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

    1,908
  • Joined

  • Last visited

  • XP

    170,931 [ Donate ]

Blog Comments 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. 

    • Thanks 1
    • Agree 1
    • Thumbs Up 1
  2. 3 hours ago, hfg2 said:

     There are games that just duplicates the cloths based on the body counts, if the said game has 10 custom body morphs then it can release a cloth in 10 morphs to match each body.

    This can be done, can be automated.

    Is not  perfect approach (which approach is?!?) but it works at a decent level.

    Unity is a great game engine, it is all about the developer skills, I've seen something similar to what I'm building in Unreal, that was done during modsgarden days by someone in Unity. On top of that, it was possible to load poses directly from pes files. I still have the project around.

    In the end it all comes down to what the developer wants to achieve, maybe they want to build VAM, Honey Select, Wild Life, a massaging game or just a better look alike TK17. 🙂

     

     

    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.

     

     

    • Agree 2
  3. 2 hours ago, hfg2 said:

    It is possible to know which vertices are affected by a morph, in fact Unreal uses this to minimize cycles and memory consumption on CPU size, it stores only vertices that has a delta value above a specific threshold. This is also required(not only useful) for GPU morphs I believe.

    And it is possible to render materials using vertex color, if you set a vertex color based on morph inclusion, i guess it could be done.

    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.

    • Agree 1
  4. 3 hours ago, hfg2 said:

    I'm trying to build a PoC (proof of concept) interface for a pose editor, and I settled for a chibi body, now I wonder if this could be a good idea moving forward or should I set up separate control sliders/widgets for face and for the body.

    For now it loks like this:

    null

      Hide contents

    image.png

     

    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.

    • Like 1
    • Agree 1
  5. 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. 

     

    • Thanks 1
    • Agree 5
  6. 4 hours ago, petrav said:

    Is it possible to add a number value display working for each slider? This would help much in replicating certain setting from one model to another.

    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.

    • Agree 2
  7. 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.

    • Love It 1
    • Agree 2
  8. 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.

    qadriped-1.jpg

    qadriped-2.jpg

    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.

     

     

    • Like 2
    • Love It 2
  9. 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.

     previewspecies.jpg

    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.

    flags1.png

    flags2.png

    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...

    previewprofessions.jpg

    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.

    skillspreview.jpg

    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.

    • Love It 1
    • Thanks 3
    • Thumbs Up 1
  10. 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.

    • Like 1
    • Love It 1
    • Thanks 1
  11. 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.

     

    previews (1).jpg

    previews (2).jpg

    previews (3).jpg

    • Thanks 2
    • Thumbs Up 2
  12. 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. 

     

    download (4).jpg

     

    Visual Background.jpg

  13. 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.

    download.jpg

    • Love It 1
  14. Before I finally "set the foundation" for GUI with implementation of all ideas, I have found the capability to expand even more.

    These are simple examples of dynamic capability through scripting in GUI case. Altough it can be used anywhere in the game.

    In this example, we have two small text fields that change their text input and font color dynamically as model with corresponding gender is selected. I did this just to check if it will work properly, and ofc, it did. This opens up many more possibilities of how I can implement things in the game, completely dynamically.

    Example

     

        if ( :persondesc.GenderID?==1 ) { 
          :SceneBrowser_Species_Text.Text \"This is a female\";
          :SceneBrowser_Species_Text.FontColor (1f,0f,0.5f,1f);  };


        if ( :persondesc.GenderID?==2 ) { 
          :SceneBrowser_Species_Text.Text \"This is a male\";
          :SceneBrowser_Species_Text.FontColor (0f,0.5f,1f,1f);  };

     

    Changes the value input and font color with corresponding gender. It means even more, I could implement any other parameter linked to text field here... for example, changing font style (sadly, not the type of font, I dont think thats possible, as it requires full reload of game, this is for Font00-Font06 within the game, or sizes of font), alignment, I think possibly even the exact position of text field. So, it gives idea how things could be changed in many ways.

    Example would be, what I could implement : I have unique species icons and I have text fields for it. When certain species is selected, the corresponding description text is also selected. It could go even further, with exact model in question (BaseID) or similar. So, Im seeing the capability to "interlink" many character parameters. This opens up more possibilities, and Im unsure if Ill put full images with text pre-edited in PS or similar image editor. Were a bit constrained with whole Scene Browser and its size, but I could even make a "compromise" and enable both - keep images in full size, also the capability to pre-edit for whoever wants, but make variants that are plain without pre-edited text, and use in game fonts on it. The downside is that in game fonts cannot be so variously stylized like pre-edited one.

    There was also one idea I had, and it was to implement capability to have small external text file which would go within every model folder, and then it would be read into the game as biography on the text field. 

    Here are all capabilities of this "model" I have envisioned

    - all elements of GUI in Scene Browser are easily turned on or off through scripts - unfortunately, I dont think in game on/off is possible, simply because how game loads stuff. It needs to reload. Hypothetically, if it would be possible for this to load and change directly in game, then whole UI could be changed within the game, too.

    - there is a special "background" image that covers the Scene Browser, it can be custom made and I plan to make this background selectable for every model through SpinBox. This would mean one can customize Scene Browser background specially for every model they have. Lets say, one has a vampire as model ... they can use vampire themed background. Or something specific.

    - as of now, biography is one image that can be pre-edited. I plan to keep this as it is, and also implement in SpinBox as selectable. Downside is, it would be limited in number. 

    - other elements, like special skills, maybe potential trait, or similar, are also images for now. I think I will keep the possibility to pre-edit for whoever wants, while making also possibility to use text fields. This means two "sets" of files, but easily changeable

    - species icon, I have all of them prepared and will implement them soon. Also, fully selectable, and even more expanded

    - nationalities - 128 of them + idea for another tile set with more fictional countries and factions, plus additional empty fields for anyone who wants to edit. Easily implementable, just requires time.

    - I think Ill remove the upper one or two image fields, and use space for text fields. So, there could be some specific unique texts for species, profession and maybe even more.

    - theres dynamic display of 3 types of genders through small symbol (male, female, shemale) according to body selection

    - there is an interesting idea for me ... through scripts, there is maybe possibility to link skill proficiencies and attributes from every model, to some special specific skills, or similar. Altough Im weighting between that and easily selectable choice - maybe its always good to give a clear choice to user.

    - note that there are currently no practical functions to such choices - theyre almost all "flavor" based. However, I have been checking how excitement meter works and I will try some experimentation around storymode and implementation of unique excitement values for unique poses. The main problem with storymode is that it was always slightly better version of very simplistic choices, like in small xxx flash games. There was never any "meat on bones" in storymode, and it would require for me to reinvent the whole game mode there. BUT ... I think my idea is possible, the one I presented in codework club as a concept. But the bigger problem could maybe be in saving and loading assets in such mode, as well as implementing some kind of quasi time flow within such game mode. Otherwise, the only other way I can think of is in turns, which puts it more into static direction. But for the whole storymode to even have sense to be "reinvented", there are other things that require focus firstly, namely the above excitement meter and custom poses.

     

    Im open for some ideas around maybe some special icons or fields that people would want to see regarding their model. So, for now, there is, what I think for sure

    - as usual, standard, model pic, name, base ID and body gender, species, nationality, age and profession inputs. Nationality and Age are displayed normally, and Ill check again whole script to make species and profession also possible as text. If it doesnt go as "standard" way, Ill try with workarounds. There is gender icon, flag / nation icon, species icon. The below two image fields will probably be removed to put more text there. Then there is biography as image + 2 special skills. There are more values within Personality tab that could be implemented, some maybe have more sense, others not so much. 

    I have also got idea, that attributes and skill proficiencies could go the similar logic like above... for example, you need to have attribute that has certain value or higher to have a certain special skill. Or certain proficiency can "unlock" the certain special skill. Or even combination of many parameters - auto-selecting the special skill.

    I also thought maybe about some small level / rank for every model that could be underneaththe model pic, and could be an image or combination of text and image. There could be a quasi "XP" system which would then make models rank up dynamically - unfortunately, just cosmetic thing, not having a function within the game, at least not yet.

    download (3).jpg

    download.jpg

    GG.jpg

    • Like 1
    • Thumbs Up 3
  15. 10 minutes ago, Euphie said:

    That's impressive, especially since I know you've been working hard on this for many months 🙂 Also, I dig the purple color 😎 The biography of this girl also looks incredibly familiar, especially at this age... except for the part about Mike Tyson ☺️

    Can you make the model give masturbation instructions? I heard that something like that is trending 🤭

     

    On this particular part, I have been working several days ... but with a good dedication - no procrastination, lol.

    Well, I wanted to put into biography that shes also bisexual and she likes to hide an ice pick on suspicious places during sex 😝 (you know which reference I mean, haha ? - yeah, Basic Instinct), but then I realized it would maybe be too extreme, haha...

    Oh, imagine text-to-voice speech reading JOI in robotic distorted voice and some poor losers fapping to it ... 😊

    I do have that one field (those two smaller fields below profession text)... but unsure what to put there .... maybe I could put trait there ... now traits and skills arent exactly the same, and traits, even physical ones, could be interesting, if combined with real visual mesh alterations.

    • Thumbs Up 1
  16. Well... turned the Model Browser bio into something ***more***, lol.

    Note that skills there are just placeholders. But the idea is for biography and both skills to be in places theyre in preview. There is a species field, and despite my trying for days, literally, I havent figured why, oh, why, scripts refuse to display new values, despite age and nationality are displayed normally as text. Ideal would be to have at least species and profession as text, but for species I even have image, and it will link to all selectable species.

    Unsure what will go in place of two smaller fields, initially I thought to put skills there, but its just too small... maybe Ill be masochistic and make a whole huge profession list, who knows, lol.

    Flag is displayed normally - now there are 128 countries (well, 122 countries - there are 4 US state flags, EU flag and pirates flag) - will put more flags onto separate tile set I planned to be for more fictional flags and countries. For example, SW Galactic Empire or Rebels, or similar. Possibly around 64 new flag fields will be made, not too much, but many will be left for people to mod as they want themselves.

    Biography is pretty good - its an image, not a text field within a game. In one sense its a bit better even, as I have compared quality of font in game, and even with best looking font in game, it still isnt enough to be better than biography made in this way ... where one can use any font they want and even implement maybe some small images, all in image editor.

    There is a small gender symbol which auto-selects depending on gender (male, female, shemale).

    I have little bit corrected the name field, and now a bit longer combinations can go, while still readable.

    This isnt the only thing I plan to do there ... while now its mainly all about making icons for new fields and implementing some of them as SpinBoxes, I have also had idea about "levels" and similar ... maybe some kind of level meter or rank could be visible right underneath the model pic. But I have thought about some dynamic way where it will take into account all selections of skills and attributes in personality tab, and then derive the rank from it. I think I know the way how this is achievable...

    Overall, as last thing, there is one thing not so visible here ... and its maybe even the best thing. There is a whole background image that spans almost whole field of Model Browser. With some places transparent, like for model pic. This makes it possible, not only to make a custom looking model browser, but also I can link the custom backgrounds to model with SpinBox... this means, one can make specific customized backgrounds. For example, you have a vampire model, you can make a vampire themed biography. Or similar. Unique touch and possibilities are big.

     

    Overall, not much left experimenting around this - basically only trying to figure out to put some dynamicness into all of this, and I think Ill succeed. And that damn text for new values not copying into the element, lol ... 

     

    UIpreview.jpg

    • Like 1
  17. Yep, as you can see ... its actually very easy to implement something like this. 

    PLUS : One can put anything on this "custom biography" thats directly in UI as image. Even some subtle things ... but ...

    MINUS : The size is 512 x 256 and its upscaled a tiny bit on margins, but negligible. So, its a small area to work with. 

    The element here must be in resolution by power of two. However, I could resolve this if I would make something like a flag tile, this is why it was used in this game - so it could give any images that cannot have power of two resolutions nice and proportional dimensions. However, I can tell you, for Scene / Model Browser, you really cannot even go much further from 512x256 ... so its not worth it, that extra work. Besides, separate individual icons / images make things easier to edit in image editor. Also, to note again ... 1 image or icon = 1 icon ID. Regardless if individual icon, or as tile.

    Now Im thinking about further fiddling around with text fields and maybe potential new images for skills and traits here ... unfortunately, new text field - simply not possible in any way, at least I dont see it how. Its linked as elementary UI part within uiStyle01.bs through AtomData and then further put into "upper layers" of code. I would need to figure out AtomData, and thats very very questionable. So, when one edits one default text field in size and position ... they edit them all. And it screws things up. Maybe there is a workaround, but I havent figured it out yet ...

    Im unsure if I would keep new skills and traits (like below placeholder "blowjob expertise", lol) in a bit higher resolutions, like 128x128 that is below, or lower on 64x64. But lets say, I could arrange possibly two skills or traits in below fields if I move other text fields a bit. The "biography" part is completely put to maximum to the margins of element.

    UI2.jpg

    So, one will ask themselves ... how do we connect this to a dynamic way of custom parameter ? Simple - same logic as with flags, too ... within Characteristics.bs there is a Symbol integer value under our flag values which determines which flag is displayed (which IconID is used). Same pattern can be used here ... we link multiple biographies with their IconIDs and switch them as we want. Same for any additional traits of skills. The downside is that biographies would be needed to be made as 1 biography per 1 model, which can be a lot.

    • Like 1
  18. Some good stuff ... yeah, experimenting with UI elements is fairly easy. As long as pointing correct TileSelect is made ... the image can be made, resized, repositioned within the base UI element (Scene Browser root window in this case).

    Its overall good and interesting. I still havent figured out why I cannot get other new values properly to display in Scene Browser - but with the new UI elements (well, technically "new" - copies of existing elements that are relinked and remade) there could be plenty of potential workarounds. Age and Nationality are still displayed fully normally, and unsure why other values are not there, despite everything was made properly - or at least I think it was, lol.

    Now, in worst case I could leave just basic text inputs, name, age, nationality, but more can be added through new elements ... basically species could be added as separate smaller image. Could be put beside nationality flag. And even more, as you can see ... basically if you have a predetermined selection, you can link it. The problem with that is, the "icons" / images in this case, all need to be input manually. And I had idea for true custom biography on Scene Browser ... there could be image that takes whole space of Model Browser just underneath the profile pic, and then people could literally make any image they want outside of the game, and implement for model via SpinBox selection. This isnt without a problem, as it would still be limited ... for example, I could make 100 "slots" for biographies, but if you reach 101st model, you would either need to modify existing biography slot, or make new slot. This isnt too much work, and I could maybe even aim for hundreds of slots this way... I dont think people use more than 500-600 models, but who knows ... in such case, people would take an image from "slot" (which would be already in files) and edit it as they want, in PS or GIMP or any other image editor. They could put anything there, its an image.

    One thing that worries me is maybe some potential impact on loading times if large amounts of images are used, but maybe its just negligible ... will need to experiment and see.

    And it makes even more things possible ... for example, special "traits", "skills", etc, etc ... one would just need to make a selection through SpinBox and that would be it.

    Now, Ill try one more thing, and try to implement truly a large text field by using copy of default text field. I cannot alter default text field, because it will alter all text fields, and that equals absolute mess.

     

    Im open to suggestions what could be put for models and in which way. altough remember , its always 1 "icon" / image = 1 IconID for it. But there are hundreds of free slots in main icon link script file.

     

    I think here it would be ideal if I manage to make a large text field where one can input hundreds of letters and make a small biography that is then displayed in Model Browser, just below the model pic. Plus some additional image fields to "spice up" the things. If it doesnt go like that, I could go with full image fields ... one large image field that will cover whole area underneath the model pic, and some smaller for upper part where there will be space from inactive inputs.

     

     

    UInew.jpg

    • Thumbs Up 1
  19. Well... felt the obligation to fill up the flag fields on tile set completely. Added Morocco, Somalia, Iran, Pakistan, Montenegro, Kazakhstan, Bulgaria and Iceland. LOL... pirates are still there, and will be left here.

    Now ... further ways will probably go away from tile set setup. This means, I do plan for easier modding for whoever wants to make their own flags. Further flags will be more in direction of fiction and similar. If someone has proposals what to put as flags (which models and characters we have here that would fit for certain fictional country or faction ?) they can tell me and Ill put it into consideration.

    Ofc, if my plan about new UI elements in Scene Browser works as intended ... there will be more than just flags of nationalities. There could be species ... specific emblems or logos of organizations, or similar.

    Flags NEW 2.png

  20. Informational update :

    After updating KE XXI, for a moment, I have returned my focus onto Personalization tab and its new categories, as well as implementation of new UI elements. I have also fixed many minor things in Personalization tab, as well as reenabled the sexual orientation category (it was a bug that I have overlooked it), and implemented more choices in some categories (primarily species and sexual desire preference). I will surely expand even more, because I feel really "into the element" of making further expansion.

    Seems like I had some success in understanding how the whole process is applied and there is a good possibility we will have new elements within the game... firstly I will use it for something I wanted to implement as "special traits" and these could appear within Model Browser just underneath the flag as visual elements.

    Scene Browser is still making me headaches, and I have spent whole day yesterday trying to figure out why certain values arent displayed properly as text within it, and some are. Despite I have made all the necessary modifications for that to happen in multiple files, and especially, ofc, in SceneBrowser script file. And seems like older category inputs are displayed properly, like age and nationality, which is a bit odd to me, and I hope this isnt something hardcoded, and it wouldnt have logic to me if it is. 

    And yes, all text fields now can accept input higher than it was before... but theyre still constrained by UI element size. The text can even word wrap in the text field.

    I will probably expand flag fields with few more states that I feel like should be there (sorry Bulgarians 😄). And I will make another UI flags tile element that I will use maybe for other, fictional flags or similar. If the implementation of new UI element goes as intended, then maybe I could even make multiple elements just under the flag or somewhere within Model Browser that could display visually much of information. This could be even maybe even better, and yeah, it would work like flags work, in such principle 

    Ill try to figure out if I can color-code some fields and choices within Personalization tab properly, to give us some more variety there.

    The idea for Model Browser would be either to have its text fields working as intended with NEW categories... which are now put as

    Species (SpinBox, predetermined selections - possibility to implement as new UI element. Will be in Model Browser)

    Sexual Orientation (Text field, any text input - basically this was already before as gender, but now one could input anything they want. Will be in Model Browser)

    Ethnicity (Text field input, additional to Nationality to clarify more)

    Personality Type (Text field input, basically it was a Personality before, now anyone can put anything they want, I dont see much logic or sense in predeterminant selections here as it was in default)

    Profession (Text field input, like Personality Type above, was in default as "Occupation", and I always hated that word, sounded correct, but sounded also wrong to me, lol. Will be in Model Browser)

    Hobby (Text field input, expansion to above Profession, just as addition to "fill any blanks")

    Relationship (Text field input, was in default also, not much logic to have it as predetermined for few inputs, or anything if people want to make more complex... like "polygamy", lol. )

    Organization (Text field input, addition to Nationality and Ethnicity, one could add some kind of organization here if they want, or not. Or maybe some kind of company, sect... etc. There is maybe possibility to implement as new UI element for certain special flags or emblems)

    Sexual Desire Preference (SpinBox, predetermined selections, usually these are almost all same selections like in Species. Will be in Model Browser)

    Loves Giving (Text field input, basically a small "flavor" field that expands onto sexual activities of model, will be in Model Browser)

    Loves Receiving (Text field input, same like Loves Giving above, just for receiving. Also will be in Model Browser)

    Psyche Type (SpinBox, predetermined selection, special field with psyche / mental type of character. While Personality Type would be for more "wider" definitions, this one would be for plain mental state)

    Favorite Pose Technique (Text field input, basically a favorite pose or similar, favorite technique could be put here, anything that people can imagine... like "Polish Polished Butt" or "Tijuana Titty Twister", or "Finnish Finisher", lol... )

    There are special "Atrribute" fields which serve only for "flavor" for now, hopefully in future they could be more than just for that, and would have some practical and true function within the game. 

    ATTRIBUTES 

    Strength - 0-11 values

    Libido - 0-11 values

    Agility - 0-11 values

    Charisma - 0-11 values

    All of the above values are gradated and all four categories have their unique words for every gradation, so nothing is repeated there. There is actually a potential to make it as separate UI element, too.

    SPECIAL skills ... same like Attributes, just for "flavor". There are 9 of them and they all have gradation from 0 to 11. However, unlike attributes above, they have same words for gradations.

    There are also "older" categories which are also expanded heavily ...

    Nationality was expanded with many countries and it will be expanded even further more. All predeterminant selections (SpinBox)

    Age was expanded also even further, even added some text values. Predeterminant selections (SpinBox)

    Name is usual as always, a basic text field. Have thought about maybe separating into name and surname... but I think its just pointless overcomplicating for almost nothing in return.

    Likes Pain is category that, ironically, has actual function within the game (just like Voice, too), but its just simple selection between yes and no. So all is same there

     

    Now, the idea would be to make a "special traits" or "special skills", or even use above attributes and skills. Link the values within the SpinBoxes to certain UI elements like flags. This could be potential Tile selection (like flags) or even individual image selection. Then try to display it somewhere in Model Browser ... it could maybe even go as far as to get a plain text or plain image import into the Model Browser, instead of using multiple inputs (just in textfield below the model, the one on right could still have its fields, potentially)

    • Like 2
    • Thanks 1
    • Thumbs Up 1
  21. 4 minutes ago, JoeNoxwill said:

    I just found a pointer in memory to the value that used by H5. In fact it was lucky because value don't overwrote in every frame otherwise I need to find and intercept function where I can overwrite overwriting 😆. In case of skin layers definitely it will be harder.

    The hardest thing was find sliders' values. While I was looking for them, I also found a place where values of sliders for each frame are stored. This is an interesting find, because in theory it allows to do something like quickly move/scale animations. In general, reverse engineering is a pretty funny thing. While looking for something you can find completely unexpected things. For example, I am currently working on a modification of old strategy, where I lucky discovered a function that bakes (when loading map) static lighting from light sources placed in the map editor. So I intercepted this function and now I call it every frame if the position of some light has changed. That is, I actually added dynamic lighting without using the graphics library.

    Thats interesting ... so it could be put as "interception of interception" in one sense, lol ? Because H5 intercepts the default game routines ... and this would be a layer onto it ?

    Its also highly interesting what your discovery implies ... it could maybe imply also the possibility to load some things partially or different within the game. For example, there is a big problem as game loads everything into a scene, for example toys are loaded all in bulk. Maybe there could be a way to make partial loads, but unsure in that. It would overall optimize things to extent.

    Also, you can check some interesting things ... for example, breathing animation (which I think it was implemented by Raistin Kane by lots of script links) - this is technically a morph that loops as animation, and one can put it into a timeline in PE using shift and right click > generate breathing. This gives some interesting hint how additional animations (those which have sense) could be linked to a model and put into PE timeline easily and effortlessly. The overall idea of these animations would be general "automatization" of certain processes. But one could easily also use external ways, like BVH and Mixamo or similar sources in conversion, as TK17 is capable of BVH load and will be accurate as long as correlation between joints is correct.

    Also, logic says to me that we are maybe even capable to change whole weighting of the asset, if lets say, were capable to inject the code in direct way on exact places within the main Scene.bs file of the asset.

    Lots of it depends on loading routines of the game ...  everything default seems to be loaded strictly in loading screens, but the only dynamic thing that I have noticed in default TK17 was culling sphere (bounding sphere) of objects (its basically the only way how game "culls" the scene, AFAIK). H5 works differently, and is capable to load many things automatically or with refresh at minimum. 

     

    • Thumbs Up 1
  22. 3 hours ago, JoeNoxwill said:

    This is definitely what I plan to try to implement (among other things). The "managed layers" concept. I already wrote the basic dll structure, so now it's just a matter of luck and free time. There is a problem that I haven't solve yet (with interseption of fucntions from other dlls). Maybe even start a blog here lol.

    Absolutely, feel free. I do wonder how did you manage H5 files ? Did you manage to decompile and recompile some core files of it, but for this, you would need exact tools for it, correct ? I have noticed you used some files that were never part of core H5, which is interesting.

    Overall, very few people (that I know at least) actually "hacked" this game through dll injections. First and foremost, White Rabbit, a guy who managed to crack the main game and open this game modding for everyone, then Pervokpetr with his HOOKs, unsure if Rick9 did it, but I assume yes. Maybe Raistin Kane, too, as some dlls were carrying his ideas, but also maybe it was WR who implemented these dlls at one point.

    So, what you do, its very rare to see and nothing short of impressive on this game. Sadly, my experience in programming is severely lacking and I have scratched the surface of it to some extent. Also tried to understand the assembly code (as a link between machine and "higher level" code) through Cheat Engine to one extent. Will definitely need much more time and effort to properly understand the capabilities for this game.

    But maybe, eventually, the core game features, like story mode or similar could be possible to make big alterations or completely different "modules" (something you have seen just as concept idea in codework). This could potentially expand the game even more.

    The default integration of layers / custom skin is very interesting... while we can pretty much achieve everything  easily through H5 menu, seems to me like there is very high untapped potential, as with some ideas above - making certain immitation of tension maps by usage of normal maps in various strengths depending on rotation and translation of joints in game, or even depending on morphs (value A of morph gets translated to value B - but were capable also to different gradual translation in percentage).

     

    Overall, if you would need assistance with anything, Ill definitely help to extent to which I can at the moment, freely tell. Its important for this game to evolve when possible, and for game that its in its core foundations two decades old, its fairly impressive what modding and "deeper modding" (aka hacking) did to it. Still very unique in many ways.

    • Thumbs Up 1
×
×
  • 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.