IllusionMods / KoikatsuModdingTools

Modding tools for Koikatsu
MIT License
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KoikatsuModdingTools

This is a set of tools for creating Koikatsu mods in Unity Editor.

How to use it

  1. Download Unity 5.6.2 which is the version that Koikatsu uses.
  2. Download the repository by clicking the green "Clone or download" button on Github, up in the top right.
  3. Open the project in Unity.
  4. Try the example projects.

How to update

  1. Download the repository
  2. Copy your Mods folder from your old project to the newly extracted project

Example projects

Included in this set of modding tools are some examples that should illustrate how to create your own mods. Each example comes with a readme file explaining how it works and how to create your own.

Body Paint Example

How to create a body paint mod. Creating any type of 2D texture mod such as suntans, eyeliners, etc. is a similar process.

Accessory Example

How to create an accessory mod.

Accessory Hair Example

How to create hair as an accessory with KK_HairAccessoryCustomizer compatibility.

Clothes Example

How to create a clothes mod.

MaterialEditor Shader Example

How to compile a shader and configure it for use with KK_MaterialEditor.

Asset Override Example

How to override a vanilla asset, for example when fixing or improving an asset from the base game.

Studio Item Example

How to create an item for Studio.

Studio Filter Example

How to create a color filter for Studio.

Map Example

How to create a map for use in Free H and Studio, complete with H Points, map masking, lighting, etc.

Creating your own mod

To create your own mod, you can use an example project as a base. Copy an example project to the Mods folder, then edit the manifest.xml and insert your own information. Add your textures, select them, and set a path inside the chara folder, such as chara[your_name][mod_name].unity3d. Do the same for your thumbnails. Edit the list file with the correct category number, fields, and content.

Once you have assets assigned to the asset bundles, click Window->AssetBundle Browser to bring up the build menu. Click Build All Assets and then Build All Zipmods. Only mods within the Mods folder will be built this way to keep your stuff separate from the example projects.

Features

Shaders

Included in this project are a set of placeholder shaders with all the properties of a vanilla game shader. These shaders are replaced in edit mode by the functional game shaders, and after asset bundles are built the placeholders are replaced by a copy of the original game shaders by an SB3UGS script.

Meshes

When .fbx files are imported by placing them within the project structure scripts run which:

Textures

Normal map textures are converted to the transparent-red style instead of the transparent-grey style typically created by Unity 5.6.2. This improves compatiblity with EmotionCreators for all mods built using KoikatsuModdingTools.

Note: Generally, using High Quality compression for textures is prefered, except where textures extract from game files already used Normal Quality compression (DXT5, DXT1).

Importing Asset Bundles

It is possible with the use of uTinyRipper to import the contents of asset bundles you've created in the past, in case you would like to convert your existing mods to a format KoikatsuModdingTools can use. See the guide on how to do so.

Work in progress

Koikatsu Modding Tools is a work in progress, please report any bugs you may find. If you are interested in contributing to development, these are the things that need to be done.

Credits

Enimaroah: SB3UGS and updating it to support shader replacement, and also for the script which removes excess bones from imported .fbx files (for Blender .fbx compatibility)
Marco: List file editor UI which I still have yet to finish
Essu: Coding help and advice
AmplifyColor
Unity Asset Bundle Browser