#P5X Model Exporting
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just models their textures and anims
oops so sorry hope you haven't started yet i meant anims not ui, i', currently dumping some bundles and ig i read ui and my brain just died ๐ญ
the file too big for discord ๐ญ
https://drive.google.com/file/d/1rLLgfCNS4OA1ezKdmxqdNzSJKWfZZC5z/view?usp=drive_link
oh wait their personas arent in here ill fix tht
fixd
didnt include timelines but theyre mostly named appopriately, either tl_<charactername>, tl_p3r, or tl_assist bundles have the timelines for p3r chars
if they don't that's good for me since that means i'm done making outlines
I did end up resolving the face thing
delete all this, merge the vertices of the duplicate mesh and there we go it's functional
THANK YOU SO MUCH
@random hornet sorry to bug you like this
Just curious about this because no hair outline will save me a lot of time today when I finally get to make a render I wanted to get to start yesterday (vut had to put on hold due to outline struggles)
they do
they have vertex colors on them so I'd assume so
yeah ik wonder does. the vert colors have black on the tips of the hair and red everywhere else
Does Yui have stroke texture?
What should I do...
I can get away with none in the render because of the lighting but yeah ๐ญ
When I turn the shapekey off it does this
When it's on, it's a normal shapekey
Neither model has vertex colors because: 1. These bangs were made before the script, so from an obj file and 2. The back of the hair is Akane from Strikers
random question, but are you using Eevee Next?
No, I am married to 3.6
ah
I was gonna say maybe you need to disable shadows on the outline material so it's not affecting the lighting of the actual hair, but I'm pretty sure that's only an Eevee Next thing
Well the outline is a mesh but yeah
It doesn't do it on anything but the hair
The dark brown is the dotstroke i made
I can't merge the verts on the outline because for some reason it breaks it real bad
But it works just fine unmerged
I'm debating just using outline helper, but I can't address any clipping with that
I could also just delete the outline shapekey and see what happens
Well yeah, it should have a material for it. Especially if you're trying to incorporate those stroke textures for it
well the shapekey doesnt remove the geometry it just moves it into the geometry
stacked geometry can cause rendering issues on eevee
how are you doing backface culling, through the material option?
Yes
And i inverted the normals
If you uncheck backface culling and do alpha blend, same results
honestly, I'm not really understanding the reasoning behind the shapekey here. if you want an outline that you can turn off, you can easily do that with any of the modifier methods as well. doesn't have to be GeometryNodes either if you don't have vertex colors/don't want to set them up
and those would actually just hide them as opposed to moving it inside the geometry
also technically non destructive
I can't fix clipping with a modifier
sure you can
you can just assign the outline to a vertex group and weight paint with like Add/Subtract
I've not really messed with it myself, but I'm sure you could so something similar in vertex paint if you're doing the GeometryNodes method
I'm not
As I said, the hair doesn't have any
The bangs are from irl Vino, but they came before the script was made
And the back of the hair is from Akane from Strikers
what happens with solidfy
it only makes it look like she has more shadows in her hair
it appears the bangs don't wanna cooperate like the back of the hair
how does vertex paint even work 
did you make a new vertex group first
what color should i make it? just black?
shift + k
hmmm on wonder you did the duplicate mesh
her...bangs disappeared when I used your node setup
was there some stuff i was supposed to plug in?
i also added that geometry node modifier
plug attribute into seperate xyz
and plug the join geometry to the group output
the greater than there is not necessary idk why i had it there
there we go
altho ive changed it a bit since, specifically the set material part. it didnt handle parts that use multiple materials like the face well
do I duplicate the meshes for the outline and just put what you did for wonder?
you shouldnt need to dupe anything
hm
just make the whole mesh red in vertex paint
๐ฅฒ
do you have the updated blend?
oh yeah i added an input to the geo nodes to set the width but thats not necessary
is there anything I need to plug in?
there's two nodes floating around, not plugged into anything
where
oh yeah theres a corners of face floating in the geo nodes oops, that shouldnt need to be used
yeah, named attribute and corners of face
i meant value oops
yeah
wonder is still showing an outline material hm
what do the geo nodes look like
although it may be smart to remove the merge by distance in this face
when I merged vertices in other methods, it broke the poor outline mesh
hmmm no notable changes
with or without backface culling on (when I deleted the merge geometry)
this is what happens when that is hooked up
you can also directly import node groups from other blend files using File > Append
you select the other blend file then nodetree
the one called outline, right?
yeah
then select that node group on the modifier
it seems like ur models scale is small so you might need to adjust outline width
also something i noticed p5x does is it makes the outlines thicker if the camera is further away which is odd
wdym
it's bigger than imported wonder
without the merge distance removed
it looks like it still displays as black even when it is removed
the current node group looks like this
the blend file should only have 1 node group in it
there
no change
hm
i mean, I can send you the blend
does your material have backface culling
yes
yeah send me the blend ig
the p5x shader is also the old one
they're just there from before you sent me the new one
oh i think part of the problem is
my node groups dont import correctly on 3.6 because i made them on 4.5
thats alright tho
also it cant find the color attribute but thats because i poorly designed it
RIP ๐
I prefer to use 3.6, honestly
But don't force yourself to accomodate if you don't want to
oh i see the problem
3.6 has a bug where uv maps get lost when using join geometry on geo nodes
at least thats how it seems im not sure
why does your bangs have like 5 different uv maps
ok that was it, removing all the other uv maps now it works
i made a few other changes like removing the duplicated geometry
Interesting
Nooooo clue
That is pretty much from the obj file
oh wait you said these were from p5s?
I made it by taking one half of irl vino's bangs, flipped it, and then joined the pieces
The back of the hair is from Akane (P5S)
At a later date apricothere fixed the normals on the bangs since ig they were messed up
The specular map for Akane's hair was custom made since the highlights for her hair are in the original texture
after removing UVs + backface culling
how do I plugin the store named attribute if there's two?
theyre correct
you said you removed merge duplicated geometry
yeah
which i did but it looks like this
i didnt delete the join geometry node
ahhh
huh
i wonder why it isn't showing up
unless the color attribute color isn't dark enough
Hmmm
Darkening it made no difference
that's so bizarre
i tried editing the one i sent you to match
the only difference is that i don't have the shader applied
well i had to do a lot to get it to work
delete all the outline meshes, apply scale of all parts, remove excess uv maps, and use the shader on all the materials
oh and add vertex colors to everything
and name them in a way the geo nodes group expects
there are no outline meshes (for the hair at least)
this is what i mean when i described it as destructive
as in lots of work or
i still have a save before I made any outlines
am I just going to have to open this in 4.5 to even work
like
fix it in 4.5
i used 3.6
no, i know
but you said there was a bug in 3.6
oh it just had to do with multiple uv maps
just remove the extra uv maps from the hair
keep the first one
What would I do for characters that didn't export with color attributes?
Obviously they aren't all one color
what character doesnt export with color attributes?
a lot of npcs dont because they have a constant outline thickness
Katayama
Idk about Akashi since I haven't looked at him
Idk ig I missed something
I'm pretty sure I didn't miss anything, mesh prefab wise
I usually leave stuff like animations out
Because after Viola, I have to do outlines for Katayama
okay this time I literally loaded all asset and bundle dependencies but she is not exporting with color attribute
although if there's any positives, this build didn't have her boob moving with her head
@random hornet do you think if I separated Katayama into pieces by color (such as skin, hair, the different parts, etc) and did vertex paint and each and then joined the pieces bsck together that i'd have multiple color attributes ๐ค
so for the purposes of ripping characters into P5, is there a way to rip weapons/guns separately in Unity without breaking anything?
I don't think weapons have bones? Idek if they have vertex groups
I think i remember seeing an item bone in a character's hanx
Riko's do, although idk why because it doesn't look like those bones move in any of her animations
okay I guess just importing them separately in Unity works
some weapons do some dont
if the prefab is called bs_ or wq_ at the start then it has its own skeleton
Chords persona is ps_calliope.prefab yeah?
ps_calliopei.prefab
he so wide
Oooo we got image previews now? ๐
Interesting so they removed the I in game?
It's more like sometimes they spell the personas names slightly wrong
The same happened for Berry's and Vino's
Ah true
I've noticed chord has a silk_mask texture I wonder what it's for
Someone here has export all the textures yeah?
I mean, I have a dump of Taiwan when the first part of the summer update dropped
It's also easy grabbing some textures from p5x-theories model drive
P5x theories model drive?
Yup
hm, her body uses a unique shader called role_stockings so maybe its a mask for her stockings
they do a lot of weird stuff for stockings I've noticed
and it doesn't even seem consistent from character to character
Things change over time, so consistency is iffy sometimes
The reason why some are different from others is likely due to 'if it's not broken, don't fix it'
It may be older, but if it still works, no need to update it
If something is about to get a lot of attention, the developers narrow in on updating certain things. Usually it's textures. Musubi's model had older textures and baked shadows, but when her confidant dropped, they updated the textures
Same with katayama
sure but I'm talking about inconsistency between playable characters lol
for some reason all of the p3r characters use Key's (Kurotani) assets as placeholders for assets they don't need
like mask image or bullet image
It's a shader? Not a texture?
wdym
Maybe I just misunderstood
Is there a matcap or something for the silk mask texture that chord uses or do they have a specific shader they used for her that uses the mask texture
do the p5 collab palaces have prefixes like the main palaces do?
if so, which one is the one for futaba's palace
Cool, thanks!!
Somebody on p5x worldwide is asking about those murals so I figured i'd look since somebody already asked me to fetch Riko's Global/JP sprites
So uhhh anybody mind helping me get the parts for riko's global/jp sprites
For some reason my computer, after the game updated, decided it wanted to crash on me twice for funsies when I tried loading the bundles
And it's just with global
I don't have global or JP "ready" for file searching
Well, anyone in general works
I've got tiwan idk if that has what your looking for
I've ran into my own issues Chord doesn't wanna export with her blend shapes
Nope
They only have the og sprites
It doesn't
Global and JP's Riko portraits are an updated version of her og sprites
The ones on the left are in the og servers while the right is exclusive to global and jp (and SEA)
Morty please I need your help ๐ญ
im working rn
i mean work loosly i have a deadline for this sponsor i need to meet for tommorow and i've been ill so i haven't been doing it
so im locking in
could you do it afterwards? (if you don't mind)
and if you find the json for the sprite
so I could also run it through chainner
I wonder, would it be possible to do something with the whole import/export process to separate all the unrigged bones?
what json are you talking abt
the json for Riko's global sprite
ohh that
yup
i learned how to do it because I am too obsessed with this man
although the gradient is probs off since it looks more flat here
nerd glasses
oh ic
katayama โค๏ธ ....
yeah I'm trying to get that and global riko sprites
specifically global
so what u need the pngs and the json files
alr
this
does this work for u
yes!! thank you
for some reason global and cn use a different matparam for her metaverse outfit
in cn it has its own matparam, UI-DialogShader-guaidao01-lizi. in global it uses the same as normal, UI-DialogShader-changfu01-lizi
swimsuit also has its own, UI-DialogShader-yongzhuang-lizi.json
nah that one has its own
UI-DialogShader-guaidao01-lizi-weiyang
global references it but the file doesnt exist yet
sometimes instead of shortening reload to P3R, some files shorten it to PTR
which is sillly
tha's certainly a silly choice ๐ญ
interesting
it not being in the game yet doesn't surprise me
we won't be getting that event until the final story update for chapter 3
since global is a mismash of versions it has a lot of files it references that dont exist
or even missing bundle dependencies
which do i used the common none on
none of them use it
Then does that mean the non-swimsuit one is for her regular and metaverse sprites?
yeah
for all layers
altho different layers can use different gradients
i.e merope uses common none on her hair layer
i'm using the automated chainner project morty made
hm im not sure how that works
so i only need to input the pics and it does the rest of the work
well different layers can use different gradients
@torn kindle does your tool account for this kinda stuff
i can give more data to make it even more accurate if u want
Morty out cold by now
he's in the ol UK
yeah idk if this was the right gradient
with common-none
hm
don't they have a butt bone to fix this exact issue
this is better than scale method since it'll preserve areas that are meant to have thinner outlines like on the hair
Mayumi spotted
wide hours
It's clipping through his face ๐
Rip ryuji
Does Makoto's sprite already have a gradient?
Filtering what?
i dont apply the gradient from the dialog shader params
Oh?
What i did was use a python script Dwine made a couple years ago for Morty's mod
It takes info from the json and generates an image gradient to use
Also I noticed something interesting
Katayama's battle doesn't use the regular 'Rage Education'
It sounds like they mixed Rage Education and Rule Breaker into a unique theme
The song we hear in the battle is in the files ofc
It just comes across as a sort of odd choice
We have both songs, separate on the ost
With Rage Education seemingly being the theme for the battle but the in game version is more a mix of the two songs
oke yeah the "headMask" doesnt get a mat param at all
What's the file names with blend shapes again?
x_face_wholeexport_rig_bs (i.e panther_uniform_face_wholeexport_rig_bs.prefab
no way
the character shader directly refers to the outline as "GenshinOutline"
what ๐ญ
That's crazy
Weird idk if something is wrong but chord doesn't have any blend shapes
Alright I'm losing my mind
Okay so I have both Chord and Okyann who don't hate blend shapes in their BS
did you look for all dependencies and everything? as a double-check
Yeah idk if ik missing something or what
If someone could help me I would appreciate it
check if they have a uniform face with blendshapes
So I have Okyann_thief_head_wholeexport_rig_bs_okyann_uniform_face which doesn't have the blend shapes
Is there another one?
I wonder if they share a face model
Seems unlikely but who knows
Katayama's shadow doesn't seem like it shares a face with regular katayama, but it does
Probably the eyeliner look? And the slight difference in eyelash appearance
Okay so I must be doing something wrong Chord Okyann and Riddle BS files don't have blend shapes
do you have Export blendshape turned off in Assetstudio's export options?
It's unity
try doing the build method then if exporting them through Unity isn't working I guess
It's importing them to unity
so close yet so far, too yellow
yeah
Have you tried getting character shaders is that possible with what you're setting up?
Hm that's a shame
also for some reason 3d migoto's shader decompiler breaks the dialog shader so im kinda having to guess a bit
im not sure which section it broke and why its broken
Messa's file names I've tried doctor_thief and doctor_normal
Looking for body and head
Nvm
I have still having blend shape issues trying to find the ones that actually have blend shapes
Sorry lemme rephrase does Chord and Okyann use the same face for their normal models
Hm than why does her thief face BS refuse to give me blend shapes
What's messa's head file name
I've tried both thief and normal
should be doctor_normal_face_wholeexport_rig.prefab (or doctor_normal_face_wholeexport_rig_bs.prefab for blendshapes)
I just wish everytime you tried to rip the game's shader that it wouldn't fail ๐
oh yeah assetrippers didn't work but i found something on github that at least gives an output, called "USCSandbox"
its not a functional output but its something
How did it output?
this gigantic file
imported in unity gives a bunch of syntax errors and resolving all of them just showed as all black in the editor
Oh wow
Idek what i'd do with it
But a file like that is openable in unity, right? 
Oops
I see
Hmmmm
Surely there must be some way to dump it in a functional manner
yippee
what this ๐
idk if anyone ever answered, but would there be a more accurate way to have the unrigged bones in the models separated somewhere during the import/export process? Just curious because manually going through them in Blender is a little tedious and obviously having the empties there wasn't exactly foolproof either
blender has a flag to set whether a bone is deforming or not but idk if imports have that set
could prob do it in a python script
I wonder if that's what resulted in some of the actual bones getting tagged as empties initially
I know there are bones that I imagine have to be used that don't get that Deform tag though
odd
like I know Kotone's thief model, her mask is rigged to the root_megane bone but that bone doesn't have the Deform tag by default
idk if that's just some weird quirk with the masks because they seem to have a lot of weirdness in general or what
well masks are weird because
they're attached in code
at runtime
idk its weird
same with some characters guns
or weapons
๐คจ
do the characters ever appear without their masks on or something? That's the only reason I could think of to do something like that
even then, just scale the thing down or something lol
well they have a fade effect
but i don't think thats why theyre separated the way they are
I'd assume that's just material animation since that's what P5R does
there's also stuff like the root/Bip01 bone that doesn't have the Deform tag either
yeah, just something else I noticed that wouldn't really make that entirely foolproof either
well ig a simple rule would be remove bones that are both: non deforming and dont have deforming children
Did we ever figure out what those weird face Matcaps are for
which ones
if you mean the left to right black to white thats how the game does shading on faces
it uses it to flatten the shading and add self shadowing
2?
What do you mean different mapping?
I have to wonder how much of this is even noticeable in-game
sure seems like a lot of their extra texture maps and such are extremely subtle
these at least are pretty noticible if you're looking for it
Do eyes have outlines
they do not
Okay I think I almost got Bui as perfect as I can with poiyomi
when it comes to faces, eyes and mouths are almost always masked off for outlines
does poiyomi let you use color attribute for outline width
vertex color
it also has a rendering mode for SDF texture for faces
technically p5x changes the outline width based on camera distance but thats not really necessary
It's just dark textures i don't know if I can use but I also just don't understand what it's for
Can't really do that as it's first person anyway lol
yeah instead of just darkening the color by the lighting the game fades between the bright and dark color
i dont think they do anything you cant emulate pretty accurately without it tho
Just gotta wait for the real shader lol
Is that how the vertex colors work?
yeah the red channel is the outline width multiplier
and then the material defines its own outline width, most do 0.002
wait no the material has 2 outline widths
i assume a minimum outline size and maximum outline size
idk maybe I can plug it into one of these lol the dark texture
Oh what about the ramp texture
you should be able to use the texture ramp option in poiyomi
and then drag the ramp in that slot
i think not having a dark color saves on vram anyway so is fine
also just mildly curious since I was looking at that shader test thing again. Is there any particular reason you use Separate XYZ instead of Separate Color?
no, no reason
if I use ramp this happens
what are your settings
Do weapons have outlines
they have stroke textures, so I'd assume so
Do they?
Actually do OG characters have stroke cuz I haven't seen them for Bui Rin Soy and Moko
probably just missing something, I've seen them for every character I've ripped so far
Kotone, Merope, Riko, Yui, and the P5/P3R characters
You have Yui? is it sp yui or og?
just her normal outfit I believe
Hm
physics based rendering texture
yeah I know, but I was curious what the channels specifically do
could never figure out blue especially from what I was messing around with, but the metallic/roughness look seemed super subtle so I was curious about that
iirc
red - shadow/AO
green - smoothness
blue - metallic
wait blue is metallic? ๐
wait no
red - metallic
green - smoothness
blue - brightness/AO
i got it backwards
Dwine figured it out first a while back but yeah
X - Red
Y - Green
Z - Blue
^
|
for separate XYZ
what does "smoothness" mean then?
Roughness I believe
Wait the eyelids aren't black?
wdym?
I thought they where a transparent black but I got a eyelid material and it's a dark blue transparent
Rin
weird
Ik
Which leads me to my next question how difficult is it to data transfer blend shapes lol
why you trying to data transfer them?
Um okay I need to back up Rin is not exporting properly at all for me
Can someone try exporting Rin with animations please idk if it's just me or she just messed
anybody have a clue what marian_weiqun is used for? just looks like some outfit with an apron but I do not remember ever seeing it either during any of my time playing the game or like any other material of the character out there
it's not even on the megaten wiki
It's her when she's working
To be precise, when she's working in the izakaya her father runs
It's likely in there for whenever it needs to get used
Marian shows up in her side quest, the chinese new year event, the second summer event (albeit in a swimsuit), and her confidant
weird, I looked through like every video of her I could find and didn't see it at all
okay I'm dumb, I forgot they appeared without their masks in the Thieves menu
still doesn't really explain why they're separated the way they are though. I've been really confused because some of them don't even seem to have their own Animators but are still separated in a different role bundle
Like I said, it probs is just there for whenever they need to use it
Did you check only global content?
Unfortunately i think you'll be hardpressed on finding confidant footage (on YT at least)
Does anyone have riddles 5 star weapon in game I don't have it and I need to see what it looks like and I've tried looking online for pictures but for whatever reason I can't find any
it should be under the id of 'why' i believe? and usually weapons have weapon in the name
why_weapon_05_wholeexport_rig.prefab
the naming of guns matching the style of weapons makes me wonder if they had planned at some point to have different equippable guns. specifically the part where the weapon has the star rarity in its name
I need a screenshot of it in game
I was wondering that as well
Where are the player.logs located again?
%userprofile%\AppData\LocalLow\SEGA\p5x_en
So I was able to get the whole companio unity file
thats somethin
๐ฐ
!?
ive had a bug in my filesystem this entire time and nobody tol me??? smh
if a file is at the very beginning of an fb chunk, the offset is not encoded in the file index
i kid, its a very small bug i only ran into with one of jokers shared bundles
fixed the python script
Wdym?
basically a few bundles didnt extract correctly when doing it via the python script
Ahhh
I thought it was something bigger
I'm surprised you have 3d previews working now tho
Since you were talking about how you'd have to jump through some unity hoops to get model previews
well those hoops have mostly been hooped
my model loading is still broken tho
a lot of faces are missing
little better
i only just realized all the p5x thieves have an A pose and the p5 and p3r chars have a T pose
The P5 and P3R are the models from Atlus yeah?
I don't think they use any models from Atlus like that
They might've used them as a reference, and I believe at one point the P5 characters were just using their P5R models, but they've significantly remodeled and retextured them since
Pretty sure the same goes for the P3R models
Hm I was gonna say maybe there in a T pose because it's Atlus and A pose cuz it's black wing every studio does things differently
Oh yeah can someone let me know what file messa's hair is in I can't find it
Well, yeah
They got them straight from the game
As for p5x thieves, there's rare occassions (spl?) of T-poses. One being Kotone, as mentioned. Two other confirmed ones are Haruna and Sumi's (Toshiya) casual. Masaki's casual used to be T-posed when he first dropped, but that changed at a later point
Musubi is T-posed
No, it's the Reload models
Mudkip and another modeler have checked
All they did was bump the poly count a bit, add a few bones, and re-textured it to fit the p5x style
I believe Haruna thief is also T-posed
She is
Can some one check if Riddles 5 star weapon has a mask2 or something
I'm trying to figure out how they did the scrolling on just the blade
@random hornet what prefabs do each yui model use? (Musubi, metaverse, mmo, and new nuke alt)
Excluding the mmo yui from global
They updated the model in CN when Musibi confidant dropped, while global has the old one
After
Before
should be bui_uniform for her game outfit
because a person i talked to said that there's bui_unreal and bui_uniform
so i'm a little unsure which is the old and which is the new
i think unreal is the old
isn't unreal like the virtual game thing
oh, really? i thought it was unreal as well
What about her recent nuke alt?
bui_sp
they're remodeled based on the original ones, likely so they could reuse animations
this'll probably break the tools for deobfuscating/extracting files https://x.com/Persona5X_News/status/1990704555454333209
Tweet โข Persona5X_News โข FxTwitter
PC client update had been announced for CN on the 20th. It will introduce client optimization in which will remove 10-13GB. The estimated size for the update is 60-75GB.
**โค๏ธ 17โ๐๏ธ 686โ**
we'll see
just gotta wait until november 19th 10 pm est
Monts rig is really something interesting
that's a word for it
I'm gonna guess it's broken as hell
it seems like what they did is compress the lua scripts or something
so asset extracting should be fine
but idk for sure
yeah they brought the partial downloading from mobile into the pc client
so yeah you have to open the game and wait for it to download everything after updating your client
the option in the top right forces a full download of all assets
almost everything is in OuterPackage now, the base game is very small
So from now on we have to extract both with each update?
I don't wanna say broken maybe she was rigged like that but also idk
When in doubt, you can ask Morty
He has Mont from the beta before this script even came out (back from when the mod project started)
So he could give you the yay or nay
I found another ramp texture
I just kinda wonder if there's any way to apply these ramp textures, mask textures, and what I assume are matcaps? In blender
It's just a shame that some of these cool effects are locked behind another program for one reason or another
There definitely is but I'm not smart enough to know
Neither am i ๐ฅด
Is the matcap even possible tho? I could swear matcaps are a unity thing
you can apply matcaps in the blender shader editor
I'm not sure what kind of node layout tho 
Maybe I can play with your shade test and see if I can implement pk textures
Long shot, but i'll try
What file is Winds swing in
What's her persona
Okay so yeah it's the personas weapon
Tho I remember it showing up without the kite maybe i'm misremembering or what
Probably already too late to this, but her persona is Chiyome
The kite/plane there is also what guides Riko through the palace until she reaches the team and later awakens fully
I remember that but I swear she's seen on the swing without the kite I wonder if it's rigged to shrink of of them
It may be used in a scene where the kite/plane is out of sight from the player
Alright so I figured out how to keep the rig unchanged and use the animations
Besides changing the shoulders to the spine and not the neck but that doesn't cause any issues
Does wind have a normal map for her hair
How do you reach that menu when you can't acces CN beyond the title screen
well they added potential support to compress them in the future, but they arent compressed just a bit odd
id be very surprised if at least the script changes didnt make it to global soon
Since they're showing update pics for Masaki and Haru, it looks like they're lumping them together in the same patch
But definitely don't worry about Masaki
He goes straight to the standard banner on the update after
๐ญ
oh but yea i finishd reversing the Lua_ifiles so now i can read lua scripts in the cn version again
I assume this is without doing the whole download stuff everything
Or no?
๐ฟ
idk if im misremembering but this seems bigger
or not as much a savings as they said
So...how are things gonna be moving forward then?
basically the same as before, just that now the bin folder has very few assets
basically just wonder, cattle, joker
But which do we use now? We have that script Sereno made that was typically used for getting rid of the pesky dummy ecryption
And since the fileindex we use to access for everything is so small now, how to we extract everything? 
DC's thing specifically reads the fileindex where almost all the stuff used to be
well just read the bundles in outerpackage
besides the obfus offset they have no real problem being read
you can also extract individual bundles with the python script still
no
"fun" thing I've noticed while ripping characters from this game, sometimes they just seem to be missing texture maps at random
her swimsuit hair also doesn't have a shadow map
Unfortunately ๐
I've noticed that as well
those texture maps can't be too important if they just decide not to make them sometimes
Oh shit...
Does that mean... We're back to where we were before because of the client update?
it shouldnt impact asset extraction at all
just make sure to open the game, and go to the downloads section and hit the download all button in the top right
which should download all the necessary subpackages into outerpackage
thanks p5x devs for the descriptive properties "Param1" and "Param2"
What's Key's persona name
syce
Why can't they just keep the spelling consistent
romanization, that's why
hey aaron, would this shift in file organization mess with your program? you said it reads from the fileindex where everything used to be stored
ohhhh okay
that makes sense
seeing as update files used to get added to outerpackage in the past
Remember kids, if you love yourself you won't make a p5x meshmod
(I'm re-painting the bangs by hand)
hey aaron, you mentioned one of the characters still left in fileindex is Wonder
is it just a few models or all his models?
i'm including outfits he can wear
oh i think i was wrong on tht
the only things in fileindex are like item sprites and menu and update screen assets
theres so few bundles u can easily just load them all
ahhh
this has existed since forever!
https://github.com/DeathChaos25/P5XBundleDeobfuscate
(and then got repurposed into the file content extractor)
peak obfuscation method 
oh also they really love that hash function for some reason, they also use it for looking up assets in their asset map, and also which folder a bundle is in (hash % 200)
i was surprised they didnt use it for their new lua map, they use the first half of a sha256 hash instead
well i think its cuz their function is prone to collisions
and theres like 6000 lua scripts
the asset map even has a section with a different lookup tbl that just uses the asset name instead of hash because it collides with another asset
Man I need a doc or something with every characters persona names in the file
holdon for a sec
all of the prefabs are ps_<name>.prefab
The goat ๐
Just double checking but you have some doubles on here like soy - Mandrin is there twice is that just a mistake?
ah yea
for some reason soy is in the thief table twice in the CN version
same with enco
well its id'd like the swimsuit variants or mont fs but its just the same char data
soy variant soonโข?
They did just announce a 5 star Soy
Whos enco?
luce iirc
Ah he also got a 5 star announced with soy
Actually I've been thinking when we import characters into unity there are some shaders that come with any idea what they are for?
They come with shaders? I haven't seen that
Yes
assetripper makes dummy shaders
because they normally use custom shaders
the shaders are only there if you're ripping the shaders bundle but its not very useful
I celebrate the day we can finally decompile the shader 
Ohhhh okay I was wondering cuz one of them has text in different languages so I didn't know if it was real or not
yeah they like to name their shader params in chinese sometimes
So they aren't "real" shaders?
they are real
its the p5x devs naming their shaders params in chinese
the shaders are 'real' it's just they dont have any of the actual shader code from the game, just the metadata like parameters
That's what I mean when I say real
ah then yeah
assetripper just makes a dummy shader that returns the main texture input directly
Ahh okay
do you think it's possible to make custom pk maps
i'm editing the stripes out of Manaka's striped cardigan from the side quest and prologue and, ofc, the pk classes with that
for sure
how do you think it could be made
because I know the pk is 3 maps rolled into one
you can seperate the maps
i know ps and gimp provide utilities to edit an image by color channel but pdn is a bit involved of a process since you do need to manually seperate the maps and recombine
although there are plugins to do both more easily
it's split into 3 parts, R is metal, B is shadows, and honestly idk what G is
g is smoothness
mainly for reflections
which are more visible on metallic materials
although it also affects specular reflections
i see
so what is B doing if they already have dedicated shadow maps?
b's for ambient occlusion
Hmmm the most editing would have to be the second and third one
The only issue i see is just consistency stuff
We have stuff like content aware fill, but getting the same result on two different textures is tricky
they act in different steps of the shader. its hard to explain
the first shadow map is used alongside the ramp to mix between darkcolor and bc
the ao is then applied after on the final mixed color
the shadow map is not for ao it is for self shadows like hair on face
But then again, you also haven't implemented pk textures into the shader
So for now, no need for pk texture edits, I suppose ๐ฅด
I don't suppose we have a shortcut for finding UI stuff?
I know some assets legit just have 'ui' in the name lmao
ui stuff depends
depends on what it is
most ui textures are in ui, uitex, or atlas bundles
otherwise knowing what specific bundles a ui textures in depends on what it is
character assets are referenced by the config files, while most other ui assets are referenced by their prefab
i.e for the update screen, the prefab would be UI-firstLoad-ver2.prefab
almost all ui animations are in ui_animation.bundle
What's the naming convention for sprites? I believe i can look character up by internal ID but not 100% sure
I did Katayama but realized that the body part of her sprite is outdated
There's a new one with a lighter dress tho
Here we go, the new one
They visibly lightened her dress and I think they lightened her hair a bit?
theres not rlly a naming convention for dialog sprites
some combination of character, outfit, expression, and layer
with either dashes underscore or nothing in between each element
and sometimes outfit is omitted
also all in pinyin
yeah basically
just that the keyword is sometimes omitted and some dialog sprites (like joker) use underscores instead of hyphens
I could always use Photoshop's color match but yeah
Just thought i'd show the drastic mismatch
It's been weeks and I just happen to check in here and you're still messing with this damn Akashi model lol
The power of autistic hyperfixation is strong
This has been going on for 9 months (the fixation)
And actually i've barely touched it (the akashi model)
I was too busy making these
Being insane and making the first P5X meshmods
I'm just now touching him since i finished the girl on the left just yesterday
I needed her done for renders
What should I do for this, @random hornet
make sure all the textures are correct color space
wdym
all the data textures should be set to Non-Color
ahhh
otherwise im not sure

and this isn't render preview
it's material preview
btw aaron
it only does texture replacement for now
but it also does frame dumping i believe
i already use 3dmigoto
use sRGB on the base color and darkcolor textures
i guess this is a modified one to work better with p5x in general
no matter what I try, it won't work ๐ I KNOW his textures match
or they should
so idk why it isn't working
i feel like one of the data maps has the wrong color space or something
i'd have to send you the blend
I can't find closers head prefab
closer_uniform_face_wholeexport_rig.prefab
theres no thief face prefab it just uses the uniform one
putting an outline on Mio's bangs was likely a mistake, but leaving the back outlined and the rest not makes less sense ๐ญ
without outline
I swear I tried uniform I must have spelt it wrong and not noticed
Just gonna ask, can you guys export assets from the most recent cn version?
Or does it have to be one version behind?
i export from cn
any version should work
u can install cn even without an account
thought i sent this but i guess I didn't
having this issue with my OC too, but one file should be sufficient
and Akashi has significantly less meshes and textures
Also I have no clue what data maps are
everything thats not the color
the pk, shadow, normal, etc
technically it should match w/e p5x devs import it as but idk if that information is easily accessible
Hmmm
Well, I posted Akashi with your shader there, so all you'd have to do is plugin some textures
Because I'm at a loss for what to do
i wont be able to check until this weekend
Oof
Well, it is close to thanksgiving
could anyone with cn client get me the new soy/luce models? this is gonna take a while
Ooh, YES!
I was gonna ask this too
i'll send the models if someone hasn't
by the time im done downloading
does anyone happen to know what Chiyome's internal name is? specifically for the ||Vast|| variant
aren't personas usually called their usual names?
Alright, can't wait!
Hope they'll be used in modding!
idk, I think some of them are. but some are romanized to hell, some just have a different name, and I'm pretty sure some are just straight up in CN
Morty already told me he has no plans to
Oh, of course.... there you go again with crushing my hopes...
I'm just saying what Morty told me

i have no intention of porting them
or if i do it will remain forever lost on my ssd
i think he shares a face with the base model but
includes gun / maxed sword
use the hair/face from og model
chiyome_weiyang
ye I found it not long after typing that xd
I wasn't sure if personas did the thing where a lot of their names are in chinese or super romanized or something
If you update your table or whatevs, could you let me know the ID of ||Shimotsuna's|| monstrous forms? Akashi was straightforward because he was still 'mingshi', but Katayama had been 'pianshan'
We have the concept art, buf I want to see it up close up for more details
So you're just not interested in them currently?
wasnt soemone looking for wonder with the hood
||wonder_thief_igor_body_wholeexport_rig_polySurface17||
^ the name of the asset (idk if spoiler)
its meant to have a unique mask too but i cant find it
hm ill see if i can load it in game this weekend cuz im curious
could you lob :0 nvm i got them
does it have its own rig ||wonder_thief_igor|| or is it using wonder_thief
anyway you need the wholeexport rigs to get proper rigging not just the mesh
So rn for the p5x mod and outfit mods you're just focusing on the beginning chars and maps, right?
It is
Sort of
The model makes a brief appearance in the chapter 4 finale
And by brief, i mean brief
Doesn't appear in the palace part of the finale
But its appearance defs leaves questions (within context)
no, i am not doing anything for it. i will not be doing anything for it. i suggest if you want something p5x related instead of assuming im going to do literally every single thing from the game the second itโs out, maybe try giving it a go yourself instead
What's Monts gun prefab is it just gun or wq_gun
it has it''s own one
the model we saw in the pre-rendered cutscene has become reality
wait is this model only in CN atp?
might be difficult to get it ingame on global then
Is it "wq_frost_gun_02_wholeexport_rig.prefab" or "frost_wq_gun_02_wholeexport_rig.prefab"
unless you mean mont's gun
nah i meant the new wonder thief
wq_frost_gun_02.prefab
dont ask why it breaks the naming conventions because i have no idea
So you're just giving up on it all and don't want to do it anymore?
no
Is it because of me and that I asked too much?
Look, I'm sorry.
I was just so exited for what you would do.
OFC it does
either way this help post is not the place for it lmao
Should I talk about it in the other channel then?
it's got unqiue hat bones so yeah idk if i'd work
i think its because the gun is a seperate rig (like the masks of other chars). the p3r squad has a similar naming convention on their evokers (just without the item quality in the name)
wq_makoto_gun.prefab
they all share makotos gun model tho
you know i just realized
if we can use our guns in the collab, wouldn't that be a giveaway that this is cognitive shenanigans
for p3r
I mean it's not like it was the real Tartarus anyway
no i know
but I mean to the p5x team
their guns work because cognitions
if it wasn't a cognitive space, this wouldn't apply
but everyone is treating it like some mystery when i figure it should be obvious to the p5x thieves that this is a cognitive space scenario
Listen they aren't the smartest bunch they a couple of goobers
bump (if anybody else wants to help, it'd be appreciated
)
update: I found the first phase, still looking for second phase
first phase is sd_xiajinming_tonghua
okay this is interesting
so i'm still looking for phase 2, but it looks like a 3rd akashi model is in the files
it...doesn't look any different from the regular one and n_mingshi_jq (which is used for the flashbacks in the palace)
it's called n_mingshilei
could it be a placeholder for a future model?
i dont know how p5x works, but for genshin they use keqings model as a placeholder for new characters
who knows? It's highly unlikely Akashi will ever return, even as a phantom idol
||After all, he was stabbed by a homeless man (assumed to be a former victim of his) at the end of chapter 3 and died, so yeah||
new diffuse
(i think thats new?)
huh
i dont really keep up with this game tbh, so i have no idea if thats new
maybe they're reusing it for an npc?
possibly
theres some stuff relating to chibo, which i know was also used for ikenamis parents
but what's bizarre is that mingshilei also used Akashi's face model
as well as the same hair model
yeah I saw those earlier
could you check out the whole mingshilei model? how it looks textured and all
atm i'm trying to locate the model for shimotsuna's second phase battle
huh
mild spoiler, but Akashi's hair is naturally brown
but this looks like a lighter shade
huh...i thought the hair model looked awfully lower
this feels like an insult to Akashi, ngl but whatever BWS
it feels like an odd choice, given that Akashi is a higher-poly npc model, rather than the generic low-poly npc model
here's what his TV station ID showed him as
broken body likely refers to ||the figurine of Shoki's mother that Shimotsuna broke in half in this update||
yup
literally snaps it in half during the scene
also interestingly enough, Seiji's irl model has one with 'jq' in the name as well, same as Akashi's flashback model
no wonder you struggled
it's in role_4cf66e83
i be looking for the second phase of shimotsuna's battle and i find everything but it, i swear
Anyone have a download for all the models or Luce's models(all outfits)?
Or is it there and I just need to find it somewhere?
I also need help using the model for the first time, how to apply the materials, and what these are(The stick objects):
I want to make the model simple as possible if I can, for what I'm doing with it
Especially for the materials
ah i should've looked by container
those are empties, you can just delete them, up here you can toggle stuff so it only shows emtpies, then you can just delete them all
materials aren't applied by default, you have to do it manually
press on this icon, then the +, click on the yellow circle and change it to image texture, then select the BC texture
there's more complicated setups, but that's the easiest
Btw i got an answer to the mingshilei model
it's akashi's younger brother
"it's a character in Luce's COOP event, his name(in the dialog) is ็ดฏ(lei), but n_mingshilei_head_wholeexport_rig.prefab's name is ๆ็ณไบฌๅผๅผๅคด, which means Akashi's little brother's head"
My mind is reeling tho
I joked to myself that it was probably his sibling or something, but i didn't expect to be right
I figured it was more likely they were pulling something similar to Marian's dad and Yamagoshi where it was essentially the same model but different colors
Oh god i'm so curious though, I have to know the context
@torn kindle Akashi has a younger brother (literally, i am not joking)
i wonder if the datamine crowd is having a cow because they may have changed how the db keys work
at least my tools are broken that auto derive the keys
Aaron are you able to pull the dialogue for Luce's confidant.
I am dying to know what the deal with Akashi's little brother is
I know you can't look now
But would you be able to locate it please?
Now that I look at this without a blue light filter, it looks like the same shade as the right half of Akashi's hair
Angst time?
Guys...I just got confirmation from a brief snippet of Luce's confidant that somebody posted that n_mingshilei IS Akashi's little brother
Lmao
I feel bad for him
The translation:
||Ikenami Seiki: "I've never hated my parents. I've always respected them, both now and in the past."
Rui: "I see..."
Rui: "That's true. If it's a 'rumor,' then it proves your parents weren't wrong..."
Rui: "Unlike my brother... a real 'villain'..."
Ikenami Seiki: "Huh?"
Rui: "Ah... my brother was a criminal... no, to be precise, he was also a victim of crime."
Rui: "He's dead... but it was later revealed that he actually did a lot of bad things behind the scenes."
Rui: "As a result, even though our family didn't do anything, the media kept chasing us everywhere."
Ikenami Seiki: Th-I see...
Rui: "I feel like I'm being watched everywhere I go, and I can't even work part-time at university..."
Rui: "Whenever I go home, or go to a manga cafe to be alone, I always think about those bad things..."
Rui: "So, this place is actually quite suitable." "Rei: "The noise is just right; just staring at the screen can kill time..." Ikenami Seiki: "Mr. Rei..."
Rei: "Sorry, I said something strange. But..."
Rei: "Maybe it was meddling, but be careful not to commit a crime. Your work is under a lot of scrutiny..."||
From the looks of it, the translation of his name from chinese to japanese is probably Rui
no shot they use the string "BlackWings" to obfuscate the key
i figurd it out
i may or may not have asked ai to convert some of the decompiled pseudo code for me
i know half of it is just base64 encoding but for some reason their base 64 encoding implementation is weird with padding
Is this just you decompiling files for CN to access stuff like dialogue and internal workings?
yeah
Oooo
I must know more about Rui....
If you're up for looking for the dialogue
If not, I totally get it
I'm being a pest right now haha ๐ญ
I just think this is sick since we never had an evil palace ruler further expanded on, let alone after their palace
It's usually all said and done
So the fact that the little brother thing is true is exciting
I don't count Katayama and Futaba because they both ended up being a playable character with their own respective confidants
(It doesn't help that this is related Akashi)
if you're willing to sift thru the huge dialog file thats in cn i can send it
Granted what we may get is crumbs, but it's shocking Rui exists - especially since it's outside the context of the main plot

Thankfully I already know what character (symbol) to look for
hmmm...
i try inputting '็ดฏ' into the search, but i'm mainly getting results from collabs or mainstory
and it's usually related to exercise, energy, exhaustion, etc
i tried using search to look up a snippet from the dialogue somebody posted but no results
ah, i found a line
but not under his name, unfortunately
i just looked for a snippet of one of the sentences he spoke
he doesn't have a portrait, so it's just 'AAAAA=='
oh wait
it shows his model name
https://github.com/ML-Dev-Hub/csv_trans
I would use this to translate the whole table but i don't understand this
also it seems like the TWINS_THIEF_UNION param was removed
oh? interesting

