Archive for the ‘pet projects’ Category
Update on the nose shackle and code review.
I am more or less done with the nose shackle code, so I figured I would give a long hard look at some of the TouchBound core code to see what could potentially be improved.
I have found a handful of small little issues that I’m going to correct, I know this is probably not something anyone cares about, but here is what I’ve found and fixed:
- Some of my timer threads would end timer processing before other threads had a chance to run, this causes the animation watchdog to stop running during a suspension.
- Lock “pins” wouldn’t reset to hidden on script reset.
- Some messages still used llInstantMessage rather than llRegionSayTo (causing some delay).
- I MIGHT have greatly improved memory & script time of the animation watchdog.
- I removed some message arguments I don’t use anymore.
- I was accidentally loading some lists in the module script that… aren’t actually used there.
- A few functions were passing sounds around that are already the default one.
I’m tempted to merge all of this into the master branch right now but I’m afraid of introducing bugs -_-.
In world test already!
The ring weld ended up barely visible, but I might be able to accentuate it some more. All the models are hand LODed: 1018 complexity so far.
My friend Noshi posed for that picture, since he has the better nose 😛
A new week, a new project.
Finally creating something new for the TouchBound piercing line. It’s an idea I’ve had in my sketchbook for a while now.
The idea is that it uses a “triple” piercing (nostril, septum, nostril) and is secured by some kind of “reverse captive bead” system, with small rings on either side of the nose, gripping into the main bar.
It took a few iterations to come up with a “captive ring” design that works (the nose being in the way).
There is also a modeling accident on the loose ring that looks a bit like a welding mark, I’m probably going to keep it.
Industrial pipe kit script update!
- Fixes a timer bug in toggle shaft valves & toggle gearbox valves.
- Adds one-time owner report on shaft position (for configuring/min maxes).
- Ensure that gearboxes & shafts prims have been found before touching them.
Marketplace: Use the auto-redelivery.
In-world: Pester me in IM 🙂
Gitlab
LockMeister plugin for AVsitter2
I’m surprised, with all the documentations I have for LockMeister on the lsl wiki that no one ported the example code to AVsitter already.
If you are already familiar with the lockguard plugin, configuring this one should be almost identical.
Github PR (It might end up merged/closed but I don’t know how long that’s gonna take)
More polishing?
I’ve spent almost the entire day on the valve code, trying to get it as user friendly as possible. It is such a collosal waste of time 😀
- Analog mode (click and drag that nobody ever use in SL)
- On/Off mode (just click to open/close a valve fully)
- Distance detection (‘too far away’ kind of deal)
- Gearbox texture sliding (for the “gear window”).
- Threaded shafts go up/down.
I also re-uploaded some of the wheels that weren’t +Z oriented, so the script doesn’t need a “valve axis” configuration.
Polishing phase
The end is near!
I’ve re-textured everything a little better and re-uploaded a bunch of parts that had problems. I still want to do some more sample scripts, and a few other things here and there but this is so CLOSE to completion…
I cannot wait.
A smaller globe valve
Kinda spliced the body of the 30cm globe valve on 10cm flanges. I’m still working on the lod models but I should be done with this piece tonight.
For those wondering, there isn’t a lot left to do: A couple of supports and a tower for this valve, and the pipe set “should” be complete.
Fingers crossed.
Pipe porn
I’m bet everyone was missing that! More pipe … things.
I’m almost done with this 10cm valve, I just have to finish the lod models for the wheel.
Works the same way as the previous valve, but the gate actually slide outside of the valve body.
New tool, new rings
I initially hadn’t planned on remodeling the rings themselves, but they had a pretty high complexity, probably due to the twisted sphere that I was using for the bead. The new mesh is virtually identical, it uses the same textures and are a bit more optimized. The rotation point is also offset for ease of use.
I’m almost done porting the code of the nose ring (for starter), I’ve added the option to play a frown animation when being pulled by it too, but I haven’t done an “universal” bento version yet.