Platinphoenixx Posted September 27 Posted September 27 (edited) 1 hour ago, kobold tinkerer said: i dont get it. how it will work for example for these sprites? if i make my kobold thicker, how it will change it in the scene? Well, I’ll upload my tool soon so you can try it out. But my models if you look closely, are much more similar to the original Mina model. So I automated some marked pixels. The tool cannot 100% extrapolate the pixels in every scene, so some may look less slim for example for the different body shapes. it comes down to the fact that I basically developed a skeleton frame for the characters. The goal being that you can have a good basis for where hands, feet etc are in a scene and only need to make adjustments. Real Skeletons still will need to be adjusted by hand, but it should hopefully make life easier: Edited September 27 by Platinphoenixx 1
Platinphoenixx Posted September 27 Posted September 27 1 hour ago, kobold tinkerer said: i dont get it. how it will work for example for these sprites? if i make my kobold thicker, how it will change it in the scene? Okay, i now read your question again and i think i didn't answer it right XD ONCE your Kobold is in there, properly in the App, Skeleton set for scenes and such, it tries to apply thediffs to the recognized body parts. So let's say you made the legs thicker, it will try and identify the leg based on skeleton data and make it one px thicker in the desired direction. This has already got some extrapolated visibility data for existing scenes, so that it for examples knows that i scene x legs are hidden so it does not try and find the legs there.
kobold tinkerer Posted September 27 Posted September 27 4 minutes ago, Platinphoenixx said: Okay, i now read your question again and i think i didn't answer it right XD ONCE your Kobold is in there, properly in the App, Skeleton set for scenes and such, it tries to apply thediffs to the recognized body parts. So let's say you made the legs thicker, it will try and identify the leg based on skeleton data and make it one px thicker in the desired direction. This has already got some extrapolated visibility data for existing scenes, so that it for examples knows that i scene x legs are hidden so it does not try and find the legs there. how do you get skeleton data for scenes? do you do it manually or ai looks at pictures?
Platinphoenixx Posted September 27 Posted September 27 16 minutes ago, kobold tinkerer said: how do you get skeleton data for scenes? do you do it manually or ai looks at pictures? I manually did enough so the AI did a not-so-shitty job. But it would be best if every scene had proper skeleton data. I am looking at making a tiny collaborative infrastructure around the app without doxing myself so we can share Skeleton Data and positional tweaks.
Platinphoenixx Posted September 27 Posted September 27 (edited) Platinphoenixx Add-Ons v1.1 for LNR 1.4.1 Character editor · six new characters · scene close-up · Sprite Workshop Update to my v1.0 post. All downloads now live in this post (complete packages, the v1.0 fixes included). Below is only what's new since v1.0. For pictures, see my teaser post on the previous page! 📦 Downloads LNR_Platinphoenixx_AddOns_v1.1_for_1.4.1.zip – copy lewd_noita_redux/ over mods/lewd_noita_redux, restart, new run. Now also works on plain 1.4.1. LNR_1.4.1_Platinphoenixx_Complete_Pack_v1.1.zip – LNR 1.4.1 + all community patches + these add-ons + Summoner's Bonanza in one piece. LNR_1.4.1_fixes_v1.1.zip – all my fixes (v1.0 fixes + the new 1.4.1 fix). ✨ New at a glance Character editor – body shapes, hair, accessories, clothes and colours for Mina and the kobold Six new characters – slime, mushroom, ghost, fire spirit, android, cat girl Scene close-up – an enlarged window of the running scene Sprite Workshop – a browser tool to look at, fix and remix every sprite Fix – Mina's telekinesis animations 🎨 Character editor New CHARACTER button in the pause menu (next to GALLERY), with live previews of three walking animations and three scenes. The same options are in the settings. Mina: 4 body shapes · face (shadow, glowing eyes, blushing, masked) · hood or hair in 8 colours · halo / horns / cat ears / bunny ears · original dress, new dress or top + bottom · stockings · 8 clothes colours Kobold: 4 body shapes · thick tail · 8 scale and 6 belly colours · dress or top + bottom · 9 clothes colours · kobold NPCs keep their look Applies to the walking sprite, clothes, all 137 layered scenes incl. belly and the gallery viewer Slim shapes walk with narrower legs Switching kobold ↔ the others applies when you close the menu, everything else after a restart 👭 Six new characters Six of the girls from the teaser made it in. They're built on Mina's sprites, so each one has every animation, scene, body shape, outfit and accessory. Slime girl – see-through (clear / milky / solid), gloss, drips while walking, 6 colours Mushroom girl – dotted cap, moss collar, spores, 5 cap colours, 3 skin tones Ghost girl – see-through, fades out towards the feet, glowing eyes, 4 colours Fire spirit – animated flame hair, glowing eyes, 4 flame colours Android – plating, visor and collar lights, seams, 4 platings × 4 light colours Cat girl – ears slanted to the sides, tail while walking, 5 fur colours 🔍 Scene close-up While a layered scene with you runs, a small window shows it enlarged (x3–x6, crisp pixels, same frame). It is on by default at x4, top right next to the status icons. Settings: "Scene Close-up", "Close-up Size", "Close-up Position". 🛠️ Sprite Workshop (tools/LNR_Sprite_Workshop.html) Double-click it, press "Open LNR mod folder" and pick mods/lewd_noita_redux. Everything runs locally and nothing is uploaded. Every animation and scene with your editor settings, body shapes side by side, pixel diff, onion skin Notes on pixels, pixel editor, GIF/PNG export, corrections as JSON (export/import) Skeleton tab: 12 points per pose, pre-filled for all animations and scenes – groundwork for tails/ears in scenes and an X-Ray mode later Kit tab (preview): make your own character on Mina's sprites with your own colours and parts (tail, ears, horns, wings …) and see it in every animation and scene. Share kits as .json. Getting kits into the game comes later, so feel free to send me yours! Also opens any other Noita sprite XML + PNG or mod folder Spriters: send me corrections as JSON and I'll build them in. 🩹 Fix (LNR 1.4.1 itself) Mina's telekinesis animations (telekinesis_grab_start, _crouched) were drawn 14 px too high, so the game showed her cut in half. Fixed, including the stain UV map. The fix is in all three downloads. ✅ Tested in game: editor window, Mina body shapes, scene close-up ❓ Untested – please report: the six new characters, kobold editor and shapes, Mina hair / accessories / clothes in game Full change list: CHANGELOG.md in the zips. EDIT: FILES MOVED TO THE NEWER POST Edited September 27 by Platinphoenixx 2
Platinphoenixx Posted September 27 Posted September 27 (edited) Disclaimer: The tool itself and a good chunk of the stuff i added is buggy. Some things don't work yet, don't look good etc. Any feedback is extremely welcome. What i will try is to build a semi-solid structure behind the HTML Tool, so anyone can contribute skeleton adjustments, new skins, accessories and even new character sprites. When it's done i'd like to set the main devs here up with the admin account so edits can be approved right away or denied. Edited September 27 by Platinphoenixx
kobold tinkerer Posted September 27 Posted September 27 10 minutes ago, Platinphoenixx said: What i will try is to build a semi-solid structure behind the HTML Tool, so anyone can contribute skeleton adjustments, new skins, accessories and even new character sprites. When it's done i'd like to set the main devs here up with the admin account so edits can be approved right away or denied. you mean its online tool? does it use ai as backend? or is there another reason you cannot just send it for anyone to use locally?
kobold tinkerer Posted September 27 Posted September 27 38 minutes ago, Platinphoenixx said: Platinphoenixx Add-Ons v1.1 for LNR 1.4.1 Character editor · six new characters · scene close-up · Sprite Workshop Update to my v1.0 post. All downloads now live in this post (complete packages, the v1.0 fixes included). Below is only what's new since v1.0. For pictures, see my teaser post on the previous page! 📦 Downloads LNR_Platinphoenixx_AddOns_v1.1_for_1.4.1.zip – copy lewd_noita_redux/ over mods/lewd_noita_redux, restart, new run. Now also works on plain 1.4.1. LNR_1.4.1_Platinphoenixx_Complete_Pack_v1.1.zip – LNR 1.4.1 + all community patches + these add-ons + Summoner's Bonanza in one piece. LNR_1.4.1_fixes_v1.1.zip – all my fixes (v1.0 fixes + the new 1.4.1 fix). ✨ New at a glance Character editor – body shapes, hair, accessories, clothes and colours for Mina and the kobold Six new characters – slime, mushroom, ghost, fire spirit, android, cat girl Scene close-up – an enlarged window of the running scene Sprite Workshop – a browser tool to look at, fix and remix every sprite Fix – Mina's telekinesis animations 🎨 Character editor New CHARACTER button in the pause menu (next to GALLERY), with live previews of three walking animations and three scenes. The same options are in the settings. Mina: 4 body shapes · face (shadow, glowing eyes, blushing, masked) · hood or hair in 8 colours · halo / horns / cat ears / bunny ears · original dress, new dress or top + bottom · stockings · 8 clothes colours Kobold: 4 body shapes · thick tail · 8 scale and 6 belly colours · dress or top + bottom · 9 clothes colours · kobold NPCs keep their look Applies to the walking sprite, clothes, all 137 layered scenes incl. belly and the gallery viewer Slim shapes walk with narrower legs Switching kobold ↔ the others applies when you close the menu, everything else after a restart 👭 Six new characters Six of the girls from the teaser made it in. They're built on Mina's sprites, so each one has every animation, scene, body shape, outfit and accessory. Slime girl – see-through (clear / milky / solid), gloss, drips while walking, 6 colours Mushroom girl – dotted cap, moss collar, spores, 5 cap colours, 3 skin tones Ghost girl – see-through, fades out towards the feet, glowing eyes, 4 colours Fire spirit – animated flame hair, glowing eyes, 4 flame colours Android – plating, visor and collar lights, seams, 4 platings × 4 light colours Cat girl – ears slanted to the sides, tail while walking, 5 fur colours 🔍 Scene close-up While a layered scene with you runs, a small window shows it enlarged (x3–x6, crisp pixels, same frame). It is on by default at x4, top right next to the status icons. Settings: "Scene Close-up", "Close-up Size", "Close-up Position". 🛠️ Sprite Workshop (tools/LNR_Sprite_Workshop.html) Double-click it, press "Open LNR mod folder" and pick mods/lewd_noita_redux. Everything runs locally and nothing is uploaded. Every animation and scene with your editor settings, body shapes side by side, pixel diff, onion skin Notes on pixels, pixel editor, GIF/PNG export, corrections as JSON (export/import) Skeleton tab: 12 points per pose, pre-filled for all animations and scenes – groundwork for tails/ears in scenes and an X-Ray mode later Kit tab (preview): make your own character on Mina's sprites with your own colours and parts (tail, ears, horns, wings …) and see it in every animation and scene. Share kits as .json. Getting kits into the game comes later, so feel free to send me yours! Also opens any other Noita sprite XML + PNG or mod folder Spriters: send me corrections as JSON and I'll build them in. 🩹 Fix (LNR 1.4.1 itself) Mina's telekinesis animations (telekinesis_grab_start, _crouched) were drawn 14 px too high, so the game showed her cut in half. Fixed, including the stain UV map. The fix is in all three downloads. ✅ Tested in game: editor window, Mina body shapes, scene close-up ❓ Untested – please report: the six new characters, kobold editor and shapes, Mina hair / accessories / clothes in game Full change list: CHANGELOG.md in the zips. LNR_1.4.1_fixes_v1.1.zip LNR_1.4.1_Platinphoenixx_Complete_Pack_v1.1.zip LNR_Platinphoenixx_AddOns_v1.1_for_1.4.1.zip do you test all the coding stuff in noita_dev.exe to find errors or its ai telling you?
Platinphoenixx Posted September 27 Posted September 27 (edited) 19 minutes ago, kobold tinkerer said: you mean its online tool? does it use ai as backend? or is there another reason you cannot just send it for anyone to use locally? The tool is already included, you can try it out, but it's entirely offline right now, but you can export and import sprites, skeletons and more. So you can use it right now, fully offline. There is no AI anything in the tool. Just some algorithms that can recognise certain structures by using pixel color estiamtions for skeleton setting. What i want is for the tool to be able to send edits that you made without having to post them here for every little file you edit. So that anyone opening it can decide if they want your (for example) adjusted skeleton nodes. Right now it does none of it. 6 minutes ago, kobold tinkerer said: do you test all the coding stuff in noita_dev.exe to find errors or its ai telling you? You have to test it, AI is too dumb. But it can obviously check my code before i try it and catches most of the errors i made. Edited September 27 by Platinphoenixx
kobold tinkerer Posted September 27 Posted September 27 (edited) 13 minutes ago, Platinphoenixx said: So you can use it right now, fully offline i just didnt get the part about admin accounts for devs. also how is doxxing yourself related to all this? 13 minutes ago, Platinphoenixx said: catches most of the errors i made how much ram/vram you need for that? maybe i will try it too if its possible edit: you made me read "if anyone builds it everyone dies" with these rapid code additions Edited September 27 by kobold tinkerer
Platinphoenixx Posted September 27 Posted September 27 3 minutes ago, kobold tinkerer said: i just didnt get the part about admin accounts for devs. also how is doxxing yourself related to all this? Ah sorry! I was thinking about setting up a collaborative live-session for the sprite workshop or at least a shared database where anyone could then post edits and those could be approved and land in the main Database by admins. And for that i need some kind of server infrastructure. I was thinking my NAS, but that could dox myself. But right now, this is nothing but an offline tool with an HTML user interface. 5 minutes ago, kobold tinkerer said: how much ram/vram you need for that? maybe i will try it too if its possible Yeah, that's the bad part. For local models to be remotely useful, you'll need to have some RAM. I don't have much experience with smaller models, as luckily i have a 5090 and i can use a model that needs 26GB of VRAM to run properly. If you have a subscription or are willing to try it, Claude Code with Opus and OpenAI's Astra 6 are really good.
kobold tinkerer Posted September 27 Posted September 27 5 minutes ago, Platinphoenixx said: If you have a subscription or are willing to try it, Claude Code with Opus and OpenAI's Astra 6 are really good. "as an ai agent i cannot assist you with "fucking_in_the_ass()" function as it stands against our policy which is against harmful content as we strive to create safe environment for our users"
Platinphoenixx Posted September 27 Posted September 27 (edited) 31 minutes ago, kobold tinkerer said: "as an ai agent i cannot assist you with "fucking_in_the_ass()" function as it stands against our policy which is against harmful content as we strive to create safe environment for our users" Hahaha XD Claude code is honestly unhinged. But make sure to use the actual coding versions, the content filters are usually a lot laxer. Edited September 27 by Platinphoenixx
Platinphoenixx Posted September 27 Posted September 27 (edited) Sorry, i have another quick update, there won't be an update probably for a bit. I think this update leaves the currently "in-there" stuff in a much better state. I also added ragdoll sprites for Mina. Tidier character editor · lots of scene fixes · Mina's own ragdoll Update to my v1.1 post. All downloads now live in this post (complete packages, everything from v1.0 and v1.1 included). Below is only what's new since v1.1. 📦 Downloads LNR_Platinphoenixx_AddOns_v1.2_for_1.4.1.zip – copy lewd_noita_redux/ over mods/lewd_noita_redux, restart, new run. Works on plain 1.4.1. LNR_1.4.1_Platinphoenixx_Complete_Pack_v1.2.zip – LNR 1.4.1 + all community patches + these add-ons + Summoner's Bonanza in one piece. LNR_1.4.1_fixes_v1.2.zip – all my fixes for the community patches and 1.4.1. ✨ New at a glance Character editor tidied up – 14 instead of 23 settings, clearer names Scene fixes – your character now shows everywhere, no more enemy parts tinted in your colours Slim shapes – dress and scenes look right Mina's own death ragdoll – no more kobold falling out of her Two LNR 1.4.1 bugs fixed 🎨 Character editor Head (hood or hair) and one Head colour (9 colours) replace three rows; the boots match the head colour. The six extra characters now have one colour and one detail row each. The CHARACTER editor names them per character (e.g. "Slime colour" / "Clarity"). The Halo is an on/off switch. Horns, cat ears and bunny ears are gone. Heads-up: the settings that changed start from their defaults once. 🩹 Fixes Your character everywhere: five scenes (slimeshooter, slimeshooter_weak, maggot, maggot_white, lurker) always showed the standard Mina. They now use your character, shape, colours and belly. Enemy parts no longer tinted: in most scenes some enemy pixels (parts the kobold hides, cum) were coloured like your character or squeezed by the body shapes. Fixed in about 980 frames. Head parts stay on the head: halo, mushroom cap, flame hair and cat ears no longer float or sit in front of the face in lying poses. Slim shapes: the original dress keeps its flaps while walking, and the enemy's member no longer looks cut off. Death ragdoll: Mina and every character built on her now drop their own body parts, in their own colours. LNR 1.4.1 bugs: Mina's failed_alchemist scene was invisible (its sprite is missing, she now plays the alt version), and with Mina on the mod's own status effects (sticky, mucus, horny) were never registered. 🛠️ Sprite Workshop Shows the scenes above with the right frames and the new editor settings; better skeleton pre-fill for the kobold. New tool tools/ln_audit.py checks every scene for layer problems and writes contact sheets. ✅ Tested in game: all fixes above ❓ Please report: anything odd with the tidied-up character editor Full change list: CHANGELOG.md in the zips. EDIT: FILES MOVED TO THE NEWER POST Edited September 28 by Platinphoenixx 1
Platinphoenixx Posted September 27 Posted September 27 I am really hoping you guys will try the Sprite Workshop! xD
kobold tinkerer Posted September 27 Posted September 27 2 hours ago, Platinphoenixx said: I am really hoping you guys will try the Sprite Workshop! xD i'm curious, how much noita modding experience you have?
Platinphoenixx Posted September 27 Posted September 27 5 hours ago, kobold tinkerer said: i'm curious, how much noita modding experience you have? Zero. Literally. I found this mod a few days ago and thought “that looks cool”. i know my way around some PHP and paradox modding but yeah that’s it.
kobold tinkerer Posted September 27 Posted September 27 i have tried storing stats entity as a single table inside just one vsc using this https://github.com/rxi/json.lua it worked. if you gonna update it the same way using this library, make sure to replace double quotes with single quotes before adding it to vsc otherwise it will break player.xml. and obviously replace single with double before retrieving table from string 1
kobold tinkerer Posted September 27 Posted September 27 21 minutes ago, Platinphoenixx said: Zero great, i am even more scared of ai now 22 minutes ago, Platinphoenixx said: paradox modding my condolences
Platinphoenixx Posted September 27 Posted September 27 22 minutes ago, kobold tinkerer said: great, i am even more scared of ai now It's a tool. Really not much to be scared about except if your profession is UX design :D. I do research in this field. 24 minutes ago, kobold tinkerer said: my condolences 😡 Honestly, i love PDX games XD Noita is a breeze though. Modding is so straightforward and AI just has an amazing overview. Got a question of the sort of "does X exist" or "can it do X" and it can answer you quickly. So AI as an assistant is pretty great, but you should know coding basics. 36 minutes ago, kobold tinkerer said: i have tried storing stats entity as a single table inside just one vsc using this https://github.com/rxi/json.lua it worked. if you gonna update it the same way using this library, make sure to replace double quotes with single quotes before adding it to vsc otherwise it will break player.xml. and obviously replace single with double before retrieving table from string Thanks, that's a really useful tip! Good to know about the quotes breaking player.xml. Buuut, right now the stats (built on your gallery) are stored like this: This run: one VariableStorageComponent per enemy, on a small "ln_sex_stats" child entity of the player. All runs: a copy in the mod settings, so the gallery survives between runs. The values are plain key=value,key=value strings with no quotes at all, so we never hit the player.xml problem. Your single-vsc version is definitely cleaner (one component instead of one per enemy), so Ill keep it in mind in case the stats ever need nested data. But, related to the quote swap: we also store the localized enemy name, and some languages have apostrophes in names (French for example). Those would come back as double quotes when you swap back and break the JSON. Swapping to a character that can never appear in a name (a backtick, or something like \1) should avoid that. Did you run into any performance issues with lots of VSCs, or was it mainly about keeping things tidy?
kobold tinkerer Posted September 28 Posted September 28 5 hours ago, Platinphoenixx said: was it mainly about keeping things tidy this. also i'm not sure i want to store gallery between runs, it gives me motivation to have sex with enemies to unlock it every run. maybe we can have both, i.e. the icons are persistent but greyed out until you fuck. 5 hours ago, Platinphoenixx said: But, related to the quote swap: we also store the localized enemy name, and some languages have apostrophes in names (French for example). Those would come back as double quotes when you swap back and break the JSON. Swapping to a character that can never appear in a name (a backtick, or something like \1) should avoid that. thanks, i didnt think of that. i was limitied in thinking in quotes when i thought about how json works, now i realize i can swap double quotes to basically any character, for example |
kobold tinkerer Posted September 28 Posted September 28 6 hours ago, Platinphoenixx said: I do research in this field which exactly?
Ink_Ribbon Posted September 28 Posted September 28 12 hours ago, Platinphoenixx said: LNR_1.4.1_Platinphoenixx_Complete_Pack_v1.2.zip – LNR 1.4.1 + all community patches + these add-ons + Summoner's Bonanza in one piece. Testing this out now. I'm a little leery of AI code, especially from someone with no coding experience themselves, and so far that's being borne out. A list of bugs as I find them, with the recommended installation instructions and just using these mods: - Crash on first startup with the new mods. Seems to be working on subsequent new games. General performance degradation, it wants a LOT more CPU, especially when creating a new game but also especially when there's a lot of moving particles on-screen, when that wasn't an issue before. - Changing the kobold's scales color does not update the model immediately, but does update her clothing. Oddly, it does use the correct colors using sex scenes with picture-in-picture, then reverts back to purple. (I'm currently using blue scales, red dress.) Tested with multiple restarts, no effect. - Picture-in-picture sometimes doesn't work at all for Slime Shroom, Damned Alchemist, Maggot (the big blue pillbug, I think the translation there isn't right) - Gynomorph/Futa creatures also seem to break PiP and player model replacers. Confirmed with Miner Hiisi, Fire Mage, Leader Hiisi - Lancer Guard just has no interest is sex at all, male works fine (though I remember this female version also wasn't working in the mod before, so that might not be due to this patch.) Everything else SEEMS to work at a glance, as an end-user, but I still have no idea what's going on under the hood. I feel like these are net positive improvements, but I'd still be more confident if people with more coding experience peeled the AI code apart to see how it did certain things and how it could be optimized. I actually managed to get all the way down to the Temple of the Work because I was prioritizing variety when finding enemies to fuck, focused on filling out the new sex log. I VERY MUCH like this feature as a general addition to the mod, and here's my progress so far. I assume it just pulls the original "entities" list from the game, and then iterates on that, which is why there's so many blank spaces still?
kobold tinkerer Posted September 28 Posted September 28 27 minutes ago, Ink_Ribbon said: it wants a LOT more CPU can you give me exact numbers? percent of cpu usage i mean 31 minutes ago, Ink_Ribbon said: I assume it just pulls the original "entities" list from the game yes, it retrieves a list of enemy icons from _list.txt file. the problem is it works with apotheosis, but doesnt work with new enemies, for some reason. when we get to creating new enemies sex scenes (in about hundred years) we will have to figure that out 1
kobold tinkerer Posted September 28 Posted September 28 does anyone have any idea how to do custom looking tooltip with formatting and images? and also how to animate icon highlight when its new unlocked something. i have a suspiction there is no way to do so since its hardcoded. no mention of this in data.wak
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