Author Archive
The art of wasting time.
I’ve put the coding on the side for a bit. Since Monday I’ve been working on cleaning up my latex production chain. The main reason being that I would like to return to clothes production. I’m especially subject to burnout, so being able to switch to another project for a while would be beneficial.
Monday and Tuesday have been pretty full, but i kept scraping over and over my cleanup attempts on the SL avatar model I’m using. So that’s two days wasted at starting over and over.
For years I’ve been using a ruth shape to do ray tracing. Obviously you can already see a problem there.:I do not look like Ruth, and neither does most SL users. Because of this, I’m now building my toolchain around my own SL shape and skin. This way, what I see in my preview window will actually match what I will get.
It is now Wednesday evening and the different 3D models are ready for work. I still need to do a few tweaks on the “detail” model and finish converting the workspace to metric values, instead of “made up on the spot”.
I would love to include a few screenshots, but there really isn’t much to show.
The future of LockMeister
I started the new year by putting the groundwork necessary to update the LockMeister protocol.
For years now, the system relied on a simple ping/pong message to recover the key if the chain anchoring point. LSL Scripts now allow scripters to call pretty much every prim changing commands from the root prim of an object, making the need for child scripts mostly obsolete.
Unfortunately, chat commands are not part of those, to this day, we still cannot send a chat command from the root prim and have it look like it’s coming from one of the child prims and Linden Labs doesn’t appear to be interested at all by this idea. Because of this, a change in the lockmeister protocol is required so content creators can avoid using a slave script to relay LockMeister pong messages.
I am currently writing the new example scripts, the LockMeister protocol V2 will be structured in such a way that it piggyback on the original system and will be able to work with V1 and V2 objects regardless.
Christmas break
Usually SL creator profit from the Christmas festivities to release a few winter themed products, and I’m sure a lot of people wonder why I never do the same. The thing is that I’m way too slow when making new creations to be able to release something on time for festivities.
On top of this, I’m spending the festivities with my family, so i figured i might aswell take a break from SL creations and focus on other projects until this blows over.
I know that everyone would rather see me make fetish stuffs than video games, still here is a (very dark) of a crappy little FPS game I’m trying to make, as a learning project.
It’s about shooting zombies in a gloomy cemetery, if I ever complete it I will put a download link here.
New release, the Laminated Cuff Set
Laminated… what a convoluted word hm? Well that’s what stuck during the modeling process, and it’s fitting if you consider that this monstrous set of cuffs is made of several thick steel plates, laser cut to shape and assembled with heavy-duty bolts.
Like the paws, those cuffs are almost completely mesh based, so you will need a viewer 2.0 if you want to see them in all their glory (you should really switch to a mesh viewer if you haven’t yet there are quite a few now).
They feature my classic cuff script with all the TouchBound standard features and special animations with cuffs and collars, also the bolt slide in and out of it’s hole in the outer ring of the cuff if you lock/unlock it.
This design is supposed to use an inner cuff ring that fit closely around the wrist and is kept captive (and shut) inside the outer ring. In theory they should be able to rotate freely around each others.
You can get them from the usual places:
Laminated cuff WIP #3
Continuing my serie on the “cylinder cuffs” (temporary name) Early test in SL, looks very promising 🙂
Mesh pretty much done, now it’s only about texturing and minor tweaking.
Laminated cuff WIP #2
Low polygon model, pretty much done (still missing a hole and a hinge peg), the unwrapping could be more efficient, so I still have to do that, and there is a few iffy things with the projection cage. But the result speaks for itself:
from 518640 triangles to 1546 triangles:
Laminated cuff WIP
Various work in progress pictures of a new cuff design I’m working on.
Warning, lots of pictures. Click the link –> Read the rest of this entry »
Leather paw mittens released!
Finally after much time wasted, but also spent on debugging and upgrading the whole product line, those cute little paw gloves are finally out!
They have a customisation HUD with a wide variety of leather colors and independent base/details, like the stuffed ballgag (so you can match them), they have a new special feature when both mittens are worn and locked that will prevent the wearer to interact with TouchBound products.
Also they are my first mesh enabled creation and I’m pretty proud of it!
I updated the documentation wiki with the new information, check it out if you are lost!
You can get those for a tiny price of 250L$ from the main shop [CLICK HERE] from the [SL MARKETPLACE] or from any of the satellite vendors.
TouchBound changelog
Before i start I’m not sure if I’m actually going to publish change logs all the time but this one felt needed considering it affects nearly every TouchBound products:
Affected products:
- Lined Chrome Collar (version 3->4)
- Lined Chrome Cuffs (version 4->5)
- Lined Chrome Ankle Cuffs (version 3->4)
- Stuffed Ballgag (version 6->7)
- Isolation Headphones (version 2->3)
- 10 Gauge Nipple Rings (version 1->2)
- ER Chrome Collar (version 1->2)
- ER Chrome Cuffs (version 1->2)
- ER Chrome Ankle Cuffs (version 1->2)
Changes:
- Fixed a sound glitch.
- Corrected an error in the anchoring code.
- Removal of the glow synchronisation table and move to llSetLinkPrimitiveParamsFast().
- Added code for Mitten type object forced cancelling.
- Added Mitten status flags in the shared bitfield.
- Added ability to reject touches when the Mitten flags are on.
- Tidied the shared bitfield manager in a function.
The self updaters contained in those objects should request the new version automatically, if you come around any delivery bug, or general bug, do not hesitate to contact me inworld, file a bug, or leave me a message.
















