- May 8, 2020
- 648
- 559
So why the fuck this thread stays for if people can't crack the shit or not able to get the new version?
Because there's no new version since the last time this got cracked?So why the fuck this thread stays for if people can't crack the shit or not able to get the new version?
I was wondering about this. They did drop the "Operation Lovecraft" surname and cancelled the campaign (later saying that it's on indefinite hiatus to appease the backlash), dropping Gallery mode in favor of something nobody ever asked for.declare this thread as 'Abandoned'
Honestly when the new build comes out they should just rename this thread Paralogue, kill it and put the new build under a new thread with the Operation Lovecraft moniker.I was wondering about this. They did drop the "Operation Lovecraft" surname and cancelled the campaign (later saying that it's on indefinite hiatus to appease the backlash), dropping Gallery mode in favor of something nobody ever asked for.
The transition was so smooth this time around that hardly anyone mentions FD:OL was effectively abandoned and rolled over into FD: Operation Gacha.
use only launch.bat.it is really cracked? it incists in open my steam, don't know what to doo anymore.
Hello, Have you successfully ported the model into Blender? I successfully imported meshes files into the blender and manually added materials to it, except the eyes (Alet and Anya). There is an eye occlusion material which cover the eyes and the eyeball meshes are behind it. I’m trying to make it translucent. Still don’t know how to correctly add extracted texture to the eyeballs.I think I got it. Now I have no clue how to open the files. I was thinking of porting them over to blender. Any tips?
unzip and open using FallenDoll_0.4.9_KiritoMod-included\Paralogue\Binaries\Win64\KiritoMod049.exehow to install? guys, describe in more detail, I just don't understand, thank you in advance.
according to the instructions that are available, it does not work
No, that's not the problem of AES key. If that is wrong, you won't able t extract any file from PAK. I extracted Alet's model in v0.34 and encountered this issue as well. It seems like the Alpha channel in "T_Alet_head_D.tga" is broken, if you view it in tools like Honeyview, it displays correctly. But if you view it inside Blender, you can only see some dot in right lower corner.anyone knows the current steam version aes key? im trying to get alet diffuse face texture, i have v0.49 and its aes key i have extracted all of the character but only alets diffuse face texture is not extracting right, the format is dxt5 for it that what is says in ue viewer when i extract the texture its almost all just alpha with some dots on the right corner, which is unusable for me, there some people that have the model extracted but they compressed it so much so i would like to know the aes key for the steam version of the game its called v0.40 ingame some one here have posted the aes key for it but it dose not for v0.40 it only works for v0.49 it would be so thankful if someone could just upload the alets diffuse texture or tell me the aes key for the current steam version which is v0.40
Hello, Have you successfully ported the model into Blender? I successfully imported meshes files into the blender and manually added materials to it, except the eyes (Alet and Anya). There is an eye occlusion material which cover the eyes and the eyeball meshes are behind it. I’m trying to make it translucent. Still don’t know how to correctly add extracted texture to the eyeballs.
Also, there are many texture map which I don’t what kind of texture map they are. For example, T_Erika_body_CUM_D_2. The mat file says it is a diffuse map, but it doesn’t look like any other diffuse maps in Google.
0x64207C05285D224C34D110CB6D935862BB019CC2FE87169E189A97E27A927FACNo, that's not the problem of AES key. If that is wrong, you won't able t extract any file from PAK. I extracted Alet's model in v0.34 and encountered this issue as well. It seems like the Alpha channel in "T_Alet_head_D.tga" is broken, if you view it in tools like Honeyview, it displays correctly. But if you view it inside Blender, you can only see some dot in right lower corner.
Just change material M_Alet_Head.001's blend mode (and maybe shadow mode together) to "opaque" and switch the alpha mode in Texture node from "straight" to "none" or "channel packed", I prefer "none" because the map still displays incorrectly in Image editor pane if I choose "channel packed". Finally, deleted the Texture node links to Alpha socket of Principled BSDF, whchi makes her face totally black.
The hair's blend mode needs to be changed from alpha blend to alpha hashed or alpha clip BTW, which make you incorrectly see through the hair just like her head.
Oh, Do you still remember the link to the AES key of v0.49? This thread has 500+ pages and i'm not sure if I can find it![]()
My pleasure. By the way, will you post the blend file to the forum by the time you finished that?0x64207C05285D224C34D110CB6D935862BB019CC2FE87169E189A97E27A927FAC
aes key for v0.49
Anyway thanks, I'm well experienced with shading in almost every 3d software i just don't know how to extract the texture right only alets face is using format dxt5 the others use dxt11 maybe thats the issue here, but i well take your advice and use honey viewer and see what can i manage.
edit: honeyviwer worked thank you![]()
My pleasure. By the way, will you post the blend file to the forum by the time you finished that?
I've made some progress in shading the model. There are many texture maps left unused because I don't know what they actually are. As for the texture maps being used, some issues still exist (e.g. the sweat map looks like liquid metal). I can post the model here If you want to review or continue working this.
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Well my workflow is different than just porting it to blender, if i like a model i see i port it to my workflow which is changing the uv topology rig and stuff, so its easy to work with. here are some photos maybe it well explain what i mean a bit, once i port to my workflow adding things is much easier.My pleasure. By the way, will you post the blend file to the forum by the time you finished that?
I've made some progress in shading the model. There are many texture maps left unused because I don't know what they actually are. As for the texture maps being used, some issues still exist (e.g. the sweat map looks like liquid metal). I can post the model here If you want to review or continue working this.
![]()
What do you mean to add to your workflow, you re-do the UVs so is a bit better to work with?Well my workflow is different than just porting it to blender, if i like a model i see i port it to my workflow which is changing the uv topology rig and stuff, so its easy to work with. here are some photos maybe it well explain what i mean a bit, once i port to my workflow adding things is much easier.