Jump to content

Hi There

Welcome to Klub Exile. If you happened to make your way to the site either from Lovers Lab or a Search on Google, we are glad you found us.  To unlock the entire site you will need to have a account registered.  Don't worry it is free but in the mean time you can read up on why we made the site and other little tidbits.  Feel free to join or Discord Server also if you have any more questions.  Thanks for stopping by and See You on the other side.

admin admin

x17

Administrator
  • Posts

    1,873
  • Joined

  • Last visited

  • XP

    166,632 [ Donate ]

Everything posted by x17

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. Havent heard about that program at all. Thanks on pointing it out, will check to see the capabilities.
  8. 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.
  9. x17

    Blue Lights

    Youre right, I think I need some kind of disciplinary action.
  10. 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.
  11. 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" ?
  12. x17

    Blue Lights

    Hmm ... I assume you would be shining like a signal buoy from afar under UV light ?
  13. 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.
  14. 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.
  15. Absolutely feel free to pursue it in way how you see fit. Theres nothing you could lose - you could only gain. I have also, personally, started UE learning just relatively recently... and bit by bit, going into direction of making my own small project, which will also be xxx related. Why xxx related as first projects ? Well, in general, xxx project would require much smaller scope and many elements of it could be implemented in very modular way. And secondly, there is scarcity of larger xxx games, huge scarcity. So, I think its even a smart path and direction to go... would enable one to hone skills and learn more, and alongside, there is always a potential for project to grow into something bigger. Regarding this game in particular... I dont think much could be done related to game engine, on its core level. Its an old game with its limitations. However, I could tell you I have seen even some bigger xxx projects which are currently failing in visual aspect even as theyre on most modern engines (Unity, Unreal Engine 4 and 5). Thats because the team and people working behind it have a visible lack of knowledge in 3d modelling, making assets, texturing, adapting and optimizing them. And some projects just simply lost their vision and direction overall... One tip : one could truly use assets for their own game not just on marketplaces of game engines they already work on. There is nothing worse than when I see stock Unity or Unreal assets (aside testing) that people use for ages even as game is out there to sell. There are so many assets that can be acquired, and in DAZ, with interactive game licensing this is possible. And also other assets, at minimum through contacting the author of assets. Kitbashing - if allowed - could also be an option. If there is money involved, even through donations, it could help a lot with acquiring new assets and resources if the projects grows into something bigger. When the "core" of the game is set right, and when you have a clear vision what exactly to make ... then you have a proper plan.
  16. x17

    Well measured

    Do you mean, like the numerical value is displayed within PE (can be switched to numerical) ? Sadly, AFAIK, its only for PE, not for customizer. But Im not excluding this yet, not yet working around sliders at the moment... IMO, ideal way would be : 1. Numerical representation of sliders anywhere that maybe can even be copied (right click > copy value > paste value), including in customizer. Switchable on/off. 2. Possibly more accurate labels for certain sliders 3. In general, presets parameter can be implemented for some values or more presets.
  17. You know ... one thing is to port stuff from various sources ... But something completely another is to make assets from scratch ... and even more, as accurate to fictional depiction of them - which is far from easy. My hats off to you ... youre doing something not many folks do on TK17, recreation of fictional environments with intention on accuracy to their depiction in games/movies/books.
  18. Just to make a quick update about this project ... the bodies were on hiatus for about 7-8 months during past year, but I have made excellent progress by end of year, and especially in this year. There was a shit ton of work that required and still requires tons of polishing and rework... plus some things I have figured out to make "in optimal way" as I went on. I could share some tips on Blender soon, could be useful to some. The armature is almost all done, some weights will be added in or reworked. Technically, a default biped armature rearranged and realigned in qadripedal arrangement. The one question is tail... I already do have some morphs specifically for this, but for movement and animation within the game, joints are optimal. So I think tail will (probably) be 6 joints / manipulators in game ... maybe not at first release, but a bit later, definitely yes. Because we need something to cover the tail area properly ... for technically any model that could use the tail. There are 7 breeds morphs - but these wont be as morphs within the customizer, but every breed will be separate release because of potential armature differences. Some could be "standardized" onto one, but will see ... I could even make some small breeds to be illogically big, but I think armature differences are just too big here and best not to put everything under one single armature. There is around 204-205 morph in total, from those that will be customizer based ones, to those that will PE mainly (what has sense to have during animation). Sadly, because of hard cap, will need to think about what to put into first release in PE ... but maybe later I will succeed in expanding that hard cap beyond, and everything could be put as intended. There are two other bodies I work parallely alongside the above dog one. One is the female human "hybrid" body which is a combination of DAZ head, default body and hands, and completely custom made feet. Its finished to very good extent and all armature and weights are fully there... altough I think Ill make a whole "check pass" again. There is higher number of morphs for that body (320+ morphs) than for dog, so it will include more polishing. Also the human one have JCMs integrated, around 25 of them, but aiming for potentially 30. Third body I work on that I havent told yet about is horse. Still qadriped, but finished fairly fast around half of it. Mesh work is done, armature needs to be reworked where needed, as well as additional weighting where needed. About 50 % of work on horse is done. The armature of horse, could be used for some other interesting similar models. Now while dog and horse could well overlap in similarities regarding the armature, the armature because of size differences and proportions would still need to be well separate. 4th body after all of this, I will go straight for G8 and nothing else. I have already completely customized feet which I could "graft" if needed onto other bodies. G3 and lower Genesis bodies I dont see a point, because G8 is very similar in everything, and plus I can export JCMs and utilize some of them (not all, some). Secondly, I have a very useful tool in Blender, with which I can transfer morphs from completely different bodies onto my body. Not everything can be transfered, but majority of work is sped up drastically and spares a lot of time, even for some morphs that require custom touch and fixes. Overall... thats the plan for bodies. In this game, the armature works as main method of rescaling parts of body. While I will leave and implement some morphs that could go outside of "margins" of certain joints, note that it could look a bit unrealistic in some poses. This is why good weighting is prefferable whenever possible, but also JCMs - at least on human bipedal bodies, while keeping main resize within the default sliders based on joints. Good thing is that on "hybrid" body, the main body is default one, so there could actually be a good compatibility even with old dresses and similar. Only one thing wont be compatible, and those are feet. I will also make one thing ... will rework a bit UVmap on default hands, so now tattoos are normally possible for both hands separately. There are additional new fingernails and toenails. But who knows ... Im getting fed up looking at default hands and asking myself why I even left them there in first place. Could make G8 hands in, and then just reweight, but will see. G8 is there in plan regardless of "hybrid" body. "Hybrid" body was there more as attempt to give some compatibility with old assets. But if you ask me, the future is not in vanilla body.
  19. Just like in many cases ... I think it will be the opposite - dog "trains" human, hahah. Enjoy with new dog friend, theyre definitely better companions and even more human than some humans.
  20. The project is now closing in to be fully 100 % complete from the personalization standpoint, then Im moving back to bodies creation, and parallel with that, figuring fully custom animations, improving liquids particles and figuring out the transform constraint regarding the default body sliders and clothing ... that said, Im putting this post here only, to see if people want certain ideas for species, professions, factions or even skills and similar ... implemented now, because Im in process of "wrapping it up", so to say. I have modified and reworked CCPersonDefaultCharacter (both main and label file) to be more neatly categorized now. The SpinBox widget now is more divided and organized for species, professions and factions / organizations, but the important thing is that its much easier now to orient and insert in what you need into scripts. I could repeat this easily on other categories, too... altough for some, it wouldnt have much point, because of few entries. Anyways, these are the current inputs in my KE XXI mod, and update will be soon released. SPECIES - 88 species ... from basic and more generalized, wide species, to fictional species from movies or games. Ofc, some could be even said "this is not species", lol ... but hey - the more, the better. And some can go wider, or are more specific. FACTIONS / NATIONALITY / ORGANIZATIONS - 122 real countries + 1 superbloc + 4 US states + 29 fictional factions or organizations - total 156 factions or organizations. Some are real, some are fictional, also based mainly on games or movies, or even completely made up. PROFESSIONS - 198 professions ... majority are real professions, some are more fantasy and fiction oriented, some are SF oriented. 154 unique icons for them - some do share icons. These are the icons shown. Some professions have their male and female version, just for "flavor", but for majority, I tried to keep them in "neutral", so both genders can use one. Also, you can notice some are specifically oriented, like SW ones... SKILLS / TRAITS / SPECIAL EQUIPMENT - 64 choices. In a sense, skills are something that character/model can learn, traits are something of a "feature" of character - so traits could be more of physical traits, while skills are some special sex skills and similar. Special equipment could actually even be made to present the "real", wearable outfits, and the selection would link it more in proper "flavor" way to the model. For now, the skills have the red ones - which I envisioned as "main ones", which have three gradations : skilled, expert and masterful (negative gradation wouldnt have sense here ... afterall, these are skills, something our model is proficient at), purple ones (or other color) that could be envisioned as additional ones without gradation. Will put later a full tutorial of how people can modify and add their own skills easily ... this is why Im preparing scripts now, to be more "friendly" for this. As said ... you can suggest me anything you want now, while Im still finalizing it. If it has logical sense to me, I will implement it ... especially if you do recall some particular model from TK17 community that requires certain species, faction or profession that isnt here. I have managed to cover some Star Trek and Star Wars species and factions, as well as Starcraft, Warcraft and Resident Evil (organizations, rather than factions) ones. I couldnt put everything in... so my criteria was going from entries that are more beautiful, or even sexualized in the franchises (for example, Zeltrons in Star Wars...) There are also additional visual backgrounds, which Ill expand today with more. This will go more in sense of "special design" for Model Browser, that you can assign for every model specifically. Custom biographies, that are images, are also the same ... both of these are assigned only through scripts, directly to model unique ID. The point of all of this is to completely cover all choices regarding our custom models.
  21. So, the GUI project is basically around 70-75 % percent done, approximately from my view. Regarding the customization "flavor", would say its 90-95 % done. There are several more important things to do - full LUA implementation so system files protected could be turned on again, polish anything remaining stuff and squash any bug, work on PE practical usage and speed, and make font color easily changeable, potentially through options manager. The font is somewhat crucial here, because even when one removes all icons and custom design (which is purely subjective) there are still script links to different font, font color and similar in scripts. Now, "exporting" that and making it more practical through Options Manager would be ideal, for even inexperienced user to change something as they see fit, without need to go through code. Speaking about code ... it can be tricky sometimes, and even if one does have some experience, they will still make mistakes and overlooks, its unavoidable. I have spent around 3/4 to even 4/5 of my time that I worked on GUI improvements just on "experimentation" part, where sometimes its even just trial and error that makes real progress. One of things that I should maybe do as soon as possible, alongside LUA full implementation, is to separate visual / graphic design of KE XXI and its "core" stuff. The "core" stuff, its actually good to even implement in core game as fork. Because it only adds onto the customization. Unfortunately, this game is old, and everything is done "by hand" so far. AFAIK, we cannot reload and select certain GUI options directly within the game, altough that would be ideal, it seems to me like not possible because of how game is loaded. Would probably need significant altering in way how game is loaded - and if we would be capable for that, then actually we could probably even more optimize the game (because we could be able to control more how something loads). I will post several tutorials of how to make some crucial changes within the code, as well to understand how some things work in game.
  22. I was busy almost whole month and half, however, I have almost fully finalized rework around "personalization flavor" within the KE XXI addon. Now theres a bunch of various fields in Customizer, from RPG-ish stats all the way to selectable skills, traits and equipment. In model browser, now there is country / nation / organization field, species field, profession / occupation, 3 skill / trait / equipment fields, text fields for cum / lactation and sex preference which will enable for anyone to add onto the "flavor" of their model as they see it. The left empty field is where biography is... it can be made directly through text or with second method, by attaching a custom image. The green text fields is what Im still checking as what I could implement there... so its to be determined. Through Unique ID one can link pretty much anything... however, customizer to scene/model browser link actually has limited number of fields ... as I have figured out that some things are, unfortunately, hardcoded. And those fields (default Occupation, Relationship, etc...) are ... however, those fields can be, as you can see, reworked into something else. There is also a custom background / visuals that can be linked easily through Unique ID... so one can truly customize their model to large extent. There are , ofc, problems with smallest resolutions, but this should be solvable with some reshuffling and resizing for specific smallest resolutions. Will take todays evening to see what I could implement more ... however, all bugs are resolved and all is fully functional. Would be ideal to have many more customizer-model browser code links, unfortunately, unsure if that is possible ... if I do figure it out, will implement and rework. The release of this will be KE XXI update by tommorow. Also this is how "new" customizer personality tab looks like, lol. And yeah - we truly are capable to even have word wrap directly in text fields in GUI. Unfortunately, other thing is making problems, and thats the default text field UI element, which mustnt be altered (otherwise it alters everything). I tried to make a workaround by attaching a custom text field onto custom parameter we have hardcoded - and surely, it WORKS, and you can even have different color field text. Unfortunately, the game doesnt save it like that ... so its useless, sadly. There are bunch of things within the code that I have figured out by working on GUI, and this will be very useful. The work on GUI isnt over, now majority of it will move to PE improvements to make things as practical as possible or faster to do.
  23. Sounds like factory error SSD, sadly. I have three external HDDs, one of them is like a decade old, never had any problems. Sadly, this just reminds us all, that more frequent and multiple backups are good to have. At least of that content, thats nowhere else to be found, like on other sites.
  24. My work on GUI improvements is going on in very good tempo, altough not without obstacles... Overall, I have managed to implement new species, new countries / factions (and eventual organizations), new modern design (still relatively minimalist), and figure out many things of how to improve GUI through coding and design, and not only for Scene Browser - but also the experience that will serve me very good in upcoming work on PE GUI. Now, there is however a problem. You can see in below preview pic, how there are "special skill 1" and "special skill 2" - those elements should go down and would be relatively "cramped" in smaller GUI element. I have thought about increasing the Scene Browser on larger dimensions and using all the additional space for very comfortable text inputs, image placing or even comfortably using bit higher resolutions and dimensions of same elements, and larger / bolder font. Because on current default Scene Browser GUI element, which window is total dimensions of 960x640 px (thats also the model selection included from left, so whole window element), things get easily cramped and there seems to be always a need for more space. Now, Im eager to make one thing ... expand this even more, resolution of window would be 1560x760... this means that game would be playable normally on resolutions where width and height are above the window dimensions ... so, here it would be all resolutions above 1600x900, while other smaller resolutions would have problems and displaced elements that could make things unselectable for the moment - at least until I fix them. There would be problems anyways even on 960x640 default dimensions because of usage of image elements which would get displaced also on smaller resolutions. Now, if this is acceptable by community, I will go with plan to resize things even more ... if not, Ill release it in smaller, more cramped version. As for the fields themselves, decided to go with this "formula" : - Name - all as default, field was given slightly more space even on this current smaller option - Species - more species fields, all selectable and linked through scripts to display properly - Age - as default, potentially I could expand some inputs, or even turn in into a text field, which could maybe be optimal, but its minor thing, and I left it as spinbox just because of one reason - so age is clearly defined above 18. - Nationality - many more countries + more fictional factions and organizations - for example, I have implemented factions from Star Trek, Star Wars, 2 factions from Mass Effect and WoW, Resident Evil factions, as well as more potential. - I have scrapped Sexual Desire preference in Scene Browser completely ... IMO, its relatively pointless, and it would be most wise to maybe have it just as text field in customizer and thats it. Instead I used its slot (which we are limited with default hardcoded links, as it seems so far ...) for other things. - Special Skill 1 and 2 ... two specific skills / proficiencies or similar "abilities" that will be selectable in customizer and display here in Scene Browser. Will be as spinbox, ofc, both choices. I already have all icons prepared and custom made, just need to implement them... - Custom Visuals - a specific slot I used to implement custom image that is underlayed on Scene Browser... thats the custom design you see in preview. There are more and I made more in various colors, but I will need to redesign (not a problem) if I go with higher resolution - Voice - I have left it untouched. It is one "slot", however it has its function properly. What Im trying to figure out : overall attempting to connect through scripts some external text file that would go into every model folder and should be auto-read and display text as biography in Scene Browser. Technically, something like that can already be set through UniqueID (which every model uses) but Ill think about multiple approaches to solution. Sadly, it doesnt seem there is a way to connect more than default person characteristic inputs , bigger number than default number. Or I havent figured it out ... otherwise, if that would be possible ... phew ... I could connect any attribute or skill from customizer further into a Scene Browser, with even potential for customized rankings and XP system. But, Ill try something more with using .Symbol connection through Characteristics scripts for certain skills ... maybe I could implement something more. Otherwise, the default slots are used, some unchanged (are essential) while some other still use same default name in code, but are displayed as new field. Still, limitation is there, sadly... Now, if I go with enlarging the space of Scene Browser even more ... it would be less cramped, even bigger images in places, but most importantly, I could go freely with more text anywhere, without need to think about how to fit everything into margins. So, what the people here think ? Go with enlargement, remake, enlarge and reposition some designs (wont take too long, though - this is not something experimental anymore) ... or release the smaller, but mainly finished version ? If enlarged, there would be problem with playing on smaller resolutions below 1600x900 until its fixed, but works normally on 1600x900 and above resolutions.
  25. Solved the crucial problem regarding the GUI about a week ago, and now its just about implementation, so I have decided just for species to cram a shit ton of everything, lol ... Species : 64 possible fields ... there are even furries, then you know its covered well, lmao. Some fields go more "in general", while some are very specific, like for SW or ST. If you do have specific species or race that you think it would be good to have, freely tell. One can also easily replace the icon if they dont see it fitting with whatever they want - just needs to be in dimensions by power of two. The image field for it in Scene Browser will be 64x64 or 128x128. Reworked and expanded all species icons by 2nd time because I screwed up the first batch a bit, lol... Nationality : 128 countries + more will be added, including fictional countries flags and some organizations. There will be several empty fields left so people can put what they want. Flag field is 64x42. Small gender icon near flag displays model's gender automatically on selection (female, male or shemale). There was a problem with what seemed to be default entries in personality editing tab being even hardcoded to one extent in relation to Scene Browser. I will see if there is workaround yet there, but it doesnt seem... however, this only means I need to use default parameter names, while whats displayed in game will be all new names. So, no wrongly written inputs will be there ... however, it seems it constrained me a bit and requires from me to choose wisely what Ill implement. So, aside above already mentioned fields, there is Sexual Desire Preference (but will see, possibly I will exchange this for custom visual background) Age - as usual. Profession - there wont be any icons here, but there is potential for custom text directly linked to choices in spinbox. So when profession is chosen, custom text is displayed in Model Browser. There will be many professions - aside "normal / standard" ones, there will be also specific titles and fantasy ranks, as well as "kinky professions". Sexual Specialization I and Sexual Specialization II - these are two custom "skills" that player could choose for their model. Unfortunately, because of choice constraints and small Model Browser area, were not capable to choose more than two. There are 64 custom icons I finished for various "specializations" - and specializations will go as 1. Sex Proficiencies - something as "base sex skills", gradated on three levels of skill , every level has its own icon 2. Sex Focuses - a one, non-gradated specialization 3. Species-only related focuses and/or Unique model related focuses and skills - this will be treated very much on individual basis, from model to model 4. Special clothing or equipment - this can be completely a full asset premade just for specific model or similar. Finally, there is a Voice input, but I shouldnt touch this entry because its actually functional and useful field. And then there is something I made as "custom visual background", which is a whole background for model in Model Browser that gives specific visual look. This could be changeable through spinbox, but Ill see what Ill do ... the problem is that there would need to be some biography, small text also there - and all of that must be unique from model to model. Ideally, this isnt done by images like I intended at first, but through implementation of text fields, which then read specific texts if condition is true (if the model is active, for example). This will enable unseen customization. While its all a "flavor", I have learned some things that could very well help me when working on PE GUI customizations.
×
×
  • Create New...

Important Information

WARNING! Adult Only Content You must be 18 years of age or older to enter. By accepting you agree to Klub Exile's Terms of Use and Guidelines upon creating an account.