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x17

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About x17


  • User Group: Administrator


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  • Title: Fractal Frog Memelord


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  • Joined: 10/18/2020


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About x17

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    Undercover Kinky Agent

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  1. As long as they dont look underaged - its all fine.
  2. Its absolutely necessary to take pauses or for a person to even completely refocus themselves during their creative journey. Its always a balance of what is neccessity now and without what you simply cannot, and what you can add on optionally onto your time. A balance between things that you have obligations to, and the ones you dont. Sometimes its hard to let go of some things, but ultimately it gives us better insight into our creative processes. Over time, from my experience, I have tend to trust into "whatever happens". I have seen people losing their minds over things they dont have control (and never had control to begin with) and thats simply not the way. Over time, I have also learned to appreciate freedom more than anything else, but still, that freedom can never be in extents as one would like to, and thats perfectly normal. Especially for creativity, it gets bogged down by many factors for many people. Sometimes there simply isnt any creativity because life becomes rough. And I would say, from my experience over the years, it has never been hard as now regarding the creative process to take a full start to end journey successfully. On the other hand, I have impression that there are things and happenings that unexpectedly and in completely unplanned ways pop-up, and which arent necessarily negative, but become positive over time, and eventually elevate us on a new level or role we havent even thought about to be in before. So, dont take it hard on yourself, or feel dissapointed ... this is perfectly normal, necessary, and even more necessary than ever before.
  3. I dont see a single reason why would you be sanctioned over something like EMFS. Its actually a useful tool, altough currently maybe obsolete for direct usage in model creation for VX, but it still has its own uses and shouldnt be omitted, like for custom bodies hfg2 mentioned above. So, feel free to upload.
  4. x17

    New Project

    Possibly the best way would be to utilize physics systems and collisions within a certain program, like Blender, and then make the new shape as a morph. There is still a problem within weighting in such scenario, and it isnt guaranteed that such way would be absolutely flawless for every region of body. However, it seems fairly straightforward. Altough, this would be a workaround for morphs... For Honey Select, I think it is possible to make poses, altough one would need to have HS Studio... Im not exactly sure about its capabilities, because I never touched this game, mainly because I never liked its hentai approach and face visuals. For some, who like this especially, HS could actually be superior compared to any other xxx game. But, definitely not my cup of tea. So far, VaM and TK17 have fairly superior systems of posing. It is possible to have VaM 1.X with additional mod / plugin that has more advanced posing abilities. For its age, TK17 and its original SV truly did something impressive, where it havent been anything similar for 14-15 years until VaM.
  5. x17

    New Project

    I think modern engine like UE has many useful things that could be utilized (if not at core level, then as plugins) that for example, on old engine like TK17s / SVs one, we just couldnt. But technically, something of a "heatmap" would be possible even on TK17 as it is... but as always requires additional preparation and improvisation. Overall, within UE, there should be plenty of ways to set things properly regarding the insight into information from the POV of even basic user. The less there is cluttering around in GUI - at least regarding the practical and functional part of the game - the more intuitive approach is, and the more basic user is capable to orient around easy. Even one VaM has major problem with this ... and I havent seen anyone fixing this so far, despite its Unity in question. Shows how foundation of GUI is important. Im definitely still learning a lot "as I go", because game UI was fairly unknown to me about around year ago. And trying to check other games to compare... seeing if some other ideas and concepts are floating around that could be interesting. Within a framework of xxx game, we have somewhat of a specific environment, with a lot of potential expansion ... so, not easy.
  6. x17

    New Project

    I go in similar direction, altough in TK17. But for any UE project, its definitely logical. For TK17 its even sensical to have something like "silhouette" in customizer. Intuitive selection both in customizer and PE, altough PE should always be linked also with some Key Handlers (linked to keys). In TK17 we do have capability to make such silhouette, then link every selectable region to its correlating content which can open in new window that can be also toggable... its somewhat surprising what TK17 is capable in GUI, and it was completely underutilized, and "lazy" approach was preffered. But that "lazy" approach made everything clunkier and much less intuitive in long run. So, much more time in making poses, much more time in selecting, etc ... Overall in UE you could implement anything you want, too. But in any of my projects (either TK17 or future UE) I will definitely go with intuitive approach, more work around GUI to set it properly (sometimes its hard to nail everything down as concept and only later in work some things will need to be polished out, and some things sound nice as concept, but theyre not necessarily such in reality). I do wonder if maybe something like visual "heatmap" of morphs could be possible directly on skin (like layer that turns on as we select certain morph), possibly there are certain plugins that could help. This is actually the most intuitive and direct way to see what is affected on model... the other is some short animation in separate image, but I dont think thats optimal. Also possibly several sub-categories "nested in" in some cases, for example selecting head alone should open several sub-categories related to certain parts or regions. All of this further enables intuitive approach and speeds up the selection and workflow.
  7. Good luck with any of your endeavour, if you ever change mind the door for modding this game will always stay open in many ways.
  8. Havent heard about that program at all. Thanks on pointing it out, will check to see the capabilities.
  9. I think there definitely should be a way ... but it would require set of tools, in same way. Im not familiar with DAZ animations, so I cant say much there, but I know that DAZ is primarily the static scener, and far less used for animations. Blender is more used for animations. One is also capable to use Mixamo animations directly with DAZ : https://www.daz3d.com/forums/uploads/FileUpload/03/0c8603c28f26404036ef24dee6c0fe.pdf But as said ... DAZ isnt exactly proper program for animations. The continous bloat of assets gets worse and worse, and I can see that authors of assets simply dont care about it. And this, in return, bloats the render times and lags down the whole scenes during making.
  10. x17

    Blue Lights

    Youre right, I think I need some kind of disciplinary action.
  11. x17

    Blue Lights

    Well, mature ladies are usually volunteering a lot for such anti-aging attempts with various cremes, so they try it from all sources. But younger ones also ... as preventive care. Im sure some other things also get harder around you, so you dont need to worry about your age at all.
  12. x17

    Blue Lights

    Ah, thats why you look so youthful (well, I assume so... dont know how you look, ofc) - because of the ample amounts of magic cream that makes skin rejuvenated Well, you get to spare a lot on various inferior cremes, so both profit and youthful look ... and you probably drink the rest, just in case not to spoil. Hmm, I dont know anything about such saying ... "mention ejaculation on face - to your home they race" ?
  13. x17

    Blue Lights

    Hmm ... I assume you would be shining like a signal buoy from afar under UV light ?
  14. My opinion about some kind of "transfer TK17 to new engine" - I think its just a waste of time and energy. Much much better thing is always to go with your own project, a new game in making. Mainly because TK17 aside its Pose Editor, which is mainly used, has no other game mode thats too much worthy of mention. "Storymode" in TK17 is just a plain garbage (sorry to say that, but it is). However it doesnt much surprise that main game mode is pointless, considering when the original game was made. For example, for my own project on UE (initially UE4 and then later UE5), Im going for a clear main game mode with drastically different approach. UE is especially good engine for more open world type of games. The positive thing is that I can make things in very modular approach and later connect them ... so, for example, customizer (for which there are even already "templates" to buy from marketplace) one can make firstly ... then later internal Pose Editor and main game mode. The main game mode in my opinion, will have absolutely nothing in connection to TK17, but will be either an isometric Sims-like control of player, or third person view (zoomable in/out, rotatable) camera view. The idea for this is to be set in more open world with modular level loading utilizing level "cells". The idea would be for seamless transitions with loading and unloading of "cells", but it can actually go also for more linear approach with loading the "closed" single cell environments (aka, basically our "rooms" in TK17). Further idea is to have a unique system of sex actions in game, which would be intertwined into an RPG system of stats, equipment, skills, etc... One thing that any xxx game with true vision must have is its internal pose editor. This is a must, and this is not easy. Because one needs to think about exact system of how poses will work and how will they be loaded. Secondly, one needs to think about proper compatible formats - one must have in mind compatibility with many other usual formats (like FBX) and have clear "skeleton" of the game outlayed in such way that it enables modding. So, to sum it up ... I think transfering TK17 as it is onto a new engine is a bad idea, for someone else who would plan to do it. Because everything around default TK17 is obsolete and archaic. And one should definitely aim for lots of compatibility with transfer of DAZ assets and bodies for a new game. If one would transfer current default TK17 assets onto a new engine, they would literally transfer more than two decades old assets on a new game engine. In other words, pointless. Instead, the good bodies to base one game would be G3 / G8 and older V4 of DAZ. With additional compatibility for custom bodies and armature. FBX format is standard here. But the biggest issue will be what I mentioned above ... having a clear vision of how Pose Editor will work, and main game mode will work. For the beginning, its ideal to focus on only Pose Editor, because its a core foundation. Only few XXX games have internal dedicated Pose Editors.
  15. x17

    RIP Blake

    My condolences, may your friend Blake rest in peace ... The happenings like this, noone could even know or even assume, and they take us completely by shock. Give yourself a space and time ... because thats the only thing you need now. Time will heal it a bit, but never completely.
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