Archive for 2023

Classic Leather Blindfold Update!

The Classic leather blindfold update is out!

What is new:

  • I removed the RLV implementation config card. As it is not needed any more (just on/off now)
  • I also removed the RLV blindness fog color config card (the color of the root object determinate the color of the fog effect)
  • Up/Down positions are now saved in LSD storage and won’t be lost to a script reset.
  • Improved blindness effect, it should be consistent under all up-to-date RLV clients.
  • Trimmed down the object complexity with box-shaped eyepiece click helpers.

The configuration flags have been renamed for consistency with other products, check the updated manual for details.

Upcoming blindfold update

I’ve been working on a blindfold update, a few general improvements, but the big one is to finally have a consistent and unified blinding code that (should) work with all RLV viewers.

The bulk of the last two days was fixing everything I broke previously 😛

I also have a slightly better way to select the fog/haze color now (and a few other small changes, such as LSD offsets).

The Iron Grip gag is out!

Iron Grip gag
The Iron Grip gag is finally done! Yay!

As I mentioned before, April was a bit rough on me with a bunch of personal matters I had to deal with. This project should have been completed a long time ago. I took some extra time yesterday to push a tiny bit more code (config card flags) to get the same features as the Raider harness gag.

As usual, you can find it in-world at the KDC Main Store (10% off!), or on the Second Life Marketplace.

Enjoy!

Heavy metal gag just about finished!

The different bento mouth poses for the heavy metal gag are done, everything is debugged (to the best of my ability).

I’ve done a last bit of memory optimization on the core script, just to be on the safe side of things, and some completely unneeded changes to the gag configuration parser (just because my OCD made me do it).

I think I’m pretty much done with this project?

Finally some actual progress

I came back home mid-week… completely drained. Sorry again for dragging on with no actual progress for so long >_<

Thankfully, today was quite productive.

I have most of the code done for the heavy metal gag, including the animated bits and sounds working.

It is also completely modular, so you can actually add/remove mouthpieces, and each of them can have its own text mangling variant.

You should be able to extend the text mangling to non-Latin languages… possibly? It still uses a basic character replacement system, so that might not work so well on Chinese/Japanese…

I’ll be away for the next couple days

Monday to Wednesday most likely. I have to go help relatives to move in a new place, it is going to take a little while and internet will only be connected on Wednesday.

See you all later and let’s hope it doesn’t kill me~

Gag code feature creep, and more things.

I started the metal gag code, and I am working on some … kind of extendable approach, how can I explain this…

I’m effectively making the code that handles the different gag variants modular, which should make it possible to just “add” new ones later, or even create custom ones, I’m not entirely sure why I am doing this, other than reducing how much “snowflake code” having 4 different gags in one is creating.

This is also an opportunity to potentially code a bit better, go over old ways of doing things, using new functions, that sort of stuff. I thought I could wrap this up before the weekend, but that’s a little too optimistic.

Twitter appears to want a fairly large set of rights on any picture uploaded on their service, and I’m not sure that I want to give them those rights, so I’m considering adding some sort of watermarking, or maybe stop sending pictures to twitter entirely when posting updates. We’ll see.

A very late update

Sorry for the lack of update, last week was a little rough on me. I am currently helping a relative moving to a new apartment, and I guess it was a little too much for me.

I have not made much progress since last time but made a bunch of LOD models as the automatically generated ones did not satisfy me.

Furthermore, I still have not figured out a good way to differentiate the rubber and metal ball-gag, surface wise.

metal gag textures and models more or less complete.

So that’s 4 mouthpieces for the metal gag, with 5 texture sets (the ball gag version has a metal and a rubber version).

My VR equipment was sent on RMA so no VRChat this weekend, which means I’ll probably try to get more work done… and more sleep.

I need to finalize the textures (a couple of final touches, watermarks and other checks) and make proper LODs for the gag pieces that need them.

And finally… whatever code is needed to get this to all work properly. It’s getting there!

Metal gag in-world test!

Here is a progress update on the metal gag. Well, I say progress, but I didn’t get a lot done, unfortunately.

I had some UVs to correct after packing some parts to their final texture size & ratio. I also wasted a bunch of time trying to understand why my renders were too dark, checking my render settings, color management, one thing after another… until I realized that my scene lights weren’t around the object. Good job Kyrah.

The mouth plate could have more color variations and the wear is a little too even to my taste… I’m still working on that.

Kyrah Abattoir
Creator of BDSM and fetish content in Second Life since 2004.

Seasoned 3D artist and programmer, aspiring video game creator.

October 2024
M T W T F S S
 123456
78910111213
14151617181920
21222324252627
28293031  
Archives
Categories