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HDiddy

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Community Answers

  1. HDiddy's post in can someone help me please was marked as the answer   
    Most likely you installed an addon that is causing your game not to start.  Have you recently installed any add-ons that change the GUI? GUI Addons for 7.5 are not compatible with VX and are known to crash the game at startup.
  2. HDiddy's post in Rooms Are Too Dark Using Hook5 - How Can I lighten Them Up? was marked as the answer   
    It would be within the F4 menu under all the environment settings for your Room.  While Ambient lighting intensity can also impact how dark a room is, I have found exposure is basically the thing that at 0 a room is completely dark and just using spot or omni lights, while as you go higher more of the room is lit up or exposed. See below:
    They key here with everything is balance. You don't want to overexpose your room and wash everything out, but you don't want to underexpose either and lose the detail in your scene. So when I do a darker room setting I might go with an exposer of 0.25 with Spot lighting handling the rest.  Usually a main light with shadows to make sure the angles are right and another spot light without shadows for filler.
    This is all trial and error and as you mess with it you will find something that fits your aesthetic.

  3. HDiddy's post in where to add clothes was marked as the answer   
    Addons go in the Addon Folder and textures go in the Mod\Activemod folder. If your confused to what those items are I suggest you take a look at some of the pinned content in General Help Guides or you will be asking questions forever.
    https://www.klubexile.com/tutorials/category/4-general-help-guides/
  4. HDiddy's post in Why This Happening ?? was marked as the answer   
    Make sure you have the Face Hack enabled in Options Manager

  5. HDiddy's post in Level Defs Not Loading was marked as the answer   
    This is a known bug with Hook5 and rooms that have light maps.  Mainly default rooms. Try putting your lights in the Level Definition in an include file that is set to false. The load the room and then turn the lights include file on.
  6. HDiddy's post in Is there any way to name the eye and eyewhite textures to make them visible in GUI? was marked as the answer   
    If you place them in folders the names should show in the tool tip section too left when you hover over it. 
    However trying to have the names show up in the menu currently is not an option. I'm sure it can be done. I guess nobody has bothered to actually try to do it. 
  7. HDiddy's post in Is there any way to name the eye and eyewhite textures to make them visible in GUI? was marked as the answer   
    If you place them in folders the names should show in the tool tip section too left when you hover over it. 
    However trying to have the names show up in the menu currently is not an option. I'm sure it can be done. I guess nobody has bothered to actually try to do it. 
  8. HDiddy's post in hook5 custom skin not loading at startup was marked as the answer   
    Skin worked for me.  Only thing I can think of is that you have the 4X mod installed and you are defaulting the model to a 4X skin. Your using 1X base files so you should be defaulting to a 1X skin across the board for your model
  9. HDiddy's post in hook5 custom skin not loading at startup was marked as the answer   
    Skin worked for me.  Only thing I can think of is that you have the 4X mod installed and you are defaulting the model to a 4X skin. Your using 1X base files so you should be defaulting to a 1X skin across the board for your model
  10. HDiddy's post in Game freezes after I exit model customization was marked as the answer   
    Are you trying to go into customizer than abort game (exit room) then in the same session loading another room? If yes...more likely than not this will not work.  It will work for maybe a very slim install with minimal add-ons and minimal poses loading a light room, but even at that point the second load seems to take much longer than usual.  This has more to do with memory leaks and the game not properly releasing memory it is no longer using.  You are better off reloading the game completely after each room session.  Yes it sucks, but the room loading is faster and after a while you get used to it.
  11. HDiddy's post in Ballet / dance shoes was marked as the answer   
    Probably a good idea 😉
  12. HDiddy's post in adding h5$ lights and objects to vanilla rooms was marked as the answer   
    You need to extract the room into an activemod folder first and then add a level definition. You will find the room images here: Archives\2.158.001\Images.zip\Images\Q=Tex032M\Luder\Room\
    Just take the folder of whatever room you want and stick in the Activemod folder.  Before anything works though you will need to prefix on the file names accordingly, unfortunately not sure of a good way to get the right prefixes as not all of them are the folder names.
  13. HDiddy's post in Error executing TK17 was marked as the answer   
    Ooops Probably should have mentioned to the pose conversion off here

     
    TK17 will try to convert any and every pose even if it doesn't need converting. So even after you do the manual conversion TK17 still trys to convert it again.  The team was very lazy with whatever script they added to do this as it is not intuitive at all. Its extremely annoying.  I have a lot of poses from 3X which don't need converting,but TK17 will still try to convert them. LOL
    So yeah turn off conversion and breath easy.
  14. HDiddy's post in Head size struggle was marked as the answer   
    You can also adjust the size of the head by just taking your mouse and pulling down on the top head when your in the Face Edit tab.
  15. HDiddy's post in blender import scale and orientation was marked as the answer   
    Ahhh well like @Smoke said you have to adjust it back to the body.
    Well for me when I bring something in that is flipped all weird this is what I usually change to put it back on the body

    That is just step one.  It is like importing something from Daz.  Now you need to sculpt it for FBV2 and rebuild the addon.
  16. HDiddy's post in Size Markers was marked as the answer   
    Yes.  You would need to add the presets like below

    I am not sure the Lua "Legal" way to do this, maybe @MrOllyK can help there but you would need to modify the "CcPersonDefaultBody.bs" script in VX-Mod\Scripts\Shared\Person.  This scripts contains all the sliders for the body.  The snippet of code you will be looking for is below:
    This one to add more presets
    CustomParameter :Parameter_TotalSiz . { .ParamID I32(2030); .ParamName "TotalSiz"; .ParamDescription "BodySize:"; .CategoryID :Cat_Body; // .IconID I32(6842); .ParamType CustomParamType .Slider; .SliderDefault F32(0.5); .PresetSliderValue [ ( F32(0) ); ( F32(0.5) ); ( F32(1) ); ]; .PoseBlendNameArray [ "Person" + :person + "Anim:Model01:BodySize" ]; .PoseBlendMulAddArray [ ( F32(2) , F32(-1) ) ]; .PoseBlendClampArray [ ( F32(-1) , F32(1) ) ]; .LookAt "Person" + :person + "Anim:Model01:head_joint01"; .LookAtID :LookAtNone; };  This one to add the Preset Icons
    CustomParameter :Parameter_TotalSizPresets . { .ParamID I32(2029); .IconID I32(6842); .ParamName "TotalSizPresets"; .ParamDescription "BodySize Presets (5'0/Default/6'0):"; .CategoryID :Cat_Body; .ParamType CustomParamType .Presets; .PresetIconID [ I32(97) , I32(97) , I32(97) ]; .PresetColor [ ( I32(255) / F32(255) , I32(242) / F32(255) , I32(216) / F32(255) , I32(1) ) , ( I32(187) / F32(255) , I32(32) / F32(255) , I32(104) / F32(255) , I32(1) ) , ( I32(255) / F32(255) , I32(242) / F32(255) , I32(216) / F32(255) , I32(1) ) , ]; .PresetParameterID [ I32(2030) ]; .LookAt "Person" + :person + "Anim:Model01:head_joint01"; .LookAtID :LookAtNone; };  
    For the presets you would need to convert the 12 inches to a decimal form.  Nice thing for you a simple Google Search gives you that info. Below is the array added with the new presets
    CustomParameter :Parameter_TotalSiz . { .ParamID I32(2030); .ParamName "TotalSiz"; .ParamDescription "BodySize:"; .CategoryID :Cat_Body; // .IconID I32(6842); .ParamType CustomParamType .Slider; .SliderDefault F32(0.5); .PresetSliderValue [ ( F32(0) ); ( F32(0.0833) ); ( F32(0.167) ); ( F32(0.250) ); ( F32(0.333) ); ( F32(0.417) ); ( F32(0.5) ); ( F32(0.583) ); ( F32(0.667) ); ( F32(0.750) ); ( F32(0.833) ); ( F32(0.917) ); ( F32(1) ); ]; .PoseBlendNameArray [ "Person" + :person + "Anim:Model01:BodySize" ]; .PoseBlendMulAddArray [ ( F32(2) , F32(-1) ) ]; .PoseBlendClampArray [ ( F32(-1) , F32(1) ) ]; .LookAt "Person" + :person + "Anim:Model01:head_joint01"; .LookAtID :LookAtNone; };  
    Now to use the presets you need to create icons for them.  Keep in mind order.  The order of icon color arrays and icon id's are going to be the same as the preset slider values.  So the default icon will be in the middle like the presets.  Below is the new code snippet for the icons and colors
    CustomParameter :Parameter_TotalSizPresets . { .ParamID I32(2029); .IconID I32(6842); .ParamName "TotalSizPresets"; .ParamDescription "BodySize Presets (5'0 - 6'0):"; .CategoryID :Cat_Body; .ParamType CustomParamType .Presets; .PresetIconID [ I32(97) , I32(97) , I32(97), I32(97) , I32(97) , I32(97), I32(97) , I32(97) , I32(97), I32(97) , I32(97) , I32(97), I32(97) ]; .PresetColor [ ( I32(255) / F32(255) , I32(242) / F32(255) , I32(216) / F32(255) , I32(1) ) , ( I32(255) / F32(255) , I32(242) / F32(255) , I32(216) / F32(255) , I32(1) ) , ( I32(255) / F32(255) , I32(242) / F32(255) , I32(216) / F32(255) , I32(1) ) , ( I32(255) / F32(255) , I32(242) / F32(255) , I32(216) / F32(255) , I32(1) ) , ( I32(255) / F32(255) , I32(242) / F32(255) , I32(216) / F32(255) , I32(1) ) , ( I32(255) / F32(255) , I32(242) / F32(255) , I32(216) / F32(255) , I32(1) ) , ( I32(187) / F32(255) , I32(32) / F32(255) , I32(104) / F32(255) , I32(1) ) , ( I32(255) / F32(255) , I32(242) / F32(255) , I32(216) / F32(255) , I32(1) ) , ( I32(255) / F32(255) , I32(242) / F32(255) , I32(216) / F32(255) , I32(1) ) , ( I32(255) / F32(255) , I32(242) / F32(255) , I32(216) / F32(255) , I32(1) ) , ( I32(255) / F32(255) , I32(242) / F32(255) , I32(216) / F32(255) , I32(1) ) , ( I32(255) / F32(255) , I32(242) / F32(255) , I32(216) / F32(255) , I32(1) ) , ( I32(255) / F32(255) , I32(242) / F32(255) , I32(216) / F32(255) , I32(1) ) ,]; .PresetParameterID [ I32(2030) ]; .LookAt "Person" + :person + "Anim:Model01:head_joint01"; .LookAtID :LookAtNone; };  
    Now for the caveats.  When I tested this on my vanilla build it completely killed the basic face textures. Not sure why.  I'm sure nobody uses the basic textures, but just something to be aware of if you see anything else weird happen.
  17. HDiddy's post in Unable to Download. was marked as the answer   
  18. HDiddy's post in Banned to Download ? was marked as the answer   
    You went over your daily download limit. For Level 1 Members it is 25 a Day.
  19. HDiddy's post in FBV2 Body for blender was marked as the answer   
  20. HDiddy's post in CollaTKane - item moves in Blender but it doesn't move with body in game was marked as the answer   
    Your batch file was probably fine.  I actually made your addon with a working batch file and the issue was not the batch so don't worry about that. 
     
    The simple order I use is
    Import TRS file (female or male) Import Mesh Drag the Mesh to the Root_Rotation_group (Apply Armature Deform when asked) Sculpt and Adjust the Mesh to body Transfer Weights Create a new empty Mesh_group Make the TRS_group parent of that empty mesh group Deparent your mesh from the root_rotation_group (alt p) Make the empty Mesh_group the parent of your mesh Add an armature modifier to your mesh that use the root_rotation_group without applying the modifier Shift Select the TRS Group, Mesh Group, Mesh, root_main_group, root_pivot_rotation_group and root_rotation_group and export to DAE using selection only Those are my steps...if you delete te body you do not need step 11, but I don't delete the body in case I want to make changes down the line.
     
    @Smoke's tutorial does things in the right order LSO but if you are looking for another reference.  Check the CollaTKane Tutorial here: 
     
    Specifally this:
     
  21. HDiddy's post in Getting KE website to load is almost impossible was marked as the answer   
    Issue resolved.  User was Boomshanka.
  22. HDiddy's post in How to place models / poses on Hook5 objects? was marked as the answer   
    No.  However for those of us who use Pose Edit using the Shift+Hip Translation will allow you to move the models.  Just do not use it to rotate as you may get weird effects.  Use TKX Utilities if you want to rotate. You can have it running while the game is running and make changes on the fly..you just need to reload the pose when you do.  If you do not like what you did...go back to TKX Utilities and revert to the backup and try something else.
    If you are trying to do this in sequencer that is different.  As you move the entire pose  You can use Alt+Arrow (Left, Right, Up, and Down) keys to move the models in different directions use. Shift+Alt+Arrow Keys will make more precise movements.  Use Alt+PageUp/PageDown to move your models up and down respectively.  Again, use Shift+Alt+PageUp/PageDown to make smaller adjustments.  Finally use Cntrl+Arrow Keys to rotate your model again using Shift for finer adjustments.
    Please note you can use the above method in Pose Edit also, but it will not save the pose in that specific spot and all your poses will be shifted in the same manner, so just be careful if doing it in PE.
  23. HDiddy's post in Game Freezes on Startup with DirectX was marked as the answer   
    One option is to reinstall your Hook5 files to see if that solves the problem.
  24. HDiddy's post in R9Dress046 UV was marked as the answer   
    UVs have been added to the download.
  25. HDiddy's post in Search Broken? was marked as the answer   
    That is the latest

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