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Full HDT Dress


fighter139

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Posted

I thought I'd share this impressive piece of HDT work I found on a Korean tistory blog:  http://hetia.tistory.com/806

 

 

 

GGX for UNPB

 

a_fc468579fa274_200.pnga_13747cfaba50e_200.pnga_2614012a0efa4_200.pnga_2edb701c9f3df_200.png

 

 

 

 

I've been interested in getting a full-length dress or skirt HDT-enabled (DEM Victorian, TM Ballgown, etc.), but for me there's a lot of difficulty getting the proper .xml export from HCT working in 3ds max.  I've used Canderes' tutorials and a lot of trial and error, but usually my constraints are messed up and the mesh goes haywire in-game.  I'd love to see a how-to video from the creator of this mesh.

 

It's a little twitchy in-game when standing still, but I think GGX is pretty good considering how few fully physics-enabled clothing items there are.  I'm going to re-attack the DEM Victorian full-length skirt mesh using this .xml as a guide.

Posted

Why would you use HDT PE for skirt?

 

Only thing its good for is... well anything bethesta made, and still there would be better alternatives even for those.

 

But for real, try HDT SMP you wont need HCT and it does wonders for cloth.

 

Also https://forums.nexusmods.com/index.php?/topic/3800385-a-guide-to-hdt-smp-usersmodders/ there is greate quic quide for SMP in first 2 posts.

 

And for reference there is few long skirts few short skirts, few boobies / asses, and accessories (earrings and eyepatch), and lots of SMP hair. (pm me if you dont find some of theese, i propably wont answer instantly because i rarely visit here, but ill get back to you.)

Posted

I agree that the cloth physics are way better with HDT-SMP, but I keep getting this error where the physics-enabled mesh "falls" on to the floor.  I've read the guides here and on the nexus where it says you make the keyframed bone's weight zero, but that didn't solve the falling mesh problem.  I'm still scratching my head with that one.  Besides falling off, the mesh did seem to behave properly (looked like floating cloth) until it fell on to the VirtualGround object.

 

 

 

<?xml version="1.0" encoding="UTF-8"?>
 
 
<system xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"xsi:noNamespaceSchemaLocation="description.xsd">
 
  <per-triangle-shape name="VirtualGround">
    <margin>0.5</margin>
    <prenetration>10</prenetration>
    <priority>-2147483648</priority>
    <tag>ground</tag>
  </per-triangle-shape>
 
  <bone name="NPC Pelvis [Pelv]"/>
  <bone name="bone001"/>
  <bone name="bone007"/>
  <bone name="bone024"/>
  <bone name="bone032"/>
 
  <bone-default>
    <mass>0.01</mass>
    <inertia x="10" y="10" z="10"/>
    <centerOfMassTransform>
      <basis x="0" y="0" z="0" w="1"/>
      <origin x="0" y="0" z="-1"/>
    </centerOfMassTransform>
    <linearDamping>0.8</linearDamping>
    <angularDamping>0.8</angularDamping>
    <friction>0</friction>
    <rollingFriction>0</rollingFriction>
    <restitution>0</restitution>
  </bone-default>
 
 <bone name="bone002"/>
 <bone name="bone003"/>
 <bone name="bone004"/>
 <bone name="bone005"/>
 <bone name="bone006"/>
 <bone name="bone008"/>
 <bone name="bone009"/>
 <bone name="bone010"/>
 <bone name="bone011"/>
 <bone name="bone012"/>
 <bone name="bone013"/>
 <bone name="bone014"/>
 <bone name="bone015"/>
 <bone name="bone025"/>
 <bone name="bone026"/>
 <bone name="bone027"/>
 <bone name="bone028"/>
 <bone name="bone029"/>
 <bone name="bone030"/>
 <bone name="bone031"/>
 <bone name="bone033"/>
 <bone name="bone034"/>
 <bone name="bone035"/>
 <bone name="bone036"/>
 <bone name="bone037"/>
 <bone name="bone038"/>
 <bone name="bone039"/>
 
  <generic-constraint-default>
    <frameInA>
      <basis x="0" y="0" z="0" w="1"/>
      <origin x="0" y="0" z="0"/>
    </frameInA>
    <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
    <linearLowerLimit x="0" y="0" z="0"/>
    <linearUpperLimit x="0" y="0" z="0"/>
    <angularLowerLimit x="-1.57" y="-1.57" z="-1.57"/>
    <angularUpperLimit x="1.57" y="1.57" z="1.57"/>
    <linearStiffness x="0" y="0" z="0"/>
    <angularStiffness x="0" y="0" z="0"/>
    <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-default>
 
  <generic-constraint bodyA="Bone001" bodyB="Bone002"/>
  <generic-constraint bodyA="Bone002" bodyB="Bone003"/>
  <generic-constraint bodyA="Bone003" bodyB="Bone004"/>
  <generic-constraint bodyA="Bone004" bodyB="Bone005"/>
  <generic-constraint bodyA="Bone005" bodyB="Bone006"/>
 
  <generic-constraint bodyA="Bone007" bodyB="Bone008"/>
  <generic-constraint bodyA="Bone008" bodyB="Bone009"/>
  <generic-constraint bodyA="Bone009" bodyB="Bone010"/>
  <generic-constraint bodyA="Bone010" bodyB="Bone011"/>
  <generic-constraint bodyA="Bone011" bodyB="Bone012"/>
  <generic-constraint bodyA="Bone012" bodyB="Bone013"/>
  <generic-constraint bodyA="Bone013" bodyB="Bone014"/>
  <generic-constraint bodyA="Bone014" bodyB="Bone015"/>
  
  <generic-constraint bodyA="Bone024" bodyB="Bone025"/>
  <generic-constraint bodyA="Bone025" bodyB="Bone026"/>
  <generic-constraint bodyA="Bone026" bodyB="Bone027"/>
  <generic-constraint bodyA="Bone027" bodyB="Bone028"/>
  <generic-constraint bodyA="Bone028" bodyB="Bone029"/>
  <generic-constraint bodyA="Bone029" bodyB="Bone030"/>
  <generic-constraint bodyA="Bone030" bodyB="Bone031"/>
 
  <generic-constraint bodyA="Bone032" bodyB="Bone033"/>
  <generic-constraint bodyA="Bone033" bodyB="Bone034"/>
  <generic-constraint bodyA="Bone034" bodyB="Bone035"/>
  <generic-constraint bodyA="Bone035" bodyB="Bone036"/>
  <generic-constraint bodyA="Bone036" bodyB="Bone037"/>
  <generic-constraint bodyA="Bone037" bodyB="Bone038"/>
  <generic-constraint bodyA="Bone038" bodyB="Bone039"/>
 
<bone name="NPC L PreBreast">
<mass>0.000000</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 PreBreast">
<mass>0.000000</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 L Breast">
<mass>1.000000</mass>
<inertia x="10" y="10" z="10"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="2" z="0"/>
</centerOfMassTransform>
<linearDamping>0</linearDamping>
<angularDamping>0</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone>
 
<bone name="NPC R Breast">
<mass>1.000000</mass>
<inertia x="10" y="10" z="10"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="2" z="0"/>
</centerOfMassTransform>
<linearDamping>0</linearDamping>
<angularDamping>0</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone>
 
<bone name="NPC L Breast01">
<mass>1.000000</mass>
<inertia x="10" y="10" z="10"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="-1" z="0"/>
</centerOfMassTransform>
<linearDamping>0</linearDamping>
<angularDamping>0</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone>
 
<bone name="NPC R Breast01">
<mass>1.000000</mass>
<inertia x="10" y="10" z="10"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="-1" z="0"/>
</centerOfMassTransform>
<linearDamping>0</linearDamping>
<angularDamping>0</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone>
 
<generic-constraint bodyA="NPC L Breast" bodyB="NPC L PreBreast">
<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="-2" z="-10"/>
<linearUpperLimit x="0" y="2" z="10"/>
<angularLowerLimit x="0" y="-0.1" z="-0.5"/>
<angularUpperLimit x="0" y="0.1" z="0.5"/>
<linearStiffness x="0" y="0" z="246.74"/>
<angularStiffness x="200" y="0" z="0"/>
<linearDamping x="0" y="0" z="0.4674"/>
<angularDamping x="0" y="0" z="0"/>
<linearEquilibrium x="0" y="0" z="-4"/>
<angularEquilibrium x="0" y="0" z="0"/>
    <linearBounce x="0.2" y="0.4" z="0.7"/>
    <angularBounce x="0" y="0" z="0"/>
</generic-constraint>
 
<generic-constraint bodyA="NPC R Breast" bodyB="NPC R PreBreast">
<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="-2" z="-10"/>
<linearUpperLimit x="0" y="2" z="10"/>
<angularLowerLimit x="0" y="-0.1" z="-0.5"/>
<angularUpperLimit x="0" y="0.1" z="0.5"/>
<linearStiffness x="0" y="0" z="246.74"/>
<angularStiffness x="200" y="0" z="0"/>
<linearDamping x="0" y="0" z="0.4674"/>
<angularDamping x="0" y="0" z="0"/>
<linearEquilibrium x="0" y="0" z="-4"/>
<angularEquilibrium x="0" y="0" z="0"/>
    <linearBounce x="0.2" y="0.4" z="0.7"/>
    <angularBounce x="0" y="0" z="0"/>
</generic-constraint>
 
<generic-constraint bodyA="NPC L Breast01" bodyB="NPC L PreBreast">
<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="-1" z="-5"/>
<linearUpperLimit x="10" y="1" z="1"/>
<angularLowerLimit x="0" y="0" z="-0.2"/>
<angularUpperLimit x="0" y="0" z="0.2"/>
<linearStiffness x="246.74" y="246.74" z="246.74"/>
<angularStiffness x="1096.62" y="1096.62" z="1096.62"/>
<linearDamping x="0.4674" y="2.4674" z="2.4674"/>
<angularDamping x="10.9662" y="10.9662" z="10.9662"/>
<linearEquilibrium x="0" y="0" z="-2"/>
<angularEquilibrium x="0" y="0" z="0"/>
    <linearBounce x="0.2" y="0.4" z="0.7"/>
    <angularBounce x="0" y="0" z="0"/>
</generic-constraint>
 
<generic-constraint bodyA="NPC R Breast01" bodyB="NPC R PreBreast">
<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="-1" z="-5"/>
<linearUpperLimit x="10" y="1" z="1"/>
<angularLowerLimit x="0" y="0" z="-0.2"/>
<angularUpperLimit x="0" y="0" z="0.2"/>
<linearStiffness x="246.74" y="246.74" z="246.74"/>
<angularStiffness x="1096.62" y="1096.62" z="1096.62"/>
<linearDamping x="0.4674" y="2.4674" z="2.4674"/>
<angularDamping x="10.9662" y="10.9662" z="10.9662"/>
<linearEquilibrium x="0" y="0" z="-2"/>
<angularEquilibrium x="0" y="0" z="0"/>
    <linearBounce x="0.2" y="0.4" z="0.7"/>
    <angularBounce x="0" y="0" z="0"/>
</generic-constraint>
 
<bone name="NPC L PreButt">
<mass>0.000000</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 PreButt">
<mass>0.000000</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 L Butt">
<mass>1.000000</mass>
<inertia x="10" y="10" z="10"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="-1" z="0"/>
</centerOfMassTransform>
<linearDamping>0</linearDamping>
<angularDamping>0</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone>
 
<bone name="NPC R Butt">
<mass>1.000000</mass>
<inertia x="10" y="10" z="10"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="-1" z="0"/>
</centerOfMassTransform>
<linearDamping>0</linearDamping>
<angularDamping>0</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone>
 
<generic-constraint bodyA="NPC L Butt" bodyB="NPC L PreButt">
<frameInB>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</frameInB>
<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
<linearLowerLimit x="-2" y="-2" z="-2"/>
<linearUpperLimit x="2" y="2" z="2"/>
<angularLowerLimit x="0" y="0" z="0"/>
<angularUpperLimit x="0" y="0" z="0"/>
<linearStiffness x="438.649109" y="438.649109" z="438.649109"/>
<angularStiffness x="1096.62" y="1096.62" z="1096.62"/>
<linearDamping x="4.386491" y="4.386491" z="4.386491"/>
<angularDamping x="10.9662" y="10.9662" z="10.9662"/>
<linearEquilibrium x="0" y="0" z="3"/>
<angularEquilibrium x="0" y="0" z="0"/>
    <linearBounce x="0.7" y="0.7" z="0.7"/>
    <angularBounce x="0.7" y="0.7" z="0.7"/>
</generic-constraint>
 
<generic-constraint bodyA="NPC R Butt" bodyB="NPC R PreButt">
<frameInB>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</frameInB>
<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
<linearLowerLimit x="-2" y="-2" z="-2"/>
<linearUpperLimit x="2" y="2" z="2"/>
<angularLowerLimit x="0" y="0" z="0"/>
<angularUpperLimit x="0" y="0" z="0"/>
<linearStiffness x="438.649109" y="438.649109" z="438.649109"/>
<angularStiffness x="1096.62" y="1096.62" z="1096.62"/>
<linearDamping x="4.386491" y="4.386491" z="4.386491"/>
<angularDamping x="10.9662" y="10.9662" z="10.9662"/>
<linearEquilibrium x="0" y="0" z="3"/>
<angularEquilibrium x="0" y="0" z="0"/>
    <linearBounce x="0.7" y="0.7" z="0.7"/>
    <angularBounce x="0.7" y="0.7" z="0.7"/>
</generic-constraint>
  
<per-triangle-shape name="Seven_outfit">
    <margin>0</margin>
    <prenetration>1</prenetration>
    <tag>body</tag>
    <no-collide-with-tag>body</no-collide-with-tag>
    <no-collide-with-tag>ground</no-collide-with-tag>
    <weight-threshold bone="NPC L Breast">0.1</weight-threshold>
    <weight-threshold bone="NPC R Breast">0.1</weight-threshold>
    <weight-threshold bone="NPC L Breast01">0.1</weight-threshold>
    <weight-threshold bone="NPC R Breast01">0.1</weight-threshold>
    <weight-threshold bone="NPC L Thigh [LThg]">0.1</weight-threshold>
    <weight-threshold bone="NPC R Thigh [RThg]">0.1</weight-threshold>
    <weight-threshold bone="NPC Spine [spn0]">0.1</weight-threshold>
    <weight-threshold bone="NPC Spine1 [spn1]">0.1</weight-threshold>
    <weight-threshold bone="NPC Spine2 [spn2]">0.1</weight-threshold>
    <weight-threshold bone="NPC Pelvis [Pelv]">0.1</weight-threshold>
    <weight-threshold bone="NPC L Clavicle [LClv]">0.1</weight-threshold>
    <weight-threshold bone="NPC R Clavicle [RClv]">0.1</weight-threshold>
    <weight-threshold bone="NPC L Butt">0.1</weight-threshold>
    <weight-threshold bone="NPC R Butt">0.1</weight-threshold>
    <weight-threshold bone="NPC R Calf [RClf]">0.1</weight-threshold>
    <weight-threshold bone="NPC L Calf [LClf]">0.1</weight-threshold>
    <weight-threshold bone="NPC R Foot [Rft ]">0.1</weight-threshold>
    <weight-threshold bone="NPC L Foot [Lft ]">0.1</weight-threshold>
    <weight-threshold bone="NPC R Toe0 [RToe]">0.1</weight-threshold>
    <weight-threshold bone="NPC L Toe0 [LToe]">0.1</weight-threshold>
  </per-triangle-shape>
 
 <per-vertex-shape name="HGECgown_baked_A_O_su_outfit">
    <margin>0.8</margin>
    <priority>1</priority>
    <tag>cloth</tag>
    <no-collide-with-tag>Hands</no-collide-with-tag>
    <no-collide-with-bone>NPC L Forearm [LLar]</no-collide-with-bone>
    <no-collide-with-bone>NPC R Forearm [RLar]</no-collide-with-bone>
    <no-collide-with-bone>NPC L ForearmTwist1 [LLt1]</no-collide-with-bone>
    <no-collide-with-bone>NPC R ForearmTwist1 [RLt1]</no-collide-with-bone>
    <no-collide-with-bone>NPC L ForearmTwist2 [LLt2]</no-collide-with-bone>
    <no-collide-with-bone>NPC R ForearmTwist2 [RLt2]</no-collide-with-bone>
    <weight-threshold bone="NPC L Breast">0.1</weight-threshold>
    <weight-threshold bone="NPC R Breast">0.1</weight-threshold>
    <weight-threshold bone="NPC L Breast01">0.1</weight-threshold>
    <weight-threshold bone="NPC R Breast01">0.1</weight-threshold>
    <weight-threshold bone="NPC L Thigh [LThg]">0.1</weight-threshold>
    <weight-threshold bone="NPC R Thigh [RThg]">0.1</weight-threshold>
    <weight-threshold bone="NPC Spine [spn0]">0.1</weight-threshold>
    <weight-threshold bone="NPC Spine1 [spn1]">0.1</weight-threshold>
    <weight-threshold bone="NPC Spine2 [spn2]">0.1</weight-threshold>
    <weight-threshold bone="NPC Pelvis [Pelv]">0.1</weight-threshold>
    <weight-threshold bone="NPC L Clavicle [LClv]">0.1</weight-threshold>
    <weight-threshold bone="NPC R Clavicle [RClv]">0.1</weight-threshold>
    <weight-threshold bone="NPC L Butt">0.1</weight-threshold>
    <weight-threshold bone="NPC R Butt">0.1</weight-threshold>
    <weight-threshold bone="NPC R Calf [RClf]">0.1</weight-threshold>
    <weight-threshold bone="NPC L Calf [LClf]">0.1</weight-threshold>
    <weight-threshold bone="NPC R Foot [Rft ]">0.1</weight-threshold>
    <weight-threshold bone="NPC L Foot [Lft ]">0.1</weight-threshold>
    <weight-threshold bone="NPC R Toe0 [RToe]">0.1</weight-threshold>
    <weight-threshold bone="NPC L Toe0 [LToe]">0.1</weight-threshold>
    <weight-threshold bone="NPC Belly">0.1</weight-threshold>
    <weight-threshold bone="Bone002">0.1</weight-threshold>
    <weight-threshold bone="Bone003">0.1</weight-threshold>
    <weight-threshold bone="Bone004">0.1</weight-threshold>
    <weight-threshold bone="Bone005">0.1</weight-threshold>   
    <weight-threshold bone="Bone006">0.1</weight-threshold>
    <weight-threshold bone="Bone008">0.1</weight-threshold>
    <weight-threshold bone="Bone009">0.1</weight-threshold>
    <weight-threshold bone="Bone010">0.1</weight-threshold>
    <weight-threshold bone="Bone011">0.1</weight-threshold>
    <weight-threshold bone="Bone012">0.1</weight-threshold>
    <weight-threshold bone="Bone013">0.1</weight-threshold>
    <weight-threshold bone="Bone014">0.1</weight-threshold>
    <weight-threshold bone="Bone015">0.1</weight-threshold>
    <weight-threshold bone="Bone025">0.1</weight-threshold>
    <weight-threshold bone="Bone026">0.1</weight-threshold>
    <weight-threshold bone="Bone027">0.1</weight-threshold>
    <weight-threshold bone="Bone028">0.1</weight-threshold>
    <weight-threshold bone="Bone029">0.1</weight-threshold>
    <weight-threshold bone="Bone030">0.1</weight-threshold>
    <weight-threshold bone="Bone031">0.1</weight-threshold>
    <weight-threshold bone="Bone033">0.1</weight-threshold>
    <weight-threshold bone="Bone034">0.1</weight-threshold>
    <weight-threshold bone="Bone035">0.1</weight-threshold>
    <weight-threshold bone="Bone036">0.1</weight-threshold>
    <weight-threshold bone="Bone037">0.1</weight-threshold>
    <weight-threshold bone="Bone038">0.1</weight-threshold>
    <weight-threshold bone="Bone039">0.1</weight-threshold>
</per-vertex-shape>
</system>

 

 

Posted

The chances of getting full outfit swaps outside of chinese and korean modding is pretty much zero, as they don't feel like sharing and western modders don't really give a shit about SMP and converting it from TBBP on extended node/bone trees is a pain in the ass.

 

Treota is also flat ass wrong with several things in his guide, including allocation issues and that PE is less strenuous than SMP, and how to set proxy objects properly over just cutting and pasting, so grains of salt should probably be applied thereof.

Posted

1. western modders don't really give a shit about SMP

 

2. Treota is also flat ass wrong with several things in his guide, including allocation issues and that PE is less strenuous than SMP, and how to set proxy objects properly over just cyutting ans pasting, so grains of salt should probably be applied thereof.

 

1. Thats a shame, i m lookking to become a modder, but THERE IS NO FUCKING QUIDES for SMP.

 

2. Tell me more, and if you know about SMP and are willing to share, i m willing to learn.

 

I have been doing little replace something allready done with it + SMP self learning based on that quide.

buuut its kinda difficult....

 

Also if you know how spring constraints work, i would appreciate.

 

Weight unit used in the xml would be also usefull so that i dont do 50Kg ear rings that behave retardedly.

 

Posted

I suck at teaching, sorry; my advice would be to hit up someone like Monsto Brukes or the like who's willing put time in via guides and the like.

 

HDT's Bullet implementation is in

 

Centimeters

 

Kilograms

 

Newtons

 

and Seconds.

  • 2 weeks later...

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