TDCGProject is 3DCustomGirl open source project. TSOView is open source 3D Custom Girl model manipulation framework. It is composed by very a lot of tools. All source codes of those programs are open to the public. If this source code is used, the tool of 3D Custom Girl will be able to be made soon.
It is possible to do easily only by compiling the TDCG assembly, adding to the project, and using the TSOView class only if it displays it. TDCGExplorer is TechArts3D 3D Custom Girl's MOD Management and Reference Utility. Include TAH Editor, TSO Viewer, Save File Viewer, and integrated SQL Database engine for faster access to zip and tah files. TAH Editor can repair collision or conflict item, and change category of item.
TSO Viewer can full detail parts and overall views. Save file viewer can look full detail character and re-assemble heavy save format and tah file conveter. Integrated database an automatically synchronization 3DCG MODS Reference database.
A quick tip if yopu install MODS into 3DCG and avoid perv stuff, (unless you can read Japanese) Translators while they dont always work,sometimes they do translate the names. Try translating english words to Japanese and copying the japanese symbols into your search bar in the ARCS folder that way if you have a pervy item you might have a chance at removing it out. Preview images IF IT DOSENT HAVE A PREVIEW IMAGE and you dont know what it is saying the translator didnt help) DONT INSTALL IT,more often than not its a perverted item. Copy and paste lets say you downloaded a mod WITH a preview image,you open the file look at the image and BAM its a pervy item one way to clean out a mod folder WITH pervy items is to copy the name of that pervy mod you downloaded and search for it in the ARCS folder most of the time you get search results with other pervy mods with those words in the name. Letter H is never good H = HENTAI most of the times items with the letter H in the name (english or Japanese) are perverted HENTAI items Catalogs for torrented mods some of them have catalogs use them so you dont install a perv item. Excuse me what?
I would like to say several things to this. 1 - I am a female. 2 - Not everyone wants to see perverted items in their 3dcg game, some people (Like me) dont use it for that reason. 3 - Any person who plays this game for wanking is just sad and needs to get a life,The game is poorly animated and the graphics are fair at best. Theres not point in having a virtual girl when a guy could get the real thing.
And before you try to pull the whole 'You have no life' line on me, I have a boyfriend whom I have been dating for 5 months now.
First, a clarification. I'm calling this a mod editing tutorial, but really it's a mod texture editing tutorial.
I've never been able to alter the actual 3D models; it is possible to, so let me go ahead and tell you what I know about that before we get into the tutorial proper. PROGRAMS I DON'T KNOW HOW TO USE Three programs are used to edit the 3D models of mods: TSO2MQO, MQO2TSO, and Metasequoia.
3D Custom Girl mods are partly made up of.tso files, which we'll be getting to in a moment. The first two of these programs, obviously, are used to convert.tso to.mqo (Metasequoia) files and back again. Metasequoia is a 3D modelling program. I've never been able to find English versions of the two converter programs, only Japanese, and so I don't understand the instructions in them. I was able to convert a file back and forth once through a whole lot of trial and error, but it didn't do me any good. The reason for this is that while I was able to find an English version of Metasequoia, it might as well have been in Japanese, because I couldn't make heads or tails of it.
It's just over my head. If anyone knows how to use these three programs, I'd love to know.
A PROGRAM I'VE ONLY SCRATCHED THE SURFACE OF TDCGExplorer. I've read about all the different things that can be done with this program. I mean, it's supposed to be like a Swiss Army knife for 3D Custom Girl. But I've never been able to figure out how to do anything besides view mods with it.
Again, if anyone knows how to make better use of it, I'd love to know. At any rate, for the purposes of this tutorial, viewing mods with TDCGExplorer will suffice. EDITING MOD TEXTURES And now, let's get started. We're going to be using three programs for this.
We're going to be using five programs for this. Two of them, Photoshop and MSPaint, will be for editing the texture files. Of course, if you're using some other image manipulation software, that's no problem. These are just the two that I use.
The three programs that we'll be using to get at these texture files and make use of them are TDCGExplorer, TAHdecrypt, and TSOdecrypt. Let's talk about the mods themselves.
3DCG mods have a file extension of '.tah'. These are compiled from '.tbn', '.tso', and '.psd' files. The.psd files are for the icons that appear in the program to let you know what mod you're selecting. The.tbn files I'm not sure about; I used to think they were for the 3D models themselves, but you use the.tso files (which I thought were just for the textures) to get to the 3D models in Metasequoia, so.not sure about it. Regardless, we don't need to worry about the.tbn files for what we're doing, just the.tso files. And, I suppose, the.psd files.
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Because we're supposed to edit those as well. But, to be honest (.looks down in embarrassment.), I've never edited the.psd files when I edit mods. Pure laziness. But hey, maybe I can figure it out as we go along here.
Let this tutorial be a journey of exploration for all of us. So let's begin, shall we? Your mods will be located in your arcs folder. 'C: Program Files (x86) 3D Custom Girl arcs', unless you installed the game to a different folder. The first thing we're going to do is make a new folder somewhere else on your computer, which we will call 'Mod Backups'. In this, we will create another folder with today's date.
And here's why we're doing this. Seetha serial episodes download. First, it's easy to make a simple mistake that will ruin your mod, rendering it invisible in your program. I know, because I've done this more than once. So ALWAYS MAKE A BACKUP COPY OF YOUR MOD BEFORE YOU EDIT IT!!! We make the folder with the date because you may edit the mod, like what you've done, but decide next week you want to try something else with it.
This way, you can backup the original mod today, backup your edited mod next week when you want to try something new, and so on down the line. So, let's pick a mod. I'm going to start with my OC, Laura Lobdell. Here's her main outfit: Sexy, I know. However, I've since edited the mods for her bikini. So if I load her up in my program, even though the icon shows her wearing the dark green outfit, this is what I get: Interesting design, right? But we want to get back to the green outfit.
Now, for me, it's no problem. I made a backup of the green outfit, so all I have to do is swap mods.
But say you don't have the green outfit, and you want it. First, you need to find the mods in your arcs folder.
I happen to know where these are, but suppose you don't know. This is where TDCGExplorer comes in. Now, when you start it, you'll see a splash screen come up, probably something like this: I mention that because (not to brag), I have a pretty fast computer. And still, that splash screen stays up for what seems like a pretty long time before the program finally opens. So, be prepared for that possibility. Once the program finally opens, you'll see this: Except that, if this is your first time using the program, the two white boxes will probably be blank.
So let's go ahead and build our database. It's not really necessary for what we're doing, it's more for all of the other features that I don't know how to use. But hey, why not do it anyway? Just click on the 'Database' tab and select 'Database create/update'. This should compile a database of all the mods in your arcs folder.
Now then, on to Laura's outfit. Well, first a word about names of mods. A lot of the mods I've downloaded had names written in Japanese characters, and most of the rest had names like 'mod0132' and 'XPC2071'. So I've renamed most of my mods to help me find them when I go to edit them. So unless you've gotten mods from me, yours are going to have different names (for the most part). First I'm going to back up the two mods I need by copying (not cutting) and pasting them to my 'Mod Backups.today's date.'
folder. And then I'm going to rewind a little because I forgot to tell you how to find the mod. So, I already know which mod I'm using, but let me show you how this works. Pick a.tah file and drag and drop it onto the dark grey window in TDCGExplorer. So here's what we get: Now, sometimes, you'll see the mod in that window where you just dropped the folder. Sometimes you won't see anything until you click on one of those files highlighted in blue beneath the window.
And sometimes the mod is there, but it's off-camera. In the window where you just dropped the folder, you can use left-click, right-click and middle mouse to move the camera around.
In this case, I held down the middle mouse button and moved down with the mouse: Now let's have a look at those file names. You can see that I've clicked on the first one, N281LCBRF00.tbn. You'll also notice that the first five are.tbn files, the next five are.tso files, and if we scroll down.the last five are.psd files. Clicking on the.psd file names won't do anything; clicking on the.tso file names will show us the same thing as clicking on the.tbn file names. As we click through the names, we find that N281LCBRF01 is the one we want to edit. Now that we've found the one we're looking for, let's move on to the next step.
Make another new folder, let's call it 'Mod Sandbox.' Copy and paste TAHdecrypt and TSOdecrypt into this folder. We can delete the folder when we're done with it, and you'll still have your original copies of these two programs in your Mod Tools folder. You know what? It's not a bad idea to keep a second copy of your Mod Tools folder somewhere on your computer. Just in case. Now BE SURE YOU MADE A BACKUP OF YOUR MOD BEFORE PROCEEDING.
Cut and paste the.tah file you want to edit from your arcs folder to your Mod Sandbox folder. Next, drag and drop the.tah file onto the TAHdecrypt program.
You should see a black DOS/Command Prompt-type box pop up. I was going to get a picture of it, but as this is such a small mod, it disappeared before I could hit 'PrintScreen.'
At any rate, you should now see a folder that's been created with the same name as the.tah file. Go ahead and delete the.tah file (assuming of course that you ALREADY MADE A BACKUP OF IT - I CAN'T STRESS THIS ENOUGH). Then right-click on the folder that was just created and selct 'Open in new window'. Here you'll see two folders, 'data' and 'script'. Go into the 'data' folder; you'll see two more folders, 'icon' and 'model'. Go into the 'model' folder.
Here we find our.tso files. We already determined that N281LCBRF01 is the one we want to edit, so cut and paste N281LCBRF01.tso to the 'Mod Sandbox' folder. Drag and drop the.tso file onto the TSOdecrypt program. As before, the black box will pop up briefly and a new folder will be created. We're about to delete the.tso file we just used, but first, right-click on the folder that was just created and select 'Open in a new window'. In the window that opens up, select 'View' and 'Tiles'. We switched to tile view so that we can see the file sizes.
Occasionally, the files circled in the picture below will show up as '0.0kb'. If this happens, right-click and select 'Refresh' in the window until this changes to actual file sizes. As soon as it shows anything larger than 0.0, you're good. We just want to make sure that we get the whole thing before we delete our.tso file. So go ahead and delete the.tso file now (the one in 'Mod Sandbox'), and let's head back to the folder we opened in the new window. We're going to ignore that first folder and open the folder named 'Tex000BraTexture'.
Now, in this instance, we see a 'Targa' file. Not all mods will use Targa; some will use.png, some will use.bmp, and you may run into some others as well. Now, this is important: DO NOT MAKE ANY ALTERATIONS TO THIS FILE!!!! This thing is.persnickety. You do not want to make any changes to this file. At least, not yet. Rather, we're going to save a copy of this file to another folder.you know what, just follow along, step by step and you'll see where we're going with this.
Let's make another folder, this one we'll call 'Texture Edits'. Open this Targa file in Photoshop; select 'Save As', and save it as a.png file in 'Texture Edits'. We're going to make the changes we want to this.png file we've saved. At this point it's a matter of editing the image in the way we want. I'm going to spare you the details and show you the finished product.
Suffice to say, it involved getting a picture of crocheted material from an online image search, altering its color in Photoshop, and making it the same dimensions as the image we're editing (in this case, 256X256 pixels), and overwriting this file with it. You know what, for what we're doing here, we didn't really need to save this Targa file to another folder and edit it.
We just needed an image that's the same size in pixels. But let's say we wanted to use this image, but alter it in some way. Changing the color, perhaps, or adding text. That's when we'd need this extra copy saved to another folder. Let me give you an example, the original file and an edited file: Let's say that second image was the one we wanted to use for the mod.
If we had made those changes to the orginal Targa file, we would have broken the mod. When we selected it in the program, it would have been an invisible bra. And an invisible bra is no bra at all. So that's why we made a copy of it in another folder to work on. But for this particular example, we really just need another image that's 256x256 pixels. And here's the one we're going to use (and if you're playing along at home, feel free to save this image and use it yourself): Hey, maybe it's not the most professional tutorial ever made, but it's better than nothing, right? So, now we're going to open that original Targa file in ye olde Photoshoppe.
Then open our edited image in Photoshop. You should see the two images opened in two separate tabs, like so: With the tab for the edited file selected, choose 'Select', 'All': Then 'Edit', 'Copy' Switch back to your first tab and select 'Edit', 'Paste' You should now see the edited file in the first tab. Select 'File', 'Save As' Photoshop will want to save it as a Photoshop file (.psd), so be sure to select the same extension as the original file (in this case,.tga) Now you'll see the original file in the 'Save As' box; click on it and hit 'Save': A dialog box will pop up asking if you want to replace the original; select 'Yes' Click 'Yes' or 'OK' on any subsequent dialog boxes And now we've edited our texture file. Let's back up out of the texture folder and go into the folder named 'Tex001SailorCOL00'. This is going to contain our shading file. You can see that this particular image is half grey, half white.
The grey half shows how dark the shadows will be, the white half indicates no shadow on any part of the mod that has light shining on it. Sometimes you'll come across one of these that isn't half and half, but rather a steady gradation from left to right. I thought I had one saved somewhere and was going to show it to you, but I can't find it. Oh well, not a big deal. Anyway, I feel that the shadows in this program are often too dark. You don't want to get rid of the shadows altogether; trust me, I've tried it, and all illusion of three dimensions vanishes.
It looks bad. But I do want to lighten things up a bit. So we're going to open this file in Photoshop and select 'Image', 'Adjustments', 'Brightness/Contrast': I'm going to bring the brightness up to 45: Then follow the procedure above. Click 'Save As', select the proper extension (in this case.bmp), click on the original, say you want to replace it. Agree to any subsequent dialog boxes. Now let's return to our 'Mod Sandbox' folder.
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If you haven't already, go ahead and delete the.tso file: And now we reverse the mod building process. Drag and drop the folder 'N281LCBRF01' onto TSOdecrypt; this will create a new.tso file (with the same name as the one we just deleted). Cut and paste this.tso file into ' Mod Sandbox 3-4-cup-bra data model'. Back up to the 'Mod Sandbox' folder and drag and drop the '3-4-cup-bra' folder onto TAHdecrypt.
This will create a new.tah file; cut and paste it into the folder you took the mod from in the first place, 'C: Program Files (x86) 3D Custom Girl arcs 3-4-cup-bra ta0555' (if you installed to the default folder). Now let's drag and drop that.tah file onto TDCGExplorer to see if our changes worked: And there we have it.
Now follow through that same procedure with 'mod0173 vibe drawers'. In this case, the.tso file we're editing is 'N001PANTH72.tso' In this case, the file we're editing is a.bmp, not a.tga file. And, surprise surprise, here's one of those gradation shaders: (Apparently.bmp files don't show up here, so I made a screenshot of it and saved it as a.png) This one doesn't seem as dark as the other one, so I'm only going to bring the brightness up to 30 instead of 45. And, after going through the whole process, voila: So, having placed this.tah file back in my arcs folder, let's open the program and see what we've got. And there she is, just like we wanted. Okay, I know this isn't the best tutorial ever made.
And I realize now, at the end, that I never did get around to trying to figure out the.psd files for the on-screen icons. But I'm ready to be done with this, lol, so maybe I'll re-visit that in a tutorial addendum at some point in the future. I think I've covered the basics, but of course, if you have any questions, don't hesitate to comment below or send me a note. I'll be glad to help. Happy editing! Not sure off the top of my head. Are you dragging and dropping.tah files onto the TDCGexplorer window, or are you accessing them by clicking on the database menu in the leftmost panel of TDCGexplorer?
If you're using the database panel, I can think of one possible reason. Here, I select a file in the database panel, but you'll see that nothing shows up in the viewer window: I have to click the name again in the middle panel: Then click a.tso file in the bottom panel: I don't know if that helps or not. Let me know, and I'll see if I can figure out something else. By the way, I never access my files this way, I always just drag and drop.tah files onto TDCGexplorer. If you can take some screenshots of what you're doing, like the ones above, that may help me figure it out.