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Auds Multi-coloured Kink Shop


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Posted (edited)
13 hours ago, audhol said:

 

 

Like dis?

 

  Hide contents

Screenshot2025-02-28075442.thumb.png.765b3e354e13738af8f52bdef846c93c.png

 

Yuppers like that! A sheer blouse. Cause the Black Blouse option would also be sheer.

Maybe a incy bit morer even. Oh and that overlap on the Blouse would be sheer as well but not as sheer as the material under.

 

While the Skirts maybe a incy bit less. (heavier materials sorta thing)

Then I just gotta add the Advance Nudity stuffs to them for Transparency and curtain.

 

Edited by DarksideTinkerbell
Posted (edited)
23 minutes ago, DarksideTinkerbell said:

Oh and that overlap on the Blouse would be sheer as well but not as sheer as the material under.

Yeah see thats just not possible, the game engine cant handle 2 transclucent textures at the same time.

 

You wanna see an example try wearing stockings and walking in water, the stockings disapear.

What I have done is to seperate the "lace" part and give it an alpha test flag which means it will show everything above the threshold set.

The under fabric has an alpha blend flag which means it will show translucency based again on the threshold setting.

It might make more sense for you to grab a copy of gimp and the .dds plugin then I can show you how I work with layers and the alpha channel so you can have a play around with it yourself.

 

For seperating parts of the nif to give them their own flags the easiest awy is to use the uv editor to select individual parts then apply a mask to them.

Edited by audhol
Posted
24 minutes ago, audhol said:

Yeah see thats just not possible, the game engine cant handle 2 transclucent textures at the same time.

 

You wanna see an example try wearing stockings and walking in water, the stockings disapear.

What I have done is to seperate the "lace" part and give it an alpha test flag which means it will show everything above the threshold set.

The under fabric has an alpha blend flag which means it will show translucency based again on the threshold setting.

It might make more sense for you to grab a copy of gimp and the .dds plugin then I can show you how I work with layers and the alpha channel so you can have a play around with it yourself.

 

For seperating parts of the nif to give them their own flags the easiest awy is to use the uv editor to select individual parts then apply a mask to them.

 

Cool, I have gimp though I often look at it and well as an example of what I am thinking lets just say "..." is pretty much it. But I am building a new gaming pc, with luck it will be ready in the next couple weeks. I will then start adding programs to build and create meshes and textures. And of course, to modify them. Then I promise I will become so annoying with questions that you may wish me to suddenly and without remorse have a Plane crash land on my house.

Posted
11 hours ago, DarksideTinkerbell said:

Cool, I have gimp though I often look at it and well as an example of what I am thinking lets just say "..." is pretty much it. But I am building a new gaming pc, with luck it will be ready in the next couple weeks. I will then start adding programs to build and create meshes and textures. And of course, to modify them. Then I promise I will become so annoying with questions that you may wish me to suddenly and without remorse have a Plane crash land on my house.

 

Theres really nothing complicated, its just about understanding the steps needed.

 

It's like a workflow thingy, you just need to know which buttons to press and when.

 

Definately no hassle I'm happy to answer any questions you have and let me know if you want me to make a gujide for adding alpha properties and working with layes and the alpha channel in Gimp.

Posted

Check out this latest masterpiece from Leonardo AudVinci.

 

No peaking @belegost as it's for you.

 

 

Spoiler

SkyrimSpecialEdition01_03_202509_33_22.thumb.png.890ad8e6cd5dca3d759d076a72618c1a.pngSkyrimSpecialEdition01_03_202509_33_35.thumb.png.299708a5709a63cd9acd339211d11ffd.pngSkyrimSpecialEdition01_03_202509_33_49.thumb.png.8f09a539e032f8202708a75a3536cb42.png

 

Posted
11 minutes ago, audhol said:

 

Theres really nothing complicated, its just about understanding the steps needed.

 

It's like a workflow thingy, you just need to know which buttons to press and when.

 

Definately no hassle I'm happy to answer any questions you have and let me know if you want me to make a gujide for adding alpha properties and working with layes and the alpha channel in Gimp.

 

Step by step guides are awesome, especially if aimed at those who like to know everything but keep it as simple as possible types. Do this then that ignore that for now till you get better at this first, no I mean it stop trying to cheat the finish line, the Rabbit is not interested in sex bribes and the turtle is married...

Posted (edited)

How to seperate a mesh part in OS

 

The mask tool in OS is a bit of a clunky beast, even if you select the option to only edit whats directly under the brush it often bleeds through to the part underneath.

Screenshot2025-03-01100631.thumb.png.a5f66b185d4651c43906f8be67a3f812.png

 

 

A far better way is to right click the mesh you want to seperate and select  UV/Edit, this will open up the texture map with the unwrapped mesh highlighted over it.

 

Screenshot2025-03-01101443.png.1cfcfc1645fa33ee199ad758163f3510.png

 

Here we can clearly see the part of the mesh we want to seperate so we can select that part by dragging a box over all the vertices of the part.

 

Holding down shift whilst dragging will keep the previously selected vertices so we can get all the tricky little buggers hiding in the corners.

 

Screenshot2025-03-01101659.png.e88134be23890f45ff42130475d7b532.png

 

Now we can click the edit tab at the top of the UV Map box and choose,

Screenshot2025-03-01100727.png.c524ecca3d0685a0b04d1d98b88688df.png

 

 

And Boom just like tha we have masked exactly what we want.

 

 

Screenshot2025-03-01100740.thumb.png.61d6a202f84896017b9877b1eaf4f291.png

 

 

Now we can click Shape\Seperate Vertices, its the masked part that will get seperated contrary to logic.

 

We just need to give a new name to the seperated mesh part.

 

Now if we want to add some transparency to the seperated part we just double click it in the right pane to open upo the properties box.

 

Screenshot2025-03-01100825.png.2367f0919be9e7f9c8e4f123618f6d5c.png

 

Alpha test will have a hard cut of between solid and invisible based on the value in the threshold relevant to the texture file its associated with, this is in my case mostly for Chainmail or fishnet, something where we want a distinction betwen solid and invisible.

 

 

Screenshot2025-03-01100841.png.d87064d5016de11863f0568182de6c49.png

 

Alpha blend shows up everything on the texture dependant on the threshold again, this is better for lace that has variations of transluceny but like I said before the game engine cannot handle 2 alpha blend textures with one under the other, the inside one will simply be invisible.

 

 

 

Edited by audhol
Posted
On 2/27/2025 at 5:52 PM, DarksideTinkerbell said:

Yep, but nope. The ones I have seen listed there are mostly just not sexy, most look like the scrawl of what is left after I literally fuck the brains out of something, or they look like a Typewriter was used. I use the Anal Slut one but I compromise by making it very hard to see and glow gold (cause I look good in gold) even though maybe a 2 year old wrote it? Or whoever designed it thinks Slut Pride means having tats that literally beg others to fuck them or submit to them or be their slaves. It should be the other way around, a Slut should be worshiped her pussy placed above all in the hopes that she will gift those who she deems deserving access.  Her pussy is the Church to her Divinity, (many like to call it a cunt) but when you want to go to Church you wouldn't call it a cunt, maybe you would call it a House of Worship or better yet a Pussy. (oops I started rambling??? Yes quite passionate about being a Slut and my pussy even though I way prefer other fun places...)

I see you are passionate about this.  I agree on the tattoo's, look like a third grader used a crayon stuck in his nose to write (I use the term loosely) them.

Posted (edited)
2 hours ago, Raven 54 said:

I see you are passionate about this.  I agree on the tattoo's, look like a third grader used a crayon stuck in his nose to write (I use the term loosely) them.

 

Yup though sometimes overly, like I remember a few times I went to a party and well, couldn't help myself and started playing around and some dude, who would say somethin like, "you're to fucking hot I can't wait to fuck that tight cunt of yours" and I would look at them and then the person behind them and grab that persons attention and say something like, "hey you wanna fuck me, this dude doesn't know what fucking is about". I have often thanked my Tia Chi and Aikido instructors.

Edited by DarksideTinkerbell
Posted
12 hours ago, audhol said:

How to seperate a mesh part in OS

 

A far better way is to right click the mesh you want to seperate and select  UV/Edit, this will open up the texture map with the unwrapped mesh highlighted over it.

 

Screenshot2025-03-01101443.png.1cfcfc1645fa33ee199ad758163f3510.png

 

Here we can clearly see the part of the mesh we want to seperate so we can select that part by dragging a box over all the vertices of the part.

 

Holding down shift whilst dragging will keep the previously selected vertices so we can get all the tricky little buggers hiding in the corners.

 

Screenshot2025-03-01101659.png.e88134be23890f45ff42130475d7b532.png

 

Now we can click the edit tab at the top of the UV Map box and choose,

Screenshot2025-03-01100727.png.c524ecca3d0685a0b04d1d98b88688df.png

 

 

And Boom just like tha we have masked exactly what we want.

 

 

Screenshot2025-03-01100740.thumb.png.61d6a202f84896017b9877b1eaf4f291.png

 

Now we can click Shape\Seperate Vertices, its the masked part that will get seperated contrary to logic.

 

 

That is a way better way, maybe I will read the lot before starting cause I spent a good 30 minutes playen around with green and red dots...

 

To Clarify, the selected area (masked, as in red dots) are what will be changed, not what will be hidden from changes? (Masked implies hidden)

Posted
18 minutes ago, DarksideTinkerbell said:

To Clarify, the selected area (masked, as in red dots) are what will be changed, not what will be hidden from changes? (Masked implies hidden)

 

Yeah thats what I find odd about the seperate, to me a mask is something that prevents interaction but in the case of splitting its the masked area that gets seperated from the main mesh, don't ask me why its like that, was probably an american that thought of doing it that way!

 

If your really serious about getting into modding and working with meshes I would advice to use the mesh view in OS,  the one in between hidden and solid, it gives you a good idea of how vertices make up a mesh and for me its was a trigger point a long time ago to think about a solid mesh as just a series of triangles.

Posted
4 hours ago, audhol said:

 

Yeah thats what I find odd about the seperate, to me a mask is something that prevents interaction but in the case of splitting its the masked area that gets seperated from the main mesh, don't ask me why its like that, was probably an american that thought of doing it that way!

 

If your really serious about getting into modding and working with meshes I would advice to use the mesh view in OS,  the one in between hidden and solid, it gives you a good idea of how vertices make up a mesh and for me its was a trigger point a long time ago to think about a solid mesh as just a series of triangles.

 

I tend to fill my time with well looking sexy. To me that means taking Modding Mesh and Texture seriously. As I would love to eventually release a "Darkside Tinkerbell's Wardrobe"

 

That reminds me;

To initially set up the task, I assume my very first steps would be to Create a Folder specifically for Projects. With Separate Folders to include Caliente files, the Mesh Files, and the Texture Files, prolly missing a file, oh maybe an added Keywords File? That way I have a common path for .nif (and .osd?) files maybe smp stuffs? 

Posted
4 hours ago, DarksideTinkerbell said:

To initially set up the task, I assume my very first steps would be to Create a Folder specifically for Projects. With Separate Folders to include Caliente files, the Mesh Files, and the Texture Files, prolly missing a file, oh maybe an added Keywords File? That way I have a common path for .nif (and .osd?) files maybe smp stuffs? 

 

 

Yep good parcatice,

 

If you want to be far better organised than uncle Aud and not make lots of silly mistakes due to remnant files never save anything to the game folder, instead save it all onto a seperate drive using the file stucture that you mentioned then zippy-it-up and install it as a mod each time to test.

Posted
51 minutes ago, audhol said:

 

 

Yep good parcatice,

 

If you want to be far better organised than uncle Aud and not make lots of silly mistakes due to remnant files never save anything to the game folder, instead save it all onto a seperate drive using the file stucture that you mentioned then zippy-it-up and install it as a mod each time to test.

 

Some say I am the expectation of chaos, but I believe to achieve true chao one must have order to ensure it is "inconceivable" (I still reckon the Dread Pirate Roberts was right, he did not know the meaning)

Posted

Bit lost on me the connection, I looked up who dat dude is and he used the name as a reputation for fear right?

Posted
37 minutes ago, audhol said:

Bit lost on me the connection, I looked up who dat dude is and he used the name as a reputation for fear right?

 

Yup was not even his real name, it was handed down to him, cause logically Pirates retire but nobody would be scared of The Dread Pirate Fred, so the name was past on from one to another to another. One of my fav movies "The Princess Bride"

Posted
6 hours ago, DarksideTinkerbell said:

One of my fav movies "The Princess Bride"

 

 

Well, well, well the tinkster is an sentimental romantic at heart.

 

He was me thinking your favourite film would be Debbie does Dallas or Tinkie does Tasmania! 

Posted
16 hours ago, DarksideTinkerbell said:

Up in the snow we like to blend in, right? (An outfit Mashup)

 

You would almost be excused for thinking that the dude that made the outfit Stole Butchered Hijaked   Umm got inspiration from the hat!

Posted

FFS lost 2 days work cause I saved a merged version over the multiple layers raw file.

 

Sorry @belegost but Gina's White Wedding Tat is less than perfect but I ain't gonna redo it.

Posted

No peaking @belegost

 

 

Tina and Lilu Sharing and caring.

 

Spoiler

SkyrimSpecialEdition06_03_202520_34_09.thumb.png.19bd1225daac56845c0fe32f14045e75.pngSkyrimSpecialEdition06_03_202520_34_28.thumb.png.8eb7d0b5e572449ddd17e68acfaf8115.pngSkyrimSpecialEdition06_03_202520_34_39.thumb.png.c2f95e8e52c85c178bfebc3c1250344c.png

 

 

 

 

 

Gina's white wedding (fucked up due to me being a muppet and losing the raw layers file)

 

 

Spoiler

SkyrimSpecialEdition06_03_202520_36_35.thumb.png.fc4d434a12967765d187c4a4135d2f10.pngSkyrimSpecialEdition06_03_202520_37_05.thumb.png.82f2179e39ceb6b6442901289b2ed5b9.pngSkyrimSpecialEdition06_03_202520_37_45.thumb.png.b051a93df2156653d72e1110c14af2b6.png

 

Posted

Hey, I tried to modify the blouse, yeppers I worked it out and well it worked. But!

 

How do I then add it to my game, plus I am guessing as I changed the Mesh, I then also have to use the Texture file from the original right?

Posted
7 hours ago, DarksideTinkerbell said:

How do I then add it to my game, plus I am guessing as I changed the Mesh, I then also have to use the Texture file from the original right?

 

The easiest way to test it out in game is simply to replace the nif of an item with your new nif, It has to be the same slot obviously.

 

If you want to do it the "proper" way then its time to fire up the Creation Kit.

 

If thats what you want to do let me know and I'll make you a guide for linking your mesh to the AA and Armor records.

 

You only have to change the texture file if you want to add more or less transparency or you have changed how the mesh is UV mapped onto the .dds

 

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