Yakuza 0

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Snuggetfish

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Snuggetfish

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12 comments

  1. Moon0204
    Moon0204
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    Saejima's real sister
    1. totervogel
      totervogel
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      Cringe) Loose hair does not make a man "girly" dont be stereotypical ok?
    2. Moon0204
      Moon0204
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      I know, I have long hair myself. It was a joke, OK?
  2. totervogel
    totervogel
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    Thank you I love you
  3. AnniiLau
    AnniiLau
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    lol my fantasy hahahah, ill def. try it out.
  4. incorrigibleEVA64
    incorrigibleEVA64
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    He looks like he's cosplaying as young Herman Li from Dragonforce. And now I want Dragonforce to cover 24h Cinderella.
  5. juanjose7375
    juanjose7375
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    ¿can you add a version that not has the original suit hair down and just the hair down for the hannya, shirt cinematic, and lee's jacket?
  6. TheModMaster15
    TheModMaster15
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    Will applying this over the hi-res texture pack revert Majima's textures back to the normal resolution ones? I only ask because I noticed some of the files from that mod overwrite others and vice versa.
    1. Snuggetfish
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      This mod uses the normal gameplay model textures, so it will unfortunately overwrite the high res ones from that mod... It's a good observation though, I'll try to find the time to make them compatible at some point!
    2. TheModMaster15
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      Ah, I see. Would it not be as easy as changing the model's current texture path? I would do it myself, but my knowledge on Yakuza modding is very minimal. If it is not too much trouble, may I ask what program you used to edit the models?
    3. Snuggetfish
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      Yeah with some Blender tinkering you could change this.

      If you unpack the mesh files from the high res mod (use this tool https://github.com/Kaplas80/ParManager), you'll see that the models themselves are .gmd files, packaged in their own folders, together with the textures they use. The c_cm gameplay models by default use lower res textures prefixed c_cm_, while higher res cutscene ones are prefixed c_am_.

      For model editing I use Blender with this plugin to open .gmd files: https://github.com/theturboturnip/yk_gmd_io
      The easiest way would probably be to open the two models together (high res and long hair) in Blender and then copy all the long hair objects over to the high res ponytail model, deleting first the hair original hair and hairband of course. Afterwards you can export the model directly on top of the .gmd from the high res mod. Make sure to also copy the three hair textures for long hair over (see pic) to the final folder. Repack the folder with ParTool and the resulting mesh.par should have the high res stuff.



      If you don't want to mess with the model parts, you can also repath the textures on the ponytail model. For every texture field in the material where c_cm is listed, you need to repath it to the corresponding c_am texture. It's not particularly complicated, but it is some work, especially since the gameplay models contain LoDs you also have to switch to the high res textures (well, for the near LoDs at least). After you're done you can directly export it on top of the high res model.

      Hope this makes a bit of sense!
    4. TheModMaster15
      TheModMaster15
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      You are a literal Guru, fidgeted around in blender with both files. Can't seem to fully remove all the parts from the hair down model, both high-res & hair down Majimas seem to load over each other fixed in place and it is very difficult to differentiate which piece belongs to which model. As much as I'd love to see high res Hair Down Majima in action, I fear I will have to await your compatibility patch. Thank you for the short tutorial provided here though.

      edit: So I did actually manage to separate the mesh parts, however upon trying to export the gmd, Blender gives me an error about my file directory not existing. Very frustrating indeed. But aside from not being able to export the final mesh. I believe I did sort the issue out. Any way around the error?