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hfg2

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hfg2 last won the day on October 20 2020

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  1. hfg2

    New Project

    It always depends on people tastes, but overall any 3d model can be used for clothing as long as it is ported to the game, and the process is similar with the porting we need to do for TK17. Clothes need to be extracted, brought in Blender or a different modelling software, added to an armature, weight painted, then exported to the game. Unfortunately there are some very specific steps to be taken, is not possible to take some cloth items as daz files and drop it in the game folder and expect it to work. Few people realize this, but Daz models are not exactly top notch work when it comes to weight painting, because Daz is doing some special tricks to avoid clipping like collision iterations/calculations and it also uses dual quaternion skinning and during static poses a lot of people are using post processing or daz tools like mesh grabber to workaround visible clipping. What I aim to do is to simplify the pipeline, the way people need to work to get the clothes in the game, while for static objects (think rooms and toys in tk17) it might be possible to do a drag and drop directly for their files (obj, fbx, etc) as long as they are not a mess and the engine can decode them.
  2. hfg2

    New Project

    The short answer is No. Long answer is complicated. While I'm doing efforts not to do so, at some point I might include some custom/proprietary libraries that I want to purchase on marketplace. At that point would not be legal and wise from my side as a developer to release source including those libraries. Expecting people to buy those libraries is a bit of nonsense. The main models I'm using are based on G3F models from Daz, I could move to G8 or G9 or any other models from different sources. Problem is most models are not open source and their licensing has a price. While I could include them in the released game without a problem (based on my interactive license), is not a real option to do that with the source code. I plan to release: -all Blender pipeline tools (plugins + full source code) with full explanations on how to take a Daz model and bring it in Unreal Editor then eventually in the released game (Unreal Engine). -all model settings/parameters/exporting settings so anyone could duplicate some of my custom models or make whatever models they wish and bring them in Unreal Editor or the released game -mod ready Unreal project (simple project without dependencies in which anyone could import any generic assets in order to create baked unreal assets and export to the game as an addon) In case of pressure, like some people demanding access to the source code (in a very nice and politely way or a very rude way, yes... that happened) then I will give access to the source code but only to that person requesting it, obviously with no models and no proprietary libs, the requester will have to fill in the missing pieces.
  3. hfg2

    New Project

    Still no progress in the Pose Editor part, so can't say how hard or easy this would be. What I can say is that in Unreal the pose editor is truly advanced, comparing TK17 to Unreal Editor/Sequencer is like comparing Microsoft Movie Maker to Adobe Premiere. Not sure if I got right your question, but I dont think that it will be easier in Unreal to make what you want (as an amount of work). What you could do in Unreal would be to have the poses separated as animations and in timeline you would just swap actors or move the tracks as a whole or only a portion of it maybe directly to a different actor. Unreal makes things easy, logical, you get some nice explanations why and how something works, but you still need to learn that and get the hang of it. So far I've been talking only about Unreal Editor/Sequencer which is not a game but a game engine editor, it comes with its own licensing (for developers, is free to use) but is not for the masses. Unreal Engine can do impressive stuff like below, but again, this is Unreal Editor/Sequencer, is not the game I'm working on. This is still something I need to figure out, but I'm not excluding the fact that the game will be one thing but in order to make good poses and animations then people will need to use the Unreal Sequencer/Editor if they want full freedom. I will first try to bridge the gaps and provide all low hanging fruits features, models, basic animations, etc. If people want more, then they can use everything I will provide as the base and continue from there to make their poses/animations, mods, etc.
  4. EMFS is still an useful tool because it generates all required files for custom bodies. It outputs in t*x format but is simply to decode and use the resulting folder as an addon.
  5. hfg2

    New Project

    In unreal there is the editor, the PIE and the pure runtime which is when you run the game in a baked/cooked form just like for users/gamers. Unlike the editor mode, in runtime the API has some nasty limitations. The purpose to access vertices or maybe faces at runtime is various, you could want to parent something to a specific vertex, let's say maybe a piercing to be locked to a vertex (which might have another solution, just saying) or maybe you want to quickly check which vertices responds to a morph. Also knowing their index and accessing vertices directly by their index could help with moving that vertex in the 3d space like fixing an intersection with clothes for example.
  6. hfg2

    New Project

    nullIt is possible to access all vertices in the body at runtime but it doesn't look efficient to me. There is a substantial hit in the frames, on my machine it drops the PIE fps rate under 20. Of course, there is no reasonable purpose to do such a thing on all vertices, but accessing some vertices only it might be desirable. At first I thought that the issue was because the body was over 70k vertices, but no... found another issue with my exporter LODs, because my body had actually the 19k vertices.
  7. Do you have the actual model in the header?
  8. hfg2

    New Project

    Same is for Unreal, but usually all Unreal content comes wired with the UE4 or UE5 skeleton. Any custom body even if wired to UE5 skeleton will not work with regular clothes as they will probably clip. If the clothes are physics enabled then it might work, but still might need tuning. Bodies wired with UE5 skeleton should support all store animations out of the box, sometimes with minor modifications/editing but those have a price, like not usually free. However, it depends on what animation you have in mind. Unreal store/marketplace has a ton of animations but related to games in general, like walking, running, jumping, using weapons, etc. But even if you have a different skeleton, it is possible to make a retargeting rig, and it will convert animations from Unreal (or Mixamo for example) to whatever skeleton you want. It is one extra step but is proved to work very nice during the conversion. I still need to settle to the skeleton I will push forward with and I think the most valuable one would be the Daz skeleton with some modifications because it will allow to use Daz animations - including XXX animations, work almost out of the box with the daz bodies and jcm morphs while still being pretty much similar to UE4/5 armature, allowing retargeting for other animations. But whatever armature I pick, Blender must be used as a pit stop for every moder out there, because you need to support some important bones like children for the breast bones and the butt bones.
  9. hfg2

    New Project

    Just some clothes from Daz, imported in Blender, quickly reweighed and parented to the TK17 armature, then sent to Unreal via fbx file format. Last year I did some tests with clothes, so I picked some Christmas clothes to cheer up a bit. What means for you clothes as Unreal content? Once you import any mesh in Unreal editor it becomes an asset(content).
  10. hfg2

    New Project

    But can she dress?
  11. hfg2

    New Project

    That video was from someone (back in modsgarden days) that did it in Unity. He used the stock body/materials (had a Blender project) and I think also armature/weights. On top he added some ik functionality to control bones in Unity. My project is based on Unreal Engine 5.
  12. hfg2

    New Project

    There are games that just duplicates the cloths based on the body counts, if the said game has 10 custom body morphs then it can release a cloth in 10 morphs to match each body. This can be done, can be automated. Is not perfect approach (which approach is?!?) but it works at a decent level. Unity is a great game engine, it is all about the developer skills, I've seen something similar to what I'm building in Unreal, that was done during modsgarden days by someone in Unity. On top of that, it was possible to load poses directly from pes files. I still have the project around. In the end it all comes down to what the developer wants to achieve, maybe they want to build VAM, Honey Select, Wild Life, a massaging game or just a better look alike TK17.
  13. hfg2

    New Project

    Gave it a try and looks nice, I liked the customizer part (actually very much) and the smoothness of animations. What I didn't like is the aggressive movement of the inertia soft bodies, the fact that you need to rub the mouse up and down to increase the excite level of the girl, the fact that you can apply a couple of morphs to get a different body which will instantly make it non-compatible with clothes, the lack of clothes (probably that is the reason). Considering how advanced in development this game is, I don't understand why the graphics are so under-used. Don't remember much about HS, but I remember the lack of the pose editor and all faces that looks like some specific hentai models. I think actually HS models are a special trend, is not possible to see a HS model and not recognize it. A lot of games suffers from the same issues, those are built as some kind of erotic game, using premade/baked poses and not able to mod the way we please. In fact most games kinda sets the scene and lets you know what you can do and how you can do. This is what I would like to change.
  14. hfg2

    New Project

    In a lack of a better explanation, that is exactly how pretty much went. Why not? I got fed up of the engine issues/limitations and frequent crashes from my TK17 instance. So why not move forward since we can get pretty much everything we want from the wish list? Like better models, physics, collisions, PBR engine, RTX, 64bit, better interfaces, huge animations libraries, etc? It only surprises me that I'm the one doing this, I was hopping for a more experienced programmer to do this, or maybe a full team. But I'm the one that did the step forward, I do have some aces in my sleeve, so I'll push with those instead. There is actual competition, there are alternatives, but not using TK17 as a direct target.
  15. hfg2

    New Project

    But how fast your TK17 game install can get you from desktop to Pose Edit mode?
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