EEP is on Firestorm!

If you haven’t seen it yet, EEP is finally available on Firestorm 6.4.12!

I invite you to check out Inara’s blog where she has a nice breakdown of all the cool new features that this update brings.

I’ve finally installed my custom-spooky EEP setting at the KDC Main Store and adjusted most of the lighting to take in account the new ambience brought by EEP.

Come check it out and then slide into my IMs to tell me how horrible it is 😛

(Note: the undercity need a complete re-lighting and I haven’t gotten around doing that yet, bring your own flashlight if you wander in there)

TouchBound 2020 system update – part 4

Ankle and Thigh cuff update! Thigh->ankle can now force a kneel, just like belt->ankle can.

Changes

Products updated

Sorry everyone again for those big update chunks…

 

MixMaster Update!

I know, it has been a while, this update brings a few minor fixes and quality of life improvements:

  • A fully scripted bartending handbook replacement with categories, navigation menu and recipe pinning that can be extended easily.
  • A new recipe card format, cross compatible between the MixMaster itself and the handbook.
  • Some leftover debug code in drink scripts has been removed.
  • A test item (that really shouldn’t have been there) was removed.

The new Bartending Handbook was much needed given how bugged and impractical the notecard version was.

The new version sorts all drinks alphabetically, by taste and by type to allow you to pick the drink you want quickly. The drink menu page summarize all the informations that used to be in the notecard version, and you can also temporarily pin a recipe as a hovertext. The notecard format is also identical with the new machine card format, so updating the handbook and the machine with custom drinks is a breeze.

A room with a view

The window unit pretty much finished, and I’m very happy with the appearance of the glass.

I started doing some work on the door that I mocked up a while ago and came up with a cool looking handle/latch combo (with a nice guard around it), I ended up scrapping the original door design ans started fresh.

The biggest change is that the hinge runs the full length of the door now, with a few reenforcement tabs. Not entirely sure yet which parts will be normal mapped and which will be geometry, still at the design phase.

Not sure how I feel about the skirt around the bottom hatch extending all the way as some sort of … kick plate? I’m not sure it makes any sense really.

TouchBound 2020 system update – part 3

Cuff update! But this time there is a tiny new thing. I called it the “Ballerina” pose. As usual, one or two arms are possible. Dancing with this looks exceptionally silly.

Changes

Products updated

Cell project: some more progress

(It’s not a bed, it’s literally just a prim I had there)

As I mentioned before I’ve made a version of the barred section without the slot, those textures, including the window ones are done.
I’ve given a second pass to all the repeating beam sections to make sure none of them have inverted UVs, since SL doesn’t like that very much.

I’ve also moved the window a little higher, fixed the cell mesh & lodded it properly.

And finally, an attempt at a wire glass material for the glass pane that sits in the window frame (outside the bars makes sense right?).

Things that remain:

  • 1 or more door variants with hatch and stuff.
  • Material for the tiled section.
  • Possibly a better floor texture and/or decal versions.
  • Ceiling lamp.
  • Chain anchor plates.
  • Texturing the root prim as some sort of fuse/light/control housing. (It HAS to be a prim because of a weird SL quirk related to sculpted prims, which I need for TB locks).

TouchBound 2020 system update – part 2

There is going to be more part yes, but I’m going to wait for a couple weeks before I move on the next block.

Changes

  • Everything from TouchBound 2020 system update – part 1.
  • Dullahan Collar: Missing glow issue on the back chaining point.
  • Tasanee & Vermilion Collar: Lock scaling issue.
  • Fallen Princess: Shouldn’t be able to draw chains to bolt holes.
  • Strict Braced Collar: Neck pose support for Utilizator’s M3 & M4 heads.

Products updated

TouchBound 2020 system update – part 1

I tried to delay this one as much as possible, but here it is.

Changes

  • (ER & Lined Chrome Collar) Slight optimization of the click helpers (tube->cylinder & alpha masking).
  • Increased minimum radius to trigger suspensions: 1m -> 1.25m (1.5m was too big and looked unnatural)
  • Relaxed all animation permissions to copy&mod (yay?).
  • (Mostly the chastity belt) Fixed a potential menu error due to too long descriptions.
  • Suspension chains don’t slack anymore.
  • Faster, simpler, bullet proof, animation controller.
  • Added a documentation link on the double-click info box.
  • Added the straight & stooped poses to the front rings of the chastity belt (and the equivalent on collars).

Products updated

That’s all for today because I’m making more and more mistakes, which usually mean that I should stop.

Update for the Hired Help uniform!

Today I’m releasing an update to the Hired Help uniform that contains a bunch of long overdue fixes & improvements:

  • FIXED: Preserve tint color on metal parts.
  • FIXED: Prevents interaction conflict between the hidden lock and the bib.
  • CHANGED: More memory (code cleanup).
  • ADDED: Accessory support.
  • ADDED: Documentation link on the information box.
  • ADDED: RLV Alpha auto wearing.
  • ADDED: (optional) Sewn pockets feature -> no inventory when locked.
  • ADDED: (optional) Body slice hiding for Utilizator’s Avatar 2.0.
  • ADDED: BoM Alpha mask for Utilizator’s Avatar 2.0.

Oh, and in addition, it is 30% Off ~

Enjoy!

Cell update: more textures, bars

Reworked the wall texture to make it tintable (it IS tinted right now), added some subtle drips on the top edge and general grime at the bottom. It appears that I’ve fucked up the UVs of the concrete on the outside (fixed already, but not re-uploaded yet), easy fix.

Finalized the barred section with the tray slot (mesh wise, lod & all) and have been trying to make it “pop” texture wise. It’s not perfect but I think it looks the part. Same as the lattice cage, I do texture recycling on identical sections (only a bit better this time), textures aren’t 100% final but I like where I’m at with those; not too little, not too much.

I’ve redone the tiled section as a raised overlay so it can safely be hidden if you don’t want to have it, same for the baseboards (still untextured).

The lamp is just a cube for now, I plan to have a little more than that but I wanted to test my options as far as lighting the cell: It looks pretty convincing with a down facing projector and a “support” omni light to lighten the ceiling a little. I tried using the cell center as a lightsource, but it turns out that it is disabled as soon as you enter the cell, some sort of culling I assume.

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

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

November 2024
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