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

Addon toys how to


IIIlll

Recommended Posts

  • Administrator

Toys are easiest to make ( basically, toys, vehicles, BDSM ... altough it depends how much stuff needs to be optimized and if UVmap needs to be reworked.

1. Import asset into Blender

2. Fix any issues - above UVmap corrections, optimization / reducing number of vertices, remaking textures, etc. Be aware that textures must be by power of two to work properly - like 512x512, 1024x1024, but also 512x1024 ... or more. Also, fix any problems around scale and orientation ( orientation isnt too big problem when its about toys ... but its good to have all nicely arranged ). More important is size difference - for that, use default body asset in CtK to compare the size of your toy mesh with it, to see if its all correct.

3. There are no weights in toys at all - the asset isnt connected to body in any way. However, the morphs are possible to be made for toys, too.

4. In Blender, an empty group is made called "tool_group" - we put our toy in that group

5. We export the toy into CtK, then use modified batch file and convert the Scene.dae exported file from Blender, into files ready for TK17

  • Like 3
  • Thanks 1
Link to comment
Share on other sites

Hello. I will also add that double vertices must be removed in the blender file. You also need to apply all the changes (Ctrl + A select the one you want), such as scaling, rotation, and others, otherwise the objects in the game may not be at all where you expected.

  • Like 1
  • Thanks 1
  • Thumbs Up 2
Link to comment
Share on other sites

  • Administrator

Also, forgot to mention important tips here

 

 

If you have a single n-gon within your toy - the toy wont be visible at all. This is important to know. Also , in 2.8 Blender, the double vertices are fixed by "merge by distance" option.

  • Thanks 1
Link to comment
Share on other sites

6 hours ago, x17 said:

Также забыл упомянуть здесь важные советы

 

 

Если в вашей игрушке есть единственный n-угольник - игрушку вообще не будет видно . Это важно знать. Также в 2.8 Blender двойные вершины фиксируются опцией «слияние по расстоянию».

 

That is, if I take an ordinary blender primitive, for example a plane, not a cube, but a plane, then it will not be visible?

Link to comment
Share on other sites

  • Administrator
1 hour ago, Kurilshchik said:

 

That is, if I take an ordinary blender primitive, for example a plane, not a cube, but a plane, then it will not be visible?

I dont think it will be visible regardless if its flat plane or some simple mesh.

In general, one can check handily in CtK log to see if it mentions any n-gons. If it mentions, then conversion is incorrect and n-gon must be resolved in Blender firstly.

  • Thanks 1
Link to comment
Share on other sites

10 hours ago, x17 said:

Не думаю, что он будет виден независимо от того, плоская ли это плоскость или какая-то простая сетка.

В общем, можно легко проверить в журнале CtK, упоминаются ли в нем какие-либо n-угольники . Если он упоминает, то преобразование неверно и n-угольник должен быть сначала разрешен в Blender.

CTK log, is it a text Log file in the root folder? If it's not difficult, you can specify exactly what to look for in it. I just ran into one problem. If in Blender I use the knife tool to cut something, then with a very high probability, the game will crash when I try to load a scene. For example, in this version, the background of the window (spa salon), I made from the plane, but in other ways (subdivide), when I tried to use the knife tool, the room flew out of the game, the same thing in the air force base room when I simulated mountains in the background. And it seems to me that the root of these problems lies precisely in n-gons.
 

1.png

  • Thumbs Up 1
Link to comment
Share on other sites

  • Administrator
4 hours ago, Kurilshchik said:

CTK log, is it a text Log file in the root folder? If it's not difficult, you can specify exactly what to look for in it. I just ran into one problem. If in Blender I use the knife tool to cut something, then with a very high probability, the game will crash when I try to load a scene. For example, in this version, the background of the window (spa salon), I made from the plane, but in other ways (subdivide), when I tried to use the knife tool, the room flew out of the game, the same thing in the air force base room when I simulated mountains in the background. And it seems to me that the root of these problems lies precisely in n-gons.
 

1.png

Hmmm ... unsure about n-gons in rooms, and if it will simply not represent affected area or fully crash the game, but would avoid n-gons at all costs in any asset for this game. At minimum, any n-gons would cause a burden on performance.

However, for the example in pic, you can use a simple 2d plane and simply transform it a bit to get arch. Very easy to subdivide.

  • Thanks 1
Link to comment
Share on other sites

  • Administrator
8 hours ago, Kurilshchik said:

CTK log, is it a text Log file in the root folder? If it's not difficult, you can specify exactly what to look for in it. I just ran into one problem. If in Blender I use the knife tool to cut something, then with a very high probability, the game will crash when I try to load a scene. For example, in this version, the background of the window (spa salon), I made from the plane, but in other ways (subdivide), when I tried to use the knife tool, the room flew out of the game, the same thing in the air force base room when I simulated mountains in the background. And it seems to me that the root of these problems lies precisely in n-gons.

Honestly, I don't think you need the CtK log to check if n-gons are the problem there, with inspecting your mesh manually is more than enough

A cool trick for spotting n-gons in Blender on meshes of your own hand is to try with a loop-cut, if mesh still in quads just press Ctrl+R to create a loop cut within the mesh and check if it's possible to do, if your loop cut can't follow a face is because there's an n-gon there... or maybe a triangle, you can't create loop cuts on triangles or n-gons

Further more I don't think to check with a loop-cut is needed if you inspect the mesh properly, to avoid confusion let's start by describing what an n-gon exactly is, namely everything that is not a squad (aka "quad" for short, four vertices / four edges) or a triangle (three vertices / three edges) is an n-gon because any polygon with "n" sides that is more than three or four is an n-gon (pentagon, hexagon, octagon, long etc)

Screenshot_1.thumb.png.d16db323ddd7b6059d8c748311145e12.png

Simple example done with the primitive cube in which an edge is added to the upper face with the knife tool intentionally creating a fucking n-gon on the side face

Screenshot_2.thumb.png.946b4c1261462db6f850005843c91683.png
Example of a non intentional n-gon that fucks up a job 🤣... well, shit happens

What I say here is check the vertices minutely and see if you have more than four vertices shaping a face on your surface and there you have your n-gons

If so, just use the knife to amend it forming quads if possible

  • Like 2
Link to comment
Share on other sites

  • Administrator
8 minutes ago, Gemini Kanon said:

Honestly, I don't think you need the CtK log to check if n-gons are the problem there, with inspecting your mesh manually is more than enough

A cool trick for spotting n-gons in Blender on meshes of your own hand is to try with a loop-cut, if mesh still in quads just press Ctrl+R to create a loop cut within the mesh and check if it's possible to do, if your loop cut can't follow a face is because there's an n-gon there... or maybe a triangle, you can't create loop cuts on triangles or n-gons

Further more I don't think to check with a loop-cut is needed if you inspect the mesh properly, to avoid confusion let's start by describing what an n-gon exactly is, namely everything that is not a squad (aka "quad" for short, four vertices / four edges) or a triangle (three vertices / three edges) is an n-gon because any polygon with "n" sides that is more than three or four is an n-gon (pentagon, hexagon, octagon, long etc)

Screenshot_1.thumb.png.d16db323ddd7b6059d8c748311145e12.png

Simple example done with the primitive cube in which an edge is added to the upper face with the knife tool intentionally creating a fucking n-gon on the side face

Screenshot_2.thumb.png.946b4c1261462db6f850005843c91683.png
Example of a non intentional n-gon that fucks up a job 🤣... well, shit happens

What I say here is check the vertices minutely and see if you have more than four vertices shaping a face on your surface and there you have your n-gons

If so, just use the knife to amend it forming quads if possible

N-gons can be checked in Blender without any problem, CtK log is not neccesary, its just there as a practical reminder if some n-gons have slipped through ...  point 3.

 

Link to comment
Share on other sites

Sorry for being partially off-topic. Truth is I'm not in the mood to delve in a tutorial right now,

I just wanted to ask if anyone could fix a toy for me.

the toy was originally from klbfrlst (MG). I just changed the orientation and scale in order to use it like an ordinary buttplug in Freemode.

Still there are two things I'd like to see improved:

- make it a close surface so that the backface remains invisible (culling problems), UV needs to be redone, naturally.

- change the penetration depth parameter

This is what I got:

 

preview.jpg

Custom.03.R9Toy408.zip

Link to comment
Share on other sites

On 5/22/2021 at 9:00 PM, onevision said:

Sorry for being partially off-topic. Truth is I'm not in the mood to delve in a tutorial right now,

I just wanted to ask if anyone could fix a toy for me.

the toy was originally from klbfrlst (MG). I just changed the orientation and scale in order to use it like an ordinary buttplug in Freemode.

Still there are two things I'd like to see improved:

- make it a close surface so that the backface remains invisible (culling problems), UV needs to be redone, naturally.

- change the penetration depth parameter

This is what I got:

 

preview.jpg

Custom.03.R9Toy408.zip 260.12 kB · 2 downloads

depth you can find in script/shared/common/tctools [yourtoyname]

Will be something like:

    .PreferredZone [ I32(2) , I32(1) , I32(3) ];
    .ToolDirection ( I32(0) , I32(0) , I32(-1) );
    .MinToolDepth F32(-0.05000000075);
    .MaxToolDepth F32(0.09499999881);
    .DefToolDepth F32(-0.009999999776);
    .ControllerMask U32(1);
    .ToolShapeArray [ ( I32(0) , I32(0) ) , ( F32(0.01999999955) , F32(0.004999999888) ) , ( F32(0.03500000015) , F32(0.02999999933) ) , ( F32(0.0700000003) , F32(0.07999999821) ) , ( F32(0.02999999933) , F32(0.1000000015) ) ];
    .MachineSpeedMin :machineSpeedMin;
    .MachineSpeedBase :machineSpeedBase;
    .MachineSpeedMax :machineSpeedMax;
    .MachineActionSpeedScale :machineActionSpeedScale;

 

  • Thanks 1
Link to comment
Share on other sites

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • 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.