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.

Letzte Beiträge - Seite 13

  Forum

Wyldanimal
MODERATOR
Mitglied seit in Mar 2008
16928 Beiträge

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Alles über iStripper
23. February, 5013 antworten
@ET

I think the scene pretty much looked / worked ok.
I did make some fine adjustments - so it should work as a basic template for future works.

I guess this could be tweeked a lot better by a Quest owner

I had trouble using scaling like 0.5, 1.0 maybe because my native screen
resolution is way down at 1670 x 768 .. not sure exactly why the scaling did not apply
plus the original shader did not like any re-scaling at all so could/did
not apply it.
At this stage I'm giving away the pursuit of 3D. I've been watching 3Ds ups &
downs for 20 years & each tech surge always seems to be made redundant in the end.

EDIT:
Works for my 16:9 aspect ratio screen in 1080p
sent to my Quest Headset using VR Desktop.


text: Info/infoFractalGarden084f.txt
logo: Info/small_logoFractalgardenA480A.png
minVersion: 1.2.0.80

clip {
id: Clip
deny: top, inout
nameGlowColor: 0, 1, 1
}

texture {
id: Sweet
source: Textures/Beige01.png
}

texture {
id: ppcstage
source: ETImages/Plaftexrot01/PPstageMini.png
}

framebuffer {
id: Clipx
size: 960, 540 //reduced to half size for clip from 1920, 1080
source: Clip
}

framebuffer {
id: Sweet01
size: 1920, 1080
source: Sweet
//shader: fragment, Shaders/TheEmu - Null.fsh
}

framebuffer {
id: Sweet02
size: 1920, 1080
source: Sweet
//shader: fragment, Shaders/TheEmu - Null.fsh
}

framebuffer {
id: Sweet01a
size: 1920, 1080
//pos: 0, 0, 0
source: Sweet01
shader: fragment, Shaders/clouds.fsh //mrange/Mandelbox slicesMod01.fsh
}

framebuffer {
id: Sweet02a
size: 1920, 1080
//pos: 1920, 0, 0 //960, 0, 0
source: Sweet02
shader: fragment, Shaders/clouds.fsh //mrange/Mandelbox slicesMod01.fsh
}

camera {
type: 3D
angle: 45
pos: 0, 0, 1272 //1368



sprite {
id: Sweet01b
size: 1920, 1080
pos: -20, 0, 0 // slide left to move it back in to the screen
source: Sweet01a
//scale: 0.5, 1.0, 1.0
}

sprite {
id: Sweet02b
size: 1920, 1080
pos: 960, 0, 0 // at the half screen location
source: Sweet02a
//scale: 0.5, 1.0, 1.0
}


sprite {
pos: -220, 210, 685 // left eye of the stage
size: 448, 64 //440
hotspot: 0.5, 0.5
source: ppcstage
scale: 0.925, 1.0 //1.85, 1
}

sprite {
pos: 220, 210, 685 // right eye of the stage
size: 448, 64 //440
hotspot: 0.5, 0.5
source: ppcstage
scale: 0.925, 1.0 //1.85, 1
}

//model left
clipSprite { // centered on left stage
pos: -220, 205, 700 // X same as Stage
sittingHeight: 290
standingheight: 370
resolution: 20
scale: -0.5, 1.0
source: Clipx
}
clipNameSprite { // left side clip name
source: Clip
pos: -170, 224, 565 // Manual adjustment
scale: 0.32, 0.32
}
//model right
clipSprite { // right side clip offset to the left by 10
pos: 210, 205, 700 // X is 10 less than the stage
sittingHeight: 290
standingheight: 370
resolution: 20
scale: -0.5, 1.0
source: Clipx
}

clipNameSprite { //Right side clip name
source: Clip
pos: 360, 224, 565 // kept same X adjust left eye X above
scale: 0.32, 0.32
}
}

I placed my edited versions on my site here:
the Cloud shader based 3d Scene
https://virtuastripper.net/ET_FractalGardenA480-Clouds-3D.scn
https://virtuastripper.net/SceneImages/ET_FractalGardenA480-Clouds-3D.jpg

and the A480 scene in 3D with the mrange/Mandelbox slicesMod01.fsh shader
https://virtuastripper.net/ET_FractalGardenA480-3D.scn
https://virtuastripper.net/SceneImages/ET_FractalGardenA480-Clouds-3D.jpg

This one is GPU hungry
EverthangForever
Mitglied seit in Oct 2009
4429 Beiträge

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Alles über iStripper
23. February, 5013 antworten
@WA
I had a go at the above..using FGA480 as a base scn ..tis a tad rough ofc..
I had to abandon using a demanding shader like mrange's Mandelbox slice.fsh
because way too stuttery/congested so substituted a simple .fsh like clouds.fsh

I guess this could be tweeked a lot better by a Quest owner

I had trouble using scaling like 0.5, 1.0 maybe because my native screen
resolution is way down at 1670 x 768 .. not sure exactly why the scaling did not apply
plus the original shader did not like any re-scaling at all so could/did
not apply it.
At this stage I'm giving away the pursuit of 3D. I've been watching 3Ds ups &
downs for 20 years & each tech surge always seems to be made redundant in the end.

text: Info/infoFractalGarden084f.txt
logo: Info/small_logoFractalgardenA480A.png
minVersion: 1.2.0.80

clip {
id: Clip
deny: top, inout
nameGlowColor: 0, 1, 1
}

texture {
id: Sweet
source: Textures/Beige01.png
}

texture {
id: ppcstage
source: ETImages/Plaftexrot01/PPstageMini.png
}

framebuffer {
id: Clipx
size: 960, 540 //reduced to half size for clip from 1920, 1080
source: Clip
}

framebuffer {
id: Sweet01
size: 1920, 1080
source: Sweet
//shader: fragment, Shaders/TheEmu - Null.fsh
}

framebuffer {
id: Sweet02
size: 1920, 1080
source: Sweet
//shader: fragment, Shaders/TheEmu - Null.fsh
}

framebuffer {
id: Sweet01a
size: 1920, 1080
//pos: 0, 0, 0
source: Sweet01
shader: fragment, Shaders/clouds.fsh //mrange/Mandelbox slicesMod01.fsh
}

framebuffer {
id: Sweet02a
size: 1920, 1080
//pos: 1920, 0, 0 //960, 0, 0
source: Sweet02
shader: fragment, Shaders/clouds.fsh //mrange/Mandelbox slicesMod01.fsh
}

camera {
type: 3D
angle: 45
pos: 0, 0, 1272 //1368



sprite {
id: Sweet01b
size: 1920, 1080
pos: 0, 0, 0
source: Sweet01a
//scale: 0.5, 1.0, 1.0
}

sprite {
id: Sweet02b
pos: 960, 0, 0
size: 1920, 1080
source: Sweet02a
//scale: 0.5, 1.0, 1.0
}


sprite {
pos: -240, 210, 685
size: 448, 64 //440
hotspot: 0.5, 0.5
source: ppcstage
scale: 0.925, 1.0 //1.85, 1
}

sprite {
pos: 200, 210, 685
size: 448, 64 //440
hotspot: 0.5, 0.5
source: ppcstage
scale: 0.925, 1.0 //1.85, 1
}

//model left
clipSprite {
pos: -240, 205, 700
sittingHeight: 290
standingheight: 370
resolution: 20
scale: -0.5, 1.0
source: Clipx
}

//model right
clipSprite {
pos: 200, 205, 700
sittingHeight: 290
standingheight: 370
resolution: 20
scale: -0.5, 1.0
source: Clipx
}

clipNameSprite {
source: Clip
pos: 360, 224, 565
scale: 0.32, 0.32
}
}
Wyldanimal
MODERATOR
Mitglied seit in Mar 2008
16928 Beiträge

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Alles über iStripper
23. February, 5013 antworten
Movement horizontally or vertically at the same depth
Items further away will appear to move slower than items closer to the viewer

in both frame buffers use the same value for time and x and y distance
this will keep the item movement the same for both eye views.

Movement Front to Back or Back to Front

as an items moves from the back to the front two things happen
the Shift distance between the items changes in the Negative offset amount
and the Size or Scale of the item increases

always use the same time
for the Position in X, one or both must change at a different distance
The right eye item moves less in X then the Left eye item
for the scaling, scale in X and Y the same amount such as 1.1, 1.1

as an items moves from the Front to the Back the same two things happen
but just the opposite of what is described above
the Shift distance between the items changes in the Positive offset amount
and the Size or Scale of the item decreases.

always use the same time
for the Position in X, one or both must change at a different distance
The right eye item moves More in X then the Left eye item
for the scaling, scale in X and Y the same amount such as 0.909, 0.909

note if you scaled the items while moving Back to Front by 1.1
then you use the Inverse of that when you send them from Front to Back
1/1.1 = 0.909
That will return the items to the same size again.

I try to Avoid Two Items crossing over the other while move front to back.
it can create eye strain, till they are no longer in the same place on the screen.
or Plan Ahead, so the Item moving from Front to the Back is placed in the Scene 1st, so that after it's move is done, it is in the proper scene order of items.
items back 1st, Items front last.
Evaneself
Mitglied seit in Dec 2019
590 Beiträge

NEW iStripper 2.0.1 stable - Q&A

Alles über iStripper
23. February, 220 antworten
Tips as a customer, from a customer:

Any software must be made by listening to the users, not by justifying the software to users.
UI/UX is extremely important.
The complaints made must be taken very seriously because it means that something is not intuitive or has bugs.
If something is not intuitive and needs to be explained, it means that it is done badly.
If a button is not found, it means that it must be added, it has a wrong name or it is placed badly.
The client always knows better what he wants than the producer or the UI/UX people. Always.
UI/UX should always be blamed, not the users because "they don't have patience".
If a new product is ***** on users, you will have complaints and the rating of the software will decrease.
If something unpleasant is ***** in, it becomes ugly and *****.
I just try to help.

P.S.
I can add to the list written previously, on another page, for iStripper ver.2:

1. I think that the first page is full of very large advertisements and is automatically skipped by all users. It is not built in the order of the user's interest.
2. Store and personal collection pages are the most important and should be with the most options in sight, with buttons, not with key combinations.
3. The page with the personal collection has the images of the cards too large. After entering a card, again the images are too big. The cards that are not bought must be put in the last row.
4. You are using too high resolutions for UI/UX.
3. The option to see the carousel in the personal collection is nice, but it always starts from the first card, which means that we will never see the 3000th card. Either do something about it, or remove the option.
Iram00
Mitglied seit in Aug 2009
169 Beiträge

NEW iStripper 2.0.1 stable - Q&A

Alles über iStripper
22. February, 220 antworten
I dislike 2.0 because a lot off change that for me makes it harder to use it.

In the old version when I hover over a card buttons appear. 2 most importend the play and enable/diseble. If I select 1 or more the button show on the bottom. Again with the 2 most importend button plus handy extra. I use that a lot. In 2.0 I have to use right click menu. I ***** that.

In the old version there was less useless space. In 2.0 the top row is move to the left so in the store/Collection/NFT there is now less space for the cards. Also the cards size option is gone so the cards are big. Greate for 4K screen users but not 1080P.

Would be nice to have the mute button back. Sure using the slider works but 1 click to mute is better.

The release year filter is gone. I did not use it every day but enough that I miss it as there is only 3 option for collection.

Now above is bad but I can sort of life with it. But not with the Queue the way it is now is realy bad in how I use iStripper.

In the old version I simple select and enble the cards I want to play and click play (on\off switch or left click system tray icon) The software then play alle the enable cards and when disable one card or more cards it stops playing that card. >>That's Perfect and as expected<<

2.0 version when I select and enable cards it put it in the queue and when click play (On/off icon or left click system tray icon) the software play alle the cards in the queue. So far is the same. But then when I disable 1 or more card it will not remove it from the queue and the software will contiue to play the card.

The problem is that I have to remove them 1 by 1 from the queue as it does not do it when disable the card.

That is why I dislike the 2.0 version and the preview but that is already fix/change.
If Totem can make an option to disable the queue and have the software work like the old one I would be happy even if they do not fix/modify the other things.