sby's loader imports (30 Viewers)

Podrick_Payne

Potential Patron
Joined
Apr 12, 2014
Re: sby's loader imports; 8/09/2014: too much stuff to list here

Question, i don't understand what is the difference between hilt option and deepthroat option in deepthroatactionsV3.

what are supposed to be on hilt and in hilt options ?
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
Re: sby's loader imports; 8/09/2014: too much stuff to list here

Gameboy739 said:
So, I just found out something funny yesterday. I tried to use some of dante's male changing mods but they wouldn't work right, Only the arms changed. The mods would only work right while I was in a position with animtools. I always had animtools as one of the mods that are suppose to start up when I start up sdt. So, I thought what would happen if I took off animtools? It worked normally after that. Apparently, animtools keeps me from using any mods that changes the male character. To solve the problem I had to load the male first and then animtools.

P.S.: For some reason, I decided to redownloaded animtools and put it back as one of the start ups. Now the male mods work perfectly with it. WTF!!!!!!
???
could be the order that things are hooked. could try putting it back in the same load order and see if it breaks things again xD
i don't tend to use male mods, so i have never noticed this.


Sovereign8998 said:
How do I load the SVG's?

BTW, thanks for fixing the bug SBY
you don't load the svg's, they are already compiled into animtools. use the third button page to enable props and stuff to save the position. do note that you could create a 'partion position file' that just describes what props to use to essentially have a position that is a prop.




aztlan said:
How do I get the color changes from autohueregV2.swf to show up when I load a character folder (or load a Costume from dialogue using DA)?

I can get a Costume Top to turn red using the loader tab, for example, and save a HueData.txt file in $INIT$, but I have no idea how to get this to apply when I load the shirt again (without manually going into the loader tab and turn it red manually again - but the HueData.txt file is doing nothing then).
i believe the hue data file should be in the character folder that contains the shirt. i didn't extensively test the huedata file usage with the mod, but i do know that i was able to use one with one of the zero suit samus mods. this was only loading that mod, not sure what would happen if tou had other things loaded before it and tried using the huedata file.



Podrick_Payne said:
Question, i don't understand what is the difference between hilt option and deepthroat option in deepthroatactionsV3.

what are supposed to be on hilt and in hilt options ?
deepthroat is when the penis starts hitting her throat, can be noticed by the 'resistance' in the penis movement.
hilt is when penis can not go farther. think of it as the hilt of a sword, where the hilt is your lower abdomen, blade is your penis, and the sheath is her mouth + throat.
 

Turtleman

Potential Patron
Joined
Oct 24, 2013
Re: sby's loader imports; 8/09/2014: too much stuff to list here

Hi, I'm having trouble getting animtoolsV9 to work. I did the same set up I did with V8 and put it in my INIT folder so it auto starts on start up, however when I do the loader tab is blank. Help?

EDIT: just needed the new loader update. My bad
 

Gerve

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Joined
Jan 17, 2014
Re: sby's loader imports; 8/09/2014: too much stuff to list here

Ive been trying to put some haircostumes to be selectable by CostumeHeadwear in moreclothingV1

such as RajasGrime's hr_bunnyears_bulma.swf and hr_bunnyears_mika.swf

Code:
hr_bunnyears_mika.swf=Bunny Ears 1:HairCostume>CostumeHeadwear
hr_bunnyears_bulma.swf=Bunny Ears 2:HairCostume>CostumeHeadwear

But it shows up as a hair selectable rather then a headwear costume, Is there anyway of make this not overwrite the current hair.
 
L

LyricalM

Re: sby's loader imports; 8/09/2014: too much stuff to list here

This is absolutely wonderful. Thank you for making this thread and for the amazing mods. <3
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
Re: sby's loader imports; 8/09/2014: too much stuff to list here

Gerve said:
Ive been trying to put some haircostumes to be selectable by CostumeHeadwear in moreclothingV1

such as RajasGrime's hr_bunnyears_bulma.swf and hr_bunnyears_mika.swf

Code:
hr_bunnyears_mika.swf=Bunny Ears 1:HairCostume>CostumeHeadwear
hr_bunnyears_bulma.swf=Bunny Ears 2:HairCostume>CostumeHeadwear

But it shows up as a hair selectable rather then a headwear costume, Is there anyway of make this not overwrite the current hair.
oh hey, i remember fixing that a long time ago, guess i never uploaded the changes.
(makes sense why i had the double @ label on moreclothing in my mod folder xD )
threw a link in my main post
 
A

abstral

Re: sby's loader imports; 8/09/2014: too much stuff to list here

In breastexpansionplusV2_4a what's the difference between maxbellyamount and effectivecumbellyend? What max values can I set for a super huge belly? Does maxeffectivecuminside come into play?
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
Re: sby's loader imports; 8/09/2014: too much stuff to list here

abstral said:
In breastexpansionplusV2_4a what's the difference between maxbellyamount and effectivecumbellyend? What max values can I set for a super huge belly? Does maxeffectivecuminside come into play?
things that come into play:
effectivecumbelly start and end: specify the range of cum inside to act upon, decides when and how fast the belly changes
max and min bellyamount: specify the range of belly sizes to use

maxeffectivecuminside: a cap or limit where effectivecuminside will not increase anymore, should be set after all of your max amounts if you wish to allow those ranges to be reached.


it depends on how you want the belly to expand. if you just want a huge belly and not any of the animation to go with it, it would probably be easier for you to use the superbelly mod.

if you want the belly to start expanding with little cum inside her, set effectivecumbreaststart to something low ~5, this will be the start point where the belly starts expanding (with 5 units of cum inside her).
if you want it to expand quickly after doing so, then set the end point not far away from the start, so like 25. if you wanted it to expand slower, just set the end point farther away from the start point ~70.

the max and min belly amounts will determine what size this belly starts at and ends up at. so if you want a realy huge belly, set maxbellyamount to 100.


to get a feel of how much cum is added to effectivecuminside, an entire ejaculation is usually ~28 units





and for those that don't know, i uploaded animtoolsV10
 

Gameboy739

Vivacious Visitor
Joined
Oct 14, 2012
Re: sby's loader imports; 8/09/2014: too much stuff to list here

I'm guessing with this new version of animtools her arms can not go between her legs. Tried to use the her masturbate mod and.......Jesus :o. That would probably also explain why her arms were to her side instead of being between her legs in one position i used.
 

blackcobra

Content Creator
Joined
Mar 29, 2014
Re: sby's loader imports; 8/09/2014: too much stuff to list here

Audited many positions with dude between her legs: works great!

Thank you. This seemingly small change makes a big difference.
 

StevieC

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Joined
Nov 13, 2013
Re: sby's loader imports; 8/09/2014: too much stuff to list here

Unsure whether this is something for you to fix, or for someone else to fix but since installing this latest version of AnimTools, there's a problem with the Latex Catsuit loader mod. Observe:
 

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ModGuy

Content Creator
Joined
Feb 17, 2011
Re: sby's loader imports; 8/09/2014: too much stuff to list here

StevieC said:
Unsure whether this is something for you to fix, or for someone else to fix but since installing this latest version of AnimTools, there's a problem with the Latex Catsuit loader mod.
Probably requires a fix for the leg layering since the original target no longer exists.
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
Re: sby's loader imports; 8/09/2014: too much stuff to list here

can you proxy the loader itself?

i was going to throw a wrapper around 'loadmod' so if behindleg is being used, to temporarily swap it back to normal, then swap it back after.

planned to do this with a addpre and addpost


~ might proxy 'finishCustomMods' instead



edit - uploaded vanillaarmpatchV1
 

ModGuy

Content Creator
Joined
Feb 17, 2011
Re: sby's loader imports; 8/09/2014: too much stuff to list here

Why not just add swap in the same place as the object swap?
 

sby

Content Creator
Coder
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Sep 11, 2012
Re: sby's loader imports; 8/09/2014: too much stuff to list here

MG said:
Why not just add swap in the same place as the object swap?
not sure what you are saying here.


my splurging of my understanding on the matter:
the loader places loader mod clothing by child name stemming from scenelayer. unless the leftlegcontainer is in the right spot, loader is not going to find it. i was thinking of temporarily putting the leftlegcontainer back in its normal spot when the loader is loading up a mod. right now, the swapping is done whenever the setting is changed and when setpenisout is activated.
 

blackcobra

Content Creator
Joined
Mar 29, 2014
Re: sby's loader imports; 8/09/2014: too much stuff to list here

Love the "hands on tit" option in animtools. How about a hands cupping breasts option? I hacked up a little bit of code:

Code:
		else if(handlontit == 2)
			{
				g.her.leftHandOnLegs = new Point(-55 - Math.max(50, g.characterControl.breastSize*0.50)  , 65 - g.characterControl.breastSize/8);
				g.her.leftArmIK.newTarget(g.her.leftHandOnLegs, g.her.torsoBack.leftBreast.nipple, true);
				g.her.leftArmIK.reversedEnd = true;
				g.her.leftArmIK.setEndRotationTarget(-185 + Math.min(130, g.characterControl.breastSize*0.9), [g.her.torsoBack.leftBreast.nipple, g.her.torsoBack.leftBreast, g.her.torsoBack, g.her.torsoBack, g.her]);
			}
			else if(handlontit == 3)
			{
				g.her.leftHandOnLegs = new Point(g.her.leftHandOnHim.x - 20, g.her.leftHandOnHim.y - 100);
				g.her.leftArmIK.newTarget(g.her.leftHandOnLegs, g.him.rightLeg, true);
				g.her.leftArmIK.reversedEnd = false;
				g.her.leftArmIK.setEndRotationTarget(-185, [g.him.rightLeg]);
			}
			else if(handlontit == 4)
			{
				g.her.leftHandOnLegs = new Point(g.her.leftHandOnHim.x - 20, g.her.leftHandOnHim.y - 350);
				g.her.leftArmIK.newTarget(g.her.leftHandOnLegs, g.him.rightLeg, true);
				g.her.leftArmIK.reversedEnd = false;
				g.her.leftArmIK.setEndRotationTarget(-185, [g.him.rightLeg]);
			}

Code:
			else if(handrontit == 2)
			{
				g.her.rightHandOnLegs = new Point(-55 - Math.max(50, g.characterControl.breastSize*0.50)  , 70 - g.characterControl.breastSize/8);
				g.her.rightArmIK.newTarget(g.her.rightHandOnLegs, g.her.torso.midLayer.rightBreast.nipple, true);
				g.her.rightArmIK.reversedEnd = true;
				g.her.rightArmIK.setEndRotationTarget(-210 + Math.min(120, g.characterControl.breastSize*0.85), [g.her.torso.midLayer.rightBreast.nipple, g.her.torso.midLayer.rightBreast, g.her.torso.midLayer, g.her.torso, g.her]);
			}
			else if(handrontit == 3)
			{
				g.her.rightHandOnLegs = new Point(g.her.rightHandOnHim.x - 20, g.her.rightHandOnHim.y - 100)
				g.her.rightArmIK.newTarget(g.her.rightHandOnLegs, g.him.leftLeg, true);
				g.her.rightArmIK.reversedEnd = false;
				g.her.rightArmIK.setEndRotationTarget(-170, [g.him.leftLeg]);
			}
			else if(handrontit == 4)
			{
				g.her.rightHandOnLegs = new Point(g.her.rightHandOnHim.x - 20, g.her.rightHandOnHim.y - 350)
				g.her.rightArmIK.newTarget(g.her.rightHandOnLegs, g.him.leftLeg, true);
				g.her.rightArmIK.reversedEnd = false;
				g.her.rightArmIK.setEndRotationTarget(-170, [g.him.leftLeg]);
			}

Other "glue" points could be added as demonstrated. The position hands in animtools is good but sometimes it would be nice for the hands to always remain in place or move with a target.

 

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ModGuy

Content Creator
Joined
Feb 17, 2011
Re: sby's loader imports; 8/09/2014: too much stuff to list here

sby said:
not sure what you are saying here.


my splurging of my understanding on the matter:
the loader places loader mod clothing by child name stemming from scenelayer. unless the leftlegcontainer is in the right spot, loader is not going to find it. i was thinking of temporarily putting the leftlegcontainer back in its normal spot when the loader is loading up a mod. right now, the swapping is done whenever the setting is changed and when setpenisout is activated.

Oh right, loader mods.
I was simply hinting that you could modify the vanilla target easily.
Well shit, loader mods.
You can use the almost completely unused loader mod target fixer built in:

Code:
function loadCustom(lc:String, xyra:String)
{
	if (customMods.indexOf(customMC,0) == -1)
	{
		customIndex++;
		customMods[customIndex] = customMC;


		var lcO:String = lc;
		var xyra2:String = "x:0;y:0;r:0;a:0";
		if (fixLC[lc] != undefined)
		{
			xyra2 = fixLC[lc][1];
			lc = fixLC[lc][0];
		}

		var targCustom = resolveLC(lc);
		if (lcO != lc)
		{
			xyra = addXYRA(xyra,xyra2);
		}

		if (targCustom != null)
		{
			targCustom.addChild(customMC);
			XYRA(customMC, xyra);
		}
		else
		{
			trace("BROKEN!!!  -  " + lc);
		}
	}
}
Code:
case "resolvePath" :
	var pathData = str.split("=")[1].split(";");
	var XYRAData = pathData.slice(0);
	XYRAData.splice(0,2);
	fixLC[pathData[0]] = [pathData[1],XYRAData.join(";")];
	break;
resolvePath Fix loader mod path: Old_Path;New_Path;XYRA; XYRA is relative.

Have fun with that archaic nonsense.
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
Re: sby's loader imports; 8/09/2014: too much stuff to list here

hmm, didn't turn out that bad using that fixlc thing


people can try this updated version i'm calling animtoolsV10_1:
https://app.box.com/s/snlp98xg8b4lja6hr5e4

threw that code backcobra suggested in there, and hopefully fixed the loader mod placing
i changed a bit of how the handontit stuff is done, so there may be unforeseen bugs. there is probably good reason why i did things the way i did, but i think i covered my tracks enough.
(i think it was because i couldn't 'hook' functions before, as i ended up using hooks and function replacements for editmode/loadermode)




also, someone asked about moreclothing mod:
I am having a bit of trouble adding swf's that are longsleeve. I saw that your OL business jacket has CostumeArmwear in the settings, which i have tried on the swf's i want to add, yet each time it does not work. The only time the armwear will load is if i make it example.swf=example:body, but this only loads the armwear ha. If you could shed some light as to what i am doing wrong i would greatly appreciate it

most mods you see around the forums use the 'Body' modtype to do things like sleeves and such that go on the arms. this is because the vanilla template does not have an 'armwear' modtype.

if the mod you wish to add has other things you want to inlclude, you can specify the pieces you want:
for just the armwear - Elektra_Assassin.swf=elektra:Body
for armwear and top - Elektra_Assassin.swf=elektra:Body:CostumeTop
for armwear and top, and put both on the top - Elektra_Assassin.swf=elektra:Body>CostumeTop:CostumeTop
if you just want to add all available pieces - Elektra_Assassin.swf=elektra
 

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