Age Verification
This website contains age-restricted material including nudity and explicit content. By entering, you confirm being at least 18 years old or the age of majority in the jurisdiction you are accessing the website from.
I am 18+ or older - Enter
I am under 18 - Exit
Our parental controls page explains how you can easily block access to this site.

Scorsos mensajes - Pagina 1789

  Forum

Weabul
Da In May 2011
398 post(s)

Frustration as a sport

Tutto su iStripper
February 11, 2015, 63 risposte
I will write this here, because I know everyone will look here.
Thank you for your kind support, but I'm not the leader, merely one team member in a group working toward common goals. Many ideas have been shaped by the team, not one individual. Many individuals have come up with good ideas, later shaped by the team. I listed Rex last, not because he's the least important member, but simply to show that there is no heirarchy in this list of team members. Truth is I can't remember everybody who contributed thus far. Feel free to pitch in wherever you can. There's plenty more work to be done.

JonC001 http://www.virtuagirl.com/userProfile.php?usLogin=JonC001 -for his leadership and the all those long winded stickys
Oquijan http://www.virtuagirl.com/userProfile.php?usLogin=v6138049 -for his show of teamwork
91hebasu http://www.virtuagirl.com/userProfile.php?usLogin=91hebasu - for his guidance and for allowing me some latitude as a moderator
Wyldanimal http://www.virtuagirl.com/userProfile.php?usLogin=Wyldanimal -for his knowledge and clarity
MrBeeKeeper http://www.virtuagirl.com/userProfile.php?usLogin=v19160283 - for his friendship and guidance throughout (and I stole his idea) Great support buddy
johho - for demonstrating that language is not a barrier to communication
Dorsai6 http://www.virtuagirl.com/userProfile.php?usLogin=v21069211 - for About and How To and technical wizardry beyond my comprehension (and many many other ideas-very insightful and user-friendly fellow)
SweetAngel http://www.virtuagirl.com/userProfile.php?usLogin=v18841420 --for having a cute name
spiderman1804 http://www.virtuagirl.com/userProfile.php?usLogin=spiderman1804 -for his quick thinking and response early in the this thread
harshie- along with others, for his dedication and external support(don't know why your name is black)
Rex http://www.virtuagirl.com/userProfile.php?usLogin=TotemRex24 -for having such a bright smile in his avatar (jk)
and the forums with their
HombreSinSombra
Da In Oct 2010
6382 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Tutto su iStripper
February 10, 2015, 5050 risposte
@Beast: Thank you so much for that last explanation. Reading your post made something go 'Click' in my head! Ok, now I have to add another 2 languages to my curriculum but what the hell 😎
Now I know that @lezardo's variables were user defined, I understand a little more. I wasn't sure if the variables were VG standard variables or user defined as we still lack official documentation.  Ok. Enough about that for now 😐 Thanks again.

@ET: You're right to a point, buddy. We have all been copying and pasting existing code written by others to achieve a a certain effect in a scene. But don't put yourself or the rest of us fans of scene making down so much !😊 It still takes a little time and effort to learn what does and doesn't work, as well as understanding what we are copying and pasting. Most of what I have seen here probably looks like total gibberish to someone who has never seen programming code before. Many people haven't.  It's not advanced coding, no. BUT it is STILL code.

A few months ago, I wanted to remove the table and chairs from the Team's, Paris club scene. How did I do it? I dug into Vg software, found the mask image and just deleted it!  Yup, it threw up errors on the preview window but it DID achieve the desired effect 😛 More recently, thanks to YOU getting me into this stuff, I can now do it more elegantly. (Or put something else in there instead if I wanted to)... So here, we've learned something that most members don't know. If they are interested, they can learn along with the rest of us and share their efforts. Nobody here will put anybody down for their efforts. A few pointers (such as I just got from the Beast) will help us all. Even on Shadertoy.com, many of the guys there are borrowing others' code and adapting it to their own shaders. This is how we all learn by sharing  what WE have learned 😄


 
64buick2
Da In Jul 2008
171 post(s)

30 Points to Perfection

Tutto su iStripper
February 10, 2015, 227 risposte
I only just noticed the topic - after Ozbombers friendly message - so I thought I'd join in the fun.  I made a superficial skim through the threads so I can assure everybody my choices have not been influenced by previous voters.

I spent hours trying to make a list but it's so damn unfair to name just a handful of girls.  I also disqualified any girl who was exclusive to Deskbabes as I believe they have the advantages of sound and a higher level of eroticism in their shows.

The flawless perfection of the Virtuagirls leads me to look for attributes which are of almost supernatural dimension.  This usually takes form as extraordinarily small or large, natural tits and nipples; powerful legs and buttocks; finely trimmed or better yet, unshaven pussies; and that undefinable quality in their eyes or smiles whch reminds me of a girl I may have seen or met in person or in the movies.                                                       

I had to give a nod to the following six girls from the first 654 cards.   Their beauty overcomes the lower resolution levels and restricted content of the early Virtuagirl shows.  One point to each of them.
Ashley Robbins
Zuzanna
Chikita
Angelina *****
Lucy Nova
Manon


To cut things short, I'll give the following twelve girls 2 points each.   I simply can't call any girl superior or hotter than the other so there are no three pointers.

Anissa Kate
Ava Courcelles
Antonia
Abigail Johnson
Conny
Kathy
Kitty Jane
Nici
Playful *****
Taylor Sands
Viola
Zara
Wyldanimal
MODERATORE
Da In Mar 2008
17144 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Tutto su iStripper
February 10, 2015, 5050 risposte
framebuffer {                                  //This I underdstand 
 id: Fbo                                           //This I understand 
 source: Clip                                   //This I understand 
 shader: fragment, Blur.fsh            //This I understand 
 uniform: orientation, vec2, 1, 0     // Orientation is fairly obvious and vec2 I assume is the x.y of the screen but 
                                                          the 1, 0 afterwards ???   Is that a hotspot?      
 uniform: changeColor, int, 0         // Same here. Int is integer (whole number) but why is it there and the '0' 
                                                         after it ??? Does int,0 mean full strength colors and random? 

uniform: orientation, vec2, 1, 0     
The Name of the Variable is orientation
It is Defined as a vec2 - it has Two Components too it.
The Value of these Two Components are being set to:  1,0
this is then Passed to the Shader.
If you look at the shader it will have the same Varaiable name in it, and it's getting the Value from the Scene File.

What Orientation is used for, all depends on the programing in the Shader.
since it is a user defined variable..

the same is true for this line
uniform: changeColor, int, 0   
the name of the Variable is changeColor
it is defined as an int or interger
it's valu is set to 0
again, in the shader you will find the same variable, and it's getting it's value from the Scene File.
changeColor is a user defined varable, and what it means depends on the programming in the shader.
In this Case it's being used as a True or False  0=false, 1 = true
to determine if the Coloring is changed by the shader.
 
So this is how you Define a Variable of your Own Choice in the Scene File.
You are free to use any Variable name you want.
Set a Value to it, so that Value can be Passed to the Shader.
In the Shader, just make sure to use the same exact variable name.

Vector and Fragmanet shaders are a highlevel language.
Learning C and C++ will give you the basis for the rest of the Scene structure
it's very similar..



 
HombreSinSombra
Da In Oct 2010
6382 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Tutto su iStripper
February 9, 2015, 5050 risposte
@ET: Sorry buddy. I guess I should have made it a little more clear. Your last scene was not what I was talking about. The shaders all work just fine 😄

My  response was  to your and @Dano's discussion about mixing clip types in a single model scene, ie, swing clips at the top and say, sitting clips at the bottom. This was what I was talking about, trying all kinds of code to get it to work, so far, without any joy 😢

@Beast: I've gone thru all of those places you mentioned over the last few weeks and slowly, I am learning. Bear with me tho as I'm still not sure which language VG is using. It doesn't look anything like GLSL shader code. (Or GL_ES). Yes, some of the same vocabulary is used of course as they must be compatible.
What I and it appears others are asking for is a VG specific vocabulary and structure. Is it the Team's own language?
Eg: From @lezardo's ShadowBlob.scn file:

framebuffer {                                  //This I underdstand
 id: Fbo                                           //This I understand
 source: Clip                                   //This I understand
 shader: fragment, Blur.fsh            //This I understand
 uniform: orientation, vec2, 1, 0     // Orientation is fairly obvious and vec2 I assume is the x.y of the screen but
                                                          the 1, 0 afterwards ???   Is that a hotspot?     
 uniform: changeColor, int, 0         // Same here. Int is integer (whole number) but why is it there and the '0'
                                                         after it ??? Does int,0 mean full strength colors and random?
}

Great to have new stuff to play with but would be nice to know exactly what each NEW line of code refers to and what it actually does and why 😐

We (or at least I) can spend ages trying to figure out how to do something or what something does by trial and error.  A help page saying something along the lines of:
This is a list of vocabulary showing when , where and how to use them.
This chunk of code does this or that. If you want to do this, then you need to do that. Altering these parameters will do this or that.

Digging around all over the place, including downloaded code from others is extremely time consuming although fun at times 😉  and does help one to learn.
My point is this. I'm trying to learn two new languages at the same time... Without a dictionary or verb table for one of them. GLSL is fairly well documented but VG code is ... Not in print yet. So do we still have to keep on learning by studying others' code or is there someone here who knows it all AND has the time to build a coding language page?

Edit: Formatting errors not my fault :(