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Hoho

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Posts posted by Hoho

  1. 9 hours ago, Oz70NYC said:

    It won't, because we exist. The entire origin of Klub Exile is the 5 of us admins, myself, HDiddy, Smoke, MarkZappa and X17 sharing the same vision of a community for creators, by creators. We pooled our resources and talents together and started this place from scratch...and people, namely creators...flooded to it. We aimed to create a community that will sustain itself over time, and that's worked completely in the long run. Have we faltered along the way? Yes. But the fact that we have, but still kept going forward only further the decision to create this place was the right one. The Team would say we "stole" the community from them. K17 has gone on record in actually accusing us of this. The fact of the matter is he left the community down, SEVERAL times. I've gone on record myself...PUBLIC record in saying that he's a poor and inadequate leader. He's an egomaniacal narcissist of the WORST kind...the kind with a God complex. The fact of the matter is that he's weak, indecisive, ignorant and unwilling to adapt...tell tale signs of poor leadership. I've lead men into actual combat, so I know a quality leader when I see one. He ain't it.

    This conflict won't kill the community...it's already killing THEIR community and they haven't even gotten it off the ground. People are gonna go where the content is. The content is where the creators are. The creators are here in Klub Exile. It's a simple equation. They had their chance to jump on the ship, but they chose to stay in their little boat because they wanted to be able to choose the direction it went. Now they're treading water and sinking fast. No one's fault but their own. 

    Yes Klub Exile contents and his very pro-design is a very good site for creators and users. But i wish good luck to V11 too 🖐️

  2. On 4/23/2022 at 9:11 AM, hfg2 said:

    Bionic is the script the game uses, all those Dc*, Ac* and kinda everything that appears in the .bs files are Bionic "language". 🙂

    Bionic script is a new script tech made by GlobalAIGmbh that's in every turing machine in the world. It is based on DNA code and not ascii character !!!😉😉

  3. 27 minutes ago, thedude said:

    I've made this script to morph vanilla body into other custom body, however it requires to 3rd part software to import vanilla body (from obj) (only vertices and faces) and then it sculpts into desired custom body (not ideal but works most of the time if we are not making some weird shit). But then we have set of some faces and vertices that we need to import (obj) into blender and somehow connect armature etc to the resource trs group.

    However i have no idea how to export that as a custom body.

    ANy help would be apprecieated:

    
    inline 3DMODEL * MorphInto(3DMODEL * from, 3DMODEL * to, bool toinside)
    {
        3DMODEL * res = new 3DMODEL();
    float max_ray_length = maxfa(from->getMaxDim(), to->getMaxDim())*1000.0;
    
        res->StdCopyFrom(from);
        
            for (int f=0; f < from->FaceLength; f++)
                for (int v=0; v < from->FACE_DATA[f].LENGTH; v++)
                {
                    vec3 normal;
                    int cnt = 0;
                    vec3 na;
    
                    int index = from->FACE_DATA[f].INDEX_START + v;
                    vec3 av = from->VERTEX_BUFF[index].v;
    
    
                    for (int f2=0; f2 < from->FaceLength; f2++)
                        for (int v2=0; v2 < from->FACE_DATA[f2].LENGTH; v2++)
                        {
                            int index2 = from->FACE_DATA[f2].INDEX_START + v2;
                            if (av == from->VERTEX_BUFF[index2].v)
                            {
                                na = na + from->FACE_N[f2];
                                cnt = cnt + 1;
                            }
                        }
    
                    if (cnt > 0) //if valid normal count
                    {
                        vec3 smoothed_normal = na / float ( cnt );
    
                        vec3 vA = av;
                        vec3 vB = vA + smoothed_normal*max_ray_length;
    
                        vec3 hit_result1 = vec3(999999.9);
                        int f_res1;
                        vec3 hit_result2 = vec3(999999.9);
                        int f_res2;
    
                        bool found = false;
    
                        if ( RayIntersectsModelClosest(to, vA, vA + smoothed_normal*max_ray_length, hit_result1, f_res1) )
                            found = true;
                        if ( RayIntersectsModelClosest(to, vA, vA - smoothed_normal*max_ray_length, hit_result2, f_res2) )
                            found = true;
    
                        if (found)
                        {
                            float d1 = VectorLength(vectorAB(vA, hit_result1));
                            float d2 = VectorLength(vectorAB(vA, hit_result2));
                            bool positive_closer = (d1 >= d2);
                            if (positive_closer)
                            from->VERTEX_BUFF[index].v = hit_result1;
                            else
                            from->VERTEX_BUFF[index].v = hit_result2;
    
                        }
    
                    }
    
                }
    
    
    
    
    
    
        return res;
    }

     

    Hello thedude, i'm really really interest by your script because it can morph (if %) models with differents vertex number with Ray_intersection.

    But i'm noob and i not understand where it must be use, i Don't Distinguishes blender script convention ?

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