Este es uno de los complementos de BepInEx.
Este complemento ayuda a reemplazar la textura del juego sin necesidad de reemplazar el archivo de recursos . Cambia las texturas durante la ejecución.
Necesitaba imágenes sin censura (archivos o png). O bien, hacer un dump y dejarlo sin censura.
No toca el archivo de activos, por lo que, independientemente de si el juego se actualiza o no, no hay problema. (Cuando se usa MD5)
Nueva función agregada: Seleccionar conjunto de texturas
Puedes crear varias texturas que coincidan con una sola. Puedes crear muchas variaciones de imágenes modificadas, como cabello negro y rubio.
Prepara 2 texturas y puedes cambiarlas en tiempo de ejecución.
Ejemplo.
Llame la carpeta "Seleccionar". Es un nombre reservado.
Juego - BepInEx - plugins - ModImages - Seleccionar
... carpeta ModImages.
Seleccionar
Cabello negro <- este será el nombre del elemento " seleccionar textura "
cabello_.png
pierna_.png
Cabello rubio
cabello_.png
pierna_.png
Cuerpo verde
cabello_.png
pierna_.png
Interfaz de usuario
botón1_.png
etcétera....
Otros
algunos archivos...
Si se encuentra una textura llamada "hair", el complemento la cambiará a "hair_.png". Sin embargo, hay tres "hair_.png" duplicados. El primero se usa al ejecutar el juego ( ordenar por nombre ). Puedes agregar un número al nombre de la carpeta. Presiona F12 y "hair_.png" se reemplaza con la textura de la carpeta "Cabello Rubio". ¿Presionas F12 de nuevo? Se reemplaza con la de "Cuerpo Verde". Selección rotatoria.
Por supuesto, puedes preparar muchas texturas en la carpeta " seleccionar textura ".
Importante !!
No es necesario tener nombres duplicados, utilice el MD5. (nombres duplicados, por ejemplo, textura_00)
Los nombres no duplicados se pueden completar simplemente agregando "_" al final, como se muestra a continuación.
acstill_101_2_.png: Vale. Es sencillo.
acstill_101_NO-MD5.png: ubicación de la cadena MD5; hay "NO-MD5". No hay problema. El número de caracteres no es 32.
acstill_102_2_I-Hate-MD5.png: OK. "MD5" no es una palabra clave. Solo comprueba si el número de caracteres es 32 o no.
acstill_103_2_anonymouse edited.png: OK.
acstill_103_4_Este archivo necesita más edición.png: OK. Se usa como comentario. Tenga cuidado con los 32 caracteres.
acstill_202_2_I-Want-good_game.png : En este caso, la palabra clave de textura es " acstill_202_2_I-Want-good ".
acstill_502_3 _ cf5432a5a6b110e8b4d1fb1f1d101004 .png: Es un nombre único, pero fuerza la verificación del MD5 .
Incluso si el nombre es único, pero desea que sea distintivo, agregue un valor MD5 después de "_". El complemento comprobará el MD5. Si no coincide con la imagen, no lo reemplace.
Puede comprobar la versión del complemento haciendo clic derecho en el archivo dll -> Propiedades -> pestaña Detalles en el explorador de archivos.
ImageCompareForTextureReplacer v1.41.py: Coincidencia de archivos de imágenes similares.
selected_files_rename.py: cambia el nombre de los archivos que seleccionó de la carpeta de resultados.
UABEA_renombrar_con_MD5.py
Restricciones
Este es un complemento de BepInEx. Funciona con BepInEx.
El complemento utiliza algunas funciones de Unity. Por lo tanto, pertenece a la versión de Unity. Sin embargo, puede ejecutarse en muchas versiones de Unity.
Instalación
Primero, instala BepInEx en la carpeta del juego.
Copia el archivo "Texture_Replacer_BE5.dll" a la carpeta "BepInEx\plugins\". (Los archivos .exe de IL2CPP requieren "Texture_Replacer_BE_il2cpp.dll". Por ejemplo: Holy Knight Ricca).
Si tenía archivos PNG sin censura, cópielos todos a la carpeta "BepInEx\plugins\ModImages\". (Coincide con el nombre de la textura).
Ejecuta el juego y disfruta.
Acerca de la versión IL2CPP de BepInEx
Si el tipo de cliente del juego es IL2CPP, utilice las últimas
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ya no sirve . Unhollow ya no recibe soporte.
Cómo volcar imágenes
La tecla de acceso rápido es ALT-F11 . Activado/desactivado.
Archivos de activos sin censura y actualización del juego
Si tienes archivos de activos sin censura (*.assets), pero el juego está actualizado, esos archivos serán inútiles.
'porque la textura se movió a otro archivo de activo o se cambió el pathID, y así sucesivamente.
En este caso, puedes usar este complemento y herramienta (ImageCompareForTextureReplacer), que puede facilitar la eliminación de la censura.
Cómo
Si tiene imágenes modificadas, copie los archivos a "ORG" y salte al paso 5.
Instale el juego antiguo sin censura (modificado) e instale BepInEx y el complemento.
Ejecuta el juego y activa el volcado (ALT-F11). Ver galería o jugar juego.
Cierra el juego y mueve la carpeta (BepInEx\plugins\ModImagesDump\) a la carpeta adecuada (donde trabajas, por ejemplo: "ORG")
Instalar juego actualizado.
Haz lo siguiente 2-3
Copie o mueva la carpeta descargada a la carpeta modificada como en el paso 4. (ej: "MOD")
Asuntos
Este complemento tiene un fallo de diseño.
'Obtener datos de los datos de texturas en tiempo de ejecución'.
Si puede leer los datos de la textura con la CPU, no hay problema.
Pero muchas texturas no se pueden leer directamente con la CPU. (si la propiedad "IsReadable" de la textura está configurada como "true", se puede leer)
Evitando este problema, el resultado es una imagen diferente a la original, dependiendo de la GPU.
No debería haber utilizado MD5.
Cada GPU trabaja con colores ligeramente diferentes. Intenté usar el mismo MD5, pero falló. No utilice el MD5 si es posible.
This is an one of plugin of BepInEx.
This plugin will help replace texture of game without asset file replace. It changes textures on runtime.
It needed uncensored images(asset or png). Or do dump and make it uncensored.
It is do not touching asset file, So whatever game is updated, there is no problem. (when uses MD5)
New Added Feature : Select textures set
You can prepare many textures matches to 1 texture. There can be many variation of modded images. likes "black" and "blonde" hair.
prepare 2 textures and can change it run-time.
Example.
Make the folder named "Select". It's reserved name.
Game - BepInEx - plugins - ModImages - Select
... ModImages folder.
Select
Black Hair <- this will be "select texture"'s item name
hair_.png
leg_.png
Blonde Hair
hair_.png
leg_.png
Green body
hair_.png
leg_.png
UI
button1_.png
and so on....
Others
some files...
If texture named "hair" is found, plugin will change it with "hair_.png". but there are 3 duplicated "hair_.png". First one is used on game run.(sort by name). You can add number to folder name. Press the F12, "hair_.png" is replaced with the texture which on "Blonde Hair" folder. Press F12 again? changed with "Green body"'s one. Rotating selection.
Of course you can prepare many textures on "select texture"'s folder.
Important !!
no duplicated names are don't needed use the MD5. (duplaicate names ex. texture_00)
Non duplicated name are just add "_" at tail of name. like below
acstill_101_2_.png : OK. It's a simple.
acstill_101_NO-MD5.png : location of MD5's string, there are "NO-MD5". It's OK. characters count is not 32.
acstill_102_2_I-Hate-MD5.png : OK. "MD5" is not keyword. just check character's count is 32 or not.
acstill_103_2_anonymouse edited.png : OK.
acstill_103_4_This file needs more edit.png : OK. used as comments. beware of 32 characters.
acstill_202_2_I-Want-good_game.png : In this case, texture keyword is "acstill_202_2_I-Want-good"
acstill_502_3_cf5432a5a6b110e8b4d1fb1f1d101004.png : It is an unique name, but force check the MD5.
even unique name, but want to make it distinct, add MD5 value after "_". Then plugin will check the MD5. If not match with image, Do NOT replaced.
You can check the version of plugin with right click to dll file -> properties -> Details tab on file browser.
ImageCompareForTextureReplacer v1.41.py : Matching similar image files.
selected_files_rename.py : Renames files what you selected from results folder.
UABEA_rename_with_MD5.py
Restrictions
This is a plugin of BepInEx. Running under BepInEx.
Plugin use some Unity's function. So belong to Unity version. But may be runs on many unity ver.
Installation
first, install BepInEx to game folder.
copy "Texture_Replacer_BE5.dll" file to "BepInEx\plugins\" folder. (IL2CPP exe type need "Texture_Replacer_BE_il2cpp.dll". ex: Holy knight Ricca)
If you had uncesored png files, copy it all to "BepInEx\plugins\ModImages\" folder. (Matching with texture name)
Run game and enjoy.
About IL2CPP version of BepInEx
if game client type is IL2CPP, use latest
Uncensored asset files and game update
If you had a uncensored asset files(*.assets), But game is updated, Those files will be useless.
'cause texture was moved another asset file or pathID was changed, and so on.
In this case, You can use this plugin and tool(ImageCompareForTextureReplacer), can makes uncensored easier.
How to
If have a modded images, copy files to "ORG" and jump to step 5.
Install old game what uncensored(modded). and install BepInEx and plugin.
Run game and turn on dumping(ALT-F11). view gallery or play game.
Close game and move folder (BepInEx\plugins\ModImagesDump\) to proper folder(where you works. ex:"ORG")
Install updated game.
Do as 2-3
Copy or move dumped folder to modded folder as step 4. (ex : "MOD")
Issues
This plugin has a design flaw.
'Get data from textures data on run-time.'
If can read texture's data with CPU, there is no problem.
But many textures are can't read directly with CPU. (if "IsReadable" property of texture is setted with "true", can be read)
Bypassing this problem, The result is an image that is different from the original, depending on the GPU.
I shouldn't have used MD5.
Each GPU is dealing with slightly different colors, I tried to out same MD5, but it's failed. Don't use the MD5 if possible.
I'd like some advice about Texture_Replacer.
When changing a large number of textures, my computer slows down when switching stages.
The higher the texture resolution, the more frequently this problem occurs.
(Restarting my computer improves this.)
I was able to avoid this problem by significantly reducing the number of changed image files in ModImages.
However, sometimes...
When switching stages, the images in ModImages/Select/*** don't load.
When I press F12, the texture I want to change loads and the game runs normally.
Is there a way to intentionally make this happen?
I'd like to distribute texture loading by stage.
If I could distribute the loading, my computer wouldn't slow down.
If you think this is possible, please let me know.
I'd like some advice about Texture_Replacer.
When changing a large number of textures, my computer slows down when switching stages.
The higher the texture resolution, the more frequently this problem occurs.
(Restarting my computer improves this.)
I was able to avoid this problem by significantly reducing the number of changed image files in ModImages.
However, sometimes...
When switching stages, the images in ModImages/Select/*** don't load.
When I press F12, the texture I want to change loads and the game runs normally.
Is there a way to intentionally make this happen?
I'd like to distribute texture loading by stage.
If I could distribute the loading, my computer wouldn't slow down.
If you think this is possible, please let me know.
Every frame (Update()) compares and replaces all textures in the scene. This slows down the game even when nothing is happening.
You might think, "Why not just replace them when the scene changes?" However, some games generate characters in real time. Therefore, comparing them every frame is unavoidable.
The textures to be replaceed are read from the corresponding folder each time. While preloading and storing them in memory is possible, loading them as textures causes them to be reset when the scene changes. Storing them in memory as bytes is also possible, but this increases memory usage as the number of textures increases.
If you're working on the Manaka game, I'm considering creating a plugin specifically for that game. (I don't have time...)
Every frame (Update()) compares and replaces all textures in the scene. This slows down the game even when nothing is happening.
You might think, "Why not just replace them when the scene changes?" However, some games generate characters in real time. Therefore, comparing them every frame is unavoidable.
The textures to be replaceed are read from the corresponding folder each time. While preloading and storing them in memory is possible, loading them as textures causes them to be reset when the scene changes. Storing them in memory as bytes is also possible, but this increases memory usage as the number of textures increases.
If you're working on the Manaka game, I'm considering creating a plugin specifically for that game. (I don't have time...)
Thank you for your quick reply.
When loading game data, it seems that if there are a large number of changed textures, the entire computer becomes busy.
Using memory-freeing software beforehand did not improve the situation.
Reducing the size of the changed images did not improve the situation.
If you could delay the loading time of the changed textures...
What if you could pause Texture_Replacer and resume it at any time?
(In fact, Replacer sometimes goes into sleep mode. I press F12 to "wake it up.")
Or what if you could delay Texture_Replacer's startup when changing stages...
It might not be as busy.
The cause is the low specs of my computer.
I don't think there are many people with the same problem.
I'm just saying this without understanding how difficult it is.
If it's a difficult improvement, don't take this article seriously.
Thanks to you, I enjoy modifying MANAKA every day.
Hey can u help me
I use your plugin to change texture in manaka flasher but when i paste the new texture into modimages it seems not work in game. I dumped the game file to see the texture name and tried to rename like with ''Texture_.png" or ''texture_MD5_.png'' but still not work
Hey can u help me
I use your plugin to change texture in manaka flasher but when i paste the new texture into modimages it seems not work in game. I dumped the game file to see the texture name and tried to rename like with ''Texture_.png" or ''texture_MD5_.png'' but still not work
I'm not sure either.
Try overwriting this into the BepInEx folder.
If your computer's performance is above average, the Select folder is not necessary.
"BepInEx\plugins\ModImages" is sufficient.
For computers with lower performance, it is recommended to place it under "BepInEx\plugins\ModImages\Select\*** (a folder with any name)".
This is because images may not change unless you press the F12 key during gameplay.
I personally check the file names in "BepInEx\plugins\ModImagesDump".
I also rename the modified images placed under "BepInEx\plugins\ModImages" to the same names. BepInEx
Hey can u help me
I use your plugin to change texture in manaka flasher but when i paste the new texture into modimages it seems not work in game. I dumped the game file to see the texture name and tried to rename like with ''Texture_.png" or ''texture_MD5_.png'' but still not work
I'm not sure either.
Try overwriting this into the BepInEx folder.
If your computer's performance is above average, the Select folder is not necessary.
"BepInEx\plugins\ModImages" is sufficient.
For computers with lower performance, it is recommended to place it under "BepInEx\plugins\ModImages\Select\*** (a folder with any name)".
This is because images may not change unless you press the F12 key during gameplay.
I personally check the file names in "BepInEx\plugins\ModImagesDump".
I also rename the modified images placed under "BepInEx\plugins\ModImages" to the same names. BepInEx
If the image of the vending machine has changed, then I think there is a problem with the file name.
If the vending machine has not changed, then I cannot give you any advice.