#Modular Military Mask - ArchiveXL
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its all correct
i dont get it
oh and in photomode its also correct
but not in fpp

you could try patching the materials from the tpp mesh straight into the fpp mesh
tha way you can at least rule out that
i dont have anything dedicated to fpp besides the turtleneck which is not a seprate mesh, its just a cut out submesh that i turn off
dats it
fun bug
yxou're gonna need psi for that.
yeah :))
Are you able to import any kind of custom mlsetup in blender?
yeah?
latest plugin, latest Nightly?
no, it's not ๐ please give the material.json to the people in #blender-add-on
Maybe Ill send you just a single appearance mesh to send to blender so that i can take the thumbnails, but this way later down the line. ill just take icons ingame
I talked to them
OK ๐
i heard there's like a script that does something automatically with icons
there is, check he inkatlas guide
I found it, but i dont see anywhere what does it do
do i put it in the folder full of these images and run it?
what's the output?
run it via python, it'll tell you
so its a surprise script 
mhmm 
the script ๐
because id need to export every icon from PS, if i do it manually, i dont do any export, just straight up place them in order on the template
time it takes to do 1 export is time it takes to do 1 placement of an icon on template
really? I have a hotkey for that ๐
same
I finally finished the bodysuit mod
I did the icons in-game with 8 rays and 8 bounces of path tracing

๐ you lunatic
Eventually
Are my components busted? were they supposed to have soft flag?
Only question is how long it'll take me ๐
everything was always supposed, yeah. Somehow, Wolvenkit has always been getting that wrong, though.
It has never worked correctly.
It's still quite interesting why this is happening only on this mod
Maybe there is more to it
There's a lot more to it
it's causing a timing issue
basically, soft references mean that the game should pull them in when it needs them

but since they don't get saved as soft, the game pulls them in while loading the .ent file
which is probably earlier than it knows about the right appearance to load
damn
I'll crack it eventually. Until then, psi will have some sort of workaround in plae, I'msure
Well I'm not in any rush, I have to update the mods first before releasing the new bodysuit or my variants will be seriously out of sync
But I'm glad I have finally finished this mega project
๐
There is no issue for having more partOverrides entries in app, in one apperance no? got a mesh.ent with multiple components
no, go ahead

Some people keep reporting crashing that I can't replicate, what do you think could be the possible issue?
all on the same mod
And as you can see, this is recently
yeah, it's currently A Thing
And to add to this, I'm also getting an instant freeze when I equip an item in the vanilla OuterTorso slot
Someone shared a workaround in mod troubleshooting earlier today
What's going on?
presumably something with outer torso and arms partial state
This happened after an AXL update?
do you have a link to the conversation?
#mod-troubleshooting message
just to chime in here because i'm the one who made the mod linked above and spent way too much time on trying to solve this already:
- reports of items causing the game to freeze and then crash when being previewed in virtual atelier have started popping up at the end of July. My mod has been up since beginning of May without a single report before that.
- other mods that have been named to cause this: Veegee mods, Tekky Cat outfit, painted jacket. Very likely more. Comments about this can be found in the bug report on emmerick's jacket and also in the recent comments of virtual atelier mod.
- Based on the reports, only items in the outer torso slot cause the crash. I had one of the persons who had the crash change "Items.GenericOuterChestClothing" to "Items.GenericInnerChestClothing" in the yaml just to test this. And they confirmed it solved the crashing issue for the affected items.
- Quite possibly only outer torso items that use dynamic appearances are affected. I was linked an outer torso item that didn't cause the crash and it was too old to use dynamics. All the other mods that were named to cause the crash use dynamic appearances afaik.
- all the affected mods can be bought as usual when not using preview and can also be spawned in via codes and equipped without issues in the inventory. as mentioned above, equipping the item in inventory will then solve the crashing issue in atelier as well. this is also described in the atelier comments as a workaround and has been confirmed to work by several people there.
- not everyone has the issue. i have tried what i could think of to replicate it but wasn't able to. I have read now by several people who have this crash that they are using a fresh install. don't know if this is relevant.
That's all I know about this. But I don't know how this is something that could be caused by the clothing mods if simply changing the outfit slot can solve it.
yw
What happened you reckon
well ill do the hotfix
and put in innerChest
rip my 25+ armor but eh the mod gets reworked anyway
psi had a theory about something with sleaves
i have some more info about this issue, seems like it happens only when the Outfit slot is used
like, if you equip the thing while not having anything in outfit it works
usually EEX takes the outfit slot
but if you dont use anything in outfit slot and just put the thing in vanilla, it works
this is why my turtleneck is also crashing

๐
but you can also just use the workaround and euqip the thing without previewing it, or so
partsOverrides stops the .xl overrides from working. I assume this is intended and logical or not?
Is there any way I can forcefully unequip Item X when the user unequips Item Y?
not hide it, I need unequip
To this problem I also need the opposite, which is preventing to equip Item X if Item Y is not manually equipped by the user
Context:
actually, i think i may have a solution to this problem
what if i make the toggle have the leds mesh, which are synced to real led color items just like i did the headset
ok im talking mad shit
but i think i may be onto something. 3 am. must sleep. idea noted.
Why am I struggling. I think I can just do this with parts override. I can say, when you equip led green, then inside app you have a parts override รฎn the led green entry, with the component of the toggle item( which now has the mesh of the problematic led) and I just add the appearance name. It overrides the appearance right? I must test this when I wake up 
?
test it when you wake up ๐ And tell me after what you found out
Real this i confirmed, if you have component name + chunkmask in partsoverrides, the .xl tags dont work
the xl tags being..?
Ahh, custom tags!
Yeah, because the PartsOverride also set these.
One of the two has to take precedence

So in the cases where
I need tpp tags and also have custom tags, then i have to put it in ent
wait
if you use custom tags, you can't use partsOverrides' chunkMasks.
What do tags have to do with anything?
What you mean
I was referring to custom tags the whole time
not like, the usual tags
I need tpp tags and also have custom tags, then i have to put it in ent
what tpp tags though? ๐
like. For me, tags is stuff that lives in visualTags, like Large or DynamicAppearance
yeah my bad there
i meant i need to use tpp conditions in app, which use the partOverrides to work, so i can't use custom tags on those components anymore unless i put them in ent (the tpp conditions)
yeah, but you could also use custom tags for this
๐ welcome
How did psi fix the bodysuit issue without the flags being fixed 
ArchiveXL is fixing the flags
if it's a raRef, it's just turning it Soft
Meanwhile, I've finished another stupid feature...
ahh so it was the flag issue after all
automatic axl?
that's what I'm working on - the stupid feature is the red textfield ๐
It's gonna be epic
yeah ๐
Well done 
And she says people overestimate her but then she literally makes automatic Axl generator 
That's literally automating stuff that's in the tutorial
"create a root entity"
"take the file blah. Move it to your folder. Register it in your factory."
I guess everything that could be made dynamic was
Like for real, is there anything that can be condensed or made dynamic anymore? You said once app or ent files could be merged but that's about it
The json is out of Axl so that one can't be
But it's not like the json was ever a problem for me at least
I just use search and replace
Have we reached peak axl
There's nothing I can think of right now, but my brain is very smooth compared to psi's ๐
is this incorrect?
does it actually need to be my_item!variant&camera=tpp
i thought variant is a placeholder

Hey Mana do you know if for GS I need to do it for every refit on their respective body or can I do all refits on the vanilla body ?
I do GS first, refit after
otherwise you'd have to do it against the exact body or risk clipping
Hmm?
i have done all refits already
Is there any way i could detect if certain slots are used? is what i was about to ask but the toggle tags psiberx will add is all ill need

like damn those solve so many problems
with native ui, man that is siccc
IKR?
We both can't wait for a feature that probably only you and me will use 
I haven't fully understood the implementation yet, but I'm waiting
He already started?
So we'd have a custom tag in .xl that we somehow activate in EEX?
He said through item record, so I guess that goes in yaml
Probably? Maybe?
Why does the file validation always complain that lush refit is missing as if it's something mandatory? It doesn't do this with other body tags
Uhh... IDK, I thought I fixed that? Maybe turn it off in your settings
Or re-download the settings file
im on stable, in case you fixed it on nightly
No, I fixed it in the file validation
this section is empty on all 4 tabs, so i guess i dont have one
Hmmmm, okay...
then maybe I didn't fix it 
nah, its ok, it reminds me to actually not use the substitution if i dont have male version
๐
you could ๐
I could do so much, rn im still working on le updates
i got more progress
got a hefty new modpage as test
me, I'm just vibing lmao
Will Psiberx add those conditional tags?
I have like 5 mods that could use it, with 2 really requiring it
I dunno, ask him?

Hey Mana, I'm making an NPV, but for the life of me I can't get her eyes to work. They don't appear at all.
If i put default the mesh shows up with no texture, but any other appearance is just invisible. File validation says all is good. I custom pathed every file for the eyes. It uses a uniqueEyes base variation. So I added only the NPV eye mods, added the materials through the mesh that exists in the UniqueEyes base, and pathed them in the real mesh. Still invisible eyes.
I don't know how to troubleshoot this, do you have any idea? 
I usually delete everything and copy the shit from the mi straight into the eโฌ mesh
I can't even get any kind of eyeballs to show up without pathing anything
Like im just taking the mesh from the base game as is and it doesn't show up
check paths and flags in ACM and RHT
What are the flags supposed to be?
Default, soft, embedded
I'll just russian roulette them
Maybe one will work
Embedded flag sure one shoted my game
definitely not a flag issue
soft is for raref (async)
embedded means it's supposed in the file itself.
embedded = bad
but I meant chunkmasks actually >.<
The problem may be related to something else
And by that I mean she becomes this mess of a blob when I add the face_rig component in app
What is going on, why is it doing this
This could be why the eyes just dont work
but in any case, I also need to solve this
things are bound to the wrong bone
are you sure that you're binding the correct rig for the rest of the NPV?
I don't know. I have no clue. It's a custom sculpt, was it supposed to come with its own animagraph, rig and facialsetup?
Somethig might be wrong in the entirety with this npv
Yes so apparently
i needed these 2
I never used these before in all my NPVs i built
they're in every template
aight, still have my eyeballs problem
I made 5 npvs, this is the 6th one
and i didnt require these components in my other 5
What's the most baby step troubleshooting I can do with the eyeballs
custompath player default eyeballs from app?
Ok so
This works but it seems only non-gradient named apperances work (so just multilayer ones)
all gradient ones are broken even with full vanilla
file validation doesnt say anything is missing
so any gradient just straight up doesn't work
basically, these guys
maybe fucked up because of the custom eyes framework?
but how does it work on player V then
hm
I will copy paste the array from the base game eyes
but this is 100% an apperance problem
the eyes work, it just cant find the appearance and it renders it invis
no
if the appearance isn't found, it renders the first appearance in the array
if the material isn't found it renders invis
ah ok
my bad there
but now watch this
i replaced the materialBuffer entry with the one from the base eyes mesh
and i have something, but it does this now
now what 
.. how about you take the template project from NExus and use that app file? 
Quote #3xbhe added.
oh
which is from angy
um
I usually copy the regular app over, rename the appearances, and then change the path of the facial anims
same, but i do PM first then spawnable
like exactly same process
i just do pm first
you like to suffer, I take it? ๐
What's the difference
It's like the same
Have to change the one path in each apperance both ways
you can spawn the AMM NPV and then have them spawn in front of you each time you log on
ah you mean that

tomorrow ScorpionTank will fix it
I imported the eyes from my own NPV which had the eye fix implemented on them, added to your NPV, imported your mesh over, then export the whole thing as JSON, did a whole fucking manual bone swap from your mesh to mine, imported back, added textures and it finally worked
oof
Yeah this npv was a real challenge
I was just trying to create a title picture for my kunai 2.0
instead, I fixed several bugs in WKit 
the validating editor works properly now
I have no idea what that is
can you make the text centered
no
I haven't touched this game in a month, I feel like I'm learning how to walk again without a body 
you and Jogny both
yes
haha nice
renderPlane should only be used for items that are visible in first person or it can be used for everything?
does it have negative impact on anything if i put renderPlane on boots?
yeah, they might clip 
putting renderPlane on anything that's not sleeves risks them clipping in 1st person
So i shouldn't put them on anything except things that go in FPP
except sleeves that go in FPP
like, torso items are fine
but I genuinely had a Netrunner suit acting up with switchy feet in 1st person
understood
Time to undo all the renderPlane on all my mods because I copied same ent file on everything

can do it via json
what about something that reaches upper torso and neck
turtleneck basically
this thing blocks vision, so i cut it in blender and hid it in fpp
does it need render plane?
the part that is not hidden in fpp
just the sleeves afaik
I am almost back from the milk store
I have one probably silly question though
I've updated all my core mods and I have all the hard reqs, but the insets don't seem to want to show for me in fpp or pm. They do show in the inventory screen though
I will checkkkk
nobody else complained about it

Well at least it's probably me then, I can probably figure it out
or maybe not


?
Did it work with any of the others?
Sorry choom, but I'm sure you are
Because of how it looked in the inv, I thought the insets were solid colors
But the black one looks clear, so idk, I'll test it with an emissive to be extra sure
The weird thing is, the prop is completely fine
Ah, the glass ones may look weird due to reflections etx
But prop and weapon should look the same, it's literally the same mesh
maybe ๐
maybe same material as the original? or white glass? or...
It's red scarlet 
red scarlet glass, or red scarlet emissive?
It's the glass one, all the emissives seem to show as they should
But the glass ones either look like that, or are very subtle
ah, ok
yeah, they do look subtle, unfortunately :/ but it shouldn't be white
that's too subtle ๐
I tried a couple of the black hilt ones, and they make my screen blurry when I equip them
And don't show their name
I'm about to just reinstall lmao, my game has been giving me so many issues
mod remover...? 
mayhaps
Oh absolutely, I was originally going do these just for me to spice up those photos I promised 
But maybe I can send a few more folks your way with a release

she right
ohhhh, I love them!
You can be honest
And if you think of any other poses that complement your kunais I'm open to it
Hey Mana, do you know if I mirrored an item, is there any way to also mirror the sticker on it? cuz it looks reversed here
What i meant is to not mirror the sticker placement after mirroring the mesh
just flip that part of the UV?
Ahh i didn't think of that i thought its wkit thing
thx
although i just realized it will point in the wrong direction and not make sense so ill remove this one in particular altogether
but will apply on others
๐ ok
Until Psi adds the toggle tags, this is requirement 
If I wanted to convert your Kunai into a photomode prop, would I have to undo some of the AXL magic to do so?
Yeah
but!
you can use the "generate missing appearances" button, I think?

Gonna get this out for previews today
It depends on your mods too, but I had to include the mesh for this particular pose
Unless you know another way I can put three in my hand like this 
Of course!
I take it as a compliment!
@nimble basin ayyyy you did it!
No hurry ๐
What have you been up to as of late? :0
lots of NPVs, lots of Wolvenkit development ๐ not much tangible stuff...
I did publish a few "play as..." heads
the hair works great! ๐
Is the correct place to hide submeshes via chunkmask on player clothing the appearancePartComponentOverrides array? My changes don't seem to reflect when I do this, but it works fine when done through ACM
yeah
drat
yw ๐
@warped dome, did you ever set up hair replacements with AXL?
You mean hair mods that you equip via axl as items?
no, I mean that if you put on a hat, the game auto-loads some kind of hair for it
Oh yeah my opscore has 6 hairs you can switch ingame via toggles
idk, but i can tell you how i do it
just put the hair and its physics in its own ent file and add it to partsvalues array in app of the helmet
its that simple
as for how i let player switch between them ingame, i simply put all hairs ents in the opscore .app entry and their components are all chunkmasked on nothing
here comes the toggle items which have the tag that unchunkmasks the hair
check the mod out
I have so many toggles now, wish Psi would get the time to add that feature we talked about 


And I could make even more great stuff with those conditional tags
In my opinion this is the future of axl clothing - it just saves so much time rather than doing individual items
The reason I haven't done that yet is because on 2.13 my Otis tools crash my game on hotsample with CET installed.
I'm still a vper, so I need my game in vp functional state
have two installs?
It would be the workaround, but I'd prefer having a single install
did you tell any of the tool devs about it?
on otis there was discussion that overlay are the cause of it. This has actually happened to me before but things got fixed eventually on later updates. You need some context though which is that this only happens on amd
ugh, amd
i have every overlay disabled on my pc and this happens only on 2.13 with the version specific otis tools
as for cet, haven't talked about it at all with them
i cant ditch cet you know
not expecting you to
like, i literally need it for shots too
I know that they're currently drilling it open though
Looks like the creator of otis tools has reported this bug with some technical details beyond my understanding to the CET github. Is the cet team aware of this report? 
I'm praying it could get fixed so I can update my game finally 
https://github.com/maximegmd/CyberEngineTweaks/issues/975
I bet they are, but I'll post a heads-up
problem is that this is blocked by imGui
What does that mean?
Damn i read the ticket replies, I guess there's no hope for this being fixed now is it 
dunno - you could go and bother the folks at imGui?
What is imGui im clueless 
I wouldn't have any technical facts to back up my complaints
I just don't know anything about this
But why isn't this happening on previous version of games?

you're looking at four complex systems interacting with each other
first, there's cyberpunk
then, there's your GPU driver
then, there's CET and the underlying library
and then there's OtisTools
Well, it's just beyond my understanding
I get it though the problem is very niche
I suppose for me 2.12a is the final version of CP 
When I hotsample to the same aspect ratio, it doesn't crash. But I guess that's because the font doesn't get resized - which seems to be the issue discussed.
I know I'm probably putting extremely plain compared to what's in backend, but can't the font just not be resized 
you're welcome! and some interlinking/transparency happened
probably, yeah. Do annoy the imgui people, though
because the CET guys filed a pull request ofr this years ago, and they're not merging it
this sounds like something Otis might want to do
I'm just an end user, can't complain about something technical
no, but you can write "please fix, this is a huge blocker for me"
This kind of complaint usually doesn't get anyone anywhere
Can tell you from my own appearance modding experience if a user tells me something this vague, I got nothing to do about it
Well, you probably know too
but they linked the PR over at imgui in the comment, no?
And what suit?
Hey @warped dome, I would love to showcase one of your Kang Tao photo in my mod (in the form of a collectible card)!
If you're interested, could you send me a private message so we can discuss it, please? ๐ฅฐ









