Lined Chrome Collar remodeling
This probably wasn’t the most urgent thing in the world, but despite its age, the Lined Chrome Collar is a fairly important product because it contains all the core features used by all the other items… and yet it is still an old crappy sculpted prim.
Since I don’t really have the original models anymore, my goal here is to recreate it as best as I can, but also to correct the many issues of the original, especially the ludicrous polygon count.
The first picture is the original, 15000 triangles… The new one isn’t complete yet but weighs a mere 2800 triangles, with all the parts that are done at the moment.
Cell update!
The 3 cells have been updated!
The changes are mainly about improving the experience-powered furniture scripts and some cleanup on the preset menu.
- Added furniture variants with built-in tie-down points that use the same reachability configuration as the main furniture.
- The experience system will now attempt to re-seat users that logged off while sitting on a piece of furniture.
- There is a new configuration option that allows to “reserve” a piece of furniture if someone logs out while sitting on it.
- I did some cleanup on the prison/narrow cell preset menu to make it a bit clearer to navigate (I also added a demo flag but that’s just for me really).
Lined Chrome Collar test release
The lined chrome collar has always been the first item to get new system features, and so I’m using it this time again. I just released an update for it than includes the latest changes & fixes.
I won’t roll it out on anything else yet, this is to see if there are any major issues I need to fix.
Lined Chrome Collar Changelog:
- Added the ability to lock the wearer in a sitting position when a chain is drawn to the sat-on object.
- Added an animation purge function & new menu layout to the RLV activator.
- I fixed a rare bug where normal chains could turn into suspensions after a relog.
- Objects that use the multi-anchor plate script can be sat on without triggering a link refresh (no more message).
- The wearer of a TouchBound item cannot draw chains longer than 2 meters to prevent self-suspension accidents (this doesn’t affect other avatars).
Again this is more of a pre-release than anything. But if you can give this update a look, please do and give me your opinion!
Where things are right now.
It took me a couple of days to finally fix that annoying bug where on relog chains could turn into suspensions if you stood in a spot that qualifies for a suspension. I’ve also given a beauty pass to the RLV activator, it uses symbols where text isn’t necessary (UTF characters really), and I tried to make the menus a bit more explicit in what they are doing.
I’ve also added to it a” function to stop all currently playing animations, this can break stuff (but not TouchBound products because of the TB animation manager), but it can also be helpful.
I’ve also added a safety feature that prevents the wearer of a TouchBound item from chaining themselves to an object further than ~2 meters away. This might be seen as a downgrade, but the main reason is to spare you the embarrassment of chaining yourself to a chaining point that you cannot reach anymore as soon as RLV kicks in. It will only affect the wearer obviously, and people playing with you won’t be affected by this restriction.
Mid-march code madness
I haven’t died! I merely took a break.
I’m easing back into work mode with some work on the TouchBound core code, fixing some bugs, and adding small quality of life features, I might be on this the entire week as I’ve left the issues/feature request pile up for a long time.
I haven’t yet decided what will be the next product either.
The KDC Padded Cell is out!
Yes, the KDC padded cell is finally out!
If you’ve been following my work for a while, you’ve probably noticed that I tend to go a very silent right before release. Typically because I have nothing to really “show” or because I am so pressed by time and feature creep that I keep pushing my posting to “just a little later”.
It turned out that the “last-minute changes” from the last post really weren’t… I ended up quickly modeling a 1×4 and a 2×4 “block” of padding to act as some kind of “minimal cell furnishing”, so you can add a sitting or a sleeping area to your padded cell if you don’t want to simply be on the floor. I’ve modeled them on all sides so you can also remove the scripts and use them to build dividers or other padded things.
I was also suggested to make a “Horny Jail” (I ended up calling it like that, yeah, haha… thank you Tang for rotting my brain) bundle that includes the KDC padded cell and the KDC Warden straitjacket. So I did that, but also couldn’t resist adding a little something extra, so there is an exclusive “Horny Jail” Warden straitjacket skin in the bundle.
The “Horny Jail” skin is also available freely to my Patreon subscribers.
As usual, you can find these on the SecondLife Marketplace and at the KDC Main Store (10%off!).
Enjoy!
Last minute additions to the padded cell!
I’m almost done with the padded cell, I swear! But I did make a few last-minute changes that were requested by some friends. Namely, ceiling padding (yes it is a bit weird with the lamp) and a few requested presets.
I also made a preset “demo” feature but that’s mostly for the store demo than anything.
I can’t really release this weekend as I’m not gonna have the time to do it, so I’ll wrap everything up on Monday or something.
The padded cell is almost ready to go!
I’m almost done with the padded cell project! All the creasing is done, and it makes everything looks 1000% better in my opinion. I still need to fix a few issues, such as the new anchors having the wrong mesh orientation and the script is getting a bit confused by it.
The new customization menu is really simple with a section for the door label, a handful of color presets for all the parts, and you can choose between creased and uncreased normal maps. If you don’t have materials enabled in your viewer it won’t do anything and… well… it’s 2022! You should be getting on with the program 😛
I might add a menu section with a few common sets of specular properties for the padding, but I know most people are going to tweak to their liking anyway.
Anchor points & creasing
I’ve finished the new anchor points that I want to ship with the padded cell as well as some subtle creasing on the wall padding. Picture re-ordering appears to be currently broken on the site.
The creasing was a little bit weird to nail down and I had to tone down the shading on the diffuse texture a little bit to prevent it from breaking the effect.
Also, a goofy picture today, the wordle cell >_>
Padded cell in-world testing
I’m nearly done with the padded cell body and door models. I am still struggling with some door collision issues (I keep forgetting the proper way of doing this…). Most of the padding textures are test uploads and unfinished, as I’d like to add some sculpted details & irregularities here and there to make them look a little more natural.
That being said, the flawless look has its own appeal… almost comfy.
I couldn’t complete much work last week, some of my equipment came back from repair and I wasted a ton of time with that.