Archive for the ‘Code Stuffs’ Category

Elbow and Thigh cuff update

Second Life

We are continuing the update round on the Lined Chrome series. This week has been a little… difficult in the output department.

Lined chrome elbow cuffs v14

  • PBR Material + fallback.
  • PBR Support for core locks & accessories.
  • Improved chain texture.
  • Switched to the new documentation URL in menus.
  • Removed the old attachment location enforcement.

Lined chrome thigh bands

  • PBR Material + fallback.
  • PBR Support for core locks & accessories.
  • Improved chain texture.
  • Switched to the new documentation URL in menus.
  • Removed the old attachment location enforcement.
  • The chain override for the primary lock point has been moved to the inner thigh ring.
  • Chaining the primary lock point should not be possible anymore (should limit chain spaghetti).
  • Re-added the missing front belt pose & configuration.

Froznovia

I’ve done a lot more writing on the novel (mostly notes). I’m going through a second pass of all the major characters to bring them on part with Mika Dreher & Emma Muller. Furthermore, I’m also rewriting Alina’s induction to take in account world-building changes. I’m also working on a chapter called “The wing of an angel”, which relates to Erika and the Von Kraul arm.

I really, really, would like to start info dumping some of this stuff on Patreon, maybe for members only or something. But I need to know whether anyone is interested at all by this?

VRChat

I’m doing some work on the Prison Cell Block D-5. I’m trying to be as careful and as thorough as possible because some of this has the potential to completely break the map if I release it in a bugged state:

  • Item auto-return: You won’t be able to hide cuffs in walls at all.
  • Audio muffling for the padded cells: this is somewhat functional, but testing that it works properly is slow and difficult.
  • Media player: No real progress, the one player I want to use doesn’t have playlist/queue support, either I find a better player that fits my aesthetic, or I have to code one.

 

VRChat Prison Cell block D-5 update!

Prison Cell block D-5 - Get back to your cell.

  • Re-baked all the lighting, the artifacts are gone!
  • Added the fillable food bowls (5 max).
  • Items now respawn back into the map if taken out of bounds.
  • Cells now also re-capture on rejoin.
  • Added the media control console (not functional yet).
  • An introduction page also accessible within the world.
  • Added a button to open the map store page (people didn’t even know it existed).

List of things I still want to add:

  • Simple Media player, with at least YouTube playlist support, locked to the warden, obviously.
  • TVs in some of the cells (the Warden will decide what you’ll watch)
  • Padded cell & ISO cell soundproofing, yeap… (probably sooner than later)
  • More options for the bowls (food, but also using it as an ashtray).
  • A proper, RP-friendly manual (some kind of clipboard).
  • A light switch for the isolation cell (maybe).
  • Stun-prod for the warden (or alternatively, compliance club).
  • Baton/Prod rattling on the bars.

Check out the map on VRChat!

Yeah it’s still PBR locks

Nothing quite new here, just more PBR locks. I’m done debugging the new optional data block for locks and applying it to all the core locks. And this morning I’ve made a PBR refresh of the lock tray. I tried to go for something that looks like silver with a little bit of patina, and it turned out like that.

It certainly beats the original…

Depression block

I think I’m mostly out of it. I did a little more work on the round locks, further tweaking to hide the artifacts in the normal map & occlusion map (I kinda had to do this by hand).

Still updating the lock code, that’s the main issue there, now that it works well on the time-release lock, getting the keyed locks to support everything. I won’t replace every lock at once, but once I’m confident with the protocol extension, I’ll roll out a full PBR update of the lined chrome set.

I also want to try making an improved chain texture, something that still has the qualities of the current one (doesn’t look like it doesn’t belong), but looks simply… better. We’ll see about that I suppose. Looks like I’m not going to make it before Mars with this.

There have been a lot of heavy things to deal with IRL & SL & VR, I won’t elaborate, but I figured I would still post a status update. Feeling quite energized today… Even if it’s bedtime heh!

Addendum, because I’ve seen this and I can’t unsee it:

Yes, you can use my items in your pictures, (even store pictures so long as you’re not implying that you are selling my work, credits would be nice but not required), as long as the picture hasn’t been touched by an AI generation/assist/inpainting tool, I will press the funny DMCA button if you do.

Padlock PBR upgrade in progress

The PBR upgrade for the lined chrome set has been “in progress” for a long time now, the main reason I haven’t released it, is that locks & accessories do not currently support PBR, and that annoys me. I’m currently hard at work to solve that problem, and I’m using the time-release padlock as my guinea pig. Oh yeah, and we’re getting emissions on locks for the same cost.

I’ll probably make the fingerprint/keyless locks print plate emissive: it looks cool.

PBR doesn’t look right on HUDs, so I’m going to have to make locks… effectively swap texture when you attach them/rez them.

I’ve decided to run a little poll for some potential changes on the time-release padlocks, since I’m already working on that. I am considering increasing the max allowed time for the current time locks, since I STILL haven’t made a longer variant and people are telling me 6 hours is really short.

Don’t forget that you can pick more than one option → https://strawpoll.com/jVyG26Vb1Z7 poll closes in a week!

Progress on the trench lighter

All unwrapped and textured (might not be final), I ended up adding the KaisersRauch logo on the trench lighter wick cap, as a last minute addition. The body could probably take some interesting markings too.

The windshield uses an alpha mask for the vents, so I could make a few versions. The textures are only 256×512, and You might think that it is a bit too blurry, but I think it looks great.

I’ll be real, I know this isn’t what I should be working on. I’m almost done with the MiniATM update, just a couple of last minute additions before I can kick this one out.

So much on my plate… and a lot of it scares me: The latex maid dress, the skin suit, the chrome cuff set big PBR treatment & general PBR support for locks, new locks.

I’m also thinking about pushing an update for the cell furniture and lattice cage that allows to “push” someone down onto them (kinda like RLV capture, but different), and maybe some more cage ideas…

 

Pending MiniATM update.

I got a few interesting suggestions for the MiniATM, and so I’ve been cooking up a little update for the past couple of days. It is mostly about the debt system, really.

  • Debts will now be reclaimed from the newest to the oldest, and not the other way around.
  • Each debt will have additional data fields:  start date, initial amount and total repaid.
  • There will be a new optional feature to raise the interest rate after each new debt (to a configurable limit, obviously), rather than the fixed 1% weekly.

Other than that, I’ve messed around with that lighter model and I have an early VR version to light my cigarettes, and… apparently heat up my knives? Contacts are very fun indeed.

Come on VRChat, what are you waiting for? Let us make props already.

Also, an early concept for a 9×9 basement dungeon…

Getting near the finish line…

I’m getting near the finish line in more ways that one: The Compact Compliance Club (tentative name?) is nearing completion, but Christmas is just around the corner, which is giving me just about everything: anxiety, stress, bellyaches…

On the baton side of things, I’ve done a solid amount of work, the LOD models, animations, script, HUD, holster. I’m still hung up on the impact sounds and I still need to make the bruises for the Doodle & Strikes integration.

It’s really simple, behavior wise: When collapsed you can gesture the baton around, but you can’t hit anyone (it still does the swish sounds). If you do a hard hit (click and hold) that will deploy the baton’s extension, and from that point on you can hit people with the light and hard hits if they are in front of you. Retracting the baton, requires clicking the baton body at the moment.

The holster also keeps track of whether the baton was deployed/retracted if you use the temp attach feature (and it shows visually).

Cell Block D-5 update!

I’ve just pushed another update to the Cell Block D-5 map in VRChat!

Now you should see a pair of floating handcuffs where a cuffed player is if they have you blocked, (or if you blocked them) rather than the handcuffs teleporting to 0,0,0.

Breakthrough on the HC-03W Handcuffs for VRChat!

I spent nearly 3 days getting these to work. After much frustration and a mini stress breakdown, I ended up settling on a really crude position smoothing solution for when the cuffs are not attached to someone’s wrists (until I can come up with something better). Most of the interesting things aren’t implemented yet: Wrist position compliance (via screen blocking), audio/visual details, Cell Block Warden integration & preventing someone who has been cuffed from uncuffing themselves, but those would just get in the way of debugging.

Due to the way I’m keeping track of the cuffed person, it is probably, already world-rejoin proof, I should probably add that to the cell block cells too.

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

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

April 2026
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