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Driver

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Posts posted by Driver

  1. When you say "it doesn't show up in game" does it mean you don't have icon in the selector? or you got the icon but selecting it doesn't make the cloth pop up?

    The game reads Dress script file (DcXXXX) at first, so that game knows there's cloth addon you installed. Then the game read Ac file that your Dc file specified, and the Ac file specified your scene file. If icon doesn't pop up there's a high possibility you made a mistake creating Dress script file entirely. If you got icon but the cloth doesn't pop up, then you could specify wrong names of the mesh or textures in the PickNodeNameArray or CommandArray.

  2. I assume you don't use hook5? I've been using hook5 skin layer so I almost forgot how I had used those x4 skins tho, probably you need to install this mod below. With this mod you can change the game setting to enable x4 skins (2048px) with "mod_" prefix in their file names, on which you will be able to draw 2048px sized stockings.

     

  3. 4 hours ago, tmzy24 said:

    thanks for all your help. i want a change from just making bodies so hopefully i can work this out

    Having been worked on body editing gives you better understanding of bs script because clothing or room addon is far more simple than body. Sometimes you'll need to edit scene file directly tho, your experience with body addon will be a great help on it I believe.

  4. 57 minutes ago, tmzy24 said:

    had a look at video HDiddy provided. will see if i got it right. im personally not very good at video tutorials when it comes to this stuff especially when it is sped up but i understand they want to minimize play time. 1 thing im sure im going to need to know when i look at the script you sent though. where would i find the zone and what is typically named in name section?. im currently editing panties 

    Here the dress zone list

     

    • Thumbs Up 1
  5. 15 hours ago, tmzy24 said:

    thank you for responding. it is a problem im still dealing with. im very confused with ctk right now. once i finished with blender. i export as scene.dae? for all thing i wish to create or edit?(Room, toy, cloth). then do i need to run a template for a type im creating and then click on the ctk.exe. will that create an addon or activemod automatically.

    did not notice in the tutorial page but what export settings do i need selected before i export. sorry for barging alot of questions here.

    is there a modern ctk how to tutorial to follow.

    Yeah you always run CTK using bat file. You can double click the file to use. If you want to edit then, right click>edit.

    This is my setting when I made some nipcahain addon

    CollaTKane.exe -s "Scene.dae" "Addons/Clothes.DrvBra2/Scenes/Shared/Cloth/DrvBra2.bs" "Shared/Cloth/DrvBra2.ma" ^
     -i "Shared/Cloth/DrvBra2" "Addons/Clothes.DrvBra2/Images/Q=Tex032M/Shared/Cloth/" ^
     -tq -z -ncbs ^
     -as "Setting/Anim_Skeleton/default.txt" ^
     -sv "XxXaddonXxX" "DrvBra2" ^
     -sv "XxXdescXxX" "DrvBra2" ^
     -sv "XxXidXxX" "I32(0)" ^
     -sv "XxXiconXxX" "I32(0)" ^
     -sv "XxXnameXxX" "nipchain" ^
     -sv "XxXzoneXxX" ":DZ_Bra" ^
     -ef "Setting/Extra_File/acCloth_TrsGroup.txt" "Addons/Clothes.DrvBra2/Scripts/Dress/Items/AcDrvBra2.bs" ^
     -ef "Setting/Extra_File/dcDress.txt" "Addons/Clothes.DrvBra2/Scripts/Dress/DcDressVX_DrvBra2.bs" ^
     -ef "Setting/Extra_File/activemodCloth.txt" "Addons/Clothes.DrvBra2/Scripts/Shared/DrvBra2.ActiveMod.bs" 
    echo f|xcopy /y "Resources\Default_Icon.png" "Addons\Clothes.DrvBra2\Images\Q=Tex032M\Luder\GUI\DrvBra2_Icon.png" 

     

  6. Sorry to respond this late,

    I heard before that you can export a mesh with that 2.79 version, you are using, of plugin only when you import mesh using "search" function, I don't know if it actually works because I have never had success to export mesh with 2.79 too.

    I think you can rely on CTK when you export mesh with 2.79. You don't have to rig the mesh to the bones, or don't need to fiddle with any settings, just export dae and run the app. You will get some scene file which contains vertex data, and it's all you need when you just want to do cloth conversion. You can just copy them and paste it to original addon's scene file. It would not be so quick as direct export, but still very fast. If you also need weight editing, then you'll need full work, just as normal clothing addon creation tho.

    I tended to use 2.69 + 0.84 (0.83? i don't remember) to export mesh, It can export at least as snippet, and it made me do a lot of clothing conversion very quickly when I did it for Latona body (I converted more than 50 addons back then).

  7. 4 hours ago, HDiddy said:

    I don't know if going through the trouble of creating a morph category for it is worth the time and energy.

    I think that's what Tipsy did 🙂
    No worries maybe it would not beyond my capacity.

    Screen-2024-04-14_15-04-05.png

    Screen-2024-04-14_15-04-13.png

    I made this new track category which has a weird name to make sure what Tipsy told. He's right, track 999 works fine tho track1000 ignore TrackReset and I can't help thinking it's hard coded thing becauese those two tracks share everything except for truck number. Anyway we are able to make new track category as well as expanding existing ones probably. So we might expect a new usage of pemod. For example, this is related to what @x17 claims, it may be possible to use new tracks in more generalized or standardized way.

    4 hours ago, HDiddy said:

    @JoeNoxwill will need to share this as it was demonstrated in a video here:

    That looks unbelievable, but didn't he make it happen all the time by tool assisted? Does it work without tools?

     

  8. @x17

    Surely toy can cause performance issue easily, but after all it greatly depends on users how to use pemod, so I guess all we can do is allocate slots in the way the users feel that's fair.

    Same for the usage of face/body slots, we are just expanding the number of slots, and it doesn't probably include dictating how folks use them. Doing it would be your, admin's and moderator's domain, not mine, as a modder. 🙂

    @HDiddy

    I just thought if people see pemod slot list and room has 1-56 then some might try to use until the end, and separating those slots from room can prevent it. But basically I'm kinda OK person as long as body and face will get (a lot of 😁) additional slots. I leave all the rest to you guys. Once the plan is finalized, it will be implemented as it should be.

    1 hour ago, HDiddy said:

    Some of us remember @JoeNoxwill was able to map the FOV H5 setting to a Pose Edit slider.  Now what if you can map an H5 Object to a DP16 Free Morph?  Something to think about.

    I didn't know that, could I try it now?

    And tbh I have still no clue why DP's slots exist in VX and how they are expected to be used, so that's me who want to ask the question. It might be more like F7 repack users have some clue on it.

  9. 6 hours ago, HDiddy said:

    If you keep within the limits already set and repurpose what is already there, then there will be no issues.

    Sounds good. Besides if expanded slots causes stability issue, you can limit the available number of track from openstream.lua. So I recommend to consume all available tracks in coding.

    This is a sample of slot allocation reflecting what you guys have mentioned.

    Dress: 120
    Hair: 50
    Toy: 50
    Room: 50
    Face: 100
    Body: 100
    DP16Free: 24
    Room Importer: 6

    total 500

    As @x17 said Dress seems not very hungry for more slots. the one reason is you can overwrite slots when change clothes, that is not the case with hair/toy/face/body. The more critical reason would be that Dress.track is sum of consecutive tracks like eyes//head/tops/etc... so that if you add 15 tracks to the "top" category then each allocated slots will be changed in all following categories after "top". I'm not sure if clothing addon creators are wiling to fix pemod track of their addons.

    Screen-2024-04-13_04-10-07.png

    I assume @Tipsy told 20 tracks are enough for "free" slot because 20 tracks are allocated for the room category of the free slot. I have no objection to that.

    At last as @Smoke pointed out we would need a place to do beta test with the help of a limited number of testers before making something public.

  10. 6 minutes ago, Smoke said:

    This is just my opinion here but from what I saw and tested with XMorphs, even adding over one hundred new tracks can lead to major stability issues.

    X17 told the same thing, so it can be an issue for sure.

    But you can't really test for stability issues without making a rough design and working on the code actually. So I hope that there will be a deeper discussion on what kind of allocation and where it should be placed, first of all.

  11. 16 minutes ago, Smoke said:

    Honestly, that was years ago and all is a blur now lol

    If I remember correctly, she did dabble around the track.ini and a couple of other files. Also I recall the issues starting in the hundreds and not thousand(s) - by that, XMorphs would start creating problems with a couple hundred sliders.

    As HDiddy pointed out, there are some tracks that is being occupied by 'dp16 free' and it better off to repurpose those than creating new ones.

    Maybe did she make track.ini lua driven as PoseEditTracks.lua that Tipsy told "the same" thing as track.ini. Anyway seems all we have for new pemod tracks are
    1000-500(default+orca+rk)-220(current pemod)-(dp' free)=new tracks
    probably somewhere between 80 and 260 as we see.

    Screen-2024-04-13_04-10-07.png

    Dress tracks details for reference. It can be modified also.

    • Thumbs Up 1
  12. 1 hour ago, HDiddy said:

    @Driver I see no issue discussing it here. That said we did start a thread regarding updates (including this one) here:

    I would say the best way to implement this is in another update.  One thing to note, for DP16's mod we can use any slot. I have tested a build using room morphs instead of toy morphs and it works fine, so in the future that might be something we just end up changing or providing multiple options.

    From a technical implementation perspective it is a matter of who wants to take on the challenge of modifying the file.

    If he is already providing the code, then Tipsy would be the right person for the job.
    If he won't do it, you can count on me maybe 😁 but in that case I don't want to wait weeks and months because I'm sure I'll soon get bored and start doing something else.

    As to Room importer, it would be not difficult to offer brand new tracks (maybe 994-999) for those three translations and three rotations those occupies 6 toy slots.

  13. @HDiddy@Smoke@x17

    Thanks to @Tipsy's advice, seems there's no obstacle to expand pemod slot unless they are more than 1000.

    If there seems to be no technical problem, then it becomes a matter of how to implement it.
    And from here it comes down to what you, admins, want to do. Of course, this is about updating.
    Perhaps we should be discussing this issue in a better place. There will be opinions about slot allocation, and also how they fit in with the UI. I would prefer an open discussion if possible, but I will leave that to you.
    In any case, I am willing to provide technical information. Invite me when you are ready.

    • Agree 1
  14. 8 hours ago, HDiddy said:

    To be honest....DP16's free morphs are taking up a lot of prime morph slot real estate for something pretty much a lot of folks either do not use or do not even know how to use.  Ultimately the only thing they are currently being used for is the RoomImport Mod.

    If it was me I would first reduce the DP16 free morphs to like  90 and go from there:

    • 720 - 809: DP16 Free Morphs
    • 810 - 839: 30 additional Morphs to Toys
    • 840 - 889: 50 additional Morphs to Dress
    • 890 - 919: 30 additional Morphs to Head
    • 920 - 969: 50 additional Morphs to Body, (Expand on Tipsy's changes)
    • 970 - 999: 30 Additional Morphs to Room

    I kinda agree to your point of view, besides it would be better not to separate pemod slots into two section for better and more intuitive understanding for modders who are not familiar with how pemod works. Taking whole slots from free slot (tr_tracks) and migrate free slots to 920 to 999 might be easier in all respects.

    How many free slots Room Importer actually uses?

    • Thumbs Up 1
  15. 8 minutes ago, Tipsy said:

    All tracks up to 1000 work fine. I don't know what reset code you are talking about, can't see anything related in anim01.bs. I personally added 40 additional bodymorphs with numbers 920 - 959 because tracks 720 - 919 are occupied by DP16's vx_free. And it all works fine. Maybe the 1000 track number limit is hardcoded or something, idk.

    There's section added by Raistin Kane to reset PE tracks he added in VX (I think, at least the comment says so). The same codes are added to 220 pemod tracks, and 200 free tracks. But if you could use 920 to 959 without problem then I maybe am misunderstanding.

  16. 11 minutes ago, Tipsy said:

    In my experience track numbers starting from 1000 work incorrectly, because when you try to reset an item with such track number in the interface (via Reset button in Pose Edit) nothing happens. How to fix it is absolutely unclear to me)))

    That's probably because there are no codes to reset your new tracks in anim01. To reset a track it needs to add code for that purpose and as far as I know there are only 220 tracks namely pemod ID from 500 to 719. You can add new code in anim script just as RK or avarteas did. 

    Screen-2024-04-11_03-21-49.png

  17. 20 minutes ago, Tipsy said:

    In fact, the track numbers will match here and there. PoseEditTracks.lua uses numeric variables from openstream_def.lua (e.g. options.body_tracks) for cyclic filling of additional track numbers (dressmorphs, bodymorphs etc) and at the end of all cycles should get the same numbers as in tracks.ini. For example: here and there, the 500 number will be the starting number for Dressmorphs.

    Hell it's too complicated just for disabling unused slots.

    Gotta enable all vacant slots 😂

  18. 1 hour ago, Tipsy said:

    In case of adding additional PE morphs, besides making changes in anim01.bs you need to add new tracks in \Binaries\tracks.ini, as well as edit \VX-Mod\Scripts\PoseEdit\PoseEditTracks.lua to initialize new tracks (although in my opinion these two files do the same thing, but both are required, idk why). Adding tracks to the interface also requires editing the corresponding scripts uiPoseEditBody.lua or uiPoseEditDress.lua or uiPoseEditToy.lua etc in \VX-Mod\Scripts\Shared\GUI folder.

    Thanks, it's beyond my imagination tbh.
    I'm still not clear what addition or editing would be required for both PoseEditTracks.lua and uiPoseEditX.lua. As I see track IDs are fixed in track.ini from 500 to 719 for each of all the pemod slots though, in PoseEditTracks.lua pemod just consumes vacant IDs from 500 on. Anyway I'll try it.

  19. 23 minutes ago, x17 said:

    For categories, I have thought maybe about capability to simply reassign one category into another. Its impractical and unrealistic to expect that one would reassign every single clothing item into other (and that would break it for initial setting) so this would possibly be the solution to it. Narrowing down the categories would simplify it all. 

    Could I ask what categories you are talking about here, do you mean separation of pemod dress slots, or general outfit categories in the customizer?

    Never mind, you are talking about customizer.

  20. @x17

    I know well about your concern about the performance issue, surely we won't need thousands of slots as Euphie claimed (but I know she was just being proud of it 😁). Also I think you are right about category issue, surely body and face are definitely need more slot, maybe toy and hair's too considering they occupy the slots even before you use them. But you worry too fast for the reality where still we have not got any additional slot yet. So we will see how it goes.

    Anyway thanks to you guys I think I understand where we stand. I'll give smoke the best answer cause he just gave me the answer to the question. 🫡

    • Thumbs Up 1
  21. On 4/10/2024 at 2:35 AM, HDiddy said:

    I agree,

    I feel updates should be script addons versus making updates to the core files.  The question is it possible to make updates to Anim01 without actually having to put a modified one in VX-Mod?

    It's clearly possible for @cr532's AAS that only adds needed items to anim01 via update.lua it looks to me.

    On the other hand my CE can't avoid direct editing of anim01 itself in VX-Mod, because as I understand you can't inject a poseblend that already exists in anim script. For example you can't make a duplicate of Translation of SJointX if it alredy exists in anim01. If you add it through update.lua, it will be simply ignored. So that you can make new connection group of SJointX if it is for "scale" or "rotation" but you can't for the "translation" that leads you to edit existing connection group of translation of SJointX by editing anim01 script itself. ...Or override the whole connection group from Addons like DP did to make use of the penis slider.

    Room importer of DP16 is beyond my knowledge for sure. Probably no one can implement it into base script file unless they can use lua script. I think we can leave it as it is, unless it has hard conflict with other script mod.

  22. 15 hours ago, Smoke said:

    In theory, 'Its possible'. Euphies made XMorphs in which expanded the clothing slots by 'thousands'. Though that came with a major issue in which it made crashes a guarantee when loading in. She was looking for a solution but she could not find it so she set it to the side as the time she was spending is better off with her IRL stuff. 

    Do you know by what logic she made the slot expanded? Was that made through lua script and she made it de facto limitless as if we do in customizer morph slot by using dynamic IDs?

    Unfortunately I can understand very vague way how to VX generate sliders in the gui automatically for pemod morphs because I don't understand lua, but I'm sure pemod slot has its limit that you can see clearly in anim01 script.

    Screen-2024-04-10_19-31-34.png

    Have you or maybe X17 who has deep knowledge as to how gui works on VX, tried to edit these slots and maybe track.ini to expand pemod slot physically?

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