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x17

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Blog Comments posted by x17

  1. 4 minutes ago, chefette said:

    Is there any way to 'hook' into the in-game GUI? Seems like it should be possible, DirectX8 is it? I'm guessing it should be possible to inject a DLL with the required bits and pieces but this will require a dive into the ASM/disassembly info first. Is there any list of discovered/exposed functionality in terms of Windows/DirecxX API calls?

    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.  

  2. 3 minutes ago, Sexvision said:

    Would this also make it possible to connect a hook object like a toy. Because that would be a giant step forward?

    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.

    • Agree 1
  3. 20 minutes ago, x17 said:

    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.

    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.

  4. 18 minutes ago, Sexvision said:

    another way could be trough a lua script with some logic. But the game and hook run on two different versions. that could be a issue.

    for the simple way: As long as the filename in the passfile stays the same for normal and spec maps auto refresh should work.

    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.

  5. 4 minutes ago, Sexvision said:

    Now that would be a big step forward. I would love to see that work.

     

    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.

  6. 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.

    • Thumbs Up 2
  7. 17 hours ago, Sexvision said:

    This room has been deleted as i can be used with bad intentions.

    I do not allow this room to be shared anymore.

    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.

     

    • Agree 4
  8. 3 minutes ago, sadekhnd said:

    Ok I did some research. My kitchen is finished (almost 😄 )     h5 file has 20MB, all textures 30 MB

    Kitchen is a one object as at the picture (without walls, floor and chairs)

    I thought about weaker PCs. My idea is when I want to make a picture for example in the  bathroom I could turn off other objects, like a kitchen and then it should work smoother, shouldn't it?

     

    The Klub 17-0946.jpg

    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.

    • Like 1
  9. 19 minutes ago, sadekhnd said:

    I wonder what works better.

    - 20 objects, 1 MB each

    or

    - one object combined from these 20 objects (20 MB )

    Is it any difference ?

    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). 

    • Like 1
  10. Just now, mr jones said:

    could toys be created with such morphs, eg, toy dog wagging its tail, closed box being opened, glass with drink with level change when tilted or quantity reduced when drank.

    even movement of toys within a particular range on a surface(such as a drink on a bar, or food on table). or even ppl with limb movement.

    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 ... 

    • Thumbs Up 1
  11. 3 minutes ago, Euphie said:

    ...but do we need quadripeds in this game? 😵

    Okay, I will not make a thing out of it, I will just avoid it and not comment on it. There are different tastes 😛 Still, I admire the technical aspect, everyone is afraid to even think about modifying armatures and you take it ^^

    Well ... not going to go into who will use it for what .... 😬

    But, ofc, no explicit images from game will be allowed here in such context - no need to mention why, lol. Monsters ... well, ok, thats more in line of allowed fully. Less explicit would be ok - at least for presentation of model or similar.

    We do have non-human models and this includes quadripeds, too. I think for some fiction (like centaurs or similar) it could have high potential - but all depends.

    • Like 1
    • Thumbs Up 1
  12. ADDITION : Now I tried to edit scripts again, and interestingly... 

    download (46).png

    Increased the value of MaxLength in TextTemplate from 48 to 96... I would swear it didnt work before, but it could have been a potential conflict because both lua and bs same script file were present within the folder. I would assume that lua would override the bs, though ... so unsure why it would conflict ?  Now it could be that even as I increased MaxLength of characters before, it was actually truly applied. But it wasnt visible because the letters would write infinitely outside of the textbox.

    So, when the value is increased ... there are three rows of text in the textbox. Ofc, the textbox by itself is small and really meant for nothing more than 2 rows at most. BUT, the condition still applies ... one must put a whitespace before the text goes underneath. So above, you can see ... 7+43+28 letters + 2 whitespaces = equals to 80 spaces exactly. Unsure why not more, as 96 was input.

  13. On 7/4/2021 at 10:35 AM, x17 said:

    Something bizarre occured today as I was fiddling around in customizer - altough this time, I truly didnt change any file or anything. I wish I took the screenshot, because it was there, on screen ... and first time EVER I saw game did this.

    Ironically, it was related to some of things I was trying to do in last month or two, regarding the word wrap in text box.

    As I was changing the name of one model (well I use that placeholder "Adelina" model), I put excess of letters in the text field. On my surprise and even shock ... the letters went into second row in same text field, basically word wrapping them properly 😲. There were two lines in text field, the first and default one was now slightly upper so both row could fit as "centered" into a text field. And all of this, very sure this was more than 48 letters max.

    Sadly, I didnt took screenshot of this, but if I encounter again, I will ... this seems like some kind of glitch to me, but also seems to me that it is POSSIBLE to have a large text field that word wraps properly and goes for hundreds of letters. 🧐

    Absolutely weird ...

    Remember when I mentioned this ? 

    Well

    download (45).png

    Its actually happening regularly, but only with certain letters (assuming any wider ones) and only with whitespace between the name and second input. So if I tried to write above directly after the name, even with same letters, it wouldnt arrange underneath, but would keep in same line. However, add a whitespace, and suddenly it will arrange itself underneath. Interesting.

    Now the reason why Im curious around this is maybe to expand the text box further, or even make a second textbox element for larger text inputs. But at core level, this was always bound to 48 letters / spaces, and no matter what, I wasnt successful yet around it. So, not even modifying scripts and increasing letter/space count had any effect.

  14. luxaeterna.jpg

    A new customizer room thats almost fully complete, will be ready in few hours.

    This one is called "Lux Aeterna" (I swear nothing with Clint Mansell's work ... and playing "Lux Aeterna" would be too dramatic for one customizer room, lol 😉) which means "eternal light" in Latin. Overall - considering it combines elements of neoclassicism and modern SF (including a massive overhead screen which could serve in multiple ways - from showing videos in the room, or having visual biography of model displayed on the screen) its focal point could be a light play and symmetry.

    Two statues, each from both sides hold burning torches, and this casts additional lights.

    Behind there is supposed to be a large mirror. The idea would be to expand this room with specific room morphs and possibly make some things more modular. This rooms feels more spacious like initial KE customizer one, but could go even much more complex than it is now, regarding objects number.

    • Like 3
  15. 9 minutes ago, Euphie said:

    I like the Polish version more 😛 Sounds weird in English. And, like a large part of the quests in The Witcher games and in books, it is based on a Polish legend that they told us as early as in kindergarten 😮

    All children in Poland are trained to be monster killers, which is a little-known fact...

    Aha , yes ... "The Mouse Tower". There are many Slavic legends and stories interwoven into Witcher, naturally. I recall how grannies scared kids with stories about Baba Yaga ( or "Baba Roga" in my language ) or even weird stories about devil stalking certain places. 😬

    I even have weird true stories from my family about ghosts, lol. Even had some personal experiences in one house as a kid. However, nothing too intense...

    I have no doubt about little wiedzmins , haha 🙂

    • Like 2
  16. 1 minute ago, Euphie said:

    And she yells at them "7 up!" when she's ready for them 😄 So old joke... 😂

    7 is only one batch of them ... other two 7 batches wait for their turns, Snow White is a nymphomaniac and seven dwarves just wouldnt be enough.

    2 minutes ago, Euphie said:

    That, in turn, definitely doesn't sound like a real job 😄  But I'm still tempted to make an appointment ^^ I can come right after my mammogram in the back of the gas station 😉 

    For you, absolutely free of charge ... except discharge. 😊 😛

    • Haha 1
  17. 5 hours ago, Euphie said:

    You know, "pornographic screenwriter" is a real job, it's not too late for you to try a new career path 😄

    I think ... better not. Even heavy perverts would puke... ☺️

    I should rather take a professional direction as "FTB" lady massageur (Feet-Thighs-Buttocks), Im sure my homemade cream for massaging would sell like crazy 😄

     

    5 hours ago, Euphie said:

    Cool! ^^ I'm glad that you also made this scale so low, maybe someone will want to stage some Snow White and the Seven Dwarfs action 😄

    Meme Think GIF

    Hmm ... that would be arrangable (ah, thats why shes called "Snow White", that was the real reason...)

    • Haha 1
  18. 1 hour ago, Euphie said:

    It's hard to believe it is a Customizer room 😮  With this scale in the background, it looks like a combination of a wardrobe and a police station 😄


    "Miss, please stand against the wall and do not move, we will take your fingerprints, dress you in a maid outfit and take photos for the file. You heard right." 👮‍♂️

    "Miss, we need to check for any hidden items in your anal cavity ... or other cavities. Also, we will need to check your whole body and clothes with UV light for certain stains ... whats this, everything is white ? Must be you spilled some milk over yourself recently... whats this ... why have you hidden whole football player team inside your vaginal space, you know thats forbidden here ?!" ...  😇

    The room is finalized, will upload it bit later in the day, maybe I even finalize third one fast. This little crap of the room took some time to fix many things, but I think it finally fits in properly, and with its own lighting.

    In third one I could maybe play a bit with particle effects and/or water. Third one will have large TV / monitor screen for visual bio.

     

    Also, I extended that height wall, merged both feet and cm measures, just in case if someone 3m tall comes in ... maybe lady Alcina Dimitrescu, she likes sucking out various liquids a lot. 😊

     

    • Haha 1
  19. dressingroompreview.jpg

    Well, almost there ... several finishing touches. This customizer room will properly utilize H5 capabilities, but even with basic or lower, it should look good. It has two spotlights (obviously for two lamp fixtures) and one omnilight to spread diffuse light more even.

    The visual biography will be additional panel, basically like standing panel in store.

    Sadly, havent got time to finalize this room for this weekend, but it will be immediately tommorow. The good news is that I have already planned and made good chunk of third customizer room, which will go into different direction.

    • Like 1
    • Love It 2
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