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HDiddy

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File Comments posted by HDiddy

  1. 18 minutes ago, vi363R said:

    Amazing! Thanks for the quick reply. That was indeed the issue.. solved 😉 great. Apparently there's also something going on with the textures where there is a difference with the flow for clothes but that may be related to my Blender version (3.6) and CTK.. Will test that later and see if it makes a difference using 2.79b. Time's up for today.

    Thanks for your help!

    The Klub 17-0003.jpg

     

    Hmmmm for textures should work exactly the same way for clothes.  Check CTK and make sure you don't have something misnamed or accidentally left a jpg in there.

    • Thanks 1
  2. 1 minute ago, vi363R said:

    Hi there, I'd like to ask a question... probably there's a silly thing I'm still missing here... Is there anything else worth mentioning besides the things you mentioned in the hidden content? The weights have to be applied in the pose of feet and legs as they are in the host file?

    is it somewhere else one needs to indicate it's high heels? so the armature changes pose? I notice that with other high heels in the game, the feet change pose, and they don't do that yet with the ones I made.. very curious 😉

    It seems the heels in the picture are in that pose of the host, only the legs are not.. any ideas would be appreciated! thanks in advance

     

    The Klub 17-0001.jpg

     

    What indicates it is high heels it is your CTK bat file.  Which writes the changes to your DC file which will change the body to the high heel stance when the heels are put on, and back to default when they are removed.

    .....
    	};
    	];
    	.InitActionArray [ :P + ":Model01:highheel01_on" ];
    	.ExitActionArray [ :P + ":Model01:shoe_default" ];
    	.PrimaryZone :DZ_HighHeel;
    	.DressIconID I32(0);
    };

    Here is the bat template I use for heels. CTK_ModderHeel1_VX.7z

    • Thanks 1

    Normal Blending

       12    2

    This is cool if you are going to use Blender to paint 3D objects, but there are more efficient ways of doing this.

    For starters there is a tool that combines normals fairly easily called ncombiner which works rather well. ncombiner.zip both images must be the same resolution but it works.

    The better option would be using a more robust 3D painting application.  I use Substance Painter but Pervokpetr was a big user of Quixel Mixer which is free. Blender IMO while it can do the job just makes things complex. With substance you can layer normals, height maps, etc...including modifying levels and other fine tuning with a simple drag and drop.

    Basically if you are serious about texturing.....get a decent texturing tool.  Don't fuss around with Blender.

     

     

    • Thanks 1

    Puppet Ellie

       45    6
    15 hours ago, aardy said:

    In our game the required addon is called Amber Puppet.  That really needs to be made clearer so users know what you've made available here, and a link to the addon iself would be useful:

    https://www.klubexile.com/files/file/34-amber-puppet-by-morokei/

    I know there was an updated version available on site but I can't seem to find it now,  This update made it XBody compatible as the older version causes some body slider conflicts.       ( @HDiddy - pretty sure this was one of yours, but searches are coming up blank and I can't see it in your content pages )

    Thanks for the post though, the textures are not bad - although I found the genital area texture needed a little work. And I felt compelled to remove her zits  :classic_laugh:

    It's nice to have a skin option for the puppet as there aren't many available  👍

    Although I'm not sure why you have posted this under Modding Tools.

    NB. For anyone downloading - the folder contains several variations on the face.  These need to be moved into individual folders and renamed to Puppet004.png.   They can then be swapped in and out of the Activemod folder as required.

    Updated version for VX and original version is in the Amber Puppet download by x17.

    • Thumbs Up 1
  3. On 11/25/2023 at 10:09 AM, xxpy02 said:

    New geometry/topology support is finally here. With version 1.6.0 you will be able to make your body addons even curvier.

    Workflow of the addon remains the same, just a few tips and remarks before you try it out:

    • The game only supports quads and tris; make sure all model faces are compliant (else you will get a notice)
    • The easiest way to add topology without the risk of creating n-gons is by using the Loop Cut
    • If you end up creating n-gons, triangulating them before export is usually enough
    • Hook5 does not support custom topology for automatic subsurface map generation:
      • The body areas with custom topology will render with a lighter color in game if you have Skin Subsurface Scattering enabled
      • You need to use a custom skin shader with a subsurface pass to fix the affected areas
      • It does not seem to be an issue with the Blender addon - every custom model I tried (with modified topology) shows this same behavior
      • If you know another fix/workaround let me know and I'll add it

    A couple of notes regarding the future of this addon (version 2.0.0 onwards):

    Even though this started as a body-only modding tool, my intention was always making this a general modding resource for any kind of addon - similar to what the io_tkm17 tried to achieve.

    The addon was almost completely rewritten for the future versions and a full scene importer/exporter is already in place.
    That means you will be able to import, modify and export every aspect of a body addon: tongue, eyes, animation targets, look-at targets, link targets, etc.

    This also expand the possibilities to support other kinds of addons likes clothes, shoes, accessories, hairs, etc. And eventually even rooms (which are much more complex).

    Anything you'd like to see first, share it in the comments.

    Thanks for the update.  A little constructive feedback.

    Your making modding way more complicated to the normal user than ever before.  If your goals where to make modding easier and more accessible.  I'm sorry but this is not doing it.  Most normal people have no clue what an N-Gon or even Loop Cut even is, let a lone know how to navigate Blender.

    The thing with bodies are that custom bodies are basically useless without fitting clothes.  It is also not even close to the top of the list of what people want to mod.  @pes1972 is on point here.  If you can make a tool that imports clothing into the game better compared to what we do today...that hits your intended "Make modding easier" goal. 

    In the end good job on the tool, just giving you feedback.  You do what you like.  Cheers!!

    • Thanks 1
    • Agree 1
  4. 1 hour ago, xxpy02 said:

    @HDiddy The plan was to post it yesterday, but the video got age restricted on YT right after uploading it (probably due to nudity). Because of that the video embedding does not work, which is kinda of lame... so I was working on a SFW version of the tutorial. Should be out anytime soon.

    You can always just upload the video direct here.  No need to mess YouTube.

    • Hmmmm 1
  5. On 11/10/2023 at 9:20 AM, xxpy02 said:

    Version 1.5.0 is out and this one is pretty exciting for me. With it comes the ability to not only modify the existing but also add new shape keys. That means being able to add custom morphs to any existing body addon straight from Blender 3.6.4.
    The only other necessary step to enable the sliders in the customizer is creating the {ADDON}\Scripts\Shared\Person\CcPersonDefaultBody_{ADDON}.bs file with the custom parameters that point to the shape key. This is something the Blender addon still does not cover, but that is on my "nice to have" list.
    I'll create a tutorial with detailed instructions in how to set the customizer sliders later, hopefully with some videos describing the whole process (might include some quick sculpting).

    Are you gonna post that tutorial soon?

  6. 4 hours ago, xxpy02 said:

    Unfortunately that's one of the things that will only get fixed when I finish importing and exporting the armature. Once we can resize the armature along with the other body parts, then the sky is the limit. You will be able to create basically anything.. from gnomes to giants and even dragons or werewolves.

    First off lets be careful here.

    Any mods that create anything similar to Mini-Giant will be banned.  So you may want to think about how far you want to go there.  Way too many people want to have 10 year olds fuck their moms. My opinion I suggest you table that feature, but its your mod do what you like.

    • Thumbs Up 1
  7. 32 minutes ago, xxpy02 said:

    @HDiddy I see what you mean, that's something I really want to be able to do as well rather sooner than later but there's still no support for exporting new geometry for now.

    Not sure how long it will take though as I have yet to add support for exporting everything else before being able to export the actual mesh.

    Sculpting the existing geometry seems to work fine for now though.

    Ahh ok...makes sense.  Well I will be patiently waiting for that feature as lord knows I can use a Hi Poly ass on some models. LOL.  I could try ti figure out how to modify it by hand....but..

    image.gif

  8. 4 minutes ago, xxpy02 said:

    @HDiddy can you check Window > Toggle System Console for any errors? Maybe you just need to select the mesh in Object mode before exporting. Error/warning reporting is something that still needs enhancement in this addon.

    No errors in console. I basically was just trying to subdivide the thigh and butt section of XBody for a better butt as that section tends to need more polygons.  Imported the latest version in, with no issues. Did my modifications (fairly trivial) and then tried to export.  The application freezes for like 30 seconds like it is actually doing something then when it comes back the Object is in Edit mode, but the BS file never exported.

  9. 2 hours ago, vi363R said:

    Thanks, think I will try this out with one of my upcoming ports. Does it have weights of the default body? Or Fbv2?

    Yeah.  FBV2 has the same weights as default.  Pretty sure most bodies with a few exceptions (i.e Latona) have the same weights as default.

    • Thanks 1
  10. 11 hours ago, emrahinan123 said:

    If there is another pose with the same name, does it write on it or does it ask?

    It loads the pose to the AutoSave spot.  So in theory if you just want to test out a pose you can load it, open auto save, and then save it if you like it or discard it and move to the next of you do not.

  11. 3 hours ago, drmls said:

    So, I guess, we can use topLeft and topRight for growing bangs!  Is that so?

    Depends on the style you want. The front section was segmented specifically for bangs, I recommend you create a particle system just for the bangs and use a fairly short hair length.  once you do that simply comb to your desired style and cut or trim any excess if you want it even.

    TKX Utilities for VX

       911    13
    On 3/22/2021 at 12:52 PM, Bbird said:

    Anything new since the version I posted  some months ago ?

     

    Nothing new...just sticking it in downloads as I noticed multiple versions  of the same thing getting posted in the forums.

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