astor Posted October 1, 2013 Share Posted October 1, 2013 didn't see anything even close to any of that in the xml that comes with hdt's dll file. Link to comment
kharlynak Posted October 1, 2013 Share Posted October 1, 2013 didn't see anything even close to any of that in the xml that comes with hdt's dll file. That's because what he posted isn't XML, it's C++. The XML file is a serialization of the parameters for the physics objects that get created. Those numbers are definitely there (search "springForce" and look for 180.000). Link to comment
astor Posted October 2, 2013 Share Posted October 2, 2013 hdtPhysicsExtensionsDefaultBBP.xml? no "springForce" in there according to notepad++. Not a big deal, I just don't like being unable to find something. Link to comment
kharlynak Posted October 2, 2013 Share Posted October 2, 2013 hdtPhysicsExtensionsDefaultBBP.xml? no "springForce" in there according to notepad++. Not a big deal, I just don't like being unable to find something. Sorry, I was going by memory, it's actually "springConstant". The other one is called "springDamping" (the 2.0 value value for the boobs in the C++ code). Link to comment
Monsto Brukes Posted October 2, 2013 Author Share Posted October 2, 2013 M$'s "xml notepad" works great for editing this shit. Just sayin. Link to comment
HydrogensaysHDT Posted October 2, 2013 Share Posted October 2, 2013 hkpGenericConstraint combines with a series of commands and some parameters. each command has 0-2 interger parameters(store after the command id) and has zero to at most three float4 parameters(store in data array). these are how I scale the constraint if(data->getType() == hkpConstraintData::CONSTRAINT_TYPE_GENERIC) { auto list = ((hkpGenericConstraintData*)data)->getScheme(); for(int i=0, j=0; i<list->m_commands.getSize(); ++i) { switch(list->m_commands[i]) { case hkpGenericConstraintDataScheme::e_setPivotA: list->m_data[j].mul(scaleA); ++j; break; case hkpGenericConstraintDataScheme::e_setPivotB: list->m_data[j].mul(scaleB); ++j; break; case hkpGenericConstraintDataScheme::e_setLinearLimit: list->m_data[j].mul((scaleA+scaleB)*0.5); ++i; ++j; break; case hkpGenericConstraintDataScheme::e_setAngularBasisA: case hkpGenericConstraintDataScheme::e_setAngularBasisB: j+=3; break; case hkpGenericConstraintDataScheme::e_setTwistLimit: ++i; case hkpGenericConstraintDataScheme::e_setConeLimit: case hkpGenericConstraintDataScheme::e_setAngularLimit: case hkpGenericConstraintDataScheme::e_setAngularFriction: case hkpGenericConstraintDataScheme::e_setLinearDofA: case hkpGenericConstraintDataScheme::e_setLinearDofB: case hkpGenericConstraintDataScheme::e_setLinearDofW: case hkpGenericConstraintDataScheme::e_setLinearFriction: case hkpGenericConstraintDataScheme::e_setAngularMotor: case hkpGenericConstraintDataScheme::e_setLinearMotor: ++i; ++j; break; case hkpGenericConstraintDataScheme::e_constrainLinearW: case hkpGenericConstraintDataScheme::e_constrainToAngularW: ++i; break; case hkpGenericConstraintDataScheme::e_setStrength: ++j; break; case hkpGenericConstraintDataScheme::e_doConstraintModifier: i+=2; break; default: break; } } I'm not sure if it's 100% right, but at least in most situration it works fine. end this is the command list enum { e_endScheme = 0, e_setPivotA, e_setPivotB, e_setLinearDofA, e_setLinearDofB, e_setLinearDofW, e_constrainLinearW, e_constrainAllLinearW, e_setAngularBasisA, e_setAngularBasisB, e_setAngularBasisAidentity, e_setAngularBasisBidentity, e_constrainToAngularW, e_constrainAllAngularW,e_setAngularMotor, e_setLinearMotor, e_setLinearLimit, e_setAngularLimit, e_setConeLimit, e_setTwistLimit, e_setAngularFriction, e_setLinearFriction, e_setStrength, e_restoreStrengh, e_doConstraintModifier, e_numCommands }; the source codes of the plugin is uploaded. Link to comment
astor Posted October 2, 2013 Share Posted October 2, 2013 All that code for the blessed jiggle. Gotta love the power of math. Link to comment
Psychonaut Posted October 2, 2013 Share Posted October 2, 2013 is it possible to change the values of hdtPhysicsExtensionsDefaultBBP.xml to remove the annoying butt jiggle and to make the boobs bounce like the natural breast animation?? i love these animations, but unfortunately they work only for non-drawn weapon walking, running and sprinting animations Link to comment
D_ManXX2 Posted October 2, 2013 Share Posted October 2, 2013 I am not sure if it is my game, but something with the HDT v.9-28 latest seem to be corrupting my save games. It happens when i start a new game save the game exit and my game crashes with warning about TESV.exe, now when i start up skyrim and load that save game it will constantly crash and the only way to start up that game again is to load up game without HDT enabled from the start and load that save game again. Link to comment
HydrogensaysHDT Posted October 2, 2013 Share Posted October 2, 2013 I am not sure if it is my game, but something with the HDT v.9-28 latest seem to be corrupting my save games. It happens when i start a new game save the game exit and my game crashes with warning about TESV.exe, now when i start up skyrim and load that save game it will constantly crash and the only way to start up that game again is to load up game without HDT enabled from the start and load that save game again. It's a known issue of skyrim itself. Not only my plugin, if you install huge amount of mods or mods cost much resource( SMIM or High-res textures ), it will crash when loading game on main menu(but no crash if load it in game). The only way to bypass this bug is load a save in a small place (breezehouse etc.) then load the save you really want to load. Link to comment
D_ManXX2 Posted October 2, 2013 Share Posted October 2, 2013 But it only happens with the latest v9-28 previous v.22 did not crash on exit. So this load up did not occur. The crash will also happen even if i disable all mods in my list. So it's not really memory issue at least not for my machine. Witch is strange. Link to comment
Uriel Posted October 2, 2013 Share Posted October 2, 2013 02.10.13 still crashes while loading. 30.09.13 loads the same save fine. Link to comment
fenrir19 Posted October 2, 2013 Share Posted October 2, 2013 About strange jittery problem: I limited fps to 30 in enb (or close enb, then 60fps) and the jittery disappear. Enable WaitBusyRender can also solve this problem. BTW. I uploaded a new version, but I forgot what were changed .... I think whatever was updated in this version (v09-26) had to do with collisions of some sort since I loaded my character with the affected naked mesh and her breast kept floating away from each other, like repelling magnets. There might have been an option I overlooked, but it does not work like the previous version (v09-25). The jittery effect still appears for me, of what I can see of it at least. Edit: Actually, I'm not sure what it is, but when using 09-25, it worked fine on naked meshes, but after using 09-26, the breasts move away from each other. At first, I thought it was the .dll, and then I thought it was the .xml, so I mix-and-matched between 09-25 and 09-26, and they still produced the same effect. I will have to test further, but I never had this issue before. Edit 2: Okay, using 09-23 .dll doesn't have that problem (but of course, there's the jittery issue). It's the 09-25 and 09-26 .dll that do (the ones with the jitter fix implemented), even though 09-25 worked perfectly fine for me before. Again, I am unsure if I overlooked something since I do remember a mention of disabling self collisions somewhere. I need some more obvious infomations. Video or pictiures etc. It works fine to me. And in fact I'm not good at designing physics description file.... @Jenova23 see #257 Sorry you replied to fast for me to edit my post I found it though thx. Can you make another version with extreme jiggles similar to this? I noticed how the jigglyness is deteriorating... or if there is a way to change the values let me know. :) :) :) :) :) lol it looks good, but too over and for HDT seriously guys the jiggle become so slow, it remind me of the old ver TBBP how about make 2 separate version or maybe 3 for different level of jiggling, if i remember correctly this file motto was " what with realistic jiggling we don't need it " and now it's back to TBBP again lol thx thats my opinion after i i'm using 9 -23 ver and compared it with 7- 22 and the very first version ~ Link to comment
Uriel Posted October 2, 2013 Share Posted October 2, 2013 fenrir19 your signature is kinda wrong, Skyrim is not made, it's being made. xD Link to comment
fenrir19 Posted October 2, 2013 Share Posted October 2, 2013 @ uriel yeppi thx for all of this modder now it's become perfect i can't imagine the first day i touch this game using that old face ugly grandma pffttt Link to comment
madderoftime Posted October 2, 2013 Share Posted October 2, 2013 I followed the install exactly and seems I get the jittering even though I do not, nor have I ever, used ENBs. using the 9/28 version. Any ideas? Link to comment
astor Posted October 2, 2013 Share Posted October 2, 2013 I followed the install exactly and seems I get the jittering even though I do not, nor have I ever, used ENBs. using the 9/28 version. Any ideas? Turn V-Sync on. Beyond that, no idea. Link to comment
Monsto Brukes Posted October 2, 2013 Author Share Posted October 2, 2013 I followed the install exactly and seems I get the jittering even though I do not, nor have I ever, used ENBs. using the 9/28 version. Any ideas? What astor said. Even so, if you have a d3d9.dll in your skyrim dir (there are other mods that add one) it may be contributing. Link to comment
Monsto Brukes Posted October 2, 2013 Author Share Posted October 2, 2013 I see the source, but don't see the latest versions on the baidu.com download page. Link to comment
HydrogensaysHDT Posted October 3, 2013 Share Posted October 3, 2013 I see the source, but don't see the latest versions on the baidu.com download page. That one do is the latest version. Link to comment
Psychonaut Posted October 3, 2013 Share Posted October 3, 2013 Lurker here. I very much enjoy my game in Milkshake-mode. To "lend a hand" I also tested the 9-28, 9-30 and 10-2 versions. 10-2 exits my game immediately, 9-30 is buggy too, crashed like clockwork every 30 minutes. 9-28 is the least crashing, usually it runs for 1-2 hours before I get thrown back to the desktop. Though 9-30 has the least twitching and looks best, the crashes made me fall back, it's too unreliable to play so I'll stay with 28 for now. I am not a coder so I'm not much help in that department. I did try out various values for the xml though and came up with some values which are quite nice to look at. Thanks for the mod, I'll be sure to follow it's progress closely. And please, keep the butt jiggle, don't listen to silly people =D Uploaded my settings, for those whining they can't see things "move". for 9-28 and 9-30, choose the right xml because they are tailored to that version http://bayfiles.net/file/XkGl/F85WP0/hdtXML.zip where can i find the versions 9-30 and 10-2?? Link to comment
HydrogensaysHDT Posted October 3, 2013 Share Posted October 3, 2013 This is what I aimed at and what I hope. http://bbs.3dmgame.com/thread-4056078-1-1.html physics hair About CTD problem. I'm sorry but I never got crash, that means yeah there may be bugs but I can't capture them, and I have no idea about how to solve them. Link to comment
astor Posted October 3, 2013 Share Posted October 3, 2013 OMG. You mean we could have hair that didn't stretch and distort when we turn our head because it's anchored? Link to comment
HydrogensaysHDT Posted October 3, 2013 Share Posted October 3, 2013 http://bbs.3dmgame.com/forum.php?mod=viewthread&tid=4037519 another physics hair(but no mod ) Link to comment
Uriel Posted October 3, 2013 Share Posted October 3, 2013 This is what I aimed at and what I hope. http://bbs.3dmgame.com/thread-4056078-1-1.html physics hair About CTD problem. I'm sorry but I never got crash, that means yeah there may be bugs but I can't capture them, and I have no idea about how to solve them. Wow, that looks amazing. I'll try to find what's causing the CTD. Maybe one of many SKSE plugins i use... Link to comment
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