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onevision

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Everything posted by onevision

  1. 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'}"
  2. Today I was faced with a different problem: the maximum number of outfit slots is clearly insufficient. One may think two hundred is high as limit, but I can use thrice as much, and even more. Besides, I have "only" 243 different models in Save (after a quick check).
  3. 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.
  4. What exactly is a "map"? A simple subfolder containing addons, placed in the main folder? Do I need to declare it somewhere else other than the "addon_dir = " line?
  5. I was wrong then. I know Lionhead from modsgarden, and it's not the same user.
  6. I've been there, and I know how difficult it can be. In a few cases I renounced to the original look in favor of a complete restyling of the model. About the WoW model, I think it might be the work of a quite talented modsgarden user named klbfrlst.
  7. 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.
  8. 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?
  9. 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.
  10. 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.
  11. 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.
  12. 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
  13. I know, but you need a reference to appreciate the orientation. The camera always face the model, but if the background is all black... But as I said the reference is indeed the background logo.
  14. With my textures too? I have the impression that your background sphere is completely black, or a space dome, so it would be difficult to tell. Nah, forget it. You wouldn't miss the position of the KE logo (the background). It's definitely something concerning me alone. I'll have to figure out what it is...
  15. I mean, when in the starting pose, right click on a model and choose "Customize..." from the menu. That's the only way to trigger the problem. Otherwise, I wouldn't have noticed.
  16. Have you tried to access the customizer while in the starting Freemode pose?
  17. Ordinary VX portable install with update "1.00p" on top of it. And... I hacked hook's "Basic Version" overlay (I'm sorry, but I had to do something about it) - but that can't be the real reason. I'll have a look at my mod list and see if there's something else that can have a influence.
  18. And yet all actors are in a precise pose when the customizer is loaded. I wonder what camera key values that pose has. I bet the values are different for actor 1, 2 and 3, while actor 4 has the same camera keys of actor 3. Why this is all sorted out as soon as the first pose is loaded, that remains to be seen... And also: why this doesn't happen in default customizer room? P.S. One last thing: apparently the only actor oriented correctly is actor 1 (all others get the same orientation after loading the first pose).
  19. Exactly. Currently I'm checking what happens when the first pose loaded is a single, dual, three, or four, and the way camera keys are set.
  20. I tried with different models, and still nothing changed, but I made a little discovery - probably the solution is at hand. Try to customize actor 1 immediately, before loading any Local or Community pose. I mean, while 1 and 2 are in the starting pose (I'm of corse speaking of Freemode) > BUG Now try the same, after loading any pose. All actors have the same orientation (although I expected to see the white background, and instead there is the sky texture). Basically all actors are oriented like image 1. I'm beginning to suspect that this is something related to camera keys.
  21. Image numbering reflects the order of actors, so actor 3 and 4 are fine I guess, while 1 and 2 have issues (and different orientation between the two of them). But... let me check something. I'll be right back.
  22. By the way, I have Auto Camera and Auto pose OFF and Keep Still ON all the time. I wonder, could this be related to Customizer's level definition as defined in main11.fx? I'm using Hook 5 Basic. And don't worry, I will delete all this junk when this is over
  23. Yep, the room is somehow responsible. The models are the same as before, and customizer was activated (again) from room "Yacht". The angel spread her wings (useless detail). Have you checked my textures? Maybe the resolution or something else is wrong.
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