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Letzte Beiträge - Seite 355

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celine
TEAM
Mitglied seit in Sep 2007
8103 Beiträge

Thank God It's Friday

Alles über iStripper
24. June 2022, 0 antworten
Thank God It's already the last Friday of June 2022!! Time to think of packing your case ! Or to stay here with us and enjoy our Summer sale !


Let me first present you our releases of the week:
  • Stefany Kyler is a Lovely Flower with her little summer dress...
  • My favorite show of of Sofi Vega has been released on Tuesday and you fell in love like I did with this Colombia's Hot Cop
  • First show of Kitty's take two and we can easily answer her prayer in Forget-Me-Not Fantasy
  • Melody Marks fell in love with this outfit and she had so much fun for this Kawaii Kutie performance
  • Kelly Collins is A Star At Night this week and a promise of a long sleepless night...
  • Tiny skirt and transparency is the theme chosen by Nata Ocean for Red And White Delight
  • When our cute little Ellie Luna says Tidy Me Up we can only obey...




And on mobile:
  • Tatiana Coco and her frilly lace lingerie
  • Belka Bulma !
  • Stella Cardo and her fuchsia babydoll




Immediate boarding for the Summer Sale!

For July & August, iStripper will upload one of your favorite promo games evey week!

July is DEPARTURE time:

  • From June 24 to July 1: THE PROGRESSIVE REDRAW
  • From July 1 to July 8: THE TWENTY FIVE
  • From July 8 to July 115: THE FREE PACKS
  • From July 15 to July 22: THE GOLDEN TICKET
  • From July 22 to July 29: THE SLOT MACHINE

At this occasion, you will be able to win the amazing Special Event Card of GeishaKyd, the first show of her take one – to be won in your progress bar!




PLUS : THIS WEEK END ONLY, the pack 1100 credits is available!
It will disappear on Monday, 11,00 am Paris time



August will mark your ARRIVAL, with its lot of new promo games, to be announced later…

Enjoy your summer !


Q&A here : https://www.istripper.com/fr/forum/thread/51190
Zantiev
Mitglied seit in Apr 2021
80 Beiträge

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Alles über iStripper
24. June 2022, 5053 antworten
@TheEmu

I agree completely and I believe you could update their program without question if given the chance which would give the creators more options to really design some very interesting scenes for all members to really enjoy and possibly bring in more customers which would be a win win for everyone.

Sandi and I really luv this program immensely and the fact that members can create their own scenes is probably the coolest marketing strategy to keep their members wanting more and providing diversity whereas other programs do not. Mind you the constant model upgrades and introductions to new beautiful models is definitely a major asset.
Gotta luv beautiful women!!!

One thing I did noticed, as Sandi likes her men stripping too, is that the categories should have been kept the same as the ladies like for example if they are wearing jeans then the casual category should have been applied to them as well and they should have hired better looking dudes and more manly men lol which is probably why it didn't go very well. We checked them all out and they are average at best considering that most of the women are very beautiful. Also the ladies mostly dance sexy and slow while the men dance fast some without any sort of dancing skills whatsoever which makes it a little weird when watching any scenes combined with the ladies.

She wants me design some all male scenes for the ladies to enjoy and for the LBGTQ community but I told her that members could specify their own playlist and the option with no categorial restrictions their men would still appear with the ladies.

But no lol!!! She wants all male scenes lol! So I created a few for her enjoyment tonight which is only fair I guess. I think she will pleasantly surprised when she returns from Calgary hehe. I don't know if I should upload them or not when I am done fixing all of the other scenes as there are no exclusively all male scenes whatsoever and considering they stopped creating male iStrippers altogether.

I will be de-activating all of my prior links and adding new links with all of the new upgrades and fixes including some extra scenes within the next few days! Hopefully, if everything goes well, so that I can finally move on to new projects and put this ***** mess behind me. Mind you I did learn sooo much from my mistakes and thanks to you and others who have contributed ideas and suggestions I truly believe all of the scenes will be sooo much better.

Oh btw I downloaded a ton of scenes into my folder and now have 473 scenes and counting mostly from your library! lol A far ***** from the 57 we had. hehe!

Take care and Thanks!!!
TheEmu
Mitglied seit in Jul 2012
7424 Beiträge

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Alles über iStripper
24. June 2022, 5053 antworten
I just thought that there was some kind of timer clause

Unfortunately that timer clause is Animate: which has some significant limitations

    1 - It is limited to the supplied standard set of "Easing Curves"
    The underlying toolkit has two ways by which a user can define custom easing curves (as Beziercurves or via a custom piece of code) but there is no way to use that capability with the current program. It would be nice if Totem supported these via Animate: where the custom code would be a table driven function supplied by Totem which would interpolate between values supplied by the end user. This would allow us to specify arbitrary movements of a single object (e.g. a horizontal shift followed by a vertical one) in a simple way rather than having to use a number of different, identical, objects which we fade in and out to simulate the simple change of direction.

    2 - There is no way to limit the time over which the animation is applied

    It would be nice if we could limit the time over which an animate clause is active, Even just being able to say that it should be repeated some fixed number of times and then stop would be useful. Currently we are limted to repeating once or an infinite number of times.

    3 - There is no way to adjust the relative phases of repetative animations

    Currently an animate clause calculates F(t) where F() is one of the easing curves and t is the time elapsed since the scene was started . It would be nice if they could calculate F(t+c) where c is a constant specified in the Animate: clause.

Unfortunately unless Totem update the program (I would love to do it for them) we are limited to what can be done via animate clauses - though as you have seen they can, with a lot of effort, be used to create some rather good effects.
Zantiev
Mitglied seit in Apr 2021
80 Beiträge

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Alles über iStripper
24. June 2022, 5053 antworten
Thanks @TheEmu I checked out those scenes you have suggested in the 'Tardis Conservatory' scenes and the varied background solution worked out perfectly. I just thought that there was some kind of timer clause to be written in the coding but I see that the coding in this interface is quite limited but the animate clause is proving to be quite diversified and useful. I'm also learning about the opengl language but even so this interface is still quite limited to what I have been learning. Nevertheless your examples in the 'Tardis Conservatory' scenes proved to be very effective.

As far as animating the water in my 'Camping' scenes well I may just take your advice and leave it out after all. I will just have to chose a better scene with less clutter next time I decide to work with a water scene. I tried using Gimp to wipe out the grass in the tent opening but I suck at Gimp but I'm learning by following some hands-on tutorials from Youtube to gain a better understanding. Sandi probably could have fixed that scene for me like she did all others but she won't be back from Calgary until Sunday. If it wasn't for the transparent mesh tent in the scene I could have replaced the water completely which would have solved all of my problems when it comes to animating it.

I also finally understand what shaders are and they are nothing more than a set of instructions to create varied effects and nothing more no matter how complex some shaders may seem to be in their programming. They are still pretty cool nevertheless.

I realize that my questions may be very basic and I do appreciate you taking the time in responding to them. I only have downloaded like a little over 50 or so scenes to my iStripper interface and now I realize I should have downloaded a whole lot more of them so that I can study them even further for their diversity and coding tricks which in turn would have prevented me from asking such basic questions in the first place and would have prevented so much loss time when it came to learning coding and experimenting. Maybe I should create a separate working scenes folder for the interface instead of incorporating them all into one folder.

Thanks as always as I really do appreciate your suggestions and assistance! I still find it amazing how I can take a vision of a scene from my imagination and transfer it to coding and see the final results on screen. I can't wait to finally finish fixing all of my scenes so that I can move on to creating others. Also it would be nice if I could edit my comments anytime as long as I am logged in instead of the time limit they give you ***** you create another comment. Like for example when I uploaded my 8 scenes it would have been nice to re-edit that comment with my fixes instead of creating another comment with other fixed links. Oh well I guess I will just have to be very careful from now on with what I upload. Live and Learn I guess.

This is just as fun as playing various instruments and writing songs in my little music studio. I just luv it!!!

Take care!!!
EverthangForever
Mitglied seit in Oct 2009
4469 Beiträge

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Alles über iStripper
24. June 2022, 5053 antworten
I still have small jerks on the FG361 scene. My GPU almost always stays around 100% usage with this scene.
Regarding FG361 stutter for members such as @ComteDracula using 4K model's cards

Unfortunately I do not have access to 4K models, so cannot test edits.. However
@TheEmu & @Wyldanimal (I think) do have access to 4K Totem media to test this.

If someone is willing to try the following alterations to Fractal Sky_3Mod01.fsh
maybe they can determine for @ComteDracula if the 4K model stuttering persists.



/* #if 1
int AA = 3 ;
vec3 col = vec3(0.);
// anti-aliasing from https://www.shadertoy.com/view/Mss3R8
for( int j=0; j<AA; j++ )
for( int i=0; i<AA; i++ )
{
vec2 of = -0.5 + vec2( float(i), float(j) )/float(AA);

uv = (gl_FragCoord.xy+of)/iResolution.xy;
uv*=zoom;
uv.x-= zoom/2.;
uv.y -= zoom/2.;
col += iterate( uv, HAIR_DIST );
}

col /= float(AA*AA);

#else
*/
uv = gl_FragCoord.xy/iResolution.xy;
uv*=zoom;
uv.x-= zoom/2.;
uv.y -= zoom/2.;
vec3 col = iterate(uv, HAIR_DIST);

// #endif

gl_FragColor = vec4(col,1.0);
}
I was wondering if there is a way in the scenes to see briefly at the beginning of a new song, the title of the song and the name of the singer or band, which is playing, and which is added in the "musics" folder of the iStripper program?
À l'époque de Virtuagirl, il était possible de déterminer les points d'entrée en millisecondes pour le son
à l'aide d'un fichier .xml dans le dossier musique. Il y avait une mention par les techniciens ou les @Rex à cette époque sur la possibilité d'enchaîner de la musique à des clips spécifiques. Rien ne semble encore s'être passé à cet égard.
------
Back in the Virtuagirl days it was possible to determine entry points in milliseconds for sound
files using an .xml file in the music folder. There was mention by the techs or @Rex around that time
about the possibility of stringing music to specific clips. Nothing seems to have happened in that regard yet.
EverthangForever
Mitglied seit in Oct 2009
4469 Beiträge

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Alles über iStripper
23. June 2022, 5053 antworten
Earlier I said something along the lines of..
.. need to be seriously looking at tweeking the actual shader code with many of these
difficult shaders, rather than just editing the scn code..

Today i was converting a WebGL shader to run on our OpenGL (fullscreen player).
When I subsequently ran that shader in a fullscreen scene, the model movements were so badly
stilted..movement was so jerky & stuttering. Unuseable I thought :-(

In the .scn I tried deploying a quad instead of a mounting texture.
Tried reducing the size of shader's mounting texture using a frame buffer.
Tried just about everything I could think of ..to relieve the jerkiness of the model.

The solution to all of this (after a lot of searching) lay mainly in the .fsh coding.
The shader author had left in the code pre-amble comments:

//Decrease or comment out to decrease/disable anti-aliasing (faster)
//#define AA_SCALE 2.0

//Comment out to disable lighting (faster)
//#define MODE_LIT

So I left these lines // commented out, thinking that was enough for our platform
to disregard any extra subsequent processing involving AA_SCALE and MODE_LIT
however the jerky-ness of the models persisted just as badly as ever.

It wasn't until going through the body of the .fsh code, & commenting out all the #ifdef
conditional statements relating to AA_SCALE or MODE_LIT that the movements of the models
began to free up until finally they were all moving as normal. Commenting out the #defines alone was insufficient.
Commenting out the boolean in this case was like this shown below..

/* #ifdef AA_SCALE
float done = 0.0;
for(float aaX = -AA_SCALE; aaX < AA_SCALE; aaX++) {
for(float aaY = -AA_SCALE; aaY < AA_SCALE; aaY++) {
uv = (2.0*(gl_FragCoord.xy + (vec2(aaX, aaY)/AA_SCALE)) - iResolution.xy) / iResolution.y;
dir = vec3(uv, -1);
#endif
*/
.......and

/* #ifdef MODE_LIT
color = color*7.0*dot(normalize(p-vec3(0,0,5)), estNormal(p));
#endif
*/
So I thought to share that ,by tweeking the .fsh code to remove unnecessary '#ifdef' a lot appears to be
achieveable to make some fragment shaders useable, yet less taxing on models' movements. Hope thats helpful.
TheEmu
Mitglied seit in Jul 2012
7424 Beiträge

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Alles über iStripper
23. June 2022, 5053 antworten
I tried simply animating the lake water but you can notice the outer edges slightly moving which in turn creates these fine noticeable lines.

You will need to use a mask to place in front of the water. This can be your existing background image with a transparent hole in it where you want the water to be and the water is then the watery part of that same image that you "cut" out of the original background. You then slightly enlarge the image of the water so that it overlaps the hole. You can do all of this using a single image which you include in the scene twice. The editing procedure in Gimp is

    Load your original image
    Add an alpha channel
    Select the area of the image that corresponds to the water
    Make the selected area transparent
    Save using the option to retain colour information in transparent areas.

At step 4 be sure to use the option to "feather" the edges of the transparent area so that there are no hard edges to the "hole" that you are creating but instead the transition from opacity to transparency is gradual (but still rapid). Feathering is a setting that you can select on the tool you use to cut the hole in the image. You can also "touch up" an edge later by applying a blur to a region that is slightly larger than the hole or by running a blur tool manually along the edge to smooth off any "jaggies". If you do either of these use a magified view when doing the editing so that you have good control over the the area that is being acted on. In some cases a final touch up can be resorted to in which you use a high magification and manipuate the colour and opacity of individual pixels or small groups of pixels in order to eliminate ***** blemishes that for some reason catch your eye in an irritating way. I most often need to touch up edges in images created by others who have used simple "cookie cutter" tools to create hard edged holes, presumably cause they did no know about feathering or because a simple editing program did not have that as an option.

In the scene file you then display the background image twice - first as with 'blend: false' in order to be able to see the water which can be animated using a suitable shader and then with 'blend: true' so that you can see the water through the hole. But you display the first version with a scale factor of something like 1.1, 1.1, 1.0 so that it is slightly larger than the "hole" it goes in front of it. You may also need to slightly reposition it.

Now, because you want to have the boat be "in" the water rather rather than in front of it you need to use a slightly more complex method than the above, in particular you will need to use more layers in your scene - one for the water behind the boat, one for the boat, one for the water in front of the boat and one or more for the rest of the scenery. In this case you can't use the trick of using just one image displayed twice but will have to use several separate images each in their own file. These can all be copies of the same original image with different parts made to be transparent - that way you have no problems lining them up in the scene.

Actually, in this particular scene I don't think I would bother to animate the water, just gently rock the boat. But it is an interresting excercise that you might want to do it if only to learn how to do it. My "ReHa" scenes have a couple of "Small Pool" scenes that you might want to look at.

https://www.theemusnest.eu/scenes/Zips/TheEmu%20=%20ReHa.zip

Also in another scene that I am also working on I was wondering if I can change the background picture in a scene with another background picture while the scene is still active

Yes, I do that in quite a few of my scenes. Just animate the opacities to fade them in or out. The transitions can be fast or slow depending on what effect you want to achieve. See my "Tardis Conservatory" scenes for examples of this

https://www.theemusnest.eu/scenes/Zips/TheEmusTardisConservatory.zip

I also use it in my "transmats" scenes - though the transitions there are more heavily disguised. It is also used in a few of my "misc" scenes.
Zantiev
Mitglied seit in Apr 2021
80 Beiträge

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Alles über iStripper
23. June 2022, 5053 antworten
Hello Everyone! I just started to read this forum and I'm only on page 33 so If these questions have already been asked I do apologize and would appreciate a reference point to deal with my scene issues. I'm totally new to creating scenes and have submitted 8 of them all at once and realize after submitting them that I had a lot of mistakes in all of them in which I do profoundly apologize for. Sandi my gf warned me to just submit one at a time and I should have listened as I have spent the last month trying to fix each scene. I have no coding skills/knowledge whatsoever but I am doing my best to learn everything I can and I really luv creating scenes with the help of my gf.

I'm having problems with animating the water in my "Camping" scenes. I have managed to get both boats rocking as suggested but I had to recreate masks for under and sides of both boats to prevent the girls feet, hands or hair from being exposed. I tried experimenting using framebuffers but I'm still having problems with using them. Obviously I still don't quite understand how to use them properly but I would luv to understand how to use them more proficiently. I did resize the white boat slightly to compensate when trying to use a calm water shader but I'm having problems for some reason with using shaders. It seems so straight forward and I feel like a dumbass but I can't seem to figure out why the refraction shader is giving me such a hard time with this Camping scene???

I tried simply animating the lake water but you can notice the outer edges slightly moving which in turn creates these fine noticeable lines. I also tried using a refractor shader to get the water moving more naturally but I spent the last 3 days trying to get it to work properly and still had no luck. I know if the scene was simpler with a rectangular type of pool I would have been more successful but with the boats in the water and the grass in front of the tent opening blocking some of the water near the shoreline it is causing me all kinds of problems.

At the risk of sounding like a quitter I am really considering just leaving out the lake animation altogether for now until I truly understand how to use shaders but it would look so cool with the water moving to give those scenes some realism and to finish them so I can move on with fixing my other scenes.

Sandi took off to Calgary with her friend for the week and I had to stay back because of work so I miss her input and suggestions and I miss her Gimp skills as I had to learn how to use it beyond just the masking as I was doing. She does all of the graphical editing as she is still learning the in's and out's of the program and I can't seem to get rid of the grass in the opening of the tent without destroying the water section lol. What a mess I had made lol. It started off good but as I got into the shoreline It just looks ***** when I tried replacing the grass in the tent opening with the water lol.

Any suggestions would be greatly appreciated! I have studied every water scene I had and still no luck. The closest I came to finding a solution for this particular scene was "Nasashie's Waterfall" scenes but I just couldn't get it to work for me in my Camping scenes. The grass and the boat masks is causing so many complications but I would luv to find a solution if possible.

Also in another scene that I am also working on I was wondering if I can change the background picture in a scene with another background picture while the scene is still active (without restarting that particular scene) and creating a delay between each background pic as it appears? I am not quite sure how to time each background pic to appear in let's say 15 second intervals. I think inserting node's may solve this problem like when animating the camera to go in various locations but I still don't know how to add a timer for each pic to appear in a timely fashion and then repeat the whole sequence once all background scenes have passed.

I know I am taking on a lot on considering I'm a newbie to scene creations and have no coding experience but I find it best to learn all that I can in the beginning so that I can create cool and unique scenes in the near future. I realize after I had submitted all of those scenes that there is much more to just creating basic scenes. Maybe I am a perfectionist to a certain degree but I really want each scene to be as perfect as It could be not just for myself but for all members to enjoy without the need to make a dozen or so upgrades to each scene every single time. I sure learnt a lot from my rookie mistakes lol.

Thanks as all suggestions and/or solutions would be greatly appreciated!