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Modifying speeds and creating auto movement player https://www.xmoonproductions.org/viewtopic.php?f=28&t=5057 |
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Author: | GutZ1983 [ Sat Apr 29, 2017 10:38 pm ] |
Post subject: | Modifying speeds and creating auto movement player |
Hello! I just got verison 3.5. Very cool game and I started checking out different mods and figured out the VERY basic elements of modding. I read a bit about it and it seems like the game is design to allow quite a bit of modding. Not sure if all or any of this is possible or if it's asking a lot but: The animations are great and I don't really want to tackle that right now anyways, but basically I want to modify the speeds and timing of certain elements, then later once I have an intuitive grasp on those aspects create commands like "go faster" /"go slower" so they can be adjusted incrementally in game. So basically what I am hoping, if someone has the experience and a bit of time is just to provide a bit of guidance of which file(s) (I am guessing .dat) and what are basic codes that control the back and forth moment. A basic starting point so I am not just constantly going back and forth changing random values for things that I really don't have a clear idea will change what I need. just the basic code(s) or element names and which files they would be for (In this case I'm hoping to start wtih the normal sex and blowjob). I believe they are the task_backvag.dat and task_blowjob.dat...but there could be other files. This is all ignoring the possibility that there are outside elements like the players coding that will react to the changes...if that's the case I guess I'll figure that out too. If I am successful with, I am hoping I can do something in the realm of making an auto-movement for the player side model as to incorporate the proper response to the "fuck force" make it have a bit more bounce and get the physics to really show. I think that would need some animation modification though. I don't know. Either way I found myself interested in the whole thing after doing it for another game, great way to relax my mind after work. Any help would be appreciated, even if it: "You can't do that." I think my ideas if I can get it to work will add to the experience. I couldn't find anything like that in the modding sections...so...I wanted to give it shot. |
Author: | Eskarn [ Sun Apr 30, 2017 2:37 am ] |
Post subject: | Re: Modifying speeds and creating auto movement player |
Yes you can make the animations go faster A quick overview of the files Inside the pack folder there is Ai which has your sounds and what can be said to the girls(i did a tutorial on adding custom words in) init which is where all the girls and scene data is scenes where all of the meshes, textures, scene sounds and animation files are Inside init there are 2 folders std is your STandarD files or template files that all the npcs use Stories is where your stories go Inside std and a few folders in you get char, main and object char is the npcs and thats where their char_base.dat files is and this controls everything from fluids to animations breathing sounds and what models to use main is the player and same thing with the main_base.dat but for the player and objects controls all the objects now to stories inside that you have your stories name(just leave it whatever it is since most of the files reference this location and it is a pain to change them all) char this is where your npc's go main this is where your main character goes objects is where your objects go and scenes is where the scene information goes Inside both char and main is the all your npcs Inside one of those is a brain and an init.dat the init.dat controls everything else about your npc, like the clothes they wear and where they spawn inside the brain there are 2 folders code and state State has dyn and stat dyn has what states the npc will start on and what color their chat is stat has information about them including their name code has all the files that make them do stuff in the story ref.dat and run.dat are the master files that reference all the other refs and runs ref controls things like what the npc can hear and if an event is passed what to do run controls the story and what happens at each stage So to change the speed of an animation you would need to edit the nlp to add in a "go faster"(tutorial in my signature) then reference those words in their ref and then pass that to the run if needed It looks hard but is really easy once you understand the process The 2 ways i did it Code: WAY 1 SetGesture(SQUAT1_MOVE);//gesture you want to use loc.sm.layer = 3; // layer 3 is the gesture layer loc.sm.speed = 0.4;// the speed of the animation SetMovieAction(loc.sm); //setting the states ################################### WAY 2 state.dyn.me.do.speed = 100; Define the variable and i think in this 100 = 1.0 state.dyn.me.do.speed += 100;//setting the speed increase loc.sm.layer = 3;// layer 3 is the gesture layer loc.sm.speed = state.dyn.me.do.speed; assign the speed the changed variable SetMovieAction(loc.sm);//setting the states ################################### |
Author: | GutZ1983 [ Sun Apr 30, 2017 4:53 am ] |
Post subject: | Re: Modifying speeds and creating auto movement player |
Sweet! Thanks so much, that helps a lot even though it's a bit over my head. Is that how you modify the main story? ---------------- I unpacked the dungeon bin and screwed around with the the blowjob.dat and backass.dat. I am guessing thats for fast sex only then...hmmm. I changed the speed though. Still trying to get a better hang of it, figure out what codes represent what actions and the various conditions (I.E. stopping the out of breath function kicking in)...but I am pretty close to what I wanted to do. Just don't ask me to recreate it. JK. Now it on to the nuances. ---------------- This is totally awesome. The modding totally makes this game a 10/10. This is how all games should be. Thanks again. |
Author: | Eskarn [ Sun Apr 30, 2017 12:58 pm ] |
Post subject: | Re: Modifying speeds and creating auto movement player |
Yea that's really all there is to it as soon as you learn how to edit the systems to do what you want it becomes really easy If you have any questions feel free to ask |
Author: | GutZ1983 [ Sun Apr 30, 2017 8:47 pm ] |
Post subject: | Re: Modifying speeds and creating auto movement player |
One last question. I've added a custom camera view in the main_base.dat file. I had to replace one of the camera views with my settings, but I was hoping to add a new camera so I have it as an extra. right now i have it as: camera[5] { ref_type = MAIN_HIP; body_type = PETER; pos = (0.0,-0.7,-0.05); rot = (55,180,0); } I don't use camera[13] and tried to add it there, but the game crashes when I load ( made sure all the spacing was correct, and nothing was out of place). which I figured out is when something is wrong. I am limited to ref/body types and just have to live with it being either camera[5] or camera[6] or can I add a camera (i.e. 14)? I am hoping the error is due to me not setting it up in a different file. Thanks again so much. |
Author: | Eskarn [ Mon May 01, 2017 12:38 am ] |
Post subject: | Re: Modifying speeds and creating auto movement player |
The numbers are an index and they must go in sequential order so if the last one is 12 the one you want to add must be 13 If you add a number that is already there it just seams to ignore it but if you skip a number it crashes with camera * does not exist The errors you get point to whats wrong and are detailed enough to know instantly what you did wrong (Most of the time) |
Author: | GutZ1983 [ Thu May 04, 2017 12:47 am ] |
Post subject: | Re: Modifying speeds and creating auto movement player |
Sorry! I tried to figure it out myself with your tutorials, but I can't figure out what txt file I need to add the go faster in, or how I would add way # 2 to the ref/run. how would I link the word go faster to the coding... ..................so I probably need help with it all....damn it. I know nothing of C++ or coding in a practical sense to this degree. I am starting to get the framework a bit now though. Like this: state.dyn.me.do.speed = 100; Define the variable and i think in this 100 = 1.0 state.dyn.me.do.speed += 100;//setting the speed increase loc.sm.layer = 3;// layer 3 is the gesture layer loc.sm.speed = state.dyn.me.do.speed; assign the speed the changed variable SetMovieAction(loc.sm);//setting the states I am not completely lost on what that is doing. I feel accomplished. lol. It's not hurting my brain anymore. |
Author: | Eskarn [ Thu May 04, 2017 9:37 am ] |
Post subject: | Re: Modifying speeds and creating auto movement player |
It really depends on what you want to edit If its the base fast sex actions, They were designed to do their job without much outside interaction However they work like this and this is all in the tasks init\std\base\char\brain\code\task There are a few states that are the main animation ones like Move1, Move2, Move3 and Stop Move1 will set the animations and then go to Move2 and Move2 will speed up a bit and go to Move3 and until Move 3 meets its conditions it will go back to Move2 and increase speed When Move3 meets it's conditions it will go to Stop and the animations will slow and eventually stop Move1 is where you would set the start SetGesture(SQUAT1_MOVE);//gesture you want to use loc.sm.layer = 3; // layer 3 is the gesture layer loc.sm.speed = 0.4;// the speed of the animation SetMovieAction(loc.sm); //setting the states And define your speed variable state.dyn.me.do.speed = 100; Move2 is where you would increase the speed state.dyn.me.do.speed += 100;//setting the speed increase loc.sm.layer = 3;// layer 3 is the gesture layer loc.sm.speed = state.dyn.me.do.speed; assign the speed the changed variable SetMovieAction(loc.sm);//setting the states And Move3 is where you would check it and proceed to stop when the conditions are meet otherwise go back to Move2 state.dyn.me.state = MOVE2; state.dyn.me.do.speed >= 500 { state.dyn.me.state = STOP; } Or something like that i haven't touched this code for awhile to increase the speed you would need to modify the code a little bit to allow it so its not so autonomous and in their Refs where they accept all the words you would need to add in your "go faster" and just set the speed variable state.dyn.me.do.speed += 100; |
Author: | GutZ1983 [ Fri May 05, 2017 12:14 am ] |
Post subject: | Re: Modifying speeds and creating auto movement player |
hmmmmmmmm. I...think...I see... For editing in nlp would i go with custom.txt? #gofaster= <* go faster *> : go faster then in the refs: #gofaster = state.dyn.me.do.speed += 100; What happens if I don't set the state? and what is the difference between setmovieaction and setfocusmode? I don't know if this makes sense but: like say for the blowjob.dat I just want: loc.sfm.mode = REPEL; loc.sfm.speed =0.9; loc.sfm.dis = 0.8; loc.sfm.speed = state.dyn.me.do.speed setmovieaction(loc.sfm) ??? Then do the same for ATTRACT so they both have just one defined speed. then when I type go faster it increase the speed every time I type it. Would that work? I won't bug you after this...I'll figure it out somehow. Sorry to keep asking questions. I do appreciate all the help though. |
Author: | Eskarn [ Fri May 05, 2017 10:06 am ] |
Post subject: | Re: Modifying speeds and creating auto movement player |
in the ref it would be pack_dungeon\init\std\template\char\brain\code\ref > basic_ref_command.dat and with the nlp editing follow my tutorial because it remembers better then i do but the entry in the ref would be Code: Custom.gofaster = { state.dyn.me.do.speed += 100;//or 0.1 } SetFocusMode is how they ATTRACT to the object so attract makes them go closer and REPEL makes them go away from it so whatever code is there and working leave it If you want to stop them from going to fast get if the speed value is lower then the max then do nothing Code: [state.dyn.me.do.speed <= 3.0] { loc.sfm.mode = REPEL; loc.sfm.speed =0.9; loc.sfm.dis = 0.8; loc.sfm.speed = state.dyn.me.do.speed } Or something like that |
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