Archive for the ‘pet projects’ Category

RLV Blinding, muffling and cryptography.

In retrospective, I should have spent two entire days working on this, but it was just so tempting. Now I have “some” form of protection for “official” hood skins that doesn’t prevent adding custom skins.

Skins can also trigger RLV muffling (whisper) and blindness.

I think I’m also going to stop trying to auto detect RLV/RLVa clients in products that need it and add a configuration flag (as I’ve been doing for a few products now), something along the lines of:

  • cfg_ScreenEffect=Off
  • cfg_ScreenEffect=RLV
  • cfg_ScreenEffect=RLVa

Faceplate manager

I wrote a good chunk of the script to swap between the different faceplates of the hood (lets call them that), it works a bit like a ghetto “filesystem”. Now That this is done, I should probably populate it with actual options 😛

14 hours later.

I pulled an all nighter, don’t ask me why and did a ton of work. In fact I suspect that I did more in a single sitting today than I did in 3 weeks!

Quick summary:

  • Finished unwrapping.
  • Finished textures for the metal parts.
  • Made repeating texture for the zipper.
  • Reworked the “classic” (let’s call it that) style glue seams, a bit thinner, and added two more on the sides.
  • Added creasing (some of it).
  • Made an open mouth version (needs some refining).
  • Uploaded another test mesh & test textures .
  • Wrote some of the code for open/closed mouth detection & mesh swapping.

I need to put my thoughts in order and break down the different textures I need to make for the variations. I also gotta decide which will be built-in and which will be addons.

Hood unwrapping and cleanup

A bit of a weird unwrap for the face & skull but I want it in such a way that hood designs that are symmetrical can use either “half” maps, and share textures between the left and right side or use “full” maps (I think it’s especially important for the rather large diffuse + alpha mask).

I’ve also unwrapped and cleaned all the metal parts and the zip channel.

(I still don’t have a place for the KDC logo…)

More tweaking and fiddling…

I really think I should STOP tweaking at this point.

So tomorrow, UVMapping and maybe crease work on the high-poly.

And finding a place for my logo…

Work in progress low-poly hood

I’m not really happy with the density on the face, but I’m not sure what to do about it.

~2800 triangles seem reasonable… But using them “better” would be nice…

Tiny freebie! The KDC primcubes

I made a handful of weird little cube mesh when I was building the school and decided to make them available to anyone 🙂

If you enjoy building in SL, you should definitely check out those little helpers: They are very efficient, low LI and don’t crumple into nothingness from ten meters away.

You can grab them from the Main KDC Store freebie tables.

Lattice cage rewrite progress.

I’ve done more work on the Lattice cage rewrite. I’m changing the “one notecard for all settings” to the method I’ve been using recently based on notecards names rather than their content. I’ve also ditched the original “time unlock” that the lattice cage originally had and merged the function with the new TB time padlock system.

If config.max-locktime is non-zero, the cage will “rewrite” all locks as time-release padlocks and override their delay if necessary.

If you have a moment, come visit the Dead Realm ground level! all snowed in for the season!

More texture tests

Aparently I haven’t noticed all those slight clipping points. I don’t think it truly matters since this is the high-poly model, but I’ll fix it anyway.

Those wider seams are a bit better looking and I figured out a nice little trick to make the bump map a little less jagged.

Hood locking, a solution!

I’ve flattened the chin to make it easier to fit, I’ve also settled for a simple metallic zipper at the back. And also found a good way to install the padlock.

This solves most of the problem I had with this design. Yay!

About Me
I started SecondLife in 2004 and created my own bdsm fetish virtual products under the name KDC. I fancy myself as a programmer, 3D artist and terrible game designer.

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