Archive for November, 2020
Cuff update! But this time there is a tiny new thing. I called it the “Ballerina” pose. As usual, one or two arms are possible. Dancing with this looks exceptionally silly.
- Everything from TouchBound 2020 system update – part 1.
- Everything from TouchBound 2020 system update – part 2.
- New “Ballerina” pose between wrist cuffs and the top ring of the Heavy Metal Headcage.
(It’s not a bed, it’s literally just a prim I had there)
As I mentioned before I’ve made a version of the barred section without the slot, those textures, including the window ones are done.
I’ve given a second pass to all the repeating beam sections to make sure none of them have inverted UVs, since SL doesn’t like that very much.
I’ve also moved the window a little higher, fixed the cell mesh & lodded it properly.
And finally, an attempt at a wire glass material for the glass pane that sits in the window frame (outside the bars makes sense right?).
Things that remain:
- 1 or more door variants with hatch and stuff.
- Material for the tiled section.
- Possibly a better floor texture and/or decal versions.
- Ceiling lamp.
- Chain anchor plates.
- Texturing the root prim as some sort of fuse/light/control housing. (It HAS to be a prim because of a weird SL quirk related to sculpted prims, which I need for TB locks).
There is going to be more part yes, but I’m going to wait for a couple weeks before I move on the next block.
- Everything from TouchBound 2020 system update – part 1.
- Dullahan Collar: Missing glow issue on the back chaining point.
- Tasanee & Vermilion Collar: Lock scaling issue.
- Fallen Princess: Shouldn’t be able to draw chains to bolt holes.
- Strict Braced Collar: Neck pose support for Utilizator’s M3 & M4 heads.
I tried to delay this one as much as possible, but here it is.
- (ER & Lined Chrome Collar) Slight optimization of the click helpers (tube->cylinder & alpha masking).
- Increased minimum radius to trigger suspensions: 1m -> 1.25m (1.5m was too big and looked unnatural)
- Relaxed all animation permissions to copy&mod (yay?).
- (Mostly the chastity belt) Fixed a potential menu error due to too long descriptions.
- Suspension chains don’t slack anymore.
- Faster, simpler, bullet proof, animation controller.
- Added a documentation link on the double-click info box.
- Added the straight & stooped poses to the front rings of the chastity belt (and the equivalent on collars).
- Lined Chrome collar.
- ER Chrome collar.
- Classic leather posture collar.
- Heavy metal collar.
- Classic shock collar.
- Chrome chastity belt.
That’s all for today because I’m making more and more mistakes, which usually mean that I should stop.
Today I’m releasing an update to the Hired Help uniform that contains a bunch of long overdue fixes & improvements:
- FIXED: Preserve tint color on metal parts.
- FIXED: Prevents interaction conflict between the hidden lock and the bib.
- CHANGED: More memory (code cleanup).
- ADDED: Accessory support.
- ADDED: Documentation link on the information box.
- ADDED: RLV Alpha auto wearing.
- ADDED: (optional) Sewn pockets feature -> no inventory when locked.
- ADDED: (optional) Body slice hiding for Utilizator’s Avatar 2.0.
- ADDED: BoM Alpha mask for Utilizator’s Avatar 2.0.
Oh, and in addition, it is 30% Off ~
Reworked the wall texture to make it tintable (it IS tinted right now), added some subtle drips on the top edge and general grime at the bottom. It appears that I’ve fucked up the UVs of the concrete on the outside (fixed already, but not re-uploaded yet), easy fix.
Finalized the barred section with the tray slot (mesh wise, lod & all) and have been trying to make it “pop” texture wise. It’s not perfect but I think it looks the part. Same as the lattice cage, I do texture recycling on identical sections (only a bit better this time), textures aren’t 100% final but I like where I’m at with those; not too little, not too much.
I’ve redone the tiled section as a raised overlay so it can safely be hidden if you don’t want to have it, same for the baseboards (still untextured).
The lamp is just a cube for now, I plan to have a little more than that but I wanted to test my options as far as lighting the cell: It looks pretty convincing with a down facing projector and a “support” omni light to lighten the ceiling a little. I tried using the cell center as a lightsource, but it turns out that it is disabled as soon as you enter the cell, some sort of culling I assume.
Several changes which I believe make it better overall:
- I removed the right side panel from the mesh: it will be re-added as a separate object so you can decided if you want panels, bars, or both.
- The “tile” section on the second 1/3rd of the floor is now raised slightly rather than recessed, which looks cool but also will allow to make it invisible (I only had black marble tiles for testing).
- The wall corners are beveled to make the 90° transitions softer.
- The ceiling has a recess for lighting.
- The ceiling now extends (down) all the way to the beam that runs along the wall and is also beveled in all corners.
- The baseboards will be hide-able too.
I started texturing the metal beams with a very small normal map, it almost looks good enough under the right lighting but I need something more…
(Sorry for the ‘dark’ the in-world test pictures are, I didn’t realize that when I took them)
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?
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