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Messages - pronzilla

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16
There's a new version of PPP out: Get it from the add-ons shop

v1.2 - People had more textures than that?!?!

Changes in v1.2:
  • added support for age morph
  • lots of changes to the way facial morphs work, to allow more tuning to look less bonkers
  • lots of tuning of facial morph ranges
  • completely rewrote the way lip randomisation worked, so that we can use wider ranges (and thus get more variety) without looking nutzoid
  • a few UI tweaks to cope better if you've got even more custom textures installed than I thought possible last time around (thanks to slayerx for the bug report)
  • added some basic UI for the body colour stuff.

NOTE: I've updated to Java 7.  This version *should* still run on Java 6 (I think) but I can't be sure.

Extra note: there's a LOT of new face morphing going on in the 1.x versions of PPP. That means that there are a lot more new ways for "random" to turn into "wacky". I've tried to knock the worst of the rough edges off, but it can still get a bit crazy in there, particularly with some of the new face styles.


How do I install it?

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

If you've already got Java installed, I recommend checking that you're up to date regularly

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

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


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)
  • more tuning of the new morphing stuff
  • support for the "aged" face morph
  • more body colour support, including controls
  • jewellery colour support
  • permuting/morphing males (this may take a while, and I'll probably won't start until jak gives the xml/texture file details)

Requests/Bug Reports?
If there's anything you'd like that's not in the above list, or you're having problems, feel free to suggest/ask about it in
the tools forum. No promises, but I'll see what I can do...



17
Outfits / Re: PowerGirl Uniform
« on: July 23, 2012, 07:37:36 AM »
Minor niggles:

The XML file is in the wrong place in the zip file structure: it needs to be at \Runtime\user_created\clothes\info, not \Runtime\user_created\info

Also, the thumbnail needs to be renamed to "tn_o_PowerGirl" and converted to PNG rather than JPG.

Apart from that, nice work!

18
Tools / Re: Pronzilla's People Permutor v1.1.2 - How many Textures?
« on: June 06, 2012, 12:16:47 PM »
Apologies for the delay, I've been insano-busy for the last couple of weeks.

I can't really render the 3D graphics in PPP (as I've mentioned elsewhere, what I know about 3d graphics rendering could be written on a postage stamp with a jumbo marker - PPP is just juggling text files).  However, I'm investigating whether there's a way for PPP to ask SS nicely to do it for us.  We'll see where that goes (no promises)...

19
Basically, I was trying to compute the "skin color" value to use to go from white->african skin tone or similar. 

It was kind of a long shot anyway, because the more I play with it (both via the editor, and by directly manipulating textures in GIMP) the more I'm convinced that it isn't going to work.  These sorts of transforms just end up losing the contrast and "texture" of the skin whenever I do "large" colour changes, and they end up looking wrong somehow.  Caucasian->African is just too big a jump (which, I think, is why my carmen looks so "plasticky" - even if I did it in GIMP, it's much the same transform)

It's still useful - it just means that it's better to use "subtle" colour transforms rather than trying to make Robyn black.  So PPP is mostly going to have a bunch of colour options that do subtle stuff; I'll probably include a few more drastic ones that are off-by-default, too.

I've started to investigate doing more complex colour transforms via the GIMP "levels" tool, which seems to work a bit better. (though I'm still trying to wrap my brain around how it works, and how to make it do what I want - I've managed some experiments which look not-terrible)

Note to spectators: this (IMO) is one reason why most custom girls are either white (like the sample "base" textures Jak's provided) or recycle Layla/Shauna's textures.  Making a custom "black" texture that looks any good is damn difficult without getting access to pro texture libraries (see my remarks elsewhere about being a cheapskate).  Ditto asian, indian, martian, whatever.

(honourable mentions to ed583's chastity and Marmetian's Evette whose creators obviously have better $GRAPHIC_EDITOR skillz than I do)

20
Ye gods, I wrote that out wrong.  Serves me right for trying to do algebra late at night. I meant:

FinalValue = (RawTextureValue *  SliderValue) /255.

So, if the raw texture is white (255) you just end up with the slider value.

It's basically a multiplier.  Each RGB value is multiplied into the base color.  The best thing to do is start with a white base, and I should maybe put a white base skin resource in the resource section of the store.  So depending on the base skin tone you'll get different results.

Sounds like my equation is about right then (I didn't just make it up, it's what GIMP does for a "multiply" layer).

Which implies that I'm on crack and what I'm trying to do may not work.  Poo.

21
Jak, any chance you could explain exactly how the "skin colour" stuff works?  Presumably it does some sort of colour manipulation on the texture files - what is that manipulation?

My current guess is, for each channel:

FinalValue = (RawTextureValue * 255) / SliderValue.

I'm attempting to do stuff with the skin colour in PPP, and I'm having severe difficulty getting to behave like I want it to.  Either I'm on crack and what I'm doing just ain't gonna do what I want it to do, or the skin colour controls don't do what I think they do.  Or both, possibly  :D.

22
General Discussion / Re: Babesoul website hacked?
« on: April 22, 2012, 02:15:58 PM »
Firefox's malware protection is blocking it as an attack site, which is (at least partly) based on google's index of sites known to be linking/distributing malware - could well mean it's been hacked...

23
Characters / Re: Poll to see which Celebrity to try next
« on: April 21, 2012, 12:28:21 PM »
My only problem with Katy is that she requires the pubic styler.  That's not something I care to spend points on.

A little-known fact: If you haven't got the pubic styler, it's not the end of the world.  Instead of the precise style specified in the character file, you'll get one of the "basic", four styles.  See the customization thread for details.  I think any custom colour will still work, but I'm not 100% on that.

So: worst case scenario, her pubes don't look exactly as her creator intended. 

One problem I have with the requirements, too, is I don't know which characters have which hairstyle.  So I don't know who I need to get to make the character work.

On the add-ons shop page for the custom character, click on the "Hair: (whatever)" text in the "requirements" section.  It's a link, and will search the shop to tell you which character(s) that hair comes with.  Alternatively, this thread has a handy-dandy list (which is a little out of date now - off the top of my head, it's missing starlet/bella).

Also, even if you don't have the hair, you can either use the hair styler add-on (if you have it) or edit the XML directly (if you don't) to change the character to use a hair you do have.

24
Suggestions / Animation suggestions, and more...
« on: April 11, 2012, 02:05:53 PM »
Jak has indicated that the next release may contain some stuff related to animations - specifically, a pose/animation editor - so I thought it was time to jot down my thoughts on that subject. 

I know from my time as a programmer that users frequently have seriously crazy ideas about what's easy and what's hard, so I'm going to start off at "obvious" and rapidly transit out to "what is that guy smoking?".  I may lose touch with reality at some point, but hopefully if I throw a whole bunch of stuff in here, some of it might stick.

Let's load the idea-shotgun, shout "pull", and start with the one-that-probably-cannot-be-done:

Inverse Kinematics.  It'd be really cool, and probably make it possible to tweak characters a lot more (at present, any significant changes to body proportions, like making legs longer/shorter in relation to the body, tends to wreck the animations). 

When specifying animations, it would be really useful to define positions of body parts relative to other (characters') body parts - e.g. "this guy's hand should be here relative to her ankle".  (or is this just asking for inverse kinematics again?)

I presume any pose/animation editor would have some degree of tweening going on, based on key frames?  Otherwise we'd go insane trying to do anything mobile at all. 

Next, an anti-suggestion: Having played about with Garry's Mod a bit, I found ragdoll posing in that "game" to be a monumental pain in the ass.  While I have no real objection to the idea of dragging limbs around using some sort of FPS-style manipulator, the GM implementation just made it almost impossible to position anything with any accuracy at all.  So: don't do it like that, please.

Participants:  At present, SS only allows two permutations: MF and FF.  It would be nice if the animation editor could go beyond those combinations.  Personally, I'm most interested in solo female, but I feel solo male and male-male should be in there.  No doubt others will want threesomes and upwards, too.

It would be really useful to have various preset positions, both whole-body and part-body.  For example, standing, sitting, kneeling, hands & knees for full-body, and various facial expressions.  Something garry's mod (rather, the Source Engine's facial animation system) got right was the face posing system, where there were half-a-dozen "expression" sliders (happy, sad, surprised) plus more sliders corresponding to individual "muscles" - you could then intermix them as you liked.  Kinda like the SS character editor, in fact.  Who'da thunk it?

Similarly, it would be useful to be able to remix existing animations (even if only other user-made ones) - either to simply alter them, or to be able to chain them together.

I think that's it for the pose/animation editor specifically.  But I have some more suggestions, which start nearby (as in: still somewhat animation related) but scoot off in a different direction.

How about some sort of "sequencer" - a means to specify a chain of animations to be played in a particular order, with particular duration.  So: "kissing B for 10 seconds, blowjob A for 15 seconds, then missionary C for 20 seconds..."  If it can specify the "performers" and costumes too, then presto! we've got a machinima porn movie construction kit.  Maybe camera controls included, but override-able by the viewer? 

Save the whole caboodle (let's call it a "script") to a simple file format (e.g. XML) and I might even be able to come up with a ppp-alike to auto-generate them (no promises).

Next up, if anyone hasn't heard of Konashion's Super Deepthroat, I recommend you go and investigate.  I'll wait.

Got that? Right, at this point I want to draw attention to one feature in particular: the moddable dialogue system (if you didn't spot it, you need to turn it on in one of the option screens).  Essentially, the game has a text-based speech system.  At intervals, based on certain in-game triggers (e.g. the guy just came in her mouth, or particularly vigorous... uh... activity) the game "plays" a line of text in a speech bubble.  The lines of text are provided in a formatted plain text file (see the modding page) which makes creating custom dialogue a piece of cake. 

With a couple of minor tweaks (some means of highlighting which character is speaking, for example - Konashion is currently working on that) this strikes me as an excellent way of adding "personality" to the characters, especially if the character XML file specifies what dialogue they use.  A switch to turn it off might be good.

Now: back to the sequencer: if the "script" can supress the regular dialogue, and supply its own dialogue to be displayed at certain points, then the machinima porn can have an actual script, in the conventional movie sense - albeit subtitled rather than audio.  Actually, how about "and play this sound file now"...

OK, that's about 80 miles off into the wilderness, time to stop.

25
Suggestions / Re: Vagina Editor
« on: April 10, 2012, 03:07:10 AM »
...but once it goes into Sex Sim it closes up and you can't see what the texture shows. So I guess It would be nice to have more details inside the Vagina, how to do that I have not a clue...

For anyone doing custom textures, I've just uploaded a slightly altered version of Jak's base UVW map in the "resources" section of the add-ons store which highlights which bits of the map get "hidden" in the folds and which bits are revealed when the sim vagina "opens".  It should help a lot with positioning when doing this sort of thing.

In terms of detailing inside the vagina, I've always found that next to impossible, simply because there are so few pixels to use - once the vagina is "open", the entire visible internal area is only about 6-8 pixels wide in the texture file - generic "pink" is about the best that's really feasible.

Still, well-positioned stuff in in the texture file can give quite a bit of external variety, I think...

26
Tools / PSA: Java exploit in the wild
« on: April 03, 2012, 12:18:56 PM »
For anyone using java to run PPP: there is a security hole in the Java browser plugin, which is being actively exploited in the wild.  Update your java now (go to http://www.java.com and download a new version) and/or disable the plugin in your browser (that's going to be a different set of instructions per browser, so I'm not going to give you chapter and verse).  PPP does not need or use the browser plugin, so unless you want it for other reasons, I'd recommend just nuking the blighter.

Mozilla are taking steps to blacklist the affected plugin versions, so anyone using Firefox should get notified about the hole, and have their plugin disabled (if vulnerable) in the near future, if it hasn't happened already.  I believe Microsoft can take similar steps for IE, but I could be wrong about that, and I've not seen any reports about them pulling the trigger yet.  No idea about chrome/safari...

To check your version, get a command prompt (press windows key and "R" together, then type "cmd" and return) then type "java -version".  You want to be on 1.6.0_31 (I think) or 1.7.0_03.

27
Suggestions / Re: What kind of hair styles do you want?
« on: March 21, 2012, 12:57:11 PM »
I keep meaning to build up a post with piccies of several different hairstyles that should be technically possible right now, but I never seem to remember to watch out for the picture while I'm on t'intarwebs.

But there's one I can describe easily with just a word: afro.

28
Suggestions / view when choosing shoes
« on: March 20, 2012, 01:05:31 PM »
Hopefully just a little thing - when choosing shoes, the view stays firmly full-body (see screenshot).  Not so bad when choosing boots, but it's a bit awkward when picking heels...

How about tweaking things to focus on (roughly) the area I've highlighted?


29
Tools / Re: Pronzilla's People Permutor v1.1.2 - How many Textures?
« on: March 13, 2012, 12:01:38 PM »
Glad we got you working eventually!

30
Tools / Re: Pronzilla's People Permutor v1.1.2 - How many Textures?
« on: March 12, 2012, 12:50:26 PM »
Bump, because it's up to v1.1.2 now...

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