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Driver

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Everything posted by Driver

  1. Good to know, thanks for the info.
  2. In that case I assume you use CustomModel shader for model's eyes, is that right? Eyespass is very unique shader, it doesn't have PBR maps but instead it uses kind of height map for its stage3, and it works as if thin film is floating on the main texture and it distorts "underlying" texture like a lends.
  3. Agreed, and what eyespass shader also misses I think is mask, without mask always entire texture gets wet. Nothing wrong, eyespass just looks different from green spec with maximum glossiness. Eyespass adds the effect which looks like thin transparent film on the surface of object.
  4. Some of you guys may already know that "eyespass" shader can be used with any kind of textures unless they cannot have pass.txt file, in Hook5. I've been using eyespass shader to everything I want look wet or moist, like theeth, tongue, oral cavity, and maybe some dildos, indeed the shader is best thing to apply to the stuff that should have wet surface. But one thing I have problem with is, it's affected by main.fx settings like iUseEyeShadowing, or fEyeShiftUp, etc.. I use almost default settings for those eyes related entries though, if you have highly customized settings, it might not be look good. I'm sharing one for the teeth and tongue here, try it out if you're interested.
  5. When I made my Customizer Expander (CE), I did a little deeper research on the "ConnectionGroup :local_22" which is responsible for main vertex groups of the body. There are 60 entries in "ConnectionGroup :local_22" and each of them is connected to a specific body scaling or rotation. I'll write all the "connections" here below before I forget. clavicleL(1/2/3), clavicleR(4/5/6), shoulderR(7/8/9), shoulderL(10/11/12), elbowR(13/14/15), elbowL(16/17/18), spine04(19/20/21), spine01(22/23/24), spine02(25/26/27), spine03(28/29/30), buttR(31/32/33), buttL(34/35/36), nil(37/38/39/40/41/42), kneeL(43/44/45), hipR(46/47/48), hipL(49/50/51), kneeR(52/53/54), forearmR(55/56/57), forearmL(58/59/60) Those number from 1 to 60 is ordinal numbers, and each body parts have three parameters each corresponding to (Y,X,Z) axis. For example, "Upper chest width" in CE is seen like below. VertexDataF32 :spinec_vert_upchesty VertexDataF32.DataArray Array_F32 [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0.9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]; As you look, only 20th entry has a content, and that points X-axis of spine04. In this case if you increase upper chest width slider, spine04 expands along the x-axis. One more example, bellybutton, that is the one of default slider, is coming up like: VertexDataF32 :spinec_vert_button VertexDataF32.DataArray Array_F32 [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0.5, 0, 0, -0.5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]; It's telling +0.5 on Y-axis of spine01, -0.5 on Y-axis of spine02, thats said if you increase this slider, spine01 will become longer and 02 become shorter at the same rate. If you've read this through, you already understand what CE is all about. By using application like WinMerge, you'll find instantly what was added in anim01.bs in CE. Thanks for reading.
  6. Driver

    V2.0

    I'm preparing major update of Latona body. In V2 the weight has renewed, that reduces visual glitches coming from default weight.
  7. Driver

    Flowers

    This screen cap was taken in 9:16 ratio and I uploaded as it was, didn't expect the image being shown like this, little too big for pc display (but ok for smart phone).
  8. Driver

    Flowers

    Have some giantess
  9. Almost right, if I explain more precisely, it selects mesh of the outfit to fit a specific body type.
  10. It's the one in Info01.lua, with it you can invoke specific command for specific body in dress script.
  11. They are still beta releases, I will eventually do treatment for the issue, maybe using "body definition" that some people are struggling for using in their games...
  12. The same body. It took me sometime to make the joint look decent between Latona body's chest and big boobs I imported from other one. I just finished the work.
  13. Basically done, at least in the chest. The nipples are more defined and also the entire shape of breasts became more natural for a big tits body than cx, I believe. https://mega.nz/folder/cGQxhL7S#kWXOoxTHw7qB9gAN2ZDqGw
  14. Jokes aside, I did big boobs version too. I aligned the top of the breasts with nsbcx's so that I thought I could use those bras for this body but... clearly there's major gap in the back. Although the top positions are the same, the bottoms are much lifted compared to cx, it may look more natural than that, still it's silly huge tho. I haven't decided I should keep this halfway compatibility, so I'll share this later.
  15. This is still WIP, some vertices look spiky when model's hands are down because of weight painting I did long before (but somewhat better than default weight for slim breasts). I'm not sure if I publish this as official Latona mod cause spamming new body shapes when cloth compatibility issue is still there, isn't good it seems to me. The file is available from the link below https://mega.nz/folder/cGQxhL7S#kWXOoxTHw7qB9gAN2ZDqGw
  16. Driver

    Final

    Everything is ready to go. The new body will be posted today
  17. Driver

    Final

    @Trapp @drmls I wasn't at home last week, now I'm back More than 30 clothing items have been converted at this moment but they still need some script works otherwise you can only use them as simple replacers. Anyway I will publish the final version as soon as possible. Thanks
  18. Driver

    Final

    NBP's been updated to version 0.44 now and I don't think this bodymod needs any more significant revisions, so... this project has been finished. Thank you for reading this blog and testing my mod, your feedbacks are really helping and encouraging as well. I'm showing the result of some effort I had in these weeks, 44 blender saves, and countless game restarts... and this is what I'm working on now. Hope to see you soon
  19. As HDiddy told, addon body sometimes cause game crash without any context or warnings. I can safely say I've restarted the game more than a hundred times since I had started this project, I had more than ten game crashes nonetheless I used exact same file to test.
  20. Hey, thank you for letting me know, will try it. Actually I've spent all of my free time of last two days just going back and forth between the game and blender.
  21. I feel like I'm getting closer, this version is s minor update of version 0.29 but a lot of body parts are reshaped/adjusted without loosing touch of previous release version. Will upload the comparison images in the next entry. If no fatal flaws are found for 0.42, I'd like to release it after a couple more minor revisions. !!VX.KlubExile.XBody.Default.182.NBP042.7z Added another v0.42 which is based on Xbody v1.93 for your convenience. Try it if you're on Xbody1.93. !!VX.KlubExile.XBody.193.NBP042.7z
  22. I'm trying to sculpt attractive angel's dimples, but it's not going to be very easy.
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