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GUI Visual Overhaul


x17

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Currently, Im working on GUI visual overhaul going from launcher icons design, boot background, menu background, all the way even to loading icon and complete redesign of menus, buttons and icons. I will try to mod this further, to the point of modding even what we werent able at the moment. Will see how it progresses, but I think the game itself truly needs a GUI overhaul in all potentially possible aspects, from practical utilization, to esthetic aspect.

We must be frank and say that old stuff wasnt exactly too good - the icons for assets and categories ( majority of them ) were pretty good made, minimalistic and did their purpose, but some other things could be improved and modernized.

I will also try to make several variations of visual overhaul - going from funny to the minimalistic and SFW one ( there already are some designs uploaded, so check them first ).

So, this is the background menu

gui_screenbg01.thumb.jpg.9a5ea28fddbdff0bb8fc8fbf516fd11e.jpg

 

And this is ... this is a "horny eggplant", which is our new loading icon, LOL ... 🤪

LoadingIcon.thumb.gif.923290455e228c825bace6c113d38c8b.gif

Sadly, it doesnt look "fluid" like that in game, because the default icon used a simple two movements ... Yeah ... I can make more of these "dirty" loading icons ( I have Ugandan Knuckles humping each others - that could be fine and reasonable to make ... or I can make a simple SFW loading bar or wheel like every normal and boring person 😏 )

 

And this is how it looks in the game, lol : https://streamable.com/njr1ui

Yeah, if the throbbing eggplant intrigues you or makes you moist - please let me know 😚😛

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Project now released , but not fully 100 % complete , here : 

 

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What am I working on ?

flags02.png

Needless to say, the annoying post didnt let me save whole blocks of text I wrote first time - so this time I will be short, there will be 64 new additional flag fields. I have added many more countries that felt they lacked in default flag tile, and even some of US states and some of organizations. The idea would be to use 8 blank fields for anyone to customize on their own (will put tutorial when I finish). 

For example, even if its "nationality" and not exactly "species", we could use flag for monsters, beasts, robots, supernatural, or even some fictional countries or organizations.

 

Aside this tiny QoL addition, there is bigger one which I planned to make a "visual biography", a capability to load and link image to any model. This has its own problems I need to resolve ...

On my own body mesh, the progress is going also good, and made some additions and fixed many things. Second GUI overhaul - now more personalized to my tastes, is underway, plus fixing of any small issues with KE GUI. Second GUI will go more into tones of red / dark red / black.

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I'm totally for it, I really like the Character tab 🙂  For me, the little information that can be added there is the difference between a generic 3D virtual model - an impersonal thing - and a character, just like a character in a book or movie. Now I'm using the Personality Freedom mod, but it disables the flags, which is not satisfactory for me 😕 I have thought about expanding the Character tab many times myself, but it always somehow faded into the background of my modding business 🙂 I can imagine that I would be very willing to share my models with this modification!

 

P.S. I just noticed the eggplant... 😄  And I remembered that this is not the first time you talk about eggplant. I could guess that you are a vegetable lover ^^ So funny, I didn't want to use that term, but that's how Google Translate translated it 😁

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5 minutes ago, Euphie said:

I'm totally for it, I really like the Character tab 🙂  For me, the little information that can be added there is the difference between a generic 3D virtual model - an impersonal thing - and a character, just like a character in a book or movie. Now I'm using the Personality Freedom mod, but it disables the flags, which is not satisfactory for me 😕 I have thought about expanding the Character tab many times myself, but it always somehow faded into the background of my modding business 🙂 I can imagine that I would be very willing to share my models with this modification!

 

P.S. I just noticed the eggplant... 😄  And I remembered that this is not the first time you talk about eggplant. I could guess that you are a vegetable lover ^^ So funny, I didn't want to use that term, but that's how Google Translate translated it 😁

Yep, the game truly needs that ... *personal touch* a bit 😊

And imagine whole biography, as in visual way, to present something that otherwise wouldnt be possible in easy way in our game. I always felt that, even as this game is ancient (pre-2002. literally ) that they could have coded in more stuff in easier way. Im seeing the "visual biography" as most versatile and optimal here - IF possible in way I envisioned it. Sadly, some things seem overly complicated where they should have been by default easy and simple.

For flags, I think theyre only disabled within Personality tab editing, but not on Scene Browser window. So, if you enter the corresponding name of country with existing flag - I think youll still get it (please correct me if Im wrong, but I think I saw the code in Personality Freedom that pointed to this... )

Oh, for eggplant 😊 ... you like it ? 😉 Well, who knows what kind of depravities Im gonna make for this game ... 

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YUP ! Its working ... in Model Browser, in upper right corner, its presented ( Im also using Personality Freedom addon ) 

download (2).jpg

Something like this I had in mind

download.jpg

The icon and fields arent problem at all to implement, pure routine... but it needs to be saved, definitely. Now Im unsure if all gets saved properly when saving Personality tab above, but I assume, yes. In such case, probably best way would be to incorporate a "custom window" ( I think that is WGroupFrame ) into which the image is linked. This is a problem however, as it seems that Personality tab only links properly various CustomParameter forms.

The text field is another enigma... for example, there is a length / number of text characters in scripts. Yet, I dont think it was changed when I modified it. You can even resize the text field to be bigger - still, the big question is how to make a proper word wrap in this game, as I havent seen it. 🤔

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I must say, you will always take some of the most complicated things to do 😮 I wish I could answer these big questions 😑

Say, it's surely something you must have considered, but have you tried to make some use of this "My name is something, and I'm from somewhere" text? 🤔 I don't think we really need it, and this box seems to easily call up the correct parameters and properly break the lines by itself. 

It seems to have a fairly understandable structure: "My name is # {Firstname} and I'm from # {Nationality}. I am # {Age} years old, my zodiac sign is # {Sign}. I work as # {Occupation} and i am # {Relationship}. I'm of the type # {Personality}. " This can be found in Scripts/Shared, in the file Characteristics.G=01.L=EN.bs but it must be extracted from the archive 🙂

Edit: Yeah, now I understand better what you wrote, earlier I read with part of my brain turned off (I was thinking about lunch) ^^

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10 hours ago, Euphie said:

I must say, you will always take some of the most complicated things to do 😮 I wish I could answer these big questions 😑

Say, it's surely something you must have considered, but have you tried to make some use of this "My name is something, and I'm from somewhere" text? 🤔 I don't think we really need it, and this box seems to easily call up the correct parameters and properly break the lines by itself. 

It seems to have a fairly understandable structure: "My name is # {Firstname} and I'm from # {Nationality}. I am # {Age} years old, my zodiac sign is # {Sign}. I work as # {Occupation} and i am # {Relationship}. I'm of the type # {Personality}. " This can be found in Scripts/Shared, in the file Characteristics.G=01.L=EN.bs but it must be extracted from the archive 🙂

Edit: Yeah, now I understand better what you wrote, earlier I read with part of my brain turned off (I was thinking about lunch) ^^

Yep, youre definitely correct - these are correlations and links called in uiSceneBrowser, but in the way how structure of files work feels truly ... unneedlessly complicated. Basically, in uiSceneBrowser, we can see where flag is "inserted" into Scene Browser window, as "WImage" with its own set of parameters. In CustomizerFrame (which is controlled by same lua file, also - remember that lua files can go through system protection... however, I have turned that off as long as Im modding stuff that needs to have it turned  off ...) we can see that basic "construction-code" for that part of UI... still, when I edit or add CustomParameter in Customizer / Personality tab, all is clear and understandable how to make it and what it pulls ... however, when I edited directly the same UI code, it seems to me like some changes havent been made, and they should have ... 🤔

Overall, I had several ideas to go as in which way to implement this small but neat addition ... as you have seen, initial idea was to go with Photofit code and button and rework it maybe to load the image into frame. Still, I dont think this will work - it wont save anything. The second idea, and much more proper IMO, is to load image directly somehow into customizer personality tab field. This seems problematic, as only CustomParameters are there. There are several interesting CustomParameters that can be made in code (will explain soon about them in tutorials), we have our well known Vector3f (manipulation of point in 3D , in XYZ coords - basically our manipulators, for example), but also I think I saw Vector2f (same, but for 2-dimensional objects) somehwere in game code... maybe Im wrong, though. There are even lines in code related to fleshlight toy, LMAO ... 😊

 

Now if I could realize how to make proper word wrap... it would be super easy, would only need to modify the visual look of TextBox element. The Customizer frame is by default 512 pixels wide. In worst case scenario, I could possibly link somehow image "icon" directly into customizer - but then there is no flexibility in that, and would need 1 icon per 1 model. Still, the image > textbox or similar text ... as all could be put onto it. Even if its small 512 px wide pic in Personality tab, it could stretch down ... 

 

Wish me luck ... Im going *dry* into the codeworks ☺️😬

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A bit better ? 

font.jpg

 

You can notice the change in font (looks overall better in game as here is slightly distorted because of screenshot). Its an easy to implement, requires two quick edits in two scripts files and the font is needed to have in system (as, installing the font). Will explain the procedure a bit later, but trying to find something good regarding fonts ... it needs to be clearly readable even as small and thin font, and also not lose its shape and form.

 

We definitely need change here, regarding font - things easier to read, recognize immediately, or just esthetically more pleasing to eye and looking more modern.

You can notice some problem like above with "Fast Exit" button, but unsure if its something I experimented earlier with UI and forgot, could be truly related to font itself. Will require testing all to see if all works as intended.

Overall, I now have ton of various fonts and experimenting with which one looks good in many forms. Not all are viable, despite they could look good at larger sizes. The fonts are from DaFont and many should be 100 % for personal use, so sharing them as non-profit should be ok, but some are also free even for commercial.

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Well, managed to implement new 56 nationalities - many what I felt as missing countries, and some exotic - but not too exotic countries that wouldnt have much sense in terms of sex adventures, heheh...

Now your lady can be from Kiribati ... Botswana ... Cuba ... Moldova ... Mauritius ... lol. And many more. Even added few US state flags, like Florida, Texas, California and Hawaii. And two special - EU and Pirate flag.

8 spaces left empty, intentionally, so one could customize how they want to, and will explain in tutorial later how - very easy.

Overall, this is how our new nationalities "collection" looks like :

Flags NEW.png

As you can see... now almost all relevant countries are covered. Note that Monaco and Indonesian flag are same in colors.

Also, note that I use VX Personality Freedom mod with it... tested without it, but oddly seems there are problems with list in SpinBox as it contains only default countries... thats odd, because I added all countries into it (as in CcPersonDefaultCharacter.bs lists) 🤔. However, when Freedom mod is used (and I wholeheartedly recommend everyone to use it...) it reads the flags directly based on name of country. So, if you input "Scotland" into your text field of country, it will display corresponding Scottish flag now... 😉

 

All of this is small details, but neat. Not hard work ... but annoying with how many things need to be corrected for such small things to work. Old, old, old game.

Also, I already have some ideas for those 8 empty slots,  but I leave to your imagination and customization ... Ill explain later and soon Ill upload all relevant files.

 

Next stop - true , real full "visual biography" - as importing / linking image into UI somewhere in Customizer. This will enable even much much bigger "flavor" to be achieved ...

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Something bizarre occured today as I was fiddling around in customizer - altough this time, I truly didnt change any file or anything. I wish I took the screenshot, because it was there, on screen ... and first time EVER I saw game did this.

Ironically, it was related to some of things I was trying to do in last month or two, regarding the word wrap in text box.

As I was changing the name of one model (well I use that placeholder "Adelina" model), I put excess of letters in the text field. On my surprise and even shock ... the letters went into second row in same text field, basically word wrapping them properly 😲. There were two lines in text field, the first and default one was now slightly upper so both row could fit as "centered" into a text field. And all of this, very sure this was more than 48 letters max.

Sadly, I didnt took screenshot of this, but if I encounter again, I will ... this seems like some kind of glitch to me, but also seems to me that it is POSSIBLE to have a large text field that word wraps properly and goes for hundreds of letters. 🧐

Absolutely weird ...

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But weren't you so surprised to analyze it immediately, test it and find the reason causing it? 😮 Is it possible to live like this? 😛  Less crazy I suppose...

I would say that nothing in computers happens without a logical reason, everything has a condition that can be recreated and the event can be repeated... but the older I get, the more I have trouble believing this ^^

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1 minute ago, Euphie said:

But weren't you so surprised to analyze it immediately, test it and find the reason causing it? 😮 Is it possible to live like this? 😛  Less crazy I suppose...

I would say that nothing in computers happens without a logical reason, everything has a condition that can be recreated and the event can be repeated... but the older I get, the more I have trouble believing this ^^

Oh, analyzed it immediately ... and then it almost probed-analyzed me ... 😬

Yeah, this is what should be logical - I mean one shouldnt be able to do something that program - is not programmed for. Altough this could be dismissed as a glitch, which it is ... it puts a light onto the possibility of word wrap in text fields. Either that, or there is some black sorcery, or my PSI horny capabilities spiked up and made TK17 go crazy ... but I think it was just a glitch, more logical 😄

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What I did in last few days ... well aside the above "visual biography" ... its further work on GUI - particularly icons in customizer which I decided to rework fully and completely.

I have created a "base foundation" and saved all assets in PS format, so its all more easy to edit and modify if needed in future for any project. The point is to create somewhat simplified icons. At first, I went all with usual style, but then changed my mind halfway into it (lol) and decided to colorize the assets further.  One of the things that was annoying in same old default icons wasnt just plainly bad design of some of them (some were very good, though) - but also in boring monotonicity of the colors, almost always black and white.

Altough this can be more easy on eyes - the point of icons, especially tiny small icon dimensions, is to be instantly recognizable in contexts like our customizer. So one can orient much more easily simply by colors, in some cases. Altough, it shouldnt be too many colors either. 

download (8).jpg

I reworked the base category tab icons, too ... so no more that annoying bleedthrough from margins ... and a bit "standardized" them on black background.

I got firstly to idea to use some kind of "marker" (like that triangle in upper left corner of some icons) to mark whats a special category or what is bound to head area, but I think Ill drop this and simply properly "color-code" it. Plus, some icons have nice color combination of 2-3 colors. All icons designs are reworked and remade.

I would say, around 60-65 % of work if finalized, altough you can see from above snapshot, there is still lot of work on many default icons and also optimizing the things to be easier on eyes, and yet nicely categorized.

This icon set I make, will be also used in any further GUI I make, including my own "personalized" one.

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The icons look like this now (not finalized fully) - went with more color combinations, altough nothing too overboard ... now it should be easier to instantly recognize with just one glance over the list what is what : 

download (14).jpg

I think this is much better variant than single color tone used for everything , or especially default boring monochrome. 

There is a lot of work - many icons, including the others in other tabs.

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4 hours ago, x17 said:

The icons look like this now (not finalized fully) - went with more color combinations, altough nothing too overboard ... now it should be easier to instantly recognize with just one glance over the list what is what : 

download (14).jpg

I think this is much better variant than single color tone used for everything , or especially default boring monochrome. 

There is a lot of work - many icons, including the others in other tabs.


Colored Icons looks so much better.... great work

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On 7/1/2021 at 5:19 PM, x17 said:

A bit better ? 

font.jpg

 

You can notice the change in font (looks overall better in game as here is slightly distorted because of screenshot). Its an easy to implement, requires two quick edits in two scripts files and the font is needed to have in system (as, installing the font). Will explain the procedure a bit later, but trying to find something good regarding fonts ... it needs to be clearly readable even as small and thin font, and also not lose its shape and form.

 

We definitely need change here, regarding font - things easier to read, recognize immediately, or just esthetically more pleasing to eye and looking more modern.

You can notice some problem like above with "Fast Exit" button, but unsure if its something I experimented earlier with UI and forgot, could be truly related to font itself. Will require testing all to see if all works as intended.

Overall, I now have ton of various fonts and experimenting with which one looks good in many forms. Not all are viable, despite they could look good at larger sizes. The fonts are from DaFont and many should be 100 % for personal use, so sharing them as non-profit should be ok, but some are also free even for commercial.

What Do You think to make another version of this GUI, like Material Design from Android (Colors) ?

Just a suggest

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7 hours ago, Melissa said:

What Do You think to make another version of this GUI, like Material Design from Android (Colors) ?

Just a suggest

Yep, and I work on one more GUI overhaul which will go more into darker red / black. The GUI is possible to be simplified even more in some places, altough the GUI itself is a mess regarding the elements used in multiple situations, where one way could work in one situation, yet in another it could definitely not - so there are "compromises" in some cases. 🙂

One bad thing with all of this is how everything is truly getting tiny on larger resolutions and a bit eye straining, so ideal way would be to find a way to enlarge whole GUI fields without breaking something - in general, this is easier said than done 😐

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You know, Im finding big fun experimenting with various things yet not fully experimented with in TK17 ... but recently, as I was trying to implement my "visual biography" into the customizer Personality Tab - I decided "what the heck", and simply rewrote and remade the whole Personality Tab. This will be something that will be released soon, for this weekend, as its very easy to implement. However, I have made some big changes and wanted also feedback from others to see what they think about it ...

Bio.jpg

So, I left the NAME field as it is ... shifted some places that were before coming after to first ones (Parameter ID reshuffling) and added some new ones, and also remodified some old ones, like Sign / Zodiac that always seemed very useless to me in many ways. AGE is now there as a full SpinBox, with expanded year span (ONLY to older age, ofc) and added some relatively vague textual inputs for less known precise age. SPECIES is now in third place, as very important, and has its own SpinBox with its own inputs :  

 [ "Human", "Superhuman", "Mutant", "Beast", "Monster", "Robot", 
    "Extraterrestrial", "Vampire", "Ghost", "Demon", "Angel", "Deity", 
    "Plant", "Futanari", "Furry", "Dog", "Horse", "Donkey", 
    "Elephant", "Animal", "Werewolf", "Supernatural", "Fairy", "Mermaid", 
    "Elf", "Orc", "Amazon", "Shapeshifter", "Machine", "Inanimate Object", 
    "Unknown" ];

🤔😆😏 As you can see, plenty of dirty shit even there in species choice of your character. Anyways, any field could be reverted from SpinBox into Text field if needed, and vice versa, altough SpinBox needs for me to make a proper list for it. I think SpinBox is better in some ways where possible and where boundaries or lists are more clearly defined, to give that special "flavor" to it.

4th on list is NATIONALITY - and with expanded flag collection I have made, it now covers a bunch of nationalities. Plus some additional that people can mod in. Plus, more could always be made and modded in, and it isnt excluded I will soon. Or even if I figure out how to replicate the flag field thats in Scene Browser on some other places and for some other parameters ... who knows, maybe you will see more visual fields, properly. This would be amazing to have, overall. Ofc, the nationalities are in SpinBox, so there is no guessing game - you pick exactly the nationality thats written and have its flag displayed. No vague guessing now ...

5th is ethnicity, to give more onto that diverse choices alongside the nationality. Its in text field, but could be possible to implement SpinBox - altough it would have a TON of inputs. 6th is organization, also in text field, but to give that further "flavor" as for your character belonging to some specific organization, which further deepends the bio.

7th is just a hobby input, also text field, we can put anything. No need for SpinBox in situations like this, leave it to imagination - maybe someone likes to make semen milkshakes in free time, who knows ... 😊😄

8th is our old and well useful voice input. Could switch it a bit to field that comes later in list, but found it good in this place, as it breaks a bit monotony of text fields (which are never good to have too many of)

9th and 10th are our old Relationship and Personality (slightly renamed to Personality Type, because why the heck not)... all in text fields, leave the imagination wild. Altough the relationship could well go into SpinBox.

11th is interesting new SpinBox field, the sexual desire prefference of our character

 [ "Human Males", "Human Females", "Human Males and Females", "Transgenders", "Superhumans", "Mutants",
    "Beasts", "Monsters", "Robots", "Extraterrestrials", "Vampires", "Ghosts", 
    "Demons", "Angels", "Deities", "Plants", "Futas", "Furries",
    "Dogs", "Horses", "Donkeys", "Elephants", "Animals", "Werewolves",
    "Supernaturals", "Fairies", "Mermaids", "Elves", "Orcs", "Amazons",
    "Shapeshifters", "Machines", "Inanimate Objects", "Various Species", "Unknown" ];

As you can see, again some *interesting* picks there ☺️ ... but yeah, can also be reverted into text field, if needed.

12th and 13th are plain text fields of what kind of sexual activity our character likes to give and receive. Just a bit for more flavor. This could also go into SpinBox variant, but I would need to think very good about all capabilities and possibilities, lol.

14th is an INTERESTING one ... this is what I started to implement today and will be a sort of "RPG flavor mechanics" - ofc, no useful function except the data inputs on screen, but could be interesting for some. I plan to have STRENGTH , LIBIDO , AGILITY and CHARISMA with all of their own SpinBoxes, and the inputs in them ranging from 1 to 10 - from its own weakest versions to most powerful, but respective to their own categories. So the inputs wont necessarily be the same at all.

Then I plan to add PROFICIENCIES, something like "skills list", something like this


 

Oral Skill
Handjob Skill
Anal Skill
Vaginal Skill
Footjob Skill
Shoejob Skill
Bootjob Skill
Domination Skill
Masturbation Skill

With its own categorization and also gradation, this could probably be all same for all inputs and will use SpinBox, ofc, will go like this

Beginner   
Amateur
Apprentice
Competent
Proficient
Talented
Experienced
Professional
Adept
Expert
Legendary

Finally, I think Ill add one text field for "favorite technique" or similar

Also, to mention - you wont need any version of Personality Freedom after this is finalized, this will be much better and more potent. However, there is a problem around Scene Browser new inputs that Im trying to resolve ... hopefully I will, because whatever I did so far, it always resulted in some of the empty fields. The flag and some other fields were displayed properly... 

And what you see "Visual Biography" is my attempts to implement something into personality tab... maybe to give the means to have an image in it that you could modify externally and have it as "visual bio" in game. BUT ... even if I dont find a way to implement it directly in GUI, I got to very interesting and unconventional idea how to maybe implement it as a true asset in game ... considering that we have various categories in game - in some of these categories there could be something like a "table" or "panel" or similar asset with actual visual biography DIRECTLY in the scene of the customizer room linked to our character. It would need more Active mod variations as every model would need one for its own "custom biography". BUT ... it would work, without doubt - and it would be interesting workaround from what I initially thought to be as part of UI, but maybe this will be even better.

 

Tell me freely what you think about all of this ... Im open for suggestions and ideas 😉

Also, forgot to say - I WILL be implementing fully custom icons for some of the fields here in above ... having all in one icon is extremely boring and monotone. So, youll have unique icons for those nice "RPG fields", lol. And for others, too - Im anways overhauling all icons.

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Well its working, lol ...download (3).jpg

If you ask - "what the hell is this thing" ... well thats a workaround for our "Visual Biography" in TK17 - using the actual 3d assets instead of fiddling with 2D black magic of GUI, LOL 😆

As you can see in Personality tab - it uses its own subcategory. This means I could now convert bunch of stuff that could serve as "biography" - this one is book, for example, but it could also be panel, or some SF stuff like transparent hologram. 

The point of this thingy is - to give ways for people to have their own visual biography per model. Fairly sure (havent tested yet, though) this should save it as under personality properly. And load it also. Best thing is - you can make AM folder and have as many variants as you wish ... one for every model. 

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By the way, we can also see here the future title of your autobiography - x17:  The Naughty Book 😄

This gives some cool possibilities, what you came up with here 😮 It would enrich the sharing of models for people who would like to play with the details. As I said before, you often wander in interesting directions ^^

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11 hours ago, x17 said:

11th is interesting new SpinBox field, the sexual desire prefference of our character

 [ "Human Males", "Human Females", "Human Males and Females", "Transgenders", "Superhumans", "Mutants",
    "Beasts", "Monsters", "Robots", "Extraterrestrials", "Vampires", "Ghosts", 
    "Demons", "Angels", "Deities", "Plants", "Futas", "Furries",
    "Dogs", "Horses", "Donkeys", "Elephants", "Animals", "Werewolves",
    "Supernaturals", "Fairies", "Mermaids", "Elves", "Orcs", "Amazons",
    "Shapeshifters", "Machines", "Inanimate Objects", "Various Species", "Unknown" ];

 

😵

I just noticed... that's quite the list 😮 I think you have the whole 4chan covered 😄

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7 minutes ago, Euphie said:

By the way, we can also see here the future title of your autobiography - x17:  The Naughty Book 😄

This gives some cool possibilities, what you came up with here 😮 It would enrich the sharing of models for people who would like to play with the details. As I said before, you often wander in interesting directions ^^

Im finished with two variations for this specific "special" category in personality tab

VisualBiography1_Icon.jpg          VisualBiography2_Icon.jpg

So, basically the "naughty book" above, haha ... and a flat simple plane. Lots of possibilities that could be made ...

But one thing crosses my mind, and its usage of sliders and morphs within to deform the plane / surface in any way, and maybe even using manipulators to position in scene. 

Overall, its now very possible to use these assets as improvised "Biography", instead of directly in UI. Maybe its possible also in UI, but it seemed to me as too much hassle for too questionable results ... or maybe some parts were even hardcoded and we simply arent possible to implement new ones. So - this is the best we can utilize, for now, from what we have. 

But it looks pretty good. One can load this in Customizer ... or Pose Editor. It saves and loads the settings from Personality tab. All works as intended ... 

However, one thing is still a mystery to me and I need to figure it out why the SpinBoxCheckBox doesnt work fully properly ... or why its CheckBox doesnt work, more precisely. It should turn on / off the asset. Thats one thing left, and then this project if almost finalized - well, it will be when I experiment a bit with sliders.

😉 Overall, Im happy with results and Im sure there will be even more ideas ... I need to finalize the whole overhaul of Personality Tab with its quasi-RPG stats, lol ... and then the fun begins.

I wish I could maybe figure out how to replicate the UI element of flag somehow ... and apply it in some other places. Now that would be additional "flavor" ...

10 minutes ago, Euphie said:

😵

I just noticed... that's quite the list 😮 I think you have the whole 4chan covered 😄

Oh, I tried to get everything that crossed on my mind, hahah... but Im sure theres even more. Fortunately, adding on list is super-easy, anyone can do it.

The only thing that makes me a headache is Scene Browser - while flag is always displayed correctly, I cannot get new inputs to display correctly no matter what. Well, Ill see if I figure it out ... fortunately, Scene Browser description text is basically only one sentence with some basic data inputs that are relatively boring. But Ill see what can be done further ... 

Overall, the Personality Tab now feels much more rich and has more sense. 

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Also, for next customizer room ... Ill take these additions into practical use. So, there could be a height meter in scene - that measures exact height of models. A specific place for above flat plane addition for biography - so it could work very nicely in between. The environment will be some kind of closet or dressing room. So the whole room feels a bit more oriented towards the biography additions.

But some interesting interesting things could be made with morphs, I have no doubt in that. We just need good imagination and a bit of thinking in workarounds.

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On 7/4/2021 at 10:35 AM, x17 said:

Something bizarre occured today as I was fiddling around in customizer - altough this time, I truly didnt change any file or anything. I wish I took the screenshot, because it was there, on screen ... and first time EVER I saw game did this.

Ironically, it was related to some of things I was trying to do in last month or two, regarding the word wrap in text box.

As I was changing the name of one model (well I use that placeholder "Adelina" model), I put excess of letters in the text field. On my surprise and even shock ... the letters went into second row in same text field, basically word wrapping them properly 😲. There were two lines in text field, the first and default one was now slightly upper so both row could fit as "centered" into a text field. And all of this, very sure this was more than 48 letters max.

Sadly, I didnt took screenshot of this, but if I encounter again, I will ... this seems like some kind of glitch to me, but also seems to me that it is POSSIBLE to have a large text field that word wraps properly and goes for hundreds of letters. 🧐

Absolutely weird ...

Remember when I mentioned this ? 

Well

download (45).png

Its actually happening regularly, but only with certain letters (assuming any wider ones) and only with whitespace between the name and second input. So if I tried to write above directly after the name, even with same letters, it wouldnt arrange underneath, but would keep in same line. However, add a whitespace, and suddenly it will arrange itself underneath. Interesting.

Now the reason why Im curious around this is maybe to expand the text box further, or even make a second textbox element for larger text inputs. But at core level, this was always bound to 48 letters / spaces, and no matter what, I wasnt successful yet around it. So, not even modifying scripts and increasing letter/space count had any effect.

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ADDITION : Now I tried to edit scripts again, and interestingly... 

download (46).png

Increased the value of MaxLength in TextTemplate from 48 to 96... I would swear it didnt work before, but it could have been a potential conflict because both lua and bs same script file were present within the folder. I would assume that lua would override the bs, though ... so unsure why it would conflict ?  Now it could be that even as I increased MaxLength of characters before, it was actually truly applied. But it wasnt visible because the letters would write infinitely outside of the textbox.

So, when the value is increased ... there are three rows of text in the textbox. Ofc, the textbox by itself is small and really meant for nothing more than 2 rows at most. BUT, the condition still applies ... one must put a whitespace before the text goes underneath. So above, you can see ... 7+43+28 letters + 2 whitespaces = equals to 80 spaces exactly. Unsure why not more, as 96 was input.

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