maybe you should look for info and materials posted by modders on their blogs and discord. i am sorry
.
Blogs are empty or I don't have any good links
and I'm not on discord.
what I have is:
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Q : What engine does HS2 run on?
A : HS2 uses Unity 3D game engine v2018.4.11
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Q : What engine does AIS run on?
A : AIS uses Unity 3D game engine v2018.2.21.
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Q : What engine does Koikatu run on?
A : Koikatu uses Unity 3D game engine v5.6.2
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- Older Unity versions: copy player_win.exe and rename it to <game-name>.exe.
- Newer Unity versions: Copy WindowsPlayer.exe + UnityPlayer.dll, and rename WindowsPlayer.exe to <game-name>.exe.
- Some Unity versions also require WinPixEventRuntime.dll to be copied such as 2018.4-mbe
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I'm thinking:
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would be the tool if you wanted better integration between your debug build and sideloader mods implementation written in .Net
You'd need the Unity editor if you wanted to make a way to add new animations h-poses from via export from Studio Neo into the core game.
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Adding new items/lighting rooms is done by.
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but these never get pulled/pushed into the core only bundled with blender and added via sideloader for studio. You'd have to use this if you wanted glowsticks / sex "toys" and "gag" props in core.
I want to speculate entire maps / rooms are added with.
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and/or
newly selectable maps have been implemented.
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We would first need to record the animation set (via .anim files maybe)? or maybe something like a xyz of poses, and time made into data points and speed relative?
(Joan6694 is probably looking at this? maybe using this? Joan6694 might like. )
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then have those selectable in game.
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Then again I don't know anything about modding.. Just general development. I'm good at some common sense things... other things not very good at. *shrug* oh well. Hopefully someone will edit the blogs
because of patreonic developeritis,
HA! I sincerely love that. There are so many kits on the storefront it isn't even funny.
Who is to say some of those older modders haven't refined and posting their old works for that matter.
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if we just talk about anti-aliasing..
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if it's any good I haven't a clue... but it is the free one.
among the 15 others... on AA alone.
It will be a while before anyone thinks about dynamic bones, or even a real time bone and surface deformation.
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mentioning it will probably get labelled a toxic light/VFX hater and called a Chernobyl or something.
I mean you kinda know how I feel. To think someone builds something in Studio.. Pushes it into Blender... puts the card up on the storefront... all you need is something built Genesis 8 compatible...
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