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Quarz

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Posts posted by Quarz

  1. 12 hours ago, Sexvision said:

    Cullmode is made for that. So cullmode 4 should have a double render of the frontface and the backface.

    Hook 5 guide info: cull_mode (default 1): 0 – Draw all polygons.

    1 – Draw only polygons directed to the camera.

    2 – Draw only polygons turned away from the camera.

    3 – Draw polygons first directed to the camera, then turned away from the camera.

    4 – Draw polygons first turned away from the camera, then turned to the camera.

    Or set double sided textures in blender. You can find it in: object data - double sided

    Thanks for the reply and extra insight. I wasn't sure about the Cull_Mode setting when I was browsing through the guide.
    Did some searching on the Object file type: and if I read it right, the Obj. file type doesn't keep that info from the mesh and materials.

    So cull mode it is then!

    • Thumbs Up 1
  2. Hello,

    I've been working on this dragon model, the membranes of the wings of the model are "flat" pieces.
    It's a Daz model, that I exported out to Dae format. This seemed to work the best to get a good result for the textures on the model.

    It's only on the wings, the texture only appears on one side. Been going through the Hook5 guide, in the game, switching the Cull_mode (2,3,4) for my Hook5 object "fixes" the issue.
    But it doesn't really feel like a good proper fix. Did I miss something in the .mtl file?

    The issue is also visible in the Obj to H5M converter tool.
    Or am I messing up with going through to many different file types? Dae=> Obj=> H5M

    Any tips or suggestions are welcome 🙂

    I love mucking about in modelling software, but I'm not that "savy smart" in the technical aspect of it all.

    Schermafbeelding 2024-03-12 221744.png

  3. Well, my object remains white now 😂
    No matter, tomorrow I'll redo the creating process out of blender/ converting/ mtl file setup.

    I might have bungled it up along the way. It's my first try with H5 objects anyway 😅
    Mighty thanks to both of you for sticking along and teaching me something.

    YES! Pushed through and got it to work!!!

    For anyone curious, this is how it looks in the _level_definition file:
     

    Spoiler

    [MagicPool]
    enable = true
    type = static
    style = object
    file = QCave_RndMgc.h5m
    position = -1.400000, 0.820000, -0.720000
    rotation = 90.000000, 90.000000, 0.000000
    scale = 0.016000, 0.016000, 0.016000
    color_multiplier = 255, 255, 255, 255
    metallness_multiplier = 0.261000
    glosiness_multiplier = 0.250000
    glow_intensity = 2.000000
    cast_shadow = false
    alpha_mask = false
    alpha_blend = false
    cull_mode = 2
    rendering_source = 
    rendering_source_uvoffset = 1.000000, 1.000000
    rendering_source_uvscale = 1.000000, 1.000000
    script_name = 
    parent_name = 
    override.0.diffuse.texture = [Q]_CAVE_R9ZRoom464\Frames\QCave_RndWtr_num01.dds
    override.0.diffuse.swapspeed = 24

     

    • Thumbs Up 2
  4. 5 minutes ago, Sexvision said:

    @Quarz the only difference is that you have to make a folder in the roomfolder and link that

    for example make a folder TV and put the images in there.

    name it like this override.0.diffuse.texture = TV\TV_Animated_num01.dds

    done.

     

    here are the files. Just dump it in the roomfolder and add the txt to the leveldef.

    [Room]_Chinese Studio Set.rar 1.94 MB · 0 downloads

    Okay: so far I now only have a white material on my object x-s

    override.0.diffuse.texture = [Q]_CAVE_R9ZRoom464\QCave_RndWtr_num01.png
    override.0.normals.texture = QCave_RndWtr_Norm.dds
    override.0.specular.texture = QCave_RndWtr_Spec.dds
    override.0.diffuse.swapspeed = 30

  5. 7 minutes ago, Tipsy said:

    I just tried it and it worked. I created a simple plane in blender with 1 material and converted it to h5m. It turned out that it is necessary to specify the path to the texture even if it is in the same folder as leveldef. And the numbering should look like num01 and not num001. So that is not just override.0.diffusetexture = texturename_num01.png, but for example ROOMfolder\texturename_num01.png. Swapspeed also works.

    Okay; I'll try and adjust it all see how it goes.
    @Tipsy: Thanks for joining in and helping. 


    Would you be so kind and perhaps share the blender file? Not certain if my setup is correct?

  6. 12 minutes ago, Sexvision said:

    yeah i thought about that also. but according to the guide it should work like this.

    I think there is something wrong with the naming convention of swap override but i cant figure out what that would be. Man i have broken my brain over this one 🙂

    in the tv animation folder i have send you before there is also a .obj and a .mtl file. What you could do is make your own texture and change the name in the .mtl file and make a new h5m object. then it will have your texture. just no swap speed adjust.

    Let me know if this is unclear. 🙂

     

    Also DDmans way will also work for simple animating.

    Do you need the .mtl file in the your ActiveMod folder? I thought you only needed it to convert obj to h5m?
    I did think on reusing bits from other mods  ^_^

  7. Just now, Sexvision said:

    strange thing is that diffuse override is working but it seems the line override.0.swapspeed = 30 does nothing.

    Here is a testfile for diffuse override.

    place everything in the root room folder and copy the txt text to the leveldef and run. Then you can see the 1 on the texture. (only present in the override texture)

    [Room]_Chinese Studio Set.rar 1.93 MB · 0 downloads

    Thank you! Yeah, I noticed that to! It's why I'm so confused about it. >_>
    Is there a "dynamic" object? I see it is now static, fire or water etc...

  8. Okay; so I've deleted the _pass file. And adjusted my _level_definition to this:

    Spoiler

    [MagicPool]
    enable = true
    type = static
    style = object
    file = qcave_rndwtr.h5m
    position = -1.400000, 0.820000, -0.750000
    rotation = 0.000000, 0.000000, 0.000000
    scale = 0.120000, 0.120000, 0.120000
    color_multiplier = 255, 255, 255, 255
    metallness_multiplier = 0.261000
    glosiness_multiplier = 0.250000
    glow_intensity = 2.000000
    cast_shadow = false
    alpha_mask = false
    alpha_blend = false
    cull_mode = 2
    rendering_source = 
    rendering_source_uvoffset = 0.000000, 0.000000
    rendering_source_uvscale = 1.000000, 1.000000
    script_name = 
    parent_name = 
    override.0.diffuse.texture = QCave_RndWtr_num001.png
    override.0.normals.texture = QCave_RndWtr_Norm.dds
    override.0.specular.texture = QCave_RndWtr_Spec.dds
    override.0.diffuse.swapspeed = 30

    Alas, no animation. So would seem Sexvision is correct. Only in a pass file from a addon does it work.
    Guess I'll have to go another route and offer up 2 options in my project. Bit annoying, but this techy code stuff isn't my forté.


    Wouldn't know where to look... Could it be, that a obj file converted to a h5m file not include key set animations?
    Or does the Obj file format not support this?

  9. 6 minutes ago, Sexvision said:

    @Quarz I did a lot of testing on this to get it to work on a hook 5 object.

    Diffuse override seems to work. Swapspeed on the other hand i could not get working on a h5m object.

    I also read the post in the hook5 guide trying to make it work on the h5m objects. But i could only make the swapspeed to work in a passfile, and for that i needed a addon. So therefor i used it in a toy.

    It seems like the way its written in the hook guide it is not working for h5m objects.

    Hope you get it to work though, because that would give a lot of extra options.

    Okay, I did get confused on the combo with the pass file. It seemed to sort of contradict a bit... 2 files that try to do the same?
    Does the game choose which is the "master" so to speak?

    @Tipsy I'm aware of the paths , had few "oepsies" with pass files before with this ^_^

  10. 4 minutes ago, Tipsy said:

    Why luck when there's a hook5 manual?))

    image.png

    Hunk? Must have skipped that bit? Is this the same manual that's on the available on the forums?
    Anyhow thank you for the replies, I'll play around some more. See if I can get it to work.

    @TipsyWhat is with the numbers => override.1. / override.3. etc ? 
    Is each number another texture? Bit confused on that.

    @Sexvision Thanks for the provided links; I'll dissect those files ASAP.
    It's a bit backwards though... Adding a toy instead of an object? No?

    I do know it's perhaps; almost certainly a limitation by the game and our available tools.
    Again, thank you both for the extra info on the subject.

  11. Hello fellow VX modders!

    I've been able to create a simple Hook5 object for my cave scene.
    It's a small disc mesh. Nothing overly fancy, with a flat UVmap.

    So far I got it all working; the H5 object appears in game: it uses the assigned textures, normal- and specularmaps.
    Took me some reading in the H5 guide and a few topics here on the forums to get me going.

    Spoiler

    Hook5-Obj-Test01.png

    Now I want the the texture to spin, I've made a series of 16 "frames" the object can use.
    The H5 guide mentions I should name the texture with the "_num00x" suffix. Which I did.

    And use the "diffuse_swapspeed" line to set how fast it plays.
    Sadly nothing happens... the diffuse texture does get replaced ( as my spec/ norm maps don't match just yet),
    but it doesn't "hop" through the frames.

    I do get confused a bit, on where I should apply the animation line.
    The _level_definition text file, where the object is created?
    Or should I edit the texture_pass file, where the norm/ spec files get applied?

    I've been trying to edit both files, but nothing changes really in the game.
    Or do I need to redo the model with the "_num001" texture already applied to the model?

    Here's what's in my _level_definition file:
     

    [MagicPool]
    enable = true
    type = static
    style = object
    file = qcave_rndwtr.h5m
    position = -1.400000, 0.820000, -0.750000
    rotation = 0.000000, 0.000000, 0.000000
    scale = 0.120000, 0.120000, 0.120000
    color_multiplier = 255, 255, 255, 255
    metallness_multiplier = 0.261000
    glosiness_multiplier = 0.250000
    glow_intensity = 2.000000
    cast_shadow = false
    alpha_mask = false
    alpha_blend = false
    cull_mode = 2
    rendering_source = 
    rendering_source_uvoffset = 0.000000, 0.000000
    rendering_source_uvscale = 1.000000, 1.000000
    script_name = 
    parent_name = 
    override.0.diffuse.texture = qcave_rndwtr_num001.png
    diffuse_swapspeed = 0.5
    override.0.normals.texture = qcave_rndwtr_Norm.dds
    

     

    And this is how the _pass file looks:
     

    [pass]
    name = CustomStatic
    stage2 = QCave_RndWtr_Norm.dds
    stage3 = QCave_RndWtr_Spec.dds

     

  12. @Driver: Thank you very much! Your files imported without any trouble.

    @hfg2: Also a big thanks for the extra info. I do need to redo my plugin setup.

     

    The links to my game folder are blank, which I'm certain is the main cause of my problem.

    I've got a few versions of VX installed, one to play, another to test my mods, etc...
    Must have deleted this one some time ago... >_<

    BrknPLgn01.jpg

  13. Hello, fellow modders!

    I've hit a snag and not sure how to fix this. I've been trying to import the skirt model from the Marionette set.
    Just so I could grab the UVmap for easier texture editing.

    Blender gives me this bit of code about it.
    The odd thing is;  other models, have not given me any problems on importing so far.

    Any pointers on what I can do, or did wrong on my setup of Blender would be appreciated. 

    > READ :
    
      R9Skirt014.[bs*]
      Blex decode...
      replaced R9Skirt014.bs
      reading R9Skirt014.bs...
      (H:/Klub_VX/Modding/_Extracted_Model/R9Outfit.Marionette/Scenes/Shared/Cloth)
    Group name  Shared/Cloth/R9Skirt014.bs
    UNKNOWN Face Array Enum Type ! : Primitive.TypeEnum.Polygon
    Traceback (most recent call last):
      File "C:\Users\hoett\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\io_tkm17_Ext\__init__.py", line 6959, in execute
        BSload(path,what,revision)
      File "C:\Users\hoett\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\io_tkm17_Ext\__init__.py", line 3842, in BSload
        mat = BSshader(nodes,node['TGeometry.Shader'])
      File "C:\Users\hoett\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\io_tkm17_Ext\__init__.py", line 1230, in BSshader
        name = BSname(nodename,RenderShader['Object.Name'])
    KeyError: 'Object.Name'
    
    location: <unknown location>:-1

     

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  14. 12 hours ago, aardy said:

    The attached file will give you all the details you need regarding almost every default texture file in the game:

    In-game ID and item name,  in-game location and file name,  and corresponding Activemod texture name.

    Something I find invaluable.

    Can't remember who created this but downloaded from MG before the fall. Thanks to the original author (possibly Avarteas).

    (You can find this info by fishing around in various game files, but here it is all presented in one tidy, easily accessed and comprehensive text file)

    texture_idx_VX.zip 44.12 kB · 1 download

    OOOH! Thanks a bunch @aardy! This will be a time saver!
    I've poked around the archives structure to try and better understand how the game works.

    It was somewhat easier for textures related to the "levels", various scenes and how I needed to change the names.
    But thanks again for this awesome file!

    • Thumbs Up 1
  15. Hello all!

    Recently I've been extracting some clothing textures out of the Archives => Image.zip folder.
    Had a few clothing items I was interested to redo in my own style and experiment with.

    But, it looks like the names don't really match up on what is used in the game. So my new made stuff doesn't appear in the game.
    Before; I used other mods as a starting point for my textures, so the names always matched up.

    Looking over my previous work it seems the naming convention is different from the textures files I've extracted myself.
    It left me a bit puzzled on where I should look to get the correct names?

    Example:

    Extracted file from the Images.zip => cloth_yacht01_female_panty01
    The name used by a mod => F_Yacht001_Panty

    Is the script or scenes folder better for this?
    Any pointers would be appreciated!  🙂

  16. 10 hours ago, MrOllyK said:

    What you'll find in your "Save\tk17_autotool_ids.lua" is something like this:

    There's also a .bak file and it seems to update these as it goes.  If there's corruption or it's missing, it might take a bit for it to reset.

    Well, the VX install I used to test out my models didn't have this file in the Save folder. So that would explain my troubles I had.

    • Thumbs Up 1
  17. 16 minutes ago, aardy said:

    My only thought is a conflicting addon - but you say you've tried them in a totally empty addons folder?

    Well; I just made another install; and now it works like it should. I put my own weapon folder in the addon folder.
    And they appear nicely in the game, icons and all.

    No error stuff either in the log files for now. Not sure what I did to get the game to behave so oddly 🙂

    • Thanks 1
    • Thumbs Up 1
  18. 7 minutes ago, aardy said:

    Okay, just had a quick look and they already seem to have Dynamic IDs and unique labelling, so they should all appear in your game.

    I'll try them in mine and see what happens - but given I can't see obvious issues, I doubt I can do anything (my technical know-how is very limited to conversions of existing items)

    But I will have a look and let you know :classic_smile:

    No problemo! It has also crossed my mind that, perhaps something is "bugged" in the models/ meshes? I have to convert them from .Nif format to .Obj, so perhaps this causes an unknown issue.
    I have little experience in modelling, did some stuf for older games in the past, but coding and technical side of things was never my forte.

    I do see another Error thing in my logs. 🤨

  19. 7 minutes ago, aardy said:

    Have you tried manually converting them to have Dynamic IDs? 

    If they are finished items (ie. loadable in game), if you want to send them to me I could have a look at this for you.

     

    Oh, boy, I'm new to this; so no clue what you're talking about 😛
    Tried to compare to other toy files I had. But I don't know what I'm looking for... 

    Tried to "pack" them into one file. Noticed when I open the 7.5 bat files they do mention ID and have some numbers. But that's not VX

    Anyhow added the 3 weapons I have so far.
     

    VX.QuarzToy001.7z VX.QuarzToy002.zip VX.QuarzToy004.zip VX.Quarz_OrcWeapon_Pack.zip

  20. 8 hours ago, MrOllyK said:

    Maybe you have too many toys in your addons already.  Not sure if there's a numerical limit, but they take up memory and are all loaded with every room.  It could be you're running out.  I haven't experimented with multiple dynamic-id toys as all mine are the old system.  Ensure all your toy names and mesh nodes etc. are different or they could clash.

    I've been testing this with a bare bones install, so far it's just my own weapon addons. Guess the game or the CollaTKane tool gives them a same ID?
    So the last ZIP that gets loaded in, overrides/ pushes out the previous?

  21. 9 hours ago, MrOllyK said:

    Rule #1 - always backup your game.  Saves lots of frustration.

    I always found it easier to debug code at 4am after a sleep.  Just need a brain reset to see things from a new perspective.

    Very true! 

    I do have a tiny other issue...
    I'm looking to create a pack of weapons. But each time I add a new toy, a new weapon. The newer addon replaces/ push out the old addon I made.

    So I have 2 sword models that work OK in the game, but sword 1 addon disappears and only sword 2 addon shows up in the toy list. Allthough both are in the addon folder of the game.
    I suspect I'm doing something wrong in the script stuff. But not really a clue on how to proceed or what to look for?

  22. Ok, got things fixed. In my late night stupor I didn't install the portable version and might picked the wrong patch thingy.
    Which might have caused this weird issue. 

     

    Lesson learned; don't try to fix mod stuff after 2.00 in the morning 😆
    The sword works now! Yippie! 

    Thanks, for the reply though!  @MrOllyK

    Thread can be locked 😉

    Sword_fixed.jpg

    • Haha 1
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