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  • [Mod Discussion] [Modding] (Illusion) Honey♥Select (ハニーセレクト)

    Please discuss modding about Honey♥Select (ハニーセレクト) (HS) here.

    ==[ Modding tools ]=======================
    • SB3UGS note the Experimental Versions!

    ==[ Useful Links ]=======================
    Last edited by enimaroah; 11-19-2018, 02:05 AM.

  • About HiRneo: Oh i see now. I also tried with the studioneo/00.unity3d, but was using the audioclip name directly, instead of the animator.
    <><13><TEST1><><studioneo/00.unity3d><stneo_env_hs_00><><false><false><false ><false><false><false>
    <><13><TEST2><><sound/data/pcm/c00/c00_demo.unity3d><csv00_00><><false><false><false> <false><false><false>
    instead of:
    <><13><TEST1><><studioneo/00.unity3d><p_si_3dse_00><><false><false><false><f alse><false><false>

    Now it import nicely.



    But the following still unclear. Not sure even what an animator is about. Is it possible to make a unity file filled with 3dse sounds without using the 00.unity3d? (the file is 600MB in size full of other stuffs) The unity editor?
    artificial girl 2 kodu kiwi! no... doku! wiki!
    ag2harem official site u_u (actual version is 02b18)

    Comment


    • That's what I did and meant by copy of abdata\studioneo\00.unity3d. And I used only Sb3UGS for this. Using that file as template would allow to replace every AudioClip in it with your own custom sounds and it would be independent.
      You could even tidy up this big file afterwards so that it would get smaller. Deleting Animators in Sb3UGS is error-prone and you can easily break the file. If you want to do it, then let me know. I think I had explained it in HF before, but I would need to search for the post - or you search.

      Using Unity editor to build such an AssetBundle requires to learn what the mentioned assets are for and how they have to be used together. Use the Unity documentation for this. Then you would need to learn how to build AssetBundle files.

      Comment


      • So to test, i copied the 00.unity to test file 3dse.unity file, changed the CAB-id to something else, I could even rename the name of animators like p_si_3dse_01 to another name, its matching audioclip stneo_env_hs_00 to something else, replaced the same audioclip with a custom FSB file (in case someone needs it: FSBTool.exe -i test.wav -o stneo_test.fsb -C fsb -c adpcm -s 22050 -m), CTRL+S to save the 3dse.unity file, and it still working (i dont know how to see the link between the animator and the sound in the sb3ugs, but its fine if i cannot add more sounds, will just figure out all of them empirically)

        Works on the NEO studio. Big thank you for your help

        Also to save file space, deleted all the content of the [Animations] & [Img] (edit:also the whole Materials tab) tabs and the new file is now 45MB in total (will try to remove more stuff later)

        edit: How to remove some of the Animators? I got the message: "Removing Animators is not supported yet" (using SB3UtilityGui 1.14)

        But is it normal that the saved 3dse.unity file got also an external 3dse.resource file? (seems containing the sounds, if i delete it, no more sounds, also, it has a FSB5 as header)
        No big deal but im surprised it is not saving the resources directly inside the .unity file, like the original file. Did i missed an option in sb3ugs?
        Last edited by byblo; 12-04-2018, 09:50 AM.
        artificial girl 2 kodu kiwi! no... doku! wiki!
        ag2harem official site u_u (actual version is 02b18)

        Comment


        • Regular game files (those in {game exe}_Data) store their sounds like that, and I used that method for AssetBundle files as well. Unity editor doesn't, but games accept it. And the other way around - to store sounds in regular game files - is not possible.
          Note: both files .unity3d and .resource cant be moved into any other folder! If you want to change the folder use "Save As..." and store into that other folder.

          Animators can be deleted by their GameObject asset. To see GameObject assets you must uncheck "Filter Included Assets" from the Options menu. Load the file fresh before you do! Then load the Animator. You will see included assets of that Animator loaded in bold font. You can delete all assets in normal font from the "Filtered" tab, and from the other tabs as well.
          If you delete one wrong asset the file will be broken and beyond repair!

          Select the AudioSource asset from the "MonoB. & Other" and use "View Data" to see which AudioClip is linked to it.

          Comment


          • Curiously the volume level of 2 identical sounds is totally different for some reason i could not figure.
            On the SB3UtilityGUI, both audioclip are from the same source (3dse_00 & 3dse_03), and are playing identical, volume included.
            But in Studioneo, one is playing at normal volume, while the other is barely audible.
            The only difference visible in the SB3UtilityGUI was the 3dse_03 was originaly set to stereo. I set it to mono but without differences in studio neo.
            Is it possible the sb3gui is not reporting all flags, like the volume level of an audioclip? Or it is somewhere in the monobehavior stuff?
            This seems the last barrier preventing me to start the 3dse mod.

            In case you want to check, here is the result i got so far: http://www95.zippyshare.com/v/UiFANcuI/file.html (in neo, the byb_3dse_00-00 has the normal volume, while byb_3dse_00-03 has the very low volume)

            After that, I removed all the useless Animators. Had to let some of the blank monobehavior, or the studioneo is crashing for some reason. Anyway, it is great already, file size of the unity is 152Kb, when 132Kb for the crashing version. Beautiful!

            artificial girl 2 kodu kiwi! no... doku! wiki!
            ag2harem official site u_u (actual version is 02b18)

            Comment


            • Replaced all the 39 sounds by the custom debugging sound. It appear only the byb_3dse_00-00 is correctly audible and also from some decent distance, the byb_3dse_00-01 has same level of volume but losing some power on distance, while everything else, byb_3dse_00-03 to byb_3dse_00-38 are barely audible, close of far from the camera...
              Thus, currently the mod is useless, volume is way too low and only 2 audios are usable.

              Here is the last result, in case: http://www26.zippyshare.com/v/1rdTFgXb/file.html

              Been checking the monobehavior entries but without success, no idea where the volume or the radius of the sounds are stocked.

              EDIT: nevermind, found them i guess (i forgot to enable and check the Filtered tab...)

              In the filtered tab, i used the "view data" feature, after selecting the "Name: 3dse_00 Type: AudioSource" and following 3dse_01 ect...

              Here is an example of the involved values: (got them by comparing 3dse00, 3dse01, 3dse02)

              Code:
              ...
                 float MinDistance=1
                 float MaxDistance=14
                 float Pan2D=-0.04
              ...
                 AnimationCurve rolloffCustomCurve
                    vector m_Curve [2]
                       [0] =
                          Keyframe data
                             float value=1.070043
                             float inSlope=0.06368164
                             float outSlope=0.06368164
              ...
                       [1] =
                          Keyframe data
                             float inSlope=-0.2048953
                             float outSlope=-0.2048953
              ...
                 AnimationCurve panLevelCustomCurve
                    vector m_Curve [2]
              ...
                       [1] =
                             float value=1.04081
              ...
              Is there a way to edit those values?
              Last edited by byblo; 12-04-2018, 07:01 PM. Reason: found the values
              artificial girl 2 kodu kiwi! no... doku! wiki!
              ag2harem official site u_u (actual version is 02b18)

              Comment


              • That's why I began with Sb3UGS would need to be extended. But before considering that, did you double click any AudioClip to open the AudioClip editor?

                Each AudioClip asset has attributes in addition to the raw audio data and these attributes can be edited in the current version of Sb3UGS. They may have to adapted according to the replaced sound.

                Comment


                • Yes double-clicking to an AudioClip has some useful editable entries like the channels and the sample rate.
                  Note that the duration is totaly ignored by studioneo so it doesnt matter to change it, i tested a very long sound (3m30), a very short sound too (1s) and both looped perfectly on the neo, despite the default duration from previous sound, around 5secs.

                  But the needed values to change to get control of the volume and also being able to set the min/max radius for the sound are all located into the "Filtered" tab from sb3ugs, at the Types "AudioSource" (per sound)

                  It seems those floats are the ones to edit and to save to get a lot of volume boost: MinDistance, MaxDistance and the " AnimationCurve rolloffCustomCurve --> vector m_Curve [2] -->[0] = --> Keyframe data --> float value + inSlope +outSlope
                  EDIT: sry forgot to mention some entries that seems interesting too to mess with, like the volume, pitch, loop, there is even reverb


                  As example, here is the AudioSource from the loudest sound compared to the 35 other that are all the same and very low with small radius ect:

                  Spoiler
                  Code:
                  Louder sound.txt:
                  -------------
                     PPtr<AudioClip> m_audioClip FileID=0 PathID=5382913890935733686 cls=AudioClip name=3dse_00
                     int8 m_PlayOnAwake=1
                     float m_Volume=1
                     float m_Pitch=1
                     int8 Loop=1
                     int8 Mute=0
                     int8 Spatialize=0
                     int32 Priority=128
                     float DopplerLevel=1
                     float MinDistance=1
                     float MaxDistance=14
                     float Pan2D=-0.04
                     int32 rolloffMode=2
                     int8 BypassEffects=0
                     int8 BypassListenerEffects=0
                     int8 BypassReverbZones=0
                     AnimationCurve rolloffCustomCurve
                        vector m_Curve [2]
                           [0] =
                              Keyframe data
                                 float time=0
                                 float value=0.4208163
                                 float inSlope=0.8718369
                                 float outSlope=0.8718369
                           [1] =
                              Keyframe data
                                 float time=0.9512196
                                 float value=0.04040816
                                 float inSlope=-0.02887556
                                 float outSlope=-0.02887556
                        int32 m_PreInfinity=2
                        int32 m_PostInfinity=2
                        int32 m_RotationOrder=0
                     AnimationCurve panLevelCustomCurve
                        vector m_Curve [2]
                           [0] =
                              Keyframe data
                                 float time=0
                                 float value=0
                                 float inSlope=1.233845
                                 float outSlope=1.233845
                           [1] =
                              Keyframe data
                                 float time=0.9969512
                                 float value=1.1
                                 float inSlope=0.9677431
                                 float outSlope=0.9677431
                        int32 m_PreInfinity=2
                        int32 m_PostInfinity=2
                        int32 m_RotationOrder=0
                     AnimationCurve spreadCustomCurve
                        vector m_Curve [1]
                           [0] =
                              Keyframe data
                                 float time=0
                                 float value=0.5027778
                                 float inSlope=0
                                 float outSlope=0
                        int32 m_PreInfinity=2
                        int32 m_PostInfinity=2
                        int32 m_RotationOrder=0
                     AnimationCurve reverbZoneMixCustomCurve
                        vector m_Curve [2]
                           [0] =
                              Keyframe data
                                 float time=0
                                 float value=1
                                 float inSlope=0
                                 float outSlope=0
                           [1] =
                              Keyframe data
                                 float time=0.9512195
                                 float value=0.1020408
                                 float inSlope=0
                                 float outSlope=0
                        int32 m_PreInfinity=2
                        int32 m_PostInfinity=2
                        int32 m_RotationOrder=0
                  
                  
                  
                  
                  
                  Lower sound.txt:
                  -------------
                     PPtr<AudioClip> m_audioClip FileID=0 PathID=8571349097127244020 cls=AudioClip name=3dse_03
                     int8 m_PlayOnAwake=1
                     float m_Volume=1
                     float m_Pitch=1
                     int8 Loop=1
                     int8 Mute=0
                     int8 Spatialize=0
                     int32 Priority=128
                     float DopplerLevel=1
                     float MinDistance=0.1
                     float MaxDistance=9
                     float Pan2D=0
                     int32 rolloffMode=2
                     int8 BypassEffects=0
                     int8 BypassListenerEffects=0
                     int8 BypassReverbZones=0
                     AnimationCurve rolloffCustomCurve
                        vector m_Curve [2]
                           [0] =
                              Keyframe data
                                 float time=0
                                 float value=0.142449
                                 float inSlope=-0.5928864
                                 float outSlope=-0.5928864
                           [1] =
                              Keyframe data
                                 float time=1
                                 float value=0
                                 float inSlope=-0.1874285
                                 float outSlope=-0.1874285
                        int32 m_PreInfinity=2
                        int32 m_PostInfinity=2
                        int32 m_RotationOrder=0
                     AnimationCurve panLevelCustomCurve
                        vector m_Curve [2]
                           [0] =
                              Keyframe data
                                 float time=0
                                 float value=0.8159183
                                 float inSlope=0.479282
                                 float outSlope=0.479282
                           [1] =
                              Keyframe data
                                 float time=1
                                 float value=0.992245
                                 float inSlope=0.05167184
                                 float outSlope=0.05167184
                        int32 m_PreInfinity=2
                        int32 m_PostInfinity=2
                        int32 m_RotationOrder=0
                     AnimationCurve spreadCustomCurve
                        vector m_Curve [1]
                           [0] =
                              Keyframe data
                                 float time=0
                                 float value=0.5805556
                                 float inSlope=0
                                 float outSlope=0
                        int32 m_PreInfinity=2
                        int32 m_PostInfinity=2
                        int32 m_RotationOrder=0
                     AnimationCurve reverbZoneMixCustomCurve
                        vector m_Curve [1]
                           [0] =
                              Keyframe data
                                 float time=0.00304878
                                 float value=1.026939
                                 float inSlope=0
                                 float outSlope=0
                        int32 m_PreInfinity=2
                        int32 m_PostInfinity=2
                        int32 m_RotationOrder=0


                  EDIT2: It seems those value are coming from this unity editor: http://docs.unity3d.com/Manual/class-AudioSource.html
                  Last edited by byblo; 12-05-2018, 09:06 AM.
                  artificial girl 2 kodu kiwi! no... doku! wiki!
                  ag2harem official site u_u (actual version is 02b18)

                  Comment


                  • As I said, you could rebuild the Animator you see in Sb3UGS in Unity editor and create an AssetBundle file with that prefab. Then you would have full control over all assets, including AudioSource. And you could even integrate all sounds with their prefabs into that one AssetBundle file, like the original.

                    Using Sb3UGS limits you to make copies of the working file (via "Save As...") for each of your sounds. I currently have no plans for adding audio related editors.

                    Comment


                    • Maybe an audio editor would be waste of time since very few people will use it.

                      But why not allowing direct edition of those int and floats when double clicking on a Type, AudioSource or any other Type from the "Filtered" tab?

                      The sb3ugs already allowing this for MonoBehaviour: when I doubleclick on it, it opens some kind of tree, where each value seems to be editable, regardless their nature.
                      This could benefit not only for audio sources type, but for all of them.
                      artificial girl 2 kodu kiwi! no... doku! wiki!
                      ag2harem official site u_u (actual version is 02b18)

                      Comment


                      • Forgive me if this was the wrong spot to ask this but I was curious if there was a mod out there for honey select that allows the user to open and close the vagina of the female character models. Seems like no one has figured it out yet which is surprising to me.I haven't even seen any FK mods for the vagina mesh in NEO, except for the one that just moves it up and down but not spreads it open. Any help or clarification would be greatly appreciated.

                        Comment


                        • I'm checking around trying to understand what causes that texture issue in a specific hair style (Tracer's hairstyle by Starlene), like this:

                          http://i.ibb.co/2gx2rfL/tracerhair.jpg

                          I'd like to know if SB3Utility would be able to do that, and if so how. The issue is (probably) related to transparency. We can 'see through' the tips of the hair style, and the background or any source of light and color will show up "inside" the hair mesh, it should be opaque instead. I'd appreciate some basic guidance as to how it'd be possible to fix it if the program can indeed do it (SB3Utility that is).

                          Thanks.

                          Comment


                          • DeMolljok
                            I had the same issue when I ported hair into HS, then PH. But I couldn't find a solution for this problem in the middle of your screenshot where only the border of the geometry is drawn as a line although it should be transparent.

                            So, I second your want for a solution.

                            Comment


                            • Originally posted by enimaroah View Post
                              DeMolljok
                              I had the same issue when I ported hair into HS, then PH. But I couldn't find a solution for this problem in the middle of your screenshot where only the border of the geometry is drawn as a line although it should be transparent.

                              So, I second your want for a solution.
                              I came up with a very indirect, archaic "workaround" for the moment. I'm very bad at tempering with textures and transparency (alpha channels and that stuff, very bad at it). So in the meantime I went in the creator (in Honey Select) and added 'Basic Shapes' (Cube) inside the mesh, and colored the added shapes (as extra clothing Accessories) the same as the hair and went in the Adjust settings and played a bit with the values there (rotation, scaling, movement). I ended up being able to 'block' the "See Through" effect with the shape 'walls' I made inside the hair mesh itself. I was only careful to shape and scale them (and rotate) them in a way as to not show up from outside the mesh (obviously) and to be the same color.

                              The seeing-through effect is still there, however, now instead of seeing through the mesh and revealing the background, or the map or any sources of light 'behind' the mesh (or the tips of the hair) it shows the shapes I placed inside. Well, you don't see the shapes, but just the color of the shapes which happens to be the same as the hair and easily tricks the eye into thinking that there's no texture issues.

                              That's the only thing I could come up with for now. As far as the Tracer hair is concerned I managed to contact Starlene (the author of the hair), however, I had to do it on his (or her?) official web site, since I'm not a Patron on his (or her) Patreon page. Not sure if Starlene will ever read my message that way; but at least for now my little 'trick', albeit very primitive, does the job "fine".

                              Comment


                              • The workaround would not give the result I wanted, especially because the tips of strands are heavily influenced by physics which an accessory is not. The accessory would need to be given the same skeleton, bones and weights to keep the same position as the hair.

                                There is one user on discord by that name. I will ask if he is the author and would answer here.

                                Edit:
                                Or it might be Jerok
                                Last edited by enimaroah; 12-12-2018, 02:44 AM.

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