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Ostatnie posty - Strona 1955

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Wyldanimal
MODERATOR
Dołączył: Mar 2008
17246 post(y/ów)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Wszystko o iStripper
April 29, 2014, 5088 odpowiedzi
allow and deny values
table, top, cage, pole, inout, behindtable, fronttable, others

What each means:
clip type - word
0 others
1 fronttable or table
2 behindtable or table
4 Pole
16 ??? others
32 ??? others
64 inout
512 cage
1024 top

Use of the word table would include both fronttable and behindtable

Compare to the GUI language:
clip type GUI word
0 - no GUI word, but it is standing on the taskbar
1 over task bar - in front of the task bar
2 task bar over - behind the task bar
4 Strip Pole
16 - no GUI word, but it is holds a sign
32 accessories included
64 in / out
512 cage
1024 Top of Screen

The Clip type Value is additive.
Pole is value 4, so any clip that contains the value 4 would be included by the use of the word Pole.
so Pole included 4, 36, 68 type clips.


I have not yet tested if we can combine the Allow and Deny together.
Also, with v1.2.0.0
you should only use Allow and Deny in the scene file
Not use filter any more. ( might have been left in for backward compatibility)
filter word is same function as deny..

regards to type 16 - with a sign.
there was only one card I know of. a0002 that has this clip type.
a0002_82113 ... type 82 = add 16 and 64 together
a0002_82114
so I don't think a filter will be made for it.
The GUI does not use a special word for it either.

also, back in the early days, the value 64 In/out was mistakenly added to
all clips that the Model Entered or Exited the Screen.
Even if it was from behind or in front of the task bar.

The Correct use of type 64 is for leaving or entering from the SIDE of the screen.
So use of InOut might have varied results on older clips??
Wyldanimal
MODERATOR
Dołączył: Mar 2008
17246 post(y/ów)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Wszystko o iStripper
April 29, 2014, 5088 odpowiedzi
"Reflections were never an issue before VG started having Full Screen."

The Normal Desktop Video Player Dose not Have any reflections at all.
you only see One Instance of the Model on screen.

With Full Screen. You Do not Need to have a 2nd instance, but it adds to the Scene to simulate a reflection or Shadow.

Reflection is Not true reflection on the Surface of shiny floor..
There is no Shiny floor. Only an illusion of one.

It is simulated reflection by rotating the same image around the Hotspot.
On a pole clip that is the Bottom center of the pole.
(** some pole clips it is slightly higher than the bottom of the pole)

So anything the goes LOWER then the bottom of the pole ( like when the model in front of pole )
it will be Higher than the bottom of the pole when rotated around the bottom center of the pole.

So What can be done??

Create the Reflection First, then add the normal Clip 2nd.
Remember that as you add sprites, the last one is ON TOP of the previous.

So now the normal Clip will be Over top of the reflection.
and with the Opacity set lower, you won't notice it quite as much.

Ahh HA!.. I must plan the Order of how to Add my Sprites...

Create reflection and Shadows first
then add the normal clipSprite so it is On top of them.

** with New Filming. The Camera is Not Looking Straight On to the model.
it is looking Slightly Down at the Model.
So to Put Her Feet on the Task bar. an slight height adjustment is built into the clip when it's encoded. But when she walks around the pole.. now her Feet are in front of the taskbar.
this is due to the Camera Angle during Filming. It can't be avoided.
and this is why some pole clips, the hotspot is slightly higher then the bottom of the pole.
So now when rotated for a reflection, it looks like the "pole climbs up itself."

add the reflection First, then ass the normal Clip 2nd to fix this.. {/b]

of course everything I'm telling you is just speculation on my part, plus what I've been able to figure out from trial and error.
I've not really got any more information that what you have, some good comments in the first scene files from Totem.
and my experience with OTHER 3D graphics software.
FalconAF
Dołączył: Jan 2008
530 post(y/ów)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Wszystko o iStripper
April 29, 2014, 5088 odpowiedzi
@Wyldanimal: I totally understand the z-level "layering" concept vs the "distance away from something" concept for the Camera position. That hasn't been the difficulty I've run into creating Scenes.

But after some serious brain-draining, I *think* I have discovered the/a problem with the coordinate system used in the 3D Scenes, and it *seems* to be the reason I have been having trouble comprehending the model reflections and "masks" issue. Bear with me and I'll explain it, and if I'm out in left field yet, I'll humbly crawl back in my cave.

OK, in another thread you said the following about positioning a model in a scene:

"For pole clips, the BOTTOM CENTER OF THE POLE is used.
For all other clips the the BOTTOM CENTER OF THE BOUNDING BOX is used.
For Swing clips It's the Top center of the clip"

Now, for 2D Camera scenes, none of the above causes a problem.

And, for any 3D scene that DENIES ALL POLE CLIPS, it seems to work fine.

But for a 3D scene WITH a Pole clip, the model can walk IN FRONT of the bottom of the pole. But I must use either the Bottom of the Bounding Box or the Bottom of the Pole to position the model...and they are the SAME Y-axis value regardless of which one I use to "set" the Y-axis "up/down" vertical screen position for the model AND the model's REFLECTION. The model and her Reflection Y-axis value will BOTH be the same in the .scn file. And those numbers work fine for the model's Reflection...UNTIL the model's feet come towards me PAST the bottom of the pole. Then it appears the Reflection doesn't come "forward" with her feet because the "top" of the Reflection still "stays" at the bottom of the Pole (which is the same as the Bottom of a Bounding Box). The shadow actually starts climbing up her shoe and possibly even her lower legs the farther in front of the pole she gets. Now, if there is a way to use a "mask" to prevent this, I haven't been able to figure it out.

Reflections were never an issue before VG started having Full Screen. It didn't matter if a model walked in front of a pole. But with the 3D Scene now, setting a position of a model using the Bottom of the Pole doesn't seem to be working for Pole clips and Reflections. A model can't "walk out of" the Bottom of a Bounding Box, but she can "walk out in front of" the Bottom of the Pole. But her Reflection won't "come forward" with her. It appears it still has to "start" at the bottom of the Pole boundary.

Did any of that make sense? Like I said, if I'm just totally missing something yet, I apologize. But even with the new "masks" that StarryK made for my 3D multiple Pole scenes, when the model walks out in front of the pole her Reflection crawls up HER starting at her feet. And it even happens on some of the non-pole standing clips, but only when the model "lays down" on the floor from a standing position. She will be horizontal on the floor, and her Reflection will cover the lower half of her body until she "gets back up" again.

spiderman1804
Dołączył: Feb 2008
1477 post(y/ów)

Question about space?

Wszystko o iStripper
April 29, 2014, 1 odpowiedzi
Here in English:

It is possible for the following:
  • activated automatic download the trailers
  • update the card when deleted some clips
  • download in higher resolution (1080p)
  • downloading and playing demo clips (trailers)


###

Hier mehr in deutsch - Here more in German


Es sind folgende Ereignisse moeglich:
  • aktivierter Download für die Trailers (Demos)
  • Update der Karte, wenn einige Clips geloescht worden sind
  • Download in hoeherer Aufloesung (1080p)
  • Download und Abspielung der Demo-Clips im Karussell

Zu 1), 3) und auch 4)
Einstellungen - Erweitert - Downloads
File-Sharing am besten abschalten, da sonst vorhandene Demo-Clips von deinem Rechner abgerufen werden koennen.

Zu 4)
Im Tab "Demos" nicht auf "mehr Girls" klicken (File-Sharing) - es reichen auch die fuenf Girls aus, die man für ein Ticket kaufen kann.

Zu 2)
Im Tab "Meine Sammlung" kann man, wenn eine Karte angeklickt worden ist, unterhalb des Bildes auf den Muelleimer klicken.
Mit der linken Maustaste löscht du die Karte.
Mit der rechten Maustaste öfnnet sich ein kleines Menue.

Ein Eintrag darin ist "Auf Updates pruefen", mit dem moeglicherweise auch die geloeschten Clips wieder gedownloaded werden (bin mir aber nicht sicher).


Noch ein Hinweis zur Auflösung der Karten:
Auf der Webseite wird immer nur die Angabe für die Aufloesung mit 720p angegeben (Classics 480p).

Beispiel Karte a1315 - Little Caprice - Stunner
720p Aufloesung: 541 MB (und 15 MB Demo-Clips)
1080p Aufloesung: 802 MB (und 22 MB Demo-Clips)


Bitte entschuldige die Schreibweise - bevor die deutschen Buchstaben ganz fehlen sollten.

Ich hoffe ich konnte dir weiterhelfen.
Spiderman1804
FalconAF
Dołączył: Jan 2008
530 post(y/ów)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Wszystko o iStripper
April 28, 2014, 5088 odpowiedzi
Outstanding! Now I understand. I misunderstood Wyldanimal's explanation. I didn't think the order of the sprite and clip sprite entries in the .scn file was critical. I thought all "layering" and "image" or "graphic" positioning was strictly controlled by the x/y/z parameters in those entries. That's why you may notice I had some of the different "z-level" parameters set at like 18, 19, 20, and 21, etc. I was trying to "fudge" reflection masks by z-layering different things using the z-axis parameters for them. DUH!

And I never knew why I was getting the extra "Toggle Log" button showing up. Makes perfect sense now.

Thanks!

ADD FOR EVERYONE ELSE: If you downloaded my two .scn files, you'll notice I (think) I left copies of BOTH the "Table and Chairs" and "Chairs Only" front .png files in them. I did that because sometimes I like to use those images when running the scenes. So I would leave the entry in the .scn file that would use them if I wanted to, and "control" whether they were being used by renaming the files in the folder with a "temp" extension, like "plan1.png.TEMP". With that extension the ,scn file would not use them. But as StarryK said (and I now understand), that will give you the extra "Toggle Log" button under the Preview screen in the GUI. As far as I can tell, it won't affect how well the Full Screen plays the scene. It allows you to open a small window that says, "Hey Dummy, I can't FIND the .png pictures for the table and chairs in the folder! Are you sure you are a software programmer?" 8-)
FalconAF
Dołączył: Jan 2008
530 post(y/ów)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Wszystko o iStripper
April 28, 2014, 5088 odpowiedzi
@StarryK,

Thanks!

On the 3 model one, I didn't know how to change the mask to keep the reflections on the stage only, but discovered by accident that if I left them "on" it would produce the illusion of a "clear" platform area around the stage that reflected the model walking on/off the screen when she wasn't on the stage, or when she had a foot slightly off the stage (a few model cards like Jenni Gregg will "wander around" left and right in their clips and step off the stage with standing and pole clips).

I remember changing the opacity to 0.0 on the 5 model file because ALL the reflections did what you said...they extended all the way to the bottom of the screen. I didn't know how to fix that, so I just "turned them off" with the 0.0 setting. I was trying to get the 2 rear platform reflections to stay on their platforms, and the 3 front stage ones to do what they do in the 3 model file...keep extending "off the front stage, but could never figure out how to do it. So when I turned them all off, the 3 front models would enter/exit the front stage by walking in mid-air off the stage. That's why I left the left and right chair PNG activated in the .scn file to hide that.

Is there a way to keep the rear platform reflections on their own platforms, while still allowing the front stage reflections to extend "off the stage" to keep that "clear extended stage" effect around the front stage? EDIT: I found out that if I just rename the "plan0.png" file to "plan0.png.TEMP" it works.

The reflection masks still ***** me a bit. I'm thinking there are TWO separate reflection masks in the 5 Model scene now...1 of them is part of the "Floor" .png file..."plan3.png" (?) for the 2 rear platforms (or it is just the "Floor" .png file itself blocking the platform reflections from extending downward off the platforms?), and the other is at the front of the Front Stage (the "plan0.png" file) to keep those 3 model's reflections on the Front Stage?

Still learning!