Image 1 — Celica Mapworks Map Porting, Update, Beacon Academy from RWBY
Image 2 — Celica Mapworks Map Porting, Update, Beacon Academy from RWBY
Image 3 — Celica Mapworks Map Porting, Update, Beacon Academy from RWBY
Image 4 — Celica Mapworks Map Porting, Update, Beacon Academy from RWBY
Image 5 — Celica Mapworks Map Porting, Update, Beacon Academy from RWBY
Image 6 — Celica Mapworks Map Porting, Update, Beacon Academy from RWBY
Image 7 — Celica Mapworks Map Porting, Update, Beacon Academy from RWBY
Image 8 — Celica Mapworks Map Porting, Update, Beacon Academy from RWBY
Image 9 — Celica Mapworks Map Porting, Update, Beacon Academy from RWBY
Image 10 — Celica Mapworks Map Porting, Update, Beacon Academy from RWBY

Celica Mapworks Map Porting, Update, Beacon Academy from RWBY

PythWare here, Celica Mapworks has gone through major fucking growth. You can now port GLB map models to Dynasty Warriors 2 and auto convert the GLB's textures to DW2's TIS file (texure container of TIM files, that's how DW2 handles textures for maps). A lot has changed with Celica Mapworks and Burn Engine. This post shows RWBY's Beacon Academy (images 1-4) ported to DW2 as well as Downtown Vale (also from RWBY, images 5 & 6). Allow me to briefly explain the new design and software

When Celica Mapworks is ran, a new Hub with a rad GUI design will show. I'm still deciding on the transparent 7 spheres or 7 parallelograms for the Hub's GUI but I included both GUI designs to get feedback on which you think looks better. Images 7 & 8 are the 7 sphere approach, creating an orbiting ring. Images 9 & 10 are for the parallelograms approach. When you hover over a sphere or parallelogram it glows. So please, let me know which you like more. Feedback people, if you view the post, give feedback if you can on which Hub design you like more.

Celica Mapworks

The main renderer and editor of maps, if you missed previous posts it can now mod the maps of DW2 and reflect ingame since DW2 now plays in host file system mode. Also supports modding AI pathfinding data so that the AI controlled troops can properly navigate new maps whether they're ported maps or modifications of existing dw2 maps.

SkinWorks

Tool for converting map textures to TIMs and builds the TIS file the maps need.

ScrapWorks

Tool for disabling map files not needed when porting GLBs to DW2

TorqueWorks

Tool for converting GLB models to OBJ (not wavefront OBJ, DW2 has a propietary map format that just happens to have the .obj extension), creating valid VIF1 packets for the meshes (PS2 era after all) for DW2 to render ingame.

FuseBox

Handles modding Event data of maps, useful when you're porting a map to DW2 that doesn't need the specific events of say, Chibi

Misc Toolworks

Miscellaneous tools, other luxurious software i'm making for DW2 modding that i'll show some other time.

Exit

A sphere you click to exit the Hub, keeps it fancy and unique instead of looking like almost all utility software when exiting apps.

I'd say Celica Mapworks is 85% done, Burn Engine is probably 75% done

I hope yall like the post, Dynasty Warriors 2 is now the most moddable game Koei Tecmo has ever released. The modding future for DW2 burns bright.

u/ThatFlowerGamu — 5 hours ago

Celica Mapworks, Pathfinding data is now moddable

PythWare here, Celica Mapworks can now mod the AI's pathfinding data in Dynasty Warriors 2. This means you can now control where the AI does and doesn't go, what direction they prioritize, and other things.

This is huge because to make custom maps, you'd need new pathfinding data if the map is vastly different from whatever map the pathfinding data was tailored to.

This means custom maps are entirely doable to make for DW2 without breaking the AI's navigating.

Diamonds are the waypoints, you can add or remove them to change where the AI goes.

The images that show a grid with colored squares is a visual representation of the sectors where Ai can and can't go. Red squares tells the AI controlled units they can't enter that section, orange has conditional entrance requirements, etc. It'll all be explained when Celica Mapworks releases.

DW2's modding future burns bright!

u/ThatFlowerGamu — 7 days ago

Overdrive Motionworks Models, TIM, Yang Xiao Long port

PythWare here, i've hauled ass on Overdrive Motionworks (Dynasty Warriors 2 moveset animation editor, a modding tool for creating new movesets). Now it renders more than skeletons of the character models being animated, it now renders the .ps2 models with their TIM textures applied and animates them based on the MOT files.

So when Burn Engine (DW2 modding toolkit, Yang themed) eventually releases you can animate the models with their textures or skeletons if you want a more simple workflow for creating new moveset mods (or modding existing movesets if you don't want to create entirely new movesets).

Also, I ported Yang Xiao Long from RWBY to Dynasty Warriors 2. Her model and textures render well ingame, the only thing I haven't done yet is make her fist fighting moveset (she'll have a custom brawler moveset) and modded Sun Shang Xiang's icon to be Yang's icon. I may consider porting the entire team RWBY to DW2, maybe even JNPR. I might even go further and port SSSN and other RWBY teams if I can ever find models of those other characters.

For more info, link of the previous post:

https://www.reddit.com/r/dynastywarriors/comments/1uy9dev/overdrive_motionworks_dw2_animation_editor/

u/ThatFlowerGamu — 7 days ago

Overdrive Motionworks, DW2 Animation Editor

PythWare here, I have been working on the animation editor for Dynasty Warriors 2 as part of the Burn Engine, a modding toolkit for DW2 I am making. It's called Overdrive Motionworks, it renders a skeleton and makes that skeleton move based on the moveset animations (which are MOT files in a lot of the PS2 era musou games by Omega Force).

It can render and animate without issue, the only things left I have to do before the MOT editor is finished is implement the editing features. So consider this video post a preview of what rendering the animations looks like atm (I may switch from animating the skeletons as a visual to rendering the .ps2 model files), the next time I make a post about Overdrive Motionworks will show the modding aspects of the editor.

What DW2 modders will soon be able to do is create entirely new movesets, more than modding existing movesets, we can create new ones. Want to expand an existing moveset? Doable. Want to replace the old moveset and design a new one for a character? Also doable. Want to just edit the existing moveset and change some aspects like the rotation, angle, etc? Again, doable.

u/ThatFlowerGamu — 9 days ago

Burn Engine, New Modding Tools for DW2

PythWare here, I have been working on Burn Engine recently and wanted to show the new editors. Emberchain and Emberflow. If this is your first time hearing of Burn Engine, it's an upcoming modding toolkit I'm making for Dynasty Warriors 2.

Allow me to briefly explain each new editor featured in the post, they're graph based editors.

Emberchain

Emberchain mods ATK files which are files that hold combat data for combos, think of it as a property editor for movesets.

Emberflow

Emberflow mods MOV files which handles properties for the animations of movesets.

So in short, this is the start of custom movesets and custom animations for Dynasty Warriors 2. MOV and ATK play important roles in moveset modding but it's the MOT files that are the actual animations.

I have started working on a MOT editor (Overdrive Motion Works) but it's a lot more work because i'll need to render the animation and visualize the data in a friendly way for modding, which is even more work than the Emberflow/Emberchain editors.

So to wrap this post up, entirely custom movesets and animations for DW2 are a reality. DW2 modders will soon be able to create new movesets and much more.

Burn Engine isn't ready for release yet but it's getting close, I need to merge the code of Celica Mapworks with Burn Engine so it's all part of 1 toolkit and I need to finish the MOT Editor Overdrive Motion Works.

I am not taking requests for building modding tools for other Koei Tecmo games, this is a lot of unpaid work. If you have suggestions though, feel free to say them.

u/ThatFlowerGamu — 13 days ago

Celica Mapworks, Dynasty Warriors 2 map modding usage/hostfs update

PythWare here, i've been working hard on Celica Mapworks and making Dynasty Warriors 2 far easier to mod than before. If you aren't familiar with the recent modding news, the quick rundown is dynasty warriors 2 can be unpacked and played with loose file mods and Celica Mapworks now supports modding all of the maps with new editor features. The sceenshots in the post are examples of modding the Yellow Turban Rebellion map (I moved where tents, fences, trees, etc are on the map as a quick example) as well as modding Guan Du (I removed every object such as walls, catapults, gates, castles, etc as an example).

PCSX2 supports what is known as host file system, it's basically a way to make a PS2 game play while the files are unpacked instead of within a bin/iso.

So recently I modded the elf of DW2 and rewrote some of the mips, now DW2 can be played in hostfs mode which as explained above, allows you to play the game while the files are unpacked. This is huge because that means you don't have to repack linkdata.bns or build a new ISO everytime you mod, you don't even need a mod manager anymore because the files are loose and read by the game. All you have to do for modding (if your goal is modding) is mod whatever loose files you want that are unpacked from linkdata.bns and load the game. the modded files are reflected ingame. If you just want to download mods, you'd download the files modded and just place them in the directory they unpack to (i.e., KANU.ATK was modded, so you'd place it in the directory unpacked_linkdata\CHARA).

So, modding is ultra easier now. All the files unpack with their original filenames and are constructed in their original directories.

As for Celica Mapworks, it has been updated with new editors features as I said earlier. allow me to briefly explain them:

Move Mode

Within the Grab Editor you can select Move Mode, it allows you to click and drag any objects within the map to move them wherever you want. The x, y, and z coordinates are automatically updated for you. you can still choose to manually enter x, y, and z coordinates if desired but this is an optional mode incase you just want to drag objects to where you want them.

Saving

In a previous post I showed Celica Mapworks can edit the maps but back then it didn't yet support writing the modded data to the files, now it does. CM can now save all of your map modding changes and write the data back to the map files. Which basically means custom maps are now able to be made whether it's deleting all the objects and working with an empty map or modding the existing objects.

Duplicate/Adding

You can duplicate existing objects or add objects to the map, expanding the original map.

Planned Features

Pathfinding data will soon be able to be modded within CM as well as terrain modding. it's a lot of work so these features aren't yet implemented but they will be. Many other features will be added but i'll reveal them later on.

Oh, an animation editor is in the works. I intend to support making custom movesets for DW2, so you can expect a high end animation editor.

Bonus

Because DW2 is now able to run in hostfs mode, load times are practically instant now. DW2 originally had long loading times but now with hostfs support, the load times are gone.

u/ThatFlowerGamu — 16 days ago

Enby searching for convos

Hi everyone! My name is Nasrin and I'm looking for people to talk with, rad conversations ya know? A little bit about me:

I am nonbinary if my gender needs specified. I'd describe my personality as wild, inquisitive, energetic, boisterous, tease, bold, direct, and passionate. I talk a lot, I'm very social and like to get to know people. I'm not into small talk where I have to carry the entire conversation.

My hobbies are gaming, reading, anime, writing, poetry, Japanese music, cooking, baking, exercising, programming, reverse engineering, etc. Pretty much, i'm open to most things.

So if you're looking for a social person to talk to, my username on discord is pythware

Like I said, I'm very social. So if you're not willing to chat or most of the conversation is me doing the talking, then I may be too much for you.

reddit.com
u/ThatFlowerGamu — 19 days ago

Giant Crabs fight Lucaria Soldiers

I'm doing a new playthrough and this is the first time I've ever seen Raya Lucaria soldiers fight giant crabs. This is near the finger reading crone in the academy gate town area.

Normally the soldiers don't seek it out but if you go up the steps where the troops and barricades are and head left and jump onto the building near the crab, the soldiers will keep trying to look for you and as long as you don't go too far they'll head down the stairs and into the crab's area.

Nothing huge but thought I'd share for anyone who didn't know this but also likes neutral npc battles. Most times the soldiers win if there's a group of them but if it's 1 vs 1, crab wins.

u/ThatFlowerGamu — 22 days ago
▲ 8 r/RWBY

RWBY GE All Might/Izuku Mods, Sunflowyr Morpher, AssetBundle Generator

PythWare here, i've been working on Sunflowyr Engine and also some rad modding software to make modding RWBY Grimm Eclipse a lot easier. This post shows a playable All Might and Izuku Midoriya mods, characters from My Hero Academia. I ported their models and rebuilt their textures in a way that RWBY GE can read.

First 4 images are of All Might, I went a little further with his example mod and added in All Might textures to stuff like the HUD.

Izuku's example mod doesn't have the HUD textures that I did for All Might since both of these mods are meant to be examples of getting models/textures ported to RWBY GE but as you see, Izuku's model renders properly ingame just like All Might's model and even Bakugo's that I showed recently.

Sunflowyr Morpher is meant to be a lightweight tool for porting models and textures to RWBY GE. Sunflowyr Engine by default exports GLBs of the models from the game, so when you hand the Morpher a GLB or FBX it will convert it to a GLB that is usable ingame. So when you want to port models that you made, someone else made, from some other game, etc you'd select the original RWBY GE model you want to use as a donor, the replacement model (the model you want ported to RWBY GE), select the directory where you want the new model texture to be generated at, and then you'd either auto map the bones or manually map them if preferred.

Sunflowyr Morpher's Preview 3D is really useful. Orange skeleton is the RWBY GE model you select (in my case I used Yang's GLB since her moveset is a lot of fist attacks which pair well with Izuku, Bakugo, All Might, etc) and the green skeleton is the replacement model you want ported. When you select a bone in the lists it changes the color of the bone selected on the skeletons to red so you have a visual cue of where that is on the bodies.

If your FBX/GLB you want to port has good bones names like in the example images then auto match should take care of everything for you with ease, if you end with shitty bone names or none at all that are useful, you can manually pair the bones and the red marking of current selected bones will make it easier to pair with RWBY GE models since thankfully RWBY GE models do have helpful bone names.

A helpful feature of the Morpher is it can also convert the original textures of whatever your replacement model uses to a converted version that RWBY GE can properly map back onto the ported model. You could directly use Blender instead of the Morpher if preferred but Sunflowyr Morpher just makes the work a whole lot easier since now you don't have to get handsy with texture modding since it does it for you, you can even move around in the viewport of the 3D skeletons to examine different parts of the models.

Sunflowyr Engine is about 80% complete so it's almost ready to release, Sunflowyr Morpher is probably 95% ready to release.

Oh and a bonus feature of Sunflowyr Engine is you can now generate AssetBundles with the AssetBundle Generator (a standalone AssetBundle creating tool I made that doesn't require you to have Unity installed). To briefly explain AssetBundle generator since the post is getting long, it allows modders to add new assets to RWBY GE without having to replace existing ones. So you'd use AssetBundle generator if you intend to use BepInEx, if you just want to mod existing assets then you'd rely on the Mod Creator/Beacon Studies method for mod appending.

Previous posts if you want more details or to see the Katsuki Bakugo mod for RWBY GE:

https://www.reddit.com/r/RWBY/comments/1u50fp2/sunflowyr_engine_beacon_studies_for_rwby_grimm/

https://www.reddit.com/r/RWBY/comments/1ugiq2g/rwby_grimm_eclipse_katsuki_bakugo_mod_example/

u/ThatFlowerGamu — 25 days ago

Diverse Lianshi Mod release

PythWare here, as part of testing the Cleanrot Editor i've made a Dynasty Warriors 8 Empires mod that mods Lianshi's body. It's specifically for her DW7 outfit (each outfit has their own model by default for Omega Force games) since that outfit is good for quick testing.

To summarize what the mod is, it's 9 breast variations for Lianshi to test different breast shapes (Teardrop, Side Set, Relaxed, etc) and sizes as well as gravity options. This is not a NSFW mod, the sole purpose is testing how the game responds to new breast shapes and sizes.

Image 1 is Lianshi with a Side Set, Image 2 is Lianshi with a Teardrop breast shape, and Image 3 is Lianshi with a Relaxed (different from Teardrop, for those who aren't familiar with female anatomy relaxed would have more sagging) breast shape. The example images in this post are of Lianshi's default model given different breast shapes, none of the 3 example images increased her bust size.

In short, diverse bodies is my ultimate goal with the testing I'm doing. By default, almost all females in Omega Force developed games have a round breast shape. So this is an attempt to add diverse bodies.

Cleanrot Editor is almost ready to publicly release but i'd like to get some testing done before the initial version is released so if anyone owns the PC version of DW8E, your testing would be appreciated.

Aldnoah Engine and downloading the mod from nexus is needed for usage

Link:

https://www.nexusmods.com/dynastywarriors8empires/mods/5

u/ThatFlowerGamu — 25 days ago

Cleanrot Editor, ingame body mods example

PythWare here, the previous post I made showed Cleanrot Editor when modding the bodies, this post shows how accurate it gets when it mods the G1Ms (model format used often for Koei Tecmo games) and Aldnoah Engine is used to apply the body mods.

First image is Zhurong within Cleanrot, I shrunk her breast size with the inflate mode (it's called inflate but it also deflates/shrinks when using negative values) to show that for modders that want smaller assets for characters it's feasible to do. Second image is after Zhurong's new body is applied to the game, third image is with the mod disabled and Zhurong's default body returned. I used -5 for inflate amount so it looks like it shrunk her breasts some but not a ton, next time I make an example post i'll use a higher negative value. Now you can use other modes for modding the body which are scale_offset, inflate, and smooth. For shrinking assets you'd use inflate or scale_offset mode, same if you want to increase the size of assets. The reason Zhurong was the example for smaller assets modding is because she's a fit, muscular woman. Her bust would realistically not be near the same size as Lianshi, Wang Yuanji, etc unless her body favors fat distribution in her chest or she has high glandular density.

Now image 4 is Lianshi with her breast type (by default is round type, that's just how Omega Force designed her breast shape) modded to be a side set breast shape (also due to her size, I modded the vertical positioning of her breasts to be lower so it looks like gravity has more effect on her large bust) and enlarged within scale_offset mode to show an example of increasing asset size. Image 5 is lianshi ingame with her side set mod applied, as you see Cleanrot accurately modded her body and it's reflected ingame. She now has a side set instead of round (which seems to be the default for nearly every female model in Koei Tecmo games). Image six is with the mod disabled and her default body returned.

Image 7 shows the mod applied through Aldnoah Engine since I saw some people weren't sure how mods would be applied.

So to summarize, when Cleanrot Editor releases you will have an accurate way of modding bodies whether your goal is larger or smaller assets for the bodies. Also again, Cleanrot Editor works for all G1M models. So while this post shows modding female models, you can mod the male models, weapon models, item models, building models, etc.

G1M is a model format for far more than just character models, even outfits, items, weapons, buildings, etc use the G1M format. So the quicky is, you can mod any G1M with Cleanrot.

Next post I make will show thigh and height modding.

u/ThatFlowerGamu — 26 days ago

Giants can fight dinos/big hands

I didn't know until today Giants will fight other creatures besides the snow birds. When I was making my way to the fire giant I saw a giant throwing exploding boulders at a dino and also lured a dino to a walking giant. Rad finds.

I even saw a giant throwing a magic boulder at those giant hands.

u/ThatFlowerGamu — 27 days ago

Bakugo RWBY GE Mod

So I thought i'd share a bit of progress for modding MHA characters into RWBY Grimm Eclipse. I've been working on a modding toolkit for RWBY GE and I thought having Bakugo in a fighter game like RWBY GE (think hack and slash, stuff like Dynasty Warriors) would be a rad idea especially since Quirks aren't too different from Semblances besides the aura/soul thing. so today I managed to port Bakugo's model to RWBY GE, at the moment he replaces Yang to show proof of concept but eventually i'll mod the game into being similar to xenoverse 2 where you expand the character roster without replacing anyone.

It's a pretty rad experience, Bakugo animates nicely in the game. Eventually i'll probably look at finding someone who can sound like Bakugo to add custom voiced lines in RWBY GE (just imagine bakugo saying something like "Dieee you Grimm fucks!").

Later on i'm going to test All Might and Izuku in RWBY GE.

u/ThatFlowerGamu — 29 days ago
▲ 16 r/RWBY

RWBY Grimm Eclipse Katsuki Bakugo Mod Example

PythWare here, this is an example of new upcoming modding potential for RWBY Grimm Eclipse with Sunflowyr Engine (modding toolkit i'm building). As you see in this video, Katsuki Bakugo from My Hero Academia is made playable within RWBY GE. At the moment he replaces Yang when the mod is enabled with Beacon Studies (mod manager) but his audio is temporarily still Yang's voiced clips. So later on I plan to replace Yang's audio clips to show Bakugo works ingame with his own audio (i'll probably have to find someone who can sound like Bakugo to do new voiced lines) but this video at least shows getting new characters ingame is possible even if the GLBs were originally vastly different.

Now to clarify, Sunflowyr Engine does unpack all of the files from RWBY GE, far more than AssetStudio/AssetRipper. the only reason I didn't include Bakugo's custom audio is because I just tested this mod today. RWBY GE audio clips get exported as OGGs/WAVs, you can replace those Oggs/WAVs with anything you want (I showed an example of new music mods being applied to the game in the RWBY GE discord server).

Eventually I plan to look into expanding playable characters so that someday we can have teams NDGO, SSSN, CRDL, etc playable ingame. At the moment you replace existing characters but eventually the game will support expanded playable rosters (i'd like us to be able to have a similar system to xenoverse 2 modders by being able to expand playable characters without replacing anyone).

For more details of Sunflowyr Engine i'll link a previous post I made:

https://www.reddit.com/r/RWBY/comments/1u50fp2/sunflowyr_engine_beacon_studies_for_rwby_grimm/

u/ThatFlowerGamu — 29 days ago

Cleanrot Editor, G1M Body Studio

PythWare here, Marylcian Editor is now the Cleanrot Editor, a G1M Body Studio. If this is your first time hearing of this or of Marylcian Editor, the gist is Cleanrot Editor is a G1M (model format most Koei Tecmo games use) modding tool for modding the models in koei Tecmo games (Dynasty Warriors, Samurai Warriors, Warriors orochi, Atelier, etc).

Think of it as similar to Skyrim's Bodyslide but designed entirely for G1M models and not limited solely to female models. Cleanrot Editor can render every G1M model from male/female models to items, weapons, buildings, etc. You can mod bodies, weapons, items, buildings, etc. One thing I have been using Cleanrot for was changing the bodies of females to be more diverse, by default a lot of female models in the unmodded games have a round breast type without variation other than size so I've been modding in different shapes like teardrop, side set, etc. That's merely 1 way of using Cleanrot, my goal was to diversify bodies but Cleanrot can be used for far more than that.

For example, most people didn't take issue with the larger breasts sizes in Warriors Orochi 3 but I saw some people did, so with Cleanrot you can reduce the size of the body whether it's the entire body, the breasts, or something else. Image 7 in the post is an example where I reduced Lianshi's breast size to show that Cleanrot is useful for not just people that want larger assets but also good to use for people who want more modest or reduced assets.

Body modding is merely 1 aspect of Cleanrot, at its core it's a model rendering/editing software for any G1M file. It's written in Python.

Cleanrot Editor isn't ready to release yet but it's close. I'm adding other features to it, one of them is a brush mode where you can get more direct with modding the models.

u/ThatFlowerGamu — 30 days ago
▲ 21 r/RWBY

Sunflowyr Engine, Beacon Studies for RWBY Grimm Eclipse

PythWare here, Sunflowyr Engine is coming along nicely. I have been working on the modding toolkit for RWBY Grimm Eclipse and it's now at the point where mods can be created and safely applied/disabled to RWBY GE's containers. Beacon Studies is the name of the Mod Manager, in honor of RWBY. Allow me to briefly explain the toolkit's current capabilities:

Beacon Studies

A high end mod manager unlike any other (RWBY deserves the best after all), mods are books placed on genre shelves. It's an approach where mods are visualized as books and placed on the shelf for the genre the mod belongs to. Spines of books (mods) have the mod name on it to make it feel like a library/book reading experience. When you click a book you can view the info of it (file, format, entries, genre, author, vrsion, status, etc), preview images of the mod, optional audio playback (also includes a disable audio toggle incase someone doesn't want to listen to a mod's included theme audio), description of the mod, etc.

Mod collision is detected and resolved by Beacon Studies as well.

Beacon Studies applies the mods to the containers properly and efficiently. When you disable a mod it reverts the containers and if you choose disable all, it truncates containers back to their original sizes since mods are appended rather than injected to original positions.

I'm still working on the GUI of Beacon Studies since I anticipate many mods being made, so i'm going to expand the genre shelves to be larger.

The Main Hub

Designed to be scroll-like, it's inspired by Volume 1 scrolls (there's a scene where Jaune is called by Cardin Winchester that gives a full view of scrolls) to make the toolkit have a RWBY theme. This is what you'll use to unpack the files (if you're modding, if all you want to do is download mods then you don't need to unpack the files), access the Mod Creator (clicking the left stack of squares), access Beacon Studies (clicking the center stack of squares), etc.

Sunflowyr unpacks all of the files, far more than what AssetStudio or AssetRipper currently does. It can unpack the source unity formats of the assets and converted versions, that way modders have the freedom to choose between modding the converted files or the source unity formats.

Installer Architect

This is used for .RWBYGEI creation, a custom mod format i designed that allows modders to create mods that allow the users do decide what parts of the mod to install. You could think of it as similar in concept to fomods but this is different and a custom format I made suited for RWBY GE.

You can include banners, icons, preview images, theme audio, etc.

Mod Creator

Mod Creator is used for turning modded files into .RWBYGEP files (custom mod format I made) and for accessing Installer Architect. The difference between RWBYGEP and RWBYGEI is RWBYGEP files are mod packages while RWBYGEI are mod installers, modders would use RWBYGEP for mods that don't require optional installs while RWBYGEI is more ideal if you want gamers to be able to choose what to install from your mods.

Both Mod Creator and Installer Architect are used for the purpose of turning modded files into Beacon Studies compatible mods.

Modding potential

High, we are not inferior to larger modding communities (skyrim, xenoverse 2, etc). I've seen the files and know what RWBY GE's modding capabilities are capable of.

The workflow for modders/gamers

Modders will unpack the files with Sunflowyr, mod the files they desire, create a Beacon Studies compatible mod through Mod Creator or Installer Architect, and then go from there (uploading on nexus or wherever). Straightforward process.

Gamers who only want to download and play with mods will only have to download the mods they want, place in the Mods folder, and apply/disable as desired.

The entire toolkit is designed with 3 things in mind:

Pretty

Easy to use

Pleasant to use

To design tools that mod is easy, to make using the software pleasant and part of the experience of modding is another thing. The latter is my goal, I want using the toolkit to be pleasant and memorable.

My plans

I'm going to finish Sunflowyr Engine and then release on github, after that i'm going to build luxurious modding software for RWBY GE such as a 3D map editor and other various things.

Since Yang is my favorite character above everything else, my goal is to make the best and most pleasant to use modding software for RWBY GE. We'll eventually have things other modding communities would envy.

Sunflowyr Engine isn't ready to release yet but it's close. I'm currently in the RWBY GE Cord discord server (idk if RWBY subreddit has a main discord server) if you want to keep up with updates, alternatively you can contact me on here for any questions.

Sunflowyr Naming

I do not care if anyone dislikes the engine's name, my preferred ship is based on potential of an unexplored dynamic (sun x solar panel, that's how I see Yang x Ren if the canon had been different and he wasn't paired with Nora) and since I built the toolkit, I will name it whatever I want.

It's not an attack on Yang x Blake/Nora x Ren fans nor on the creators of RWBY, i'm allowed to have my preference.

u/ThatFlowerGamu — 1 month ago
▲ 18 r/JRPG

Conception Engine, Modding Toolkit For Conception 1 & 2

PythWare here, the Conception Engine is ready for release. It's a modding toolkit for Conception 1/Plus and Conception 2. It's a high end deluxe modding toolkit that redefines what a modding toolkit is (also has new code, higher performance, etc). Most mod managers are lists, panels, etc. The Arcane Royal Archive is a library-like Mod Manager where mods are books placed on genre shelves, it's the first of its type. ALL the files get unpacked from the CFSI containers, decompressed, assigned the original filenames (filenames are within CFSI containers), and reconstructed filepaths so files unpack to their proper directories.

Third image is with an example mod applied that mods lust dungeon's first floor to only have 2 rooms instead of 5, fourth image shows lust dungeon's first floor with all 5 floors when the mod is disabled.

Allow me to briefly explain each tool.

Arcane Royal Archive:

Designed to be a visually pleasant experience, it acts like a library. Genre shelves hold books(mods) that belong to the genre, each book has the title of the mod on the spine of the book to make it book-like, filtering/search bar can take you directly to the book you want to read (mod applying basically), preview images and metadata (author, version, description, etc) are displayed when a book is selected, etc. It's a safe mod manager that uses a new taildata approach I've designed that's different from my Katsuki/Aldnoah Engine that ensures mods are applied/removed safely without ever shifting file data.

Main Hub

The main GUI, this has the G & T spherical buttons that house the tools and guide section.

You can access the unpacker, mod creator, and mod manager from the T spherical button.

Mod Creator

This is what you'll use to turn modded files into Mod Manager compatible mods. You enter some metadata (author, name, description, preview images, etc), select the folder that has your modded files, and then click create package button which creates .con1p (Conception 1 mods) and .con2p (Conception 2 mods) files which are custom mod formats I designed.

Modding potential

Insanely high, all the files unpack with their proper filenames and are placed in the correct directories. I've already made example mods in the past (a difficulty mod, more dungeon rooms mod, a tiny german translation mod, etc) but the quicky is you'll have complete access of the unpacked files and a safe way to apply/disable mods without ever breaking the original CFSI files since mods are appended and not injected into original positions.

Link and extra Info

I suggest reading the readme before using Conception Engine. If you have questions/issues contact me on here or github.

https://github.com/PythWare/Conception-Engine

u/ThatFlowerGamu — 1 month ago

Celica Mapworks, DW2 map modding example and project updates

PythWare here, this is the current version of Celica Mapworks for Dynasty Warriors 2. The map editing has been worked on a lot and its paid off nicely. In the video i'm moving several archer towers to different positions of Chi Bi through the Grab Editor (a small panel editor within Celica Mapworks).

So to briefly explain what is currently possible:

All maps can be fully rendered within CM.

All maps can be modded within CM

At the moment the only fields exposed for modding within CM are X, Y, Z, and scale. Later updates will add more fields for modding terrain, models, etc.

The important part is modding the 3D maps is no longer a mere hope, it's entirely possible to do now and custom maps are not far off from release. I'm also looking into pathfinding data for DW2.

Project Updates:

I am currently focused on Dynasty Warriors 2 modding software (Burn Engine, Celica Mapworks), RWBY Grimm Eclipse modding software (Sunflowyr Engine), and some Yakuza 0 modding software (Ever Steel BIN Editor and Awano's Easy Life Tools).

RWBY and DW2 modding are my main focus. On another note, Katsuki Engine was recently updated with a new GUI, new subcontainer logic, and it can unpack Attack On Titan 2 with proper filenames and reconstruct filepaths.

u/ThatFlowerGamu — 1 month ago

Katsuki Engine, AOT2 Modding Toolkit

PythWare here, this is the newest version of Katsuki Engine. It's a toolkit for modding Attack On Titan 2. It can fully unpack the bins, unpacks subcontainers, decompresses, etc. Mod applying/disabling is done with the Blast manager (Katsuki Mod Manager).

I'm sharing here since there are quite a few AOT gamers and there's been interest in modding the AOT games.

One of the key things with KE is most files unpack with their original filenames and reconstructed filepaths.

If you intend to use it make sure to read the readme and KE_Guide.txt

KE is written in Python and uses tkinter for the GUI. The only dependency is having pillow installed (Python imaging library). The name is inspired by Katsuki Bakugo from My hero Academia.

Link:

https://github.com/PythWare/Katsuki-Engine

u/ThatFlowerGamu — 2 months ago