Archive for the ‘pet projects’ Category
Cell project update!
Slowly, but surely, I’m getting to the bottom of the prison cell project π
- β Config for the inside/outside lamp behavior: always on/off and toggled by the switch.
- β (Optional) automatic unlocking after X minutes.
- β (Experimental) “secure locking”, a padlock ID whitelist for roleplay areas that want some level of key control.
- β RLV feature toggle (restrictions and/or force teleport).
- β Experience feature toggle (teleport on/off).
- β I got pretty much all the sounds I needed to be done: door, hatch, shutter, etc…
- β Color, intensity & other light properties are now saved by the script when you edit them.
- β A variant of the main cell body without the window.
- β A standalone anchor bar with advanced reach checks.
- β A standalone version of the light ramp.
I started working on the furniture script. I came up with a cool configurable, directional range check. You can decide in which directions the furniture will allow an avatar to sit, including top & bottom (useful to allow sitting on a top bunk, but only from “below”, or to prevent sitting through a wall).
That’s all for today!
Late night update.
Brief late night update!
- I added an (optiona) automatic prisoner number generator, it is unique and fixed for all avatars, (I’ll share the code if others want to use it).
- All major interactions have a small built in delay (1 second or less), specifically those that produce messages or sounds.
- Touch areas check not only for range, but also evaluate whether you can realistically reach the object you are clicking from your location (example: from inside the cell, door closed, you can only pull the door handle if the hatch is open)
- RLV restrictions via relay is in, I still need to do some testing to implement (optional) vision spheres.
- Experience Force-teleport is in.
- RLV Force-Teleport is in.
- Some of the sounds are in and are inventory-based to help with modding, it is also fault tolerant (missing sounds won’t play at all).
- All standard TouchBound locks and Heavy-Duty locks are implemented.
- Mod-friendly animation system, resizing & moving parts ‘should’ be handled gracefully (no hard-coded positions & scales on anything).
- Very satisfying light switch & neon light?
Prison cell features rolling in.
Terribly produced videos!Β And a short list of the prison cell features (so far):
- β The door handle latches/unlatches.
- β The door opens.
- β The hatches swing open/closed.
- β The window shutter slides.
- β Light turns on/off inside and outside, the light switch actuates.
- β The door takes standard/heavy locks but also timelocks & accessories.
- β Handle rattles when it can’t unlatch.
- β Swing open/close sounds, shutters, hatch sounds, lamp sounds.
- β Touch distance check, inside/outside reachability checks.
- β RLV relay force-teleport & seating restrictions.
- β Experience force-teleport.
- β TouchBound anchor code.
- β Furniture scripting (toilet & bed).
- β Furniture poses (toilet & bed).
I’m probably forgetting a bunch…
Prison cell toilet completed
Done with the cell toilet unit! I made two example “configurations” with the higher-security cell having no exposed pipes (for example).
Time to script it all together now.
Unwrapped, packed and lod-ed
I just finished the low-poly model, it is unwrapped nice and tight and ready for upload.
I was gonna have one of those pull handles on the “flushometer” but ended up settling with a push button instead. Probably safer this way too.
Last stopfor this prop: material & textures.
Cell lavatories inworld test
I did some more work on the cell lavatories, but I don’t have a lot to show today.
I did some cleanup on the low-polygon model, a really simple collision mesh and some quick tests in-world.
Just enough to notice there might be a very slight scaling issue. Or at the very least, the sink is a tiny bit too low.
By that I mean, it looks like it is at about the right height when sitting, but all kinds of wrong when standing.
Oh and I forgot that the unwrapping wasn’t done, which means that I can’t use this model for texture tests. Good job Kyrah.
Toilet and sink: a second pass.
The toilet and sink unit: The LAST model I have to finish for the cell project.
Once again monday was too busy. I hardly had time to work on anything, because of that, this is mostly work from today.
I took the original mockup I made months ago and cleaned it up, smoothed most of the round edge loops to by lining everything up nicely on curves.
I also deepened the sink to make it a bit sturdier and gave both the toilets and sink this smooth slanted surface on the bottom half. I’m hoping that this will help to make it look like both like metal and ceramic, depending of the material used.
The piping has been remodeled, I added a syphon valve to it, a few wall clamps and also top fixtures like a fountain-style faucet and some “knobs?”. Obviously these aren’t the final materials, this is just for visualisation.
Oh, and the all important paper roll π
Cell bed complete.
This cell bed is really just a glorified steel shelf with a waterproof cushion pretending to be a mattress isn’t it? Only the most uncomfortable furnitures for this project!
I haven’t made a ladder but it should still work fine for double bunking. That being said… two people in 9 square meters might be pushing just a little bit.
The mattress was the part that got me worried the most. Initially I was gonna make something more “normal” but I figured that this would most likely be the “minimum” you’d get in a cell of that style, and blankets if you are nice. I suppose the rubbery aspect might be a plus for some.
Completed the cell lamp!
I just finished the cell lamp final textures and lod models!
I added a few little extra details, such as ribs and rivets on the top cover, and allen bolts on the sides. The switch has a couple of “knurling lines” to make it look a little more grippy.
The glass uses a simple, old texture that I really like to use for light bars, with a bit of dramatic glow.
The last picture shows the lowest LOD. You get about 20 triangles to work with before LI starts going up, so there is really no reason not to use them. From the GPU’s point of view drawing a model comes with some incompressible overhead, so whether you draw one triangle or twenty makes no difference.
It all comes down to a very reasonable score so far:
- 14 parts.
- 30 Textures (A lot of those are very small).
- 26Mb of VRAM.
- 2351 triangles.
- 7 LI.
- 9360 complexity.
Cell lamp WIP
It was about time to work on the cell lamp that will sit above the door. The idea is to cast a little bit of light on the door for accent, but also to house the light switch for the cell’s ceiling light.
Because this is a small part and “why on earth are you so slow Kyrah” I figured I would put a gallery that presents different iterations and dead ends I’ve been going through with this piece.
If anything, now you can see what you’re “not” getting π
The main reason I’ve abandoned the very first version is that I couldn’t get the slightly domed glass panel to look right. Therefore, I switched to something I knew would potentially work.
Some of the pictures also have two toggle switches but that is only the on and off position being visible at the same time.