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ddman2

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Posts posted by ddman2

  1. Hair works at 60 FPS. After 10s I use afterburner to increase FPS limit to 80 and hair starts to jitter. I limit the FPS from 80 to 60, one FPS at a time. With each FPS I drop, the hair reacts and jumps abruptly. As I decrease FPS, the hair starts to jitter less. At  61 FPS the hair still jitters but less frequent. At 60fps the hair doesn't jitter anymore.

     

    video

    • Thumbs Up 1
  2. On 11/28/2021 at 9:31 PM, lnvac77 said:

    I recently install a fresh VX plus H5 ext. and been having this same issue that OP had anyone know how to fix this?

    in F4, eye settings menu doing nothing to the eye at all.

    Rename your files. Do the same for eyewhite (eyeball). Make sure inside "eyeiris_pass.txt" you have "name=EyesPass" or "name=EyesPass2". Sliders in h5 work with these.

    2021-11-27_22-29-03.jpg

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  3. On 11/3/2021 at 11:57 PM, aardy said:

    I've recently been extracting usable outfits from DP16's repack to convert for use in a regular setup of VX.  There is some really nice stuff in there.

    One of them is called Dinosaur Queen - but the addon has no textures.  

    I couldn't find any other reference to it in the parts of the pack I've downloaded - or anywhere in his Mega folders -  so it may have been unfinished.   

    And there seem to be no UV's available for any of his outfit items.

    I've got it working with a generic texture for each piece - and it does look very promising...  but that's about as far as I can take it without a lot of anguish....

    Would anybody just happen to have come across the proper textures for this addon?  (or even any UV maps).

    :classic_smile:

    ScreenCap_04.jpg

    ( I've left the dino-skull shoulderpads off - they are just a bit dippy  😄 )

     

    https://mega.nz/folder/JJQwiSib#4hKLfhVoF2W0jiI0qS9HhA

    textures in Clothes_F7_Curvy_VX

     

  4. On 10/16/2021 at 5:21 AM, Zer0 said:

    I tried looking but couldn't find one myself, but I don't suppose anyone has a handy faq/list of the sort of "commands" we can put in our _pass.txts?

    I know of a few like "diffuse_override = R9Glove001_num01.png
    diffuse_swap_speed = 20" and "glow_intensity = 0.5" for example but would love to play around with the possibilities if I only knew them XD

    cast_shadow=0

    displacement_scale = 0

    tessellation_level = 0

    cull_mode = 4

    force_as_static = true

    alpha_threshold = 70

     

    • Thanks 1
  5. 2 hours ago, nikoli said:

    I couldn't find any information on this issue. I'm trying to illuminate (glow) a Hook5 object t.v. loop, but can't figure out how. Everything else (static items) will glow properly in the room with a 'glow_intensity = X.XXXXXX' in the _pass .txt . I tried making a dozen or so named for first images, but it didn't seem to work. There are 285 images in the loop and I can't see having to make that many _pass files just to get it to look like it's illuminated, Does anyone know what I have to do to make it work?

      Reveal hidden contents

    TV LIGHTING.png

     I've included the object file in a .zip if someone wishes to help me figure it out.     TV.zip

    i don't know how but there is this:

     

  6. 8 hours ago, TheDarkLord99 said:

    Thanks for the tutorial and the eye files.

    What is the best way to paint another eye texture blue? I tried myself in Photoshop, but the results were pretty messy and not as clean as yours.

    click channels - Blue

    2021-09-14_11-41-54.jpg

    1, 2. select empty space with magic wand then "Select-Inverse".

    2021-09-14_11-38-56.jpg

    3. click on color picker and select 238 white

    2021-09-14_11-49-37.jpg

    4, paint the selected area with white. You can adjust glow intensity with color. White 255=max glow, grey 238=less glow

  7. On 9/12/2021 at 9:14 PM, TheDarkLord99 said:

    I'm new to modding with Hook5 so I'm not 100% what a lot of these mean.

    Copy/paste the texture eyeiris.png, rename it "eyeiris_s.png". Using an image editor, you paint "eyeiris_s.png" blue(blue=glow in hook5)

    white blue channel=glow in Hook5.jpg

    Enter this command "glow_intensity=1" inside "eyeiris_pass.txt". 1.6=more glow, 0.6=less glow. Save and change eyes in game back and forward to reload the eye texture and _pass changes. You can use dds, png, bmp.   /    dds loads faster

    eyeiris folder+_pass.jpg

    You can use normal+spec for eyeballs "eyewhite.png" too so when you browse the h5 effect won't get disabled.

    eyewhite.png and eyeiris.png should be same size: 512x512, 1024x1024 etc

    eyewhite.jpg

    EyesPass ,EyesPass2 are shaders h5 uses for eyes. This allows you to move the iris up/down, big/small, more/less shine etc

    F4-graphics-eyes.jpg

    glowing blue-eyes.jpg

     

    Eyes_Sophia.01.rar Eyes19.rar

  8. 3 hours ago, Bbird said:

    Hey, 

    I had managed to get the camera function to work before, but I do not remember how I did it...

    There is the camera object, that I can create with F4 menu, rotate and move it around, but what then... ?
    Parenting it to another object does nothing. 

    I remember that I could 'project' the camera POV onto a laptop object somehow.

     

    Any hints? Hook5.readme does not mention the camera - and all hints written by Pervokpetr went to limbo with MG.

    [camera_rotation]
    type = camera
    enable = false
    position = 0.000000, 1.000000, 3.102236
    rotation = -1.000000, 180.000000, 0.000000
    fov = 75.000000
    script_name =
    parent_name =

    [tv]
    enable = false
    type = static
    style = object
    file = ![obj] - (h5) projectobject\!mte\cyberpunk bedroom\tv.shape.h5m
    position = 0.000000, 0.000000, 0.000000
    rotation = 0.000000, 0.000000, 0.000000
    scale = 1.000000, 1.000000, 1.000000
    color_multiplier = 255, 255, 255, 255
    metallness_multiplier = 1.000000
    glosiness_multiplier = 1.000000
    glow_intensity = 0.000000
    cast_shadow = true
    alpha_mask = false
    alpha_blend = false
    cull_mode = 0
    rendering_source = camera_rotation
    rendering_source_uvoffset = 0.000000, 0.000000
    rendering_source_uvscale = 1.000000, 1.000000
    script_name =
    parent_name =

     

    camera_rotation is the name of the camera obj

    needs a flat surface to work. Sometimes image shows up on another surface than the screen.

    you can disable the camera(to save FPS) and change main rendering to it. See main11.fx what key to use.

    • Thanks 1
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  9. 13 hours ago, f4ijunkie said:

    I wonder if anyone has encountered a bug where the closer you get to the models the more frames drop?

    I'm guessing it's my settings in the main file, because it doesn't make sense. The further I zoom out and more objects and characters render the smoother it gets, but when I'm close up and less is being rendered I get serious frame drops.

    I know it isn't my system build but perhaps it is? I'll keep investigating further and see if I can figure it out.

    no, i think it's everyone. you can use h5 ui > graphic > profile enable 2 to see render time. Make the window bigger. bigger values=worse.

    • Like 1
  10. 7 hours ago, Paulo988 said:

    Does anyone has these textures? Someone told me this is R9Blouse041, I really want this mods if someone has them. 

    I took pictures from a video its not mine, and I really want to know if someone has them thanx

    ---.png

    --.png

    -.png

     

    Lets_Go_wet.rar

    7 hours ago, Paulo988 said:

    Does anyone has these textures? Someone told me this is R9Blouse041, I really want this mods if someone has them. 

    I took pictures from a video its not mine, and I really want to know if someone has them thanx

    ---.png

    --.png

    -.png

     

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