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The EndNeed help?
#11
(07-09-2023, 02:03 PM)OysterMug Wrote:

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Hmm. That's a special problem. Adding stock sound to a room is (relatively) straight forward since all you need is to duplicate existing code that calls built-in sounds by their ID. But custom sounds have no ID for the room to reference.

It's possible to link to a custom sound if it is added to the "Sound FX" library found in the Sequencer (using IrvinTIB's "

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" Utility.) But then, users would have to install your custom SFX Library just to add your custom audio.

I've been looking for "easy" ways to add custom audio for years with minimal success. Your only options are to either use one of the built-in sounds (eg: the "Industrial" sound, the "Beach" sound, the "Airplane" sound) and then make the user jump though the additional hoops of installing something to add the sound separately, or use the built-in Media Player.

Remember, TK17 is "movie-maker" software, so everything was designed to be used in a Sequence. People want to turn poses and rooms into mini (self contained) movies when all of the extra features are built into the Sequencer.

I recommend checking out three of my Sequences: "

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", "

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", and "

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". Three different experiments in how best to add custom audio to a movie.

"Club 3000" relies on a custom voiceset (installed using my "Voiceset Installer" utility.) But that relies on the user going through the bother of applying the custom voice to the 3rd actor before going into the Sequencer. The big advantage is that your sounds will always be in perfect sync and triggered at will.

"The Nightengale" uses a custom SFX Library created using VXSFX. As long as the user downloads & installs the custom library, those sounds will always be there... unless someone replaces it with a newer library. All the advantages of using a custom voiceset for SFX w/o the "prep work", but no guarantee it'll be there when you need it.

"Detention" is the simplest of them all (and users like "simple"), relying on a custom soundtrack played using the built-in Media Player. Just start the movie when you hear the "Go" beep to sync the movie to the soundtrack. No special software or addons needed, and you can put the ogg file in the Music folder at the last second if you forgot w/o having to exit & reload. This is my preferred method now. Big limitation though vs the previous two is that playback is "linear", so you can't add features like "jumps" or decision-making prompts to your sequence.

Hope that helps.

PS: I have not (yet) uploaded any sequences to this site. Once V11 is released, I plan to release V11 compatible (upgraded?) versions of all my sequences.

Thank you very much for the reply, you were really kind to explain everything to me so perfectly. I've always enjoyed your work on MG and I'm glad to see you continue to work hard to improve this game, thank you very much. Finally you made me understand where the problem is to insert background audio. I will look with pleasure at the sequences you suggested and I'm sure they will help me understand everything better. I'll continue working on my room without (for now) creating background audio. Thank you Big hug
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  • Richter Belmont (07-09-2023)
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#12
Information 
(07-09-2023, 10:58 AM)Patry78Senp Wrote:

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I hope I posted my question in the right place. I'm creating a new room (when it's complete I'll share it here) how can I add background audio? I'm not talking about the "music" folder but audio like that of the airplane room (plane_fx.ogg). On the old MG there was a discussion on this topic but unfortunately I don't remember how to do it. I remember putting a code in "AcRoom.bs" but I don't remember anything else. Sad
Do it like this...


.txt   AcRoom.txt (Size: 2.53 KB / Downloads: 11)

and this...

.txt   common_DaspexRoom15.txt (Size: 1.14 KB / Downloads: 3)
The .ogg files are stored in sounds/shared/Musik/
thats the way I did the  background sounds.
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  • The End (07-21-2023)
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#13
Hi!
I am new here.

How to install addon rooms in Klub 17 VX?

I have downloaded several rooms and moved them to the Addons folder in the game.
Unfortunately, none of the rooms appear in the game.
Please help!

Sselhak
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#14
(08-28-2023, 10:34 AM)Sselhak Wrote:

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Hi!
I am new here.

How to install addon rooms in Klub 17 VX?

I have downloaded several rooms and moved them to the Addons folder in the game.
Unfortunately, none of the rooms appear in the game.
Please help!

Sselhak

WELCOME!

All addons (rooms, clothing, toys, etc) go in the "Addons" folder.

Old addons compatible with the original v7.5 of TK17 are compressed as a ".txx" file. Simply place that file in your "Addons" folder and VX will automatically extract it.

Newer "VX" Addons can be in ".zip" or ".7z" format (or just the folder itself.) You can identify these b/c they contain just 3 folders:

Images
Scenes
Scripts

If your download is a .rar file or contains files other than the above folders, you need to extract the addon inside first before placing it in your Addons folder.

If the mod contains image files (.png & .jp2), it's an "Activemod". These mods simply change the look of an Addon or stock object and may require an addon to work.

For more information, check out the Online Documentation here:

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  • Roy (09-01-2023)
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#15
I've got an issue with the Default DcDressRoomObjects script.
Addon Rooms, it's not a problem, there is no default script

Major overhaul to Stripclub RoomObjects
Posters looked incomplete and were breaking the script
I had to delete Posters before I could modify anything
Added new objects and modified some existing, 6 new flatscreen
for video I had to be able to show and hide.

DcDress_Room38 is the stripclub
Look toward the end of the script, something I'm still working on.
Importing the mesh for any object directly into a room
I have over 40 models, half standing half sitting, I want to be able
to show and hide. Broke them up into small groups, works fine

I am modifying VX-Mod\Scripts\Dress\DcDressRoomObjects directly!
Can not inject changes from addons directory to default rooms
This has haunted me since I started the project
Still haven't found the answer


.zip   DcDress_Room38.zip (Size: 2.65 KB / Downloads: 6)
What I know about scripting I taught myself and I'm a lousy student
When modifying script I like to follow the bread crumbs
Sometimes they lead you to other files or someplace unexpected

Check my downloads for ReadMe or some kind of Notes
I'm always leaving bread crumbs to follow
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#16
Hello everyone. I have a question. My male model has become a female model. How do I change that? I put several body mods in the addon folder (VX) and renamed the model numbers so that all the models are in one folder. It is possible that something went wrong then. Maybe the number of model folders has a role. As for the Addon folder, any body is not a problem, because the male model is in the Body Sector is off. The problem is that the male model is in the female section. How do I put it back in the male section? (menu where models are selected). Thank you.
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#17
(11-16-2023, 09:05 AM)vladarr Wrote:

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Hello everyone. I have a question. My male model has become a female model. How do I change that? I put several body mods in the addon folder (VX) and renamed the model numbers so that all the models are in one folder. It is possible that something went wrong then. Maybe the number of model folders has a role. As for the Addon folder, any body is not a problem, because the male model is in the Body Sector is off. The problem is that the male model is in the female section. How do I put it back in the male section? (menu where models are selected). Thank you.

You can't renumber models by hand. The number also defines the gender (iirc, there are blocks of numbers for each gender.)

Rename the folder back to the original number (if there's a conflict, temporarily delete it to the recycle bin.) Then start TK17, clone a model of the correct gender (don't clone a Hentai model unless that's what you need), note the Model#, then copy all of the files EXCEPT "base.id" of your downloaded model and overwrite the cloned model.

Then you can delete the original and restore the one you sent to the Recycle Bin.
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  • vladarr (11-16-2023)
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#18
I want to fix my Door Toy before uploading it and I need some help from someone knowledgeable about scripting.

When I put a window in the door, most (not all) hairs disappear. I know it's a "layer priority" issue, but I'm not sure how to fix it.

Can anyone help?

Side:
[Image: Door-Test-1.png]

Through glass:
[Image: Door-Test-2.png]

Thx

UPDATE: I found that changing the .txf file from "AlphaBlend/WriteZ" to just "AlphaBlend", the hair returns, but the door becomes translucent. I don't know?
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#19
(11-22-2023, 05:09 PM)OysterMug Wrote:

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I want to fix my Door Toy before uploading it and I need some help from someone knowledgeable about scripting.

When I put a window in the door, most (not all) hairs disappear. I know it's a "layer priority" issue, but I'm not sure how to fix it.

Can anyone help?

Side:
[Image: Door-Test-1.png]

Through glass:
[Image: Door-Test-2.png]

Thx

UPDATE: I found that changing the .txf file from "AlphaBlend/WriteZ" to just "AlphaBlend", the hair returns, but the door becomes translucent.  I don't know?


In the Scenes bs look for this block and modify (or add if necessary) the line in BOLD  :

RenderShader :local_Door_MATERIAL . {
RenderShader.Surface ShaderPhong :local_Door_PHONG;
RenderShader.MultiDrawLayer I32(38);
Object.Name "Door_material";
};

The value (38) needs to be greater than that of the Hair - most are set around the 38 mark, so this may need to be in the 39-42 range.

You will probably also need to change the .txf to AlphaBlend/AlphaMask/WriteZ
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  • daspex (11-24-2023), Sam005 (11-25-2023), The End (11-24-2023)
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#20
(11-23-2023, 05:04 PM)dipstik Wrote:

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In the Scenes bs look for this block and modify (or add if necessary) the line in BOLD  :

RenderShader :local_Door_MATERIAL . {
RenderShader.Surface ShaderPhong :local_Door_PHONG;
RenderShader.MultiDrawLayer I32(38);
Object.Name "Door_material";
};

The value (38) needs to be greater than that of the Hair - most are set around the 38 mark, so this may need to be in the 39-42 range.

You will probably also need to change the .txf to AlphaBlend/AlphaMask/WriteZ

This is exactly the information I was looking for. Thx.

...and of course, it didn't work. I tried every value from 37 to 42. The closest I come to having any effect on the result is by editing the .txf file ("AlphaMask" seems to never work when included.)

Thx.
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