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MrOllyK

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  1. MrOllyK's post in Screenshot artifacts and missing textures was marked as the answer   
    You're probably better off using something else for screenshots, like Windows Snipping Tool or Irfanview.  The game's default captures are generally pretty bad.  Be aware though that with high res captures, your GFX is working pretty hard so it's always possible to have glitches when the screen's animated.
  2. MrOllyK's post in UV File was marked as the answer   
    A UV texture file is the same size as the main texture file, but has lines and intersects drawn on it according to the vector coordinates used by the 3D object mesh.  A UV map is used for the mapping of a 2D texture on a 3D object.  The term “UV” refers to the bidimensional (2D) nature of the process:  the letters “U” and “V” denote the axes of the 2D texture because “X”, “Y” and “Z” are already used to denote the axes of the 3D model.
    UV texture files roughly mirror the shape of the mesh but parts of it describe which parts of the mesh get that part of the texture applied.  UV files are obtained by saving the UV map from a 3D program as an image file.  For example, this is a body texture with a UV map file layered over the top to show which parts of the mesh get which parts of the texture drawn on it:

  3. MrOllyK's post in Importing all data was marked as the answer   
    I've been an assembler coder since 1989 (on another platform) and therefore wordy scripts shit me to tears.  If you want to know which files are accessed in what order, you'd be best served by Process Monitor (SnoopDOS on the Amiga) to trace the process.  Not all scripts call each other, "Binaries\TK17-158.001.exe" calls certain scripts in game folders itself from hardcoding within it.  Files are handled depending on where they're stored and what they are.
    Archives\2.158.001\
    Images:  Contains menu/clothing/body/room/toy etc. images/textures in either .png (preferred by the game) or .jp2.
    Scenes:  Scene files in here contain mostly 3D meshes.
    Scripts:  This folder contains scripts that control Scene files and most everything else including menus, sounds, images etc.
    Sounds:  Always in .ogg format.
    Subdivision ONLY occurs on body meshes (EG: Scenes\Shared\Body\body01.bs) :
        TMeshGroup.SubDivLevel I32(1);
    The default is (1), doubling vertices, faces and edges, (2) quadrupling.  The game does this automatically when it loads the body mesh.  However, face .tri and other facial data files aren't tuned to anything other than (1) and therefore using any other number will break the face when the mesh is loaded.
    FaceMate and FaceMaker were done by the original devs, but there are some Addons to improve faces that were modded by users once the game was cracked.
    There aren't any ".ma" files anywhere.  I don't know what it means but it's also referenced at the end of the Scene file.  I dare say it's for internal reference and it won't work without it.  All Script/Scene files for this game are written in daisy-chained structures.  It takes a bit to get used to.
    If it were even possible to make a single, clean "TK17-158.001.exe" that contains all it needs for a certain mod of the entire game, it would take an awful long time to simply figure it all out.. 
  4. MrOllyK's post in error TK17 was marked as the answer   
    As far as I'm aware, you launch it with "TheKlub17\Binaries\TK17-158.001.exe" if you have Hook installed, "TheKlub17\Play The Klub 17.exe" without Hook installed and it's NOT a "portable installation", and "TheKlub17\Binaries\TK17_Launcher.exe" without Hook installed and it IS a "portable installation".  Of course, check your GFX such as OpenGL and DirectX.  We do need some more info on what you have tried already and if you had been successful in the past and this is your first problem.
    You can also look in "TheKlub17\Logs" folder and check any logfile that might describe the error it's encountering.
  5. MrOllyK's post in Can default models be deleted? was marked as the answer   
    You can disable them in your Options Manager (Binaries\TK17_OptionsMan.exe).
  6. MrOllyK's post in Best version of TK17? was marked as the answer   
    It really depends on what you want.  The Psychonaut Mp sounds like a repack of something and from my experience, stay clear of repacks as they can have numerous problems such as difficult to add stuff as changes were made in there that don't play nice with most addons generally available.  There's a DP16 repack available but it's got memory leaks and other problems, no matter how appealing it looks on the wrapper.  V7.5 is old and there's minimal/no support here for that.  Modding and adding stuff to it needs a fair amount of prior knowledge.  VX1.00p is the current version, it's already highly modded (way more than 7.5) and can accept most current mods.  It's also what this site's all about and most of us know its innards quite well if you have problems.  1.00p is here:
    https://www.klubexile.com/files/file/14-the-klub-vx
     
    Detailed instructions for it here:
    https://sites.google.com/view/tk17documentation
  7. MrOllyK's post in How can I get foursome in the game? was marked as the answer   
    V7.5 only allows 3 characters.  Here's the VX1.00p base game:
    https://www.klubexile.com/files/file/14-the-klub-vx
    Instructions here:
    https://sites.google.com/view/tk17documentation
  8. MrOllyK's post in The "F" Problem was marked as the answer   
    Keep tinkering, things will work out.  As @IIIlll said, you can move the jaw back a bit and in Customizer -> Body tab you can shift the position of the upper teeth a bit more forward.  Remember that Customizer is a separate function/area to Pose Edit.
  9. MrOllyK's post in The "F" Problem was marked as the answer   
    You might want to try a Pose Edit key combination of Lower Lip Left and Right, Smile, Jaw Forward/Open etc.
  10. MrOllyK's post in Lost - addon mod was marked as the answer   
    If it can't be found then I can always mod the default version.  Did the mod have anything special other than removal of those bits?
  11. MrOllyK's post in pee particles location was marked as the answer   
    You'll find the texture here:
    Archives\2.158.001\Images\Q=Tex032M\Shared\Item\liquiddrop01.png
  12. MrOllyK's post in Why are the dialogue boxes so small? was marked as the answer   
    So much for that, it couldn't be made as an addon, but it's done:
     
  13. MrOllyK's post in Missing Loft Pose Locations was marked as the answer   
    This is all I have in my default VX0.80:
    Floor#4
    Sofa
    Wall
    Balustrade
    Bed
    VX1.00p has some 11 positions or so.
    VX_Default_Loft.7z
    Some files are replaced by the ones in VX_Mod folder.  I included these as overwrites in "Scripts\Luder\Room09".  You might have accidentally broken one of those, or saved it with a new file creation date instead of the original.  "System Files Protected" doesn't like that.. 
     
  14. MrOllyK's post in Legacy body replacer is missing eyeballs was marked as the answer   
    Hmm..  Tried it in my vanilla 7.5.1.5 and she has no eyes either.  It's an R9 type mesh and a legacy of the now long defunct R9X port of the old VXBeta1.  Some of the BoundingSpheres settings of the eyes are very different to default and it can often be in that case objects aren't displayed, but I'd say it needs R9X version to work or some 7.5 addon I don't have.  I'd say chuck her in a coffin unless you really, REALLY NEED her and maybe something can be done, unless someone else here knows what's up.
  15. MrOllyK's post in Pose Editing Question was marked as the answer   
    Unpack this pose "HandsOnHead" to your main Community folder and load into Pose Edit to have a look.  Note the spline curve types (jagged, wavy etc.) :
    HandsOnHeadPose.7z
    How I did this:
    - Start a new pose.
    - At the timeline position you want the arms/hands to start moving, select hands translation and rotation, elbow and shoulder keys, make them either jagged spline for no movement prior or slight wavy spline for maybe some early movement/recoil.  I chose jagged.
    - At your end point, have your hands, elbows and shoulders at the positions you want to finish.
    - Some point in between start and end of movement, you might need control keys to make the movement more natural and not have limbs do funny twists and things on the way.  Use sparingly.  Often wavy spline works best for this, sometimes jagged is best.
    Experiment with this pose.  Uncheck some in-between control keys from left side and see what happens compared to right side.  Also change their spline curves to see the effects.. 
  16. MrOllyK's post in Upload/share content was marked as the answer   
    There are several pose categories.  You can start here, download some and see how to make the files:
    https://www.klubexile.com/files/category/6-poses
    https://www.klubexile.com/files/category/11-pose-packs
    https://www.klubexile.com/files/category/66-sex-poses
    https://www.klubexile.com/files/category/67-single-static-sex-poses
    https://www.klubexile.com/files/category/61-single-static-non-sex-poses
    https://www.klubexile.com/files/category/63-dual-non-sex-poses
  17. MrOllyK's post in Help with Custom Nipple Textures was marked as the answer   
    I made the addon as per above.  The game gets the original "nippleshader??" textures as .jp2's from "VX-Mod\Images\Q=Tex032M\Shared\Body\Nipples\" and "nippleshader01 -> 50" correlate to 28 -> 77 in-game menu.  If you make sure your nipples are 512 x 512 x 32 bit .png's then selecting from 28 onwards should be fine.  Not sure why all others have a Hook problem but this is what I see in VX-addon.log when I select nipples 28 and then 77 in Customizer menu (addon doesn't contain .txf's so they're loaded from Archives) :
    53.33    0.023 addon: Addons/My50Nipples/Images/Q=Tex032M/Shared/Body/Nipples/nippleshader01.png
    53.36    8.517 archives: Archives/2.158.001/Images.zip/Images/Q=Tex032M/Shared/Body/Nipples/nippleshader.txf -- "RGBA_8888" "AlphaBlend"
    61.87    0.030 addon: Addons/My50Nipples/Images/Q=Tex032M/Shared/Body/Nipples/nippleshader50.png
    61.90    1.362 archives: Archives/2.158.001/Images.zip/Images/Q=Tex032M/Shared/Body/Nipples/nippleshader.txf -- "RGBA_8888" "AlphaBlend"
  18. MrOllyK's post in Condom always present at the start of a room. was marked as the answer   
    Check your Customizer -> Accessories tab for condom being selected.  Once it's removed and you return to main menu the model Accessories.cc file in Save\Models\Model???? will be updated.  I haven't had this happen in like forever, even in the vanilla game.
    I don't think there's a way to change the default starting position from "null" to something else without some mucking around modding files.  The "null" position is after all, only used in Pose Edit where you edit the body into a new shape/pose, or load one already saved.
  19. MrOllyK's post in Delaying the transition to the next pose (sequencer) was marked as the answer   
    Every time the Sequencer timeline hits a pose widget, it's reloading the pose file into memory.  It does the same thing with outfits and any saved files.  You can try running the sequence first to get all the pose files and stuff into the drive cache, then run it again to play.  I don't get much of a problem because I run the game from RAM disk.  You might have a slow drive or it needs defragging.  You might also have too many poses as I've heard that can cause some delays in loading rooms etc.  I've also reduced the size and depth of my pose icons to 64 x 64, 8 bit so they load faster into the selection window.  I only have about 700 self-made poses though.
  20. MrOllyK's post in Delaying the transition to the next pose (sequencer) was marked as the answer   
    Every time the Sequencer timeline hits a pose widget, it's reloading the pose file into memory.  It does the same thing with outfits and any saved files.  You can try running the sequence first to get all the pose files and stuff into the drive cache, then run it again to play.  I don't get much of a problem because I run the game from RAM disk.  You might have a slow drive or it needs defragging.  You might also have too many poses as I've heard that can cause some delays in loading rooms etc.  I've also reduced the size and depth of my pose icons to 64 x 64, 8 bit so they load faster into the selection window.  I only have about 700 self-made poses though.
  21. MrOllyK's post in Delaying the transition to the next pose (sequencer) was marked as the answer   
    Every time the Sequencer timeline hits a pose widget, it's reloading the pose file into memory.  It does the same thing with outfits and any saved files.  You can try running the sequence first to get all the pose files and stuff into the drive cache, then run it again to play.  I don't get much of a problem because I run the game from RAM disk.  You might have a slow drive or it needs defragging.  You might also have too many poses as I've heard that can cause some delays in loading rooms etc.  I've also reduced the size and depth of my pose icons to 64 x 64, 8 bit so they load faster into the selection window.  I only have about 700 self-made poses though.
  22. MrOllyK's post in Help uploading images was marked as the answer   
    This site no longer accepts .png and high resolutions.  You can try offsite hosting using FreeImage, Gif Hosting or ImageBam.
  23. MrOllyK's post in Loading icon was marked as the answer   
    Sorry but it doesn't appear possible.  The game engine is designed to grab the 8 bottom elements of the "Images\Q=Tex032M\Luder\GUI\gui_progress01.png" texture x-wise.  The script "Scripts\Shared\GUI\uiShaders3.bs" displays these segments by passing some basic parameters to the engine.  I dare say the game engine itself does any resizing back to its internal default before cropping and displaying as there are no X and Y parameters to display the image centre of the screen if it were to be resizable:
    RenderShader2 :GUI02_Shader . {
        .ColorTex :GUI02_Texture;
        .Pass [ :GUI_Pass01 ];
    };
    Texture2D :GUIProgress_Texture . {
        .File @ ( :UI_Path + "gui_progress01" );
        .MinFilter Texture .FilterModeEnum .Point;
        .MagFilter Texture .FilterModeEnum .Point;
        .MipMapEnable False;
        .DefaultColor ( I32(0), I32(0), I32(0), I32(0) );
    };
    RenderShader2 :GUIProgress_Shader . {
        .ColorTex :GUIProgress_Texture;
        .Pass [ :GUI_Pass01 ];
    }; 
    This also applies to icons written and other stuff where the game engine defaults to image sizes internally.
     
  24. MrOllyK's post in Poses not starting properly in sequencer was marked as the answer   
    This is a nasty habit of Sequencer and it's been way that since the game was played on parchment.  I'm not sure how "interactive" poses operate there as I don't use them, but when you click backwards on the sequencer timeline the animation engine stalls for a time.  If I want to replay a pose I click back on the timeline and have to wait about 15-20 seconds until the main animation task catches up again.  This alone makes editing a pose in a sequence with camera angles and dialogue 10 times longer than what it otherwise would.  Many years ago I asked "The Company" if they could fix or improve this but they replied back "We don't want to break anything".  It seems like Pose Edit and Sequencer routines were written by 2 different teams/coders since Sequencer could well work similar to Pose Edit but no joy there.
    Note that this also applies to "jumps".  Jumping backward in the timeline would incur a delay before the background animation task catches up again and jumping forward to an arbitrary position within a pose means it begins animation from pose start so the timing would be out.  Jumping from one pose to the next means the best way would be only forward in timeline to the start of a pose, not somewhere in the middle.
  25. MrOllyK's post in VX eyelashes was marked as the answer   
    It should be eyelashes01.png -> 10.  It's referenced in VX-Mod\Scripts\Shared\Mod_Orig.bs:
    "Shared/Body/eyelashes01" , "eyelashes01" , "Dress679_Description" ,
    "Shared/Body/eyelashes02" , "eyelashes02" , "Dress680_Description" ,
    "Shared/Body/eyelashes03" , "eyelashes03" , "Dress681_Description" ,
    "Shared/Body/eyelashes04" , "eyelashes04" , "Dress682_Description" ,
    "Shared/Body/eyelashes05" , "eyelashes05" , "Dress683_Description" ,
    "Shared/Body/eyelashes06" , "eyelashes06" , "Dress1684_Description" ,
    "Shared/Body/eyelashes07" , "eyelashes07" , "Dress1685_Description" ,
    "Shared/Body/eyelashes08" , "eyelashes08" , "Dress1686_Description" ,
    "Shared/Body/eyelashes09" , "eyelashes09" , "Dress1687_Description" ,
    "Shared/Body/eyelashes10" , "eyelashes10" , "Dress1688_Description" ,
    "Shared/Body/repl_eyelashes01" , "repl_eyelashes01" , "Dress679_Description" ,
    "Shared/Body/repl_eyelashes02" , "repl_eyelashes02" , "Dress680_Description" ,
    "Shared/Body/repl_eyelashes03" , "repl_eyelashes03" , "Dress681_Description" ,
    "Shared/Body/repl_eyelashes04" , "repl_eyelashes04" , "Dress682_Description" ,
    "Shared/Body/repl_eyelashes05" , "repl_eyelashes05" , "Dress683_Description" ,
    "Shared/Body/repl_eyelashes06" , "repl_eyelashes06" , "Dress1684_Description" ,
    "Shared/Body/repl_eyelashes07" , "repl_eyelashes07" , "Dress1685_Description" ,
    "Shared/Body/repl_eyelashes08" , "repl_eyelashes08" , "Dress1686_Description" ,
    "Shared/Body/repl_eyelashes09" , "repl_eyelashes09" , "Dress1687_Description" ,
    "Shared/Body/repl_eyelashes10" , "repl_eyelashes10" , "Dress1688_Description" ,
    Maybe you're using an R9 type body mesh which uses the repl_eyelashes01.png ->10.
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