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making the normals and specs to work for a h5m object do the following.
place the normals and spec in the same folder as the objects texture.
Call them the same as the base color texture. So in your case 5,45_albido.png will be 5,45_albido_norm.dds and 5,45_albido_spec.dds. (best not to use special characters in a name like a comma)
The normals need to be BC3 DXT5 .dds file spec can be DXT 1 if you want. (but DXT5 is the one i use it for both. and work best.)
For your setup you will need to bake the textures to normal and specular in blender.
Let me know if you dont understand.
Your bedroom is working because it has a leveldefention.txt file.
So if you want to add lighting or objects you need a leveldefention file in these rooms. (Download a retexture of the original room is the fastes way to get the roomfolder.)
Just copy the leveldefention.txt from the bedroom to the other ActiveMod room folders to enable Hook5.
in blender check if the material is set to use transpareny. Then make the window double sided so the normals will point both ways. use a texture that has some 70 to 80 % transparency.
When you set it in hook use alpha blending and cullmode 4
He @nikoli
make sure your object is on the center point in blender. Then press ctrl A to set the position and rotation to the centerpoint. (its the first two options you get.)
After that export it again and make a h5m object.
in hook make sure its parented to a static object. then apply the script and it will work.
Good job on your script. looks realy cool.
TheKlub17v1.1.rar
if you press f4 ingame you will have a fps counter on the top left in the Hook 5 menu. Keep it above 30 fps (or 60 for 4 models).
You can also use the "include" option so you can switch part on and of that you are not using i a scene.
Here is one for the shower animation i used.
local script = {}
--SCRIPT BODY - any functions and calculations
--====================================================================================================
--main function that will be used as frame update callback
--id - object id allow access to object storage
--delta - time passed from last frame, i.e frame time
local function update( id, delta )
--here the main script things logic, calculations and so on
local st = db.storage[id]
if st then
--you can use any local script function from script body
st.object.rotation = st.object.rotation + Vector3( 0, st.speed, 0 ) * delta These are the axis. 0 = dont use, st.speed = use this axis, 0 = dont use its X,Y,Z. so i rotate on Y here.
end
end
--================================================================================================
--BIND - this function called when object binded with script and allow register all desired callbacks
--================================================================================================
function script:bind_to_object( st, binder )--object storage and callback binder
--declare per object variables
st.speed = -40 --degree in sec. this will be the speed of the rotation. you can also set - to set the rotation direction it will turn - 40 degrees every second.
--register callback in array of active callbacks
binder:add_callback( CALLBACK_GLOBAL, "on_frame_update", st.object.id, update )
--callback class
--callback type
--object id
--function that will be used as callback
end
--====================================================================================================
--script registration
db.script_list["sc_simple_rotation_showeranimator0"] = script Dont use caps here or it will break.
If you use hook 5 you can use a passfiles to turn off textures.
name the passfile the same as the texture and add _pass.txt
Example: in Aardy's above texture that would be Room_Ski_Dome_pass.txt. or 21_dome_pass.txt Copy this in the passfile:
[pass]
name = Discard
stage2 =
stage3 =
Discard will mean the texture will not be loaded.
i read back and see the confusion. so here are the steps on adding a texture.
Setting the texture is always two steps.
1. load a texture and add it to the object.
2. set the texture so its used in stead of a material. This is done by in the UV editor by a UV map. if you port a object the UV map is probable already there so just set the texture by the picture thing.
3. if there is no UV. Go to UV editor on the right set it to edit mode. press U to unwrap a UV. no do step 2 to set the texture.
For blender.
select the leatherseat object.
set edit mode by pressing tab.
go to UVeditor.
select the texture for the leather. on the left
press A in the left screen so you will select the UV.
press S and scale the UV by move mouse out.
press A again after your done to deselect.
go back to default screen and check your texture
save to dea and convert to toy.
There is a size modifier in the Settings as HDiddy mentioned but could do the same as - and +. never seen a size mod,
but did see a mod that adjust speed of the mouse somewhere on here. At the moment i can not find it anymore., sorry
what i found is that the default position is a FLOOR position in alfabetical order. thats why BED has its own class i think. it comes before FLOOR afterall.
When i did Tin pan alley i have used Container as a FLOOR class and it went to Container as Default.
Center\Floor has a fix position i think because some rooms just use a single pose. so ( 0,0,0) will make it a single pose and ( 1.305552, 0, -0.913828) will activate the multiple poses.
I believe its done for this reason. I'm no expert in any way. just something i have learned past week.
For averteas room:
Its Center \ Floor thats the default
If i change SSimpleTransform.Translation Vector3f( 1.305552, 0, -0.913828); this to SSimpleTransform.Translation Vector3f( 0, 0, 0); i only get a default position.
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