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

    170,781 [ Donate ]

Everything posted by x17

  1. Yep, and I work on one more GUI overhaul which will go more into darker red / black. The GUI is possible to be simplified even more in some places, altough the GUI itself is a mess regarding the elements used in multiple situations, where one way could work in one situation, yet in another it could definitely not - so there are "compromises" in some cases. One bad thing with all of this is how everything is truly getting tiny on larger resolutions and a bit eye straining, so ideal way would be to find a way to enlarge whole GUI fields without breaking something - in general, this is easier said than done
  2. The icons look like this now (not finalized fully) - went with more color combinations, altough nothing too overboard ... now it should be easier to instantly recognize with just one glance over the list what is what : I think this is much better variant than single color tone used for everything , or especially default boring monochrome. There is a lot of work - many icons, including the others in other tabs.
  3. Well ... its coming.... its coming Rome, lol. Congrats to both teams !
  4. What I did in last few days ... well aside the above "visual biography" ... its further work on GUI - particularly icons in customizer which I decided to rework fully and completely. I have created a "base foundation" and saved all assets in PS format, so its all more easy to edit and modify if needed in future for any project. The point is to create somewhat simplified icons. At first, I went all with usual style, but then changed my mind halfway into it (lol) and decided to colorize the assets further. One of the things that was annoying in same old default icons wasnt just plainly bad design of some of them (some were very good, though) - but also in boring monotonicity of the colors, almost always black and white. Altough this can be more easy on eyes - the point of icons, especially tiny small icon dimensions, is to be instantly recognizable in contexts like our customizer. So one can orient much more easily simply by colors, in some cases. Altough, it shouldnt be too many colors either. I reworked the base category tab icons, too ... so no more that annoying bleedthrough from margins ... and a bit "standardized" them on black background. I got firstly to idea to use some kind of "marker" (like that triangle in upper left corner of some icons) to mark whats a special category or what is bound to head area, but I think Ill drop this and simply properly "color-code" it. Plus, some icons have nice color combination of 2-3 colors. All icons designs are reworked and remade. I would say, around 60-65 % of work if finalized, altough you can see from above snapshot, there is still lot of work on many default icons and also optimizing the things to be easier on eyes, and yet nicely categorized. This icon set I make, will be also used in any further GUI I make, including my own "personalized" one.
  5. Oh, analyzed it immediately ... and then it almost probed-analyzed me ... Yeah, this is what should be logical - I mean one shouldnt be able to do something that program - is not programmed for. Altough this could be dismissed as a glitch, which it is ... it puts a light onto the possibility of word wrap in text fields. Either that, or there is some black sorcery, or my PSI horny capabilities spiked up and made TK17 go crazy ... but I think it was just a glitch, more logical
  6. Believe it or not, I have thought exactly that even when I made this room firstly ... so, I even have assets already prepared. In future, I could possibly even make customizer rooms "per flavor", so it could go from various eras and environments. But nothing too much and extensive ... we can only have one customizer room. So, I plan something like dresser room. I have walls in this room and thought maybe to make and limit it like one room - but I think Ill instead go with larger opened spaces, with some objects in middle around the round carpet where model will pose, or something else to stand on. I also had in mind to make another room, something more SF and modern like this one I made, but with attempt to make specific lighting. Also, I could possibly add a videowall support or similar to add a bit to dynamicness, but thats secondary.
  7. 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 ...
  8. Well, managed to implement new 56 nationalities - many what I felt as missing countries, and some exotic - but not too exotic countries that wouldnt have much sense in terms of sex adventures, heheh... Now your lady can be from Kiribati ... Botswana ... Cuba ... Moldova ... Mauritius ... lol. And many more. Even added few US state flags, like Florida, Texas, California and Hawaii. And two special - EU and Pirate flag. 8 spaces left empty, intentionally, so one could customize how they want to, and will explain in tutorial later how - very easy. Overall, this is how our new nationalities "collection" looks like : As you can see... now almost all relevant countries are covered. Note that Monaco and Indonesian flag are same in colors. Also, note that I use VX Personality Freedom mod with it... tested without it, but oddly seems there are problems with list in SpinBox as it contains only default countries... thats odd, because I added all countries into it (as in CcPersonDefaultCharacter.bs lists) . However, when Freedom mod is used (and I wholeheartedly recommend everyone to use it...) it reads the flags directly based on name of country. So, if you input "Scotland" into your text field of country, it will display corresponding Scottish flag now... All of this is small details, but neat. Not hard work ... but annoying with how many things need to be corrected for such small things to work. Old, old, old game. Also, I already have some ideas for those 8 empty slots, but I leave to your imagination and customization ... Ill explain later and soon Ill upload all relevant files. Next stop - true , real full "visual biography" - as importing / linking image into UI somewhere in Customizer. This will enable even much much bigger "flavor" to be achieved ...
  9. A bit better ? You can notice the change in font (looks overall better in game as here is slightly distorted because of screenshot). Its an easy to implement, requires two quick edits in two scripts files and the font is needed to have in system (as, installing the font). Will explain the procedure a bit later, but trying to find something good regarding fonts ... it needs to be clearly readable even as small and thin font, and also not lose its shape and form. We definitely need change here, regarding font - things easier to read, recognize immediately, or just esthetically more pleasing to eye and looking more modern. You can notice some problem like above with "Fast Exit" button, but unsure if its something I experimented earlier with UI and forgot, could be truly related to font itself. Will require testing all to see if all works as intended. Overall, I now have ton of various fonts and experimenting with which one looks good in many forms. Not all are viable, despite they could look good at larger sizes. The fonts are from DaFont and many should be 100 % for personal use, so sharing them as non-profit should be ok, but some are also free even for commercial.
  10. Yep, youre definitely correct - these are correlations and links called in uiSceneBrowser, but in the way how structure of files work feels truly ... unneedlessly complicated. Basically, in uiSceneBrowser, we can see where flag is "inserted" into Scene Browser window, as "WImage" with its own set of parameters. In CustomizerFrame (which is controlled by same lua file, also - remember that lua files can go through system protection... however, I have turned that off as long as Im modding stuff that needs to have it turned off ...) we can see that basic "construction-code" for that part of UI... still, when I edit or add CustomParameter in Customizer / Personality tab, all is clear and understandable how to make it and what it pulls ... however, when I edited directly the same UI code, it seems to me like some changes havent been made, and they should have ... Overall, I had several ideas to go as in which way to implement this small but neat addition ... as you have seen, initial idea was to go with Photofit code and button and rework it maybe to load the image into frame. Still, I dont think this will work - it wont save anything. The second idea, and much more proper IMO, is to load image directly somehow into customizer personality tab field. This seems problematic, as only CustomParameters are there. There are several interesting CustomParameters that can be made in code (will explain soon about them in tutorials), we have our well known Vector3f (manipulation of point in 3D , in XYZ coords - basically our manipulators, for example), but also I think I saw Vector2f (same, but for 2-dimensional objects) somehwere in game code... maybe Im wrong, though. There are even lines in code related to fleshlight toy, LMAO ... Now if I could realize how to make proper word wrap... it would be super easy, would only need to modify the visual look of TextBox element. The Customizer frame is by default 512 pixels wide. In worst case scenario, I could possibly link somehow image "icon" directly into customizer - but then there is no flexibility in that, and would need 1 icon per 1 model. Still, the image > textbox or similar text ... as all could be put onto it. Even if its small 512 px wide pic in Personality tab, it could stretch down ... Wish me luck ... Im going *dry* into the codeworks
  11. YUP ! Its working ... in Model Browser, in upper right corner, its presented ( Im also using Personality Freedom addon ) : Something like this I had in mind : The icon and fields arent problem at all to implement, pure routine... but it needs to be saved, definitely. Now Im unsure if all gets saved properly when saving Personality tab above, but I assume, yes. In such case, probably best way would be to incorporate a "custom window" ( I think that is WGroupFrame ) into which the image is linked. This is a problem however, as it seems that Personality tab only links properly various CustomParameter forms. The text field is another enigma... for example, there is a length / number of text characters in scripts. Yet, I dont think it was changed when I modified it. You can even resize the text field to be bigger - still, the big question is how to make a proper word wrap in this game, as I havent seen it.
  12. Yep, the game truly needs that ... *personal touch* a bit And imagine whole biography, as in visual way, to present something that otherwise wouldnt be possible in easy way in our game. I always felt that, even as this game is ancient (pre-2002. literally ) that they could have coded in more stuff in easier way. Im seeing the "visual biography" as most versatile and optimal here - IF possible in way I envisioned it. Sadly, some things seem overly complicated where they should have been by default easy and simple. For flags, I think theyre only disabled within Personality tab editing, but not on Scene Browser window. So, if you enter the corresponding name of country with existing flag - I think youll still get it (please correct me if Im wrong, but I think I saw the code in Personality Freedom that pointed to this... ) Oh, for eggplant ... you like it ? Well, who knows what kind of depravities Im gonna make for this game ...
  13. What am I working on ? Needless to say, the annoying post didnt let me save whole blocks of text I wrote first time - so this time I will be short, there will be 64 new additional flag fields. I have added many more countries that felt they lacked in default flag tile, and even some of US states and some of organizations. The idea would be to use 8 blank fields for anyone to customize on their own (will put tutorial when I finish). For example, even if its "nationality" and not exactly "species", we could use flag for monsters, beasts, robots, supernatural, or even some fictional countries or organizations. Aside this tiny QoL addition, there is bigger one which I planned to make a "visual biography", a capability to load and link image to any model. This has its own problems I need to resolve ... On my own body mesh, the progress is going also good, and made some additions and fixed many things. Second GUI overhaul - now more personalized to my tastes, is underway, plus fixing of any small issues with KE GUI. Second GUI will go more into tones of red / dark red / black.
  14. Project now released , but not fully 100 % complete , here :
  15. Currently, Im working on GUI visual overhaul going from launcher icons design, boot background, menu background, all the way even to loading icon and complete redesign of menus, buttons and icons. I will try to mod this further, to the point of modding even what we werent able at the moment. Will see how it progresses, but I think the game itself truly needs a GUI overhaul in all potentially possible aspects, from practical utilization, to esthetic aspect. We must be frank and say that old stuff wasnt exactly too good - the icons for assets and categories ( majority of them ) were pretty good made, minimalistic and did their purpose, but some other things could be improved and modernized. I will also try to make several variations of visual overhaul - going from funny to the minimalistic and SFW one ( there already are some designs uploaded, so check them first ). So, this is the background menu : And this is ... this is a "horny eggplant", which is our new loading icon, LOL ... Sadly, it doesnt look "fluid" like that in game, because the default icon used a simple two movements ... Yeah ... I can make more of these "dirty" loading icons ( I have Ugandan Knuckles humping each others - that could be fine and reasonable to make ... or I can make a simple SFW loading bar or wheel like every normal and boring person ) And this is how it looks in the game, lol : https://streamable.com/njr1ui Yeah, if the throbbing eggplant intrigues you or makes you moist - please let me know
  16. Unsure about it, but I strongly doubt ... the fact that old customizer in your case works normally, and new one doesnt, its odd. Also, so far, its only in your case, I havent got anyone else telling me about this particular problem. So, this puts more oddity to it ... So in new customizer room, your no2 actor has slight deviation for few degrees clockwise. No1 looks very much like those few degrees + 180 deg ( unsure if its EXACTLY 180 degrees, its hard to be fully sure ). And 3 and 4 look normal, centered properly.
  17. The models look shouldnt have any connection to the orientation in the scene. At least I dont know any connection that could confirm it. So, its maybe a mod that affects a game in slightly "deeper" way.
  18. BTW, can I see your list of addons ? You can omit clothes addons completely...
  19. Yes, its related to a model "slot" number in one sense. So, when you put any model as no1 theyre always misaligned. Ah, yes, sorry. I havent noticed its slightly off. Only for few degrees, but its noticeable. So it seems no1 and no2 are 180 degrees oriented from each other. While 3 and 4 and correctly and in exact angle.
  20. On 1.jpg ... thats definitely not correct orientation. Background is not behind, and its obvious that model is rotated for 180 degrees. So, models 2,3,4 are correctly oriented. Background is clearly behind. Just tried to load a pose - then customize from within PE, all works normally. Hmm, really dont know what to determine from it at first - but Im sure you have some conflicting mod.
  21. As long as background is behind the model and model is faced away from the background - its working properly. Otherwise, one could even make background transparent and they wouldnt realize if theyre facing the right way or not. Except by certain texture patterns. So, is this correct what I said above in statement before ?
  22. @onevision Ill try to maybe find the solution, but Im 99.9 % sure you do have some conflicting mod. Pretty sure its somewhere misalignment in scripts for models ... Lets try to summarize exactly : Your models in 1 and 2 slot are always misaligned when loaded in new customizer room BOTH when loaded in "ordinary way" in customizer, from the menu ... and when loaded from other modes active ? But models 3 and 4 work normally and are aligned correctly ? Is that correct ?
  23. Hmm ... ? The textures in no way can change the orientation of mesh in the scene. There are 4 main separate meshes / objects in the new customizer room : 1. Platform that model stands on 2. Floor 3. Background 4. Sphere ( "sky dome", altough actually full "sky sphere" ) The sphere and all other meshes have active glow effect through pass files and appropriate blue channel texture. So, for example, if you leave glowing on sphere and change the space texture, you could change the lighting of the scene. Basically same like other cubemaps - altough this is sphere.
  24. Accessed it that way, but all works normally. All models are oriented properly. Checked it for Freemode and PE, just in case ... both modes work properly when using customize option directly from it.
×
×
  • 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.