Archive for the ‘Code Stuffs’ Category

Depression block

I think I’m mostly out of it. I did a little more work on the round locks, further tweaking to hide the artifacts in the normal map & occlusion map (I kinda had to do this by hand).

Still updating the lock code, that’s the main issue there, now that it works well on the time-release lock, getting the keyed locks to support everything. I won’t replace every lock at once, but once I’m confident with the protocol extension, I’ll roll out a full PBR update of the lined chrome set.

I also want to try making an improved chain texture, something that still has the qualities of the current one (doesn’t look like it doesn’t belong), but looks simply… better. We’ll see about that I suppose. Looks like I’m not going to make it before Mars with this.

There have been a lot of heavy things to deal with IRL & SL & VR, I won’t elaborate, but I figured I would still post a status update. Feeling quite energized today… Even if it’s bedtime heh!

Addendum, because I’ve seen this and I can’t unsee it:

Yes, you can use my items in your pictures, (even store pictures so long as you’re not implying that you are selling my work, credits would be nice but not required), as long as the picture hasn’t been touched by an AI generation/assist/inpainting tool, I will press the funny DMCA button if you do.

Padlock PBR upgrade in progress

The PBR upgrade for the lined chrome set has been “in progress” for a long time now, the main reason I haven’t released it, is that locks & accessories do not currently support PBR, and that annoys me. I’m currently hard at work to solve that problem, and I’m using the time-release padlock as my guinea pig. Oh yeah, and we’re getting emissions on locks for the same cost.

I’ll probably make the fingerprint/keyless locks print plate emissive: it looks cool.

PBR doesn’t look right on HUDs, so I’m going to have to make locks… effectively swap texture when you attach them/rez them.

I’ve decided to run a little poll for some potential changes on the time-release padlocks, since I’m already working on that. I am considering increasing the max allowed time for the current time locks, since I STILL haven’t made a longer variant and people are telling me 6 hours is really short.

Don’t forget that you can pick more than one option → https://strawpoll.com/jVyG26Vb1Z7 poll closes in a week!

Progress on the trench lighter

All unwrapped and textured (might not be final), I ended up adding the KaisersRauch logo on the trench lighter wick cap, as a last minute addition. The body could probably take some interesting markings too.

The windshield uses an alpha mask for the vents, so I could make a few versions. The textures are only 256×512, and You might think that it is a bit too blurry, but I think it looks great.

I’ll be real, I know this isn’t what I should be working on. I’m almost done with the MiniATM update, just a couple of last minute additions before I can kick this one out.

So much on my plate… and a lot of it scares me: The latex maid dress, the skin suit, the chrome cuff set big PBR treatment & general PBR support for locks, new locks.

I’m also thinking about pushing an update for the cell furniture and lattice cage that allows to “push” someone down onto them (kinda like RLV capture, but different), and maybe some more cage ideas…

 

Pending MiniATM update.

I got a few interesting suggestions for the MiniATM, and so I’ve been cooking up a little update for the past couple of days. It is mostly about the debt system, really.

  • Debts will now be reclaimed from the newest to the oldest, and not the other way around.
  • Each debt will have additional data fields:  start date, initial amount and total repaid.
  • There will be a new optional feature to raise the interest rate after each new debt (to a configurable limit, obviously), rather than the fixed 1% weekly.

Other than that, I’ve messed around with that lighter model and I have an early VR version to light my cigarettes, and… apparently heat up my knives? Contacts are very fun indeed.

Come on VRChat, what are you waiting for? Let us make props already.

Also, an early concept for a 9×9 basement dungeon…

Getting near the finish line…

I’m getting near the finish line in more ways that one: The Compact Compliance Club (tentative name?) is nearing completion, but Christmas is just around the corner, which is giving me just about everything: anxiety, stress, bellyaches…

On the baton side of things, I’ve done a solid amount of work, the LOD models, animations, script, HUD, holster. I’m still hung up on the impact sounds and I still need to make the bruises for the Doodle & Strikes integration.

It’s really simple, behavior wise: When collapsed you can gesture the baton around, but you can’t hit anyone (it still does the swish sounds). If you do a hard hit (click and hold) that will deploy the baton’s extension, and from that point on you can hit people with the light and hard hits if they are in front of you. Retracting the baton, requires clicking the baton body at the moment.

The holster also keeps track of whether the baton was deployed/retracted if you use the temp attach feature (and it shows visually).

Cell Block D-5 update!

I’ve just pushed another update to the Cell Block D-5 map in VRChat!

Now you should see a pair of floating handcuffs where a cuffed player is if they have you blocked, (or if you blocked them) rather than the handcuffs teleporting to 0,0,0.

Breakthrough on the HC-03W Handcuffs for VRChat!

I spent nearly 3 days getting these to work. After much frustration and a mini stress breakdown, I ended up settling on a really crude position smoothing solution for when the cuffs are not attached to someone’s wrists (until I can come up with something better). Most of the interesting things aren’t implemented yet: Wrist position compliance (via screen blocking), audio/visual details, Cell Block Warden integration & preventing someone who has been cuffed from uncuffing themselves, but those would just get in the way of debugging.

Due to the way I’m keeping track of the cuffed person, it is probably, already world-rejoin proof, I should probably add that to the cell block cells too.

Handcuffs suspension thing, done!

New features implemented on the handcuffs!

  • Option to “tighten” the cuffs after self-cuffing.
  • Click helper that can be made visible and shows up in “highlight transparent”.
  • Suspension animations with adjustable wrist spacing & cuff position offset.
  • Time lock support (basic).
  • Config to have the bracelets open or closed when in the “unequipped” position.

There are so many configuration options now…

Visuals and sounds

No sound in the video here as I’m having an issue with my screen recorder crashing when I do, so you’ll have to excuse me. FIXED

These are the sounds I’ve put together so far:

  • Ratcheting sounds when the bracelets close (recording of my HC-01 handcuffs).
  • A beep sequence when the LEDs come on and off (it’s like the 4th attempt at this sound now…).
  • A servo-ish sound when the bracelets release.
  • A single beep on lock/unlock after the lock/unlock sound.

The actual locking/unlocking sound is still the typical KDC one as I figured most people recognize this one anyway.

I also had to redo the offsets because the cuffs were actually upside down while in the back, which made the accessories look weird. But that’s a general issue with the TouchBound accessories sadly (Mitigating it a little is nice, still).

Tomorrow: Key animation, bento hand flexing, and some more config stuff (closing the bracelets when docked, or not?)

The Handcuff code is slowly falling into place

I was out of town earlier this week and the day I came back I ended up on a friend’s live stream (again). Fun, but exhausting.

I did my best to use the remaining time productively, but even now as I write this post, I still feel somewhat sick. Here is a bit of a summary of the work done on the new handcuffs, so far.

All of these use configuration cards, so that’s really on a “per avatar” basis:

  • Tightness of the bracelets when the cuffs are closed.
  • Wrist spacing when animated (front-cuffed only at the moment), this uses a bunch of animation variants effectively.
  • A saved “position & rotation” for the front-cuffed and “unworn” state. (only read on script reset, manually moving the cuffs to a new position will be saved)
  • Whether the cuffs should be visible, or hidden when in the “unworn” state. Most people will probably want them hidden, but a “nice to have”.

And those all update live, that’s kinda nice, but you do need to do this with the RLV mode disabled due to the no-edit restriction.

I ended up almost losing my mind hunting down what I assumed to be a major bug introduced during the (ongoing) PBR refresh of the system. But no, after 2 hours, it turns out the new LSL preprocessor I was using appears to have a bug that causes it to optimize out functional (and important) code.

I’ve also done some work on the VRChat version of the Cell Block D-5, and got a nice prototype of the media player. I even got my hands on some screen shaders (made by Noriben Lunch) to give each of the displays the right appearance (Trinitron aperture grid and an LCD panel… maybe the rack should also be a CRT tube… or a broken LCD?).

Kyrah Abattoir
Creator of BDSM and fetish content in Second Life since 2004.

Seasoned 3D artist and programmer, aspiring video game creator.

February 2026
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