Author Archive
Coding blind
I think I nailed down the chat “conditioning code”. So that part is done unless I made some grave mistakes (which i probably have). I can’t really test a lot of the remaining code until I flesh it out a little more, there are still quite a few moving parts to put in before I can do some testing.
The notecard parsing code is in, but I still haven’t a way to actually trigger the reading of a notecard.
On a sidenote It does look like a horrible mess with all the code that I commented out.
But have faith! It can still go horribly wrong, if I run out of memory again for instance.
Lady Eleanor’s leather crop bugfix
Tiny tiny bug with the animation permissions, there was two of them that where set to “no copy”.
This is now fixed!
Ground work
Quick post for today’s work. Because I’m gonna need a good chunk of memory to make the chat restrictor work, I’ve tried several approaches to “gut out” the sections of the TB code that i don’t actually need.
This made me realise that having the “collar” as the master code branch might not have been such a great idea after all… it would have been a lot better if the master branch was a bare bone TB system with the locking code only.
But what’s done is done I suppose.
I’m almost certain that I have enough memory to handle all the configuration file loading from the core script.
Lattice cage hotfix!
There was a bug in the lattice cage RLV logic where it would attempt to apply the RLV restrictions on anyone using the sit position, regardless of the door state (open/closed).
This is now fixed 🙂
More texture work and a bit of code.
I’ve done more detailing on the cylinder part. I might settle on a metallic look instead of the “shiny grey” I had initially planned. Added a few rivets for accent and a couple of other things no one will notice and did some inworld testing.
I also did some tests for the animation sequences.
Some greeble.
Not a huge progress, i have a grade A headache so that will do until it gets better. Detailed the button “box” and added some pointless greeble on the hinges.
Chat restrictor, textures & rotating dials
I’ve completed an early draft of the normal maps. I had to redo a large chunk of the high poly because creased edges wouldn’t behave. I really like the look of the rotating lock dial but I’m not so sure about the “lock/unlock” symbols.
I also normal mapped a small “high security” keyhole in the top of the unit, it is just drawn on the rotating dial so the lock will rotate with the colored discs.
I think it’s a nice touch.
Low polygon version complete!
With some really tight UVs. Next step: Detailing the high polygon model and making suitable materials.
Folding control panel
It blooms like a spring flower! Awww 😀






















