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Topics - pronzilla

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16
Tools / PPP v0.6.1 - The "no witty tag-line" release, but faster
« on: March 18, 2011, 03:34:24 PM »
Pronzilla's People Permutor v0.6.1

This version is obsolete, look for a newer one elsewhere in this board...

Changes from version 0.6:
  • tweaked the initial look-for-SexSim scan to be a bit quicker
    • like, 20 times faster on my system, which has got to be an improvement...

Changes from version 0.5:
  • now generates new-style 3d pubic hair
    • colour matches head hair (or a natural approximation for obvious dye-jobs like shauna/kendra)
  • controls for which pubic hair styles get generated
    • based on three broad groups of styles (natural, bikini-line and shaped) plus shaved
    • will only generate styles your copy of SS can show
  • added basic support for body types 5 (ayumi) and 6 (catt)
  • morphing tweaks:
    • minor tweaks to the way body and boob size morphing work
    • better facial morph ranges on body 2
    • better morph ranges on bodies 3 and 4
  • attempted bug fix for intermittent deadlock on startup

What is it?
Pronzilla's People Permutor is a totally, utterly, UNOFFICIAL, Java-based utility for Ripened Peach's SexSim. 

PPP creates random girls (only, for now) by mixing up the girls you have installed (body texture from one, hair from another, eyes from yet another, and so on).  It can also change the body proportions 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.  So, the next time you start 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_(x).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.



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 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. 

Note for Windows 7/Vista people

Sexsim keeps its "user_created" data in its program directory.  If you installed sexsim in the "program files" directory, and you run as a "normal" (non-admin) user, that means that PPP won't be able to write directly to those directories, because Windows protects them from editing to avoid things getting accidentally trashed.   

There are two ways to work around this:
  • PPP will detect that it's being blocked.  It will then write the files elsewhere instead, and you can manually copy the files into place.  (ppp will tell you where to copy them to/from).
  • I am told (but have not tested myself) that if you put PPP actually in the sexsim directory, things will work (This tricks windows into thinking ppp is part of sexsim, and cuts it some slack)


What does it do?

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.

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 log window.

Things I'd like to add someday

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

  • support for other new stuff added in the forthcoming update
    • e.g. hair styles, once Jak has released the add-on
  • some sort of controls for jewellery
  • permuting/morphing males (this may take a while, and I'll probably won't start until jak gives the xml/texture file details)
  • internationalization (this will also take a while)
  • support for choosing which teeth textures get used (if and when I see any teeth textures that are actually different from the basic one)

Any requests?
If there's anything you'd like that's not in the above list, feel free to post it here.  No promises, but I'll see what I can do...




17
Characters / carmen
« on: March 07, 2011, 03:06:59 PM »
As I slowly, slowly, work through my backlog of stuff,1 here's the next lady to escape my "just-one-more-tweak" mania. 

I can't say I'm totally happy with the texture work (it was very much an educational one to work on), but I'm done for now, and she deserves to see the light of day rather than languish on my HD.


1memo to self: stop working on 4 things in parallel, it takes forever to finish any of them

18
How to make things for Sex Sim / transparency in character textures
« on: February 26, 2011, 01:32:54 PM »
In the course of some crazy experimentation1 I tried using transparency in a character texture (specifically, head). It didn't work - it looked like there was some other texture "behind" mine. 

Is this a bug, or is it meant to work like that? 

(not necessarily a request to change the behaviour, more a query along the lines of "have I goofed somewhere?" and "what's it supposed to do?")

1I'm playing with an idea for a non-human "girl" and wanted to give her nictating membranes, rather than regular eyelids, for extra alien-ness.

19
Tools / PPP v0.5 - My god, it's full of checkboxes
« on: February 24, 2011, 08:03:41 AM »
I was going to wait for the update, but since that's taking a while... 

Pronzilla's People Permutor v0.5

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

Changes from last version:
  • control over which body, hair, eye and eyelash textures get used (so, if you want only brown-eyed redheads, you can arrange that now)
  • now remembers (most) settings from one run to the next (this is really useful if you've got loads of textures installed, but don't want to use all of them all the time.  Tweaking 20 tickyboxes every time can get rather tiresome)
  • Morphing tweaks:
    • changed the way body/butt sizing works, based on better knowledge of how the body/butt sizes interact (thanks for explaining it, Jak)
    • better morph ranges on female body 3/4
    • more tuning to not break animations

What is it?
Pronzilla's People Permutor is a totally, utterly, UNOFFICIAL, Java-based utility for Ripened Peach's SexSim. 

PPP creates random girls (only, for now) by mixing up the girls you have installed (body texture from one, hair from another, eyes from yet another, and so on).  It can also change the body proportions 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.  So, the next time you start 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_(x).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.



How do I install it?

First, if you don't have one already, 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 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. 

Note for Windows 7/Vista people

Sexsim keeps its "user_created" data in its program directory.  If you installed sexsim in the "program files" directory, and you run as a "normal" (non-admin) user, that means that PPP won't be able to write directly to those directories, because Windows protects them from editing to avoid things getting accidentally trashed.   

There are two ways to work around this:
  • PPP will detect that it's being blocked.  It will then write the files elsewhere instead, and you can manually copy the files into place.  (ppp will tell you where to copy them to/from).
  • I am told (but have not tested myself) that if you put PPP actually in the sexsim directory, things will work (This tricks windows into thinking ppp is part of sexsim, and cuts it some slack)


What does it do?

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.

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 log window.

Things I'd like to add someday

(disclaimer: inclusion in this list doesn't guarantee I'm ever going to actually add a feature, just that I'm thinking about maybe doing it some day)

  • support for new stuff added in the forthcoming update
  • some sort of controls for jewellery
  • permuting/morphing males (this may take a while, and I probably won't start until jak publishes the xml/texture file details)
  • internationalization (this will also take a while)
  • support for choosing which teeth textures get used (if and when I see any teeth textures that are actually different from the basic one)

Any requests?
If there's anything you'd like that's not in the above list, feel free to post it here.  No promises, but I'll see what I can do...

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.


20
Suggestions / boob jiggling
« on: January 04, 2011, 03:27:32 PM »
I know, I'm obsessed.  Who'da thunk it?

This is a rather specific request, and based on certain assumptions about how the jiggling boobs work.  If I've mentally reverse-engineered it correctly, the boob jiggling is a simple physics model, based on (per boob) a solid rod[1], pivoted at one end on the "ribcage", with a mass at the other end, and a couple of spring-like entities[2] anchored to the mass and other parts of the ribcage. 

The whole assembly then just jiggles based on the accelerations generated by the animation (is there gravity in there too?) and drags the "boob" part of the model around.

Based on my extensive observations ( :eyebrows: ) the mass and the stiffness of the springs appear to be constant - and thus large boobs don't seem heavy enough, and small ones do really strange things.  I'm not sure whether the length of the rod is constant or not.

Assuming I got all that right (and I'm fully expecting "nope, that's not how it works" as a possible answer) would it be possible to base the values in the physics model on the body proportions? 

As a first stab, I'd suggest something like mass based on X*Y*Z; rod length based on Y, and the stiffness of the springs based on Y*Z.  (where X/Y/Z are the boob size values from the XML). 

If I got my maths right, that should lead fairly inevitably to: small boobs don't jiggle much, big boobs bounce around a lot more, which seems right.

To really push the boat out, how about making the clothing "BoobHolder" value be floating point, and factor it into the spring stiffness such that 0=cotton vest, 1=solid steel corset and values in between provide variable support.

Does that make sense, or am I on drugs?


[1] stop giggling at the back.

[2] I have no clue what terminology is used in computer physics libraries - my sole experience of this stuff is high school/college level maths/physics classes (which were a while ago in my case) - so apologies if I'm not making total sense.

21
Tools / Pronzilla's People Permutor v0.4 - More Controls, Less Crazy
« on: November 21, 2010, 02:39:15 PM »
Pronzilla's People Permutor v0.4

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

Changes from last version:
  • Control over which bodies get used - now you can say "only skinny/chunky ladies please" if that's your thang.
  • Morphing tweaks:
    • fixed glitches which could lead to crazy ape arms
    • lots of general tuning to work better with animations
  • Read custom textures direct from the image files, not XML
    • this means that if you've got textures installed which aren't used in any XML file, PPP will find them now
  • support teeth textures (not that anyone uses custom teeth yet, but...)


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.

22
How to make things for Sex Sim / Pronzilla's guide to XML Body part sizes
« on: November 21, 2010, 02:26:53 PM »
Jak's tutorials have covered most of the character XML file contents, but not playing with the body part sizes, so here's a summary of what I've found out about them while working on the People Permutor.

Disclaimer: I may be wrong about some of this stuff.  For starters, what "looks  good" is pretty subjective.  For seconds, I've not exhaustively researched this (doing a really thorough job of this would take a loooong time) and I do make mistakes.

For now, I've only included range values for body 1, which is where I've focused my attention so far (stop giggling at the back).  I'll post my findings for the  other bodies as and when I get that far (don't hold your breath - this stuff takes quite a bit of time).  Most of these numbers (particularly the non-face stuff) should be good for body 2 as well.

In general, the values given here I what I think looks OK, and doesn't wreck any animation in a way I've noticed yet.  Other people may have different opinions, particularly if they're fans of big-headed anime girls.


Body
Overall scale.  Rule 1: leave X at 1.0 unless you want to totally wreck the animations.  Beyond that, you can play with y/z a bit if you're feeling brave.

valuewhat it changessensible values for body1
xup/down1.0
yfront/back0.9-1.1
zside/side0.9-1.1

Head
valuewhatbody1
xup/down0.96-1.1
yfront/back0.95-1.05
zside/side0.9-1.0

cheeks
Cheeks are a bit odd.  I've never been entirely able to figure out what the XML values do, and how they inter-relate. I think that while the y/z values do change the size of the cheeks, they don't stretch the head; rather they re-arrange the rest of the head to make room; so, changing the z value seems to make the nose narrower/wider.

Also, compared to other body areas, making large changes to these values has a (relatively) subtle effect.  As such, I'm probably less sure about these limits than about many of the others.  I particular, the smaller value limits seem to be very fuzzy.

I think things work best if you keep the x/y/z values relatively close to each other.  So if you push x/y to high values, and z to lower values (or vice versa), it gets a bit wacky.

valuewhatbody1
xfront/back0.85-1.2
yup/down?0.7-1.3
zside/side?0.6-1.2


lips
I've found that, order to keep things sensible, you probably want to keep the upper/lower lips the same.  Things seem to work best if the z value, and especially the x value, don't get too different from the others   

Also, there appear to be some combinations near the limits that can end up being particularly wacky. 

valuewhatbody1
xfront/back0.85-1.2
yup/down1.0-1.1
zside/side0.7-1.35

jaw
x-values here are really sensitive - adjustments that would be barely noticeable on other body parts result in a huge under/overbite.  Watch it on z, too - low values can end up looking really crazy in any animation involving blowjobs.
 
valuewhatbody1
xfront/back0.985-1.015
yup/down0.95-1.2
zside/side0.9-1.08

boobs
A nice easy one to play with, that mostly doesn't mess up the animations, though larger sizes can cause problems when the characters try to handle them.

For realism, you probably want to ensure that:
  • the x/y/z values are all in the same ballpark, to avoid strange shapes
  • that the x values are less than the y values, to avoid boobs that look like they have anti-gravity generators built in (probably a useful feature, but alas, not currently very realistic)

valuewhatbody1
xfront/back0.65-1.5
yup/down0.65-1.5
zside/side0.8-1.4

clavicle (shoulders)
Ok, now this one is really crazy.  The really major thing to watch out for here is that changes to the sizes here also affect the arms, sometimes in really non-intuitive ways.  These effects can also change depending on the position of the arm.

If you do change these, you want to do two things:
  • stay close to 1.0 unless you want really nutzoid arms
  • compensate by tweaking the upperarm values in the opposite direction

valuewhatcompensate onbody1
xfront/backupper arm z0.95-1.1
yup/downupper arm y0.95-1.05
zside/sideupper arm x0.9-1.1

Compensating: if you set ClavicleZ to 1.1, you should set upperarmX to (1/1.1) or about 0.9

upper arms
Again, you want to stay really close to 1.0 here. 

valuewhatbody1
xup/down (length)0.95-1.05
yfront/back0.95-1.05
zside/side0.95-1.05

forearms
Stick close to 1.0 again.

valuewhatbody1
xup/down (length)0.98-1.02
yfront/back0.98-1.02
zside/side0.98-1.02

hands
Stick close to 1.0 if you want the handjob animations to work. 

valuewhatbody1
xup/down (length)0.95-1.05
yfront/back0.9-1.1
zside/side0.95-1.05

butt
This is another funny one.  While you can make pretty substantial changes and still end up with something that looks OK, it's almost certainly going to mess up the animations.  Tweaking X at all is probably going to wreck anything involving her performing oral sex.   Y is more subtle, but messes up at least the 69 animations; it may do bad things elsewhere, too.

Note that if you change Y or Z:
  • you probably want to make similar changes to the thigh values, so they match
  • you should compensate on the feet

valuewhatbody1
xup/down1.0
yfront/back1.0
zside/side0.95-1.1

thighs
Work much like the arms; you probably want to set y/z to values similar to the butt y/z.   

valuewhatbody1
xup/down length0.95-1.05
yfront/back0.95-1.05
zside/side0.95-1.1

calf
Again, much like the arms.   

valuewhatbody1
xup/down length0.95-1.05
yfront/back0.95-1.05
zside/side0.95-1.1

feet
If you've tweaked Y/Z values on the butt, you should compensate here, unless you want freaky feet.

valuewhatbody1
xup/down length1.0
yfront/back0.95-1.05
zside/side0.95-1.05


symmetry
Just a general note for those making girls based on this stuff: real people  aren't symmetrical.  Seriously.  Take a full-frontal picture of a human face (any face will do).  Cut it in half down the centreline, then mirror the two halves, and you end up with two surprisingly different faces. 

Feel free to make your creations asymmetric too; you'll be surprised how much you can get away with before it starts to look "wrong".


23
Unofficial Sex Sim Support / fun with bump maps
« on: November 19, 2010, 02:33:17 PM »
This one's kinda peculiar.

Just to prove I aten't dead, and I really am working on the next release of PPP, here's something funny I came across while playing with bump maps:

I've attached two character XML files.  They're basically identical copies of the original "robyn" file[1] except for one difference: I've altered the "b" file to attempt to use layla's bump map.

Whoops.  It doesn't like that at all - she's developed a rather severe case of albinism (screenshot attached - the body texture is gone, and she's rendered as white - really white, as in #ffffff-white for all you hex-fluent people). 

If I swap it out to use a custom texture, rather than an original one, the body texture shows as normal, but mis-matched original body texture and original bump map: white as the driven snow.

Is it meant to do that?  I appreciate that doing mix-and-match with textures and bump maps may yield peculiar results, but I regard that as half the fun of playing with randomness. 

[1] I tweaked the name and the "image" element, so they play nice in the user_created directory, but I'm fairly sure that's not relevant here.

24
Suggestions / people/clothes menu screen
« on: November 18, 2010, 03:36:20 PM »
A couple of suggestions for the screen where you choose your guys'n'gals'n'outfits:

Firstly, the left-hand menu of 4 items starts to feel really cramped once you've got a bunch of clothes/girls installed.  I think that with a bit of judicious re-arrangement and maybe just a *little* squeezing, it ought to be possible to get a 3x3 grid of icons in there, giving 9 items visible at once, which would be a lot better.

Secondly, the live girl view: only being able to see the head & shoulders shot when choosing people is mildly annoying; it'd be nice to see the full-length view for multiple girls without having to flip over to the "clothes" tab, back to the "girls" tab, change girl, back to the clothes tab, and so on.  How about a toggle on the "live" view, to say which view you want to see while choosing girls (or guys)?

25
Suggestions / ladies' buttocks
« on: November 17, 2010, 03:09:39 PM »
One general niggle with the animations: no matter what position the ladies are in, their buttocks are clamped firmly together, meaning you basically never see their asshole.  For some positions, that's fine, but for stuff like the 69, it just doesn't seem right.

(It's entirely possible this happens with the guys, too, but I can't say I noticed.  My attention was elsewhere for some reason...)

26
Characters / Red
« on: November 04, 2010, 01:51:43 PM »
A slim redhead with a wicked tattoo.

Based on jak's texture examples, but with tweaked skin tone, freckles, red lipstick & nails, and custom intimate bits.  Not to mention some XML tweaks, and that scorpion...

edited to add: see downthread for a variant version, too


27
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.

28
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.


29
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)   

30
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...

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