#P5X Model Exporting

1 messages ยท Page 5 of 1

random hornet
#

to what extent? models? anims? timelines? ui?

torn kindle
#

just models their textures and anims

torn kindle
random hornet
#

oh wait their personas arent in here ill fix tht

#

fixd

random hornet
#

didnt include timelines but theyre mostly named appopriately, either tl_<charactername>, tl_p3r, or tl_assist bundles have the timelines for p3r chars

restive basalt
#

do the models even use outlines for the hair

#

it doesn't look like it

restive basalt
#

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

restive basalt
random hornet
spiral pendant
#

they have vertex colors on them so I'd assume so

random hornet
#

yeah ik wonder does. the vert colors have black on the tips of the hair and red everywhere else

zinc dirge
#

Does Yui have stroke texture?

restive basalt
#

I can get away with none in the render because of the lighting but yeah ๐Ÿ˜ญ

#

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

spiral pendant
#

random question, but are you using Eevee Next?

restive basalt
#

No, I am married to 3.6

spiral pendant
#

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

restive basalt
#

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

spiral pendant
random hornet
#

stacked geometry can cause rendering issues on eevee

#

how are you doing backface culling, through the material option?

restive basalt
#

Yes

#

And i inverted the normals

#

If you uncheck backface culling and do alpha blend, same results

spiral pendant
#

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

random hornet
#

also technically non destructive

restive basalt
spiral pendant
#

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

restive basalt
#

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

random hornet
#

you can make vertex weights or color

#

yourself

restive basalt
#

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 femcmad

random hornet
#

did you make a new vertex group first

restive basalt
#

no

#

there's a color attribute I added

random hornet
#

right i meant the color attribute

#

oops

restive basalt
#

what color should i make it? just black?

random hornet
#

yeah

#

theres options to replace the color of everything

restive basalt
#

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

random hornet
#

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

restive basalt
#

there we go

random hornet
#

altho ive changed it a bit since, specifically the set material part. it didnt handle parts that use multiple materials like the face well

restive basalt
#

do I duplicate the meshes for the outline and just put what you did for wonder?

random hornet
#

you shouldnt need to dupe anything

restive basalt
#

hm

random hornet
#

just make the whole mesh red in vertex paint

restive basalt
#

on wonder, there's two materials: his hair and a material named outline

random hornet
#

yeah ive since changed it to use one material for both

#

geo nodes

restive basalt
#

๐Ÿฅฒ
do you have the updated blend?

random hornet
#

oh yeah i added an input to the geo nodes to set the width but thats not necessary

restive basalt
#

is there anything I need to plug in?

#

there's two nodes floating around, not plugged into anything

random hornet
#

where

#

oh yeah theres a corners of face floating in the geo nodes oops, that shouldnt need to be used

restive basalt
#

yeah, named attribute and corners of face

random hornet
#

named attribute should be connected

restive basalt
#

i meant value oops

random hornet
#

oh

#

in the geo nodes?

restive basalt
#

yeah

random hornet
#

hm

#

its probably fine

restive basalt
#

wonder is still showing an outline material hm

random hornet
#

oh the outfit one is not used

#

i just hadnt deleted it

restive basalt
#

ah

#

this is with the shader and geometry nodes

random hornet
#

what do the geo nodes look like

restive basalt
#

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)

random hornet
#

yeah ive removed merge by distance

#

look at the geo nodes in my blend file

restive basalt
#

this is what happens when that is hooked up

random hornet
#

you can also directly import node groups from other blend files using File > Append

#

you select the other blend file then nodetree

restive basalt
#

the one called outline, right?

random hornet
#

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

restive basalt
random hornet
#

hm

#

well does the imported nodetree work

restive basalt
#

without the merge distance removed

#

it looks like it still displays as black even when it is removed

random hornet
#

did you import from the right blend file

#

thats still the old node group

restive basalt
#

yes

#

i probably chose the wrog existing node group

random hornet
#

the current node group looks like this

#

the blend file should only have 1 node group in it

restive basalt
random hornet
#

there

restive basalt
#

no change

random hornet
#

hm

restive basalt
#

i mean, I can send you the blend

random hornet
#

does your material have backface culling

restive basalt
#

yes

random hornet
#

yeah send me the blend ig

restive basalt
#

but it stays black with or without it enabled

random hornet
#

the p5x shader is also the old one

restive basalt
#

they're just there from before you sent me the new one

random hornet
#

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

restive basalt
#

RIP ๐Ÿ’”

#

I prefer to use 3.6, honestly
But don't force yourself to accomodate if you don't want to

random hornet
#

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

restive basalt
random hornet
#

oh wait you said these were from p5s?

restive basalt
#

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?

random hornet
#

theyre correct

restive basalt
#

you said you removed merge duplicated geometry

random hornet
#

yeah

restive basalt
#

which i did but it looks like this

random hornet
#

i didnt delete the join geometry node

restive basalt
#

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

restive basalt
#

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

random hornet
#

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

restive basalt
random hornet
#

yes there was

#

you deleted the shape key but that doesnt remove the geometry

restive basalt
#

i see

#

i guess I import from old save

random hornet
#

this is what i mean when i described it as destructive

restive basalt
#

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

random hornet
#

i used 3.6

restive basalt
#

no, i know
but you said there was a bug in 3.6

random hornet
#

oh it just had to do with multiple uv maps

#

just remove the extra uv maps from the hair

#

keep the first one

restive basalt
#

What would I do for characters that didn't export with color attributes?

#

Obviously they aren't all one color

random hornet
#

what character doesnt export with color attributes?

#

a lot of npcs dont because they have a constant outline thickness

restive basalt
#

Idk about Akashi since I haven't looked at him

random hornet
#

oh then yeah she definitely should have vertex colors

#

thats odd

restive basalt
#

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

restive basalt
#

customoutline

restive basalt
#

although if there's any positives, this build didn't have her boob moving with her head

restive basalt
#

@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 ๐Ÿค”

spiral pendant
#

so for the purposes of ripping characters into P5, is there a way to rip weapons/guns separately in Unity without breaking anything?

restive basalt
#

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

spiral pendant
#

Riko's do, although idk why because it doesn't look like those bones move in any of her animations

spiral pendant
#

okay I guess just importing them separately in Unity works

random hornet
#

if the prefab is called bs_ or wq_ at the start then it has its own skeleton

zinc dirge
#

Chords persona is ps_calliope.prefab yeah?

random hornet
random hornet
#

he so wide

restive basalt
#

Oooo we got image previews now? ๐Ÿ‘€

zinc dirge
restive basalt
#

It's more like sometimes they spell the personas names slightly wrong
The same happened for Berry's and Vino's

zinc dirge
#

Ah true

zinc dirge
#

I've noticed chord has a silk_mask texture I wonder what it's for

zinc dirge
#

Someone here has export all the textures yeah?

restive basalt
#

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

zinc dirge
#

P5x theories model drive?

restive basalt
#

Yup

random hornet
spiral pendant
#

they do a lot of weird stuff for stockings I've noticed

#

and it doesn't even seem consistent from character to character

restive basalt
#

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

spiral pendant
#

sure but I'm talking about inconsistency between playable characters lol

random hornet
#

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

random hornet
#

wdym

zinc dirge
#

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

restive basalt
#

do the p5 collab palaces have prefixes like the main palaces do?

#

if so, which one is the one for futaba's palace

random hornet
#

yeah it would seem so

#

the prefix for hers is jzt

restive basalt
#

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

restive basalt
#

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

zinc dirge
#

I don't have global or JP "ready" for file searching

restive basalt
#

Well, anyone in general works

zinc dirge
#

I've got tiwan idk if that has what your looking for

spiral pendant
#

if nothing else, I think Spriter's Resource has P5X stuff

#

but uh...yeah

zinc dirge
#

I've ran into my own issues Chord doesn't wanna export with her blend shapes

restive basalt
restive basalt
#

The ones on the left are in the og servers while the right is exclusive to global and jp (and SEA)

torn kindle
restive basalt
torn kindle
#

im working rn

restive basalt
#

๐Ÿ˜”

#

after work?

torn kindle
#

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 itsad_uwu

#

so im locking in

restive basalt
# torn kindle 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

spiral pendant
#

I wonder, would it be possible to do something with the whole import/export process to separate all the unrigged bones?

random hornet
restive basalt
#

the json for Riko's global sprite

random hornet
#

the game doesnt use a json tho

#

what does the json look like

restive basalt
random hornet
#

ohh that

restive basalt
#

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

random hornet
restive basalt
#

katayama โค๏ธ ....

#

yeah I'm trying to get that and global riko sprites

#

specifically global

random hornet
#

so what u need the pngs and the json files

restive basalt
#

yeah

#

i would but uhhhh

random hornet
#

alr

random hornet
restive basalt
#

yes!! thank you

random hornet
#

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

restive basalt
#

interesting

#

does the metaverse one also apply to ||Wind Vast||

random hornet
#

nah that one has its own

#

UI-DialogShader-guaidao01-lizi-weiyang

#

global references it but the file doesnt exist yet

random hornet
#

sometimes instead of shortening reload to P3R, some files shorten it to PTR

#

which is sillly

restive basalt
#

tha's certainly a silly choice ๐Ÿ˜ญ

restive basalt
random hornet
#

since global is a mismash of versions it has a lot of files it references that dont exist

#

or even missing bundle dependencies

restive basalt
random hornet
#

none of them use it

restive basalt
#

Then does that mean the non-swimsuit one is for her regular and metaverse sprites?

random hornet
#

yeah

#

for all layers

#

altho different layers can use different gradients

#

i.e merope uses common none on her hair layer

restive basalt
#

i'm using the automated chainner project morty made

random hornet
#

hm im not sure how that works

restive basalt
#

so i only need to input the pics and it does the rest of the work

random hornet
#

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

restive basalt
#

Morty out cold by now
he's in the ol UK

#

yeah idk if this was the right gradient

#

with common-none

random hornet
#

hm

restive basalt
#

the swimsuit json

restive basalt
fringe kite
#

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

restive basalt
#

Mayumi spotted

random hornet
#

wide hours

restive basalt
#

It's clipping through his face ๐Ÿ˜‚

restive basalt
random hornet
restive basalt
#

Does Makoto's sprite already have a gradient?

random hornet
#

yeah

#

im not doing filtering yet

restive basalt
#

Filtering what?

random hornet
#

i dont apply the gradient from the dialog shader params

restive basalt
#

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

random hornet
#

oke yeah the "headMask" doesnt get a mat param at all

zinc dirge
#

What's the file names with blend shapes again?

random hornet
#

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"

restive basalt
#

what ๐Ÿ˜ญ

zinc dirge
#

That's crazy

zinc dirge
zinc dirge
#

Alright I'm losing my mind

#

Okay so I have both Chord and Okyann who don't hate blend shapes in their BS

restive basalt
#

did you look for all dependencies and everything? as a double-check

zinc dirge
#

Yeah idk if ik missing something or what

#

If someone could help me I would appreciate it

random hornet
#

check if they have a uniform face with blendshapes

zinc dirge
#

So I have Okyann_thief_head_wholeexport_rig_bs_okyann_uniform_face which doesn't have the blend shapes

zinc dirge
restive basalt
#

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

zinc dirge
#

Okay so I must be doing something wrong Chord Okyann and Riddle BS files don't have blend shapes

spiral pendant
#

do you have Export blendshape turned off in Assetstudio's export options?

zinc dirge
#

It's unity

spiral pendant
#

try doing the build method then if exporting them through Unity isn't working I guess

zinc dirge
#

It's importing them to unity

random hornet
#

so close yet so far, too yellow

zinc dirge
#

Niice

#

Your building this your self yeah?

random hornet
#

yeah

zinc dirge
#

Have you tried getting character shaders is that possible with what you're setting up?

random hornet
#

i did try that but it didnt lead to a functional shader

#

the decompiler broke it

zinc dirge
#

Hm that's a shame

random hornet
#

im not sure which section it broke and why its broken

zinc dirge
#

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

random hornet
#

no

#

chord's normal face is n_GuitarGirl_head_wholeexport_rig

zinc dirge
#

Hm than why does her thief face BS refuse to give me blend shapes

zinc dirge
#

What's messa's head file name

zinc dirge
#

I've tried both thief and normal

random hornet
zinc dirge
#

I tried that lemme try again

#

Ofc it works dark

restive basalt
#

I just wish everytime you tried to rip the game's shader that it wouldn't fail ๐Ÿ˜”

random hornet
#

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

restive basalt
#

How did it output?

random hornet
#

imported in unity gives a bunch of syntax errors and resolving all of them just showed as all black in the editor

restive basalt
#

Oh wow
Idek what i'd do with it
But a file like that is openable in unity, right? hmm

#

Oops

#

I see

restive basalt
#

Hmmmm
Surely there must be some way to dump it in a functional manner

random hornet
#

yippee

spiral pendant
#

what this ๐Ÿ‘€

random hornet
#

just working on asset reading more

#

ill get it out eventually but idk

spiral pendant
#

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

random hornet
#

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

spiral pendant
#

I wonder if that's what resulted in some of the actual bones getting tagged as empties initially

spiral pendant
#

I know there are bones that I imagine have to be used that don't get that Deform tag though

random hornet
#

odd

spiral pendant
#

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

random hornet
#

well masks are weird because

#

they're attached in code

#

at runtime

#

idk its weird

#

same with some characters guns

#

or weapons

spiral pendant
#

๐Ÿคจ

#

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

random hornet
#

well they have a fade effect

#

but i don't think thats why theyre separated the way they are

spiral pendant
#

I'd assume that's just material animation since that's what P5R does

random hornet
#

yeah i believe so

#

and some particles

spiral pendant
random hornet
#

well technically its not deforming

#

it only moves other bones that are deforming

spiral pendant
#

yeah, just something else I noticed that wouldn't really make that entirely foolproof either

random hornet
#

well ig a simple rule would be remove bones that are both: non deforming and dont have deforming children

zinc dirge
#

Did we ever figure out what those weird face Matcaps are for

random hornet
#

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

zinc dirge
#

No the ones labeled matcap

#

One sec lemme grab it

#

pretty sure it's for eyes

random hornet
#

oh yeah the eyes have 2 matcaps

#

they're fake reflections

zinc dirge
#

2?

random hornet
#

it stacks them both with different mapping

zinc dirge
#

What do you mean different mapping?

spiral pendant
#

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

random hornet
#

these at least are pretty noticible if you're looking for it

random hornet
zinc dirge
#

Do eyes have outlines

random hornet
#

they do not

zinc dirge
#

Okay I think I almost got Bui as perfect as I can with poiyomi

spiral pendant
#

when it comes to faces, eyes and mouths are almost always masked off for outlines

random hornet
#

does poiyomi let you use color attribute for outline width

zinc dirge
#

vertex color

random hornet
#

then yeah

#

it should just work

zinc dirge
#

it also has a rendering mode for SDF texture for faces

random hornet
#

technically p5x changes the outline width based on camera distance but thats not really necessary

zinc dirge
#

It's just dark textures i don't know if I can use but I also just don't understand what it's for

zinc dirge
random hornet
#

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

zinc dirge
#

Just gotta wait for the real shader lol

spiral pendant
random hornet
#

yeah the red channel is the outline width multiplier

#

and then the material defines its own outline width, most do 0.002

spiral pendant
#

๐Ÿคจ

#

huh

random hornet
#

wait no the material has 2 outline widths

#

i assume a minimum outline size and maximum outline size

zinc dirge
#

idk maybe I can plug it into one of these lol the dark texture

#

Oh what about the ramp texture

random hornet
#

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

spiral pendant
#

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?

random hornet
#

no, no reason

spiral pendant
#

ah

#

you ever find out anything concrete on the pk textures?

zinc dirge
#

if I use ramp this happens

random hornet
#

what are your settings

zinc dirge
#

moved some stuff and got this

#

Here's how she's looking on PC

zinc dirge
#

Do weapons have outlines

spiral pendant
#

they have stroke textures, so I'd assume so

zinc dirge
#

Do they?

#

Actually do OG characters have stroke cuz I haven't seen them for Bui Rin Soy and Moko

spiral pendant
#

probably just missing something, I've seen them for every character I've ripped so far

zinc dirge
#

Who do you have?

#

I only found them for Berry and Howler

spiral pendant
#

Kotone, Merope, Riko, Yui, and the P5/P3R characters

zinc dirge
#

You have Yui? is it sp yui or og?

spiral pendant
#

just her normal outfit I believe

zinc dirge
#

Hm

restive basalt
spiral pendant
#

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

random hornet
#

iirc
red - shadow/AO
green - smoothness
blue - metallic

spiral pendant
#

wait blue is metallic? ๐Ÿ˜•

random hornet
#

wait no

#

red - metallic
green - smoothness
blue - brightness/AO

#

i got it backwards

restive basalt
#

Dwine figured it out first a while back but yeah

#

X - Red
Y - Green
Z - Blue
^
|
for separate XYZ

spiral pendant
#

what does "smoothness" mean then?

zinc dirge
#

Roughness I believe

zinc dirge
#

Wait the eyelids aren't black?

spiral pendant
#

wdym?

zinc dirge
#

I thought they where a transparent black but I got a eyelid material and it's a dark blue transparent

spiral pendant
#

on Yui?

zinc dirge
#

Rin

spiral pendant
#

weird

zinc dirge
#

Ik

#

Which leads me to my next question how difficult is it to data transfer blend shapes lol

spiral pendant
#

why you trying to data transfer them?

zinc dirge
#

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

spiral pendant
#

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

restive basalt
#

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

spiral pendant
#

weird, I looked through like every video of her I could find and didn't see it at all

spiral pendant
#

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

restive basalt
zinc dirge
#

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

restive basalt
#

it should be under the id of 'why' i believe? and usually weapons have weapon in the name

random hornet
#

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

zinc dirge
#

I need a screenshot of it in game

zinc dirge
#

Where are the player.logs located again?

random hornet
#

%userprofile%\AppData\LocalLow\SEGA\p5x_en

zinc dirge
#

So I was able to get the whole companio unity file

random hornet
#

thats somethin

spiral pendant
#

๐Ÿ˜ฐ

restive basalt
random hornet
#

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

random hornet
#

basically a few bundles didnt extract correctly when doing it via the python script

restive basalt
#

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

random hornet
#

well those hoops have mostly been hooped

#

my model loading is still broken tho

#

a lot of faces are missing

restive basalt
#

Ahh

#

I think something is better than nothing, tbh

random hornet
random hornet
#

i only just realized all the p5x thieves have an A pose and the p5 and p3r chars have a T pose

spiral pendant
#

Kotone's casual outfit is T posed

#

Otherwise, that usually seems to be the case

zinc dirge
#

The P5 and P3R are the models from Atlus yeah?

spiral pendant
#

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

zinc dirge
#

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

zinc dirge
#

Oh yeah can someone let me know what file messa's hair is in I can't find it

restive basalt
restive basalt
restive basalt
zinc dirge
#

She is

zinc dirge
#

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

restive basalt
#

@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

#

Before

random hornet
#

should be bui_uniform for her game outfit

restive basalt
#

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

zinc dirge
#

What is messa's matcap dark

spiral pendant
restive basalt
#

the mmo, yes

#

wonder's in-game avatar is also called unreal

random hornet
#

wdym

#

its called wonder_gamer

restive basalt
#

oh, really? i thought it was unreal as well

zinc dirge
#

I put messa in Yuis animation opps

restive basalt
#

lmao

#

rip kira

restive basalt
random hornet
#

bui_sp

fringe kite
fringe kite
gloomy estuaryBOT
random hornet
#

we'll see

random hornet
#

just gotta wait until november 19th 10 pm est

zinc dirge
#

Monts rig is really something interesting

spiral pendant
#

that's a word for it

zinc dirge
#

It um just doesn't? Idk how else to say it

#

It's even worse in unity

restive basalt
random hornet
#

so asset extracting should be fine

#

but idk for sure

random hornet
#

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

restive basalt
#

So from now on we have to extract both with each update?

zinc dirge
restive basalt
#

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

zinc dirge
#

I found another ramp texture

restive basalt
#

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

zinc dirge
#

There definitely is but I'm not smart enough to know

restive basalt
#

Neither am i ๐Ÿฅด

#

Is the matcap even possible tho? I could swear matcaps are a unity thing

random hornet
#

you can apply matcaps in the blender shader editor

restive basalt
zinc dirge
#

What file is Winds swing in

restive basalt
#

Good question
Tbh i think it's a part of her persona model

#

So check that out

zinc dirge
#

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

restive basalt
#

The kite/plane there is also what guides Riko through the palace until she reaches the team and later awakens fully

zinc dirge
#

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

restive basalt
#

It may be used in a scene where the kite/plane is out of sight from the player

zinc dirge
#

Maybe

#

Welp I'm off go bed it's 5 in the morning

zinc dirge
#

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

zinc dirge
#

Does wind have a normal map for her hair

restive basalt
random hornet
#

its on the title screen

#

the download menu

random hornet
#

id be very surprised if at least the script changes didnt make it to global soon

restive basalt
#

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

random hornet
#

๐Ÿ˜ญ

random hornet
#

oh but yea i finishd reversing the Lua_ifiles so now i can read lua scripts in the cn version again

restive basalt
random hornet
#

this is with

#

after downloading everything except chinese dub

restive basalt
#

๐Ÿ—ฟ

random hornet
#

idk if im misremembering but this seems bigger

#

or not as much a savings as they said

restive basalt
#

So...how are things gonna be moving forward then?

random hornet
#

basically the same as before, just that now the bin folder has very few assets

#

basically just wonder, cattle, joker

restive basalt
#

But which do we use now? We have that script Sereno made that was typically used for getting rid of the pesky dummy ecryption

random hornet
#

yeah u can use tht

#

that should work

restive basalt
#

And since the fileindex we use to access for everything is so small now, how to we extract everything? femcmad
DC's thing specifically reads the fileindex where almost all the stuff used to be

random hornet
#

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

spiral pendant
#

"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

restive basalt
spiral pendant
#

those texture maps can't be too important if they just decide not to make them sometimes

lofty wolf
#

Does that mean... We're back to where we were before because of the client update?

random hornet
#

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

random hornet
#

thanks p5x devs for the descriptive properties "Param1" and "Param2"

zinc dirge
#

What's Key's persona name

random hornet
zinc dirge
#

Why can't they just keep the spelling consistent

restive basalt
#

romanization, that's why

restive basalt
#

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

random hornet
#

it should be fine

#

it reads both from the file index and from outerpackage

restive basalt
#

ohhhh okay

#

that makes sense

#

seeing as update files used to get added to outerpackage in the past

restive basalt
#

Remember kids, if you love yourself you won't make a p5x meshmod
(I'm re-painting the bangs by hand)

restive basalt
#

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

random hornet
#

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

restive basalt
#

ahhh

storm cloak
random hornet
#

peak obfuscation method troll240p

random hornet
#

i was surprised they didnt use it for their new lua map, they use the first half of a sha256 hash instead

storm cloak
random hornet
#

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

zinc dirge
#

Man I need a doc or something with every characters persona names in the file

random hornet
#

holdon for a sec

zinc dirge
#

The goat ๐Ÿ

#

Just double checking but you have some doubles on here like soy - Mandrin is there twice is that just a mistake?

random hornet
#

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 soonโ„ข?

zinc dirge
#

They did just announce a 5 star Soy

random hornet
#

ahh

#

then yeah thats why the dupe is there

zinc dirge
#

Whos enco?

random hornet
#

luce iirc

zinc dirge
#

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?

restive basalt
restive basalt
random hornet
#

because they normally use custom shaders

#

the shaders are only there if you're ripping the shaders bundle but its not very useful

restive basalt
#

I celebrate the day we can finally decompile the shader femcsigh

zinc dirge
random hornet
#

yeah they like to name their shader params in chinese sometimes

zinc dirge
random hornet
#

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

zinc dirge
#

That's what I mean when I say real

random hornet
#

ah then yeah

#

assetripper just makes a dummy shader that returns the main texture input directly

zinc dirge
#

Ahh okay

restive basalt
#

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

random hornet
#

for sure

restive basalt
#

how do you think it could be made

#

because I know the pk is 3 maps rolled into one

random hornet
#

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

fringe kite
random hornet
#

g is smoothness

#

mainly for reflections

#

which are more visible on metallic materials

#

although it also affects specular reflections

fringe kite
#

i see

spiral pendant
#

so what is B doing if they already have dedicated shadow maps?

torn kindle
#

b's for ambient occlusion

restive basalt
#

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

random hornet
#

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

restive basalt
#

But then again, you also haven't implemented pk textures into the shader

#

So for now, no need for pk texture edits, I suppose ๐Ÿฅด

spiral pendant
#

I don't suppose we have a shortcut for finding UI stuff?

restive basalt
#

I know some assets legit just have 'ui' in the name lmao

random hornet
#

ui stuff depends

#

depends on what it is

#

most ui textures are in ui, uitex, or atlas bundles

random hornet
#

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

restive basalt
#

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?

random hornet
#

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

restive basalt
random hornet
#

yeah basically

#

just that the keyword is sometimes omitted and some dialog sprites (like joker) use underscores instead of hyphens

restive basalt
#

๐Ÿค”

restive basalt
#

I could always use Photoshop's color match but yeah

#

Just thought i'd show the drastic mismatch

hollow blaze
restive basalt
#

I'm just now touching him since i finished the girl on the left just yesterday
I needed her done for renders

restive basalt
random hornet
restive basalt
#

wdym

random hornet
#

all the data textures should be set to Non-Color

restive basalt
#

ahhh

random hornet
#

otherwise im not sure

restive basalt
#

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

random hornet
#

i already use 3dmigoto

random hornet
restive basalt
restive basalt
restive basalt
# restive basalt

no matter what I try, it won't work ๐Ÿ˜” I KNOW his textures match
or they should

#

so idk why it isn't working

random hornet
#

i feel like one of the data maps has the wrong color space or something

restive basalt
#

i'd have to send you the blend

zinc dirge
#

I can't find closers head prefab

random hornet
#

theres no thief face prefab it just uses the uniform one

restive basalt
#

putting an outline on Mio's bangs was likely a mistake, but leaving the back outlined and the rest not makes less sense ๐Ÿ˜ญ

#

without outline

zinc dirge
lofty wolf
#

Just gonna ask, can you guys export assets from the most recent cn version?

#

Or does it have to be one version behind?

random hornet
#

i export from cn

#

any version should work

#

u can install cn even without an account

restive basalt
#

having this issue with my OC too, but one file should be sufficient

#

and Akashi has significantly less meshes and textures

restive basalt
#

Also I have no clue what data maps are

random hornet
#

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

restive basalt
random hornet
#

i wont be able to check until this weekend

restive basalt
#

Oof
Well, it is close to thanksgiving

fringe kite
#

could anyone with cn client get me the new soy/luce models? this is gonna take a while

lofty wolf
#

I was gonna ask this too

fringe kite
#

by the time im done downloading

spiral pendant
#

does anyone happen to know what Chiyome's internal name is? specifically for the ||Vast|| variant

fringe kite
#

aren't personas usually called their usual names?

lofty wolf
#

Hope they'll be used in modding!

spiral pendant
restive basalt
lofty wolf
restive basalt
torn kindle
#

i have no intention of porting them

#

or if i do it will remain forever lost on my ssd

fringe kite
#

i think he shares a face with the base model but

fringe kite
#

use the hair/face from og model

spiral pendant
#

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

restive basalt
# random hornet chiyome_weiyang

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

lofty wolf
fringe kite
#

wasnt soemone looking for wonder with the hood

fringe kite
#

^ the name of the asset (idk if spoiler)

fringe kite
#

its meant to have a unique mask too but i cant find it

random hornet
#

hm ill see if i can load it in game this weekend cuz im curious

torn kindle
#

could you lob :0 nvm i got them

random hornet
#

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

lofty wolf
restive basalt
torn kindle
zinc dirge
#

What's Monts gun prefab is it just gun or wq_gun

restive basalt
#

the model we saw in the pre-rendered cutscene has become reality

random hornet
#

wait is this model only in CN atp?

#

might be difficult to get it ingame on global then

restive basalt
#

yeah

#

only in CN atm

#

it will be in KR and TW next week

zinc dirge
#

Is it "wq_frost_gun_02_wholeexport_rig.prefab" or "frost_wq_gun_02_wholeexport_rig.prefab"

restive basalt
random hornet
#

nah i meant the new wonder thief

random hornet
#

dont ask why it breaks the naming conventions because i have no idea

lofty wolf
torn kindle
#

no

lofty wolf
#

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.

zinc dirge
torn kindle
#

either way this help post is not the place for it lmao

lofty wolf
#

Should I talk about it in the other channel then?

torn kindle
random hornet
# zinc dirge OFC it does

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

restive basalt
#

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

zinc dirge
#

I mean it's not like it was the real Tartarus anyway

restive basalt
#

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

zinc dirge
#

Listen they aren't the smartest bunch they a couple of goobers

restive basalt
restive basalt
#

update: I found the first phase, still looking for second phase

#

first phase is sd_xiajinming_tonghua

restive basalt
#

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

fringe kite
#

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

restive basalt
#

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||

restive basalt
#

huh

fringe kite
#

i dont really keep up with this game tbh, so i have no idea if thats new

restive basalt
#

maybe they're reusing it for an npc?

fringe kite
#

possibly

#

theres some stuff relating to chibo, which i know was also used for ikenamis parents

restive basalt
#

but what's bizarre is that mingshilei also used Akashi's face model

fringe kite
restive basalt
#

as well as the same hair model

restive basalt
#

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

fringe kite
#

the hair

#

seems like it reuses akashis face tex

restive basalt
#

huh

#

mild spoiler, but Akashi's hair is naturally brown
but this looks like a lighter shade

fringe kite
restive basalt
#

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

restive basalt
restive basalt
# fringe kite

broken body likely refers to ||the figurine of Shoki's mother that Shimotsuna broke in half in this update||

fringe kite
#

ah thats why

#

i was wondering why the body could ||split so cleanly|| like that

restive basalt
#

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

restive basalt
#

it's in role_4cf66e83

#

i be looking for the second phase of shimotsuna's battle and i find everything but it, i swear

lofty wolf
#

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?

lofty wolf
#

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

fringe kite
fringe kite
# lofty wolf

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

fringe kite
#

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

restive basalt
#

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 ๆ˜Ž็ŸณไบฌๅผŸๅผŸๅคด, 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

restive basalt
# fringe kite

@torn kindle Akashi has a younger brother (literally, i am not joking)

random hornet
#

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

restive basalt
#

I know you can't look now
But would you be able to locate it please?

restive basalt
# fringe kite the hair

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?

restive basalt
#

Guys...I just got confirmation from a brief snippet of Luce's confidant that somebody posted that n_mingshilei IS Akashi's little brother

random hornet
#

their family gotta get a new barber

#

kidding ofc

restive basalt
#

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

random hornet
random hornet
#

i figurd it out

#

i may or may not have asked ai to convert some of the decompiled pseudo code for me

random hornet
restive basalt
#

Is this just you decompiling files for CN to access stuff like dialogue and internal workings?

random hornet
#

yeah

restive basalt
#

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 ๐Ÿ˜ญ

#

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)

random hornet
#

if you're willing to sift thru the huge dialog file thats in cn i can send it

restive basalt
#

Granted what we may get is crumbs, but it's shocking Rui exists - especially since it's outside the context of the main plot

random hornet
restive basalt
#

Thankfully I already know what character (symbol) to look for

random hornet
#

yeah most have a speaker model name

#

or the dialog sprite name to go off of

restive basalt
#

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

restive basalt
random hornet
#

also it seems like the TWINS_THIEF_UNION param was removed

restive basalt
#

oh? interesting