Only a few hours left for the Halloween specials!
Once the 15th rolls out, it is all going away for another year 😀
On the Marketplace and also in-world at the KDC Main Store.
New work on the cell project
It took me a while to get back to work but unfortunate family events unfolded. No worries, it will pass eventually.
I’ve decided to resume the cell project and rebuilt what I had from scratch. This time I’m focusing on a self contained version in a 3x3x3 cube. It should end up tile-able, but this is more for people who just want “one” as a standalone structure.
Currently the floor is split on the back 1/3rd to accomodate a tiled section (toilets & all), and I’ve even pushed it down slightly to give it a more “3D” feel. I don’t know however if this is a good idea as it makes it impossible to completely “hide” this feature if you’d rather have an uninterrupted floor surface.
I can also very easily make variants with and without barred sections on either sides of the doorframe.
The “beam” next to the door is for chaining point as you can see :D.
I haven’t really detailed the ceiling, I’m not sure what I could really have there, and I’m pretty much out of unique texture “‘face” on the main mesh anyway.
Integrated lighting could be neat, or at least a recess to install one?
HiredHelp Uniform feature idea, poll inside!
This idea come from some story I read (don’t ask me which): The main character was forced to work as a maid, and they couldn’t carry anything around because the pockets of their uniform, as per their Mistress’s requirements, had been removed (making them purely decorative).
The idea would be to add a configuration flag (off by default obviously), causing the wearer to lose inventory access when the uniform is locked with RLV.
Add a "no pockets" (no inventory) option to the Hired Help Uniform?
- Yes (100%, 11 Votes)
- No (0%, 0 Votes)
Total Voters: 11
I wrote a thing to control sex toys from SL…
Well, I did not write the entire thing, it depends on the buttplug project, for all the important stuff.
It essentially allows you to run a mini web server that can be interacted with from Second Life (http requests)
The project is written in c# dotnet core and also includes a couple of LSL examples on how to interface with it.
The sourcecode and documentation can be found here:
The Avara Hood “Ghoul” addon is out!
Suprise release!
Right on time for Halloween parties! Little evil imps like me can go party in style this year ^_^
As last year, the other specials are available again for a limited time, and will disappear into the night once again in a month!
As usual, you can find those at the KDC Main Store (10% off!), or on my Second Life Marketplace, and if you are one of my Patreon supporters, these items are yours!
Happy Halloween and enjoy!
The Classic Leather Collar is out!
And right on time before I start to feel the pressure for a halloween project too!
It has all the standard features you expect from a TouchBound collar, RLV locking, chains, suspension, etc…
It’s an intermediary step between my posture collars and thinner models, such as the pet collar, or the shock collar, still fairly comfortable looking but definitely “controlled”.
It comes with a texture HUD (standard 8 leather + 8 stitching + backing & padding) and configurable studs (like the pet collar and tassanee).
As usual, you can find it at the KDC Main Store (cheaper too!), or on the SecondLife Marketplace. Enjoy! 🙂
Almost done with the collar HUD!
I’m trying something different for this one, in line with the meat market set’s decorative rings, there is a handy little button row for setting your prefered stud configuration. But you can also load presets, same as my other items that have this feature.
It’s functional, I started fresh code-wise and it took me most of the evening to get it done. The HUD texture isn’t 100% final yet and I’m sure there are issues here and there that need fixing.
KDC Paw Mittens V16 update!
I am so sorry for releasing another update this quickly but when I removed the chain slack on suspensions I didn’t do it right and as a result, it would create taut chains when it shouldn’t.
This isn’t a critical update, but I still recommend it.
Final uploads done!
Or well, final until I see yet another problem (hopefully not!)
Big picture gallery today, you can see my 4 lods, from the most detailed to the donut… thing (that still looks enough like a collar). I could have gone lower but I got the complexity roughly where I wanted it.
And a few examples of texture and stud configuration 🙂
Slow rendering…
I don’t have anything to show for today’s update, I’ve been rendering textures for the past ~20 hours or so, before doing this I fixed a bunch of issues with the specular maps and had another color matching pass. I’m sure there was a way to speed up those renders and keep the quality but that will be for another project.
I’m almost certain that those textures don’t have any problems and that I’m not gonna have to do this again (I restarted 3 times overnight already).
Fingers crossed 😀