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Exiled_Vizir

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Blog Comments posted by Exiled_Vizir

  1. 23 hours ago, Morius said:

    Yeah, if you want the accent, the Bark Ita 2 is better!

    I'l take my time and sit thru thei nstructions on how to use the tortoise. I want to give voices to my models too! 

    Yes that's a good idea, mainly if you have a recent gfx card, but if you have to use only your CPU, one thing to know is that Bark is way faster in CPU only mode than Tortoise (I cannot test for know but I tend to think that if if you have a Geforce it should also be faster in GPU mode), it has the cool thing of speaking language with accent, the down side is that the voices number is more limited and self create voice is much more difficult than in tortoise. And also the sample you generate cannot be very longwith Bark, between 10 and 20 seconds normally. 

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  2. Hi, thanks for this detailed return, you nailed it, Sabrina has recent Italian origins so I try to make her speak english with some italian accent so I try to select voices sample with italian accent speaking english or italian. For Tortoise-tts I don't know if it's my samples that should be better or if the software itself "saxonize" voices a lot but the young Monica Bellucci and Sabrina Salerno english sample are fluent english but with strong italian accent and for Salerno Ita she speak italian directly but still they sound more american. The Bark-Ita voices are made with with another software (suno-AI/bark) and this one is in its own league because if you select an Italian voice, enter an english test it translate the text and says it in Italian with the Italian voice selected... But! If put an Italian sentence at the begining of the text then some english text after you get the english text not translated but with an Italian accent... let's say that I don't fully understand what I'm doing but normally:

    science 

    • Haha 1
  3. Hi, glad to see that you still manage to make progress on your project, for the point 2, nanite skin should be customizable at run-time? For the point 1 and 3 I agree with Sexvision these are nice to have but it can be done in a second time if it's too time consuming, especially for the h5m format because if I understand well, it would useful only for H5 objects which have their OBJ file missing, no?

  4. On 2/9/2024 at 7:59 AM, hfg2 said:

    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.

    It would be great if you achieve this, mainly at the begining so people can get stuff for their scenes rapidly.

    • Agree 1
  5. On 1/27/2024 at 9:18 AM, hfg2 said:

    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.

    Yes, it's exactly what I wanted to say, but preferably without to have to use the Unreal Editor/Sequencer but if it's the simple and headache-proof way to make, so let's do it with the unreal editor.

    On 1/27/2024 at 9:18 AM, hfg2 said:

    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.

    I'm not a specialist of the Unreal Engine, but for the game engine I know (Godot Engine) the simplest way to do that is to provide your project (so it becomes quasi open source) to other users. Is it the case also with Unreal?

  6. Hi, maybe it's to soon, and you don't have the visibility on that, but one thing that's not practical in TK17 is, by example you have 2 good solo poses and you think to a scene with 3 models and you just need that 2 models use the 1st poses at one place in the room and the 3rd use the second pose, to do that you have to make a 3 persons poses where you just load the 2 solo poses on the right models then place them where you want. And in vX if you want this poses but with models 1, 3 and 4 you have to return in pose editor make a 4 persons pose, load the solo poses, etc again. So I was wondering if with Unreal Engine it should be easy or not to have that kind of flexibilty: just tell to the game plays this solo with the 1st model and place it here and play the same pose with the 3rd model and place it in another area of the room and all that without to need to create a specific pose for this?

    I hope I'm clear and you understand what I mean (because in my head it's very clear, but in text, I'm not sure...)

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  7. Hi, maybe it's a dump question (I'm some kind of benevolent ignorant in 3D rendering), but what is the use to access to a series of vertices at runtime? To me runtime in a game like TK17 is when you have load a room some models and by example you play a pose, so you have to move skeletons and all geometry/vertices with it and apply some textures, etc. So access directly to vertices is for accurate body or clothes deformations by example?

  8. What means for you clothes as Unreal content? -> Something that you don't import by yourself. With other game engine I know (unity and godot engine mainly) their is tons of stuff that you can download and use for prototyping your game.

  9. Yeah that's what I though the interface is too different of your previous vids. It's official now, your project is my new hype train, since the TK17 v11 express has self derailed and focus on high values concept like DRM and water mark. I'm waiting for your 1st public demo.

    • Agree 2
  10. 9 hours ago, hfg2 said:

     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. 🙂

     

      Reveal hidden contents

     

    Hi, @hfg2 this video is the project on Unity or is it a new build of your game?

  11. 1 hour ago, hfg2 said:

     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

    Hi, yes I think you are completly right here, even with the Hook5 and a lot of clever mods the old engine is a limit for the creativity of vX users. And not because of functionalities because the base game, PE Mods, Xbody already offers a bunch of possibilities even without H5 but more with huge loading times, instabilities, crashes limitations like I have this single char pose that is good but I have to redone it if I want to use it with the 4th character; you want to use a creampie in sequencer with 1st and 3rd characters? Not possible. And so on for a lot of stuff.

    1 hour ago, hfg2 said:

    There is actual competition, there are alternatives, but not using TK17 as a direct target.

    Yeah I think just for that your project is very interesting, but it's a huge target because even TK17 base game offers a lot of functionalities.

    1 hour ago, hfg2 said:

    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. 

    Maybe there is some sort of dilemma here: ok the old engine is a big limitation but I got a lot of stuff and experience on it, on a new engine I will to redo a lot of things. We have seen this on the garden for the transition between v7.5 and vX, the vX rise only after Hook5 and some others had been ported on it.

  12. Hi, @hfg2 I'm always impressed by your modding projects, but I wasn't ready for the: "Guys I cooked a really big turkey this year for Christmas, it was very long to cook. So while waiting I made a TK17 pose editor in Unreal 5."

    Maybe we are assisting to the early days of TK18...

    • Haha 1
    • Hmmmm 1
  13. Would love it to give it a swirly feeling: if that is possible. 

    Another edit I would like to pull of is to change what texture gets used on the 3d mesh/ object that is the bowl.
    Could I just edit the .bs/ /.bs* files that make up the scene, alter the name of the texture to point to another? 

     

    Hi, theorically the animation with the .bs file is possible because you have some base game room where you can change texture (like the bench texture in the street one) but I don't know if you can make complex things with it. But since you make an H5 room maybe it's more simple to use an Hook5 animated texture (it's a succession of png and you choose a framerate to set-up the speed of the animation), you can take inspiration of H5 rooms with an animated screen or download the cum toy replacer for the schalkboard which use this kind of texture

     

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  14. 8 hours ago, Morius said:

    I think comics is the way to go!

    That said, I noticed a transcription is very usefull for people who strugle with English, because they can copy the text and past them on a translator!

     

    Hi, thanks for that detailed opinion and to be honest I haven't thought about using a translator it's a very good observation. My reasoning was more: there are phases of a story which doesn't exploit the visual advantage of a comics, by example the beginning of this story is good for a comics, Natacha yielled, Misty is waken up surprised, etc. It's fast dialogues, lots of facial changes, the comics is better for that. But for the 2nd part it is more relax, slow, for me plain text with some images do the trick. And also I'm lazy and one image with a lot of text is simpler for me^^

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