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Berger

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Posts posted by Berger

  1. H5M to OBJ


    H5M to OBJ   - Put your .H5M in this folder with H5mDecode.exe - Rename your .H5M like this XXX.h5m - Double click the H5mDecode - You'll get a text file and an .obj that can be use with any 3D sofware. The text file contain all info about your mesh but useless for most of us. (there's already an XXX.h5m in the folder. It's mine givin as an example. Delete it to put yours.)   If i'm right, this tool should be able to show you the difference between an

     

  2. 12 hours ago, Kaepora said:

    Bon, décidément j'y arrive pas, j'ai pas toutes les infos et je dois mal m'y prendre...

    Si toute fois quelqu'un y arrive tenez moi au courant, j'aimerai réaliser la coupe de cheveux tressés de Loba Andrade (Apex), le reste du model sera aussi fait évidement 🥰

    Juste à m'envoyer ton fichier Blender, je vais regarder.

    • Thanks 1
  3.   

    9 hours ago, Kaepora said:

    @Berger ouais je viens de lire tout ça, en effet ça sera plus simple par CTK, cependant j'ai pas les notions quant aux manip sur blender, j'ai fait un test mais j'suis a la rue x)

    tu as déjà eu l'occasion de faire des Hairs?

     

    Oui, mais ça fait longtemps et c'est assez compliqué.

    Le plus simple reste de loin le cheveux court sans weight.

    Les cheveux long c'est, de loin, le type d'addon le plus compliqué que tu peux faire dans ce jeux.

    Vite vite, tout ce que je peux dire pour les cheveux court c'est.

    - Import hair_group.dae qui se trouve dans le folder Ressource de CTK.

    - Scale et positionne tes cheveux sur la tête que tu va voir.

    - Efface la tête quand tu as fini.

    Et si je me trompe pas, c'est tout.

    J'imagine que tu dois parenter ton mesh avec l'empty hair_group mais plus certains, faudrait que je fasse des tests.

    Si tu arrives à faire ça, tu pourras procéder de la même façon pour faire des lunettes, des chapeaux, etc.

    • Like 1
  4. On 4/26/2021 at 3:11 PM, Kaepora said:

    Hello la team!

    dites voir j'aimerai faire un modèle avec des cheveux bien spécifiques, du coup ça serait via blender, quelqu'un a un tuto détaillé pour configurer et exporter via CTK?

    je trouve pour tout les exports (room, toy, cloths) sauf les hairs...

    mon modèle sera bien entendu partagé après création 😘

    Il y a 2 sorte de hair qui peuvent être fait avec CTK.

    Des cheveux courts et static qui ne sont pas affecté par aucune partie du corps et qui n'ont donc aucun weight. Ou plutôt 100% du weight sur 1 seul bones.

    Des cheveux longs qui auront besoin de weight paint car ils touchent à différente parties du corps.

     

    Les cheveux court sont très facile à créer et CTK te fera un addon prêt à être utiliser.

    Les cheveux long, CTK te crée un addon mais dans lequel tu devra ajouter manuellement beaucoup de script.

  5. 5 hours ago, aardy said:

    This is looking lovely... But it did take a long time to load (I actually thought it wasn't going to) and frame rate on camera movement is stuttery for me - that's with just 2 unclothed models.

    Probably won' be practical for me to use as it currently stands.

     

    Thanks. Maybe i will end up with 2 rooms where 1 of them could have the vegetation reduced

     

    5 hours ago, aardy said:

    This is looking lovely... But it did take a long time to load (I actually thought it wasn't going to) and frame rate on camera movement is stuttery for me - that's with just 2 unclothed models.

    Probably won' be practical for me to use as it currently stands.

     

    Adding interior for this scene is not really super easy.

    1 i need to find furniture that would fit in the scene.

    2, it will increase the texture number a lot.

    • Thumbs Up 1
  6. Working on a new addon room but the size of it is on the limit.

    I need to know how is your FPS when you launch this room. On my side, everything is perfect and the rooms looks insane.

    DOWNLOAD

    No position, temp texture name etc... just a demo.

    Any comment welcome, but mainly needing to know if i need to delete some vegetation to make the room more ... playable.

    The scale should be correct but maybe i've miss some details.

    Water is bug atm. No texture.

     

    Thanks.

    358181692_screenshot_21_04_0702_30_18.thumb.jpg.8424b29a1340199e0b9b90a540032f5d.jpg352870037_screenshot_21_04_0702_31_18.thumb.jpg.054f3007d43fbe0278fcaf924bba7ebe.jpg

  7. I'm not sure this is what you are talking about but here's an example of how you can create a map, normal, displace and other, with 3D program. Blender here.

    In this picture, on the left, i have 2 objects. A red plane and a grey plane.

    Both are identical. (Same vertex number, same Uvmap). The grey one as been shaped by me.

    I use it to project the result on the red plane.

    You can see the normal map created with these on the right side.

    1.thumb.jpg.28e3d423d19484f1b2913194fda812b0.jpg

    Now i can delete the 499 996 vertex and keep only the 4 corner of the plane and use the normal map.

  8. I not really making H5 object addon room mainly because many people wont be able to use it.

    Once my setup is ready to use CollaTKane to create an addon room, i could simply double click on another .bat file to create the same room in h5m since CTK is able to do so.

    There's not a big difference between a room made for the game or the same room made in H5m object.

    I think with the same setup, you can have better FPS with H5m, i should make some test ... 

    Problem is more coming from h5m converter who will literally explode all your mesh to separate all the faces which result is a much larger then needed object. (People should use CTK to create their object.)

    But also the fact that many small object are using very large texture, diffuse, normal , spec ...

    A single chair using 3 maps of 2048x2048 will rapidly cost lots of memory if you add couple of them.

     

    The idea of creating a house and using h5m only for object that could be moved around is a good idea.

    But you'll never be able to use lightmap if your room is made of h5m.

    • Thanks 2
  9. Adding position in a room


    Adding here a single position that say 0, 0, 0 just to show how it's working. But you will need to know / find the x, y, z value if you want to put a position in a specific location.   In the main scene.bs file, you open a block for the position group (room position). In this block, you can open ''mini'' block that will contain the room position x, y, z. (In our case, a single one with value of 0, 0, 0). Close all ''mini'' block Close the room position block and don

     

    • Like 1
    • Thanks 3
  10. I have facing some weird issue with hook. 

    I found that the solution for this bug is to close all light source (spot light and sun), and then reopen them all.

     

    This is the result i want.

    225776066_screenshot_21_02_0523_38_20.thumb.jpg.a4a9547a1bb6cf3b6bcb45f30fb65d5c.jpg

     

    But many of the changes that can be made to in level definition will create this bug :

    1498181610_screenshot_21_02_0523_37_55.thumb.jpg.5ccee810383916a007b1a3b928b0b0f3.jpg

     

    I havent updated my hook 5 since the end of the garden. 

    Wondering if someone else also got the same bug or if this as been fixed recently.

  11. Havent really played with the game for a while.

    Now i find myself with this skin problem ... Normal skin, skin with hook 5 map and hook 5 skin. Always the same result.

    I have no idea how to fix this.

    screenshot-20-12-29-02-40-57.jpg

     

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