Lamadi Posted December 11, 2017 Posted December 11, 2017 Oh, it was for domestic slavery I think. I tried it with a syncretic evolution civic. You said that people in hotter climates will wear less? If I start them out on a desert planet, will that eliminate the maid outfit? Also, yeah, I've heard the new portrait being received pretty poorly. Not planning on investing in that. Will probably buy synthetic dawn though, although Silfae already has better synth portraits than they put out.
Nessa Posted December 11, 2017 Author Posted December 11, 2017 The only reason to get the humanoid DLC would be the ship style or the new advisor voices. The portraits are a joke. Domestic slavery is by definition maids, etc. The other types of slavery have the laborer clothes. Though the selection of slave gear is quite limited in this mod. I keep hoping somebody else will take up the human/humanoid slavery mantle (or should that be yoke?) but... guess not so far!
Lamadi Posted December 12, 2017 Posted December 12, 2017 You mean asset/visual-wise or coding-wise, or to continue the entire slave gear mod series?
Nessa Posted December 15, 2017 Author Posted December 15, 2017 Either? Both? My interest isn't with humans (or most humanoids at this point), so somebody that was interested in those would be a nice thing.
Lamadi Posted December 18, 2017 Posted December 18, 2017 I'm no coder, but I was toying with the thought of trying my hands on designing assets for the portraits. I couldn't illustrate a realistic clothing item for the life of me, but miscelaneous stuff like straps or chains don't need realistic shading over large continous areas, and could easily make use of elements copied from real photos. Still, in order to try that I lack a HD stock image / frame of the portrait / reference (whatever the fuck it's called) to draw on.
Lamadi Posted December 25, 2017 Posted December 25, 2017 So, I've been trying to mod my own slave-gear. The ones from this mod seems a bit too medieval (no offense, I still love it) for a sci-fi game, so I've been slowly experimenting with this. I learned how to convert .dds files to .png and back again. Took some assets from this mod, converted them to .png and opened them in Photoshop just to see how the placement of the assets on the image file compare to one another. I took one of the nude portraits and placed it on the background, and put the other assets over it, but to my surprise they rarely ever lined up correctly. I made a mockup collar, saved it as .dds, and gave it the name of one of your assets from this mod, but once I got a pop to spawn with this collar, the collar showed up on the chest area. The placement makes no sense. Are there sub-groups for assets that decides where on the portrait models they appear? Also, been trying to save an image with transparency as .dds, but this turns out to be impossible. There goes my plans of see-through bikinis. EDIT: I figured out part of what I was doing wrong. I had saved the clothing/slave gear image in the same dimensions as the portrait, which apparently the game wasn't too comfortable with.
Nessa Posted December 28, 2017 Author Posted December 28, 2017 Clothes are actually... textures slapped on flat plane meshes. Meaning... portraits are actually 3D, it's just they don't look like it. So clothing texture dimensions will vary depending on the race in question. Also, as portraits are animated, that means clothing can deform in ways you won't expect once in game. This is particularly noticeable with the humanoid slave gear as you can see depending on race, the collars will be wide or sometimes quite thin. All of this is due to animations. I made a very accurate guide file for the elves (or at least my elves, they've been divorced from whatever PDX is doing for awhile now) but I have nothing for the various humanoid races. The way I got the slave gear to fit was to simply take a look in game, then tweak as necessary till it looks mostly decent. Aside from my elves, the easiest race to make clothes for are in fact humans. Those only have slight issues with animations. This is probably why so many people simply opt to play with humans as a base. (Though the only mod I've really seen with cute human-based portraits are of course.. the Asari. ) Transparency is in fact possible, the elves have multiple transparent outfits. You have to make your alpha layer something -less- than totally white. (I know it's tempting to use png but tga is actually a better fit. Alpha layers in those determine transparency. Black is totally transparent, white is totally opaque.) In point of fact..... if someone wanted to make their life simpler for messing with humanoids: convert them all to human animations. (Asset file work really.) The benefits would be excellent: Much easier to make new clothes. Many human clothes will work right out of the box. (Depends on humanoid race of course.) No more weird animation artifacts. If I ever have a moment, (not likely in the near future), I may do this for this mod. It would open the ability for rapid creation of new clothes for all of these humaniods. Trouble is, work on that? Or make new ships? I imagine new ships will always win out.
Nessa Posted February 27, 2018 Author Posted February 27, 2018 Just a heads up, no changes needed for 2.0. Seems nothing has been changed for humanoids in this update. Just go ahead and bump the version number in the .mod file.
srx47 Posted May 24, 2018 Posted May 24, 2018 can you... make dem tits bigger? maybe like cloth, coz i suck at drawing
Nessa Posted May 24, 2018 Author Posted May 24, 2018 ... If they get any bigger they'll be competing with planets. ?
LordC19 Posted March 1, 2019 Posted March 1, 2019 Will this mod (and Real Human Slaves) need an update after the release of 2.2.6 or will it work again as the old clothing system is going to be reintegrated in Stellaris?
Nessa Posted March 1, 2019 Author Posted March 1, 2019 These mods are impossible to update until the 2.2.6 patch is released next week. (Well, impossible to update without messing with vanilla files that will cause all sorts of compatibility issues.) Also they're on the rock bottom of my priority list which is quite lengthy at the moment. I will eventually release updated versions though. ?
LordC19 Posted March 1, 2019 Posted March 1, 2019 Thanks for the info. I just thought that with the reintegrated of the old clothing system in 2.2.6 this mod could work again without any further adjustments.
Nessa Posted March 2, 2019 Author Posted March 2, 2019 In fact no, because the commands for slaves have changed. As well as anything related to tiles. (Which may or may not be in this come to think of it.) It's not a -big- deal to update it. Once I'm no longer swamped I'll get these up and running again. I keep intending to do a patch for one of the popular human variety mods but again, time constraints and do we want slaves or new ships? I think ships win out. ?
LordC19 Posted March 2, 2019 Posted March 2, 2019 As I am playing an evil Asari slaver empire I wouldn't say that new ship models are a clear cut win but I get your point
snarfies Posted June 21, 2019 Posted June 21, 2019 On 3/2/2019 at 8:03 AM, Nessa said: In fact no, because the commands for slaves have changed. As well as anything related to tiles. (Which may or may not be in this come to think of it.) It's not a -big- deal to update it. Once I'm no longer swamped I'll get these up and running again. I keep intending to do a patch for one of the popular human variety mods but again, time constraints and do we want slaves or new ships? I think ships win out. ? Come back, plz?
Nessa Posted June 21, 2019 Author Posted June 21, 2019 Oh I'm still here, but the question is what to do about these now? I haven't been able to decide on where to go with these. One idea was making a patch for that new human variety mod and going at it from that angle. But vanilla hoomans are a bit... boring. ?
Wiganpierlad Posted June 22, 2019 Posted June 22, 2019 im still waiting on a nude version of siflae's fox and cat dimorphisms. closest i found was the primatives mod on steam
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