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kdc_doodles_n_strikes:start

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Overview

The KDC Doodles & Strikes for Avatar 2.0 is a set of scripted body overlays that allows avatars in close proximity to mark the body of the wearer with a selection of drawings, and also to slap them.

Essentially, it behaves as a combined body slapper and temporary tatoo engine.

This product is a rigged mesh designed only to be used with Utilizator's Avatar 2.0 mesh body and will not work with any other body.

Features

  • RLV Support.
  • Dynamic fade in/out of drawings and impacts.
  • Water soluble, for accelerated fading.
  • 19 Drawing/Striking areas.
  • All standard Avatar 2.0 chest sizes supported.

Content

Doodle & Strikes comes with the following labeled parts:

  • chest - in 4 sizes (pick the one that matches the chest that you use).
  • rpec - for the belly area (this is not an error, it IS the attachment point that will place the clicker at the right place).
  • pelvis - for the pubis and butt area.
  • l upper arm
  • r upper arm
  • l upper leg
  • r upper leg
  • KDC RLV Activator 2.0 - Required to enable the RLV locking function.

Usage

Simply wear the parts that you want to use. Once you do, clicking one of the drawing areas to open it's main menu. From there you will have access to the following options:

  • Draw on: Use this option to pick a drawing for the clicked sector. (Option only available if the sector isn't already used)
  • Hit: Use this option to use one of the installed impactors (by default only slapping is possible).
  • Close: Simply close the menu.
  • Draw more: This option allows you to complete the drawing that is currently on the sector (only available for multi-step drawings such as tally marks).
  • Re-ink: All drawings slowly fade away over time, this options allows you to redraw it and fully load it with ink again.

Note: You can perform a quick slap by clicking and holding the mouse down for a second before releasing, this is the same as selecting “Slap” from the “Hit” menu.

Modding

Custom doodles

The texture

The recommended size for a single step custom doodle is 256×256 pixels, the doodle should be white on a transparent background.

For multi-step doodles, you can use either separate textures or a texture sheet (texture sheeting is beyond the scope of this manual)

The notecard name

Each doodle is configured using a notecard, this notecard must use a specific name convention to be picked up by the doodle engine:

sector,category,name,description
  • Sector: Each area of each overlay is identified by a unique 3 letters code, and each overlay also has a code for doodles that are available globally on this overlay.
  • Category: The subcategory that the doodle will be categorized under, it can be anything, doodles with the same category name will be grouped.
  • Name: The name of the doodle, it has to be unique in a given category.
  • Description: Completely optional, you can use this to be more specific about what the doodle contains.

Examples

lti,Java,Coffee,

This doodle will be available for the 3 areas of the left leg overlay, will be in the “Java” category and will be named “Coffee”

pub,Custom,Scratch,scratch marks

This doodle will be available only for the “pubis” area of the pelvis overlay, will be in the “Custom” category, will be named “Scratch” and will have the description “scratch marks”

The notecard content

For single step doodles you can use this simple template to get you started:

0, 0, 00000000-0000-0000-0000-000000000000, <0.0,0.0,0.0>, <0.0,0.0,0.0>, 0
1, 1, 00000000-0000-0000-0000-000000000000, <0.0,0.0,0.0>, <0.0,0.0,0.0>, 0
2, 2, 00000000-0000-0000-0000-000000000000, <0.0,0.0,0.0>, <0.0,0.0,0.0>, 0
3, 3, 00000000-0000-0000-0000-000000000000, <0.0,0.0,0.0>, <0.0,0.0,0.0>, 0

the line on which each of the entries above is important!
the first line of a notecard is always line zero.
Format:
LINE, NEXT_LINE, TEXTURE_UUID, REPEAT, OFFSET, ROTATION

What does this all do?

If you check the table below, every sector has a prefered start line where it will attempt to fetch the informations it requires to display the doodle:

  • LINE: This is the current line we are on, the script needs to know that.
  • NEXT_LINE: In the case of a multi-step doodle, this tells the script which line contains the next step of the doodle, if you put the same line as our current line there, the script will understand that this is either the last step, or a single step doodle.
  • TEXTURE_UUID: This is where you put the UUID of the texture you wish to use, you can get it from your inventory by right click > copy asset uuid.
  • REPEAT/OFFSET/ROTATION: These are the parameters to display your texture properly, they are the same as the ones in the build window when editing objects.

Note: You can have as many steps as you want, you can even create an infinite loop using the NEXT_LINE value if you want to. You also don't have to fill out the lines for sectors that will not be available for your own doodle, but the line numbers for each doodle entry point have to be respected regardless.

Identifier table

Sector Global identifier Sector name Sector identifier Notecard start line
Left leg lti inner front thigh lft 0
inner back thigh lbt 1
outer thigh lot 2
Right leg rti outer thigh rft 0
inner back thigh rbt 1
outer thigh rot 2
Pelvis pel left buttcheek lch 0
right buttcheek rch 1
pubis pub 2
Belly bel lower back lbk 0
lower belly lbl 1
Torso tor right breast rbs 0
chest chs 1
left breast lbs 2
upper back ubk 3
Left Arm lam left arm front laf 0
left arm back lab 1
Right Arm ram right arm front raf 0
right arm back rab 1

Custom impactors

You can add to your overlays custom strike marks. Strike marks are special doodles called “impactors”, the content of the notecard of an impactor is identical to a doodle, the only difference is in how the notecard has to be named, and the fact that the doodle will NOT be colored, so you can draw it in full colors.

sector,category,Name,verb,energy
  • Sector: As before, which sectors this impactor is available for.
  • Cateogry: All impactors have to be in the category “_imp” to be recognized as such.
  • Name: The name of your impactor, it is also the name of the sound that will be played (if found in the overlay inventory).
  • Verb: This is the verb that will be used in the emote of the impactor.
  • Energy: How much energy each strike of this impactor is adding into the system, the more energy, the quicker an impactor will fade in, and the longer it will take for it to fade out.
kdc_doodles_n_strikes/start.1475182815.txt.gz · Last modified: 2017/04/04 10:35 (external edit)