Never had this in my end. Can you describe the issue in detail?
As far as I can tell, the transparency issues come from invalid scripts when trying to use newer godot. They changed a bunch of things including node types that this project uses and it messes everything up. If you want to customize your own stroker I suggest using goDot 3.5.3 mono with C# support (.net download). Then clone the original repository and open the project.
If you want to use a custom blender model, here’s how I did it.
- Open model in Blender → Highlight the model parts if they’re separate, join them with J, then ctrl+a, select rotation&scale
- Export as
.glbunder file → export → glTF 2.0 → Include “Selected Objects” → Export - drag drop into goDot, then double click the .glb.
- Open the meshInstance(little box icon) of the new model → right click → make unique → saveAs → name and save
- create new child node under stroker as a type meshInstance3D → name it something → apply mesh you just created
- Hide or Remove the mesh applied directly to the Stroker node. This should remove the original white cylinder.
- apply transformations/rotations/scaling to your new childNode as necessary
- Export
Good luck and feel free to DM me if you need more help!
Thank you, brother!
I have found the cause of the problem. By default, this program has a transparent background, but when I turn on HDR, the background turns black. When I turn off HDR and reopen it, the background becomes transparent again. It seems to be a conflict with HDR.
I remember there’s an HDR setting in the godot project export window. You might have success in disabling/enabling it if it really is HDR specific. If that doesn’t work you can also try changing color space maybe? If you see Rec 709 anywhere you can try rec 2020. Though I never messed with it so i’m not sure where you’d find that setting. That’s only if you really want to use HDR, I actually turn off HDR when I script because I use NVIDIA to screen record and HDR is a pain to convert to SDR after capturing.
Thank you again for your solution, my friend. However, I have uninstalled Godot because it encountered some issues on my device. I have decided to temporarily disable HDR when writing scripts in the future. I hope this discovery and your method can be helpful to anyone who encounters similar issues with HDR in the future.
Generally with HDR in windows, you should only enable it when you are going to use it, like watching hdr videos or playing games in hdr. When you are done with it, just disable it.
Really? I feel like it’s totally valid to run it all the time. Even just casually using desktop looks much better for me with HDR on. The only time I turn it off is when I script, mirror desktop, or edit SDR videos.
As far as i know the windows in general still is shown in sdr (aside when programs support it). You normally won’t have any issues by having HDR on all the time until some random issue pops up, cause windows does random windows things haha.
To avoid any issues, i personally just turn it on when i need it and off when i don’t.
Hey Mate i was not able to do it myself. Could you pls give us a download so we can just use it for us?
There is a download link already in the post
" The 3D model and textures are not included in this repository to respect the original creator’s distribution rights. To set up the model:"
I was not able to do it vie the manual. can someone help?
Read to bottom note too
Note: This is only required if you’re rebuilding from source, the executable will still work fine without these extra steps if you only want the simulator.
If you just want the program without customizing or rebuilding just go to releases and download the .exe for windows or dmg for mac
If you are trying to rebuild from scratch then you’ll have to follow the instructions and grab the download link for the 3D model from smutbase, but again that’s only needed if you want to customize or make changes to the program, otherwise the exe has the model shown in the example.
I avoided including the 3D model in the github repo because for one it was too big, and for two I didn’t want to break any github 18+ rules or distribution rights for the original, so I linked and credited the original 3D modeler instead.
you re a legend thank you. My english is not that well^^
May I ask if anyone can integrate OFS Simulator 3D into VAM? I saw that a user named Misiv on our website has implemented this feature, but it seems that he changed the plugin himself and it has not been made public yet. If we had this plugin, we would be more at ease when creating VAM scripts, as we don’t have to constantly connect to real machines.
Here is the connection for this user: https://discuss.eroscripts.com/t/vam-hai-phut-hon-8k-vr-passthrough-vr-4k-1080p-2d-multi-axis-handy/336906/4
Is this what you’re talking about? But I can’t remember whose post it was or where I found it.
GitHub - Eroscripts/OFS: A tool to create funscripts · GitHub
Thank you for your reply, but your link is not what I want. I have made it myself.
here is my link:
GitHub - AstraeaGM/VAM-s-TSC-to-OFS-3D-Simulator: 这是一个方便VAM创作者的插件,用处是:在创作VAM场景时,可以时刻模拟SR6的运动状态,以便于进行调整,就像用OpenFunscript写脚本一样方便。 · GitHub.