Finally! the KDC Stuffed Ballgag is out!
I am proud to announce that the KDC Stuffed ballgag is now available SL wide, both in my shop, any of the satellite vendors and on the marketplace.
It features highly detailed textures, 10 base textures, and 8 stitching textures in various colors including a suede leather and an “institutional style” tan leather (this equate to 66 unique textures!)
It obviously has locking, drooling, and also two positions, a speech garbler, RLV functionalities and also support Touchbound padlocks!
X-Mas Gifts from KDC!
The first 20 persons who IM me in secondlife with a “Merry Christmas” will get this ballgag for free
We are releasing on time!
I finished the scripting/texturing of the KDC Stuffed ballgag, so tomorrow i will be doing a last checkup on the script, setup the auto updater, make product shots, box, and release it, right in time for Christmas 🙂
And here are two teaser screenshots 🙂 I’m pretty proud of the result.
It has been a looong time
I know, i’ve been kind of .. distracted, and carried away by some other things. I have a new project in the work, it’s nearly ready for releases but making all the textures is taking me more time than i expected.
That and i still have to make the hud for switching between them, X-mas is coming dangerously close now it seems. I will try to push it out for release before then, but i’m not sure i can do it.
Adding things to the marketplace.
This webshop is driving me insane i sank literally DAYS to enter my products on it, and i’m still not done…
A light digress toward Fallout: New Vegas
I’ve got the game for a week or two now, it’s a pretty good game, decent graphics, really large world to explore, full of little details. I’m not going to make a review of it, I am sure there are sites that will make a much better job than i will ever do.
I’ve been itching at trying my hands at modding it. I thought i might aswel try to port one of my outfits from SL to Fallout.
So here it is, the KDC Housekeeping uniform, for Fallout: New Vegas
It isn’t entirely finished but i’m not in a hurry. Plus, it’s free!
You can get it by following this link.
Kyrah’s little experiments with mesh prims on Secondlife beta
I wasn’t able to participate to the closed beta of the meshes, so i figured this would be the occasion for me to test what will probably be the biggest change in SecondLife history since the introduction of custom animations (yeap, THIS big)
Linden Labs aparently settled for the Collada format which is a good thing, it’s a widely supported format, flexible and easy to work with, altho i did have some trouble with 3dsmax2010, it seems that the official Collada export plugin doesn’t export the texture coordinates properly, while the 3dsmax collada exporter doesn’t have such issues. (I would have expected the opposite frankly…)
I’ve been making a couple of nice furnitures for a side project and decided that they would be perfect quandidates for secondlife.
The “weight in prims” system is kind of weird as some of my objects are rated really low, while some others rate much higher, but that might be related to how i’ve setup the LOD.
The mesh viewer seems to have it’s own adaptive degradation tool to generate the lods for you, but i wouldn’t rely too much on it, especially for the physic mesh, whenever possible you should make your own physic mesh, hell for most objects, a couple of boxes usually do the trick.
Physics meshes created through the degradation of the Visible mesh are going to be glitchy in some cases, you can count on it, so take the extra 30 seconds to piece together a proper physic mesh, the less detailed, the better!
Also the sl mesh uploader consider ever part of a mesh as a separate object, so unless that’s what you want, you should probably merge all the parts before export.
SL Meshes also support Multi sub object Materials, which basically means you can setup your own “faces” like if it was a prim, but i think the limit is 6 or 8, or something.
Another interesting thing, a simple cube from 3D studio actually weight LESS prims that an SL cube, i know why but i thought it was funny, it’s actually more efficient to make everything in your mesh than to rely on external prims, a simple cube weight 0.3 prims for example.
I’m sure we will see peoples making “low primcount prim-like meshes”
But enough chit chat, a few screenshots!
Slow updates
I’have been sharpening my skills on Unity3D and java, I also have been working on a top secret 3D project with a friend, so i can’t say much about this one.
In the meantime, another little game start that you guys can toy with 30 seconds and then forget about:
SCZ (If you know what the initials stand for you might just have an idea about what i’m planning to do)
Features: (so far)
- Isometric view.
- Animated character (erm, well… legs)
- Mouse aiming.
- Arrow keys controls.
- Day/Night cycle (wooo eye candies)
Oh yeah, be careful, you can fall from the (tiny) level.
A linux incremental backup system using DAR
This is a pair of scripts i designed in order to create and restore easily incremental backups of a game server, they allow you to backup automatically a specific folder every 30 minutes every backup is labeled with date hour/minutes/seconds and the script flush every backups that are older than seven days (you can change that obviously)
The system uses incremental updates through the “dar” program, it creates a master backup file every mornings at 0:00 and creates incremental backups every 30 minutes. This means only what changed through the day is saved instead of having one full backup 48 times a day.
this script you should execute through a cron job:
#/bin/sh
#script: backup_incremental.sh
#the folder we want to backup is /home/username/folder_to_backup
WORKING_DIR=/home/username
FOLDER=folder_to_backup
BACKUP_FOLDER=/my/BACKUP
DAY=`date -I`
HOUR=`date +%H%M%S`
#this define the day date of the backups we want to delete
OLD=`date -I -d "-1weeks"`
cd $WORKING_DIR
if [ -f ${BACKUP_FOLDER}/${DAY}.1.dar ]
then
echo "master backup exist, making incremental update."
LASTSLICE=`ls -1cr ${BACKUP_FOLDER}/${DAY}*.dar |tail -1`
echo "last slice is: ${LASTSLICE}"
dar -c ${BACKUP_FOLDER}/${DAY}-${HOUR} -R ${WORKING_DIR}/${FOLDER} -P . -A ${LASTSLICE%%.*}
else
echo "creating daily master backup"
dar -c ${BACKUP_FOLDER}/${DAY} -R ${WORKING_DIR}/${FOLDER} -P .
echo "deleting 7 days old backup (${OLD})"
#we remove the older backups, if we can
rm ${BACKUP_FOLDER}/${OLD}*
fi
Example cron job to execute this script (dev/null is required because dar tend to be quite chatty):
*/30 * * * * /home/user/scripts/backup_incremental.sh >> /dev/null 2>&1
Restoring backups with dar is a little tedious because you have to restore every incremental backups one by one. This script will restore the master backup and every incremental backups up to the one you defined in the folder of your choice.
#/bin/sh
#script: restore_incremental.sh
if [ -n "$3" ]; then
if [ -f "$1" ]; then
if [ -f "$2" ]; then
FS_ROOT="$3"
MASTER_DAR="${1%%.*}"
LAST_BACKUP="${2%%.*}"
FILES=`ls -m1cr ${MASTER_DAR}*.dar`
echo "MASTER DAR FILE is: ${MASTER_DAR}"
echo "LAST BACKUP is: ${LAST_BACKUP}"
echo "File list: ${FILES}"
for file in ${FILES}; do
echo "Processing... ${file}"
dar -Ox ${file%%.*} -w -R "$FS_ROOT"
if [ "${file%%.*}" == "${LAST_BACKUP}" ]; then
echo "This was our last file."
break
fi
done
echo "All done."
else
echo "ERROR: this increment doesn't exist."
fi
else
echo "ERROR: this base dar doesn't exist."
fi
else
echo "Not enough parameters.
Usage:
restore_incremental.sh master_backup.1.dar last_incremental_backup.1.dar /my/destination/folder/"
fi
My first pong game
I never got around training myself on making a simple game from start to finish, so here is my first one, obviously it’s not going to provide you hours upon hours of entertainment, nor is it the most sleek and polished game ever made, but hey i tend to never finish projects, this one is!
…it has shadows and cellshading!