Mod Unity Monster Black Market - Tits Mod V2P

FluffyRaKu

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Jan 2, 2023
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I've already posted it on MBM's game thread, but I'll just leave a note here for anyone who's interested:

I got a word from the dev that . It's a technical update, basically what was supposed to be a Steam version (better asset/data handling, better performance out of box and without steam content censorship in place), but Tits mod currently don't support it. DLsite version of MBM will be updated later (if there's no issues, of course) but only after they'll release ProjectR 0.6.

New build version is supposedly 2.1.0.0.

So any warnings this mod thread have about "non-compatible Steam version" is about current 072 project store version now.
So I presume the current dev goal for the mod is to update stuff to the new asset handling system?
 
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Krongorka

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So I presume the current dev goal for the mod is to update stuff to the new asset handling system?
Yep. As I mentioned before, mod enters "branch" territory because file structure between 2.0.1.6. and a new version is too different.

Assembly-Csharp.dll may be changed by the game's dev if there are "scripting/logic" errors. Some hardcoded data is still in .assets files, like spine config and other config files. But as far as I know, the build I have from 'May's bug-testing' technically still is the same so I can still use it for a proper "current 072 project store" version for a further mod development on my end. If there are user reports about anything "logic"-related the build I have won't be supported once more. Otherwise "2.1.0.0-Tits mod support" release should be compatible with all potential new releases if there's only "Data Assets" patches released in the future, these includes character's assets like individual .skel, .atlas and PNGs sprite sheets. These don't have to be repacked each time and technically game version don't need to be changed anymore.

That's why I mentioned these two exceptions because only these are critical and still bloats file size of the mod. Otherwise it could've been several MBs. Other asset data is fully unpacked now and not in asset bundles.

And my final bummer is still about a 'no-go' with current Steam release. You see, I still can't get DLsite/072 store version (because of the country I live in) and have to rely on other users who can. Steam release could've give me a chance to have the actual version always on hands, but alas. I believe that I'm on good terms with the dev, but I think I still have to mention the fact I still can't actually buy the game. Sad but true.
 
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jbrisle

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Oct 26, 2018
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Sorry if this has been answered, but is it possible to keep everything about this mod but just use the default clothes from the vanilla game?
 
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Krongorka

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Sorry if this has been answered, but is it possible to keep everything about this mod but just use the default clothes from the vanilla game?
I'm assuming you mean original colorless rags? At some point in mod's development I wanted to give cloth a color customization but unfortunately it would be difficult to make a whole new 'color pick for clothes' window in the game. Instead, game checks for slave's eye color value and use that to colorize rag sprites as well.

There's also a problem with having clothes getting in a way of non-standard body parts (tits, hairs, bigger pregnant bellies...). For current version I try to keep it pretty simple and avoid all sorts of sprite clipping: in V2P if slave is pregnant or 'cumflated' it automatically turns off lower rag sprite in idle position for example. For now I can't promise more clothes options, sorry.

Current 'goal' is to make V2P to work as intended with newer 072project store game's build, which have version number "2.1.0.0" and a new file system. We'll see when DLsite version will be updated as well.
 
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Oct 2, 2022
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I suppose that answers my question about ongoing development. Which is a shame because ProjectR and one of my other favorite games, Slave Matrix are also at a standstill.
 

Dadaism

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I suppose that answers my question about ongoing development. Which is a shame because ProjectR and one of my other favorite games, Slave Matrix are also at a standstill.
What do you mean, both at a standstill? Isn't Slave Matrix already released, and completed? Or has the devdecided to resume developmente?
 

Krongorka

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Currently it's just about bringing V2P content support to 2.1.0.0 version which 072 project store version sell. If you have it - don't try to apply current V2P for 2.0.1.6 on 2.1.0.0, because it won't work.

We don't know when DLsite 2.1.0.0 will be released and we also don't know if it will contain DLC or not. On DLsite DLC is sold separately, 072 project store sell FULL version with DLC included.

So version handling can be a problem, but there's no way to tell at this point.
 
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What do you mean, both at a standstill? Isn't Slave Matrix already released, and completed? Or has the devdecided to resume developmente?
I mean even if the game is finished development it's technically at a standstill. As an aside, for the second time, people on the forum are planning to take another look at it and see if they can work on it more. I'm not sure if anything will come of it, but it's something to think about since the game is great, but can be pushed even farther
 

Dadaism

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I mean even if the game is finished development it's technically at a standstill. As an aside, for the second time, people on the forum are planning to take another look at it and see if they can work on it more. I'm not sure if anything will come of it, but it's something to think about since the game is great, but can be pushed even farther
Definitely agree, the progression was horrible. Going from "here is 10 races, have fun with those a 0 tools for hours", to"money is an irrelevant concept, here is 100 times the content you were used to all at once when the game is finished and training is a joke".

Could you link the relevant discussion in f95zone? I'm curious to read about what could be done with the game!
 

jonnijimbo

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Aug 3, 2022
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question about the mod, why cant i use my cosmetic potion on generic slaves anymore? i want to be able to adjust tit sizes with hair and skin styles and color. i dont really see anything mentioning it in any sort of readme or changelog in the mod
 
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Krongorka

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question about the mod, why cant i use my cosmetic potion on generic slaves anymore? i want to be able to adjust tit sizes with hair and skin styles and color. i dont really see anything mentioning it in any sort of readme or changelog in the mod
Cosmetic Potion usage is blocked by default in Complex Breeding mod only. I'm not a developer of that mod.
 
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jonnijimbo

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actually, one more odd question, who is hitsuji and usagi? im thinking they must be the original japanese names for some of the characters proper but im not sure which
 

Krongorka

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actually, one more odd question, who is hitsuji and usagi? im thinking they must be the original japanese names for some of the characters proper but im not sure which
Sheep and Rabbits. In the original they can only have small "grown" figures. In Tits mod "Full-sized" female figures now have assets for these too. Unfortunately, due to the code logic you can't really have both "small grown" and "big grown" figures for once race.
Complex Breeding mod codebase actually allows that, but that's something of a stretch to implement (that mod is closed-sourced and it's not trivial to implement new races and stuff).
 
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jbrisle

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I'm assuming you mean original colorless rags? At some point in mod's development I wanted to give cloth a color customization but unfortunately it would be difficult to make a whole new 'color pick for clothes' window in the game. Instead, game checks for slave's eye color value and use that to colorize rag sprites as well.

There's also a problem with having clothes getting in a way of non-standard body parts (tits, hairs, bigger pregnant bellies...). For current version I try to keep it pretty simple and avoid all sorts of sprite clipping: in V2P if slave is pregnant or 'cumflated' it automatically turns off lower rag sprite in idle position for example. For now I can't promise more clothes options, sorry.

Current 'goal' is to make V2P to work as intended with newer 072project store game's build, which have version number "2.1.0.0" and a new file system. We'll see when DLsite version will be updated as well.
Thank you for answering this! I'm guessing the answer is "probably too difficult for the common man", but how difficult would it be to change the clothing myself? Would it require new backend image files, recompiling the game/mod, etc.? Just wondering if it's worth me attempting to mod it myself to get the colorless rags back (for some reason I like them more as it seems more like the slaves have been captured and this is all we have to give them to wear...)
 

Krongorka

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Thank you for answering this! I'm guessing the answer is "probably too difficult for the common man", but how difficult would it be to change the clothing myself? Would it require new backend image files, recompiling the game/mod, etc.? Just wondering if it's worth me attempting to mod it myself to get the colorless rags back (for some reason I like them more as it seems more like the slaves have been captured and this is all we have to give them to wear...)
New version for 072 project store comes with semi-open data structure (titled as 2.1.0.0). But it only covers packing-unpacking step which I had to do for old 2.0.16.0 version.
Main issue with modding MBM and any other 2D Spine-based titles is you need to have a license for "art/animation software". And not just Essential tier but a Pro one (369$). Just because it supports functionality you'd need to properly mod assets. Unless you really into this stuff/not tight on budget or want to work professionaly I just can't recommend it to anyone. Cracked version of this software on the net (3.8.75) is too old to support MBM too. So that's why there's too little graphical mods for this game.

As for colorless rags... there's a script file in data files. Technically speaking it still can be edited back to not rely on slave's eye color, but in current modded form there's lots of scenes to cover with some risk to break asset loading if you mess up in any place of the 7mb text document... yeah...
 

Krongorka

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Got some time to continue the work on the mod. Birth scenes aside, here's another skeleton which reminded me the decision to make "Unified Skeletons" was a right idea to move forward:

Here's a standard 'Woman_Capsule' skeleton:

WCapsuleDefault.png

Default game version 2.0.16.0 use 2048x1024 sprite sheet and new build 2.1.0.0 use "Non-Power of Two" 1042x1042 (Use of NPOT textures is frowned upon, but that's how devs use it).

Optimizing that for Vertices/Vertex Transforms and Triangles went smooth as usual. But asset usage went way down. See, this particular scene is practically mirrored, except for the "Capsule"/Machine itself (which only have different wood texture on left and right side).
We don't need to have full Capsule texture in a view, because game renders it in background as a static room texture, but it still need enough to cover Slave's body parts. Slave's body parts like arms, legs, tits, nipple electic cords can be all mirrored.

That's how it looks now from engine perspective:
WCapsuleOptimizedMirrored.png

Reason for "Slots" number going up is simple - I break down mirrored assets in two parts. I still didn't mirrored body sprite, "dildo" sprite and pregnant belly sprites because there's a potential visual glitch to happen when you zoom in and zoom out the camera and it also further increase Slots number, which isn't optimal. Anyway, it's still way faster to render.

As for packed sprite sheet size in current form it goes below 512x512 size, which is great.

Here's an observation about common/unique slaves for this scene: Unique slaves all comes with their hair sprites, while common ones lack any. No clothes, no hairs. I guess devs just didn't want to bloat original 2048x1024 sprite sheet size further, but Unique ones have them and also have some of their clothing variations:

bellacapsuledefault.gif clairecapsuledefault.gif karencapsuledefault.gif nerocapsuledefault.gif sylviacapsuledefault.gif

So here's 5 "Woman" types. All load their own skeleton file and texture data. Same scene. Same scene optimization principles can be applied... same work have to be repeated 5x more times without doing "Unified" skeleton. All is needed is just to include missing Unique hair and clothing assets in a common skeleton type.

I'll just share my WIP result with currently implemented Bella assets as a packed sprite sheet:

woman_capsuleWIP030925s.png

"Unified" Capsule Bella scene breakdown: Tits are now support customization. Thighs is problematic due to cloth artwork baked into Thigh Type 2.

bellaunifiedcapsulebreakdown.png

White area is free space for assets. Big back hair sprite can be cut and mirrored (side hairs too). Only need one mirrored thigh sprite with clothing. Some additional clothing will be accounted too, which at this point is a piece of cake and will fit 1024x512 target nicely.

I thought about bringing Girl skeleton type into this too, but it opens some more technical aspects and will up Bone count, which is not optimal... although not that bad as the original load was. Something to think of at least.
 
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Krongorka

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One more post about Woman Capsule skeleton before I move on from this topic:

I did mention Unique types having clothes and hairs in this particular scene, but when I started to add their clothed thigh sprites one issue appeared: cloth part is baked into a common thigh sprite thigh. So not only do you need to store a sprite like this:

thigh_right_2.png

For one unique slave you have to add another one in full resolution:

thigh_right_cloth.png

And while Bella, Claire, Karen and Nero have mirrored (identical left and right thigh) sprites, Sylvia's have slightly different art for a right thigh. So you'll need to store two more sprites:

thigh_right_cloth.png thigh_left_cloth.png

See the problem? Lots of space is needed on sprite sheet and also clothed sprites only really works with one thigh size.

Technically you can "cut" clothed part with usage of meshes. But it's more effective to erase body part above it. The only trouble for non-artist like me is I'll need to use some graphical edits for each clothed part:

thigh_left_cloth_sylvia.png thigh_right_cloth_sylvia.png * Both Sylvia's thigh sprites facing one direction because this way we only need to store one mesh instead of two.

Now we can use these cut down cloth sprite versions into their own ThighCloth slots. It also comes with other benefits:

- Can be colored separately if needed.
- Can be adjusted to be used with both thigh sizes instead on one using a mesh edit.

Anyway, that's probably it for woman_capsule skeleton. Now it's a proper "unified woman skeleton" type.

Girl skeleton type is a bit different, so I'll probably still keep it as a separate entity, but it'll need to store more data: Aure assets use different body shading so she's the only truly unique character when it comes down to assets.

woman_capsule.png

WomanCapsuleUnified1.png

WomanCapsuleUnified1.gif
 
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