Jump to content

Hi There

Welcome to Klub Exile. If you happened to make your way to the site either from Lovers Lab or a Search on Google, we are glad you found us.  To unlock the entire site you will need to have a account registered.  Don't worry it is free but in the mean time you can read up on why we made the site and other little tidbits.  Feel free to join or Discord Server also if you have any more questions.  Thanks for stopping by and See You on the other side.

admin admin

Driver

Modder
  • Posts

    1,335
  • Joined

  • Last visited

  • Days Won

    89
  • XP

    65,682 [ Donate ]

Everything posted by Driver

  1. Driver

    FVB on LTN

    It looks fine. My version has younger name than original so original's Dress scripts are ignored. Dress script in LTN version is identical to original, only difference is it has if clause checking whether the body you are using is Latona or not, if it's Latona then Latona version of Ac file is loaded. if it isn't then original version of Ac file is loaded. That's how both versions lives together. The Mask is shared by both version. Other duplicated files are also included in case someone installs LTN version only.
  2. Driver

    angels.jpg

    Amazing!
  3. Driver

    FVB on LTN

    There is a tutorial on how to use subfolder in Addons. Check the thread, you need to edit ini file to use sub-folder.
  4. Driver

    FVB on LTN

    Try unzip both and put them in the same folder (if you use sub-folder). In my game they work doing like this. Both are Latona body but the right model form front has "XBody" body definition and F7C version of private lingerie were loaded.
  5. Driver

    FVB on LTN

    How impossible if you have both versions? Like Latona version doesn't appear?
  6. Driver

    FVB on LTN

    You can just use the normal version of said addon for the body shape other than Latona I think.
  7. Thanks! Very refreshing, isn't it? To tell you the truth, in the clips I shared before, I didn't code it well and all the sound was coming from the feet of the model. I was able to fix it after that and decided to write this tutorial.
  8. I added ambient sound to my public bath room for a break, so I'll make a note of how to do that before I forget. Chapter 1 - Sound design First you should consider what ambient sounds can be heard and at what volume from what location. In my case I decided to put two ambient sounds. One is the sound of stream from hot spring. The second is the sound of a koto playing and a noise coming from a distant room. Sound of stream locates near and the right of camera position. Sound of music locates far and the left of camera position. Chapter 2 - Creating Sound file As technical information, sound file must be vorbis format (Ogg Vorbis) and monaural sound. I used app called "Audacity" both in making mono sound to which multiple sound sources are combined, and in exporting Ogg Vorbis. The reason why the sound source should not be stereo is that you do not always hear sound in constant position in the game. In fact the camera position moves and rotates, and that results in sound mixing being changed as if you were the mixer yourself, and that's why stereo sound doesn't have point here. I recorded a part of ambient sound on this web site that my friend told me about. https://mynoise.net/ I merged sound of wind chime and shishi-odoshi into the stream sound as the "near" sound, while bustle and rumble sound into the koto sound that I got from other source as the "far". Chapter 3 - Coding This is the main part of this topic. There are 4 files in a room addon you need to edit to put ambient sound in it. AcRoom AvRoom Scene file Sound file Lets see one by one. I use my room addon "DriverRoom1" as the reference here. 1. AcRoom (Addons\VX.DrvRoom1.BlankRoom\Scripts\Luder\DriverRoom1\AcRoom.bs) In the .ComponentArray those entries are inserted: AppImportSound . { .NodeName "DrvRoom1_Ambience1"; .ParentPath "/Room" + :room + "/sound_ambience1/sound_ambience1_offset"; .SoundFile "Shared/Effect/DrvRoom1_Ambience1"; .MixerFlags "SC3D"; .Category "Ambient"; .Volume F32(-10); }; AppImportSound . { .NodeName "DrvRoom1_Ambience2"; .ParentPath "/Room" + :room + "/sound_ambience2/sound_ambience2_offset"; .SoundFile "Shared/Effect/DrvRoom1_Ambience2"; .MixerFlags "SC3D"; .Category "Ambient"; .Volume F32(-10); }; Probably you don't have to have the same name in the sound file as the node name, but I did, not to make mistake. Also you can edit the volume, it only works in a minus direction I guess but not tested yet. 2. AvRoom (Addons\VX.DrvRoom1.BlankRoom\Scripts\Luder\DriverRoom1\AvRoom.bs) AvSituation :ROOM . { .WithoutFurniture True; .Def [ AvPose . { }; ]; .Do [ AvPlay . { .SoundName "DrvRoom1_Ambience1"; }; AvPlay . { .SoundName "DrvRoom1_Ambience2"; }; ]; }; Simply insert the code below the .Do 3. Scene file (Addons\VX.DrvRoom1.BlankRoom\Scenes\Luder\Room\DriverRoom1\DriverRoom1.bs) This is the most difficult part, so please keep up! But no worries, all you need is basically to insert code in existing addon. TTransform :local_Base . { TNode.SNode STransform :local_SBase; TNode.Parent TTransform :local_Scene; Object.Name "Base"; }; TTransform :local_sound_group . { TNode.SNode STransform :local_Ssound_group; TNode.Parent TTransform :local_Base; Object.Name "sound_group"; }; TTransform :local_sound_ambience1 . { TNode.SNode STransform :local_Ssound_ambience1; TNode.Parent TTransform :local_sound_group; Object.Name "sound_ambience1"; }; TTransform :local_sound_ambience1_offset . { TNode.SNode STransform :local_Ssound_ambience1_offset; TNode.Parent TTransform :local_sound_ambience1; Object.Name "sound_ambience1_offset"; }; STransform :local_Ssound_ambience1_offset Object.Name "Ssound_ambience1_offset"; STransform :local_Ssound_ambience1 . { SSimpleTransform.Translation Vector3f( -13.500, 0, -5.00 ); Object.Name "Ssound_ambience1"; }; TTransform :local_sound_ambience2 . { TNode.SNode STransform :local_Ssound_ambience2; TNode.Parent TTransform :local_sound_group; Object.Name "sound_ambience2"; }; TTransform :local_sound_ambience2_offset . { TNode.SNode STransform :local_Ssound_ambience2_offset; TNode.Parent TTransform :local_sound_ambience2; Object.Name "sound_ambience2_offset"; }; STransform :local_Ssound_ambience2_offset Object.Name "Ssound_ambience2_offset"; STransform :local_Ssound_ambience2 . { SSimpleTransform.Translation Vector3f( 4, 0.4, -0.5 ); Object.Name "Ssound_ambience2"; }; STransform :local_Ssound_group Object.Name "Ssound_group"; STransform :local_SBase Object.Name "SBase"; "Local_Base" comes first, this is parented to "local_Scene", the root of room scene file. You can name it Base/Ground/Papa/anything, but anyway I call it "Base" The structure is kinda like below: Scene---Base---Sound_Group---Sound_ambience1---Sound_ambience1_offset ---Sound_ambience2---Sound_ambience2_offset Probably you can ignore the Sound_ambience_offset, I don't know how they work. Perhaps someone kind will enlighten us. Most important thing here is to set the position of sounds in STransform :local_Ssound_ambience1/2. Here you must specify the coordinates at which to place the sounds. The easiest way to get them is to use h5 object in game. 001.mp4 Now you got the coordinates and wrote them in the scene file, let's go to the final step. 4. Sound file (\Addons\VX.DrvRoom1.BlankRoom\Sounds\Shared\Effect\) You already made 2 Ogg sound files in the chapter2, so all you have to do is just put them in \Sounds\Shared\Effect\ The name of sound files must be identical to those of AcRoom.bs In my case they are: DrvRoom1_Ambience1.ogg DrvRoom1_Ambience2.ogg Here is the outcome. Enjoy the bath! 002.mp4
  9. This is the settings I used for the stream. The object called panoram (this is a part of siberia's h5 object pack I think) is the mesh, if you take time to make it in more desired shape in blender would be better of course but I chose easier way. 🙂
  10. That is hook5 object. You can use hook water shader in a object too.
  11. Made the ambient sounds which can be heard from different angle in game.
  12. Driver

    free to decide

    Thank you. I was lucky when I finished this model and the scene at the same time and when I just captured that moment I knew the next contest comes. I got the glasses from a friend, the other friend gave me the scars and lashes. I'd like to thank those 2 persons who I won't give credit.
  13. Driver

    Feet to tease

    So... what was the Euphie's toes? Maybe nail expansion of the feet? If so I'll consider those compatibility issue later, probably faster to convert addon than make a morph to fit the feet to default finger nail positions because toe shape in this new topo is greatly different from default body. But I will respect those of hands for sure.
  14. Driver

    Feet to tease

    Kinda yeah I'm making this new topology on X-body based Latona body so there will be way to make it back to other body shape.
  15. Driver

    Feet to tease

    Probably they will. Now in this shape the feet are smaller than normal Latona feet or those of Default body. When I sculpted them I didn't take care for their original shape but I respected a references and as a result they became smaller so I'm not sure if I change their entire scale to fit to the shoes that already exists and they have clippings with them at that point.
  16. Driver

    Feet to tease

    I'm sure they will need to be repositioned/reshaped to fit to the feet cause I completely sculpted them to new shape. To be honest I feel the shape of the fingers can still be improved, but it's not main point of this project, to remake the topology of this body, so I want to put priority on cutting those edges of the body. Once that work was finished then I will be able to reshape the body parts. So getting compatibility with those addons back would be the last job, if I can get there though
  17. Driver

    Feet to tease

    Thank you! The feet were my least favorite part of this body, so I worked on them first. Now I started to work on those hands.
  18. 33.mp4 Testing new topology for the feet
  19. Driver

    FVB on LTN

    UI? This is what I DL from old Modsgarden site, the same one that is used in an old repack called tk4r. I like this semi transparent look so still keep using from ancient time.
  20. Driver

    Do math da face

    It looks to me your beauty has nearly the golden ratio, very realistic and good lighting also.
  21. Driver

    Do math da face

    @gobman Hey, thanks for the link, It was interested. It's crazy that there are someone on the earth who are trying to define a theory of beautiful face seriously but some of them are informative to me. If you enjoy the tendency of my models it will be highly appreciated though, I myself think my models have kind of masculine jaw, one of the reason is I tend to put the criteria of beautiful face on rather masculine face than feminine, and think well developed jaw is a part of that criteria. On the other I admit there's tendency that feminine undeveloped jaw tend to be appreciated in east-Asian countries. This is what I picked up at random from Illusion game discord server right now, and their game has far more Asian characteristics than our game. She has made for male gaze obviously lol but I think it's interesting how different characters tend to be in different games, in different porn games I should say.
  22. If there is a fact that everybody has his/her preference about what balance of facial parts looks best, there is another fact that an ideal balance of facial parts do exist. This is basically a reflection of the ideal in the face of Caucasoid though, I think it has also somehow universality in it, so I want to introduce it here. I used one of my model as an example because her face has some typical good balance among my models. As you can see it's not so complicated, is it? Lower lids is the center of head vertically, the length from lower lids to chin equal to from lids to top of head. The width between eyes is same as eye width, so as to nose wings width. So I can say this model has bit smaller nostrils than ideal ones. Mouth width is wider than nose wings but fits within the inner width between iris. The nose length is twice the length between nostrils and the center of lips, but it's typical male face ratio, if the model is female it would be better being 1.2 or around that. The distance between the contour and the outside of the eye varies greatly depending on the FOV. It says "0.5" in that image but if the fov is very low like 0.2 the value should be 0.75, on the contrary if fov is like 0.8 to 1.0 the value should be much smaller than 0.5. It would be easier to understand if you imagine a fisheye lens. At last, it's not that I'm thinking the balance between facial parts should be follow this theory, rather uniqueness of faces should be respected I think. But when you are lost at creating face of models, getting back to this theory wouldn't hurt. Thanks for reading
  23. Driver

    FVB on LTN

    There's a small hack on my Xbody based Latona body. With this small patch you can make Latona body back to FBV2 with the one slider. !!VX.KlubExile.XBody.Sliders.zip This patch works only if you have the latest version of Xbody (v1.9.60). 15.mp4
×
×
  • Create New...

Important Information

WARNING! Adult Only Content You must be 18 years of age or older to enter. By accepting you agree to Klub Exile's Terms of Use and Guidelines upon creating an account.