Archive for the ‘Uncategorized’ Category
So, I’ve been working on the vacuum system and the IAPI framework in general. The short-term plan is to use object descriptions to add a “query” string that can be remotely checked by other objects with very little effort or overhead.
I settled on a CSV list that contains the following elements:
- “IAPI” (as a header)
- The name that describes the chore/activity tracked: It is ment to be used as a filter (in the future).
- The value it is currently set at (raw).
- The maximum value (raw).
IAPI, VACUUMING, 21, 33, DUSTING, 0, 2
The room manager will be its own thing from now on, completely separate from the chore panel.
The chore panel will then query 1, or more chores and compile them on a single progress bar. with up to 3 on the (current) chore panel.
It’s simple and elegant, what more, is that the chore panel generates its own IAPI compatible description, so it can be picked up by another panel, or something else. Hell you could have a cascading system where you have a general overview per floor and a global view for the entire building.
Well, I decided to bite the bullet and go on with the release of the newest member in the “classic” TouchBound collection 🙂 It features a mechanic similar to how my gags and bits work. That is, you can toggle it on and off with an adjustable position for each state. It also features my new “Hudless” partial blinding RLV setup (Thanks to Noel Loordes for putting me on the right track) and an improved effect for RLV 2.9 compatible viewers.
I am back from my little hiatus and started a little collaboration project with Asami Watanabe from [AI], more information very soon!
I decided to start working on a small project this week which is proving to be surprisingly difficult. It doesn’t look like much but there is a lot of math and code involved to get all the letter spaces right and the text centered. It work but is limited to 8 characters (the greatest amount of faces you can have on a single text mesh). Now come the difficult part, my goal is to be able to use up to 32 characters on a single line. It’s a little overkill, but that’s the maximum length for the name of an avatar. That mean that I need to figure out how to lay my text across 4 of those textmeshs and place them automatically to make a single, seamless line of text.
I also want the text to auto scale based on its total length and have two lines. The face of the plate has a very nice normal mapp “frosted” effect. The face and the trim can even be tinted independently.
It’s deceptively simple, right? 🙂
I finally managed to write my own little voxel system on Torque3D. The code is extremely crude and pretty much unusable for anything but this specific example. This does give me a better understanding of how to write into a vertex buffer to create a 3D model “on the fly” based on dynamic parameters.
That’s where I realize that boots are definitely not my area of expertise. I’ve done nothing the past few days but tweaking the shape of the mockup model and I’m still not fully satisfied. by it.
I hope everyone had a good time for new year eve, I only came back the 3rd and am still “recovering” from 4 days of excess. As soon as I feel better it’s back to work, I promise!
So many things to do, so little time…
I’m sorry for the lack of update for the past week(s), I spent a lot of time on a personal non SL related project and I got a bit obsessed with it. I will share more information on it when I have something good to show.
Also I’m back working on the thighs cuffs and should have them out soon.