Control Center = sb_KZZX_zhuchangjing01.unity
Chapter 3 Control Center ??? = sb_KZZX_zhuchangjing02.unity
Chapter 3 Upper Control Center = sb_KZZX_zhuchangjing03.unity
Chapter 3 Control Center Central Plaza = sb_kzzx_ZT_01.unity
Chapter 3 Control Center Core Monitoring Room = sb_kzzx_HXJKS.unity
Chapter 3 Control Center: Safe Room = sb_KZZX_safehouse.unity
Chapter 3 Control Center Treasure Room 1 = sb_kzzx_KZS03.unity
Chapter 3 Control Center Treasure Room 2 = sb_kzzx_KZS03.unity```
I mean all the areas in the dam
water treatment, power plant, etc
maybe even control center (akashi's area) if you feel generous -
this is all the sb_ prefixed levels at least
I see, I see
i'll check them out in a bit
trying to get shadow katayama, Blitz, and her persona
i have some bundles already for shadow katayama, but I figured it'd be better to use your script to find all the stuff in the asset tree as well
i wonder if the skybox has ever been found
isnt it sd_WuTian.prefab
no i already know the ID
it's about extracting the other assets
the dependencies
I got the player log
we can see if there's some stuff missed? idk
it's just for the dam portion of the dam (aka Katayama's area)
this always seems to happen with her model
even when you import the .obj
well
when you import the .obj her hair is just super tiny
looks like it's the same here
nothing a scaling up of the mesh can't fix
%userprofile%\AppData\LocalLow\SEGA\p5x_en\
And what's the file called is it called player?
yeah
oh wait i see, for all out attacks and normal attacks it spawns a seperate entity with a different prefab (i.e joker_thief_nocontroller.prefab)
its essentially the same but with no animator
Ohhh so that's what they are
why do they have animators with that exact name then 
well they do have animators
i was wrong but
they have an animator with no controller
also ic wym with the masks, it seems like its the same as makotos evoker
it merges rigs which i dont know how to do in editor
also for wonder for some reason his animator with all his anims is wonder_thief_0.prefab
his dead but not dead anim is called undying
how did you get animations in there π€
just import the animator with all its dependencies
specifically the anim bundles, like for wonder its these
actually im not sure abt skill anims like highlights
ah its in ConfSkillPerformance
Hm exporting locations is weird
damn π wanted to try ripping those for the PTs
oh yeah put quotes around the export path
im using the default python arg parser but for some reason it doesnt know how to handle \ without quotes
Oh is that why trying to export that one thing was doing nothing for me
No I mean from asset studios
Tho I just realized should I have put them into unity first?
yeah for some reason without quotes the \ get removed entirely
oh i might be able to fix it
yeah should be fixed
Getting it right from asset studios puts the prices in random spots
So we don't need to do the "" when extracting?
im not sure the full ramifications of the change i made so it might be a mistake
you should only need quotes if the path has a space, thats how it should work
hey aaron, how did you get the outline on wonder
did you do the typical duplicate mesh thing?
I'm messing with Katayama's models for a render(shrinking the face bones down and deleting zero weight bones), but i know the game generates that outline
i did it in geo nodes but essentially yeah

