Archive for the ‘3D Stuffs’ Category
Cell block D-5 small update
A few things I’ve added & changed:
- The shift change takeover window is now for VR users only, sorry.
- HUD “Protektor on duty” indicator for Protektor status (localized).
- FZ-12 prisoner case blank document added to the blank form pad.
- Security card animation when locking/unlocking the Protektor console.
- Lowered the default media player volume.
- Added a blinking LED animation during shift change to make it more visible.
- Added a boot screen to the Protektor console.
- Unused handcuffs return to their dock when unused and on shift change.
I think I am going to keep polishing this until October 1st (maybe the elevator?) and then it will be time to start the yearly Halloween special project!
Thank you everyone for being so patient.
D-5 Protektor update.
Froznovia time
The map now features a rack-mounted WURMTEK-branded dot-matrix clock panel. It uses the new time system established in the world of Froznovia after “The Incident”:
Without getting into the nitty-gritty, after “The Incident” the world was forced to adapt to a new reality, and that’s when the new time system was adopted:
- The Incident marks Year 0.
- Years and months do exist, but it is common to count days since The Incident.
- 10 cycles (Zyklus) per day.
- 100 “minutes” per cycle, each with 100 seconds.
Protektor console
The “Warden” role is now officially the “Protektor.” The console features green phosphor CRT and Fraktur rendering—a fitting touch for WURMTEK.
The console now handles shift changes every cycle. It releases the Protektor shift card for 100 seconds, allowing anyone to take over. If no one takes it, the current Protektor is allowed to remain on duty for the new shift.
Which means:
- AFK Protektors can be replaced by an active player during and after shift change.
- The role cannot be hoarded indefinitely anymore.
- Private role-play groups can ignore this system.
- Busy instances won’t get stuck with an AFK or bad Protektor.
- Shift change is synchronized across all live instances of the map.
Overall improvements
- Fixed incorrect shaders on most map labels.
- Added clean stenciled labels to the cell doors and the elevator.
- Added two paper pads with Froznovia-themed forms (purely for world building and RP hooks).
Map Versions: 12/12 vs 30/30
There are now a 30/30 and a 12/12 version of the map. They are completely identical, save for the max player count.
12 is better semi-public RP instances, and easier on your PC. Use it, or don’t if you prefer hosting crowd baths. Your call.
Cell block Protektor console
I’ve worked on this the entire night. And then I had lunch, and picked up the groceries, and then I crashed. Hard.
Initially, it didn’t take long to master the basics of render to texture. It will become tricky when I rely on them too much, and it starts affecting performances. The elevator is going to need one too for its own control console, but that’s a problem for future me.
For now, I’m working on this one with two layouts.
- Main layout: Displays the warden/Protektor name, states a few things, like the rules, mentions the next shift change, indicate the lock state & whether it can be taken. Still, it’s a lot for such a small display.
- Shift change layout: Hides the current warden/Protektor, inform of the shift change, time remaining (possibly) and a much bolder invitation for someone else to take over.
I’m not sure what other screens to use. The media player is still the way it is, partially because it is recognizable, but also because that’s a fairly complex layout, and I’m not going to touch this for the time being.
I tried to spice things up a little bit by having the black WURMTEK units with their branding, versus the little olive/beige Valkorian power distribution box at the bottom with some Cyrillic serial number.
Oh yeah. And the official warden name is now Protektor, warden implied the highest authority. Under the new system that would be Protektor-Kommandant or Protektor-Aufseher. I realize some dipshits who should not be given inspiring titles will love the new name. But so be it.
Also yes, that’s the MiniATM model. Sue me.
Paperwork and prisoner storage
Well yes! I’ve been playing Signalis again, how can you tell?
So this is yet another idea for horrific, dystopian, prisoner living conditions. If you pack these tightly enough I believe you could have 6 in 9 square meter? Crazy, I know.
The thing that has been eating most of my time is building these official forms that are designed to match the Froznovia aesthetic and linguistic madness.
- F-29 is a procurement form.
- F-83 is a prisoner transfer form.
- FZ-17 is a Froznovia-specific report for prisoner punishment. I’m still working on it…
These are VERY fun to make and have been put together in LibreOffice Draw. Probably not the best tool for producing prints, but it is simple enough and does all the things I wanted.
Very fun, but also very slow. Getting the right terms in multiple languages and keeping layouts consistent takes more time than I’d like. What am I going to do with these? I don’t know… they make nice props in SL and VR, and I could release printable files if people want to use them for IRL role-play.
Sick, but also sick stuff
Regrettably, the medication I have resumed is making me incredibly sick. Nevertheless, I knew it would happen. I’ve been there before, so I know what it should feel like. It still sucks.
I re-unwrapped the bayonets and textured both to their final resolution (1024×256). I still need to make the LOD models, and I probably still need to design some kind of scabbard for them. Maybe not required, but if I integrate them to the doodle & strike system, it’s as good of a place as any for the holder.
I’ve updated the VRChat Cell Block D-5: Portals are now disabled because (for some reason) some people would try to poach visitors away from other instances. I also did a few minor housekeeping things, such as moving the stools away from the walls. Nothing groundbreaking. There is a stun prod on the table, it’s not finished, it’s a reminder that I need to finish it.
Lastly, I’m reworking the dead realm elevator. I’ve been fond of the Protektor elevator from Signalis from the very first time I saw it. Time to pay some respect to it. I’ve joined a few pictures of that part. Not sure about the way I’ve labeled it yet, if I stick to the Froznovia lore, there should be more Chinese than German on those labels.
A bit of a late update
Messy sleep, messy life. It’s too hot.
Mostly some UV unwrapping today, sorry.
Oh, yeah and the low-poly for the butcher blade, it’s got like, 300 triangles of saw teeth.
On the upside of things I believe that I have secured access to a certain medication again. But it’s going to make me sick to get back to it so… Maybe I’ll do that Sunday evening or Monday morning.
More guns, more hats
The low-poly for the warden’s hat is nearly finished. I checked the polygon count and got kind of upset. It had a handful of triangles above my existing model, though it was more optimized and more detailed. And so, I took a hacksaw to it and trimmed all the excess fat. I’m going to give it a test ride, just to see if I like it.
On the gun side of things, I’ve finished (overly)detailing the grip plates and compacted all the UVs into their final form, added a textured section and more markings, with the addition of the Froznovia procurement mark, I wonder if I should update some of the other products in this line to reflect the updated “identity” of it.
I also don’t think I ever uploaded a good picture of the back strap so here is one.
Peaked Cap and the sprawling Froznovia compound
The hat is nearly finished for the warden outfit, and I will likely release it separately at this rate. I began unwrapping the hat before I realized the chinstrap/rope part wasn’t finished. I’m probably going to make the symbols on it removable, and/or maybe not include them. I’m not sure how I feel about people walking around with my facility identifiers.
And then there is the sprawling Froznovia mess. It initially started as a simple map to help me locate places in relation to each-others, but it kinda turned into this.
It is far too big for a Second Life region (300+ meters wide) and probably too big to optimize anyway. The more I look at it, the more the C-1/C-2 temporary blocks are bothering me. Especially now that I’ve placed a construction site for the future block B-6. Maybe there should only be a singular C block? And what if, instead of standing on its own, it was sandwiched between two B blocks?
Decisions, decisions…
Also yes, it is now official and canon, Cell block D-5 is right here, under the school/administration building.
Don’t ask about D-2 and D-1.
More gun porn
This should be the last update on the HSc until it is actually ready for release. I might partner with a friend who more familiar with weapon scripting for Second Life. I’m also wondering if there is something I can do with it, to make it more “gun play” friendly, since this is what I really made it for. Being able to shoot it would be a welcome plus. It doesn’t feel right if it is merely a visual prop.
Guns and Blades
Guns and Blades, yeah we are still in that, I’m sorry. I’m still unwrapping the Mauser HSc, at this point all that is missing is the bullets and the magazine/follower, but it was complete enough to update my VR test one. Gorgeous? Yes
… But why is it so blue and so dark? I messed something up, clearly.
Also, for fun, I made a blade variant of the bayonet, I kept the S84/98 III handle (because it is cooler in my opinion) but I remade the blade into the M1898/05 “saw back”, also called “butcher blade” by Allied forces in World War I.
Can’t really think of an elegant way to optimize the saw section, sadly 200 polygons or so :/





















































