Discussions for Scenes for Version 1.2.X Fullscreen Mode here
Tutto su iStripper
April 30, 2014, 5088 risposte
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.