SDT Loader question (2 Viewers)

TOlive

Content Creator
2D Artist
Illustrator
Animator
Joined
Apr 14, 2012
ModGuy said:
Cheers for the investigatory work but it would help a lot more if you uploaded your folder somewhere with a description of the what's going wrong and where.

Wait, so...hold on. How do I load mod?
 

jarhead70

Potential Patron
Joined
Feb 9, 2012
ModGuy said:
Cheers for the investigatory work but it would help a lot more if you uploaded your folder somewhere with a description of the what's going wrong and where.
I tried to recreate the problem, and to my surprise I can't :o. At least with the Loader version I worked with earlier. So I re-download v5.0b and start fresh (in another folder) and the problem rear it's head again.

So here's a sample of my folder. A readme file is enclosed describing the problem and how I solved them.
 

ModGuy

Content Creator
Joined
Feb 17, 2011
jarhead70 said:
ModGuy said:
Cheers for the investigatory work but it would help a lot more if you uploaded your folder somewhere with a description of the what's going wrong and where.
I tried to recreate the problem, and to my surprise I can't :o. At least with the Loader version I worked with earlier. So I re-download v5.0b and start fresh (in another folder) and the problem rear it's head again.

So here's a sample of my folder. A readme file is enclosed describing the problem and how I solved them.

Thanks for this. I've may have managed to fix the issue without modifying the files you gave me.
The problem was....

Whenever a mod is loaded, it undergoes checking to see if it is official or not, then processes it accordingly.
When I finish processing, I load the next mod.
For some reason I was using two different methods to load the next mod, one was failing which is why it broke the chain.
I've got both to use the same algorithm now so I have either fixed the issue, or made it worse :D

Expect in next release.
 

Faceless

Content Creator
Joined
Jun 12, 2011
One thing I noticed is that if mods.txt loads a loader mod and then tries to load an swf hair, the algorithm fails.
 

AaRL

Vivacious Visitor
Joined
Feb 17, 2011
Just a quick question. Is there anyway to modify the actual color silders? Meaning, instead of a slider, could you have a number input like Kona. Im finding it difficult to match up certain colors, like in Mikes Sneaker mod.
 

AaRL

Vivacious Visitor
Joined
Feb 17, 2011
Faceless said:
You could modify huedata.txt.

Ive tried doing that with TOlives cheer tops. If you load the top and save the defualt hue, you get this.

[object newchestcopy],[object newbackcopy],[object newupperarmrcopy],[object newshoulderlcopy],[object newnipplercopy];0,0,0,255
[object newneckcopy],[object newchestcopy2],[object newbackcopy2],[object newcollarbonelcopy],[object newchestback];0,0,0,255
[object newneckcopy2],[object newchestcopy3],[object newbackcopy3];0,0,0,255

Meaning all the colors "should" be black with no transperency. Yet, the defualt colors are pink, red and grey. I modify them with numbers from the defualt Kona colors pallete and get different colors.

I did notice that the hue data numbers go from -255 to 255. Maybe thats why Im getting different colors. Im using Konas numbers which run from 0 - 255
 

ModGuy

Content Creator
Joined
Feb 17, 2011
AaRL said:
all the colors "should" be black with no transperency. Yet, the defualt colors are pink, red and grey. I modify them with numbers from the defualt Kona colors pallete and get different colors.

This is a hue shift, not a colour transform.

EDIT:
I could have added in the ability to HSL shift specific objects but I really don't like that system.
This only cycles RGB based on the existing colours, it doesn't "add colour"
 

jarhead70

Potential Patron
Joined
Feb 9, 2012
ModGuy said:
I've got both to use the same algorithm now so I have either fixed the issue, or made it worse :D

Expect in next release.
Thanks for the hard work. Looking forward to it.

I also 2nd Aarl idea, of having numbers alongside the color sliders, like Kona's color picker in the Official version, if that's not too much to ask.
 

AaRL

Vivacious Visitor
Joined
Feb 17, 2011
ModGuy said:
AaRL said:
all the colors "should" be black with no transperency. Yet, the defualt colors are pink, red and grey. I modify them with numbers from the defualt Kona colors pallete and get different colors.

This is a hue shift, not a colour transform.

EDIT:
I could have added in the ability to HSL shift specific objects but I really don't like that system.
This only cycles RGB based on the existing colours, it doesn't "add colour"

OK, thanks. Ill just try messing with the numbers again and see what I can do with it.
 

ModGuy

Content Creator
Joined
Feb 17, 2011
AaRL said:
ModGuy said:
AaRL said:
all the colors "should" be black with no transperency. Yet, the defualt colors are pink, red and grey. I modify them with numbers from the defualt Kona colors pallete and get different colors.

This is a hue shift, not a colour transform.

EDIT:
I could have added in the ability to HSL shift specific objects but I really don't like that system.
This only cycles RGB based on the existing colours, it doesn't "add colour"

OK, thanks. Ill just try messing with the numbers again and see what I can do with it.


Just for the record, I am adding in the capability of "adding" colour right now.
I'm going to go ahead and make the previous versions of HueData.txt incompatible as the new implementation should be pretty.
If I can't get it looking pretty, then it will be backwards compatible.

EDIT:
So I've not bothered with compatibility but:

0aa9e55f0f.png


You can now multiply existing RGB values to give mods a splash of colour.
Modders should start using white bases in reaction to this, assuming this system hasn't broken something crucial.

Expect in next release.
 

AaRL

Vivacious Visitor
Joined
Feb 17, 2011
ModGuy said:
AaRL said:
ModGuy said:
AaRL said:
all the colors "should" be black with no transperency. Yet, the defualt colors are pink, red and grey. I modify them with numbers from the defualt Kona colors pallete and get different colors.

This is a hue shift, not a colour transform.

EDIT:
I could have added in the ability to HSL shift specific objects but I really don't like that system.
This only cycles RGB based on the existing colours, it doesn't "add colour"

OK, thanks. Ill just try messing with the numbers again and see what I can do with it.


Just for the record, I am adding in the capability of "adding" colour right now.
I'm going to go ahead and make the previous versions of HueData.txt incompatible as the new implementation should be pretty.
If I can't get it looking pretty, then it will be backwards compatible.

EDIT:
So I've not bothered with compatibility but:

0aa9e55f0f.png


You can now multiply existing RGB values to give mods a splash of colour.
Modders should start using white bases in reaction to this, assuming this system hasn't broken something crucial.

Expect in next release.

Praise be to ModGuy. Thanks for that. Now will the color sliders reflect Konas numbers as well?
 

ModGuy

Content Creator
Joined
Feb 17, 2011
AaRL said:
will the color sliders reflect Konas numbers as well?

Most likely not.
I imagine that they could be similar, but it depends on the base colour of the mod and how we've scaled our bars.
I use different start/end values for the sliders and they're not all the same either.
 

AaRL

Vivacious Visitor
Joined
Feb 17, 2011
ModGuy said:
AaRL said:
will the color sliders reflect Konas numbers as well?

Most likely not.
I imagine that they could be similar, but it depends on the base colour of the mod and how we've scaled our bars.
I use different start/end values for the sliders and they're not all the same either.

Well I would apperciate, if you could, a short note on the sliders number limits and what they mean. Also, what about using that color grabber Kona has and putting that into the loader? Then Id imagine the numbers would have to match up at some point. Like 0.0.0.255 would be black on Kona but on yours, it would be like -100.-100.-100.255 or something where -100 is black and +100 would be white. I hope you understand what Im trying to get at
 

Kir

Content Creator
Joined
Jul 20, 2011
Hey, I'm finally up to date with your loader after long absence due to college stuff. Want to say excellent job you're doing so far on the loader and mods.

Just wondering if you could help out with this problem. I like this hair overlay mod, it makes easy for me since I can't make swf imports. This hair overlay mod doesn't cover upper left of this hair template in the preview image. Can you make it that it covers all parts of the hair? Thanks.

Edit: Just found out I may be in wrong thread. Sorry about that.

http://superdeepthroat.undertow.club/index.php?topic=1542.0
 

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ModGuy

Content Creator
Joined
Feb 17, 2011
Surely that would simply be a case of moving the section of the overlay to the top left too?
As in, create four sections and move the topmost graphic to the top left.
 

Kir

Content Creator
Joined
Jul 20, 2011
ModGuy said:
Surely that would simply be a case of moving the section of the overlay to the top left too?
As in, create four sections and move the topmost graphic to the top left.

Yeah, that would be great if you can do that. Make it to overlay the graphic in the top left.
 

ModGuy

Content Creator
Joined
Feb 17, 2011
Kir said:
ModGuy said:
Surely that would simply be a case of moving the section of the overlay to the top left too?
As in, create four sections and move the topmost graphic to the top left.

Yeah, that would be great if you can do that. Make it to overlay the graphic in the top left.

I don't think you understand the problem.
If I change the algo at all, it will break all other mods of the same kind.
You'll need to manually modify the mods to have four sections then move them around to your liking.
 

anonymous

Avid Affiliate
Joined
Feb 16, 2011
ModGuy said:
Kir said:
ModGuy said:
Surely that would simply be a case of moving the section of the overlay to the top left too?
As in, create four sections and move the topmost graphic to the top left.

Yeah, that would be great if you can do that. Make it to overlay the graphic in the top left.

I don't think you understand the problem.
If I change the algo at all, it will break all other mods of the same kind.
You'll need to manually modify the mods to have four sections then move them around to your liking.
I'm going to try to ask this correctly.

Image 1: 3 sections 1 - top left
2 - top right
3 - bottom left

Image 2: 3 sections ditto

When you use the hair overlay mod, and load both images how does it stack the images
Lowest layer to highest

1:3
1:2
1:1
2:3
2:2
2:1

or

1:3 & 2:3
1:2 & 2:2
1:1 & 2:1

where the &'d ones are on the same layer.
 

Kir

Content Creator
Joined
Jul 20, 2011
ModGuy said:
I don't think you understand the problem.
If I change the algo at all, it will break all other mods of the same kind.
You'll need to manually modify the mods to have four sections then move them around to your liking.

Oh, I got confused with 4 sections. In that case, I only want it to be restricted to top left without having four sections if possible.
 

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