View unanswered posts | View active topics It is currently Sat May 03, 2025 10:37 pm



Reply to topic  [ 11 posts ]  Go to page 1, 2  Next
 Object .ini Files 
Author Message
Rank 4
Rank 4

Joined: Thu Aug 06, 2015 6:17 pm
Posts: 12
Is there any guide or dictionary for the variables in the .ini files?

I'm looking for the definitions of rb, so, soft2 (I'm assuming rigid, bendy, and complex) along with the associated variables.


Wed Aug 12, 2015 6:38 pm
Profile
Rank 4
Rank 4

Joined: Thu Aug 06, 2015 6:17 pm
Posts: 12
The silence is a bit haunting in here...

I've scripted out all of the keys used in the object_template folder in the resource pack to give an idea of which keys are available in each circumstance with a number of references across the 11 files... someone might find it useful:

out_path: 11
pt.dynamic.collide: 2
pt.dynamic.max_particle_count: 2
pt.dynamic.mid_point: 1
pt.dynamic.pos_dis: 2
pt.dynamic.spawn_count: 2
pt.dynamic.stick: 2
pt.dynamic.type: 2
pt.dynamic.vel_dis: 2
pt.dynamic.vel_scale: 2
pt.physics.cc: 2
pt.physics.dc: 2
pt.physics.fc: 2
pt.physics.ground_plane: 2
pt.render.lod[#].mesh: 2
pt.render_ref.lod[#].mesh: 2
rb.dynamic: 1
rb.interact.elem[#].mesh: 1
rb.link.axis0: 5
rb.link.axis1: 5
rb.link.Fc: 5
rb.link.kd: 5
rb.link.kdo: 10
rb.link.Ks: 5
rb.link.Ls: 5
rb.link.q_max: 2
rb.link.q_min: 2
rb.link.ref: 2
rb.link.type: 5
rb.media.elem[#].filename: 5
rb.media.elem[#].loop: 5
rb.media.elem[#].pos3d: 5
rb.media.elem[#].start: 5
rb.media.elem[#].stream: 5
rb.media.elem[#].type: 5
rb.media.elem[#].volume: 5
rb.phys_skin.elem[#].mesh: 1
rb.phys_skin.mat_type: 1
rb.physics.cc: 2
rb.physics.coll: 10
rb.physics.coll_type: 9
rb.physics.density: 15
rb.physics.elem[#].coll: 1
rb.physics.elem[#].density: 1
rb.physics.elem[#].fc: 1
rb.physics.elem[#].mesh: 22
rb.physics.elem[#].shape_type: 11
rb.physics.fc: 19
rb.physics.mat_type: 22
rb.physics.shape_type: 3
rb.pick.orient: 9
rb.pick.usage_type: 9
rb.render.elem[#].lod[#].mesh: 9
shader.add_alpha_ghost: 2
shader.alpha_shadow: 2
shader.bump_scale: 6
shader.bump_type: 3
shader.clip_plane: 7
shader.color_map: 3
shader.color_w_type: 3
shader.cull_face: 1
shader.norm_blur: 2
shader.norm_offset: 2
shader.par_scale: 3
shader.reflect_color: 3
shader.specular_color: 4
shader.view_offset: 2
so.dynamic.constraint: 2
so.dynamic.d: 6
so.dynamic.elem.pos: 2
so.dynamic.elem.weight: 2
so.dynamic.grid_x: 6
so.dynamic.grid_y: 6
so.dynamic.grid_z: 6
so.dynamic.kd: 6
so.dynamic.kdo: 6
so.dynamic.s: 6
so.dynamic.spring_cube: 2
so.mucus.region.row.size: 2
so.mucus.region.row.vtx_id: 2
so.mucus.region.row.vtx_main: 2
so.physics.cc: 6
so.physics.coll: 6
so.physics.density: 6
so.physics.fc: 6
so.physics.mat_type: 6
so.physics.mesh: 6
so.pick.force: 2
so.pick.orient: 4
so.pick.usage_type: 4
so.render_ref.lod[#].mesh: 2
soft2.dynamic.constraint: 3
soft2.dynamic.d2: 3
soft2.dynamic.d3: 3
soft2.dynamic.d: 3
soft2.dynamic.joint.info.coll: 1
soft2.dynamic.joint.info.elem[#].mesh: 1
soft2.dynamic.joint.physics.cc: 3
soft2.dynamic.joint.physics.coll: 3
soft2.dynamic.joint.physics.density: 3
soft2.dynamic.joint.physics.elem[#].mesh: 3
soft2.dynamic.joint.physics.fc: 3
soft2.dynamic.joint.physics.mat_type: 3
soft2.dynamic.joint.render.elem[#].lod[#].mesh: 1
soft2.dynamic.kd: 3
soft2.dynamic.kdo: 3
soft2.dynamic.r2: 3
soft2.dynamic.r3: 3
soft2.dynamic.s2: 3
soft2.dynamic.s3: 3
soft2.dynamic.s: 3
soft2.dynamic.spring: 3
soft2.pick.force: 2
soft2.pick.forceo: 2
soft2.pick.orient: 2
soft2.pick.usage_type: 2
soft2.render_ref.lod[#].mesh: 2


Sat Aug 15, 2015 9:12 am
Profile
Rank 17
Rank 17
User avatar

Joined: Fri Feb 27, 2015 2:06 pm
Posts: 690
Location: Australia
GoobyDoo wrote:
Is there any guide or dictionary for the variables in the .ini files?

I'm looking for the definitions of rb, so, soft2 (I'm assuming rigid, bendy, and complex) along with the associated variables.

It really depends on what kind of objects you are wanting to make

_________________
To install a mod

ESKARN'S TUTORIALS

Eskarn's Dungeon Mod(BETA)

Eskarn's puzzle map (story)


Sat Aug 15, 2015 11:59 am
Profile
Rank 4
Rank 4

Joined: Thu Aug 06, 2015 6:17 pm
Posts: 12
At the moment I've had a few ideas but then come across issues such as being unable to use the object for penetration. I'm not currently sure if this is related to the rb/so/soft2 settings (but since dildos use rb and so but don't have anything that looks specifically penetration based) or how the object is added to the scene ie. "sex_object" or if it's the settings on the "sex_object" ie. "pen_size".

I've seen that items like the funnel use collider meshes instead of the object and then define it in the .ini as a type of "LINE" and assumed that this too could be related to how the item is used but again couldn't get it to actually work.

My main reason for asking really was to try and get a better understanding of how everything works and to eliminate some of the possibilities.

As it stands I've gone from never using Maya to having rigid body items imported into the game with collisions but without any use and items with mini rigs (like the clamps) but unable to get them to load as soft2 objects (which seems to be the type used for joint based objects).


Sun Aug 16, 2015 7:46 am
Profile
Rank 17
Rank 17
User avatar

Joined: Fri Feb 27, 2015 2:06 pm
Posts: 690
Location: Australia
GoobyDoo wrote:
At the moment I've had a few ideas but then come across issues such as being unable to use the object for penetration. I'm not currently sure if this is related to the rb/so/soft2 settings (but since dildos use rb and so but don't have anything that looks specifically penetration based) or how the object is added to the scene ie. "sex_object" or if it's the settings on the "sex_object" ie. "pen_size".

I've seen that items like the funnel use collider meshes instead of the object and then define it in the .ini as a type of "LINE" and assumed that this too could be related to how the item is used but again couldn't get it to actually work.

My main reason for asking really was to try and get a better understanding of how everything works and to eliminate some of the possibilities.

As it stands I've gone from never using Maya to having rigid body items imported into the game with collisions but without any use and items with mini rigs (like the clamps) but unable to get them to load as soft2 objects (which seems to be the type used for joint based objects).


I did mess with sex objects a while ago so i might be able to help and if i get anything wrong someone might correct me ;)

Code:
rb "dildo1Shape" //rb is ridged body so it does not bend or wobble
{
  link
  {
    kdo = 0.002;
  }

  render {} //render the object

  physics
  {
    coll = TOY_OBJ; //type of colision i think, So it will interact with the body
 
    density = 2000.0;

    fc = 0.3;
   
    mat_type = PLASTIC; // sound it makes when it hits things

    elem[0]
    {
      shape_type = LINE; // in the ma file after you unhide the collisions (Display > Show > all) all the pivot points are at the bottom so i think line means straight with a top and bottom could be wrong

      mesh = "dildo1ColShape"; //the collision shape
    }
  }
 
  media // noises it makes
  {
    elem[0]
    {
      filename = "scenes/sounds/vibrator/vib_start.wav";

      type   = AUDIO;
      stream = false;
      pos3d  = true;
      start  = false;
      loop   = false;
      volume = 1.0;
    }
   
    elem[1]
    {
      filename = "scenes/sounds/vibrator/vib_run.wav";

      type   = AUDIO;
      stream = false;
      pos3d  = true;
      start  = false;
      loop   = true;
      volume = 1.0;
    }
   
    elem[2]
    {
      filename = "scenes/sounds/vibrator/vib_stop.wav";

      type   = AUDIO;
      stream = false;
      pos3d  = true;
      start  = false;
      loop   = false;
      volume = 1.0;
    }
  }

  interact {} //can touch it
 
  pick // can pick it up
  {
    usage_type = HAND;
 
    orient = (90,0,0); //flip around when picked up
  }
}



Code:
so "dildo3Shape" //Soft object so it bends and wobble
{
  dynamic
  {
    grid_x = 1;//think this is its mesh divisions
    grid_y = 2;
    grid_z = 1;

    kd  = 0.04;
    kdo = 0.004;

    s   = 8000.0;
    d   = 1.0;
  }

  render {}

  physics
  {
    coll = TOY_OBJ;
   
    mat_type = NONE;//make no noise when dropped
 
    density = 1000.0;

    fc = 0.3;
    cc = 0.0;

    mesh = "dildo3ColShape";
  }

  interact {}
 
  pick
  {
    usage_type = HAND;
 
    orient = (90,0,0);
  }
}


as for adding them into a scene you need to export them using the filemaker then place the obj where you want it and refrence it
pack_dungeon\init\std\base\object\sex
init.dat
Code:
sex_object objectnameyouwant
{
  file_name = "scenes/objects/YOUROBJECT.obj";
 
  pen_size  = 0.037;//think this is the length or something like that
}


then you can place it in the scene.dat

Code:
   
         sex_objecti:PINK_DILDO PINK_DILDOMI1
   {
     waypoint = "YOUR WAYPOINT";
   }


Hope that helps a bit

_________________
To install a mod

ESKARN'S TUTORIALS

Eskarn's Dungeon Mod(BETA)

Eskarn's puzzle map (story)


Sun Aug 16, 2015 8:47 am
Profile
Rank 4
Rank 4

Joined: Thu Aug 06, 2015 6:17 pm
Posts: 12
I think I'll experiment some more with copying a soft dildo and then changing it from there. Originally I was looking to make some beads which would have been "so" or linked balls which would have been "soft2" but got derailed but insertion (a very strange thing to type).

Looking at the ini dump I put up before though the shape_type key isn't used in "so" types, only "rb" types. Not sure if the "dynamic.grid*" values are somehow used in its place for the "so"...


Sun Aug 16, 2015 9:57 am
Profile
Rank 15
Rank 15

Joined: Sun Jun 28, 2015 8:36 am
Posts: 243
I hope I remember this, please correct me if Im wrong.

Dynamic grid is explained in tutorial - see the object inside the spaceship cell.
I played with a rope so.
I created a long cilinder and divided the height in 50 elements.
In the ini I set one value to 50 and the others to 1 (this way it bends but doesnt distort)

For bed sheets create a plane of for example 150 x 100 facets then set the grid in ini to 75 50 and 1 in the required order. Set heght axis grid value to 1 because the plane height is 0.

Remember you need to have the maya shape divided similar to the grid structure but not necessary the exact values, grid should be a lower number to have a curved bending and to avoid sharp edges.

For 5 beads set the length axis grid to 4 or 5 (if you add an end ring) and the others to 1.


Sun Aug 16, 2015 12:40 pm
Profile
Rank 17
Rank 17
User avatar

Joined: Fri Feb 27, 2015 2:06 pm
Posts: 690
Location: Australia
loki wrote:
I hope I remember this, please correct me if Im wrong.

Dynamic grid is explained in tutorial - see the object inside the spaceship cell.
I played with a rope so.
I created a long cilinder and divided the height in 50 elements.
In the ini I set one value to 50 and the others to 1 (this way it bends but doesnt distort)

For bed sheets create a plane of for example 150 x 100 facets then set the grid in ini to 75 50 and 1 in the required order. Set heght axis grid value to 1 because the plane height is 0.

Remember you need to have the maya shape divided similar to the grid structure but not necessary the exact values, grid should be a lower number to have a curved bending and to avoid sharp edges.

For 5 beads set the length axis grid to 4 or 5 (if you add an end ring) and the others to 1.

yep forgot it was there for the bench
http://wiki.xmoonproductions.org/index.php?title=Adding_object_to_scene
Code:
soft "benchShape"
{
  dynamic
  {
    grid_x = 4; // Divide x-axis in 4 soft clusters
    grid_y = 2; // Divide y-axis in 2 soft clusters
    grid_z = 2; // Divide y-axis in 2 soft clusters
 
    s = 100.0; // Spring strength (increase to make harder)
    d = 1.0;   // Spring damping
  }
 
  render {}
 
  physics
  {
    density = 50.0; // Make light so we can pick it up
 
    mesh = "coll1Shape"; // The collision mesh
  }
}


you can also place the object in the scene using
Code:

  scene_id = YOURSCENE; // The scene
 
  pos = (0,0,-1); // Position
  rot = (0,0,0);  // Rotation


But you do have to know the XYZ

_________________
To install a mod

ESKARN'S TUTORIALS

Eskarn's Dungeon Mod(BETA)

Eskarn's puzzle map (story)


Mon Aug 17, 2015 3:54 am
Profile
Rank 15
Rank 15

Joined: Sun Jun 28, 2015 8:36 am
Posts: 243
GoobyDoo wrote:
I think I'll experiment some more with copying a soft dildo and then changing it from there. Originally I was looking to make some beads which would have been "so" or linked balls which would have been "soft2" but got derailed but insertion (a very strange thing to type).

Looking at the ini dump I put up before though the shape_type key isn't used in "so" types, only "rb" types. Not sure if the "dynamic.grid*" values are somehow used in its place for the "so"...


I tried to make the balls but I couldn't make them work as a SO. At some point I could insert 2 of them but I messed out too much with the ini. I used the pink dildo (dildo2Shape) as the template so you could pick those values (except the grid).

I think the beads can work as SO2 but I'm not used with joints. Currently they need to be inserted in the right order.

Here is my test, I hope it helps you a bit.

Maybe the sphere colliders aren't good so try to replace them with capsule.

init.dat code to replace the pink dildo:
Code:
sex_object PINK_DILDO
{
  file_name = "scenes/objects/ballsShape.obj";
 
  pen_size  = 0.0495;
}


Please let us know your progress


Attachments:
balls.zip [201.7 KiB]
Downloaded 751 times
Mon Aug 17, 2015 12:24 pm
Profile
Rank 4
Rank 4

Joined: Thu Aug 06, 2015 6:17 pm
Posts: 12
I've been able to make a set of sequentially bigger balls using "so" which do seem to cause the vagina to widen with each ball. The model is very basic though so I might make a new one and look at texturing it too. In terms of "soft2" I think I know how to add a joint structure and can get an object to compile in the filemaker but it then causes the game to crash when loading... might simply be that I'm missing an ini file setting.

I think the next thing for me to try and work out is if there is a way to get objects to stay inside without having to be held.

I'm also tempted to see if it would be possible to mimic some kind of lesbian cunnilingus using just the animations currently available (get two girls to follow a single command where one gets in a fucking position with the other making licking motions behind her).


Tue Aug 18, 2015 6:10 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 11 posts ]  Go to page 1, 2  Next

Who is online

Users browsing this forum: No registered users and 44 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group.
Designed by X-Moon Productions.