Archive for the ‘pet projects’ Category
I have been a bit quiet lately, there were a lot of things I had to do IRL.
I visited my family for a few days on easter and it took a day to “recover” from it, it was a good time but very exhausting.
I’ve been trying to bring back my kanji lessons schedule under control (spaced repetition can get pretty wild if you stop following it for a few days) and that means that I’ve spent a lot of days essentially studying most of the day.
And after that there was a lot of long long overdue spring cleaning, trying to make my tiny apartment a liveable space again. To be honest, this is something I should not have allowed to accumulate, but you never really pay attention to it until after the facts. At least I did not wait until summer for this.
With my place now in a somewhat liveable state, I’ve been experimenting with VR a little. Room-scale is certainly a challenge when you live in a place that isn’t much bigger than some people’s walk-in closet. I’m not leaving SL don’t worry, this is mostly an opportunity to spend less time in a chair and be a little more “active”.
I did put down some work for KDC still. Since the change to the keyless padlock, I wanted to rewrite the fingerprint padlock, to essentially provide the same features it does currently, but better and clearer. Those that hang out in the KDC Mailing List Group probably saw me talk about it.
The real actual “change” is the addition of a built-in way to erase a fingerprint padlock without having to reset the script. People already would reset them all the time, why not spare them the trouble. Everything else is more focused on trying to make the way they lock and unlock as transparent as possible.
The other thing I want to do with it is fixing some of the problems the original texture had. I was under time constraints back then and did not take the time to really finish it up the way I should have.
And maybe make a couple more colors, so long as it remains visually different from the keyless model.
Since I am preparing the “official” release of the keyless padlock (okay it IS already available, I know, but not as a standalone), I figured it would be a good time to introduce a little bit of variation in the standard lock roster.
It is still a sculpted prim with quirky UVs, so there are limits to what I can realistically do with it. But I think it looks good?
There will also be a special version for my Patreon supporters too, it has been a while since I’ve thanked you all ^_^.
I’m pretty much done with the cell furniture scripts & animations! Large picture set today!
The furnitures have their own configuration system that allows you to adjust the most important aspects, which can help if you want to use your own poses.
Now, what is going on with these “config.use” cards? It’s really simple! It allows to define which sides of the furniture will allow sitting (the furnitures REQUIRE the “KDC Experiment” experience, sorry!) You still have to be fairly close.
I also included pictures of all the poses I’ve made for the bed and the toilet unit. Feedback welcome!
Slowly, but surely, I’m getting to the bottom of the prison cell project 🙂
- ✔ Config for the inside/outside lamp behavior: always on/off and toggled by the switch.
- ✔ (Optional) automatic unlocking after X minutes.
- ✔ (Experimental) “secure locking”, a padlock ID whitelist for roleplay areas that want some level of key control.
- ✔ RLV feature toggle (restrictions and/or force teleport).
- ✔ Experience feature toggle (teleport on/off).
- ✔ I got pretty much all the sounds I needed to be done: door, hatch, shutter, etc…
- ✔ Color, intensity & other light properties are now saved by the script when you edit them.
- ✔ A variant of the main cell body without the window.
- ✔ A standalone anchor bar with advanced reach checks.
- ✔ A standalone version of the light ramp.
I started working on the furniture script. I came up with a cool configurable, directional range check. You can decide in which directions the furniture will allow an avatar to sit, including top & bottom (useful to allow sitting on a top bunk, but only from “below”, or to prevent sitting through a wall).
That’s all for today!
Brief late night update!
- I added an (optiona) automatic prisoner number generator, it is unique and fixed for all avatars, (I’ll share the code if others want to use it).
- All major interactions have a small built in delay (1 second or less), specifically those that produce messages or sounds.
- Touch areas check not only for range, but also evaluate whether you can realistically reach the object you are clicking from your location (example: from inside the cell, door closed, you can only pull the door handle if the hatch is open)
- RLV restrictions via relay is in, I still need to do some testing to implement (optional) vision spheres.
- Experience Force-teleport is in.
- RLV Force-Teleport is in.
- Some of the sounds are in and are inventory-based to help with modding, it is also fault tolerant (missing sounds won’t play at all).
- All standard TouchBound locks and Heavy-Duty locks are implemented.
- Mod-friendly animation system, resizing & moving parts ‘should’ be handled gracefully (no hard-coded positions & scales on anything).
- Very satisfying light switch & neon light?
Terribly produced videos! And a short list of the prison cell features (so far):
- ✔ The door handle latches/unlatches.
- ✔ The door opens.
- ✔ The hatches swing open/closed.
- ✔ The window shutter slides.
- ✔ Light turns on/off inside and outside, the light switch actuates.
- ✔ The door takes standard/heavy locks but also timelocks & accessories.
- ✔ Handle rattles when it can’t unlatch.
- ⭕ Swing open/close sounds, shutters, hatch sounds, lamp sounds.
- ⭕ Touch distance check, inside/outside reachability checks.
- ⭕ RLV relay force-teleport & seating restrictions.
- ⭕ Experience force-teleport.
- ⭕ TouchBound anchor code.
- ⭕ Furniture scripting (toilet & bed).
- ⭕ Furniture poses (toilet & bed).
I’m probably forgetting a bunch…
Done with the cell toilet unit! I made two example “configurations” with the higher-security cell having no exposed pipes (for example).
Time to script it all together now.
I just finished the low-poly model, it is unwrapped nice and tight and ready for upload.
I was gonna have one of those pull handles on the “flushometer” but ended up settling with a push button instead. Probably safer this way too.
Last stopfor this prop: material & textures.
I did some more work on the cell lavatories, but I don’t have a lot to show today.
I did some cleanup on the low-polygon model, a really simple collision mesh and some quick tests in-world.
Just enough to notice there might be a very slight scaling issue. Or at the very least, the sink is a tiny bit too low.
By that I mean, it looks like it is at about the right height when sitting, but all kinds of wrong when standing.
Oh and I forgot that the unwrapping wasn’t done, which means that I can’t use this model for texture tests. Good job Kyrah.
The toilet and sink unit: The LAST model I have to finish for the cell project.
Once again monday was too busy. I hardly had time to work on anything, because of that, this is mostly work from today.
I took the original mockup I made months ago and cleaned it up, smoothed most of the round edge loops to by lining everything up nicely on curves.
I also deepened the sink to make it a bit sturdier and gave both the toilets and sink this smooth slanted surface on the bottom half. I’m hoping that this will help to make it look like both like metal and ceramic, depending of the material used.
The piping has been remodeled, I added a syphon valve to it, a few wall clamps and also top fixtures like a fountain-style faucet and some “knobs?”. Obviously these aren’t the final materials, this is just for visualisation.
Oh, and the all important paper roll 😛