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onevision

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Blog Comments posted by onevision

  1. On 3/19/2023 at 6:16 AM, Driver said:

    You used CustomModel for sure 😄 cause Eyespass doesn't have glow effect

    Check attachment. Works for me, but glow turns off sometimes and I have to switch eyeball to get it back.

    Still have to try the workaround proposed by ddman2 (same maps for eyeiris). Works like a charm, glow is now persistent,

    The basic spec map is used (stage3 = _hook5data\eyes_bumps\eye_h.bmp).

     

    Glowing Eyes (Eyepass).7z

    • Thanks 1
  2. On 3/16/2023 at 5:09 PM, ddman2 said:

    The eye works with 2 textures, eyeball + iris on top. Hook5 / eyepass doesn't work with layers, so it will load whatever the game loads last. The game or hook5 doesn't ignore iris maps. If you add maps to iris and resect it ingame, the maps will load and replace eyeball maps.

    You can use the same maps for eyeball and iris so when you mess around with color for iris, the shader won't get disabled.

    I see. Surely "ignore" wasn't the right term, but I noticed that sometimes you have to switch iris for the pass to be effective. And I'm pretty sure that glow isn't working for iris alone.

    @Driver Did I use Eyepass or CustomModel? I'm not sure anymore 😕

  3. Interesting. Eyepass is full of surprises.

    I recently discovered that hook maps are simply ignored by the eyeiris texture (if you use eyeiris/eyeball like me, not iris painted in the eyeball).

    Luckily, I also found that any passfile information that affects eyeball affects also eyeiris. In other words, use the eyeball passfile to influence eyeiris. Got nice glowing eyes for the android skin this way 🙂

  4. 2 minutes ago, Sexvision said:

    i think you can uncheck the complete folder of the addons you dont want to load in option manager. but im not sure.

    Unfortunately, from OptionsMan you can disable individual addons only. But the "addon_dir" variable in TK17_Config.txt can do that quite easily, just adding/removing a comment mark.

    --this is a comment;
    --addon_dir="{'Addons'}"
    --addon_dir="{'Addons','Addons2'}"
    addon_dir="{'Addons','Addons2','Addons3'}"

     

  5. A modular addon list sounds great for organization. If this comes with reduced load times, all the better. I would propose a different organization though.

    As I said in several occasions, addon rooms should be loaded only when really needed. Usually one per session, except for sequences requiring multiple addon rooms (created for the Sequencer room). A mod manager is the best option in this case. Same thing for poses. Probably the best application of this idea is the separation of clothing based on the body mod they belong to. Example: if the current sequence or session doesn't involve MC THICC models (or F7 models. or GEVS models) loading these specific addons is just a waste of time and resources.

    • Like 1
  6. If you are able to decode body files, and compare the plain text of a 7,5 model and a VX one, you'll notice that there are a few parameters named differently. Some parameters are simply moved up or down the list, but are identical. Others have been added in VX and so don't have a match in the past version (the body mod record for one). Still the compatibility was mantained somehow, which is itself a miracle. The main source of difference in the transitiion in my opinion are makeup/eyes/eyelashes/eyebrows elements, particularly when the 4x texture replacer is used. Still, you can get a good approximation of the old model (or an exact match, which is the admirable goal of your efforts) if you put your mind to it.

    • Like 1
  7. Recently I added a few tracks in tracks.ini (required from some addons from dp16's repack):

    0, 994, Anim:Model01:clavicle_L_joint, SJoint.RotationAxis, 0, 0, 0, 0
    0, 995, Anim:Model01:clavicle_R_joint, SJoint.RotationAxis, 0, 0, 0, 0
    0, 996, Anim:Model01:forearm_L_joint, SJoint.RotationAxis, 0, 0, 0, 0
    0, 997, Anim:Model01:elbow_L_joint, SJoint.RotationAxis, 0, 0, 0, 0
    0, 998, Anim:Model01:forearm_R_joint, SJoint.RotationAxis, 0, 0, 0, 0
    0, 999, Anim:Model01:elbow_R_joint, SJoint.RotationAxis, 0, 0, 0, 0

    It was a risky choice, of corse. You think these lines can be the cause?

  8. Sure. I'll send you a JSGME report.

    About models... 3 and 4 come from the shemale collection I posted. Actor 2 is female and mod is Akko BubbleButt.

    Actor 1 uses the old version of dp16's F7_CurvyS (the EMFS Tool version, Base 0937)

    I couldn't swear on them, perhaps there is some flaw due to import/export plugin issues (or my negligence).

    I think I'll try again with vanilla models before trying anything else.

     

  9. 7 minutes ago, x17 said:

    So, models 2,3,4 are correctly oriented. Background is clearly behind.

    Not exactly. If you put it that way, 3 and 4 are oriented correctly, because 2 is at a slightly different angle.

    Or the other way around (2 is correct, 3 and 4 almost correct and 1 completely wrong). Sorry for being so nit-picking.

  10. I thought it could depend on models (specifically the body mod they use) because sometimes Blender users forget to apply rotation and scale before esporting meshes.

    But that would result in a non-working addon, I think, and in any case you are certainly better informed than me because I use Blender only occasionally.

    However, I think this can be also ruled out because I tried with different models and still get the same results.

  11. 19 minutes ago, x17 said:

    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 ? 

    I'ts hard for me to say which one is the "correct" orientation. But they are different, that's for sure.

    Summary:

    - If I load ANY pose first and then try to customize a model, all models appear oriented like screenshot "1.jpg". Could pass for a normal behaviour, if not for the white background which is not visible (behind the camera).

    - If I customize the model before loading any pose, the situation is the one you see in images.

    Actors 1,2,3 > different orientation

    Actor 4 > same orientation of actor 3

    - Loading the models directly, or indirectly (switching model when already inside the Cust.) doesn't change anything

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