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trashyVideoWall and an Audience WIP
#11
(12-11-2023, 07:52 AM)OysterMug Wrote:

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(12-10-2023, 07:16 PM)trashy Wrote:

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(12-10-2023, 03:51 PM)OysterMug Wrote:

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What do I do after putting it in my Addons?

Sorry! My Bad, I was being funny. " take the plane out for a test flight "
2 static models occupying seats on the Airplane
Just a mesh script and a texture nothing more, it should work in V11

Ah. Works in VX. But unfortunately not in V11 (probably due to Code Protection.)

Have you installed V11? The Team needs feedback to help developers.

I have 1 more large project just finished organizing, getting ready to upload
V11 is next on my list
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
[-] The following 1 user Likes trashy's post:
  • Roy (12-12-2023)
Reply
#12
Importing 3D objects into a Room WITH OUT HOOK 5
I have injected 3D Objects with Both Hook 4 and Hook 5
3D Objects With OUT Hook has always been on the back of my mind
I got fired up when I injected the first flat screen into the StripClub

Most of the better quality 3D Models available are Multi layer Mesh and
Multi Texture. That's why all my first attempts failed, time after time.
It has to be single layer mesh and a single texture

I hesitated shareing the Stripclub and my idea for injecting Static Models
There was one thing left to do and I can't do it by myself.
Set position and rotation In Game!

Selecting from several pre-set locations in game should be possible.
So far the answer has eluded me. I was still working on the Stripclub when
I decided it was time to share.

Rather than trying to explain everything here is an example
R9ZRoom248_Backdrop. The package contains 10 static models and a sofa.
Lots of notes, explore the contents and Please Read.

Only injected 2 Static Models and the Sofa
in game press F12 and go to the last tab to show and hide these objects
Furniture wouldn't matter but things like Wall Size Flat Screen and Static Models
I will always turn OFF when room loads

This will work fine but in game access to position and rotation
would be much friendlier to the average user

Questions answered
I didn't want to maintain this download
Download

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@OysterMug
This time Imorted with AcRoom script the airplain was injected with lua update
Could make a difference in v11
Mesh scripts converted with CollaTKane as a toy, it should work
Have the room scripts changed in V11?
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
[-] The following 2 users Like trashy's post:
  • Roy (12-12-2023), The End (12-12-2023)
Reply
#13
Installed V11 and tested the Static Models Download from the post directly above
Everything works including show and hide in RoomOptions
The only difference is Static Models Imported with AppImport and Not Update lua script

   
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
[-] The following 1 user Likes trashy's post:
  • Roy (12-12-2023)
Reply
#14
(12-11-2023, 10:59 PM)trashy Wrote:

[To see links please log-in or register here]

I hesitated shareing the Stripclub and my idea for injecting Static Models
There was one thing left to do and I can't do it by myself.
Set position and rotation In Game!

Selecting from several pre-set locations in game should be possible.
So far the answer has eluded me.

Hook relied on LevDef files to read object location & rotation prior to loading the room. You'll probably have to do the same thing.
Reply
#15
(12-11-2023, 10:59 PM)trashy Wrote:

[To see links please log-in or register here]

Importing 3D objects into a Room WITH OUT HOOK 5

Rather than trying to explain everything here is an example
R9ZRoom248_Backdrop. The package contains 10 static models and a sofa.
Lots of notes, explore the contents and Please Read.

Only injected 2 Static Models and the Sofa
in game press F12 and go to the last tab to show and hide these objects

Download

[To see links please log-in or register here]



@OysterMug
This time Imorted with AcRoom script the airplain was injected with lua update
Could make a difference in v11
Mesh scripts converted with CollaTKane as a toy, it should work
Have the room scripts changed in V11?

Hmm. doesn't seem to work.

I placed all the addons in their respective folders and loaded the "empty room" retex of the Backdrop room. I then hit F12 to bring up the Customizer window, but the last tab offered nothing to turn objects on/off. Tried both VX & V11. :(

Ah! You created a custom version of "Backdrop Room 248". I was reusing my own original copy. After replacing it, the mod worked just fine.

Would the changes to the room have to be added to V11 so users wouldn't need to replace every room?
Reply
#16
(12-12-2023, 10:00 AM)OysterMug Wrote:

[To see links please log-in or register here]

(12-11-2023, 10:59 PM)trashy Wrote:

[To see links please log-in or register here]

Importing 3D objects into a Room WITH OUT HOOK 5

Rather than trying to explain everything here is an example
R9ZRoom248_Backdrop. The package contains 10 static models and a sofa.
Lots of notes, explore the contents and Please Read.

Only injected 2 Static Models and the Sofa
in game press F12 and go to the last tab to show and hide these objects

Download

[To see links please log-in or register here]



@OysterMug
This time Imorted with AcRoom script the airplain was injected with lua update
Could make a difference in v11
Mesh scripts converted with CollaTKane as a toy, it should work
Have the room scripts changed in V11?

Hmm. doesn't seem to work.

I placed all the addons in their respective folders and loaded the "empty room" retex of the Backdrop room. I then hit F12 to bring up the Customizer window, but the last tab offered nothing to turn objects on/off. Tried both VX & V11. :(

Ah! You created a custom version of "Backdrop Room 248". I was reusing my own original copy. After replacing it, the mod worked just fine.

Would the changes to the room have to be added to V11 so users wouldn't need to replace every room?
 The Models Mesh script and textures Custom.RoomObjects.....Luder\Room
This is a common location can be shared by all rooms
Default position and rotation set by mesh script is "0" 

Room script that need to be modified
REQUIRED
AcRoom.bs AppImport: Import The Models Mesh script into the room
Update.lua: Inject the new Position and Rotation coordinates.

Not Required but Important
DcDress_R9ZRoom248: This is the Room Objects script allows you to show and hide Objects
and of course the ActiveMod script

This layout or something similar is what I'll use going forward
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
Reply
#17
(12-12-2023, 03:22 PM)trashy Wrote:

[To see links please log-in or register here]

(12-12-2023, 10:00 AM)OysterMug Wrote:

[To see links please log-in or register here]

(12-11-2023, 10:59 PM)trashy Wrote:

[To see links please log-in or register here]

Importing 3D objects into a Room WITH OUT HOOK 5

Rather than trying to explain everything here is an example
R9ZRoom248_Backdrop. The package contains 10 static models and a sofa.
Lots of notes, explore the contents and Please Read.

Only injected 2 Static Models and the Sofa
in game press F12 and go to the last tab to show and hide these objects

Download

[To see links please log-in or register here]



@OysterMug
This time Imorted with AcRoom script the airplain was injected with lua update
Could make a difference in v11
Mesh scripts converted with CollaTKane as a toy, it should work
Have the room scripts changed in V11?

Hmm. doesn't seem to work.

I placed all the addons in their respective folders and loaded the "empty room" retex of the Backdrop room. I then hit F12 to bring up the Customizer window, but the last tab offered nothing to turn objects on/off. Tried both VX & V11. :(

Ah! You created a custom version of "Backdrop Room 248". I was reusing my own original copy. After replacing it, the mod worked just fine.

Would the changes to the room have to be added to V11 so users wouldn't need to replace every room?
 The Models Mesh script and textures Custom.RoomObjects.....Luder\Room
This is a common location can be shared by all rooms
Default position and rotation set by mesh script is "0" 

Room script that need to be modified
REQUIRED
AcRoom.bs AppImport: Import The Models Mesh script into the room
Update.lua: Inject the new Position and Rotation coordinates.

Not Required but Important
DcDress_R9ZRoom248: This is the Room Objects script allows you to show and hide Objects
and of course the ActiveMod script

This layout or something similar is what I'll use going forward

Btw.,you can rotate move and switch meshes on/off via the room options tab,look at my wip project thread and download the scify room or one of marburgs last rooms to see how this works.
Edit,forgot to mention that you also can change colors and brightness and stuff via the Room Options.
Rotation is a bit tricky cause there isnt established automation.
So you need to know the coordination values before but you can use the values out of blender for example door open/close.

-- DaspexRoom201 : TheOceanLodgeWithSpaceShip
if room == "Room201" then
    options.roomset = "Curtains Kitchen Off,Curtains Front Left Off,Curtains Front Right Off,Blanket  OFF,Pillow 1 OFF,Pillow 2 OFF,Backyard Door Half/Full Open,Bathroom Door Half/Full Open,Front Door Half Open,11180%Colorize Skybox,11180%Colorize Frontwindow,11180%Colorize Pool Table,11180%Colorize Bed Set Top,11180%Colorize Spotlight,11180%Colorize Floor Carpet,11180%Colorize Kitchen Carpet,11180%Colorize JailGyno Color1,11180%Colorize JailGyno Color2,11180%Colorize Curtains"
    add( autoadd
[[
DressDescription :DressR9ZRoom201c1++_Description .
{
.DressID I32(11166++);
.DressName "Curtains Kitchen Off";
.DressType I32(1);
.PrimaryZone :DZ_Room1++;
.CmdArray [
    DressCmd . { .Show I32(-1); .Target "Room:wallcarpet03_wallcarpet0Shape3_1172_001_mesh"; };
];
};
DressDescription :DressR9ZRoom201c1++_Description .
{
.DressID I32(11166++);
.DressName "Curtains Front Left Off";
.DressType I32(1);
.PrimaryZone :DZ_Room1++;
.CmdArray [
    DressCmd . { .Show I32(-1); .Target "Room:Wallcarpet01Left_mesh"; };
];
};
DressDescription :DressR9ZRoom201c1++_Description .
{
.DressID I32(11166++);
.DressName "Curtains Front Right Off";
.DressType I32(1);
.PrimaryZone :DZ_Room1++;
.CmdArray [
    DressCmd . { .Show I32(-1); .Target "Room:Wallcarpet1Right_mesh"; };
];
};
DressDescription :DressR9ZRoom201c1++_Description .
{
.DressID I32(11166++);
.DressName "Blanket Off";
.DressType I32(1);
.PrimaryZone :DZ_Room1++;
.CmdArray [
    DressCmd . { .Show I32(-1); .Target "Room:bottomsheet_1_bottomsheet_2_mesh"; };
];
};
DressDescription :DressR9ZRoom201c1++_Description .
{
.DressID I32(11166++);
.DressName "Pillow 1 Off";
.DressType I32(1);
.PrimaryZone :DZ_Room1++;
.CmdArray [
    DressCmd . { .Show I32(-1); .Target "Room:pillow_mesh01_5_mesh"; };
];
};
DressDescription :DressR9ZRoom201c1++_Description .
{
.DressID I32(11166++);
.DressName "Pillow 2 Off";
.DressType I32(1);
.PrimaryZone :DZ_Room1++;
.CmdArray [
    DressCmd . { .Show I32(-1); .Target "Room:pillow_1_mesh01_6_mesh"; };
];
};
    //  Rotation Stuff 1
DressDescription :DressR9ZRoom201c1++_Description .
{
.DressID I32(11172);
.DressName "Door Half Open";
.DressType I32(1);
.PrimaryZone :DZ_Room1++;
.CmdArray [
DressCmd . {
.Target "Room:SDoorBoddy_Cube_001";
.ParamID I32(0);
.Attr @ STransform .Rotation;
.Value @ ( F32(90) , F32(-45) , F32(0) );
};
DressCmd . {
.Target "Room:SDoorBoddy_Cube_001";
.ParamID I32(0);
.Attr @ STransform .Translation;
.Value @ ( F32(-1.5) , F32(0) , F32(+7) );
};
];
};
DressDescription :DressR9ZRoom201c1++_Description .
{
.DressID I32(11173);
.DressName "Door Open";
.DressType I32(1);
.PrimaryZone :DZ_Room1+=;
.CmdArray [
DressCmd . {
.Target "Room:SDoorBoddy_Cube_001";
.ParamID I32(0);
.Attr @ STransform .Rotation;
.Value @ ( F32(90) , F32(-90) , F32(0) );
};
DressCmd . {
.Target "Room:SDoorBoddy_Cube_001";
.ParamID I32(0);
.Attr @ STransform .Translation;
.Value @ ( F32(-7.6) , F32(0) , F32(+10.9) );
};
];
};
DressDescription :DressR9ZRoom201c1++_Description .
{
.DressID I32(11174);
.DressName "Door Closed";
.DressType I32(1);
.PrimaryZone :DZ_Room1+=;
.CmdArray [
DressCmd . {
.Target "Room:SDoorBoddy_Cube_001";
.ParamID I32(0);
.Attr @ STransform .Rotation;
.Value @ ( F32(90) , F32(0) , F32(0) );
        };
DressCmd . {
.Target "Room:SDoorBoddy_Cube_001";
.ParamID I32(0);
.Attr @ STransform .Translation;
.Value @ ( F32(0) , F32(0) , F32(0) );
        };
            ];
};
// Rotation Sruff 2
        DressDescription :DressR9ZRoom201c1++_Description .
{
.DressID I32(11175);
.DressName "Bathroom Door Half Open";
.DressType I32(1);
.PrimaryZone :DZ_Room1++;
.CmdArray [
DressCmd . {
.Target "Room:SDoorBoddy_CubeBathroomClosed";
.ParamID I32(0);
.Attr @ STransform .Rotation;
.Value @ ( F32(90) , F32(-45) , F32(0) );
};
DressCmd . {
.Target "Room:SDoorBoddy_CubeBathroomClosed";
.ParamID I32(0);
.Attr @ STransform .Translation;
.Value @ ( F32(+3.7) , F32(0) , F32(+6) );
};
];
};
DressDescription :DressR9ZRoom201c1++_Description .
{
.DressID I32(11176);
.DressName "Bathroom Door Open";
.DressType I32(1);
.PrimaryZone :DZ_Room1+=;
.CmdArray [
DressCmd . {
.Target "Room:SDoorBoddy_CubeBathroomClosed";
.ParamID I32(0);
.Attr @ STransform .Rotation;
.Value @ ( F32(90) , F32(-90) , F32(0) );
};
DressCmd . {
.Target "Room:SDoorBoddy_CubeBathroomClosed";
.ParamID I32(0);
.Attr @ STransform .Translation;
.Value @ ( F32(+2.4) , F32(0) , F32(+12.8) );
};
];
};
DressDescription :DressR9ZRoom201c1++_Description .
{
.DressID I32(11177);
.DressName "Bathroom Door Closed";
.DressType I32(1);
.PrimaryZone :DZ_Room1+=;
.CmdArray [
DressCmd . {
.Target "Room:SDoorBoddy_CubeBathroomClosed";
.ParamID I32(0);
.Attr @ STransform .Rotation;
.Value @ ( F32(90) , F32(0) , F32(0) );
        };
DressCmd . {
.Target "Room:SDoorBoddy_CubeBathroomClosed";
.ParamID I32(0);
.Attr @ STransform .Translation;
.Value @ ( F32(0) , F32(0) , F32(0) );
};
            ];
    };
// Rotation Sruff 3
        DressDescription :DressR9ZRoom201c1++_Description .
{
.DressID I32(11178);
.DressName "Front Door Half Open";
.DressType I32(1);
.PrimaryZone :DZ_Room1++;
.CmdArray [
DressCmd . {
.Target "Room:SMainEntranceDoor";
.ParamID I32(0);
.Attr @ STransform .Rotation;
.Value @ ( F32(90) , F32(-45) , F32(0) );
};
DressCmd . {
.Target "Room:SMainEntranceDoor";
.ParamID I32(0);
.Attr @ STransform .Translation;
.Value @ ( F32(+5.8) , F32(0) , F32(-3.9) );
};
];
};
DressDescription :DressR9ZRoom201c1++_Description .
{
.DressID I32(11179);
.DressName "Front Door Closed";
.DressType I32(1);
.PrimaryZone :DZ_Room1+=;
.CmdArray [
DressCmd . {
.Target "Room:SMainEntranceDoor";
.ParamID I32(0);
.Attr @ STransform .Rotation;
.Value @ ( F32(90) , F32(0) , F32(0) );
        };
DressCmd . {
.Target "Room:SMainEntranceDoor";
.ParamID I32(0);
.Attr @ STransform .Translation;
.Value @ ( F32(0) , F32(0) , F32(0) );
};
            ];
    };
// colorize options
DressDescription :DressR9ZRoom201c1++_Description .
{
.DressID I32(11180++);
.DressName "Colorize Skybox Screen";
.PrimaryZone :DZ_Room1++;
.CmdArray [
DressCmd . {
.Target "Room:R9ZRoom201_vor-regen_3236-101_001_tex2d";
.ParamID I32(0); .Attr @ TransformLayer .ColorAddHSV; .Value @ ( I32(0) , I32(0) , I32(0) );
};
DressCmd . {
.Target "Room:R9ZRoom201_vor-regen_3236-101_001_tex2d";
.ParamID I32(0); .Attr @ TransformLayer .ColorMulRGBA; .Value @ ( I32(1) , I32(1) , I32(1) , I32(1) );
};
DressCmd . {
.Target "Room:R9ZRoom201_vor-regen_3236-101_001_tex2d";
.ParamID I32(0); .Attr @ TransformLayer .ColorAddHSV; .Value @ ( I32(0) , I32(0) , I32(0) );
};
];
};
DressDescription :DressR9ZRoom201c1++_Description .
{
.DressID I32(11180++);
.DressName "Colorize Frontwindow";
.PrimaryZone :DZ_Room1++;
.CmdArray [
DressCmd . {
.Target "Room:R9ZRoom201_Wall1Transparent_tex2d";
.ParamID I32(0); .Attr @ TransformLayer .ColorAddHSV; .Value @ ( I32(0) , I32(0) , I32(0) );
};
DressCmd . {
.Target "Room:R9ZRoom201_Wall1Transparent_tex2d";
.ParamID I32(0); .Attr @ TransformLayer .ColorMulRGBA; .Value @ ( I32(1) , I32(1) , I32(1) , I32(1) );
};
DressCmd . {
.Target "Room:R9ZRoom201_Wall1Transparent_tex2d";
.ParamID I32(0); .Attr @ TransformLayer .ColorAddHSV; .Value @ ( I32(0) , I32(0) , I32(0) );
};
];
};
DressDescription :DressR9ZRoom201c1++_Description .
{
.DressID I32(11180++);
.DressName "Colorize Pool Table";
.PrimaryZone :DZ_Room1++;
.CmdArray [
DressCmd . {
.Target "Room:R9ZRoom201__0523_Pool_Table_v1_Diffuse_tex2d";
.ParamID I32(0); .Attr @ TransformLayer .ColorAddHSV; .Value @ ( I32(0) , I32(0) , I32(0) );
};
DressCmd . {
.Target "Room:R9ZRoom201__0523_Pool_Table_v1_Diffuse_tex2d";
.ParamID I32(0); .Attr @ TransformLayer .ColorMulRGBA; .Value @ ( I32(1) , I32(1) , I32(1) , I32(1) );
};
DressCmd . {
.Target "Room:R9ZRoom201__0523_Pool_Table_v1_Diffuse_tex2d";
.ParamID I32(0); .Attr @ TransformLayer .ColorAddHSV; .Value @ ( I32(0) , I32(0) , I32(0) );
};
];
};
DressDescription :DressR9ZRoom201c1++_Description .
{
.DressID I32(11180++);
.DressName "Colorize Top Set Bed";
.PrimaryZone :DZ_Room1++;
.CmdArray [
DressCmd . {
.Target "Room:R9ZRoom201_BettdeckeKissen1_tex2d";
.ParamID I32(0); .Attr @ TransformLayer .ColorAddHSV; .Value @ ( I32(0) , I32(0) , I32(0) );
};
DressCmd . {
.Target "Room:R9ZRoom201_BettdeckeKissen1_tex2d";
.ParamID I32(0); .Attr @ TransformLayer .ColorMulRGBA; .Value @ ( I32(1) , I32(1) , I32(1) , I32(1) );
};
DressCmd . {
.Target "Room:R9ZRoom201_BettdeckeKissen1_tex2d";
.ParamID I32(0); .Attr @ TransformLayer .ColorAddHSV; .Value @ ( I32(0) , I32(0) , I32(0) );
};
];
};
DressDescription :DressR9ZRoom201c1++_Description .
{
.DressID I32(11180++);
.DressName "Colorize Spotlights";
.PrimaryZone :DZ_Room1++;
.CmdArray [
DressCmd . {
.Target "Room:R9ZRoom201_SpotLightWhiteLamp_tex2d";
.ParamID I32(0); .Attr @ TransformLayer .ColorAddHSV; .Value @ ( I32(0) , I32(0) , I32(0) );
};
DressCmd . {
.Target "Room:R9ZRoom201_SpotLightWhiteLamp_tex2d";
.ParamID I32(0); .Attr @ TransformLayer .ColorMulRGBA; .Value @ ( I32(1) , I32(1) , I32(1) , I32(1) );
};
DressCmd . {
.Target "Room:R9ZRoom201_SpotLightWhiteLamp_tex2d";
.ParamID I32(0); .Attr @ TransformLayer .ColorAddHSV; .Value @ ( I32(0) , I32(0) , I32(0) );
};
];
};
DressDescription :DressR9ZRoom201c1++_Description .
{
.DressID I32(11180++);
.DressName "Colorize Floor Carpet";
.PrimaryZone :DZ_Room1++;
.CmdArray [
DressCmd . {
.Target "Room:R9ZRoom201_material_carpet04_tex2d";
.ParamID I32(0); .Attr @ TransformLayer .ColorAddHSV; .Value @ ( I32(0) , I32(0) , I32(0) );
};
DressCmd . {
.Target "Room:R9ZRoom201_material_carpet04_tex2d";
.ParamID I32(0); .Attr @ TransformLayer .ColorMulRGBA; .Value @ ( I32(1) , I32(1) , I32(1) , I32(1) );
};
DressCmd . {
.Target "Room:R9ZRoom201_material_carpet04_tex2d";
.ParamID I32(0); .Attr @ TransformLayer .ColorAddHSV; .Value @ ( I32(0) , I32(0) , I32(0) );
};
];
};
DressDescription :DressR9ZRoom201c1++_Description .
{
.DressID I32(11180++);
.DressName "Colorize Kitchen Carpet";
.PrimaryZone :DZ_Room1++;
.CmdArray [
DressCmd . {
.Target "Room:R9ZRoom201_material_carpet03_tex2d";
.ParamID I32(0); .Attr @ TransformLayer .ColorAddHSV; .Value @ ( I32(0) , I32(0) , I32(0) );
};
DressCmd . {
.Target "Room:R9ZRoom201_material_carpet03_tex2d";
.ParamID I32(0); .Attr @ TransformLayer .ColorMulRGBA; .Value @ ( I32(1) , I32(1) , I32(1) , I32(1) );
};
DressCmd . {
.Target "Room:R9ZRoom201_material_carpet03_tex2d";
.ParamID I32(0); .Attr @ TransformLayer .ColorAddHSV; .Value @ ( I32(0) , I32(0) , I32(0) );
};
];
};
        DressDescription :DressR9ZRoom201c1++_Description .
{
.DressID I32(11180++);
.DressName "Colorize JailGyno Color1";
.PrimaryZone :DZ_Room1++;
.CmdArray [
DressCmd . {
.Target "Room:R9ZRoom201_HellblauStruktur_001_tex2d";
.ParamID I32(0); .Attr @ TransformLayer .ColorAddHSV; .Value @ ( I32(0) , I32(0) , I32(0) );
};
DressCmd . {
.Target "Room:R9ZRoom201_HellblauStruktur_001_tex2d";
.ParamID I32(0); .Attr @ TransformLayer .ColorMulRGBA; .Value @ ( I32(1) , I32(1) , I32(1) , I32(1) );
};
DressCmd . {
.Target "Room:R9ZRoom201_HellblauStruktur_001_tex2d";
.ParamID I32(0); .Attr @ TransformLayer .ColorAddHSV; .Value @ ( I32(0) , I32(0) , I32(0) );
};
];
};
        DressDescription :DressR9ZRoom201c1++_Description .
{
.DressID I32(11180++);
.DressName "Colorize JailGyno Color2";
.PrimaryZone :DZ_Room1++;
.CmdArray [
DressCmd . {
.Target "Room:R9ZRoom201_BeigeStruktur_001_tex2d";
.ParamID I32(0); .Attr @ TransformLayer .ColorAddHSV; .Value @ ( I32(0) , I32(0) , I32(0) );
};
DressCmd . {
.Target "Room:R9ZRoom201_BeigeStruktur_001_tex2d";
.ParamID I32(0); .Attr @ TransformLayer .ColorMulRGBA; .Value @ ( I32(1) , I32(1) , I32(1) , I32(1) );
};
DressCmd . {
.Target "Room:R9ZRoom201_BeigeStruktur_001_tex2d";
.ParamID I32(0); .Attr @ TransformLayer .ColorAddHSV; .Value @ ( I32(0) , I32(0) , I32(0) );
};
];
};
    DressDescription :DressR9ZRoom201c1++_Description .
{
.DressID I32(11180++);
.DressName "Colorize Island";
.PrimaryZone :DZ_Room1++;
.CmdArray [
DressCmd . {
.Target "Room:R9ZRoom201_Tr_7Moss003_001_tex2d";
.ParamID I32(0); .Attr @ TransformLayer .ColorAddHSV; .Value @ ( I32(0) , I32(0) , I32(0) );
};
DressCmd . {
.Target "Room:R9ZRoom201_Tr_7Moss003_001_tex2d";
.ParamID I32(0); .Attr @ TransformLayer .ColorMulRGBA; .Value @ ( I32(1) , I32(1) , I32(1) , I32(1) );
};
DressCmd . {
.Target "Room:R9ZRoom201_Tr_7Moss003_001_tex2d";
.ParamID I32(0); .Attr @ TransformLayer .ColorAddHSV; .Value @ ( I32(0) , I32(0) , I32(0) );
};
];
};
]] )

end
The Whole World Is A Piece Of  Shit But You Have To Handle It.
[-] The following 3 users Like daspex's post:
  • amidka2006 (12-14-2023), The End (12-12-2023), trashy (12-13-2023)
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#18
(12-12-2023, 03:22 PM)trashy Wrote:

[To see links please log-in or register here]

The Models Mesh script and textures Custom.RoomObjects.....Luder\Room
This is a common location can be shared by all rooms
Default position and rotation set by mesh script is "0" 

Room script that need to be modified
REQUIRED
AcRoom.bs AppImport: Import The Models Mesh script into the room
Update.lua: Inject the new Position and Rotation coordinates.

Not Required but Important
DcDress_R9ZRoom248: This is the Room Objects script allows you to show and hide Objects
and of course the ActiveMod script

This layout or something similar is what I'll use going forward

Try putting the modded lines for the Backdrop Room switches tab in a separate addon so the switches will always load regardless of room.

That would be a big step toward a Universal Room Objects mod that lets users add objects to any room.
[-] The following 2 users Like The End's post:
  • daspex (12-14-2023), trashy (12-13-2023)
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#19
(12-12-2023, 04:45 PM)OysterMug Wrote:

[To see links please log-in or register here]

(12-12-2023, 03:22 PM)trashy Wrote:

[To see links please log-in or register here]

The Models Mesh script and textures Custom.RoomObjects.....Luder\Room
This is a common location can be shared by all rooms
Default position and rotation set by mesh script is "0" 

Room script that need to be modified
REQUIRED
AcRoom.bs AppImport: Import The Models Mesh script into the room
Update.lua: Inject the new Position and Rotation coordinates.

Not Required but Important
DcDress_R9ZRoom248: This is the Room Objects script allows you to show and hide Objects
and of course the ActiveMod script

This layout or something similar is what I'll use going forward

Try putting the modded lines for the Backdrop Room switches tab in a separate addon so the switches will always load regardless of room.

That would be a big step toward a Universal Room Objects mod that lets users add objects to any room.

It would be possible if the roomname could be a wildcard.The game is allways looking for scripts in “VX.RoomOptions“ in the addon folder.
The Whole World Is A Piece Of  Shit But You Have To Handle It.
Reply
#20
(12-12-2023, 07:01 PM)Daspex Wrote:

[To see links please log-in or register here]

It would be possible if the roomname could be a wildcard.The game is allways looking for scripts in “VX.RoomOptions“ in the addon folder.

Hmm. No wildcards. But I know other mods add tabs, so there must be a way to do it. I don't know?
[-] The following 1 user Likes The End's post:
  • daspex (12-13-2023)
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