Where have you installed the app? If there isn't a log file, it may be because Yiffalicious is installed into a folder it doesn't have write access to. The default folder should be somewhere in AppData which it should have write access to, but if yo…
For those interested, this was due to us having added a modifier in blender (shrinkwrap) during some testing, and we had forgotten it on and saved the asset with it. Turns out, having a modifier like that will cause the export to remove all blend sh…
WinKey + R
"%appdata%\yiffalicious\custom\textures\"
Move the _MainTex.png file to the appropriate sub folder.
The skin will be installed in the slot for the folder number.
Also, some textures are less efficient to compress than others. Noises are generally terrible to compress. We want to add procedural textures so you can get noises w/o having to import an asset.
It's difficult to say without having a look at your character, but it's essentially only imported assets that significantly increase file size. Never use higher resolution textures than necessary, and never use higher tri-count models than needed.
@Diplocaulus
Charlotte had correctives specifically made for inflated belly + hunched over. Ilinir did not.
In Yiffalicious, we made/generated these shapes inside authoring tools. In YL2, we're generating these shapes on the fly inside the app its…
Definitely. We actually already have a system for watchers - there's just no interface for it yet. We'll implement that as soon as we have time.
The characters you downoad are already stored locally, so when you access them from the cloud, they're …
Good that you're asking us!
We actually have a property for this called "resolution" in Part objects. However, we had totally forgotten about creating a property inspector for this value type! (Predefined array.)
Currently, Parts (such as hair) us…
We intend to implement clothing, and that will be a separate systems from characters. I.e., clothing - while having their own tri count limits - will not influence the character tri count.
There's actually a bit more to it than that @Brownmane. We had a rather terrifying experience with our bank some months ago (we may write about that in the future, but not right now), and that left an impression on me. I think about these things dif…
The idea behind the restriction was that we didn't want solely dick/vag/nipple picks. So currently it checks 2 things:
Are the eyes in view and pointing towards camera?Are the nipples in view and pointing towards camera? If they are, reject. (Even …
I found the issue why some valid thumbnails don't pass.In the code, we have tests for making sure that the eyes point toward the camera (dot product). I wrongly assumed that the Z axis (blue) points forward, but it's actually -Y (opposite green) tha…
Lifting the limits would feel a bit like opening pandora's box. I don't want to do that.
If you're using the systems properly, there's no reason why you'd exceed the limits.
You can use the part instancing system to draw a large number of parts in…
We intend to revise the thumbnail mechanic, but it's going to take some time to implement the new system.
Can you share this character file with me in PM? I want to see if there's something specific about it that causes this for your character.
The new cloud is way more advanced as far as tags go, but there's still plenty of room for improvements before we reach e621. We're probably gonna get there eventually, but right now I'm absolutely sick of working on the cloud and just want to get b…
And this is what it looks like in 5760x1080:
So I kinda see what you mean.
The interface is scaled based on the width of the screen, so if the screen is very wide, the UI will be scaled a lot.
I could make it so that the screen is scaled based …
I'm not seeing any issues using ultra wide. I did a test in unity with rendering to render target of 3440×1440, and this is what the UI looks for me:
Screenshots are helpful if we're gonna be able to do something about this.
Which version are you…