Archive for 2015
Don’t you just love spending your entire weekend supporting a radio communication system that doesn’t exist anymore? I do.
Summary of the radio functions so far:
- Power on/off.
- Chat speaker on/off.
- Morse audio transducer on/off.
- 4 selectable memory slots.
- Selectable frequency (duh).
- Message encoding can be shifted two bytes for fancy radio scrambling (not real encryption, but still cool).
- LCD display.
I’ve ended up instantiating the knobs and added two indicator LEDs for them. I’m still getting used to setting the shinyness amount using the alpha channel of the specularity map, so it tend to be a little hit and miss, I also added labels on all the buttons. The entire body (minus the screen letters and LEDs) is now a single material.
And this isn’t a bad thing really, considering I will be away tomorrow and back at some point during friday.
From left to right: The high polygon model, the low polygon model (which might not be low enough) and finally, a quick attempt at some heavy weathering of the case (it might be a little too much)
I am not entirely sure of what I’d like to go for from here, it probably shouldn’t look too grungy right?
Because I like my “small” little projects that don’t take an entire month to create. Today, I present you… this.
I pushed yesterday a small patch to the blindfolds that shaves about 1-2kb off the core script, some of you have reported that it would run out of memory after a while. This should provide a healthy buffer of free memory and reduce the chances of it happening again.
However if it does, drop me a PM in SL, or just fill the bug report form!
I just pushed a small patch to the Lady Eleanor riding crop that fixes the crop holder’s refusal to rez a crop on land that you own if group members (or all users) don’t have rez right themselves. It should work properly now.
On a sidenote, for the love of what is right and good in this world, please keep rez right on your land and set your autoreturn to one minute instead… please?
Considering the similarities between the Amelia and the Amanda boots, it felt natural to give them closely related names. Despite the similarities however, the Amanda boots have been reconstructed and reoptimized and I am pretty impressed at how close to the original leather I managed to get, considering both boots have been made using completely different tools.
The Amanda boots are a more typical ballet boot design with a balance defying foot arch, I also added a little pull-loop at the back because you would probably need one in a real life setting 🙂
As usual you can get your own pair from the KDC Main shop, the Secondlife Marketplace and also on the PrimBay. (Be sure to enable adult content on primbay because apparently ALL fetishes are considered mature, even boot fetish… go figure)
-1 Without materials.
-2 With materials.
-3 to 5 with materials, final version.
That’s enough work for today, incoming headache unfortunately.
I probably did more than 20-30 texture tests between today and yesterday, but I THINK that I finally nailed it. I will post later today once I have something to show on the boots.
First! There was another outage today, I was told that there was a hardware incident at the hosting facility, to anyone who experienced undelivered products, feel free to contact me.
Now for the unrelated thing…
I couldn’t resist and decided to work on my apartment project until I could place it in SL. Well I did it, also made some window mesh for it, there is still a lot to be done but at least it isn’t weighting on my mind anymore.
I will resume normal schedule as soon as possible, sorry about that.
Oh yeah, you can visit it if you want to, it is replacing once of the elevator destinations in the shop!