Collection Mod Unity Virt-A-Mate Mod Assets: Clothing,Environments,Objects,Scenes,Looks,ect.

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Apr 15, 2020
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MC FaceOnly.png
Finally have something
3 of the Milfy City Characters: Linda, Caroline and Celia

Even after some of the members here graciously helped to convert the textures to G2, the auto-generated gens made the crotch gray and ashy looking for some reason.
Had to manually edit the PNG files to fix them, and I'm no graphics expert so i hope they're all right!

Also in the Torso texture for Caroline (Avery) there was a VERY defined line in the butt crease (between butt/thigh) that is clearly visible if the legs are bent so I cleaned that up as best as I could as well.
Also had to make the hair for Celia, don't know how to get the volume without making her head look big.

THEN i had to learn packaging and had NO IDEA how many random different morphs that I used that were scattered all over various other VAR packages! Rather than have a dependency list a mile long I just unzipped all the used VAR's locally then pointed all the JSON file references to those so that they could all be included in the VAR.
I did FAR more editing of META, JSON and VAP files in notepad that I did within VAM but hopefully the effort was all worth it!

NOTE: I haven't gone for PERFECT ports (limb/torso length and LOOK height) because I want to maintain as much general overall compatibility with MOST scenes as possible while achieving the look of the Ren'py characters as much as possible. That's why I am probably MOST interested in the face/hair, but any critiques are welcome.
Not totally satisfied with Celia, her boobs are wierd and the face doesn't quite feel right. Will probably have another revision soon.
However i would LOVE to see someone else convert the morphs + everything else faithfully to VAM, that would be GREAT!


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Interogation Room Asset needed for the 3 character scenes

These Characters include a Scene, Look and Appearance Preset:
Linda
Caroline
Celia

Dependancies are:
everlaster.TittyMagic.7
Hunting-Succubus.Enhanced_Eyes.latest
MacGruber.Life.latest


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FMachine WITH Bonus scenes with Tais! (850mb) there are 2 bonus scenes with Damrmau's gorgeous look, Tais!
Download Tais here:

Credit for scene goes to $plineVR (modified Trisha vs the Machine)

Fmachine scenes 4 of them (there is an experimental bonus scene that will eventually explode when run fast)


Dependancies (in addition to above)
everlaster.TittyMagic.7
hazmhox.vammoan.3
AdamAnt5.Realtime_LipSync.1
Damarmau.Tais.latest
 
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Groot Burger

New Member
Sep 8, 2017
5
8
Does anyone know how to make DLL scripts which allow a unity asset with physics to properly react ingame? I read an article about it a while ago but thought it was too complicated for me, and now I can't even find it anymore... Maybe if someone could help then it would be great!
 
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ItsMrFoxToYou

Member
Jan 20, 2021
144
214
I spent a while writing scripts for assets, I had my Destiny ghost "floating" around in the scene. I am looking at animation now.
In order to "interact" you would need to write scripts in both the unity asset itself and in VaM, you would then need to call actions in the asset script from the vam script. I think it's possible but really complex.
My next goal is to make the scripts for the animation and floating for the ghost in the asset itself so you don't need a VaM script, if I can get that working I will then play with triggering things from VaM.
By "properly react" what did you mean specifically?
One of the common missing things is colliders so the assets seem ghostly, but turning them on results in a "statue". If you want to be able to move/post assets, wow. That will be hard.
 

Groot Burger

New Member
Sep 8, 2017
5
8
By "properly react" what did you mean specifically?
The issue with ragdoll objects in VAM is that they only react to gravity, but if you try to touch them with an ingame object/character, then they don't budge the slightest.
E.g. : I rigged a navel piercing and setup its joints so it behaves like a chain (which id does i VAM too), colliders included, but without a DLL script which I don't know how to make, the piercing simply pointed down towards the ground due to ingame gravity without interacting with anything else. So ingame objects collide with but it wouldn't move.
 

ItsMrFoxToYou

Member
Jan 20, 2021
144
214
That sounds exactly as I expected. The issue is the asset as no knowledge of objects outside of itself, so it can't react. VaM itself doesn't have code to make assets react, so they don't.
It's all Unity of course, so should be possible. However, it will need a lot of clever coding and I believe scripts in the object itself and in VaM.
Somebody who does game coding for Unity all the time could probably do it, but I am just learning so no clue :(
 

jackmama

New Member
Jan 26, 2021
13
128
anyone have this look? didn't find it in that big pack.
thanks
 

ItsMrFoxToYou

Member
Jan 20, 2021
144
214
Ah yes, I tried to follow that one. Couldn't get it to work.
In the end I got help from one of the common script writers for VaM who pointed me in all the right directions.
I did get to the point that I could control the CUA from a VaM script though, that's what got me to the flying Ghost that would float around while staying within range of it's origin point. I also was working on being able to trigger animations.
I sadly suffered total data loss recently so need to recreate it all from scratch.
 

Groot Burger

New Member
Sep 8, 2017
5
8
Does anyone know/have a nice resort themed island? Something like Zack's island. I'm not necessarily looking for a VAM asset, I can import it for you.
 

Kingoftrouble

Member
Apr 3, 2019
353
377
OMFG why does this Dude have to be using fn MOD of the game itself? via plugin with IPA .... this reminds me of the old ways to MOD games that weren't meant to be modded .. But VaM support plugins so wtf?


Someone please enlighten me on why this dude is doing it that way.... for his DirectorNeo. and im not even critizising him cux i went through that whole directory and saw all the hard work he did on this thing ...so i give him a 10/10 star review just for the hard work...

But this shit is the same shit we used to MOD Illusion games! so im thinking this is the only way this dude learned how to make MODs and he sticking to it! lmao.

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Omeega

Newbie
Apr 16, 2019
80
40


Anyone have Riley by WhitePimp? It looks like theres some drama and the creator might change or delete it for good.
 
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whymeazn

Newbie
May 3, 2017
98
449
OMFG why does this Dude have to be using fn MOD of the game itself? via plugin with IPA .... this reminds me of the old ways to MOD games that weren't meant to be modded .. But VaM support plugins so wtf?
Yeah I thought the liquid mod was neat at first glance, but apparently it only works with the DirectorNeo mod, which I still don't completely understand when first booting it up.
 
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5.00 star(s) 5 Votes