[OutFox aV Conversion] Dreamsters (Puurokulho, Modster Mash 3) @MrThatKid4
[OutFox aV Conversion] Dreamsters (Puurokulho, Modster Mash 3)  @MrThatKid4
Uploaded July 2024 | Updated September 2026, 1 week ago
Original file by Puurokulho: youtube.com/watch?v=chvLWSn2B68
OutFox aV Download: drive.google.com/file/d/10J42lBfWys8btsgI3VeUURzjfi5YcS9j/view?usp=sharing
Notes: Like, woah dude... I can feel my vertexes floating off...
Directly requested by "Jousway" (via patreon)
Indirectly requested by "Chegg"
Go check out Puuro!
youtube.com/user/Puurokulho
He's made so many files since the early OpenITG mods era, and has only gotten more creative over time!

I thought Dark Matter scaled weirdly? Bro, this file's got strange scaling everywhere. Also, I tried making the file a little bit more like the video than the end-result that people got to play.
Simfile changes:
It's an SSC now because I removed the attacks and used two fake segments

Visual changes:
I made the bear do the slow wobble at 1:03 (replicating the original video)
The rainbow AFT effect continues to the end (replicating the original video)
The drunk and tipsy at 1:25 starts immediately (I got puuro's OK)
The depth quad that makes the notefield clip scales Super Strangely and I Don't Know Why.
- It's probably me doing something Strange with AFTs and proxies
I feel like the receptors are more visible than usual during 1:46 ???

Shader changes:
hue.frag - I can just do the beat * 5 in the glsl tbh
kaleido.frag - Replaced the aloha with diffusealpha, flipped y axis, had a bad time with scaling x axis
kaleido2.frag - Flipped y axis, scaled x axis
lumikey2 & lumikey3.frag - Merged into lumikeyEx.frag (takes a vec4 for the forced color)
maireu1337.frag - same as kaleido2
velloaamis.frag - same as kaleido2
depth2.vert - Scaled position math
test2.vert - Renamed sampler1 to depthmap
thing.vert - Used proper TextureMatrixScale
vertcolor.frag - Used to replace an entire noteskin
vertcolor.vert - Scaled position math and used proper TextureMatrixScale

Mod changes:
-150 drawsizeback actually works, so use -100 instead
Added tinyusesminicalc
Added consistent drawsize
Lots of changing mods to accommodate there being only 2 players
Translated nITG square & tandigitalperiod to SM5 squareperiod
Full range dark means that 90 dark becomes 80 dark
Turned off culling on notes during 1:44
Used some confusionxoffset to setup the double-sided note at the end

Internal changes:
The file was using Extra Players (all 8 of them), and I made it use only P1 & P2 Is this a bad idea? We'll find out
- help
I used ModsLevel_Current just so I can Instantly better
Made use of HiddenRegions and HideNoteFlash for the intro
Used ratios to scale things like position, movement, zoom, basezoom, several shader inputs, quad fades and bob
playanimationframe isn't something we have. But we DO have playanimation and position. Should be fine, right?
size becomes period
-50 holdgirth becomes 50 holdtinyx
Recreated the arrow at the end using notes in Fake Segments
One background was getting input for longer than needed, Not it's not
Made use of ActorFrameTextures because I can put things in those
There was a model being used as a plane for stuff to phase in & out through. It can be done using a Quad with zwrite on. It works just as well
One of the hands had a negative zoomx, which meant I had to use CullMode_Front on it
Some AFTs became ASTs instead
Someone was setting LineWidth on a FILLED SHAPE!
Polygon stuff translated into ActorMultiVertex stuff
Tried having the polygon grid scale properly
I can't rely on setting diffusealpha on judgment. But I CAN rely on actor effects!

Have problems getting this to work, or want me to convert something to SM5 or OutFox? Let me know!
If you want to support me, I have a Ko-Fi and Patreon!
ko-fi.com/mrthatkid4
patreon.com/mrthatkid4
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MrThatKid4 |

[OutFox aV Conversion] Dreamsters (Puurokulho, Modster Mash 3)

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