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Prepacked HDT-SM - HDT Skinned Mesh Physics with Modding Guide


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I'm assuming the body is your release of 1.3, I was talking about the xml.

These my xml, but need add new shape for you body for work collision.

 

 

 

<bone name="NPC L Pussy02">

<mass>0.10000</mass>

<inertia x="10" y="10" z="10"/>

<centerOfMassTransform>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</centerOfMassTransform>

<linearDamping>0</linearDamping>

<angularDamping>0</angularDamping>

<friction>0</friction>

<rollingFriction>0</rollingFriction>

<restitution>0</restitution>

</bone>

 

<bone name="NPC L Pussy01">

<mass>0.00000</mass>

<inertia x="0" y="0" z="0"/>

<centerOfMassTransform>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</centerOfMassTransform>

<linearDamping>0</linearDamping>

<angularDamping>0</angularDamping>

<friction>0</friction>

<rollingFriction>0</rollingFriction>

<restitution>0</restitution>

</bone>

 

<bone name="NPC R Pussy02">

<mass>0.10000</mass>

<inertia x="10" y="10" z="10"/>

<centerOfMassTransform>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</centerOfMassTransform>

<linearDamping>0</linearDamping>

<angularDamping>0</angularDamping>

<friction>0</friction>

<rollingFriction>0</rollingFriction>

<restitution>0</restitution>

</bone>

 

<bone name="NPC R Pussy01">

<mass>0.00000</mass>

<inertia x="0" y="0" z="0"/>

<centerOfMassTransform>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</centerOfMassTransform>

<linearDamping>0</linearDamping>

<angularDamping>0</angularDamping>

<friction>0</friction>

<rollingFriction>0</rollingFriction>

<restitution>0</restitution>

</bone>

 

<generic-constraint bodyA="NPC L Pussy02" bodyB="NPC L Pussy01">

<frameInB>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</frameInB>

<useLinearReferenceFrameA>false</useLinearReferenceFrameA>

<linearLowerLimit x="0" y="0" z="0"/>

<linearUpperLimit x="10" y="0" z="0"/>

<angularLowerLimit x="0" y="0" z="0"/>

<angularUpperLimit x="0" y="0" z="0"/>

<linearStiffness x="10" y="10" z="10"/>

<angularStiffness x="10" y="10" z="10"/>

<linearDamping x="0" y="0" z="0"/>

<angularDamping x="0" y="0" z="0"/>

<linearEquilibrium x="-5" y="0" z="0"/>

<angularEquilibrium x="0" y="0" z="0"/>

</generic-constraint>

 

<generic-constraint bodyA="NPC R Pussy02" bodyB="NPC R Pussy01">

<frameInB>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</frameInB>

<useLinearReferenceFrameA>false</useLinearReferenceFrameA>

<linearLowerLimit x="-10" y="0" z="0"/>

<linearUpperLimit x="0" y="0" z="0"/>

<angularLowerLimit x="0" y="0" z="0"/>

<angularUpperLimit x="0" y="0" z="0"/>

<linearStiffness x="10" y="10" z="10"/>

<angularStiffness x="10" y="10" z="10"/>

<linearDamping x="0" y="0" z="0"/>

<angularDamping x="0" y="0" z="0"/>

<linearEquilibrium x="5" y="0" z="0"/>

<angularEquilibrium x="0" y="0" z="0"/>

</generic-constraint>

 

<bone name="Belly">

<mass>0</mass>

<inertia x="0" y="0" z="0"/>

<centerOfMassTransform>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</centerOfMassTransform>

<linearDamping>0</linearDamping>

<angularDamping>0</angularDamping>

<friction>0</friction>

<rollingFriction>0</rollingFriction>

<restitution>0</restitution>

</bone>

 

<bone name="HDT Belly">

<mass>0.10000</mass>

<inertia x="10" y="10" z="10"/>

<centerOfMassTransform>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</centerOfMassTransform>

<linearDamping>0</linearDamping>

<angularDamping>0</angularDamping>

<friction>0</friction>

<rollingFriction>0</rollingFriction>

<restitution>0</restitution>

</bone>

 

 

<bone name="NPC Belly">

<mass>0.10000</mass>

<inertia x="10" y="10" z="10"/>

<centerOfMassTransform>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</centerOfMassTransform>

<linearDamping>0</linearDamping>

<angularDamping>0</angularDamping>

<friction>0</friction>

<rollingFriction>0</rollingFriction>

<restitution>0</restitution>

</bone>

 

 

<generic-constraint bodyA="HDT Belly" bodyB="Belly">

<frameInB>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</frameInB>

<useLinearReferenceFrameA>false</useLinearReferenceFrameA>

<linearLowerLimit x="0" y="-10" z="0"/>

<linearUpperLimit x="0" y="0" z="0"/>

<angularLowerLimit x="0" y="0" z="0"/>

<angularUpperLimit x="0" y="0" z="0"/>

<linearStiffness x="100" y="100" z="100"/>

<angularStiffness x="100" y="100" z="100"/>

<linearDamping x="0" y="0" z="0"/>

<angularDamping x="0" y="0" z="0"/>

<linearEquilibrium x="0" y="0" z="0"/>

<angularEquilibrium x="0" y="0" z="0"/>

<linearBounce x="0" y="0" z="0.1"/>

</generic-constraint>

 

<generic-constraint bodyA="NPC Belly" bodyB="HDT Belly">

<frameInB>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</frameInB>

<useLinearReferenceFrameA>false</useLinearReferenceFrameA>

<linearLowerLimit x="0" y="0" z="0"/>

<linearUpperLimit x="0" y="0" z="0"/>

<angularLowerLimit x="0" y="0" z="0"/>

<angularUpperLimit x="0" y="0" z="0"/>

<linearStiffness x="100" y="100" z="100"/>

<angularStiffness x="100" y="100" z="100"/>

<linearDamping x="0" y="0" z="0"/>

<angularDamping x="0" y="0" z="0"/>

<linearEquilibrium x="0" y="0" z="0"/>

<angularEquilibrium x="0" y="0" z="0"/>

</generic-constraint>

 

 

<per-triangle-shape name="BaseShape">

<margin>0</margin>

<prenetration>0</prenetration>

<tag>body</tag>

<no-collide-with-tag>Labia</no-collide-with-tag>

<no-collide-with-tag>Genitals</no-collide-with-tag>

<no-collide-with-tag>MaleBody</no-collide-with-tag>

<no-collide-with-tag>Malehands</no-collide-with-tag>

<no-collide-with-tag>Hands</no-collide-with-tag>

<no-collide-with-tag>FemaleHands</no-collide-with-tag>

<no-collide-with-tag>Lbreast</no-collide-with-tag>

<no-collide-with-tag>Rbreast</no-collide-with-tag>

<no-collide-with-tag>Belly</no-collide-with-tag>

</per-triangle-shape>

 

<per-triangle-shape name="Labia">

<margin>0</margin>

<prenetration>1</prenetration>

<tag>Labia</tag>

<no-collide-with-tag>body</no-collide-with-tag>

<no-collide-with-tag>Labia</no-collide-with-tag>

<no-collide-with-tag>Belly</no-collide-with-tag>

</per-triangle-shape>

 

<per-triangle-shape name="CollisionBelly">

<margin>0</margin>

<prenetration>1</prenetration>

<tag>Belly</tag>

<no-collide-with-tag>Body</no-collide-with-tag>

<no-collide-with-tag>Labia</no-collide-with-tag>

<no-collide-with-tag>MaleBody</no-collide-with-tag>

<no-collide-with-tag>Malehands</no-collide-with-tag>

<no-collide-with-tag>Hands</no-collide-with-tag>

<no-collide-with-tag>FemaleHands</no-collide-with-tag>

<no-collide-with-tag>Lbreast</no-collide-with-tag>

<no-collide-with-tag>Rbreast</no-collide-with-tag>

<no-collide-with-tag>Belly</no-collide-with-tag>

</per-triangle-shape>

 

<per-triangle-shape name="LbreastS">

<margin>0</margin>

<prenetration>1</prenetration>

<tag>Lbreast</tag>

<no-collide-with-tag>Body</no-collide-with-tag>

<no-collide-with-tag>Rbreast</no-collide-with-tag>

<no-collide-with-tag>Belly</no-collide-with-tag>

<no-collide-with-tag>Genitals</no-collide-with-tag>

</per-triangle-shape>

 

<per-triangle-shape name="RbreastS">

<margin>0</margin>

<prenetration>1</prenetration>

<tag>Rbreast</tag>

<no-collide-with-tag>Body</no-collide-with-tag>

<no-collide-with-tag>Lbreast</no-collide-with-tag>

<no-collide-with-tag>Belly</no-collide-with-tag>

<no-collide-with-tag>Genitals</no-collide-with-tag>

</per-triangle-shape>

 

 

 

 

How do you just make an .xml file like this?

 

 

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I'm assuming the body is your release of 1.3, I was talking about the xml.

These my xml, but need add new shape for you body for work collision.

 

 

 

<bone name="NPC L Pussy02">

<mass>0.10000</mass>

<inertia x="10" y="10" z="10"/>

<centerOfMassTransform>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</centerOfMassTransform>

<linearDamping>0</linearDamping>

<angularDamping>0</angularDamping>

<friction>0</friction>

<rollingFriction>0</rollingFriction>

<restitution>0</restitution>

</bone>

 

<bone name="NPC L Pussy01">

<mass>0.00000</mass>

<inertia x="0" y="0" z="0"/>

<centerOfMassTransform>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</centerOfMassTransform>

<linearDamping>0</linearDamping>

<angularDamping>0</angularDamping>

<friction>0</friction>

<rollingFriction>0</rollingFriction>

<restitution>0</restitution>

</bone>

 

<bone name="NPC R Pussy02">

<mass>0.10000</mass>

<inertia x="10" y="10" z="10"/>

<centerOfMassTransform>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</centerOfMassTransform>

<linearDamping>0</linearDamping>

<angularDamping>0</angularDamping>

<friction>0</friction>

<rollingFriction>0</rollingFriction>

<restitution>0</restitution>

</bone>

 

<bone name="NPC R Pussy01">

<mass>0.00000</mass>

<inertia x="0" y="0" z="0"/>

<centerOfMassTransform>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</centerOfMassTransform>

<linearDamping>0</linearDamping>

<angularDamping>0</angularDamping>

<friction>0</friction>

<rollingFriction>0</rollingFriction>

<restitution>0</restitution>

</bone>

 

<generic-constraint bodyA="NPC L Pussy02" bodyB="NPC L Pussy01">

<frameInB>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</frameInB>

<useLinearReferenceFrameA>false</useLinearReferenceFrameA>

<linearLowerLimit x="0" y="0" z="0"/>

<linearUpperLimit x="10" y="0" z="0"/>

<angularLowerLimit x="0" y="0" z="0"/>

<angularUpperLimit x="0" y="0" z="0"/>

<linearStiffness x="10" y="10" z="10"/>

<angularStiffness x="10" y="10" z="10"/>

<linearDamping x="0" y="0" z="0"/>

<angularDamping x="0" y="0" z="0"/>

<linearEquilibrium x="-5" y="0" z="0"/>

<angularEquilibrium x="0" y="0" z="0"/>

</generic-constraint>

 

<generic-constraint bodyA="NPC R Pussy02" bodyB="NPC R Pussy01">

<frameInB>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</frameInB>

<useLinearReferenceFrameA>false</useLinearReferenceFrameA>

<linearLowerLimit x="-10" y="0" z="0"/>

<linearUpperLimit x="0" y="0" z="0"/>

<angularLowerLimit x="0" y="0" z="0"/>

<angularUpperLimit x="0" y="0" z="0"/>

<linearStiffness x="10" y="10" z="10"/>

<angularStiffness x="10" y="10" z="10"/>

<linearDamping x="0" y="0" z="0"/>

<angularDamping x="0" y="0" z="0"/>

<linearEquilibrium x="5" y="0" z="0"/>

<angularEquilibrium x="0" y="0" z="0"/>

</generic-constraint>

 

<bone name="Belly">

<mass>0</mass>

<inertia x="0" y="0" z="0"/>

<centerOfMassTransform>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</centerOfMassTransform>

<linearDamping>0</linearDamping>

<angularDamping>0</angularDamping>

<friction>0</friction>

<rollingFriction>0</rollingFriction>

<restitution>0</restitution>

</bone>

 

<bone name="HDT Belly">

<mass>0.10000</mass>

<inertia x="10" y="10" z="10"/>

<centerOfMassTransform>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</centerOfMassTransform>

<linearDamping>0</linearDamping>

<angularDamping>0</angularDamping>

<friction>0</friction>

<rollingFriction>0</rollingFriction>

<restitution>0</restitution>

</bone>

 

 

<bone name="NPC Belly">

<mass>0.10000</mass>

<inertia x="10" y="10" z="10"/>

<centerOfMassTransform>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</centerOfMassTransform>

<linearDamping>0</linearDamping>

<angularDamping>0</angularDamping>

<friction>0</friction>

<rollingFriction>0</rollingFriction>

<restitution>0</restitution>

</bone>

 

 

<generic-constraint bodyA="HDT Belly" bodyB="Belly">

<frameInB>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</frameInB>

<useLinearReferenceFrameA>false</useLinearReferenceFrameA>

<linearLowerLimit x="0" y="-10" z="0"/>

<linearUpperLimit x="0" y="0" z="0"/>

<angularLowerLimit x="0" y="0" z="0"/>

<angularUpperLimit x="0" y="0" z="0"/>

<linearStiffness x="100" y="100" z="100"/>

<angularStiffness x="100" y="100" z="100"/>

<linearDamping x="0" y="0" z="0"/>

<angularDamping x="0" y="0" z="0"/>

<linearEquilibrium x="0" y="0" z="0"/>

<angularEquilibrium x="0" y="0" z="0"/>

<linearBounce x="0" y="0" z="0.1"/>

</generic-constraint>

 

<generic-constraint bodyA="NPC Belly" bodyB="HDT Belly">

<frameInB>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</frameInB>

<useLinearReferenceFrameA>false</useLinearReferenceFrameA>

<linearLowerLimit x="0" y="0" z="0"/>

<linearUpperLimit x="0" y="0" z="0"/>

<angularLowerLimit x="0" y="0" z="0"/>

<angularUpperLimit x="0" y="0" z="0"/>

<linearStiffness x="100" y="100" z="100"/>

<angularStiffness x="100" y="100" z="100"/>

<linearDamping x="0" y="0" z="0"/>

<angularDamping x="0" y="0" z="0"/>

<linearEquilibrium x="0" y="0" z="0"/>

<angularEquilibrium x="0" y="0" z="0"/>

</generic-constraint>

 

 

<per-triangle-shape name="BaseShape">

<margin>0</margin>

<prenetration>0</prenetration>

<tag>body</tag>

<no-collide-with-tag>Labia</no-collide-with-tag>

<no-collide-with-tag>Genitals</no-collide-with-tag>

<no-collide-with-tag>MaleBody</no-collide-with-tag>

<no-collide-with-tag>Malehands</no-collide-with-tag>

<no-collide-with-tag>Hands</no-collide-with-tag>

<no-collide-with-tag>FemaleHands</no-collide-with-tag>

<no-collide-with-tag>Lbreast</no-collide-with-tag>

<no-collide-with-tag>Rbreast</no-collide-with-tag>

<no-collide-with-tag>Belly</no-collide-with-tag>

</per-triangle-shape>

 

<per-triangle-shape name="Labia">

<margin>0</margin>

<prenetration>1</prenetration>

<tag>Labia</tag>

<no-collide-with-tag>body</no-collide-with-tag>

<no-collide-with-tag>Labia</no-collide-with-tag>

<no-collide-with-tag>Belly</no-collide-with-tag>

</per-triangle-shape>

 

<per-triangle-shape name="CollisionBelly">

<margin>0</margin>

<prenetration>1</prenetration>

<tag>Belly</tag>

<no-collide-with-tag>Body</no-collide-with-tag>

<no-collide-with-tag>Labia</no-collide-with-tag>

<no-collide-with-tag>MaleBody</no-collide-with-tag>

<no-collide-with-tag>Malehands</no-collide-with-tag>

<no-collide-with-tag>Hands</no-collide-with-tag>

<no-collide-with-tag>FemaleHands</no-collide-with-tag>

<no-collide-with-tag>Lbreast</no-collide-with-tag>

<no-collide-with-tag>Rbreast</no-collide-with-tag>

<no-collide-with-tag>Belly</no-collide-with-tag>

</per-triangle-shape>

 

<per-triangle-shape name="LbreastS">

<margin>0</margin>

<prenetration>1</prenetration>

<tag>Lbreast</tag>

<no-collide-with-tag>Body</no-collide-with-tag>

<no-collide-with-tag>Rbreast</no-collide-with-tag>

<no-collide-with-tag>Belly</no-collide-with-tag>

<no-collide-with-tag>Genitals</no-collide-with-tag>

</per-triangle-shape>

 

<per-triangle-shape name="RbreastS">

<margin>0</margin>

<prenetration>1</prenetration>

<tag>Rbreast</tag>

<no-collide-with-tag>Body</no-collide-with-tag>

<no-collide-with-tag>Lbreast</no-collide-with-tag>

<no-collide-with-tag>Belly</no-collide-with-tag>

<no-collide-with-tag>Genitals</no-collide-with-tag>

</per-triangle-shape>

 

 

 

 

How do you just make an .xml file like this?

 

 

 

manually in txt editor)

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 I find myself in an odd state of humor at the moment. I've been away from skyrim for a few years at least now with it fully uninstalled and everything. You awesome MF'ers have been damn busy! I used to be decently versed in getting done any sort of modding to the game that I was aiming for to a degree which had me at the times back then able to take even some of the most difficult to combine functionally mods with skyrim and integrate them on my own with no questions asked....simply a slight bit of reading at the very most. (clears throat) Now let me just say this....Installing skyrim from scratch again and attempting to integrate all of this is a harrowing experience.....Don't get me wrong I'm humbled by all of what many of the modding community have accomplished (simply amazing if you look at what the game's official creators / designers get paid to release). I honestly think Bethesda sorta takes a piggy back ride off of the free work they're certain the mod community will put out.....anyhow was really trying to say you guys are making my damn head spin now trying to get the game where i want it....but damnit do I love ya all for it. My ever present thanks and unwaivering appreciation to all of you who've generously sacrificed time and in some cases a bit of your own sanity to accomplish some of what was frustrating to put it mildly.

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I'm using an older AMD card with Windows 7. Their drivers provide OpenCL 2.0.

 

 

I've got a 7850. Using GPU Caps Viewer, I found that I was using OpenCL 1.2. Using the latest 15.7.1 drivers.

 

The AMD OpenCL 2.0 driver download page only provides it for Windows 8.1. What series of cards is yours from?

 

Edit: Found the list of supported GPUs. http://developer.amd.com/tools-and-sdks/opencl-zone/amd-accelerated-parallel-processing-app-sdk/system-requirements-driver-compatibility/

 

Turns out that the 7850 only does OpenCL 1.2. How does the performance compare between HDT PE and HDT-SMP, when running on the CPU?

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I'm using an older AMD card with Windows 7. Their drivers provide OpenCL 2.0.

 

 

I've got a 7850. Using GPU Caps Viewer, I found that I was using OpenCL 1.2. Using the latest 15.7.1 drivers.

 

The AMD OpenCL 2.0 driver download page only provides it for Windows 8.1. What series of cards is yours from?

 

Edit: Found the list of supported GPUs. http://developer.amd.com/tools-and-sdks/opencl-zone/amd-accelerated-parallel-processing-app-sdk/system-requirements-driver-compatibility/

 

Turns out that the 7850 only does OpenCL 1.2. How does the performance compare between HDT PE and HDT-SMP, when running on the CPU?

 

 

Cant you just update to windows 10? i find it great as it is.

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Cant you just update to windows 10? i find it great as it is.

 

 

I don't think that'd fix the OpenCL 1.2 limitation of my card.

 

And Windows 10...Nah. I'm not a fan of sending every little thing I do to Microsoft, and I'd rather not have to faff around with upgrading drivers and reinstalling programs that didn't do well with the upgrade.

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It's not directly compatible, but it is superior in a LOT of ways. Based on how you set up your prenetration set up, you can get some pretty amazing looking interactions without being cartoonishly goofy, something PE really never got quite right.

 

I'm running on two X5690's@ 4.2 gigs, so I'm not the guy to ask which runs better per frame, but I can tell you the CL libraries and runtimes are much less intensive, even when running the game at 4096x2160 with an absurdly demanding custom ENB.

 

and yeah, it's kind of a shame that no one but Ledo is sharing any of their, but the community was the same way about PE, so saying it's "not plug and play isn't really fair, because the ONLY reason PE was "plug and play" is because knight77 did all the groundwork, literally. The only other person to directly share bodies with indirect support were SCI and Stevie, so you can't really hang that one on SMP, cause the guy that made that into a "DL these four things in this order and you're done" was 77, and he didn't do that until PE had been for out for like forever.

 

The other side of this issue is the chinese authors have to be sparing in their support for pretty obvious reasons, but is kind of odd that one of them approached LL directly and got zero interest in helping into making SMP the standard for both bodies and clothes.

 

 

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I'm using an older AMD card with Windows 7. Their drivers provide OpenCL 2.0.

 

 

I've got a 7850. Using GPU Caps Viewer, I found that I was using OpenCL 1.2. Using the latest 15.7.1 drivers.

 

The AMD OpenCL 2.0 driver download page only provides it for Windows 8.1. What series of cards is yours from?

 

Edit: Found the list of supported GPUs. http://developer.amd.com/tools-and-sdks/opencl-zone/amd-accelerated-parallel-processing-app-sdk/system-requirements-driver-compatibility/

 

Turns out that the 7850 only does OpenCL 1.2. How does the performance compare between HDT PE and HDT-SMP, when running on the CPU?

 

 

I have an older even 6870. Catalyst shows that OpenCl 2.0 is there and when I use the OpenCL option in configs.xml, I get no errors. When I try using OpenCL 1.2 for my Intel CPU, I do get errors.

 

I am using the latest drivers from AMD, sorry I don't have the version right now.

 

As far as performance goes, I do get a framerate drop. I just don't have enough spare cycles from my GPU to spare for HDT-SMP I guess. That's the reason I tried the Intel drivers.

 

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I'm using an older AMD card with Windows 7. Their drivers provide OpenCL 2.0.

 

 

I've got a 7850. Using GPU Caps Viewer, I found that I was using OpenCL 1.2. Using the latest 15.7.1 drivers.

 

The AMD OpenCL 2.0 driver download page only provides it for Windows 8.1. What series of cards is yours from?

 

Edit: Found the list of supported GPUs. http://developer.amd.com/tools-and-sdks/opencl-zone/amd-accelerated-parallel-processing-app-sdk/system-requirements-driver-compatibility/

 

Turns out that the 7850 only does OpenCL 1.2. How does the performance compare between HDT PE and HDT-SMP, when running on the CPU?

 

 

I have an older even 6870. Catalyst shows that OpenCl 2.0 is there and when I use the OpenCL option in configs.xml, I get no errors. When I try using OpenCL 1.2 for my Intel CPU, I do get errors.

 

I am using the latest drivers from AMD, sorry I don't have the version right now.

 

As far as performance goes, I do get a framerate drop. I just don't have enough spare cycles from my GPU to spare for HDT-SMP I guess. That's the reason I tried the Intel drivers.

 

 

Intel CPUs have OpenCL 1.2, only newer Intel HD integrated GPUs are having OpenCL 2.0. You still need to have the runtimes to run the plugin with an Intel CPU.

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I have an older even 6870. Catalyst shows that OpenCl 2.0 is there and when I use the OpenCL option in configs.xml, I get no errors. When I try using OpenCL 1.2 for my Intel CPU, I do get errors.

 

I am using the latest drivers from AMD, sorry I don't have the version right now.

 

As far as performance goes, I do get a framerate drop. I just don't have enough spare cycles from my GPU to spare for HDT-SMP I guess. That's the reason I tried the Intel drivers.

 

 

 

Now I'm confused. The OpenCL 2.0 driver webpage says that all GCN GPUs, from 1.0 upwards, support OpenCL 2.0

 

Updated to the 15.8 beta drivers just to see if that'd help...Nope. Still on 1.2

 

Agh. I've just posted on the AMD forums. 'Eres hoping that bears fruit.

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I have an older even 6870. Catalyst shows that OpenCl 2.0 is there and when I use the OpenCL option in configs.xml, I get no errors. When I try using OpenCL 1.2 for my Intel CPU, I do get errors.

 

I am using the latest drivers from AMD, sorry I don't have the version right now.

 

As far as performance goes, I do get a framerate drop. I just don't have enough spare cycles from my GPU to spare for HDT-SMP I guess. That's the reason I tried the Intel drivers.

 

 

 

Now I'm confused. The OpenCL 2.0 driver webpage says that all GCN GPUs, from 1.0 upwards, support OpenCL 2.0

 

Updated to the 15.8 beta drivers just to see if that'd help...Nope. Still on 1.2

 

Agh. I've just posted on the AMD forums. 'Eres hoping that bears fruit.

 

 

This is the log I get when I enable OpenCL.

 

[09/15/15 09:58:44]INFO: Queue OK

[09/15/15 09:58:44]INFO: OpenCL enabled : 1

[09/15/15 09:58:44]INFO: SKSEPlugin_Load

[09/15/15 09:59:53]INFO: OpenCL initialized!

[09/15/15 09:59:53]INFO: platform : AMD Accelerated Parallel Processing

[09/15/15 09:59:53]INFO: version : OpenCL 2.0 AMD-APP (1800.8)

[09/15/15 09:59:53]INFO: device : Barts

[09/15/15 09:59:53]INFO: run with 16 command queues

 

What does your log say? By the way, I am running the 15.7.1 drivers.

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This is the log I get when I enable OpenCL.

 

[09/15/15 09:58:44]INFO: Queue OK

[09/15/15 09:58:44]INFO: OpenCL enabled : 1

[09/15/15 09:58:44]INFO: SKSEPlugin_Load

[09/15/15 09:59:53]INFO: OpenCL initialized!

[09/15/15 09:59:53]INFO: platform : AMD Accelerated Parallel Processing

[09/15/15 09:59:53]INFO: version : OpenCL 2.0 AMD-APP (1800.8)

[09/15/15 09:59:53]INFO: device : Barts

[09/15/15 09:59:53]INFO: run with 16 command queues

 

What does your log say? By the way, I am running the 15.7.1 drivers.

 

 

From what I've read in the tread, we enable OpenCL through a file named Configs.xml, aye? Thing is, that file doesn't exist; it's not generated at runtime, nor is it provided by the HDT SMP files.

 

Edit: Ah right, the provided files were outdated. Had to download from Baidu.

 

Chucked in configs.xml, this is what I get.

hdtSkinnedMeshPhysics
[09/15/15 19:01:41]INFO: Queue OK
[09/15/15 19:01:41]INFO: OpenCL enabled : 1
[09/15/15 19:01:41]INFO: SKSEPlugin_Load
[09/15/15 19:02:16]INFO: OpenCL initialized!
[09/15/15 19:02:16]INFO: platform : AMD Accelerated Parallel Processing
[09/15/15 19:02:16]INFO: version : OpenCL 2.0 AMD-APP (1800.11)
[09/15/15 19:02:16]INFO: device : Pitcairn
[09/15/15 19:02:16]INFO: run with 16 command queues
[09/15/15 19:02:52]WARNING: SKSE\Plugins\hdtSkinnedMeshConfigs\cbbe-tbbp.xml(59,2) : Bone NPC L Breast01 is not exist, skipped
[09/15/15 19:02:52]WARNING: SKSE\Plugins\hdtSkinnedMeshConfigs\cbbe-tbbp.xml(73,2) : Bone NPC R Breast01 is not exist, skipped

Wellp, seems to be using OpenCL 2.0

 

Now I just got to figure out why I crash when there's a naked woman in-game.

 

Edit: Alrighty. Updated XPMSE2, RaceMenu, and ran FNIS.

 

Still getting a crash whenever a naked lass appears. Bleh. I'll attach the logs and me HDT-SMP plugins.

 

plugins.7z

 

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<spoiler>

 

 

This is the log I get when I enable OpenCL.

 

[09/15/15 09:58:44]INFO: Queue OK
[09/15/15 09:58:44]INFO: OpenCL enabled : 1
[09/15/15 09:58:44]INFO: SKSEPlugin_Load
[09/15/15 09:59:53]INFO: OpenCL initialized!
[09/15/15 09:59:53]INFO: platform : AMD Accelerated Parallel Processing
[09/15/15 09:59:53]INFO: version : OpenCL 2.0 AMD-APP (1800.8)
[09/15/15 09:59:53]INFO: device : Barts
[09/15/15 09:59:53]INFO: run with 16 command queues
 

What does your log say? By the way, I am running the 15.7.1 drivers.

 

 

From what I've read in the tread, we enable OpenCL through a file named Configs.xml, aye? Thing is, that file doesn't exist; it's not generated at runtime, nor is it provided by the HDT SMP files.

 

Edit: Ah right, the provided files were outdated. Had to download from Baidu.

 

Chucked in configs.xml, this is what I get.

hdtSkinnedMeshPhysics
[09/15/15 19:01:41]INFO: Queue OK
[09/15/15 19:01:41]INFO: OpenCL enabled : 1
[09/15/15 19:01:41]INFO: SKSEPlugin_Load
[09/15/15 19:02:16]INFO: OpenCL initialized!
[09/15/15 19:02:16]INFO: platform : AMD Accelerated Parallel Processing
[09/15/15 19:02:16]INFO: version : OpenCL 2.0 AMD-APP (1800.11)
[09/15/15 19:02:16]INFO: device : Pitcairn
[09/15/15 19:02:16]INFO: run with 16 command queues
[09/15/15 19:02:52]WARNING: SKSE\Plugins\hdtSkinnedMeshConfigs\cbbe-tbbp.xml(59,2) : Bone NPC L Breast01 is not exist, skipped
[09/15/15 19:02:52]WARNING: SKSE\Plugins\hdtSkinnedMeshConfigs\cbbe-tbbp.xml(73,2) : Bone NPC R Breast01 is not exist, skipped

Wellp, seems to be using OpenCL 2.0

</spoiler>

 

Now I just got to figure out why I crash when there's a naked woman in-game.

 

Edit: Alrighty. Updated XPMSE2, RaceMenu, and ran FNIS.

 

Still getting a crash whenever a naked lass appears. Bleh. I'll attach the logs and me HDT-SMP plugins.

 

attachicon.gifplugins.7z

 

 

Just wondering, which body are you using? And I've usually found the skeleton to be at fault in these situation.
 

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Just wondering, which body are you using? And I've usually found the skeleton to be at fault in these situation.

 

 

Using one made from the latest version of Bodyslide 2 (v.2h), with a big dollop of me own custom sliders.

 

What skeleton would you recommend for me ta use? Currently got "XP32 Maximum Skeleton Extended", got the latest version just the other day.

 

Works fine with HDT PE.

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<spoiler>

 

 

This is the log I get when I enable OpenCL.

 

[09/15/15 09:58:44]INFO: Queue OK

[09/15/15 09:58:44]INFO: OpenCL enabled : 1

[09/15/15 09:58:44]INFO: SKSEPlugin_Load

[09/15/15 09:59:53]INFO: OpenCL initialized!

[09/15/15 09:59:53]INFO: platform : AMD Accelerated Parallel Processing

[09/15/15 09:59:53]INFO: version : OpenCL 2.0 AMD-APP (1800.8)

[09/15/15 09:59:53]INFO: device : Barts

[09/15/15 09:59:53]INFO: run with 16 command queues

 

What does your log say? By the way, I am running the 15.7.1 drivers.

 

 

From what I've read in the tread, we enable OpenCL through a file named Configs.xml, aye? Thing is, that file doesn't exist; it's not generated at runtime, nor is it provided by the HDT SMP files.

 

Edit: Ah right, the provided files were outdated. Had to download from Baidu.

 

Chucked in configs.xml, this is what I get.

hdtSkinnedMeshPhysics
[09/15/15 19:01:41]INFO: Queue OK
[09/15/15 19:01:41]INFO: OpenCL enabled : 1
[09/15/15 19:01:41]INFO: SKSEPlugin_Load
[09/15/15 19:02:16]INFO: OpenCL initialized!
[09/15/15 19:02:16]INFO: platform : AMD Accelerated Parallel Processing
[09/15/15 19:02:16]INFO: version : OpenCL 2.0 AMD-APP (1800.11)
[09/15/15 19:02:16]INFO: device : Pitcairn
[09/15/15 19:02:16]INFO: run with 16 command queues
[09/15/15 19:02:52]WARNING: SKSE\Plugins\hdtSkinnedMeshConfigs\cbbe-tbbp.xml(59,2) : Bone NPC L Breast01 is not exist, skipped
[09/15/15 19:02:52]WARNING: SKSE\Plugins\hdtSkinnedMeshConfigs\cbbe-tbbp.xml(73,2) : Bone NPC R Breast01 is not exist, skipped

Wellp, seems to be using OpenCL 2.0

</spoiler>

 

Now I just got to figure out why I crash when there's a naked woman in-game.

 

Edit: Alrighty. Updated XPMSE2, RaceMenu, and ran FNIS.

 

Still getting a crash whenever a naked lass appears. Bleh. I'll attach the logs and me HDT-SMP plugins.

 

attachicon.gifplugins.7z

 

 

Just wondering, which body are you using? And I've usually found the skeleton to be at fault in these situation.

 

[09/15/15 19:02:52]WARNING: SKSE\Plugins\hdtSkinnedMeshConfigs\cbbe-tbbp.xml(59,2) : Bone NPC L Breast01 is not exist, skipped

[09/15/15 19:02:52]WARNING: SKSE\Plugins\hdtSkinnedMeshConfigs\cbbe-tbbp.xml(73,2) : Bone NPC R Breast01 is not exist, skipped

 

these error do not show a missing bone in the skeleton they are showing bones definied in the skinned mesh xml which are not skinned to in the body. CBBE-TBBP.xml is for CBBE-TBBP and not for CBBE-HDT or CBBE-HDT+Vag stuff because those do not have Breast01 bones skinned same as with UUNP and so on. The error is not harmfui be cause the stuff is just skipped.

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Groovtama:

 

These are the errors showing up when he crashes. I got them from his attached log files. I've found this error usually means that the specific .XML file has an error, or the bones defined in the .XML doesn't exist in the skeleton.

 

hdtSkinnedMeshPhysics
[09/15/15 20:12:20]INFO: Queue OK
[09/15/15 20:12:20]INFO: SKSEPlugin_Load
[09/15/15 20:13:12]INFO: Rename : d2e44380 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e44380 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e44380 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e44380 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e44380 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e40c00 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e4b040 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e4b040 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e61c80 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e3aec0 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e32400 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e8f300 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e8f300 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e8f300 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e8f300 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e8f300 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e8b880 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e87200 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e87200 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e76cc0 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e76cc0 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e76cc0 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e76cc0 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e76cc0 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e75040 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e6b340 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e99600 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e96e40 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e96e40 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e3a5c0 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2eabd00 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2ea36c0 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2ea36c0 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2ebf000 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2ebf000 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2ebf000 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2ebf000 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2ebf000 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2ebd380 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2eb8d00 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2eb8d00 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e990c0 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e990c0 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e990c0 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e990c0 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e990c0 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e9e340 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e80f00 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2e80f00 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2ec90c0 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2ec90c0 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2ec90c0 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2ec90c0 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2ec90c0 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2ec5c40 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2ec5c40 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2ec1140 InvMarker
[09/15/15 20:13:12]INFO: Rename : d2ec1140 InvMarker
 

Sorry, I've forgot how to use the spoiler tags. A quick refresher please?

Link to comment

 

Will HDT-SMP be ported to Fallout 4?

 

 

I've no knowledge of these things, but I do remember the HDT fella (or was it the FNIS fella?) who said something along the lines of 'No way in hell I'm doing this all over again."

 

Best to ask that question when Fallout 4 is out and finished being patched and developed by Bethesda.

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  • 2 weeks later...

From a modder's perspective, does HDT-SMP help if one wants to have, say, a glove that can be smoothly pulled out of a hand? I'm not too sure how to go about that, I was hoping physics could help.

 

Or perhaps an armor can be moved away from the bone it's attached to? I was under the impression this couldn't be done.

 

Here's hoping Groovtama or blabba throw some pointers this way.

Edited by qwertyxyz111
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I'm assuming the body is your release of 1.3, I was talking about the xml.

These my xml, but need add new shape for you body for work collision.

 

 

I don't understand what you mean by "need add new shape for you body for work collision". Add a new shape where? How?

 

(All I'm really interested in is belly/penis collision, because I'm totally into distension)

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