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RabbitFX

RabbitFX
A Mod for Wuthering Waves.

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RabbitFX RabbitFX RabbitFX RabbitFX RabbitFX RabbitFX RabbitFX RabbitFX

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Default Keybinds:

Toggle Censor Filter - \

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Incompatible with other Censor Filter removers


Hey everyone!

If you've seen my Genshin mods, you know I love adding glow effects to my mods and the biggest enabler for me to do that is TexFX. However, due to circumstances, Sins is unavailable to make a WuWa version, so I thought I'd try my hand at making my own version with a bit of guidance from Sins and the code for hue-shifting taken from the upcoming update for TexFX.

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It's probably not as well written as it would be if Sins was in charge but it works relatively well and allows glowing patterns to be made for mods.

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It also comes with a Censor Filter remover due to it conflicting with the remover that already exists on GB. There is an upgraded functionality with my version in that it doesn't break when upgrading weapons while in the character menu.

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For the average user, that's all you need to know.

For modders wishing to use RabbitFX for glow related effects read on.

Please be aware that some level of knowledge on how to make texture mods for Wuthering Waves is required as this is not a guide on how to make mods for Wuthering Waves, rather a guide on how to use this tool to further enhance your mods.

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There is a fundamental change in how RabbitFX works compared to TexFX for Genshin. Iinstead of using just the blue and green channel for controlling luminence and bloom, an entire RGBA texture is dedicated for glow.

What each channel does is relatively straight forward, RGB dictates the colour of the glow and the alpha channel dictates the brightness.

Once created, attach this texture to the 17th pixel shader slot of whatever component this effect is to be used on using

ps-t17 = ResouceName

and call the command

run = CommandList\RabbitFX\Run
This is the bare minimum needed to activate RabbitFX.

By default, the brightest value, 1, isn't very bright and is ignored by the bloom calculations in wuthering waves.
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An additional boost value is needed to properly create the glow effect, this value can be set using the following value.
$\RabbitFX\Brightness = value
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Another feature RabbitFX has is the ability to shift colours through the use of HSV courtesy of SinsOfSeven. Just like in picture editing softwares, Hue is shifted with by a value ranging from 0 - 360 with it fully wrapping around at 360. Saturation and brightness can also be adjusted with S and V respectively. These values can be set with the following values

$\rabbitfx\r
$\rabbitfx\g
$\rabbitfx\b
$\rabbitfx\brightness
Another thing you can do is set an Interpolation value from 0 - 1 that lets you transition towards your target colour for better special FX modding with 0 being the original colour and 1 being the target colour. This can be set using the following value

$\rabbitfx\interpolation

Here is a snippet from my Verina mod to give you a better idea on how it works, note all values other than ps-t17 and run = CommandList\RabbitFX\Run are optional.

[TextureOverrideComponent4]
hash = 83ced9f7
match_first_index = 101256
match_index_count = 42738
if $mod_enabled
local $state_id_4
if $state_id_4 != $state_id
$state_id_4 = $state_id
$\WWMIv1\vg_offset = 135
$\WWMIv1\vg_count = 60
run = CommandListMergeSkeleton
endif
if ResourceMergedSkeleton !== null
handling = skip
run = CommandListTriggerResourceOverrides
run = CommandListOverrideSharedResources
$\rabbitfx\h = 0
$\rabbitfx\s = 0
$\rabbitfx\v = 0
$\rabbitfx\brightness = 10
$\rabbitfx\interpolate = 1
ps-t17 = ResourceLegEffectMap
run = CommandList\RabbitFX\Run
drawindexed = 28770, 106563, 0
if $cape == 0
drawindexed = 19230, 135333, 0
endif
run = CommandListCleanupSharedResources
endif
endif

Here is an example of how the effect mask is made.

This is the texture for the sword my Taoki uses

6693e1ed1e661.jpg


I want to make the blade of it glow a nice pink to match her slash effects so I make a seperate texture that is completely black with the parts I want to glow coloured in pink like so.

66930d7bd1369.jpg


Next, on the alpha channel I colour in the same parts in white to show that I want these areas to be bright.

6693e20a8b583.jpg


Next I set the brightness of the mod to 50, set the texture in the ps-t17 slot and run the RabbitFX command.

$\rabbitfx\brightness = 50
ps-t17 = ResourceSwordEffectMask
run = CommandList\RabbitFX\Run

And this is the result.

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Happy modding!
Author
admin
Downloads
139
Views
162
First release
Last update
Rating
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