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Kraegar

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  1. Kraegar's post in FPS- Please help me see what I'm missing? was marked as the answer   
    I'd suggest checking if your CPU has hyper-threading active and disable it, old crap of a game like this wouldn't know how to use it anyway.
    In my case I think the game uses the power of four cores, but still - the higher frequency of the single core the better.

    And you do have a much more powerful GPU than CPU, I wonder if it's capable to use the graphics chip to it's maximum, although its laptop yes? so likely it has less power than desktop versions.

    Another thing to try is to disable integrated graphics, at least when using the game, see if it makes the difference, dont forget to enable it back later 🙂 
    Silly mention but I hope you are using "maximum performance mode" for GPU when playing games.
    Otherwise I think you have a poweful enough gpu to handle physx too, probably better to put physx on gpu too and free the cpu for other tasks. Not an expert here, just an idea.

    However, in the end, the real impact on fps comes from your scene, as you work with hook objects you have some freedom - try to use low poly models, sometimes a model with 10k or less looks exactly as a model with 300k, try to optimize them or download and convert the lighter ones. In game use performance-saving cull modes for high poly models (where possible) - like 0 or 1 (dont remember which one, it has to cull back faces, but of course will have negative impact for scene quality - like problems with sunlight) You can also disable shadowcasting for some objects.

    As Sexvision suggested you can decrease the shadowmapsize, but, IMO it will kill all the shading and will look bad. Frankly, im not sure if this parameter even works rights, as 1k shadowmaps should make all the shadows blurry rather not sharp, but right now 1k acts as if there's almost no shadows at all.

    As KOYOT mentioned MSAA x2 - I think hooks' default mainfx comes with this setting at "x2", you should set it to 0, as it's a real killer for a weaker systems. Note that there are two MSAA - one for hairworks and one general. The general one cannot be changed "on the fly" only when game is not running.

    And one final thing. there's the "fResolutionScale                             = 1.000000" ,does what it's called, when I had a weaker rig I used 0.80 or 0.85 scale for FullHD, it yielded around around 15-20 extra frames for me at the cost of output rendering resolution, which is decently subtle when playing a game but very visible on screenshots unless you take hi-res ones.
    This setting can also be increased, scale 1.3 with FullHD would mean your game will be rendered in 2k 🙂 At the extra frame cost (around same 15-20 extra for me). Screenshot quality boost is significant and no hi-res artifacts from bloom or ao or sslr if shots taken in native resolution.
  2. Kraegar's post in R9 Hair 052, but more natural? was marked as the answer   
    @thalysian
    You can follow this path - "your VX install folder\Archives\2.158.001\Images.zip\Images\Q=Tex032M\Shared\Hair\" there you'll find a R9Hair052.png - a texture for this hair, copy it or extract it from zip, make a new folder in activemod, paste it or move it there and then add a pass file to Driver's maps. 

    Or follow same path in this Hair Packs and you should find this texture.
    This txf is likely for the icon only, you can leave it alone. The actually useful txf is along with the texture file at the same path, but if you add one into your AM folder it will only allow you to override the info thats is in addon package, if you don't add one into activemod it will use a txf and its info which is stored in "Addons" which can be quite alright if that txf is properly setup
      
    if you're only interested in the texture for this specific hair, you can simply do a windows search for a filename there, locate the folder and copy into your activemod, double check its copies right, no subfolders or smth, for example - activemod/Hair052 cool texture 2/R9Hair052.png 
  3. Kraegar's post in cleavage shadow how to get it was marked as the answer   
    There are some ways to achieve it
    What you see on that pic - with tweaking ambient occlusion settings - radius, bias and normals impact on ao. Finalize with ao strength
    Best done in AO debug mode so you can see what is shaded and what is not. I think h5 free has SSAO or MXAO.

    The method above should be just fine, still there are two more advanced ways :
    1) With a normal map edit
    2) With a baked AO shading through spec map
     
  4. Kraegar's post in Shiny Skins for non-Hook install was marked as the answer   
    @aardy,

    Considering there's not much answers for now I'll propose 1 theoretical thing that might act as a workaround 
     
    This is found inside body.bs file and I think it's what dictates how shiny is the surface, there are entries like this for bodyparts, tongue, eyelash and many other.
     
    Now this code is what Pervokpetr once told to edit to remove excessive gloss form eyelashes. (now lashes can be hook mapped, so it's not needed)
    By changing RenderMaterial.SpecularColor Vector3f( 0.5, 0.5, 0.5 ); to RenderMaterial.SpecularColor Vector3f( 0, 0, 0 );
    You can try to find the 5 related entries to the body parts and increase their values from (0.15) to (0.5). Make a duplicate body mod just for this shine.

    One more idea - push the orgasm button, disable the voice, that should also get it shiny and not talking, and if sweat slider sets the maximum gloss that should do it. Unless I'm misunderstanding something 🙂 
  5. Kraegar's post in hook5 Basic update to Extended Version was marked as the answer   
    1) skins - only active customized skins appear there, hair - only active hairworks appear there
    2) some in game vanilla layer loads after the skin, thus breaking hook effect and requiring a reload of skin. It can be a face texture overlay, in this case going to tk options manager and selecting "face hack" in hook or gfx submenu may solve it, if not - there's something else causing it, and you'll have to check what other layers you use (freckles, tan, something else)
    3) Extended version has access to tessellation, which breaks down all faces in half to create more high poly version of the body, this is what ruins tattoos or other similar stuff, you can open the pass file for the body texture (female_white_body_pass) and set tessellation = 0, reload the skin, tattoos will be fine, but the body will be in lower poly count. 

    As a side note, turning off tesselation will disable any displacement effects for customized skins
  6. Kraegar's post in Problem with eye iris - The Klub 17 VX was marked as the answer   
    @Vixen, can you attach you iris and eyeball textures? from 2nd screen I see that eyeball texture is sitting well, black circle and parallax effect is on its place, but it's way higher resolution than your eye iris texture here. And final eye texture resolution depends on eyeball texture, not on iris.

    Might be that this selected eyeball is for different iris texture, I'd suggest checking one more time if the iris and eyeball are selected from one and the same folder

    Or try this, if nothing helps - 
     
  7. Kraegar's post in Pantyhose problem was marked as the answer   
    That's not a skin overlay, it an actual mesh, incompatible with your body mod, if no fitting version exists you can try using anti-clipping morphs, with luck it might be enough
  8. Kraegar's post in Current Hook 5 intermittently unstable was marked as the answer   
    This usually happens when you have "texture tracking" on and running out of memory, disable it and it should be fine.
  9. Kraegar's post in How to make Glowing Eyes ? was marked as the answer   
    Make iris texture invisible
    Paint/copy the iris on eyeball texture
    Switch eye shader to CustomModel or CustomSkin
    Add glow to texture
    ..........
    profit 🙂
  10. Kraegar's post in How do I apply wetness to Skin was marked as the answer   
    There is a slider in hook main window something like "control wetness" - if you have it on, you set the wetness from there for all characters, if not, wetness will be defined from "sweat intensity" in body tab. Also, custom skins have their own wetness slider.

    Speaking technically, wetness slider increases the intensity of spec maps that are processed by skin shader (and if those skins are not customized skins).  If the two skins you use have a big difference in spec maps green channel the increase might be uneven, to the degree that one body will be wet and the other one is barely changed

    And if you have two different customized skins, you'll have to select them separately from the hook skins menu to modify wetness. Same goes if one skin is regular and one is custom. Wetness will have to be tweaked by two methods at once.
  11. Kraegar's post in face textures not loading when starting a game with hook5 was marked as the answer   
    This is caused by one of vanilla face "skin" textures applying on top of a regular one, thus breaking the hook effect. To get rid of it - launch tk options manager executable - on GFX/UI panel tick the "face hack" option. All done
  12. Kraegar's post in Room not loading normal and spec maps in Hook5 full, but is in basic was marked as the answer   
    It doesn't work because of this - "Name = CustomStatic". it should be "name" from a small letter.
    Must be some kind of h5 basic relict
  13. Kraegar's post in The gap between the body parts. CustomizableSkin. was marked as the answer   
    It's a displacement issue - either body or genitals have a layer with some displacement value, it can be a mistake or a mismatch, there also a master control setting for displacement on top of custom skin menu, where wetness is. Setting it to zero will fix it - but its not advised, since other displaced stuff will vanish, try checking genital texture set and find and set displacement scale to 0
  14. Kraegar's post in little question was marked as the answer   
    all the _H5 are definitely correct, not sure about the hairs
  15. Kraegar's post in Weird glitchy lighting problem. was marked as the answer   
    Well, I used your main fx and level def, tried on paid and free, yet I could not replicate the issue, however I did have a certain thing (in another room) related to two spotlights overlapping due to high field of view.
    Main.fx seems quite fine, I'd bet it's spotlights issue but this need testing

    I would suggest tring this things - back up your files and then try default hook free main.fx, if it won't help revert to yours but then try replacing the [environment] and [sunlight] section from another, good, level def you have, to this one. If that won't help, then try replacing the spot light settings from another room, everything except the rotation and position, preferably on several or all of them, or better - leave just one spot light enabled, and test on it, then gradually activate the others.



     
  16. Kraegar's post in A question about upscaled hook screenshots was marked as the answer   
    Unfortunately, reshade apply its post processing after hook, so no way to use its effects with hook's hi-res. 

    The background - this is probably AO bug that applies to edges of each frame before they are tied to one large screenshot, disabling AO should get rid of it (and all the good stuff AO brings too) or tweaking its settings, bias, strength, visibility under direct light - to lower the impact, this needs experimenting but you can make it barely noticeable. 
  17. Kraegar's post in Sun position (ctrl+L & L) was marked as the answer   
    There's another, kind of, solution. 

    The in-game lights sliders, in that floating customizer window - sunlight XYZ is working, and you don't really need the extra rgb sliders (which also don't work/not needed with hook)
    This is even better and more precise than Ctrl + L, L and Alt+L - there's this one too 🙂
    PreVX versions allowed to save the custom sunlight positions but it saved them in body save slot, I didn't check it but I guess VX does that too.
    Basically you save your custom sun settings and it will get the icon of a body, but when you load that "body" save from sun tab it will load your sun tweaks.

    Also sun rotations don't work in all rooms, sometimes you need to add a few lines to scripts to make them work. (All base rooms are good though and you can test there)
    if needed I can give that code.
  18. Kraegar's post in Glowing textures was marked as the answer   
    Painting is done in blue channel of spec map, however it's only part of the job, you need to write "glow_intensity = 1" in a pass file so it would active, it could be any number - 0,4 or 8 or 23,45.
    The master settings are in level definition of your room, glow scale, glow to cubemap and glow_softness - last one dictates how far the glow spreads in screen space. 

    Also the color of the glow is determined by the diffuse texture
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