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x17

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  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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 ...
  6. 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. 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.
  7. 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.
  8. 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.
  9. 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)
  10. 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.
  11. 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.
  12. Seems to me like certain integrations are definitely possible - one of the users, JoeNoxwill, has managed to connect morph slider with DoF setting of H5. So, it should technically be possible much more ... but definitely it doesnt seem something as an easy task, as it requires good background knowledge, but even more important, maybe potentially right tools to do such actions. Overall, injecting dlls is beyond my capabilities, for now.
  13. Doubtful, but in general, I dont see a point. Now if you could make objects have animations, morphs, that would be interesting. H5 objects are loaded within level definition, and its already possible (altough through H5 menu, ofc) to control many level definition variations, potentially turning on / off objects easily through [INCLUDES] sub-section as addition into main level definition file. Overall, there is one upside and one downside to toys, compared to H5 objects. Upside - toys can use morphs, H5 objects cannot. Downside - toys are all loaded into the scene, even if theyre not used, then theyre linked one by one to the model. So, theyre not loaded optimally and there shouldnt be too many toys ever loaded otherwise it could make game unstable, while we can load H5 objects easily and all is defined either in main level definition or in above additional file for [INCLUDES] section. Still ... usage of morphs within toys add a certain layer of interaction that H5 objects dont have. However, this means we just need to categorize both toys and H5 objects more precisely. We dont need as toys anything that is planned to be purely static. We dont need some strictly static furniture as toys - we can convert same assets as objects and use in level definition. BUT, anything supposed to be animatable, and with intention to be morphed ... should be done as a toy. So, more proper thinking about what should be a toy, and what not, should be done.
  14. What would this mean further ? Well, imagine linking the above translation or rotation within 2d plane to sliders and achieving capability to directly modify the projection of 2d texture on body skin. As I see, "modular loading" in such way would be most useful maybe for small individual normal map details ... but also could be superior to default tattoos. Overall, the H5 skins are capable already for many things ... and this would be only for maybe achieving more closer integration of certain H5 functions directly. Maybe the H5 skin system itself would be a proper way to go from ... Also, side mention, one bad thing was that vanilla UVmap of body wasnt good as both hands and feet were overlapping within one UVmap and this, IMO, was fairly pointless when it was about giving certain paint or tattoo details, as it would simply mirror them always.
  15. In simplest way, maybe it would just rename the input at _pass file every time when selection would be made to corresponding normal and specular map file that would all be premade. There is maybe some additional things ... like when tattoos are projected on default skin... and tattoos are default TK17 asset. Example : TattooArea :TattooArea_LegLeft . { .AreaID I32(4); .CutGeometryName :pbody + "body_subdiv_cageShape__body_leg_lower_L_SG"; .AreaImage "Images/Maps/body_main01.Gender=" + :gstr + ".Map=Tattoo"; .TextureMapping TattooTexGenMode .Cylindrical; .ProjectionAxis ( I32(0) , I32(1) , I32(0) ); .ProjectionTranslation ( F32(0) , F32(0) , F32(0) ); .ProjectionRotation ( F32(-160.3314972) , F32(-80.03964233) , F32(160.6056976) ); .ColorValue I32(134); You can see certain functions like translation and rotation. Clear geometry pointout in script, possible link to image, as well as color. The body would use its regions to "sectorize", then further use all below data to pinpoint where the tattoo is located on the body region. Seems like "projection axis" appears only in cases when we have symetrically double assets -and only in case of legs. Also no projection translation values in same category, if we have projection axis. However, translation and rotation have logic only as within 2d plane here, so its maybe UVmap in one sense. This could be a hint maybe to implement some way of "modular texture load" in game.
  16. There is one issue I havent mentioned, though ... lets say that even most "simplistic" way is possible, or in this case, there are two additional spinbox selections with every asset that can utilize norm and spec maps, or with some of them. So, every time asset is changed as main addon in its own spinbox, it must take this into correlation and read its H5 files correctly. The only way it could be done, is through pass file.
  17. There could be potential idea here, and it doesnt seem complex, if we assume the connection between certain H5 assets to TK17 default UI - so connecting H5 features to something like sliders, or spinboxes, or checkboxes or similar. So, in a way, the way to manipulate with H5 features not only through H5 menu, but potentially also through TK17 UI. The idea would be simple as switching the _pass input on the flow. For example, a user in game could potentially switch normal maps dynamically. H5 works like that, that it either uses manual ALT+R refresh, but could also use auto-refresh (which is part of extended H5). This way, the logic says, that we could have auto-refresh active, and dynamically switch between normal and specular maps (or possibly even displacement maps). The only thing that game would need to do is manually replace name of normal map and PBR maps in stage2 and 3 in _pass file. Lets say that default game UI is capable to read the names of our H5 files... then everytime its selected, lets say in spinbox, the game does the operation of replacing the _pass value with the one we selected. And then, the auto refresh of textures updates our visual look of model. This puts even more potential complexity. Something like JCMs (Joint Corrective Morphs) are heavily underutilized in game (something I do work on new body which is made for long time now). Now, some folks will be familiar with something called "tension" or "stress" maps in Blender. These are like maps that give lifelike impression on model, for example wrinkles on face. As the model is morphed through shapekeys or its armature manipulated, the tension maps activate to certain degrees and strength, making the wrinkles stronger in intensity, or lower in intensity. This is just one example, but other things can be affected, too, like color or similar. However, our usage in TK17, hypothetically, could go in certain way of connecting the normal map to JCM or even morph. Assuming the auto refresh of H5 files works as intended, the normal map relief / imperfections and specular map glossiness / metallicity and glow could be all very dynamic like. Example could be, we rotate certain parts of body and see clear "tension" on certain areas of it, where specular map would increase glossiness. Or wrinkles that could change in intensity. The questions here would be how to connect H5-TK17 UI - this could potentially work for fixed values in norm and spec maps... we would just choose the already predefined map. But in any dynamic way, both normal maps and specular maps should have a way to gradate their value further, and this would be ideal for slider setting. The real question here is, how to gradate this ... Now imagine, if one could gradate with three sliders that represent RGB channels H5 files themselves ... normal map would use above logic and in 0 to 1 ranges represent all channels, and it could hypothetically change the XYZ values of dynamically. Or changing RGB values of specular map, seeing the results in real time. Now this assumes there should be a certain temporary file for either maps that could be "hard-saved" everytime its adjusted. Expanded, this would mean capability to link such dynamic changes to above mentioned JCMs, so when part of the body moves or morphs, it also dynamically changes the values of both normal and specular maps. If potentially possible in such way, it could create very high realism. Visible wrinkles on face expressions or extremities moving, tension on skin (glossiness) on certain moves, or similar features even on clothing.
  18. x17

    Carmella Puffy

    Mmm... peach kompot, lol.
  19. x17

    Projects

    Yeah - in general, just avoiding content that is showing humiliating scenery, or too overly violent or degrading, or something that could be truly put as crime or war crime. KOYOT put some good examples above. But the content as mod addons itself, were not censoring them and never will ... there are still mods of all types, like Nazi and Soviet uniforms, equipment, etc ... it would be dumb to censor, as then everything would be censored that is along the lines of ideology, religion or politics. Ofc, our rule is specifically relating to discussions on forums, not on mod addons / content. That way, we can have all content, but it should be presented in more neutral ways. What I mentioned to McKeu also ... TK17 is such a game where you dont have too large environments. The scenes for something like battle or war arent exactly too good ... particle effects are fairly limited, too. So, the scenes are smaller, and relatively constrained. Some close interiors, like bunkers and similar could always be interesting ... but imagine something like Vietnamese jungle ... uhh ... that would bog down performance quickly, sadly. It would require a TON of optimization and clever workarounds.
  20. The only foot fanatic ?
  21. IMO, if you pull off your content - its only you and others that endorse your work that lose. Those who abuse others work for their own selfish or illegitimate reasons, the best action against them is probably just exposing them publicly. They will always, continually abuse the system for their own "profit", regardless of the content.
  22. x17

    Not Santa

    Hmm ... looks like Krampus to me.
  23. x17

    Cottage

    Aha, I thought you were making full room, as non-H5 object. In general, some small objects in that scene could actually take a good chunk. Just that plant on the table, check how many polys it has. Or that bottle stand and plates behind. Overall, whenever possible, decimate all simpler objects.
  24. x17

    Cottage

    With such small size, without doubt it would be much more optimized to go with one object combination - assuming you combine the UVmaps into one and so have one texture instead of 20. Depends how much detail you need. Usually, with any architecture parts and similar elements, one could go truly 512-1024px and still have a good detail, or even lower (truly, walls and similarly uniformed textures doesnt need a lot of detail, maybe normal map as higher at most). Otherwise, if you need a bit higher detail, you could sort out those 20 objects into group of fours, based on needed texture complexity or maybe even necessary transparency (like glass elements).
  25. Yes on all. Toys with morphs could be created. Altough it would depend on utilization if its really practical or not. But simpler, practical morphs could absolutely be taken into account with many things. Clothes morphs, body and head morphs, toy morphs, room morphs - all possible to make. There was even one dp16 toy, from what I recall, that utilized custom armature. So I think its very possible to extend even much further ...
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