Archive for the ‘VRChat’ Category

Another Cell Block D-5 map update…

Cell Block D-5

I know, it’s the last day of September. I’m still trying to fix the Cell Block D-5 cuffs, and potentially break everything in the process.

I’ve done a complete rewrite of the cuffs that should, ideally, fix some of the lost updates on busy instances. There is a good chance that I’ve royally messed up, but only time will tell.

I also added a new prisoner sheet to the relevant paperwork pad.

Froznovia

I have been building. A lot.

I think the sawmill at the end of the main artery is exactly the type of sight line I’d like: big imposing building that swallow the end of the road.

I finally have a template done for the A blocks. It is pretty basic and my ceiling heights/floor heights are all wrong, but it is a start. I’ve put perforated plates on the north face because that’s the one that faces the Protektor barracks, and they would have complained about the stares. All the windows still need frames, windowsill, glass, and bars of course.

I also need a few variants and to revise the interior layout, especially for the laundry building.

The tractor garage is still sitting there, unfinished šŸ™

Weekend map updates

I was supposed to post much earlier, but I kept trying to do it while I was too tired to do so.

I’ve pushed a bunch of small map updates for the Cell Block D-5. It led to bugs, which led to more updates… I’m sorry about all of that.

  • Fixed audio muffling and handcuff serialization glitches.
  • Added card reader contacts to the Protektor console and fixed lighting issues on the paper bins.
  • Small security hot-fix to help long-running instances.
  • Mirror doesn’t show the HUD anymore and renders a little less, for better performances.
  • Fixed the handcuff snap-back bug.
  • Fixed the screen blocker getting stuck (it will hold this time, I swear!).

I’ve also done work on a new version of the prisoner’s uniform that is more directly Froznovia-themed. I’ll take some non-Blender pictures once I sort the dynamic numbering issue… which might require its own mesh, I’m not sure

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.

VRChat map updates

I’ve completed a couple of things about the map that I think I should have mentioned before:

I really would like to find a way to present/hint as the existence of Erika von Kroenen and Gregor Petrovich within the map too, but I’m not sure yet how. Staff files could be interesting, but their presence would make no sense. Putting their faces on the security cards later would be an option, but it still feels like a stretch.

I’ve tried getting some modeling done this week, but I’m not getting any of the important things done.

I drafted two parts: a lore dump about a defunct company: “Sonne Mond und Sterne” (using it worries me because it is a big tangent from the Froznovia setting), and a half-finished scene between Erika and Mika.

Froznovia paperwork again, additions & corrections

I’ve updated the Patreon-only release of the Froznovia paperwork batch. There were a handful of fixes that I had to apply. I also resolved some consistency issues, cleaned up the source files & made them available.

I’ve also added the prisoner case file cover sheet template. And I’m finishing up an update on the case files available in the Prison Cell Block D-5. It’s boring stuff, I just made the photos muddier, and I’m trying to make everyone’s fingerprints unique and to shift everything around just slightly.

More paperwork: Mugshots

Prisoner file cover sheets, from left to right: Kyrah Abattoir, Mika Dreher, Isabella Straatz and Alina Sokolova

There! More documents, mugshots this time! I’ve been practicing filling these out and giving them a little bit of character. Two based on avatars, and two that are Froznovia OCs.
Not entirely satisfied with those, I’m waiting for some artworks to make them a little more unique looking.

I have, so far, resisted using the triple mugshot format. But that’s only because it doesn’t fit.

Yes. Alina was always based on Ariane Yeong.

I’m also adding this new template to the Patreon rewards.

These are also in the prisoner file pad in Prison Cell Block D-5 in VRChat.

The Paperwork of Froznovia

Froznovia - 4 forms of bureaucratic horror

I don’t know if this will be anyone’s cup of tea, but I decided to release the Froznovia paperwork I’ve done so far.

  • F-29 Requisition form.
  • F-83 Transfer form.
  • FZ-17 Disciplinary report.
  • FZ-22 Interrogation report.

I’ve exported them in PDF for people who want to print them for their own nefarious uses (yes, I met those people).
And as 1920×1080 PNG files.
I haven’t finished cleaning up the source LibreOffice Draw files but I will release those too once they are ready.

If that’s something you’re interested in, I’ve made it available on Patreon.

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 :/

Further progress on the HSc low-poly

Still missing quite a few parts, but it looked complete enough to get a feel for the shape and size, both in SecondLife and VRChat.

Holding it in my hand(s), there are definitely parts that are over-engineered for the size of that pocket pistol, the extractor probably doesn’t need to be modeled at all and the chamber walls are far too detailed, normal mapping to the rescue. The sight picture isn’t too bad even on my low resolution headset.

I’ve also done more diagrams and scale tests for some of my building ideas for Froznovia.

(yes, the novel that has no illustrations and certainly doesn’t need 3D models. But it helps me think)

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

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

October 2026
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