No by format you need to get a doa6 texture map, and then erase all of the textures and paste the other textures you're gonna port in on there, resizing the textures may be needed to ensure they fit. That format you're using is just when you save it, but that can be used although I use a higher quality DXT so the texture will look better in gameFor step 2, I'm pretty sure that the DoA6 format for the textures is dxt1. Right? If so, then they're already that format. I'm not too clear on the separate boobs part in step 4. Do you mean join the boobs together and separate from the body or separate from each other (left and right) and the body? Also for step 4, the weight transfer between cloth boob parts to the clothes boob parts has me confused. Lastly for step 4, the weight transfer involves the very dark blue meshes were you paint on the meshes' surface and get that kind of thermal image look, right? Also, I was watching a YouTube video about weight transferring and it involved using an armature, but the G1M doesn't have one. For step 5, I should join the fresh unmodded G1M with the nude boobs and then separate them again? I apologize for my stupidity. And unfortunately I got an python error message when I tried to add the soft body plugin
For the boobs, you have to separate the boob mesh from the rest of the clothes in the xps mesh. Basically go in edit mode, use a select method to choose only the boob parts and then separate them so you can join them with the doa6 standard clothed boob meshes
Yeah the weight paint involves the bluish red green thermal interface but the weight transfer will do that for you so it'll lay out the weights in the mesh..
The G1ms don't have armature to edit, only xps or imported models like TMCs do but it's not needed to adjust them unless you need to match the DOA6 pose of a costume. I reccomend not bothering with that since it's more advanced and something you'd need to YT to learn
And no.. for step 5, the nude boobs already have their weights and so do the standard doa6 ones, you don't need to join those. Again, just port the doa6 nude boob to where the doa6 standard boob would be, not the clothed one, the actual boob mesh that the clothed boob is covering..
If you're getting a error message from trying to add the plugin, again you're likely doing something wrong. There has to be the additional TEXCOORD.xy UV maps for the boob mesh in order for it to work. If it doesn't, you didn't join something correctly to make the xps become a VB so it won't work. I recommend going back and seeing what you did wrong