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Derniers messages - Page 1992

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FalconAF
Inscrit en Jan 2008
530 message(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Tout sur iStripper
1 May 2014, 5111 réponses
Mods,

Could you make this thread a "sticky" so it will stay at the top of the "Everything About VirtuaGirls" list? At least for now? When it falls off the "Hottest Topic" list on the Community page, I never know where to find it again. I'm guessing as more people start playing with making custom scenes (and learning how to do it with questions and answers in this thread for now), a "sticky" would be easier for them to find them posted here. In the future a dedicated "User Created Scenes" could be made and any scenes here moved to it (to clean up this thread from all the other stuff in it right now). ;-)

It would also be nice (and much appreciated) if something could be done with all the "How To..." posts from the several threads explaining how the .scn files are constructed, what the parameters in them are used for, and the "why" behind it all. Those posts are getting spread out in quite a few different threads now. For instance, it would be really nice if all of Wyldanimal's examples and explanations were in one thread, something like "Scene File Tutorial" or similar. Other member's examples and insights could be moved to it also as applicable.

Although the versions 1.2.x.x are still in Beta, I think we are all discovering things about the core program too now by creating new Scene files. Obviously, some of the things in Beta v1.2.0.2 were adopted because of things some of us discovered creating Scenes in v1.2

Just a couple ideas to make the forum more user-friendly for people wanting to find or create new Scene files for the new Full Screen.
readyforanything
Inscrit en Apr 2011
5037 message(s)
FalconAF
Inscrit en Jan 2008
530 message(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Tout sur iStripper
30 April 2014, 5111 réponses
Thanks for the reply and great info. I could have worded my part about "Reflections were never an issue before VG started having Full Screen." I knew reflections were never used before Full Screen came along, and that was what I was trying to say. Sorry about any ***** that caused.

I went back and rearranged the reflection and model orders in my .scn files. That pretty much solved the things in the pictures of the pole clips I posted. The funny part is (OK...maybe not so "funny") is that when I first started making my new scenes I tried to use the default scene files as "templates", and they all placed the Reflection entries above the model entries in the .scn files. Things seemed to work fine for the most part. Then a day or so ago I guess I misunderstood a post that said the order of the entries in a .scn file made a difference and you should place the models first, then her reflections. So I went back and "fixed" all my .scn files...moved the Reflection entries AFTER the model entries. Then the "fun" began in earnest, with the results you saw in the pictures I posted. I was going nuts trying to figure out what happened, because it happened all at once to ALL the scenes I was using! ;-)

OK, I'm pretty sure I understand what "Scenemask" is in a scene now. It's anything that is "z-LAYERED" in front of anything else in a manner that will "block out" something behind it, as wherever that happens the front layer will "block out" what is layered behind it. Note I understand the ***** in the semantics between "z-level setting" when using a POS (position) value, vs "z-layering" as it applies to where the object is in the .scn file order list. The semantics of it can get ***** sometimes.

And the .png files can have "transparent" areas on them where that blocking (masking) won't happen (that may not be worded right either, but it explains why you can create a .png file with just the "masking" capability to stop model reflections from going off the front of a stage by using just a graphic of the front of the stage for the whole .png file).

And even a "clipsprite" like the model can "mask" (sort of) another "clipsprite" like a model's reflection, but in that case, how well the reflection might be masked would be determined by the Opacity setting of the Reflection clipsprite.

So...one last question. I'm assuming now that there is technically no limit to the number of "scenemasks" that could be in a .scn file. For instance, I could use a .png file to help mask something "behind" it, then can use another .png file in front of THAT one to mask something on it, as long as it doesn't unintentionally mask out anything I didn't with the first .png file? Just have to be sure they are all z-leveled correctly and everything is in it's "proper order" in the .scn file list? And when I say "z-leveled correctly" that may not be the "right way" to say it, as I'm referring to just making sure the .png files and/or clipsprites are "layered" correctly on top of each other ("placed in the proper order") in the .scn file.