Archive for the ‘pet projects’ Category

Rocket boots

Some random stuff of course!

High security wing entrance

I guess those that will be locked past this door are REALLY dangerous.

The Dead realm pier is done!

It was faster than i expected, maybe took me 1-2 days at best, and i’m pretty satisfied of the result.

I was kind of bothered because the road arriving in front of the Manor was kind of dull, and my Miss told me she would love to have a pier here.

So once i got myself into it i guess i couldn’t stop, plus it wasn’t the most complex build in the world anyway. I knew i first needed some sort of stairs from the road to go down the cliff, i also knew i didn’t want to make a typical wooden board pier, but i didn’t want to drift too much into a crummy industrial type.

Kinda settled for some simple floating platforms you often see  where leasure boats are anchored, they usually float on large foam ish structures.

Added a few crates here and there, Timeless Prototype suggested to add a radio stream, that gave me the occasion to get back out my old player from when i still had land in Livigno.

Also added a 7seas fishing spot, not really for the money tho… i just thought it would be fitting to be actually able to fish here while having a chat.

Anywhere here is the result 🙂

Pier and Marina

I developped some more the land in front of the manor, adding an abreviated marina, access stairs and floating pier segments, terraformed left and right and added a contouring wall to the manor land.

This corner of the sim is starting to really look nice…. I WISH i had some more decent land textures…

Update on the manor

I’ve left this project take dust for waaaay too long and this week end i have the opportunity to maybe, complete the texturing of the structure.

I do believe these are the sweetest staircase banisters i’ve ever seen in sl 🙂

Want to visit? [CLICK HERE]

GLOOMII: The shores of LSL

The part two of my baby steps in EclipseIDE with the LSL Plus addon.

Like i said before the debugging environement is quite amazing , you can describe symbolic prim structures, with names, descriptions, even their positions and owner, for what i’ve seen you can also write “sim scripts” of some kind but ididn’t look into it too much.

Second, the lsl “preprocessor is great too, it spurt out a “ready to copy/paste” lsl code stripped from it’s comments, extra lines, etc but also variables and functions declared and never used. Lastly there is the possibility to write “modules”, that is you can write your own libraries for custom functions that you share across multiple scripts, this module system allow you to “include” the modules once at the start of your lsl project and the functions and variables it contains are then available, great for code recycling.

As before, the final lsl file only contain the functions that are actually called so you you can build huge libraries if you wish, the final script will only inherit of the minimum needed.

Between this article and the previous one, i forgot why i was using Eclipse in the first place… but now i remember why!

It’s simply the best lsl editor i’ve found so far.

Yummy bondage D-Ring

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Dustpan script and Dirt texture sheet done.

The dirt can now be properly picked up, there is a little freeze while you do that, that’s normal, the trashcan now also accept the dustpan wich close the loop to the incinerator.

I played around in PS for a whole and manaed to get some pretty nice dirt piles, dirt scattered and dirt broom sweeps.

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I’m also trying myself at a standalone boiler (without kitchen appliances)

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And this is a … dustpan!

First draft of a metallic dustpan for the chore system.

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That’s for collecting the dust piles obviously and will complete the sweeping cycle.

Probably the most advanced dirt sweeping script?

After 6 hours, i consider the “meat” of the script to be done:

Spawning device has an unique ID

It runs a timer to add more dirt on the floor , runs a limited sensor for counting the dirt and stop adding when maximum is reached.

Each dirt spawned get the unique id and use it to rename itself.

Each dirt patch use sensor to find the dirt generator, read the configuration values from the generator name

Set the generator position as it’s origin and move itself at a random place in the generator’s declared radius.

When swept, the dirt patch is actually moved on the floor, and will refuse a move that will put it out of range of the generator control sensor.

Dirt rotate itself according to the angle it was swept.

Dirt assume random variation in “thickness” to reduce Z fighting in complanar faces.

Dirt suicide if it lose track of it’s generator.

That’s a lot for a patch of dirt 😀

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

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

October 2025
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