@WyldAnimal - I think that that you can quite rightly take the credit for several of us trying our hands at scene creation, at least for anythng more than just putting a clip or two in front of a nice background. Alternatively,
[b]I suppose that you could be blamed for the some of us spending far to much time on this hobby.[/b]
You know you're *****, when you plan Other events around your Scene Coding time!
I have repeated this for benefit of those without iStripper clip manager
clip {
id : GirlBackRight
deny : cage, pole, table, top, sign
allow : accessories
}
It seems the sightest inconsistency with the iStripper fullscreen platform prevents a successful compile.
@TheEmu I am noticing that more and more of the shadertoy.com shaders are using several channels to compile. I am having next to no luck (zippo,nix,nada) trying to adapt them to work on this platform with your conversion protocols. eg: IQ's Planet https://www.shadertoy.com/view/4sf3RnThanks for helping me resolve the difficulties with IQ's Planet shader.
It seems the sightest inconsistency with the iStripper fullscreen platform prevents
a successful compile. I wish I knew what it was. I've started to run iStripper desktop over at shadertoy since there is no rebirth of the virtuagirl debug screen. Not very satisfactory, but at least I can tweek the code there.😢
// Original obtained from ShaderToy.com
// Adapted, trivialy, for VGHD by TheEmu.
uniform float u_Elapsed; // The elapsed time in seconds
uniform vec2 u_WindowSize; // Window dimensions in pixels
// Use defines here rather than edit the body of the code.
#define iGlobalTime u_Elapsed
#define iResolution u_WindowSize
#define iMouse AUTO_MOUSE
/////////////////////////////////////////////////////////////////////////////////
// The ShaderToy shaders often use textures as inputs named iChannel0. With VGHD
// this may access a Sprite, ClipSprite or ClipNameSprite image depending on how
// the .scn file declares them.
//
// Note, the name used here does not seem to make any difference, so I have used
// iChannel0 which is what is used by ShaderToy but you can use any name as long
// as it matches the use in the main body of the shader. TheEmu.
uniform sampler2D iChannel0;
// With VGHD the range of the P argument's components of the texture functions is
// 0.0 to 1.0 whereas with ShaderToy it seems that the upper limits are given by
// the number of pixels in each direction, typically 512 or 64. We therefore use
// the following functions instead.
vec4 texture2D_Fract(sampler2D sampler,vec2 P) {return texture2D(sampler,fract(P));}
vec4 texture2D_Fract(sampler2D sampler,vec2 P, float Bias) {return texture2D(sampler,fract(P),Bias);}
// Rather than edit the body of the original shader we use use a define here to
// redirect texture calls to the above functions.
#define texture2D texture2D_Fract
/////////////////////////////////////////////////////////////////////////////////
// Simple "Automatic Mouse". Simulates scanning the mouse over the full range of
// the screen with the X and Y scanning frequencies being different. TheEmu.
#define MOUSE_SPEED vec2(0.5,0.577777) * 0.2
#define MOUSE_POS vec2((1.0+cos(iGlobalTime*MOUSE_SPEED))*u_WindowSize/2.0)
#define MOUSE_PRESS vec2(0.0,0.0)
#define AUTO_MOUSE vec4( MOUSE_POS, MOUSE_PRESS )
It would be nice if they added a seperate deny/allow clause just for screen side clips. ( : side ) would work for me. In/out should be only for walk in/pole clips only. I rarely care for any screen side clips except very few ladies :)
take this clip name: e0119_38912502.vghd
it's card e0019
the Last 3 digits are Level and Number So its 502 = Level 5 Clip 02
the Prefix is 38912 How do you figure out what it means ?
You subtract the Biggest value you can. Until you get to Zero.
From the List Below, what is the Largest number you can subtract from 38912 ?
32768 - Nude at start
that leaves 6144, what is the largest number you can subtract from 6144?
4096 - Interactive at the end ( it will play a transition clip at it's end )
that Leaves 2048, what the largest number you can subtract from 2048 ?
2048 - Interactive Start ( means it can be played right After a Transition Clip )
we are at Zero.
so 38912 means Nude at Start, Interactive End, Interactive Start
and 502 means Level 5 XXX, and it's clip number 02
0 - 1 - Over Task Bar (in front of On top of Task bar )
1 - 2 - Task Bar Over (Behind task bar, can climb on top from behind )
2 - 4 - Pole
3 - 8 - Full Legs shot in 4K
4 - 16 - Holds a Buy Me Sign- Holds a Sign
5 - 32 - With Accessory
6 - 64 - Enter Exit from side
7 - 128 - reserved
8 - 256 - reserved
9 - 512 - Cage
10 - 1024 - Swing Top of Screen
11 - 2048 - Interactive Start ( opposite of Dry Start )
12 - 4096 - Interactive End ( opposite of Dead end )
13 - 8192 - Magic Spin at Start
14 - 16384 - Magic Spin at End
15 - 32768 - Starts out Nude
16 - 65536 - Glass
17 - 131072 - reserved
18 - 262144 - reserved
19 - 524288 - reserved
20 - 1048576 - reserved
21 - 2097152 - reserved
22 - 4194304 - reserved
23 - 8388608 - reserved
It would be nice if they added a seperate deny/allow clause just for screen side clips. ( : side ) would work for me. In/out should be only for walk in/pole clips only. I rarely care for any screen side clips except very few ladies :)
Btw, I'm still unclear if clip node 'category:' parameter is up and running or meant to work.
is 'category:' only useful using the latest version of iStripper ?..What are its range of properties ?..etc :-/
Re: @Wyldanimal's useful explanation of how clip categories are encoded into the clip file names.I wrote this in another thread. You Can rename the Clips on your own.
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