Krongorka
Well-Known Member
- Sep 22, 2017
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Just a quick reminder that "mod development isn't dead". Until we hear anything about new version of game drop I can't really focus on it, plus I'm on vacation (I'm generally not effective when it comes to do this stuff at summer).
Anyway, here's another MBM's technical curiosity I wanted to tackle with and maybe I have some success with it too. In case you don't know, woman/girl type slaves in VVIP rooms use separate skeletons. Basically, when you put them there, game loads another set of skeleton data (CPU load) and a texture (GPU load). Technically, these separate skeletons are not unique, they just contain additional sprites for maid outfit.
Now, why base game use a separate skeleton for a VVIP room? Because when you put a slave with cloth option active, her normal 'rag' cloth sprites and chain sprites stays active too/overlaps. So if you port maid outfit to a normal skeleton, it's the issue you have to deal with.
Thankfully, game can check spine script data for a room which you put slave in. That's actually how game switch skeleton+texture data:
So this roomtype part works, but what needs to be done is to put "maid sprite activation/deactivation" lines in 'normal type' skeleton. It's a bit hard to showcase, since there's wall of sprite name text, but basically:
- Adding maid sprite lines to 'woman_stand'. When they stand in any other room other than "VvipRoom" it use:
"maid_cloth_titsC:maid_cloth_titsC_{ClothesType}_20"
(_20 is a tits type which doesn't exist, so sprite won't load. It's like an internal error which doesn't break anything and it's not reported to the user either)
And then you put them in VvipRoom line switches to:
"maid_cloth_titsC:maid_cloth_titsC_{ClothesType}_{TitsType}"
...but normal cloth set switches:
"cloth_tits_right:cloth_tits_right_{ClothesType}_{TitsType}" -> "cloth_tits_right:cloth_tits_right_{ClothesType}_20"
So using the Switch {TitsType} or any other switch incorrectly actually allows to load maid set of sprites in a particular room and to unload 'normal' set of clothes.
There's a bit of set up involved in that scripting data and there's a need to transfer a set of maid clothes with their meshes to a 'normal' skeleton type but the thing is game now only use one skeleton for all rooms. Also no need to port all changes you made on 'normal' skeleton to a 'maid' skeleton.
Anyway, here's another MBM's technical curiosity I wanted to tackle with and maybe I have some success with it too. In case you don't know, woman/girl type slaves in VVIP rooms use separate skeletons. Basically, when you put them there, game loads another set of skeleton data (CPU load) and a texture (GPU load). Technically, these separate skeletons are not unique, they just contain additional sprites for maid outfit.
Now, why base game use a separate skeleton for a VVIP room? Because when you put a slave with cloth option active, her normal 'rag' cloth sprites and chain sprites stays active too/overlaps. So if you port maid outfit to a normal skeleton, it's the issue you have to deal with.
Thankfully, game can check spine script data for a room which you put slave in. That's actually how game switch skeleton+texture data:
So this roomtype part works, but what needs to be done is to put "maid sprite activation/deactivation" lines in 'normal type' skeleton. It's a bit hard to showcase, since there's wall of sprite name text, but basically:
- Adding maid sprite lines to 'woman_stand'. When they stand in any other room other than "VvipRoom" it use:
"maid_cloth_titsC:maid_cloth_titsC_{ClothesType}_20"
(_20 is a tits type which doesn't exist, so sprite won't load. It's like an internal error which doesn't break anything and it's not reported to the user either)
And then you put them in VvipRoom line switches to:
"maid_cloth_titsC:maid_cloth_titsC_{ClothesType}_{TitsType}"
...but normal cloth set switches:
"cloth_tits_right:cloth_tits_right_{ClothesType}_{TitsType}" -> "cloth_tits_right:cloth_tits_right_{ClothesType}_20"
So using the Switch {TitsType} or any other switch incorrectly actually allows to load maid set of sprites in a particular room and to unload 'normal' set of clothes.
There's a bit of set up involved in that scripting data and there's a need to transfer a set of maid clothes with their meshes to a 'normal' skeleton type but the thing is game now only use one skeleton for all rooms. Also no need to port all changes you made on 'normal' skeleton to a 'maid' skeleton.
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