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.

Derniers messages

  Forum

Calgon
Inscrit en May 2022
582 message(s)
Calgon
Inscrit en May 2022
582 message(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Tout sur iStripper
Il y a 1 jour, 5110 réponses
@LampShade

The camera is set as 3D in the .scn file.

A 3D camera doesn't make the scene look 3D it is just a way of "positioning" the elements of the scene. A 2D camera scene only has x and y coordinates but you can adjust size, a 3D camera setup has x,y,z coordinates so you can make something bigger by moving it closer on the z axis. I use a combination of these in that .scn 2x 3D cameras to build the view from each eye's perspective and 1x 2D camera to stick the components together.

A quick hack to get back to 2D... If you find the 3rd camera in the scene file the bit that looks like this:
// Main camera to combine the framebuffers for stereoscopic output
camera {
type: 2D
id: MainCamera
// size: 3840, 2160 // Full 4K screen width and height
// size: 3664, 1920 // Full 8K screen width and height !! Virtual Desktop will downscale it for us !

// size: 4580, 2400 // oc plus
size: 7680, 4320 // oc plus







// Render the left framebuffer on the left side of the screen with inversion correction
sprite {
//pos: 960, 1080, 0 // Position the Left Eye framebuffer on the left
pos: 1145, 1200 // Position the Left Eye framebuffer on the left
pos: 1920, 2160
//size: 1920, 2160 // Full height for 4K
//size: 3840, 4320 // Full height for 4K
size: 2290, 2400
size: 3840, 4320
source: LHS_Buffer
scale: 1.0, -1.0 // Flip vertically to counteract inversion

}

// Render the right framebuffer on the right side of the screen with inversion correction
sprite {
//pos: 960, 1080, 0 // Position the Left Eye framebuffer on the left
pos: 3435, 1200 // Position the Left Eye framebuffer on the left
pos: 5760, 2160 // Position the Left Eye framebuffer on the left
//size: 1920, 2160 // Full height for 4K
//size: 3840, 4320 // Full height for 4K
size: 2290, 2400
size: 3840, 4320
source: RHS_Buffer
scale: 1.0, -1.0 // Flip vertically to counteract inversion
}






}

and replace it with this:

camera {
type: 2D
id: MainCamera
size: 7680, 4320 // oc plus
// Render the left framebuffer on the left side of the screen with inversion correction
sprite {
pos: 3840, 2160
size: 7680, 4320
source: LHS_Buffer
scale: 1.0, -1.0 // Flip vertically to counteract inversion
}
}

...that will give you the left eye view across the whole screen.
Bitwrangler
Inscrit en Apr 2021
363 message(s)

A new (to me) playlist trick

Tout sur iStripper
Il y a 3 jours, 0 réponses
I found a new way (I am certain I am not the first) to use the new 2.0 and 2.1 playlists and I thought I would share it. I think there's other ways to do it (a card playlist with only a few clips enabled in each card probably works) but I thought it was cool that you could do this the other way around with the clips.

So, say you wanted a playlist of certain clips (pole clips, for example) from a number of different models but you want to keep the clips from each card together but have the whole thing still be playable in random order. This was surprisingly easy to do:

1. Select one of your target clips from a card and add it to a playlist (you can create a new playlist right here if you want).

2. Open that entry in the playlist by right clicking and picking "edit clips". Since this is a clip playlist, you will see only the original clip selected. You can now select any additional clips you want to be played from this card. It is easy to play the clips here to see if it's the one you want.

3. Do the same thing with additional cards. Your playlist will show as a clip playlist (the "cards" in the list have that little puzzle mark in the lower left corner) but if you edit clips on the playlist entries you will see that they have multiple clips enabled.

As an aside the feature where if you attempt to add something to a playlist where it already exists in that playlist destination will be grayed out is very nice. VERY nice! Thanks for that.

4. Now if you play this playlist even in a random order the clips you have selected from each card will play together one after another, and only then will iStripper move on to the next entry in the playlist. Which is exactly what I wanted it to do.

You can see that the new playlist interface is more powerful than you might have thought. Now if only the Totem developers would add my two requested features I would be quite happy....

a) A way to sort the playlist entries. The current interface is very attractive and works fine for small playlists but making and maintaining larger playlists isn't all that pleasant. If you could add clips or cards without worrying where they would go and hit sort it would help a lot. I have a number of playlists where they have content from each model in my collection so they are both large and constantly changing. Sorting (and my next request) would make things a lot easier.

2) A way to see the collection screen and a playlist at the same time. Maybe two side by side windows with the entries in each a bit smaller? That would be a HUGE help in maintaining playlists as new models and cards are released.