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Letzte Beiträge - Seite 1754

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Wyldanimal
MODERATOR
Mitglied seit in Mar 2008
17180 Beiträge
HombreSinSombra
Mitglied seit in Oct 2010
6382 Beiträge

Fullscreen: 'inout' entry from the left, and asymmetric card mirrori

Alles über iStripper
12. July 2015, 9 antworten
Again, thanks for saying so :) I do try to keep my scene code as uncluttered as possible, for easier reading/understanding. To be honest, I've now gone thru all of my own .scn files and deleted all un-necessary comments. 2 reasons for this: One of these days, I'll zip up all of my own work and upload it one chunk. Then anybody who likes my stuff can get it all in one easy go and install it with no hassles. The second reason is that I can use pretty much any of my own basic code to create a new scene. (Copy and paste) There won't be any ***** or distracting blurb to read thru. I have also made basic templates for .scn, .fsh and .vsh (scene, fragment and Vertex shaders). I don't think anybody is still using 2D camera setups for scenes now. The latest I've downloaded are all 3D :)

For the shaders, when I copy and paste a new one into Notepad ++, I find it easier to paste into an almost blank template. These templates are simply copies of any shader with all of the code deleted except the initial uniforms and defines required to make the shader run in VG. ( A million thanks to @The Emu for all your work on that stuff) :) Then you just have to rename them ;)

Some guys like to put their splash screens in their scenes with all the info about who helped, etc. Me, I prefer a scene to open as soon as I click on it with no 5 second splash screen darkening/obscuring the scene. Just my personal taste. No disrespect intended at anyone :) A simple text line at the beginning will show up in the top right of the gui that can say all of the same stuff.

Some guys like to leave all of the original Team comments throughout the scene code which has been copied from the Paris PC scenes and used as the basis for each new scene. For me, I don't think it's necessary as anyone starting out can simply learn what each line of code does from those original PPC scenes, then Wyldanimal's tutorial thread and then from the discussion thread for more up to date stuff.

As we learn more, of course it's good to put comments in the code to (//) show what we changed and what the changes will do to the scene. This will help us all to learn :)
HombreSinSombra
Mitglied seit in Oct 2010
6382 Beiträge

Fullscreen: 'inout' entry from the left, and asymmetric card mirrori

Alles über iStripper
11. July 2015, 9 antworten
@Dr.Doom9: Always happy to help where I can :) You are correct. As ALL of the clips are filmed entering from the right, without some extremely clever CGI from the likes of Disney/Pixar, we are stuck with right/correct, or left/reversed. Personally, with each new scene I create or download from the other guys here, (Single model scenes) I always add the line, 'scale: -1, 1, 1'. I'm a bit of a pedant. I ***** seeing writing reversed! ;)

For multi girl scenes tho, it's sometimes unavoidable. Eg: My own 'Abstract 3D' scene. After you mentioned it and I revisited it, I changed a little code so that the top left girl stays entering from the left. the middle girl also enters from the left but now the bottom right girl enters from the right. I simply added the 'scale: -1, 1, 1' to that clipSprite. Now it looks more logical but 2 of the girls are always reversed :/

Anyways. As No.6 said, welcome to this weird and wonderful world! Again, don't be afraid of shaders. As far as I know, only Wyldanimal has posted a scene (not a scene really. No girls!) with his own original shader code. ( A very basic one to demonstrate what happens to pixels when it zooms in and out).

We've all only really been using shaders here since the beginning of this year. Look at some of the stuff on www.shadertoy.com http://www.shadertoy.com and www.glslsandbox.com http://www.glslsandbox.com (GLSL is the shader language. There are a couple of versions of this but most should work in VG, if adapted correctly).

99.9% percent of the scenes with shaders here, started off at one or both of these sites. Shadertoy lets you play around with the code live and see how your alterations affect them. This is so cool to play with ;) You can then simply copy and paste the code into your favourite text editor. You'll then need to adapt it as per @TheEmu's code to make it run in VG Fullscreen. Also bear in mind that many shaders here are going to need a fairly powerful graphics card to play them at full speed. (They all use the GPU).

My second scene used a shader adapted for VG by @TheEmu. (The Flame). It really isn't that hard to do :)
Again, welcome to the nuthouse and go for it, buddy!
Wyldanimal
MODERATOR
Mitglied seit in Mar 2008
17180 Beiträge

Sell my Account

Alles über iStripper
10. July 2015, 7 antworten
Correct. 13 cards on VG, plus 134 cards on DeskBabes
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HombreSinSombra
Mitglied seit in Oct 2010
6382 Beiträge

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Alles über iStripper
10. July 2015, 5053 antworten
@ET: Remember a good while ago when we could choose which side the girls came onto our desktops? That's long gone of course :/

Without the Paris studio images (and this particular one doesn't really show it very well), I know for an absolute fact that ALL cards are filmed as entering from the right. Certainly the Paris studio cards to date, at least.

No idea about the new Vegas cards as yet as I haven't checked this issue with them. If they've been switched, then this could get complicated!

Anyone reading this can easily check this out. Go thru your collection till you see a girl's card with some writing on it. (Tee-shirt, tattoo or whatever). Open it on your desktop. Almost all of the time, the writing will be reversed and the girl will enter from the left. If the writing is correct, then she has entered from the right.

Now, if you've used Fullscreen and have seen the same girl or others with the writing correctly displayed in a given scene, I'll also pretty much guarantee you that there is one of two lines of code in the 'clipSprite' chunk of code for that scene.

For spacial positioning in 3 dimensions, we have X = horizontal. Y = vertical and Z = depth or distance from viewer/camera.

scale: -1, 1, 1 (The more common one)
This also says, X = Minus 1, (Flipped) , Y= 1, (As is) and Z = 1 (As is).

OR

rot: 0, 180, 0

The first one mirrors the X axis, (flips it horizontally). The second does the same thing but in a different way. It ROTATES the image around the vertical Y axis thru 180 degrees. ( Half a circle. You could set this number at 90 degrees and you'll see one extremely skinny girl!