Author Archive
KDC Institutional Straitjacket 1.3
I just released an update to the KDC Institutional Straitjacket, as usual just contact me for getting your updated version and get back your leather texture pack (for those who own it) before deleting your old one.
Changes in 1.3:
- Added support for Display names in texts.
- Added support for User names along with Legacy names for the whitelist format.
- Changed notecard permissions to fullperm to avoid problems with access list change detection.
- Fixed the RLV lock to be “attachment bump” proof.
- Removed cooldown cancelling if you tried to free yourself before the time is up (it only tells you that you are too tired now)
- Added automatic edit prevention when using the RLV locking.
- Modified the whitelist parsing so it ignore whitelist modifications when tied up.
- New chest invisible prims with better coverage.
- Removed an unneeded script.
as usual all this can also be found in the up to date documentation
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.












