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Resizing Scenes?

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ezromeo
Mitglied seit in Mar 2023

65 Beiträge
26. October 2023
I love the Whisper club multi-girl scenes since I was able to remove that stupid table that blocked the "lead" girl. However, now a part of her head and all of her feet are not in view while she is standing. Also, some of the best parts of her table work are not in view.

Is there a way to "resize" the scene to solve these issues?
Wyldanimal
MODERATOR
Mitglied seit in Mar 2008

3900 Beiträge
26. October 2023
In the WisperClub Scene folder
Open the .SCN file with a text editor.

Look For the Lines
standingHeight: xxxx

where the xxxx could be
500
700
1000

That controls how Tall the clips are in the scene
relative to the Camera View used, It's not specific to your Screen Size, but to the View the Camera is set to.


Change the xxxx to a smaller Size
So change all the 500 to 450
change all the 700 to 650
change all the 1000 to 900

And then try that.

adjust the value of the xxxx part till you get it to fit your screen

On some scene files you may also see
sittingHeight: xxxx

that control is Only for the size of the Table clips


EverthangForever
Mitglied seit in Oct 2009

2445 Beiträge
27. October 2023
.. And then try that.
Don't forget to resave your .scn file each time you have completed editing it 😉
ezromeo
Mitglied seit in Mar 2023

65 Beiträge
27. October 2023
I edited the .scn file as suggested above; and the lead model's screen size has been reduced so that she is totally on screen except for her ankles and shoes, which are still out of sight at the bottom of the screen.

There is no seperate sitting hieght xxx to adjust.

What am I not underdstanding?
Calgon
Mitglied seit in May 2022

350 Beiträge
27. October 2023
@ezromeo

Post your scn file text onto here and someone will find the problem in a flash, it's difficult for us to know exactly what the issue is without seeing your code.
ezromeo
Mitglied seit in Mar 2023

65 Beiträge
27. October 2023
Here is the scene file. Appreciate any guidance on what to change to solve the above issue.


logo: logo/small_logo_whisper.png
splash: logo/large_logo_whisper.png
text: logo/address.txt

// Scenes are described with a nodes tree.
// Each node have properties.
// Nodes are displayed by order of apparence in the script.

////////////////////////////////////////////////////////////////////////////////

// Your scene must contains one or more 'clip' nodes.
// Clip nodes can 'allow' or 'deny' some clips types.
// You must have 'clipSprite' nodes for seeing clips in your scene.
// The first clip is the master clip.

clip {
id: Center // Clip's id, choose your own.
deny: table, top, cage, pole // Existing types: table, behindtable, fronttable, pole, inout, cage, top.
nameGlowColor: 1, 1, 1 // RGB (O to 1 for each composant).
}

clip {
id: LeftGirl
allow: pole
nameGlowColor: 1, 1, 1
}

clip {
id: RightGirl
allow: pole
nameGlowColor: 1, 1, 1
}

////////////////////////////////////////////////////////////////////////////////

// 'texture' nodes are your images.
// The 'source' property is the image. The path must be relative to your scene
// file. If the path is a directory, the image is chosen randomly in the
// directory at the begining.
// You can also choose 'filter' for the quality of the scale: nearest or linear
// witch is default.

texture {
id: MyBackground
source: multi/3eme_plan.png
filter: linear // Existing filters: linear or nearest.
}
texture {
id: MyMask
source: multi/2eme_plan.png
}
texture {
id: MyForeground
source: multi/1er_plan.png
}

////////////////////////////////////////////////////////////////////////////////

// Camera must be father of all nodes to render.
// It can be 3D or 2D. If you choose 2D, you must specify the 'size' property.
// 'angle', 'pos' and 'target' are only used in 3D cameras.

// 4 node's types are used in this scene:
// 'clipSprite' are instances of the clips.
// 'clipNameSprite' are instances the clip's names.
// 'sprite' are instances of images.
// 'light' are the lights of the scene.

// One or more 'animate' properties can be added to nodes.
// animate: duration in seconds, repeat mode, movement curve, property, amplitude.

// Available repeat modes:
// forward, backward, loopforward, loopbackward, pingpong

// Available movement curves:
// Linear, InQuad, OutQuad, InOutQuad, OutInQuad, InCubic, OutCubic, InOutCubic, OutInCubic,
// InQuart, OutQuart, InOutQuart, OutInQuart, InQuint, OutQuint, InOutQuint, OutInQuint,
// InSine, OutSine, InOutSine, OutInSine, InExpo, OutExpo, InOutExpo, OutInExpo,
// InCirc, OutCirc, InOutCirc, OutInCirc, InElastic, OutElastic, InOutElastic, OutInElastic,
// InBack, OutBack, InOutBack, OutInBack, InBounce, OutBounce, InOutBounce, OutInBounce,
// InCurve, OutCurve, SineCurve, CosineCurve, BezierSpline, TCBSpline, Custom, NCurveTypes

// The property is the property to animate. For example, you can animate rot, pos, ambient...
// Followed by the number of parameters of the property. For example, ambient have 3 parameters (RGB).

camera {
type: 3D
angle: 45 // Vertical field of view in degrees within a window.
pos: -80, -560, 1180 // Camera (Eye) position x, y, z.
target: -40, -560, 0 // Camera target position.
ambient: 0.8, 0.8, 0.8 // Ambient color (RGB) for nodes with material.

animate: 40, PingPong, InOutSine, target, 80, 0, 0
animate: 40, PingPong, InOutSine, pos, 160, 0, 0
animate: 20, PingPong, InOutSine, pos, 0, 0, 120

// The background
sprite {
pos: 0, 0, 20 // Node position in 3D (x, y and z).
rot: 0, 0, 0 // Node rotation in degrees (x axis, y axis and z axis clockwise).
hotspot: 0.5, 1.0 // The anchor of the sprite (0, 0 for topleft corner, 0.5, 0.5 for center and 1, 1 for bottomright corner).
source: MyBackground // This is the id of the texture. Has been created using texture node.
blend: false // true or false. true by default, turn it to false if transparency is not needed. It improves performance.
}

// Reflections of the secondary clip on the floor.

clipSprite { // LeftGirl clip reflection.
pos: -680, -470, 20
rot: 180, 0, 0
scale: 1, 1, 1 // Scale of the node x, y, z.
source: LeftGirl // This is the id of the clip. Has been created using clip node.
standingHeight: 450 // Expected height of standing clips. The sitting clips are scaled accordingly.
opacity: 0.3 // Opacity of the node from 0 (Completly transparent) to 1.
}

clipSprite { // RightGirl clip reflection.
pos: +670, -470, 20
rot: 180, 0, 0
scale: -1, 1, 1 // Negative scale for mirroring.
source: RightGirl
standingHeight: 450
opacity: 0.3
}

// Left secondary clip

clipSprite {
pos: -680, -470, 20
source: LeftGirl
standingHeight: 450
color: 1, 0.9, 0.9 // Indicates the color filter of the node...
Wyldanimal
MODERATOR
Mitglied seit in Mar 2008

3900 Beiträge
27. October 2023 (edited)
Looks like the Scene
Whisper Club (Multi Girls).scn

your Post cut off.
you have reached the Character limit of a single post, and the Last part of the scene is cut off.
I've added it here

If the Model Now fits the top of the screen, but the feet are cut off.
then try to adjust the Y position just a little.
Look for the line
pos: X,Y,Z --> where X is Left to Right, Y is Up and Down, Z is Front to Back

Smaller Y = Higher on Screen, Larger Y = Lower on Screen.
Y can be Negative to go Higher than Zero.

in the Scene the Y is 60, try 55 to 50 and see how that is.
Make small changes and test again.
If you get the feet on Screen, but now the Head is too high,
then also change the standingHeight: xxxx a little smaller.

Make the same change to ALL 3 places..


// Main clip with shadows

clipSprite {// Shadow 1
pos: 0, 60, 200 //<--- this is the line
rot: 90, 15, 0
scale: 1, 1.2, 1
source: Center
standingHeight: 900
opacity: 0.15
color: 0, 0, 0
}
clipSprite { // Shadow 2
pos: 0, 60, 200 //<--- this is the line
rot: 90, -15, 0
scale: 1, 1.2, 1
source: Center
standingHeight: 900
opacity: 0.15
color: 0, 0, 0
}

clipSprite { // Center Model
pos: 0, 60, 200 //<--- this is the line
source: Center
standingHeight: 900
color: 1, 0.9, 0.9
}
Number6
Mitglied seit in Oct 2010

1144 Beiträge
27. October 2023 (edited)
Further to @Wyldanimal"s post the camera also causes a problem because it moves in and out.

For a quick fix try the following

// Main clip with shadows

clipSprite {
pos: 0, -100, 200
rot: 90, 15, 0
scale: 1, 1.2, 1
source: Center
standingHeight: 800
opacity: 0.15
color: 0, 0, 0
}
clipSprite {
pos: 0, -100, 200
rot: 90, -15, 0
scale: 1, 1.2, 1
source: Center
standingHeight: 800
opacity: 0.15
color: 0, 0, 0
}

clipSprite {
pos: 0, -100, 200
source: Center
standingHeight: 800
color: 1, 0.9, 0.9
}

This is generally as per @Wyldanimal"s recommendation.

I have changed the "60" to "-100" in all 3 places and also the standing height to 800 and I have given this a quick try.

The feet partially disappear as the camerea moves in but are positioned at the bottom of the screen when the camera moves back.

As @Wyldanimal said play around with the values a bit.

HTH
Wyldanimal
MODERATOR
Mitglied seit in Mar 2008

3900 Beiträge
27. October 2023
I've tested and here are my final results.
I also hidden the Chairs and Table in the front.


// Main clip with shadows

clipSprite {
pos: 0, -150, 200
rot: 90, 15, 0
scale: 1, 1.2, 1
source: Center
standingHeight: 750
opacity: 0.15
color: 0, 0, 0
}
clipSprite {
pos: 0, -150, 200
rot: 90, -15, 0
scale: 1, 1.2, 1
source: Center
standingHeight: 750
opacity: 0.15
color: 0, 0, 0
}

clipSprite {
pos: 0, -150, 200
source: Center
standingHeight: 750
color: 1, 0.9, 0.9
}

// Main clip name

clipNameSprite {
pos: 0, -180, 200
hotspot: 0.5, 1
source: Center
}

// The chairs and the table
// sprite {
// pos: 0, -50, 250
// hotspot: 0.5, 1.0
// source: MyForeground
// }

// Congratulations! You made it to the end of the script.
// Write your own now!
}


ezromeo
Mitglied seit in Mar 2023

65 Beiträge
29. October 2023
Thanks for the info guys. Scene looks great now; and the girls are sexier than ever!
ComteDracula
Mitglied seit in Aug 2017

1260 Beiträge
29. October 2023 (edited)
There seems to be a mirror effect for the girl on the left of the screen, and the one in the center.

The writing on the left / right is reversed.


Il semble y avoir un effet miroir pour la fille à la gauche de l'écran, et celle au centre.

Les écritures gauche / droites sont inversés.
ComteDracula
Mitglied seit in Aug 2017

1260 Beiträge
29. October 2023
Here's the change I made for the girl in the middle, to get her and her shadows in the right direction.

Voici ce que j'ai fais comme changement pour la fille du centre, pour qu'elle soit dans le bon sens, elle et ses ombres.

// Main clip with shadows

clipSprite {
pos: -0, -150, 200
rot: 90, 15, 0
scale: -1, 1, 1
source: Center
standingHeight: 750
opacity: 0.15
color: 0, 0, 0
}
clipSprite {
pos: -0, -150, 200
rot: 90, -15, 0
scale: -1, 1, 1
source: Center
standingHeight: 750
opacity: 0.15
color: 0, 0, 0
}

clipSprite {
pos: 0, -150, 200
scale: -1, 1, 1
source: Center
standingHeight: 750
color: 1, 0.9, 0.9
}

// Main clip name

clipNameSprite {
pos: 0, -180, 200
hotspot: 0.5, 1
source: Center
}

// The chairs and the table
// sprite {
// pos: 0, -50, 250
// hotspot: 0.5, 1.0
// source: MyForeground
// }

// Congratulations! You made it to the end of the script.
// Write your own now!
}
ComteDracula
Mitglied seit in Aug 2017

1260 Beiträge
29. October 2023
For the girl on the left

Pour la fille à gauche


// Reflections of the secondary clip on the floor.

clipSprite { // LeftGirl clip reflection.
pos: -680, -470, 20
rot: 180, 0, 0
scale: -1, 1, 1 // Scale of the node x, y, z.
source: LeftGirl // This is the id of the clip. Has been created using clip node.
standingHeight: 500 // Expected height of standing clips. The sitting clips are scaled accordingly.
opacity: 0.3 // Opacity of the node from 0 (Completly transparent) to 1.
}

clipSprite { // RightGirl clip reflection.
pos: +670, -470, 20
rot: 180, 0, 0
scale: -1, 1, 1 // Negative scale for mirroring.
source: RightGirl
standingHeight: 500
opacity: 0.3
}

// Left secondary clip

clipSprite {
pos: -680, -470, 20
source: LeftGirl
scale: -1, 1, 1
standingHeight: 500
color: 1, 0.9, 0.9 // Indicates the color filter of the node. Each pixel of the texture will be filtered by this color (RGB from 0 to 1 for each composant).
material: true // true or false. false is the default, true indicates that this node will be influenced by lights.
resolution: 20 // How many rows and columns are used for light calculations with this sprite. The default is 1, adding more rows and columns get better results.
}

light {
pos: -680, -1000, 100
color: 0.9, 0.9, 0.9 // Light color (RGB).
}
light {
pos: -680, -400, 100
color: -0.4, -0.4, 1 // Blue one.
}

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