Open diddpro opened 3 years ago
This misalignment is probably prevalent in different parts of the game as well. Need to consider what should be done with multiple maids with different body offset settings.
Not only yotogi, I found that karaoke mode also requires a different bodyoffset.
Could you please add a configuration so that different Scene use different Bodyoffsets? For example, the Scenelevel of yotogi is 14, karaoke is 65. And we can set a Bodyoffset value separately for the Scene 14 such as 0.00 and set Scene 65 to 0.08.
This way we can handle future updates without having to change the code.
Good idea. I think the plan for this is to merge the changes made in fdef28d1a8dfb4975ef2e3eba255d913883f8008 into main and then move along with implementing a configurable allowlist.
I am very busy with MeidoPhotoStudio though so no promises that this will get done anytime soon.
I tried to make a prototype based on the current code from Github, but it seems to behave differently than the precompiled version you posted.
For example, using hhmod_27d_sandals_white.menu
will cause the plugin to try to read hhmod_27d_sandals.json
, which the version you posted does not. I did not change these logics, so I think it is a code inconsistency.
Can you update the repository code?
Or did I do something wrong.
The version I compiled is here: https://github.com/InoryS/COM3D2.HighHeel/releases
It can also be found in the Github action.
(It's rough because I'm so ignorant of C#)
I decompiled the dll that I current use and found out it's com.ongame.com3d2.highheel
, so it doesn't match the current repo, sorry.
And I found his repository, but his repository code is still not complete. There is an IndividualAngles.cs
in the decompiled code, but the repository does not have this code. If I compile that repository code directly, after compiling I get plugins that behave differently.
And unfortunately, the decompiled code cannot be compiled directly, so the decompiled code cannot be used.
So I guess there's nothing I can do here.
https://github.com/Kotone4869/COM3D2.HighHeel
Without the full code, the solution I can think of is to create another plugin that also detects shoes starting with hhmod_ and then adjusts the character coordinates.
I've spoken with the maintainer of Kotone4869/COM3D2.HighHeel and found that the IndividualAngles.cs
file doesn't exist in their local branch either so I'll figure out what needs to be done. I'll start working on this today.
After decompiling Kotone's plugin myself and speaking with Kotone again, the individual toe rotation support code was apparently pushed in an incomplete state. IndividualAngles
was indeed missing and a lot of other things as well to get the plugin in the same state as the one released by kotone.
I'm in the process of rewriting the whole plugin and incorporating Kotone's changes so there's gonna be a little delay in getting this implemented.
I would like to take the opportunity to workshop a little bit to figure out what exactly is needed for this feature. Is it just a block list of scenes where body offset should not be applied? I think that's the simplest implementation of this feature without having to resort to changing the offset of both maid and man in yotogi.
I implemented what I wanted in this repository: https://github.com/InoryS/COM3D2.HighHeel/tree/2678853b1621189a6b6f924118c793f5772d8349 It is based on (he found the lost code): https://github.com/Kotone4869/COM3D2.HighHeel/tree/ac094c91f9a58a5634dc1cfe1b72220255c57b17
Basically, I let each sence index configure the maid and man's BodyOffset separately, which I think is the simplest solution. The man's BodyOffset is used to align with the maid in the “night scene” (Just realized that I forgot to check whether the maid is wearing shoes)
Since my repo is quite messy, if you want to merge or improve this workaround, feel free to use the code.
Having per scene body offsets isn't a good idea since each high heel configuration can have different body offsets as per the specification of the shoe. A platform shoe for example would have a way higher offset because of the extra height compared to a high heel that just raises the heel.
I think karaoke mode and dance mode are "edge cases" where the maid's animation is not playing so the high heel configurations do not get applied at all and that's where the issue lies. The offset applying during yotogi causing a misalignment of the man and maid seems to be the only issue.
I think a simple block list of scenes to disable body offset (or even all high heel adjustments in general) as well as fixing the dance/karaoke edge cases is the way to go.
I think disabling body offset is not a real solution either, because
I haven't experienced all the scenes in the game, but for this, I need at least 3 offset values.
If shoes have such a big impact, mod authors should even be allowed to set up separate profiles for their shoes instead of just matching based on shoe height.
So maybe allow individual configuration profiles for each shoe + the default configuration file(differentiate by height like the current version) and then allow individual parameters for each scenario in each profile.
may even need to set different foot angles for different scenes, as I noticed that some sitting scenes require the angle to be set to 0.
I'd have to see these offset discrepancies for myself but I'm not too opposed towards each configuration having it's own set of offsets per scene.
may even need to set different foot angles for different scenes, as I noticed that some sitting scenes require the angle to be set to 0.
@InoryS This much fidelity in configuration seems like overkill. Could you take screenshots showing the problem? Could you also provide screenshots of the body offset discrepancies between different scenes?
I've looked into the dance mode and karaoke mode offset issues and it seems that karaoke background's floor is much higher than other backgrounds. In fact, many CM3D2 and some COM3D2 backgrounds "floor height" are inconsistent. Given that each scene could have a different background, having a per scene body offset or feet angle adjustment does not make sense.
I think I'll just address the original issue and have the maid's body offset apply to the man in yotogi mode as well.
Hello. After I tested this plugin, I found that 'offset' make height difference with man body in yotogi mode. When a maid puts on a high heel, a men has to get same offset. Could you make this possible?