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Messages - pronzilla

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121
Tools / Pronzilla's People Permutor v0.3
« on: October 14, 2010, 12:03:42 PM »
Pronzilla's People Permutor v0.3

This version is obsolete, look for a newer one elsewhere in this board...

Changes from last version:
  • Add controls so you can tailor the body morphing a bit
  • bug fixes:
    • cope better if we can't write to the Sex Sim User Content directory
    • cope if sex sim has moved since we last checked

How do I install it?

First, you're going to need to install a Java runtime from http://www.java.com/

Once you have that installed, just create a directory somewhere on your system and put the ppp.jar file (attached below) in it.  Double-click the ppp.jar file to run it. 

What is it?

Pronzilla's People Permutor is a totally, utterly, UNOFFICIAL, Java-based utility for Ripened Peach's SexSim.  It generates random girls (only, for now) by "permuting" the details of the girls you have installed, some included-as-standard-with-Sex-Sim stuff and fiddling with the body proportions in the XML file a bit.

The next time you fire up SS, you'll see 10 extra girls named "ppp 0" to "ppp 9".  I'm sure you can figure things out from there.

PLEASE NOTE:
PPP WILL OVERWRITE ANY EXISTING XML FILES NAMED f-ppp_(n).xml
IF YOU HAVE VERSIONS OF THOSE FILES YOU WANT TO KEEP (SUCH AS OUTPUT FROM PREVIOUS RUNS) COPY THEM ELSEWHERE BEFORE RUNNING PPP AGAIN, OR THEY WILL GET WIPED.

But her feet go through the floor!?!?!

Um.  Yeah.  Many of the girls PPP generates don't always interact terribly well with the animations.  Limbs through the floor, partners' hands passing through bodies, that sort of thing.  Try switching the "everything else" morphing to "no morphing", but that removes half the fun...

Any requests?
I've worked through most of my initial "must have" feature list (though I've still got some more tweaks I want to make).  So, anyone else got any feature requests?  No promises, but there's no harm in asking...

The files
ppp.jar is the program itself.
history.txt is just a list of what got added in what version, including bug fix descriptions.  probably very dull, but included for completeness.
readme.txt is stuff you should know about PPP, but most of it's in this post anyway.

122
Characters / Re: Fancy Contact lenses
« on: October 13, 2010, 01:13:06 PM »
My god.  Looks like I should think about that update to PPP to pick up custom textures that aren't referenced by custom girls just a little bit quicker.

Nice problem to have, though...

123
Tools / Re: Pronzilla's People Permutor v0.2
« on: October 12, 2010, 01:27:41 PM »
A very quick survey reveals that my chances of getting clear access to that directory are approximately nil.   :-[

However, as a quick workaround, I can probably get PPP to spot when this happens, and dump the files elsewhere so that you can copy them in manually, much like if you were installing normal user-made custom girls.

Spotting this in progress will require knowing what exactly is happening from PPP's perspective.  Jiminy, any chance you could PM me your ppp.log file, please? 

More ambitiously (and cheekily) Jak, any chance SS could someday have a "user content" directory out in userspace somewhere? Either a parallel one (though having to check in two places for everything always makes me twitchy in my code) or moving the existing one?

124
Tools / Re: Pronzilla's People Permutor v0.2
« on: October 12, 2010, 12:45:58 PM »
I'm not sure I could recommend setting java to run as admin; that might open up admin rights for the browser plugin, which is risky.

I had a horrible feeling that this would be an issue; unfortunately, SS (like many "moddable" programs) rather blurs the line between "programs" (which should be locked down) and "data" (which can be open season).

I'll have a dig, but I think there's not much I can do programmatically - windows just regards "program files" sub-directories as off-limits to many things.

125
Tools / Pronzilla's People Permutor v0.2
« on: October 11, 2010, 01:42:22 PM »
This version is obsolete, look for a newer one elsewhere in this board...

Pronzilla's People Permutor v0.2

Changes from last version:
  • fix mangled XML generation for cheeks and "clavicles" (shoulders)
  • make the first-run hunt-for-sexsim crawl (a bit) smarter
  • initial support for user-created textures (any textures referenced in user-created girls will be picked up and added to the mixing pot)
  • Add the "permute" button! (seriously, I'm part way through building a better UI, but I decided to ship this version without all the new whiz-bang stuff in order to get the bug fixes out there)

How do I install it?

First, you're going to need to install a Java runtime from http://www.java.com/

Once you have that installed, just create a directory somewhere on your system and put the ppp.jar file (attached below) in it.  Anywhere on the system will do, but the closer it is to your SexSim directory, the less work it will have to do when you first run it (see below)   

Double-click the ppp.jar file to run it. 

What is it?

Pronzilla's People Permutor is a totally, utterly, UNOFFICIAL, Java-based utility for Ripened Peach's SexSim.  It generates random girls (only, for now) by "permuting" the details of the girls you have installed, some included-as-standard-with-Sex-Sim stuff and fiddling with the body proportions in the XML file a bit.

The next time you fire up SS, you'll see 10 extra girls named "ppp 0" to "ppp 9".  I'm sure you can figure things out from there.

PLEASE NOTE:
PPP WILL OVERWRITE ANY EXISTING XML FILES NAMED f-ppp_(n).xml
IF YOU HAVE VERSIONS OF THOSE FILES YOU WANT TO KEEP (SUCH AS OUTPUT FROM PREVIOUS RUNS) COPY THEM ELSEWHERE BEFORE RUNNING PPP AGAIN, OR THEY WILL GET WIPED.

What it isn't
Perfect, or even close.

This thing is labelled "v0.x" for a reason.  I don't promise that it will work for you at all, nor that you'll like the ladies it generates.  It's random, sometimes it does crazy stuff.

But her feet go through the floor!?!?!

Um.  Yeah.  Many of the girls PPP generates don't always interact terribly well with the animations.  Limbs through the floor, partners' hands passing through bodies, that sort of thing. 

I'm not sure how much of that is down to the limitations of SexSim, and how much is down to me messing it up.  Any constructive suggestions about how to improve things are welcome.


126
Tools / Re: Pronzilla's People Permutor, v0.1
« on: October 11, 2010, 08:52:51 AM »
Is it me, or does this have screaming bugs in the claviclesize and cheeksize generation?  How the flying wotsits did I miss that?

Fix forthcoming soon, hopefully...

127
Characters / Re: Goth Girl Gretchen
« on: October 10, 2010, 01:14:17 PM »
The zip doesn't appear to have thumb or meter images.  Apart from that: cool!


128
Tools / Pronzilla's People Permutor, v0.1
« on: October 08, 2010, 01:51:10 PM »
(edited to add: this version is now obsolete - use the newer version instead)

Here's a thing I made...

Pronzilla's People Permutor v0.1

How do I install it?

First, you're going to need to install a Java runtime from http://www.java.com/

Once you have that installed, just create a directory somewhere on your system and put the ppp.jar file (attached below) in it.  Anywhere on the system will do, but the closer it is to your SexSim directory, the less work it will have to do when you first run it (see below)   

Double-click the ppp.jar file to run it. 

What is it?

Pronzilla's People Permutor is a totally, utterly, UNOFFICIAL, Java-based utility for Ripened Peach's SexSim.  It generates random girls (only, for now) by "permuting" the details of the girls you have installed, some included-as-standard-with-Sex-Sim stuff and fiddling with the body proportions in the XML file a bit.

It creates 10 files in /Sex Sim/Runtime/user_created/characters, named f-ppp_0.xml to f-ppp_9.xml, containing random girl definitions. 

The next time you fire up SS, you'll see 10 extra girls named "ppp 0" to "ppp 9".  I'm sure you can figure things out from there.

PLEASE NOTE:
PPP WILL OVERWRITE ANY EXISTING XML FILES NAMED f-ppp_(n).xml
IF YOU HAVE VERSIONS OF THOSE FILES YOU WANT TO KEEP (SUCH AS OUTPUT FROM PREVIOUS RUNS) COPY THEM ELSEWHERE BEFORE RUNNING PPP AGAIN, OR THEY WILL GET WIPED.

What it isn't
Perfect, or even close.

This thing is labelled "v0.1" for a reason.  I don't promise that it will work for you at all, nor that you'll like the ladies it generates.  It's random, sometimes it does crazy stuff.

Right now it has no user controls at all - it only does what I hard-coded it to do, and it's only slightly more user-friendly than a punch in the face.

That said, I hope to improve it over time (see below).  No promises, though.

But her feet go through the floor!?!?!

Um.  Yeah.  Many of the girls PPP generates don't always interact terribly well with the animations.  Limbs through the floor, partners' hands passing through bodies, that sort of thing. 

I'm not sure how much of that is down to the limitations of SexSim, and how much is down to me messing it up.  Any constructive suggestions about how to improve things are welcome.

What does it do? (in detail)
The first time you run it, it'll go hunting across your system for your copy of SexSim, and record that location in a ppp.properties file next to the ppp.jar, ready for next time.  This bit might take a little while, but it only happens
once.

Once it's found Sex Sim, it'll scan the /Sex Sim/Runtime/characters directory to see what it's got to play with.  For now, it'll only use textures referenced in those files, plus the basic eyes documented by Jak in the forum.   

Finally, it generates the custom xml character files. 

The whole thing (excluding finding Sex Sim on first run) should take no more than a second or two.

Along the way, it will also spit out a ppp.log file in the same directory as the .jar file.  You probably don't care about that - it's just a slightly-more-detailed record of what gets shown in the main window.

Things I'd like to add

(disclaimer: inclusion in this list doesn't guarantee I'm ever going to actually add a feature, just that I personally want to do it some day)

  • support any custom character textures (once Jak documents them)
  • some sort of UI so that you can actually influence PPP's behaviour a bit
  • better support for body types 3/4 (for now, it morphs them a lot less than body 1/2, because I've had less opportunity to explore what works and what looks really silly)   

129
How to make things for Sex Sim / Re: A quick note for people making clothing
« on: September 30, 2010, 02:48:56 PM »
cool!

I'm kinda busy with other things at the moment (hence the silence and lack of making stuff) - but I'll get there eventually, and I'm sure others will think of something to do with this...

130
How to make things for Sex Sim / Re: XML File Specs : Characters
« on: August 27, 2010, 01:33:55 PM »
I've been playing with these, too. 

Here are the ranges I've found for some of the values which don't look totally stupid (I make no promises about attractive, merely "not totally ridiculous")  Your Mileage May Vary.

cheek:
x: 0.8-1.25
y: 0.5-1.4
z: 0.5-1.5

lips:
x f-b: 0.8-1.3
y up-down: 0.9-1.2
z side-side: 0.7-1.4

jaw:
x: front-back 0.96-1.02
y: up/down: 0.8-1.2
z: side-side: 0.9-1.1
 
boobs:
x: front/back: 0.65-1.5, should be less than Y unless you like them gravity-defying
y: up/down: 0.65-1.5
z: side-side: 0.8-1.4
 
butt: 0.9-1.15
x: up/down: 0.9-1.35
y: front-back: 0.85-1.15
z: side-side: 0.95-1.15


There's something funny going on with limbs - I'm still investigating those.

Note that, in many cases, taking these values too far messes up the animations (hands going through the megaboobs, limbs through the furniture, and so on)  Barring real-time high-resolution physics simulation[1], there are limits to how much can be done about that.  Like Jak said elsewhere - megabudget shooters/rpgs can't sort that stuff out totally[2].

[1]I should note, that sort of stuff is waaaay off; that's what corporate/university engineering research types use supercomputers for, and even they can't do it in real time.  Not to mention the detail that would have to go into the models.  Have you ever tried to measure the Young's Modulus of a boob?  You'd get some very funny looks proposing *that* in a materials science lab.  Followed by lots of volunteers to do the measuring.  Probably not so many to be the one being measured, though.

[2]While they probably don't care as much about cocks, they do seem to have some interest in boobs and butts.  Just go play tomb raider - whaddya spend the entire game looking at...

131
Suggestions / Re: clothing shells
« on: August 20, 2010, 12:00:28 PM »
I'm using GIMP, so PS stuff won't be much use for me, but I'm sure others can use it.  Hopefully I'll figure out some way to do it eventually; I'm already doing some things much quicker than when I started, just from learning how to use GIMP properly (y'see, this stuff is educational!) and there are zillions of things I don't know how to use at all yet.

TRS-80!  I started out on a Dragon 32 in the mid-80s, which was a slightly tweaked British TRS-80 CoCo clone.  These days, it's J2EE stuff deep in the guts of webservers, though I've been known to dabble in HTML/CSS/JS, too.

132
Suggestions / clothing shells
« on: August 19, 2010, 01:02:07 PM »
In the course of my experiments with making clothes, I've bumped into a few niggles with the clothing shells.  This is what's been bugging me.

Texture resolution around the crotch
When I was making the plain white vest, I was driven round the bend trying to get the "pulled aside" panties to (a) look reasonable and (b) not go right through the guy's cock. 

The two problems I kept hitting were:
  • In the crotch area of the UVW map, individual pixels in the texture map over to cover surprisingly large areas of flesh; miss by a single pixel and you end up with crazy things happening
  • the texture gets fairly heavily distorted on transformation, so trying to get a sensible "edge" on a garment is very difficult indeed - an apparently fairly smooth edge turns into a horrifically jagged polygon

These two add up to make it rather difficult to get the front/back parts of the briefs to meet neatly in the middle, too.

Now, in most 3d games, this wouldn't be an issue, because people don't spend their entire time looking at the crotch of the game characters.  This game? Um, well, er... that's a significant fraction of the entire point, isn't it?

(I found similar, but lesser, issues around the armpit, but that's a rather more... niche... interest)

regular shell centerline between the boobs
See image 1 below, which focuses on a favourite part of Layla's anatomy in the plain white vest.  Ignore the complete mess I made of the shoulder strap, and look at the neckline of the vest as it crosses her cleavage.  Whoa, crazy!  For the full effect, load it up and watch while she does her warmup stretches ready for the exertion ahead.  As her boobs jiggle in their fascinating way, any clothing stretched across the middle of her boobs does some rather geometrically improbable things.  Anything you can do about that?

More boobs, boobs, boobs (not that I'm obsessed, or anything)
This is one I found while working on the red corset: the tight shell has areas on the ribcage around the bottom/side of the boobs that distort a lot as the boobs jiggle; not the boobs themselves, but the skin over the ribs just under them.  Not so noticeable for a lacy body; not good at all for the corset - which is why it's low-cut to avoid those areas.  I'd love to make something similar that went much closer under the breasts, but it looks insane as soon as the boobs move at all. 

Which leads to another thing - some undies (like, most bras) actually support the body, and resist the jiggle.  Not supress it totally, but provide some restraint at least.  So, how about a tight shell variant that actually acts like a bra and constrains the boobies on their mission to jiggle?

Elbows
Image 2 shows the back of Robyn's elbow (I know, another niche interest), as she models the fishnet body wot I made.  I've highlighted a point where her elbow (the very end of her forearm, I think) pokes through the shell.


Being a full-time programmer myself (albeit working on far, far, more mundane subject matter) I know that some bugs can be a lot harder to sort out than they may first appear.  I appreciate that resolving some of these problems is going to be utterly impractical, but I'm posting 'em in case I'm wrong about that, because, let's face it, what I know about 3d modelling could be written on the back of a postage stamp with a jumbo marker, and fixes for any of 'em would be fab.

Finally (for now) thanks for making a game that's simple enough to customise that total noobs like me can make reasonable stuff in less than an eon or three.  Here's Looking forward to stockings and skirts...

133
Outfits / Re: fishnet body
« on: August 19, 2010, 08:35:29 AM »
as I said in the white vest thread - pulled aside is *hard* to get looking right, and I'm afraid I didn't feel like tangling with that again just yet.



134
Outfits / fishnet body
« on: August 18, 2010, 01:38:06 PM »
Being, my first attempt at something more sophisticated than flat colours. main side-effect: the files are a lot bigger.  hrm.  Still, 500kb shouldn't kill anyone.

A slight variation on the normal top/bottom mechanic here; the top is the "gloves", the bottom is the body.  Nothing too taxing to get the hang of...

PS. thanks everyone for the positive feedback.  I'm slowly getting the hang of GIMP as I make these things...

135
Suggestions / Re: a couple of ideas
« on: August 18, 2010, 08:25:58 AM »
With some limitations, you can already do this by tweaking stuff behind-the-scenes.

Go read jak's tutorial about making bigger boobs: http://www.sexsim.com/forum/index.php/topic,40.0.html

In the xml files, look for <Hair>xxx</Hair> and <HairTex>yyy</HairTex>  You can mix-and-match the xxx and yyy with values from any of the ladies you have installed (though the textures/colours seem to be hairstyle-specific).  So, you can put robyn's hair on layla, or vice versa.  Presumably, if you have other ladies installed, you can mix up their hair, too. 

Hopefully someday we'll be able to come up with our own textures/colours.

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