#P5X Model Exporting
1 messages · Page 6 of 1
nah i pasted in in chunks into deepL
oof
this file is so big too
well I at least know to look for n_mingshilei to find his dialogue
time to translate one like at a time
for the confidant dialogue
thats weird, i dont see assets for the new soy for the update screen
p5x-theories on tumblr was struggling to find new soy's textures, alt madrin, and myrmecoleon (||Shimotsuna's|| monstrous form, second battle phase)
we both found the model for the first battle phase
see if this helps at all
from the flow of conversation during the first time his model is mentioned in the config, it appears he appeared in a prior rank
but he was listed as AAAAA== because he hadn't introduced himself
hmmm...i'm not sure what to look for
because we both looked under what would make the most sense. 'm_' would be a given, but nothing
it also isn't under her id name. her first phase is, but not the seconds
hm, im gonna try diffing it with last version and give u the list of new models
it also wasn't under 'sd_'
myrmecoleon is from the chapter 4 finale update, which was the day before yesterday i believe
have u looked at all these
m_BangHe_01.prefab
m_BangHe_02.prefab
m_macabre.prefab
m_xiajinming_yishi.prefab
m_xiajinming_yishi_shimo_01.prefab
m_xiajinming_yishi_shimo_02.prefab
m_xiajinming_yishi_shimo_03.prefab
m_xiajinming_yishi_shimo_04.prefab
I have not, but I will look
it's so weird because both of us looked up 'm_' but didn't see any of those
banghe is the false okumura
weird
i'm not seeing the shimotsuna entries in the bundles
what bundle(s) is the m_xiajinming_yishi in?
Hello?
I'm gonna ask again, does anyone have a download to all of Luce's models?
Or all the models in general?
First things first, download Unity Hub here: https://unity.com/download From here, download Unity version 2022.3.49f1. For this process, we’ll also need AssetStudioMod, AssetRipper, and Better FBX Importer (optional but recommended): https://github.com/aelurum/AssetStudio https://github.com/Ass...
oh, wow
Rui actually has his own animator
i legit figured they'd just reuse Akashi's
I'M SOBBING THEY LITERALLY DIDN'T DO ANYTHING DIFFERENT FOR RUI'S FACE LMAO
IT STILL HAS ALL THE AKASHI SHAPE KEYS
So no specific download for the models just yet
This may sound lazy but I'm not willing to go through the exporting process myself
You have to do it yourself
If you're really desperate for the models, Xelandis on deviantart has been uploading rigged p5x models. Luce has not been ripped and uploaded yet, but he's definitely on the list, seeing as Xelandis intends to rip all the major characters
Then I guess no Luce in the meantime
I don't want to sound mean when I say this, but you shouldn't expect others to rip a bunch of models for you. There have been some downloads posted her in chat, yes, but that was because some of us were struggling to find and get ahold of a character or were saving time by sharing it. By learning the process, lazy or not, you can have any model you want without having to cross your fingers and hope somebody will post a download
I understand it can be a bit tedious, but your only choices are to learn the process or wait around until Xelandis uploads (he's been slacking a bit lately tho)
oh wait is the 5* soy not out yet
his model is
but a lot of data related to him as a party member is missing or wrong
like his thief entry says his model is still just soy instead of soy_sp_thief
Weird
Yeah my friend couldn't find his textures
And couldn't find myrmecoleon AT ALL
Yet found the first phase of battle
Though that model seemed to be missing its pedestal
They searched both bin and outerpackage
is his persona actually in the game tho?
like is it visible
because i dont see any new persona models besides ps_ghino_sp which is luce's
yes
in the finale i believe you're forced to put luce and soy on your team so they are there
and iirc you see the personas in a cutscene? but there were definitely in the boss battle
my friend was also struggling to find the new Mandrin
i dont see footage of the new soy actually showing in battle
he talks and i can find his portrait
but it seems like soys persona only shows in a prerendered cutscene if at all
and for the actual fight you only get the 5* luce not soy
huh
hm
then that makes no sense
my friend found his model
yeah i didnt see any images besides the dialog portraits
hmmm
i guess we'll get him a bit later down the line
likely 2 weeks from now? let me double check
oh what is the name ppl are calling new luce variant? i think the cn name translates literally to eternal night
i've seen eternal night but also just 'night'
i believe officially it's called notte
uhh, there's 'night', 'eternal night', 'notte eterna', 'notte nocturne'
so it's really just pick what you want
but Notte seems to be the official name
I understand. I thought it would be an archive for everyone here.
just learned that Chibo is Ikenami/Shoki
I'm too curious to wait for YT, so i'm watching the synergy on bilibili and his name is sometimes translated by google as 'chibo'
ah, Shoki finally said Rui's name out loud
It's definitely Rui
also this update added the noir maid outfit to the files
idk if its available yet tho
actually it seems like its not in the files just the model table
Interesting
Now if only i could get ahold of myrmecoleon
Like
Why is not in the files, I updated the game
They probably do the add to the table in advance to save time, ig
do yk its internal name or anything
also have you looked at these yet
m_xiajinming_yishi.prefab
m_xiajinming_yishi_shimo_01.prefab
m_xiajinming_yishi_shimo_02.prefab
m_xiajinming_yishi_shimo_03.prefab
m_xiajinming_yishi_shimo_04.prefab
because it does seem like what you're looking for given its image (every model has an image entry, used for their turn in the turn rotation)
look into these bundles
└─ role_6bc91310.bundle
├─ anim_playable4aae23d5.bundle
├─ program_mat.bundle
└─ shared_375bf5bd.bundle
└─ role_2db7b96.bundle
├─ anim_playable5c8881b8.bundle
├─ shared_2c919f28.bundle
├─ shared_2dc8a107.bundle
├─ shared_4fc16cdf.bundle
├─ shared_5692b2b1.bundle
└─ shared_58ffa42.bundle
└─ role_7a413ba1.bundle
└─ role_71a6fbac.bundle
└─ role_690cbbb7.bundle
YES THAT
The issue is in asset studio, those models weren't showing up when I searched
Yeah
Cause it has a bow
those bundles aren't even in the folders/files
i'll open p5x and see if i maybe missed something
oh yeah make sure u downloaded the new palace assets
its a seperate download in the menu
or just open the game and hit the download all button in the top right
Had to reinstall the game since I kept getting in a loading loop
thats odd
getting stuck on the "take your time" screen means that its struggling to connect to the onesdk servers i think
It's just bizarre because ||shimotsuna's|| first stage was in the files, but not the second
i see i see
Yes, that monster
That wasn't in the files but this one was
But i'm just reinstalling P5X and re-dumping it
Do you know what other features you're gonna add to your still WIP application? 
it seems like some chars load a different hair mesh when they have their mask on
mainly fox
which is interesting
fox swaps to a model with his bangs shrunken so they dont clip with his mask
Yes I see it cuz my PC takes years to load so I can see his hair clips through the mask for a bit before it switches
looks like that fresh install fixed things
it also doesnt help that p5x's asset system is complete buns
your hdd has to work overdrive just to load a png
is it really a unity tool if it doesnt destroy your memory
well im at a bit of an impasse. its the fault of my caching system, but removing it makes things take longer to load as it sometimes unloads a bundle and then a little bit after needs it again
i hadnt seen this yet lmao (ch4 stuff)
That silhouette just makes me think of the little alien guys from Toy Story
its partially unitys assetbundles sucking but also i doubt unity's asset bundle system was made with a game with almost 30,000 bundles in mind
I'd imagine not, especially not with the game using a Unity version from what, 2022?
yeah, 2022.3.49f1
it's definitely pretty obscene regardless though
most other Unity games I remember looking at had like, maybe 100~ bundles in total lol
there's a couple points where you have to get transformed ||into ants in order to access certain areas or complete certain puzzles||
there's models in the files of the PT like this
i looked into the GM menu more and it seems like when you do the key combo "Ctrl + G + M" it checks if the file "kramtset.kramtset" exists in OuterPackage, and if it does opens the menu
this menu is mostly useless as a player though as its just features that require a server flag anyway
and i wouldnt recommend trying when logged in or anything like tht. although the menu also is pretty useless when not logged in, so.
also it does seem like the wonder_||thief_igor|| model uses the wonder_thief skeleton rather than its own
oh wait some of howlers assets are in global? thats interesting
like this is from global
So like how difficult would it be to find some efxs specifically for guns
holy crap
Wth that's so many
but yeah the particle systems themselves are in efx_bui39438b18.bundle
So it's TL_bui_gun_fire.prefab
but it also has all the skill particles
but any textures and models and such might be in a shared bundle
yeah theres 2 timelines, TL_bui_gun_fire.prefab and TL_bui_gun_hit.prefab but they're both in the efx bundle
Okay
https://github.com/SerenoV7/p5x-asset-tool
the person who made the python script for outerpackage when it was closed beta 2 just updated it to match how it is now and as an application instead of script
it still does it in a suboptimal way tbh
searching for unityfs is a wasteful way to get the obfus offset
well, with this it doesn't overwrite the files but eh
your tool is still a wip
it's also an application now instead of a pyton script
@random hornet Buis persona have water in it's tanks I take it that it's a shader yeah?
well its still a python script
just in an exe wrapper
Can someone send me P5_glow_lx_comte_skill_4001_002 I don't have it for some reason
its in shared_350b21cb.bundle
when I did the extracting it gave me a blank versions of that bundle
wait are you looking for the material?
no
also can you try redownloading the latest version of the python script
is shared_350b21cb.bundle supposed to just be blank in asset studio?
TW
yeah redownload the script https://github.com/aaronlink127/P5X_Research/blob/main/P5XUtils.py and try extracting again
OHH also
assetstudio doesnt show materials by default
it's also just blank in the P5X files
well its prob in a dependency
true I didn't even think to look
altho all ic are 2 textures
Wait so it just uses the glow texture?
it would seem
does assetripper give a working prefab?
well i have a issue
with what
So i think i need a specific shader for this one as it doesn't have alpha to it so in the particles it includes the black part as well
maybe you could edit the image
maybe but idk how
Yeah
next problem when she fires the gun there's a tringle pattern that fades through but I can't get that to happen on my end think it's a shader or something?
for me it's just a plane
do you know where it is?
oh it was this i saw
ah no I have that
Hmm I think i might be a shader but idk
he has a surprising amount of hair bones
i can finally re-do the first model
aka the second meshmod i ever made
one year makes a huge difference 
Nah that looks right
I mean his hair doesn't move so makes sense ig
TL_bui_new_attack_tl.prefab
TL_Bui_addSkill_hit.prefab
TL_Bui_skill_5002_hit.prefab
TL_Bui_addSkill_conjure.prefab
TL_bui_new_attack_tl.prefab
TL_bui_gun_fire.prefab
TL_bui_gun_hit.prefab
TL_bui_onemore.prefab
Awesome thank you
oh yeah theres also
Electric Bomb: TL_skill_lightning03_conjure.prefab
Meta Dynamite: TL_Bui_skill_5001_conjure.prefab
Sparky Surprise: TL_Bui_skill_5003_conjure.prefab
Wait what's addskill
im not sure
I have the animation for it but idk
What's the effect for when in the skill menu with the blue fire pouring out the face
Okay so I have alot of missing mats
Spicficly I don't have the mat "Lightning1"
Found it it just exported as a blank bundle idk why it keeps doing that
that bundle doesnt seem to exist in the current game
Huh
What's in it??
How is it not in the files if it's used
Than why does it call that bundle?
btw has TW gotten the update yet that moves everything out of bin?
like how in CN the bin folder is very small
Yeah I believe so but I haven't updated it myself
TW gets updates 1 week after CN
I believe new client was added on Fuuka patch
So it definitely is the new client
new client was fuka patch but it was a bit after
like they released the fuuka patch and then a few weeks later released the client update
Patches in all the regions except global, sea, and jp last 3 weeks long
well yeah but the client patch wasnt a normal patch
it didnt even increment the version number or the resversion
the res version was still just 11/6/2024
Interesting
oh the client update was 11/19/2024
oh also something i noticd with the p3r character dialog sprites is they use common-none so they have no filter at all
also theres a unique effect just for fuuka
also many things internally refer to the global version as just the "JP version" which is interesting
im assuming they were making a JP version and sega of america offered to translate
Plus en is also very rushed
for some reason wonder seems to have this mesh in his head called "hat" that looks odd
messin with matcaps
Gets matcaps to work in WIP program
Can't use them in blender (ಥ﹏ಥ)
What is matcap 101 I think it's called for
this is the node setup for matcaps in blender

@torn kindle please pin this, if you don't mind
What's that matcap for
I'm just wondering cuz when I export I almost always get that matcap so I was wondering if it was actually used for something
Probably just the default matcap
nah probably not
Idk it's my guess that the reason why Roy's weapon and that matcap are default textures than its changed or turned off when needed/not
well it seems to be part of the cake stickers
yeah its used by these bs_cake_sticker materials
which makes sense because this matcap does not exist in global
Interesting than why does it export with every character
because the material is in program_mat which is a bundle a lot of characters depend on
That makes sense
i think the only cake in the game is the cake for the anniversary?
Btw aaron, are you ever gonna release the tool you're making? Or are you just trying to work some kinks out
just wondering.
will Tool be used for modding or just only extracting models?
Btw, I made some mods for Phantom X.
just extracting stuff like sprites or bundles
it has model preview but not model extraction
okay, understand.
because i still recommend assetripper as it would give the most data including anims
in what way?
3d migoto or actually modding the bundles
the preview doesnt have textures tho
3dmigoto
ah
yeah i did some portrait mods with 3dmigoto
replaced morgana's portraits with p5r ones
its still wip not all expr work but yeah
Oh hey @random hornet what bundle is the expressions in like when the tear drop or ! Appears above the models
hm
You know what I'm talking about?
yeah
oh here it is
QUESTION_ASSET = "UI-touding-wenhao.prefab";
EXCLAMATION_ASSET = "UI-touding-tanhao.prefab";
SPLASH_ASSET = "UI-touding-shuihua.prefab";
SHOUT_ASSET = "UI-touding-shuangtanhao.prefab";
SWEAT_ASSET = "UI-touding-liuhan.prefab";
QUESTION_AND_EXCLAMATION_ASSET = "UI-touding-jingtan.prefab";
ANGRY_ASSET = "UI-touding-shengqi.prefab";
MUSIC_NOTES_1 = "UI-touding-yinfu_1.prefab";
MUSIC_NOTES_2 = "UI-touding-yinfu_2.prefab";
MUSIC_NOTES_3 = "UI-touding-yinfu_3.prefab";
MUSIC_NOTES_3_Yellow = "UI-touding-yinfu_3_yellow.prefab";
NOISE = "UI-renwu-toudingxinxi-jiaoshi1-xuannao.prefab";
GUGU = "UI-renwu-toudingxinxi-jiaoshi1-gugu.prefab";
DISCUSS = "UI-renwu-toudingxinxi-jiaoshi1-yilun.prefab";
KACHAKACHA = "UI-renwu-toudingxinxi-jiaoshi1-kacakaca.prefab";
DONG = "UI-renwu-toudingxinxi-jiaoshi1-dong.prefab";
GEDA = "UI-renwu-toudingxinxi-jiaoshi1-geda.prefab";
INSPIRATION = "UI-renwu-toudingxinxi-lingguangyixian.prefab";
PIPI = "UI-renwu-shoujilaidian-pi01.prefab";
SURPRISE = "UI-renwu-toudingxinxi-jingya.prefab";
FIDGETY = "UI-renwu-toudingxinxi-fanzao.prefab";
SLEEP_ZZZ = "UI-renwu-toudingxinxi-ZZZ.prefab";
SPEECHLESS = "UI-renwu-toudingxinxi-wuyu.prefab";
NOISE_SINGLE = "UI-renwu-toudingxinxi-xuannaoX1.prefab";
IMPATIENT = "UI-renwu-toudingxinxi-bunaifan.prefab";
HUNGRY = "UI-renwu-toudingxinxi-hungry.prefab";
these are the prefabs
Oh so it's UI kinda thought it would be particles
ui_s_melineui18f114ce.bundle
yeah its ui
but it could probably be emulated with particles
Ig the UI is attached to a bone
So apparently ||Shimotsuna's|| VA is Sailor Moon
Which is
Wild
Goes from voicing a magical girl to a ||groomer, pedophile, and r*pist||
Ruler of chapter 4
Oh
It's just a wild contrast is all
huh...
Looks right to me
i just realized morganas meshes refer as c0003 which is his model id in p5r
of all the models his is probably the closest to a direct port
I didn't think he was changed much
global has more of these direct ports
like crow_uniform refers to c0009 which is, again, his id in p5r
all the models were redone in cn though and dont have these references
oh its uv wrapping being off
We have colored model views now?
Sumire's still have the "uzuki" name on them
@random hornet are there any problems with using your script stuff to import/export personas? I just ask because they don't have the whole fashion stuff (at least it doesn't in Unity)
so can they just be exported through AssetStudio then?
yeah
assuming all the bundles are loaded, technically theres no guarantee the mesh is in the same bundle as the main prefab
thankfully, it was in this case
speaking of, does anyone know what this thing in the export options of AssetStudio is for?
trying to figure out why Riko's animations turned out so wobbly (and am hoping that if I manage to fix that, it'll stop her from sliding in-game xd)
what part
for me even in the unity editor the legs are wonky on most chars
i think the game uses IK for the legs that overrides what the animation does
thats odd
oh when you exported from asset studio did you have cast all to bones turned on
Maybe?
if you're referring to All nodes cast to bone then I'm not really sure actually. if that's the one we turned off to stop all the empties from showing up in Blender then probably not
im wondering because maybe some motion in higher bones got lost
because most of the rigs in this game dont have the root bone of the mesh the actual root bone
oh wait, that was the one that has to be turned on for the empties to not show
okay then I definitely had it on
Should it be on or off?
on for character models
HM than any idea on how to fix wobbly animations?
That would definitely add up, seeing as i see IK used the most in legs with models that have such
And that IK can be spotted in the name of one or couple of the assets in a model directory (bone tree? Idk what it's called) inside Unity
some characters like makoto yuki have particularly abhorrent leg animations in editor
for some reason they look better in blender but i think that unity editor does something weird with skinned models in editor
they update at a lower framerate and dont update at all if the editor is out of focus
If anyone has abhorrent legs, it's Shun -
alright I tried a number of different things and they still wobble, so I guess it's something I'm just gonna have to deal with xd
hopefully I can at least fix her sliding because that's a bit of an issue
just once, can something just work 
I low-key find it silly that Masaki's school shoes used the texture for Wonder's school shoes 😭
Couldn't they have incorporated the shoe texture into the main one??? It's so silly and feels unnecessary
Maybe one day I'll challenge myself by putting Masaki over Yusuke
He seems more fitting than my boy Seiji, aesthetically and personality wise
so is guaidaojiemian used for something other than the Thieves menu? because google translate is telling me that means Phantom Thief Interface, but these don't look like the same animations to me
Wait for something like that i figured they'd just use their ps_ model
what do you mean?
It's an animation not a different model
Could it be the fight animation?
it already has one called "fight" and it's what's used for the persona skills menu, so no
unless you're talking about something else
I just meant for whatever reason they used the fight animation for that menu instead of what's supposed to be used
no, that is the only animation similar to that I could find
the fight animation is completely different
ofc, maybe I just missed this one because Unity is super jank when it comes to exporting animations
This is true sometimes it just doesn't export some
more than just some from my experience lol
as far as I can tell, you have to actually drag the animationclips onto the model when it's imported in the scene to get them to export together
and a lot of the times it just refuses
After I export it from unity I'll import it with the animation bundle in asset studios than export animator with animations
huh
okay so I just tried dragging them over the model in the viewport instead of in the hierarchy and that seemed to work better
I'm so ready to be done with Unity lol
what abt fengban_normal.prefab
ty ty
i kept looking under n_fengbandadi
if only black wings could stick to a consistent naming scheme
oh soy SPs persona bundle was missing but i had to go in the in game download mgr to get it
oh but yeah ||wonder_thief_igor|| seems to be for wonder_thief
why the hood so big
That's big alright
Makes sense
It wouldn't make sense otherwise, tbh
Except for the hood ig
Also what is up with his eye shadows
im just not rendering the material right
Ahh
What are the mask textures for? It's for the matcaps yeah?
@random hornet I'm looking for the 5star bui weapon particles can you help me it's not in the exported bundles
I love how almost nobody calls her Bui lmao
Always Yui to me
Same
hey aaron, what do you think the comte_uniform_jq model is for
there's one called comte_uniform and comte_uniform_jq in the files
not the animator, but the ID
its one of those dark black and white mdls
maybe he's gonna be in a flashback?
btw did they change the name of seiji's mask
i can't find it under mianju or comte
i still see it under bs_comte_mianju
role_8f3dd10.bundle
ty
To add onto this: in Sepia's side story, there were no flashback cutscenes
And in the mitsuru part of the p3r collab where he has a brief appearance, there's also no flashback
well this model doesnt appear to be that new
His irl model, no
Its been in there for quite a while
I just don't remember seeing a jq model in the files the last few times I checked
But eh, doesn't matter
Maybe it will be used, maybe it won't
Also
I think you mentioned the overworld emotes being 2d
In Royal and OG they're 3d planes but i only have gotten a few rendered
Do you think you could grab those or point me in the direction as to what and where to look (like if they have a naming convention)
public const string QUESTION_ASSET = "UI-touding-wenhao.prefab";
public const string EXCLAMATION_ASSET = "UI-touding-tanhao.prefab";
public const string SPLASH_ASSET = "UI-touding-shuihua.prefab";
public const string SHOUT_ASSET = "UI-touding-shuangtanhao.prefab";
public const string SWEAT_ASSET = "UI-touding-liuhan.prefab";
public const string QUESTION_AND_EXCLAMATION_ASSET = "UI-touding-jingtan.prefab";
public const string ANGRY_ASSET = "UI-touding-shengqi.prefab";
public const string MUSIC_NOTES_1 = "UI-touding-yinfu_1.prefab";
public const string MUSIC_NOTES_2 = "UI-touding-yinfu_2.prefab";
public const string MUSIC_NOTES_3 = "UI-touding-yinfu_3.prefab";
public const string MUSIC_NOTES_3_Yellow = "UI-touding-yinfu_3_yellow.prefab";
public const string NOISE = "UI-renwu-toudingxinxi-jiaoshi1-xuannao.prefab";
public const string GUGU = "UI-renwu-toudingxinxi-jiaoshi1-gugu.prefab";
public const string DISCUSS = "UI-renwu-toudingxinxi-jiaoshi1-yilun.prefab";
public const string KACHAKACHA = "UI-renwu-toudingxinxi-jiaoshi1-kacakaca.prefab";
public const string DONG = "UI-renwu-toudingxinxi-jiaoshi1-dong.prefab";
public const string GEDA = "UI-renwu-toudingxinxi-jiaoshi1-geda.prefab";
public const string INSPIRATION = "UI-renwu-toudingxinxi-lingguangyixian.prefab";
public const string PIPI = "UI-renwu-shoujilaidian-pi01.prefab";
public const string SURPRISE = "UI-renwu-toudingxinxi-jingya.prefab";
public const string FIDGETY = "UI-renwu-toudingxinxi-fanzao.prefab";
public const string SLEEP_ZZZ = "UI-renwu-toudingxinxi-ZZZ.prefab";
public const string SPEECHLESS = "UI-renwu-toudingxinxi-wuyu.prefab";
public const string NOISE_SINGLE = "UI-renwu-toudingxinxi-xuannaoX1.prefab";
public const string IMPATIENT = "UI-renwu-toudingxinxi-bunaifan.prefab";
public const string HUNGRY = "UI-renwu-toudingxinxi-hungry.prefab";
ui_s_melineui18f114ce.bundle
atlas_melineui50666ba4.bundle
Ohhh that's what those atlas bundles are for
Or is that only for one bundle?
What do atlas bundles even hold? Texture atlas?
Also ty 
Do they also hold textures for palace stuff? I'm curious now
tbh i wish Royal did texture atlas for the palace rooms
no
SpriteAtlas is a unique thing in unity for sprites only
altho thats not to say texture atlas's dont exist, but its mainly only for lightmaps
i was just searching my pc for wonder textures and i somehow accidentally mispelled it in the same way the devs did
Unifom lol
@torn kindle remember when you were looking for Closer while p5x was still in beta
omfg yeah
Coming back to this
I didn't ever find the pile of ants she rests upon
Do you think they're just under a different name?
@random hornet I can't remember but Thief_face_BS aren't supposed to actually have blendshapes or is my stuff messed up?
it should have blendshapes
Okay so Chords thief face BS does not have blendshapes for me
Okay and I can't use the NPC version so I'm going to have to make blendshapes for her than
ok yeah i checked in thieves den
she just doesnt have facial animation as an NPC because her missing blendshapes
okyann doesnt seem to have them either
I think I can attach her NPC face to the thieves rig but chord doesn't work
wdym
What I have been doing is using their uniform face with the thief rig but chords guitar girl face doesn't work with the thief rig
By npc face, i assume you mean her face from the beta model
I'd advise against it, but that's just me
I played with two kokatsu students the other day (specifically the ones used in that stupid hairspray and lighter scene) and they only had shape keys for the vowels and a blink
Well, one of them had a blink
If you're just looking for mouth ones, that should work
But otherwise idk
I haven't personally checked out the beta model, but i have it courtesy of Morty
wasn't her synergy model updated?
its still called n_GuitarGirl
she was called GuitarGirl in the beta as well but it's been a while since i've looked at Chord
i assume they didn't change her ID since it was too much effort lmao
Can someone look and see what texture goes into p5_weapon_05_R_WQ1 and Material p5_weapon_04_R_WQ1tga
tf? there seems to be a file in CN called ZeusCustomAssetDep.json which is a gigantic json file that lists the bundle and deps of almost every asset
it seems like its not used by the game maybe an accidental inclusion?
Weird it's used in the Bui weapon particles
@random hornet for any missing materials is it possible to see what material is missing or am I just gonna have to try and guess?
it should be in one of the dependency bundles
Whatever reason Particles don't give me everything
I'm either not doing it right or I'm still getting blank bundles and not noticing
@random hornet sorry for all the pestering
oh i forgot
I'm assuming it's named something that i wouldn't get under sd_ or m_ or the ruler's ID
sd_xiajinming_dizuo.prefab
Idk how the hell i missed that
Just in case, what's the bundle
role_398371ac.bundle
Thanks 👍
@random hornet i found sonething interesting
So the other day i streamed P5X for my friend (part 2 of chapter 3) and asked about those banners outside of the room katayama is in
So i finally looked up in the textures and interestingly enough, only texture for the burnt banners (in the boss room) are there
I even looked under sb_, to no avail
How curious
I wonder if it's in sprite instead of texture2d
Although i find that unlikely
Probably some sort of cutout or fade
For the burnt banners? If so, then likely
The game show them getting burnt to that state
But the full versions should be somewhere
I can't find it in my Taiwan dump (from the second summer event update)
@random hornet do you know if there's something up with Seiji's model
it's all levels of wonked up
both of them
his model imports with his face and face bones on the floor and he's missing 99.9% of his face bones and imports with no shape keys (bs was used)
i've tried exporting straight from unity as well, same results
Edit: It looks like his face is just that way™
nothing a transplant of his uniform face can't fix
@random hornet @zinc dirge a friend of mine extracted all the particles related to Akashi's shadow before CN switched over to the new unity version (long before localization happened)
But he said that ever since then he hasn't been able to rip particles from the game
I want to port shadow Akashi with his particles, but there's a chance my friend doesn't have the particle files anymore
How could I get the particles exported correctly?
A little extra teehee
What particles are you looking for in particular
Shadow akashi's
Like his jetpack, the stufd on his weapons, the glow on the battery on his chest plate, when he shoots from the weapon on his left hand, etc
God I wish I had screenshots of the meshmod of shadow akashi my friend was in yesterday
But i was too mesmerized and in awe

Okay so for Bui it's "bui_weapon_05_wholeexport_rig_01_2.prefab" for the weapon particles idk what his file naming will be tho but it might be a start
What's his naming in the files?
Mingshi
with the capital M
but assetstudio doesn't really care for that, as long as it's correctly spelled
Does he have a thing at the beginning like ps_
sd_Mingshi
but yeah theres not a weapon prefab i dont think
You might have better luck finding his particles
wait no his shadow isnt capitalized
just sd_mingshi
unity isnt case sensitive but p5x asset system is
which is annoying
interesting
idk how my friend found all of them then
i want to see if i can find them in the happenstance that he doesn't have them anymore
he's (my friend) been having trouble ripping particles since they upgraded the unity version but yeah
would i just look up sd_mingshi.prefab in the search?
also would it be in the part and role bundles or do i need to scour shared as well?
Let me lok
no i mean extract that prefab's bundles using the python script
THink I found them
which command to I use?
Check mingshi_battle_loop_3.prefab
That's the EFX
theres also a mingshi_battle_loop_2.prefab
mingshi_battle_loop_1.prefab
like do i use extract bundle? extract bundle dep or extract asset dep?
extract-asset-dep mingshi_battle_loop_3.prefab "Export Place"
where do I put the path for P5X again? before or after the command to run the script
i don't use this super super often so it often escapes me where I put the p5x directory in the command
are you using the newest version?
yeah
i don't use python, i use the windows powershell thing since that was what i was taught
Oof I can't help you then
well 'python' and 'uv run' do the same thing, command wise
i just can't remember if I put the p5x directory after uv run but before typing p5xutils or if i type 'uv run p5xutils,py' and THEN the p5x directory
Idk try both
What is that Ann model!?!?
uh, no....
that's just a meshmod my friend made using yukari's face and probably some of Ann's hair, idk
he makes elaborate meshmods of different characters using mostly Dancing assets
odd
oh oops i added a 0
unfortunately it only extracted one efx file
er bundle
the rest is one animation, one role, one simply called 'shaders.bundle', and a bunch of 'shared' bundles
well see whats in those bundles load them all in assetstudio
particles can be in shared
especially their textures
Yup
Yup lol
💀
Also, @random hornet , idk if it's OK to ask you this, but is it possible you could try to extract all of Ikenami/Luce's character models and send them to me?
i literally wrote a guide onto how to get them
.
the only thing not listed in here is how to decrypt the bundles but it's really easy to do
p5xutils decrypts for you too but yeah
its prob easier in some ways to deobfuscate all the bundles
i dont have enough space on my hdd to have the game and deobfuscated copies of every bundle though
if you learn how to do this yourself, you can have whatever you want
no offense, but you can't keep asking people to do things for you like this
it's way more efficient to learn and do it yourself
idk if it's because you're struggling to learn or being lazy, but if it's being lazy, then you aren't going to get far
because eventually people aren't going to help you if you aren't trying
I'm not trying to be mean, don't get me wrong
I just want to stress that it's wiser to learn how to do this yourself, as there will come a point where people will stop listening to your requests
With learning the process, you open up the door to everything
After i finish my lil snack, i'm gonna comb through the assets in assetstudio among both part + role and shared 
He'd look wrong in vrchat without all those particles
I've found lots of textures that I think go to skills and skill meshes
as well as textures for some of his models + his ||demogorgon|| model, which is also in part and role
You should get the full particle system
but how? i'm looking in the files, but i hardly know what i'm looking for
in shared i'm seeing a mix of a few meshes, images, .mat, and a.asset or two
i think two assets that end in .controller
Are you have the settings to show everything on?
No there's another setting
@random hornet help me out here I'm not at my PC rn where is the setting again
i think it is the display all assets setting
that's what i did but i don't really see any differences in what it's displaying
Alright give me a sec almost done work
time to reload all 20 something gb
(not that it takes an hour or anything, i got 32gb of ram)
rip
You'll want to get the dependencies of this efx_1134a000.bundle
Also get the ones from the loops
role_6399fbee.bundle was where I saw this
???
hm...
ah, that bundle doesn't exist in my files
Hm interesting
efx_mingshi697c54a2.bundle is what is in the loop depencies
Interesting
i extracted the dependencies for that and it all goes back to sd_mingshi and the same bundle (role_6399fbee.bundle)
welp check those out and see what it is
the dependencies for sd_mingshi and the loop bundles
meanwhile i get this when I open assetstudio and drag in the shared bundles and input mingshi
all of these which stems back to bundle role_6399fbee.bundle
i sure ain't complaining
It's not very complicated
well once u have particle system u extract with assetripper. each effect would have an associated prefab
(listed as a GameObject on assetstudio)
Ahhh
It is for me 😔
I don't regularly mess around with Unity
It's only for shadow akashi i'm incessant i have the particles
So this is a first
I can't do anything tomorrow till night wait till than I'll poke around and see what I can do and show you how to do it
Okie dokie
twins models (includes weapons, they share most tex so i put them in a separate thing (caroline has all the batons, justine is just the clipboard))
justine is balding
damn girl
premature balding at grade-school age
"forehead depth" whoever give her hairline messed up. 
@random hornet @zinc dirge
Between regular and lodlow models, what's the vertice difference
I believe regular mesh goes beyond 10,000
i need the picture to see how bad it is 😭
I don't have his model, but I have their 2 sprites
The battle of the ages, forehead vs forehead
aw hell
Can't say for their models, as i'm unsure
Huh
looks like only some models have lodlow versions
namely thief models
which is a shame, because lower poly models would work better for some mods, methinks
UPDATE: I couldn't decimate the regular models to where the lodlow models are without completely destroying them RIP
Ok, so I want to download assetstudio and assetripper, I downloaded the gui version of assetripper given in the page, but idk what to do for assetstudio
Am I supposed to download the zipped repository?
And then what do I do?
Also, how needed is better fbx importer, and what does it do?
Better fbx importer is basically an upgrade from blender's default fbx importer
It adds much better support for fbx files that come from stuff like unity
Assetstudio should have a release page where you can download the full release and not the repository
I don't think you really need better fbx if you just want to get the models imported and working in Blender
no, but it imports a lot nicer than default
and there's links out there to get that plugin for free anyway
So for assetstudio, do I just simply find the download page and download the latest version?
Yes
I think she's following the guide i wrote
Where i put the assetstudiomod link
Cause, i mean, we all just call it assetstudio for short anyway
Yeah, I am, however idk how to download it from github because it only shows the repository download
and idk how to download the actual thing
wdym
show a screenshot
I just dont know how to navigate github and get the actual download lol
Like where is the download button for you
go to where it says Releases
Ok, so I havent been able to really get into it due to being on vacation, but which one should I download? My computer is windows x64, but idk which one is good, net9, net8, gui, or cli
For you, GUI
CLI is pretty much command line, from what i understand
Idk the difference between the net8 and net9 versions
@random hornet for some reason it isn't showing up
that means theres a compilation error in the project
i didn't do anything wrong, which is weird
the scripts are in the script folder and the fashion script is in the list of assets
is there red text in the bottom left of the unity editor
interesting
it isn't doing it with an old dump
the script folder of the old one
i also used a slightly older version of the script
Ok, so to get started, where do I even find the bundles?
Like, which folder?
Acutally nvm I think i found them
but which one should I do? all the part or rule ones or only the ones including the name of the character I want?
And do I open them in assetripper first? But they fail to load on my first try
'
I also dk which one contains what I'm looking for, the specific character and persona
Yeah those are all the bundles
That says efx, so that's likely a/the bundle for visual or audio effects
I suggest making a folder called 'part and role'
Go back to the folder where the bundle folders are
Type in 'part' and after it finishes searching, copy and paste all of those to 'part and role'
The repeat that for the role files
Then make a folder called 'shared' and do the same you did with the other folder
I suggest separating them like this because loading every bundle or even half of them - depending on how much ram you have - will make assetstudio stop responding
In the end, you only need part and role for most of the model
For stuff like face, eye, and hair textures, you need to load the 'shared' bundles, as those textures are shared scross different models (in this case, all of Luce's models)
One last thing though
Did you do anything to the files to decrypt the bundles? If not, you need to do that to view them in assetstudio
@random hornet 2 questions 1 where is Yui's dialogue portraits and 2 how do I add the shaders to them
normal: uitex_iang-yui9734386.bundle
metaverse: uitex_-guaidao45e1164f.bundle
metaverse (prism): uitex_guaidao2508bf7bb.bundle
as for applying the shader, idk i havent gotten it completely game accurate yet
I got a somewhat work around
would anyone be able to rip a few sprites for me? (i would do it myself but my computer doesnt have the storage space for p5x 💀)
The sprites come in pieces you'd have to assemble
Who do you want, exactly? It's possible you can just find it here
https://www.spriters-resource.com/pc_computer/persona5thephantomx/
@random hornet can you lob me the new narumi model + textures
it doesn't have to be rigged, i'm just using it for the comparison
i only need the diffuse and mesh
thanks
it does have rigging but the bone positions are fuuked
just go to pose mode select all reset their position and rotation with alt+r and alt+g (or just delete the armature)
im looking for the backgrounds that are (i think) on the character upgrade screens? i need the graffitti tags of their codenames in the back
oh, those should be in the google drive
just found em, thanks!
was gonna say, I know I've seen them when looking around before
Man am I glad my dad misread the mb on my monitor 
When we download stuff, it hogs up the internet
He read 1000mb (1gb)
It's actually 15000 (15gb) 
If he had read correctly, i'd probably be told to cancel my fresh install of P5X
It's around ~40% atm
On a whim I'm gonna try to rip regular Akashi's animations
RIP
he imports just fine with a static pose
but the second you try to pick a different animation, he bonks out
and i
i don't even know why
i exported him correctly
yet Blitz was fine
so weird
she had a select few that bonked her model like this
but 99% of them worked just fine
i wonder what causes it
some missing bones? missing weights?
assetripper issue?
I'm assuming there's no like scale mismatchs or anything?
Wdym?
I just know the animations are from this bundle
I had my friend dig it up as a favor so I could attach them to a fresh export of Akashi
I have his character bundles too, so I could post a zip if you wanna test
AssetRipper still isn't working for me
This is the error I get when I open any of the files
Oh wait, do I use AssetStudio first?
It seems to be working that way
Usually in assetripper you just click open a bundle and when you're able to see the contents, to to the export option
Did you decrypt the bundles btw? They need to be decrypted to open in assetstudio and assetripper
Because when you download the game, the bundles inside have a dummy encryption that you can decrypt using this:
https://github.com/SerenoV7/p5x-asset-tool
Well, I didn't decrypt them, but they seem to work and open assets in AssetStudio at least
idk why or is that supposed to happen
You need to decrypt the bundles first
Sometimes the bundles will have some exceptions when they load in asset studio
But you want all of them decrypted
sometimes asset studio can read them but its just luck
its better to deobfuscate all the bundles
i can't imagine how Masaki looks with this RIP
it looks piss yellow
you know what
i'm gonna apply it and see what happens
@icy silo
RIP Masaki
with the generic one
well he's also just a pale ass mofo sooooo
cherish your new code name is jaundice
black wings be like: yeah to get the accurate gradients you have to bitwise shift all the hex values by successive fibonnacci numbers
why? idk we just did
yeah they're something else alright
i'm amazed Akashi and his shadow actually came out okayish with the gradients specific to him
the jsons say RGBA but what if it has to be something else
I remember ripping the Strikers portraits and they were initially all ourple because they were ARGB
interesting
i have no clue about how these jsons work and everything since, well, idfk what jsons are even used for
i just know they're a file and i'm guessing some kind of info is in them
nah it is rgb
there are a few things the game does oddly tho
the alpha gradient, only the first and last stop are actually used for sampling
GradientAlphaTop and GradientAlphaBottom are not used
it seems like the chainer applies the gradient upside down
essentially the game does this:
take baseColor from texture, adjust based on Brightness, Saturation, and Contrast, store in adjustColor
sample gradient color, adjust based on GraBrightness, GraSaturation, GraContrast, store in gradientColor
sample gradient alpha, store gradientAlpha
adjustColor = mix(adjustColor, adjustColor * gradientColor, gradientAlpha)
finalColor = mix(baseColor, adjustColor, EffectFactor) (important! baseColor here is completely unmodified from original texture)
oh yeah and the gradient is stored in the file in linear space but i think the game uses its srgb values
also the game applies different gradients to different layers, based on what it says to in the DB ConfDialogMatParam
also since all this is happening in a shader, the texture is converted to linear space, and then the output is converted back to srgb
I don't think so
Chainner applies the gradient in the position the gradient is in when it's generated
If anything, it applies this way because that's how the gradient was generated after using the python script
It just applied top to bottom, like the gradient
Since that's Masaki gradient there, you can grab his portrait pieces and experiment
god P5X bustups are so gross
the gradient stuff looks so bad to me
and like, why are they all in 720p
even the ones they actively had to downscale to get that way
they also just animate like crap in-game
also a big hater of Joker's, idk why they didn't just take the one that was used in that OA thing
They look the same as p5 to me
Ss for gradient? To each their own
OA?
some mobile app thing or something like that. it's where this portrait came from, and imo it looks a lot nicer (ignoring the typical Persona neck at least)
They look identical tho
The only difference is the outfit
And well, the choice in gradient
But you also have to remember that that pic up there likely isn't 1:1 to how it actually looks in game
then the python script generates it upside down
like this is about how ashiya's gradient should look after everything (using Angle, Center, Ratio, GraBrightness, GraSaturation, and GraContrast)
and a final result like this
I was wondering if it was something like that.
Is that the solution then? Or are some still messed up
something still looks a bit off on some
hm
not doing linear -> srgb on the gradient makes it look more accurate, but hurts the accuracy of others so idk
the in game picture is also just more yellow in general, even in areas where the gradient has 0 effect. so im not sure whats causing that.
in-game
(i have no idea why motoha's portrait got so crusty from DXT compression btw, but most portraits use BC7 or RGBA32, so thats why they look better than hers)
the school outfit portraits tend to use DXT5 while metaverse uses BC7, but theres no actual rhyme or reason
this is the glsl for the shader (from the mobile version) if someone wants to look at it, but its pretty hard to read because its cross-compiled from hlsl to glsl by unity.
Good lord he's okay
How did you translate all those (angle, center, ratio, grabrightness, grasaturation, and gracontrast) into something that could be used in photoshop or something else
If you want crusty, look at chihaya's sprite
These two files were the only ones not copied over by the p5x asset tool, just to be sure, is it because they aren't bundle files, and that they aren't important?
Hmmm i'm not actually sure, i never paid attention
But it's likely you aren't missing anything 🤷♀️
Cause without those two, i'm sure you can get all the assets for the Luce models just fine
@random hornet bump
I wanna try this myself with other characters
i dont exactly have a good way to do this easily yet
Hmmm 
Do you think you'd ever try to make it into a more easy process? I know chubbybub and megaten wiki seem to be interested
That Chainner app you showed me seems like it would be useful for that
Chainner is good for combining the sprite and other stuff like fixing normals
The thing is finding the parameters for the gradient
Like what aaron did for Masaki's gradient
We at least know that the python script generates the gradient upside down, but we need to know the parameters for the character's gradient (angle, center, grabrightness, grasaturation, and gracontrast)
is that not in the json?
I'm not sure, tbh
I also don't know how to read the jsons
Er, open them (external program)
just use a text editor or IDE
I use Notepad++
Ahhh
Hmm...
We have:
- Angle
- Center
- Grabrightness
- Grasaturatiom
- Gracontrast
Brightness, saturation and contrast are easy to change, but then we have angle and center
How does that convert to a program like photoshop or gimp (or chainner too)
looking deeper, Center and Ratio are only used if gradientMode is 1 (which is Radial)
Angle only seems to be used in Linear
Ratio is a seperate property
although most gradients are Linear mode
only takemi's hair uses radial mode
Interesting
Just her hair?
yeah she has 2 gradients, UI-DialogShader-richang01-wujianmiao and UI-DialogShader-richang01-wujianmiaotoufa
and toufa is hair
Oh, that's what toufa is?
yeah
Well, i have that zip of jsons i posted
I think that's most character's jsons
I can't remember where I cut off
Since more patches dropped since then
Hmmm....i think i stopped at the patch were ange and luce dropped
.
I just want to know how angle translates into a photo editor (or chainner)
Stuff like saturation, brightness, and contrast aren't difficult to adjust in a program
It's just the other ones
the angle is just in degrees
just rotate the layer by that amount of degrees
although its flipped from normal for some reason
so like -90 would make the gradient left to right instead of bottom to top
oh and fill in the gaps that leaves with the color at that edge
So if the parameters said -90, you'd input 90 instead and vice versa
yeah
Do I really have to load the entire part and role or shared bundle folders in assetripper or assetstudio to find what I'm looking for?
If I do that, it's a long and tedious process that weighs a lot on my computer
Is there any faster way to directly find them?
You only need to load it into assetstudio
From there you should be able to pinpoint the individual files for his model and rig
As for shared, you can technically "cheat" by checking out p5x-theories on tumblr
They have a drive of P5X models + their textures, but the models themselves aren't rigged
What am I doing wrong @random hornet
the assets are
wq_sumitosi_gun_02_wholeexport_rig.prefab
bs_sumitosi_mianju.prefab
how did you alter the gradient
for Akashi's his aren't whole numbers and photoshop + gimp says fuck you to anything that's not a whole number
chainner lets you do less than whole numbers but hmmm
er, this a better comparison, as it's rotated correctly
its percents, like 0.63 => 63%
I think photoshop max brightness is 200? So hmmm
126
I'll have to double-check
ah, no
brightness it goes is 150
sure don't look correct to me 
re did the gradient edit
he can't possibly be this pale

idk how ps handles brightness/contrast/saturation but his seems to work fine
Can you show the process for whatever you use
Cause i'd love to work on some bustups myself
Looks better than this old test one
See this looks good to me but idk if there's still something missing, if not with Akashi's, then other characters
Hence why I want to learn so I can tackle them myself
I didn't extract all those jsons for nothin'
We should be able to automate it if we can figure it all out…
For now i am satisfied to learn the manual way
If we learn the manual, then we can figure out how to automate, no?
Yea
kotone looks off still
Either with chainner or something else
idk if its something with how i map the gradient or the colors or w/e
What program do you use to edit the gradient, aaron
I will tell people in the wiki server, maybe someone good with images has some idea
i wrote my own thing
I saw this reaction image a while ago and I thought it was funny but she's so pale here
wtf is dis lufel portrait
That looks very… cartoony. Maybe a beta portrait?
Idk why but it has the feel to me of being part of some UI element
I mean beta tomoko looked p wonky
I wonder if it’s worth comparing any of the P5 characters' portraits to the ones from the original game? Or is the in-game shading in P5X still too different
most p5 portraits are a bit odd with this system
The wiki also has a few images that seem to have proper shading(?) sourced from various places
like https://megatenwiki.com/wiki/File:P5X_Kiuchi_Portrait_Graphic.png
that portrait seems to be a beta or something
That is in the game's files like that
Probably. That one’s sourced to a Persona Central article
Most of the ones currently on the wiki are from the p5x-theories blog I think
which lack shading
No, i know that's in the game's files like that lol
That exact image
P5X-Theories is my bud
That tracks
egregious persona neck
Poor Ayaka
They referenced mika, if you look at the pose
looking ah
Lol I see it now, definitely. The shoulders are the exact same
The pose with the head turned like that always reminded me of Ichinose too
Berry has it too, iirc
Aran and Manaka (Ange) share the futaba pose
Manaka less so, because that's just a single set of sprites she uses for Chizuko's side quest
I just remembered, a neat thing I noticed is P5 had an unused portrait of Igor smiling and it was used in P5X
She switched to this at the start of her confidant tho
We don't talk about Masaki tho...
Futaba gotta stay locked in with that gamer hunch
Look at Masaki and Yusuke's sprites and you'll see why
If we ever get Strikers collab (god I hope) then maybe we can render Wolf's phantom thief attire without his mask. Which was in the Strikers artbook but not seen in game
I doubt it, tbh
But we can hope
I would have next to no hope if not for that image of Sophia they left in the beta
i feel like sophie was considered for the shop before marthym exited
rather than being a actual char
I mean technically striker's textures match P5X beta textures, so I could make a convincing mock model
Marian's face
idk if they'd give her her actual persona or just her mock persona
Probably mock? Prevent spoilers kind of thing
fake leak
Ngl it'd be interesting to see the reactions
i just realized even with show all assets in assetstudiomod it doesn't show Shader assets
this is so sad
Interesting
You think they would, too
what's lufels weapon
oh his are funky...
cattle_weapon_02_R_wholeexport_rig.prefab
cattle_weapon_02_L_wholeexport_rig.prefab
i couldnt find his model but turns out theres an exception just for his model because its dual wield
oh wait queen has the same thing
When in doubt, look up playthroughs (for that motoha sprite you just deleted)
mona's gradient is so messd up
wtf is with that gradient
do you know where motoha's gradient json is? for all the sprites
or the name
UI-DialogShader-changfu01-suyu uniform
UI-DialogShader-guaidao01-suyu metaverse
UI-DialogShader-yongzhuang-suyu swimsuit
is her uniform for her casual as well
thankies
morty was asking and since i'm already looking in assetstudio for some props, i thought i'd ask
yes
And some shapekeys, depending on if you exported the face with 'bs' in the name
Almost each shapekey corresponds with a sprite the character has (ex smiling, looking worried, etc), as well as a blink shape key, and mouth shapekeys for each vowel
Okay, so I loaded them all, but how do I find the bundles they are located in?
Phantom Idols: Ange - changweiaizhu_thief Manaka Nagao (Casual Wear) - changweiaizhu_dress Manaka Nagao (Prologue) - changweiaizhu_normal Manaka Nagao (Wheelchair) - changeweaizhu_wheelchair Yui - bui_thief Yui (MMO) - bui_unreal Musubi Matsukata - songfangjie_normal Cherish - wuhexi_thief Masaki...