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Downside of getting the Installer in DIM after the product has been released....
I'm having trouble with some of the sets in the SetData folder.
Possible bug: when adding props to convert, each time you add something the script clears the list, so you can't use more than one product for conversions at once.
Edit: Actually, if it's not too much trouble, could we save themes asides from conversion sets? I would like, for example, to make a horror theme where I select props from different products and then load that theme and link each prop to a different instance according to the scene that I am trying to set.
Its not bug. You select a set (or other), map against one or many existing instance parent in the scene, load a new, map against some of the remainng, untl the list of unmapped instance parents are empy. Switch tab and save your set.
Those were from my devset so the final links can have been changed since the script was done. Oso3D will issue an update through the store
After adding Totte's SetData folder, most things are working much better!
I think my only remaining problem now is the 3 preconfigured conversion sets that don't work.
As I said - those were from my dev system, when the script was developed, things might have moved in the final release , so if they don't work, toss them as they might link to something that later changed name.
OK, I didn't understand that from your previous message. I can easily edit the two files that are looking for the wrong prop names. The one that locks up at 100% is a mystery to me, though. I just won't use it.
I'm looking at that now to see what it is thats misisng
All right, just figured it was somehow burdensome, but it just makes me think about what I want to link beforehand rather than loading a full list. Also, not to sound like a broken record, but if in a future (paid) upgrade you could add the functionality to save sets of props without the need to link them to a conversion, that would be fantastic. Having a lot of fun playing around, by the way!
If you look at the technical part in the manual (for PAs), there is a page just about that. The reason the program doesn't do that is that is simple, people would start to share sets, and that would require a check for each member of the set to verify that product and prop is currently installed. Making sets is really easy in any text editor though.
I... Sorry, I must be having a moment, because I can't quite make sense of what you mean. If the problem is in people sharing sets, well, just stick a warning saying that the product does not support that and errors may occur with not-installed products. Maybe I am not coming across? What I mean is, for instance, the following: I own a few products with grasses, and some situations may require a mix of them. With the current setup, I go to each produt, copy the directory path (because friggin' Connect doesn't allow for easy browsing), load a grass prop in the script and link it to an item to convert, then I do the same for each product I want to use. This is a bit cumbersome to do each time, so I would like to load every grass prop I own, load it into the script, then save it as a "grasses" list which I can load whenever I need to, and then link from the list for conversion. Then I could do the same thing for flowers, bushes, etc. I admit, the usage I envision may be a bit of an edge case, as users will most commonly make conversion sets for ultrascenery, so I understand if it's either not possible or just a pain to implement.
OK, I'm looking at the pdata files. They seem to reference files that don't exist. I don't understand how they work. For example, Azulian Feather Trees.json contains the line "/data/Oso3D/OsoAlienScenery/Azulian Feather Tree 01.duf". There are no duf files in the folder "/data/Oso3D/OsoAlienScenery". There is a FOLDER named "Azulian Feather Tree 01", but no DUF FILE with that name. Why do the data lines in the pdata files have ".duf" on the end?
There should be both, and I see both in my installation. Maybe try reinstalling?
I am confused why your experience is different.
This is what my /data/Oso3D/OsoAlienScenery folder looks like, in part:
I didn't scroll far enough. How is that for a stupid error! Yes, I do have those files. Thank you for the quick response.
I'm not used to seeing duf files in the data folder. Are these what I would normally see in a Props folder? Are they just copies of what is in your Props folder? I'm still confused. Can't the Pdata reference the files in the Props folder directly?
Experimentation answered one of my own questions: Yes, the Pdata JSON files can access the DUF files in a Props folder just fine. I don't know why there is a second copy of those files in the data folder for the Alien Scenery props. It seems unnecessary, unless I am still overlooking something.
It's to safeguard against unique, personal installation; if somebody decides to put Props somewhere else, then all those presets would fail. The data folder is generally a 'safe' place to put items that users are unlikely to muck with.
This is why you will often get eyebrow material and other loaded items in the data folder.
For the most part those .duf files are just copies of the props.
Thanks for the explanation. I understand your thinking now.
I tried the Azulia Mixed Zone from UltraScenery Base conversion set again, in case I didn't wait long enough for it to finish. This time I waited over an hour with it at 100%. It never finished, so I think there must be something wrong with it. I hope you can see what the problem is, Totte.
I did have plans for a set Builder for Alienator but wan't really in the "budget frame" for it. And set checking isn't very hard but takes startup time and will need to work in a way the user understand. Why doesn't all the props in set XYZ show up at my computer but at XXXs computer? Or Why doesn't the set I install show up at all?
I might make an Alienator Set Builder if there is at least some market for it, and then an updated Alienator that will validate each prop in a set to see that it's really installed. I have set builders for other products released and in development so the core functionality is there, just need to adapt to what I need for an Alienator set builder.
And that's why that functionality is not inside Alienator at all except for a quick one to load "other.."
Found the issue:
If the mapping in the Conversion Set maps to a prop that is not existing in the current Scene , it would try forever to try to map that as it kept finding one unmapped item.
So making an update for that (and some more)
Thanks for considering it, then, I will obviously be first in line to get it if you decide it's worth your while (and not too frustrating).
Good to know - I have tested Azulia Mixed Zone and it got stack at
"Loading image Azulian Leaf3 Cutout.png",
so I had to end the process with Daz Studio with Task Manager.
Update in progress
Update done - don't know when it will hit the store but the queue is long I've heard.
Added a set builder a rough one, works.
So Setbuilder looks like this:
And whatever you save will end up here:
If you cannot wait for the update to go through the store procedure, pm me and we solve that.
I don't really want to highjack Oso3D's commercial thread so be brief but Totte, any chance of just a substitute one actual object for another script
the opposite of this sort of
say I want to replace all the flames in a scene with lights, things not instanced but identical
Wow, great update.