VadersApp Posted May 11, 2011 Posted May 11, 2011 did you categorize the meshes before? Are you running screen resolition 1440x900 ? Does it show fullbody_male.nif.blend under the selection in the directory? If not it is in the wrong directory. I think the problem is that the macro clicks at the wrong places or to fast. May i ask if the vm is secure no secret data on? if so maybe we could use teamviewer so that i have a look whats wrong.
badgeryiff Posted May 11, 2011 Posted May 11, 2011 I notice that most of the discussion over this mod is over the body changes, but I'm more curious about the animation. This mod sounds out of my current experience level for me to install, but I might take the effort to learn if it fixes some of the animation issues with lovers, like floating and jumpy issues. Anyone able to elaborate on if this helps fix those problems at all? It may have already been discussed and I just missed it, and if so I apologize for the re-questioning =/ Regardless, major props to VadersApp for making such a massive overhaul. That's some mad skillz =P
thesin Posted May 11, 2011 Author Posted May 11, 2011 Categorizing worked like a charm. Resolution is 1440x900 in the VM. When I don't use the VM, the clicks seem to work fine - but blender seems to bug on Windows 7, not rendering the UI elements on startup. I'll investigate a bit. Enjoy your vacation. PS: You're german by any chance? Seen the "Heuhaufen" variable in one of the .AHKs
VadersApp Posted May 11, 2011 Posted May 11, 2011 Yes i am german you too? My VMs are running on win7 x64. Maybe it would help if you add more waiting time to the script. My ESX Server is a very fast one with 24gigs of mem. Maybe on your vm it takes too long to load blender. If you have installed autohotkey then you can run the vorb.ahk directly. You can then try to change in convertmesh.ahk BlenderActivate(){ if WinExist("Blender"){ WinActivate Blender } else{ BlenderParameter := A_WorkingDir . "\apps\Blender\Blender.exe" Run, %BlenderParameter% WinWait, Blender sleep,5000 Send, {enter} } } change sleep,5000 to a 10000 or maybe a bit more @badgeryiff VORB in this state changes no animation. It is all a about body diversity. But i have made some tests and have some ideas that maybe should make it possible to add different animations to different bodies in future.
thesin Posted May 11, 2011 Author Posted May 11, 2011 Soo... it kinda works not using the VM (VirtualBox in my case, there seem to be some slight problem rendering blender correctly, so AutoHotkey doesn't get correct pixel colors and stuff). Loading the files in blender works now (had to disable AA and stuff for blender to render correctly), but when AutoHotkey tries to click 'Select' it seems to be a few pixels off. Any idea? 12GB RAM on my machine here - blender loads pretty instantly. And also, I'm german, yeah. Care to join IRC for a few minutes maybe? Browser Address: http://webchat.irchighway.netChannel: #loverslab
Guest Jaded Posted May 13, 2011 Posted May 13, 2011 Could someone please make a skeleton which resembles Trashdogs curvaceous body? Meaning overall fuller figure with DM sized breasts, a waist which isn't exaggerated hourglass-shaped, a veeery plump butt and veeery thick thighs? I've tried to recreate that shape myself but I'am probably too stupid because my results always end up being horrible.
merctime Posted May 15, 2011 Posted May 15, 2011 Hey Guys n Gals, for everyone that has had/ is having troubles with camera issues in VORB, someone named "couchtyp" over at the nexus has found a fix. I will post their info here so that you can get a nicely working VORB installation too Ok, Couchtyp has said this: "Actually I had the same issue with the 1st person view and fixed it the same way you did. So, just to sum it up for everyone... 1. Download VORB1_5 and the converted armors/clothes 2. Download VORB (under 'Old versions') 3. Download and install the latest Wrye Bash 4. Install VORB1_5 5. Install the converted standard armors/clothes 6. Create your Bashed Patch as described by VadersApp0 7. Copy one of the VORB skel* files you like to use for your own character to skeleton.nif and skeletonbeast.nif (Meshes/Characters/_male) 8. Copy the Meshes/Characters/_1stPerson/skeleton.nif from the old VORB to your _1stPerson directory Steps 7+8 will hopefully be fixed in the next version. To find a skeleton you like to use (step 7), take a look at the filename - it includes the actual body part sizes, using the value 100 as 'average'... Br = Breasts HS = Waist Bo = Booty Le = Legs So - for example - skel_BrS055_HS076_BoS074_LeS084.nif is pretty skinny with small breasts, whereas skel_BrS156_HS131_BoS156_LeS154.nif is kinda adipose. " This was a nice bit of work on this guy's part, and I'm sure when Vadersapp gets back from his vacation we can see even more amazing stuff happening with this incredible mod. Just posting this here in case anyone could benefit from it. I know I can! Happy gamin, Loverslabbers -Merctime
thesin Posted May 15, 2011 Author Posted May 15, 2011 Uhmn yeah... that couchtyp guy is actually me. Just wanted to share the fixes I gone through. There is still one little problem left... some NPCs have no feet or a gap between the feet and lowerbody (or hands and upperbody) meshes. I'll talk about that with Vader as soon as he's back from his holidays.
merctime Posted May 15, 2011 Posted May 15, 2011 Oh, nice hehe. Well, I was just trying to give credit where it's due Nice find, Thes...and I think there was some discussion about the missing feet thing... I think it was that the feet/hands needed to be meshed into the same models as the body meshes in order for the clothing conversion thing to work. I'm sure I really made a sloppy description of that, but I think Vaders talked about it a few pages back if you're interested in reading it. Oh, and thanks for the update there. If you like, I'll remove my post and let you post your stuff man.
thesin Posted May 15, 2011 Author Posted May 15, 2011 nah. all is good. thanks for reposting it here, mate. i'll read up on the hands/feet-problem...
XJ347 Posted May 16, 2011 Posted May 16, 2011 Hey Guys n Gals' date=' for everyone that has had/ is having troubles with camera issues in VORB, someone named \"couchtyp\" over at the nexus has found a fix. I will post their info here so that you can get a nicely working VORB installation too Ok, Couchtyp has said this: \"Actually I had the same issue with the 1st person view and fixed it the same way you did. So, just to sum it up for everyone... 1. Download VORB1_5 and the converted armors/clothes 2. Download VORB (under 'Old versions') 3. Download and install the latest Wrye Bash 4. Install VORB1_5 5. Install the converted standard armors/clothes 6. Create your Bashed Patch as described by VadersApp0 7. Copy one of the VORB skel* files you like to use for your own character to skeleton.nif and skeletonbeast.nif (Meshes/Characters/_male) 8. Copy the Meshes/Characters/_1stPerson/skeleton.nif from the old VORB to your _1stPerson directory Steps 7+8 will hopefully be fixed in the next version. To find a skeleton you like to use (step 7), take a look at the filename - it includes the actual body part sizes, using the value 100 as 'average'... Br = Breasts HS = Waist Bo = Booty Le = Legs So - for example - skel_BrS055_HS076_BoS074_LeS084.nif is pretty skinny with small breasts, whereas skel_BrS156_HS131_BoS156_LeS154.nif is kinda adipose. \" This was a nice bit of work on this guy's part, and I'm sure when Vadersapp gets back from his vacation we can see even more amazing stuff happening with this incredible mod. Just posting this here in case anyone could benefit from it. I know I can! Happy gamin, Loverslabbers -Merctime [/quote'] I am an idiot, I spend 2 days and figured out how to get this working, then i look on this thread to see any other perks and now i see a guide to do what I spend 2 days figuring out. LOL wish i looked for this before.
thesin Posted May 16, 2011 Author Posted May 16, 2011 @merctime You asked about the VipCxj incompatiblity I mentioned over at TESNexus in a PM. Just to let everyone know about this, I'm answering in this thread - hope you don't mind. The problem is related to the no-feet-problem because it has the same reason... Because of the feet being attached to the lowerbody.nif mesh directly and VipCxj's system (or rather the concrete high heels) working on the feet.nif mesh, you end up with two pair of feet occasionally. For example when being naked while wearing a pair of high heels: The lowerbody is raised by VipCxj's system, still showing the feet attached to it - plus the feet of the high heels mesh. When wearing boots that do not use VipCxj's system, the lowerbody meshes' feet blend in with the boots (because they are on the same level) - this looks ok most of the time.
demongoat Posted May 18, 2011 Posted May 18, 2011 I've noticed something while messing around with this. VORB does a wonderful job. It's just due to the skeleton work being *female*-centric that limits it's abilities to modify males. Now' date=' that is NOT a shot at VORB...there is plenty of room for male differences in body types. It just seems to me, after looking at the skeletons offered to the modding community as a whole that VORB bases it's skeletons off of, that not much is available to allow upper-body scaling like pectoral (chest) muscles, or shoulder muscles, or arms (i.e., bodybuilder arms). This means that most differences in the male bodies will occur in the waistline (slim and athletic or making 'newheim the portly' really a fat guy) or in the legs. I'm only posting this in the hopes that people who try this won't be blaming VORB for not being able to make 'really buffed out muscle guys'....it's just that there are no (at least none that I know of at this time) skeletons available that offer scaling in those areas. I continue to support this mod fully and really think that it is a phenomenal effort, and love to see how much diversity it really can provide. [/quote'] i found a mod that does some crazy stuff with skeletons on one of the asian mod sites, it gives orcs really long arms and short legs. it does other skeletons too can't remember what though.
VadersApp Posted May 18, 2011 Posted May 18, 2011 This is also possible with VORB, because VORB includes the Scale Bones of Growfls Universal Skeleton. But scaling legs have the problem that if the chars sit or lay down they fly above the chair/bed or stick into the chair/bed. I have the idea that while the sitting animation is played those bones could be scaled to normal size. Thats the way developers do in other games and the only way this could be done. But i am totaly new in animation. Maybe someone else could jump in and do it. If these animations are done, (of course i will help doing them), i will add scaling to legs, too Maybe if my "VORB-converting-generating" Website is ready, I will add a leg-scaling mode too. This mode would have the sitting and laying problems too. But it would add more diversity.
Galacticat42 Posted May 19, 2011 Posted May 19, 2011 @VadersApp I love the idea of this mod, but I'm afraid it would be incompatible with Deadly Reflex 6 since DR6 uses its own 1st person and 3rd person skeleton. Using this mod with DR6 would make Oblivion crash when initializing any of the special attacks, especially when trying to dismember or blow up someone.
XJ347 Posted May 19, 2011 Posted May 19, 2011 I'm pretty sure their was a skeleton that you could use that was compatible on the downloads page where the mod is housed, under optional or maybe old files.
thesin Posted May 19, 2011 Author Posted May 19, 2011 Aye, there is a DR6 compatible skeleton on the TESNexus download page. But I can't tell if it still works with the current VORB version... still worth a try if you're using DR6.
VadersApp Posted May 19, 2011 Posted May 19, 2011 today was the last day of vacation tomorow, back at home i will begin to develop the VORB website and the system behind it. Don´t know if the vorb compatible skeleton is still compatible with the latest version of DR6, but i think it won´t be a problem to make it again compatible. VORB should be compatible with every mod that are no body replacers and mods that change the path to skeleton files. Of course clothes/armor replacers won´t use VORB if they aren´t converted. To make that as easy as possible i will create the "VORB Converting Tool Site".
Hitman69 Posted May 19, 2011 Posted May 19, 2011 On this VORB-conversion site. Could you enlighten me on this? What's the system? You're supposed to upload a set of files, which will then me converted server-side? Or is it more of a repository of tools, availible for download? Completely off topic: HOLY CRAP! I just found out I'm the ninth most posting member. (as of a few tenths of post ago already, by the way)
VadersApp Posted May 19, 2011 Posted May 19, 2011 The plan is to create a site where everybody could upload clothes or clothes packs. The site validates the uploaded data and put the clothes into a queue for converting the clothes. After the clothes are converted they should be zipped and the user should get an information that the clothes are ready for dowload. That´s the plan. I hope that´ll work. Some other ideas i have in mind could be added to the site, later.
Hitman69 Posted May 19, 2011 Posted May 19, 2011 The plan is to create a site where everybody could upload clothes or clothes packs. The site validates the uploaded data and put the clothes into a queue for converting the clothes. After the clothes are converted they should be zipped and the user should get an information that the clothes are ready for dowload. That´s the plan. I hope that´ll work. Some other ideas i have in mind could be added to the site' date=' later. [/quote'] Great, in that case, I wholly support the idea. I think this might be a little much, but would there be a way for the site to recognise clothing/armor which were already uploaded before? (e.g. by a combination of the MD5SUM, size and name of the file.) In that way, the server can keep a copy of all converted clothing, and skip conversion for a lot of users. Most people tend to have the same taste in clothing as others, anyway. This would also mean, that when someone needs a special set of clothing converted, the server will most likely be free faster, because people don't hog the server with the same (huge) packs over and over.
thesin Posted May 19, 2011 Author Posted May 19, 2011 Funny you mention it... I thought about telling Vader to implement such a check for the uploaded files (md5sum for the uploaded files should be enough) - but I think as a skilled dev he already got this on his list. The only 'problem' will be that people upload different conversions (cup-sizes) and BBB- and non-BBB-versions of the same armor. But I guess there is no good solution for this, except letting the users name the uploaded armor and giving them a list of already converted clothes/armors - which will potentially violate copyrights. If you need any help with the webapp... just drop me a PM. Can offer Java, C/C++, PHP, JavaScript, and some more.
Hitman69 Posted May 19, 2011 Posted May 19, 2011 Funny you mention it... I thought about telling Vader to implement such a check for the uploaded files (md5sum for the uploaded files should be enough) - but I think as a skilled dev he already got this on his list. If you need any help with the webapp... just drop me a PM. Can offer Java' date=' C/C++, PHP, JavaScript, and some more. [/quote'] To go slightly off topic: does the 'some more' include malbolge or unary? Slightly more on-topic, I mostly called a combination of MD5 with the others, because I don't know how it works exactly.
thesin Posted May 19, 2011 Author Posted May 19, 2011 To go slightly off topic: does the 'some more' include malbolge or unary? lol... no. If you really care: Tcl' date=' Python, Delphi/Pascal, LUA, learning Erlang atm. Slightly more on-topic, I mostly called a combination of MD5 with the others, because I don't know how it works exactly. If it's really the same file, md5 (or any other hashing algorithm) is enough. But checking the file name may be a solution to the problem I described in the edit of my last post. But it may also lead to other problems.
VadersApp Posted May 20, 2011 Posted May 20, 2011 i thought about using some type of hashing algorythm. But i also thought about the idea that "the site" wont let people upload packs. People could insert a link to the mesh files at tesnexus. And "the site" could download the meshes from there. That together with a hash won´t create redundant data. Of course previous converted meshes would be listed on the site and linked to the files. There is still the problem of categorizing them before. i have no idea how to do this on an automatic way or a way a user could do it right before converting. By categorizing i mean choose about male or female mesh, strenght of BBB and of course if the mesh is convertable or not. For example it is not nesessary to convert a helm. This may lead the converting process stop working at the moment. If modders would use the naming the developers used it won´t be nesessary to categorize, because "the site" could read out the gender of the file path. But only a few of the packs have got this naming of the folders. I think i will find a solution for those problems while hacking together "the site".
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