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.

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

  Forum / Everything about iStripper

EverthangForever
Joined in Oct 2009

2467 post(s)
June 5, 2022 (edited)
https://www.istripper.com/forum/thread/29408/70?post=742892
Everything about iStripper / Share your FullScreen - Member Created Scenes here
@WA thanks lots., nice clear uniforms syntax & effects with da CurtainMotion.fsh..👍 FG339-349 Here are another eleven WebGL shaders converted to OpenGL to run &/or remix on iStripper's OpenGL platform...
- have reverted back to using native size 1920 x 1080 plain png textures
for mounting shaders. There was too much reduced quality in shader renders
when using smaller textures that had to be resized later anyway in da sprite
nodes, .. & quads tend to call too many clipsprite or clipnamesprite artifacts
unless there is at least one decent texture available to mount a shader on.

  • Lately I've been using basic pos animation on the model & stage with expo
easing to let her linger closer to the camera. Useful too for those who like
glimpsing full leg overhangs. Also stopped using 'allow: pole' because for
clips on random, iStripper was virtually excluding any other standing clips
TheEmu
Joined in Jul 2012

3309 post(s)
June 5, 2022
Also stopped using 'allow: pole' because for clips on random, iStripper was virtually excluding any other standing clips

Allow : pole should have excluded all other standing clips, not just virtually all. If you were seeing any then that is either a bug in the software or an incorrect clip level "tag".
EverthangForever
Joined in Oct 2009

2467 post(s)
June 5, 2022
Thanks @TheEmu. Wow, I wasn't aware 'allow:' was so exlusive. I've stopped using it henceforth unless
its absolutely required for a scene.
TheEmu
Joined in Jul 2012

3309 post(s)
June 5, 2022 (edited)
@EverthangForever

The default is to allow anything but if an explict allow clause is used then only clips of the types specified are permitted. My understanding is that there is a ***** complicaton in that there are two kinds of "tags" that can appear in the list

Basic types - Pole, BehindTable, FrontTable, Cage, Glass, Top
Modifiers - Accessories, inout

(Table is equivalent to BehindTable, FrontTable)

If the allow list specifies one or more basic clip type then these are alternatives, so if

    Allow : Pole, Cage, Glass

is specified then the clip played could be a Pole clip, a Cage clip or a Glass clip but no other type should be played.

If a modifier is added then rather than being an alternative to the basic clip types specified in the clause it adds a further constaint, so

    Allow : Table, Pole, Accessories

would allow either a Table clip with accessories or a Pole clip with accessories but no other clips to play.

I am pretty certain that inout used to behave as a modifier but this may have changed when they reused inout to mean clips played at the edge of the screen.

The same logic is used fr Deny clauses.
Philours
Joined in Feb 2019

1621 post(s)
June 5, 2022
Merci pour ces nouvelles scènes @EverthangForever 👍 Quelques saccades pour ETFG346, 348 & 349

Thank you for these new scenes @EverthangForever 👍 Some jerks for ETFG346, 348 & 349
EverthangForever
Joined in Oct 2009

2467 post(s)
June 5, 2022 (edited)
@Philours bienvenue à nouveau merci, bon à savoir.. Je vais regarder ces trois
@Philours welcome back thank you , good to know..i will look at these three 👍.

@TheEmu its unfortunate for fullscreen that inout lost its original meaning ( ie: walking from the side onto the center stage ). These days (with the new meaning) I tend exclude 'inout' using deny, unless i forget.
i am mindful that in doing so I am probably excluding many good older clips from my scenes.
Where I have used it, don't think 'deny: inout' affects other standing clips, just these older ones.
At least i have not noticed any newer standing clips being excluded by 'deny: inout'
Socialhazard
Joined in Nov 2020

1153 post(s)
June 5, 2022
FG339-349 runs great. 👍 😎
ComteDracula
Joined in Aug 2017

1273 post(s)
June 5, 2022 (edited)
Thanks a lot @EverthangForever.

For my part, all FG339-FG349 scenes compile and work well.

No girl jerks in my case. My graphics card is not used beyond 80% maximum, in any of these scenes. This helps a lot. 😊

@Philours, have you checked in the task manager, process tab, for DesktopWare / iStripper (32 bit), the percentage usage of your graphics processor for problematic scenes? Is it approaching 100%?


Merci beaucoup @EverthangForever.

Pour ma part, toutes les scènes FG339-FG349 compilent et fonctionnent bien.

Pas de saccade de fille dans mon cas. Ma carte graphique n'est pas utilisée au delà de 80% maximum, dans l'une ou l'autre de ces scènes. Cela aide beaucoup. 😊

@Philours, avez-vous vérifié dans le gestionnaire des tâches, onglet processus, pour DesktopWare / iStripper (32 bit), l'utilisation en pourcentage de votre processeur graphique pour les scènes problématiques ? Est-ce que celui-ci approche le 100% ?
EverthangForever
Joined in Oct 2009

2467 post(s)
June 6, 2022
Nice going @Socialhazard..glad they all 😊work for you
Philours
Joined in Feb 2019

1621 post(s)
June 6, 2022
@ComteDracula, je viens de vérifier les scènes et effectivement le problème identifié précédemment reste le même.
Pour info, voici ce qui m'est donné comme résultat:
FG339/environ 90%_340/75%_341/52%_342/90%_343/45%_344/95%_345/60%_346/100%_347/95%_348/75% et 349/100%. On dirait que ETFG348 joue mieux maintenant!
ComteDracula
Joined in Aug 2017

1273 post(s)
June 7, 2022 (edited)
@Philours

Il semble que le problème se produit lorsque notre carte graphique est ultilisé à 100% ou presque.

Malheureusement l'achat d'une nouvelle carte graphique est inabordable, et ça c'est lorsqu'on est chanceux d'en trouver une.
R2D34ever2
Joined in Dec 2007

351 post(s)
June 15, 2022
looks like this is not used anymore..HINT...
Socialhazard
Joined in Nov 2020

1153 post(s)
June 18, 2022
FG400 Works great and an interesting effect. 👍 😎
ComteDracula
Joined in Aug 2017

1273 post(s)
June 18, 2022
FG400 Works great and an interesting effect. 👍 😎

For me too. Thank you.

Pour moi également. Merci.
Socialhazard
Joined in Nov 2020

1153 post(s)
June 18, 2022
Also I found I no longer have any Beatles songs, it was on my old machine. 😲 The only one I remember having was 'Helter Skelter' anyway. 😄 😎
EverthangForever
Joined in Oct 2009

2467 post(s)
June 18, 2022 (edited)
Merci messieurs. il est bon de savoir que FG400 compile ok avec un mouvement de modèle lisse.
Il y a encore quatre ou cinq lots de onze nouvelles conversions de scènes que je dois compresser et mettre sur le serveur.

Thank you gentlemen. it is good to know FG400 compiles ok with smooth model movement.
There are another four or five lots of eleven new scene conversions I need to zip & upload yet

------
@Socialhazard, sure, Beatles are usually good for me to code for dancers with..
  • Penny Lane..
  • here comes the sun
  • Something in the way she moves...etc & more...All go great with many iStripper dancers
😎or FG066names😊
Socialhazard
Joined in Nov 2020

1153 post(s)
June 18, 2022
@EverthangForever

Those are solid tunes. 👍 😎
Calgon
Joined in May 2022

366 post(s)
June 19, 2022
Hi there

I only joined recently and wanted to share a scene that I have made. I was working on one with moving perspective when I found @EverthangForever had done similar with FG024 for glass clips. Here's my rework of that. You'll need at least 7 glass clips for it to work nicely.

https://drive.google.com/file/d/1BxStBqJ9bbm_nIPmPApi6B2HSuPIs35B/view?usp=sharing

ComteDracula
Joined in Aug 2017

1273 post(s)
June 19, 2022
Nice work @Calgon.

I do see though that like the FG024 scene by @EverthangForever, there is a mirror effect for the girls.

You can see it with the iStripper logo that is reversed on the boilers.

There is a way to fix this with a code.

The code that needs to be added is
scale: -1.0, 1.0, 1.0
in the Clipsprite section of each of the models in the .scn file.

For example :

// behind model one
clipSprite {
pos: 170, 191, 182
scale: -1.0, 1.0, 1.0
sittingHeight: 140
source: Clip3
animate: 48, PingPong, easeOutElastic, pos, 4280, 0, 0
}


//background model 0ne
clipSprite {
pos: 0, 370, 280
scale: -1.0, 1.0, 1.0
sittingHeight: 240
source: Clip1
animate: 48, PingPong, easeOutElastic, pos, 4112, 0, 0
}

I modified it and it works.


Beau travail @Calgon.

Je vois par contre que comme pour la scène FG024 de @EverthangForever, il y a un effet mirroir pour les filles.

On le voit avec le logo iStripper qui est inversé sur les chaudières.

Il y a moyen de régler ce problème avec un code.

Le code qui doit être ajouté est
scale: -1.0, 1.0, 1.0
dans la section Clipsprite de chacun des modèles du fichier .scn.

Par exemple :

// behind model one
clipSprite {
pos: 170, 191, 182
scale: -1.0, 1.0, 1.0
sittingHeight: 140
source: Clip3
animate: 48, PingPong, easeOutElastic, pos, 4280, 0, 0
}


//background model 0ne
clipSprite {
pos: 0, 370, 280
scale: -1.0, 1.0, 1.0
sittingHeight: 240
source: Clip1
animate: 48, PingPong, easeOutElastic, pos, 4112, 0, 0
}


Je l'ai modifié et ça fonctionne.
EverthangForever
Joined in Oct 2009

2467 post(s)
June 19, 2022 (edited)
https://www.istripper.com/forum/thread/29408/73?post=743779
Everything about iStripper / Share your FullScreen - Member Created Scenes here
Hi there I only joined recently and wanted to share a scene that I have made. I was working on one with moving perspective when I found @EverthangForever had done similar with FG024 for glass clips. H...
Excellent work @Calgon 👌👍
You have captured the relative movements of the models in perspective
wonderfully. Very entertaining.. especially as you have placed a closer
model between the front model and distant one. It is great when members
remix older scenes like this, to become something better.

I think @ComteDracula refers to the white iStripper logo on the red wash buckets.
Not a huge problem, and as he says easily fixed. Do more of your
wonderful scenes .😎

Excellent travail @Calgon
Vous avez capturé les mouvements relatifs des modèles en perspective
merveilleusement. Très divertissant.. d'autant plus que vous avez placé un plus proche
modèle entre le modèle avant et le modèle distant. C'est formidable lorsque les membres
remixez des scènes plus anciennes comme celle-ci, pour devenir quelque chose de mieux.

Je pense que @ComteDracula fait référence au logo iStripper sur les seaux rouges.
Pas un énorme problème, et comme il le dit facilement réparé. Faites plus de votre
scènes merveilleuses .
wrightsayswow
Joined in Jul 2020

1131 post(s)
June 19, 2022
Excellent work @Calgon 👌👍
You have captured the relative movements of the models in perspective
wonderfully. Very entertaining.. especially as you have placed a closer
model between the front model and distant one. It is great when members
remix older scenes like this, to become something better.
Yes 👍 and only joined 23 days ago it seems.
I'm still at the thinking about it for another day stage.
Hence my declared occupation "Pro Crastinator" 😉
Calgon
Joined in May 2022

366 post(s)
June 19, 2022
Thanks @EverthangForever, @wrightsayswow and @ComteDracula for your comments. I have some more things I am working on as and when I have a chance. What I could really do with is the full syntax of the scripting language because I'm just hacking things around from other scene scripts - is there a script language reference document somewhere ?
EverthangForever
Joined in Oct 2009

2467 post(s)
June 19, 2022
@Calgon unfortunately no..
As far as i am aware there is no formal definitive syntax document provided by Totem
for constructing and modifying the .scn files.
Members , ( namely @TheEmu & @Wyldanimal ) have been relied upon to document
the process informally using various demo scenes as you are most likely aware of already.

http://www.theemusnest.eu/index.html

https://www.istripper.com/forum/thread/27410/6?post=742509
You are not allowed to see this topic or access data relative to this topic
Calgon
Joined in May 2022

366 post(s)
June 19, 2022
I think @ComteDracula refers to the white iStripper logo on the red wash buckets.
Not a huge problem, and as he says easily fixed. Do more of your
wonderful scenes .😎

I fixed the buckets and added some reflections to the models 👍

https://drive.google.com/file/d/1BxStBqJ9bbm_nIPmPApi6B2HSuPIs35B/view?usp=sharing
EverthangForever
Joined in Oct 2009

2467 post(s)
June 19, 2022
I have some more things I am working on as and when I have a chance.
Excellento - Can't wait to see these also when they are fully baked 😍
Wyldanimal
MODERATOR
Joined in Mar 2008

3932 post(s)
June 19, 2022
it's not 100% complete, but I wrote a Language Plugin for the Notepad++ editor.
It is not perfect, there are a few things missing from it.

You can download the XML file with both combined here:
http://virtuastripper.net/files/userDefineLang_FullScreen.zip

This one is for ,scn files:

<!-- -->
<!-- VirtuaGirl 1.2.0.54 FullScreen Scene and Shader Language [12/21/2014] -->
<!-- Written by WyldAnimal [[email protected]] -->
<!-- -->
<NotepadPlus>
<UserLang name="VG Scene" ext="scn" udlVersion="2.1">
<Settings>
<Global caseIgnored="yes" allowFoldOfComments="yes" foldCompact="no" forcePureLC="0" decimalSeparator="1"/>
<Prefix Keywords1="yes" Keywords2="no" Keywords3="no" Keywords4="no" Keywords5="no" Keywords6="no" Keywords7="no" Keywords8="no"/>
</Settings>
<KeywordLists>
<Keywords name="Comments">00// 01 02 03 04</Keywords>
<Keywords name="Numbers, prefix1">-</Keywords>
<Keywords name="Numbers, prefix2"/>
<Keywords name="Numbers, extras1"/>
<Keywords name="Numbers, extras2"/>
<Keywords name="Numbers, suffix1">,</Keywords>
<Keywords name="Numbers, suffix2"/>
<Keywords name="Numbers, range"/>
<Keywords name="Operators1"> ! # % & ( ) */ ? @ [ \ ] ^ + < = ></Keywords>
<Keywords name="Operators2"/>
<Keywords name="Folders in code1, open">{</Keywords>
<Keywords name="Folders in code1, middle"/>
<Keywords name="Folders in code1, close">}</Keywords>
<Keywords name="Folders in code2, open"/>
<Keywords name="Folders in code2, middle"/>
<Keywords name="Folders in code2, close"/>
<Keywords name="Folders in comment, open"/>
<Keywords name="Folders in comment, middle"/>
<Keywords name="Folders in comment, close"/>
<Keywords name="Keywords1">id: deny: allow: source: type: angle: pos: target: ambient: hotspot: blend: color: animate: opacity: material: logo: splash: text: standingHeight: sittingHeight: resolution: scale: rot: scale: nameGlowColor: size: shader:</Keywords>
<Keywords name="Keywords2">clip texture camera sprite clipSprite clipNameSprite light quad</Keywords>
<Keywords name="Keywords3">table top cage pole inout behindtable fronttable accessories true false table, top, cage, pole, inout, behindtable, fronttable, accessories, </Keywords>
<Keywords name="Keywords4">forward, backward, loopforward, loopbackward, pingpong, fragment, vertext, 2D 3D</Keywords>
<Keywords name="Keywords5">linear, inQuad, outQuad, inOutQuad, 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, </Keywords>
<Keywords name="Keywords6">color, scale, pos, rot, opacity,</Keywords>
<Keywords name="Keywords7"/>
<Keywords name="Keywords8"/>
<Keywords name="Delimiters">00" 01 02" 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23</Keywords>
</KeywordLists>
<Styles>
<WordsStyle name="DEFAULT" fgColor="800000" bgColor="FFFFFF" fontName="Arial" fontStyle="1" fontSize="10" nesting="0"/>
<WordsStyle name="COMMENTS" fgColor="008000" bgColor="FFFFFF" fontName="" fontStyle="0" nesting="0"/>
<WordsStyle name="LINE COMMENTS" fgColor="008000" bgColor="FFFFFF" fontName="" fontStyle="2" fontSize="10" nesting="0"/>
<WordsStyle name="NUMBERS" fgColor="FF0000" bgColor="FFFFFF" fontName="" fontStyle="1" nesting="0"/>
<WordsStyle name="KEYWORDS1" fgColor="0000FF" bgColor="FFFFFF" fontName="Arial" fontStyle="1" fontSize="10" nesting="0"/>
<WordsStyle name="KEYWORDS2" fgColor="FF8000" bgColor="FFFFFF" fontName="Arial" fontStyle="1" fontSize="12" nesting="0"/>
<WordsStyle name="KEYWORDS3" fgColor="800080" bgColor="FFFFFF" fontName="Arial" fontStyle="1" fontSize="10" nesting="0"/>
<WordsStyle name="KEYWORDS4" fgColor="8000FF" bgColor="FFFFFF" fontName="Arial" fontStyle="1" fontSize="10" nesting="0"/>
<WordsStyle name="KEYWORDS5" fgColor="004080" bgColor="FFFFFF" fontName="Arial" fontStyle="1" fontSize="10" nesting="0"/>
<WordsStyle name="KEYWORDS6" fgColor="0080FF" bgColor="FFFFFF" fontName="Arial" fontStyle="1" fontSize="10" nesting="0"/>
<WordsStyle name="KEYWORDS7" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" nesting="0"/>
<WordsStyle name="KEYWORDS8" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" nesting="0"/>
<WordsStyle name="OPERATORS" fgColor="8000FF" bgColor="FFFFFF" fontName="" fontStyle="1" fontSize="14" nesting="0"/>
<WordsStyle name="FOLDER IN CODE1" fgColor="FF00FF" bgColor="FFFFFF" fontName="Arial" fontStyle="0" fontSize="10" nesting="0"/>
<WordsStyle name="FOLDER IN CODE2" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" nesting="0"/>
<WordsStyle name="FOLDER IN COMMENT" fgColor="008000" bgColor="FFFFFF" fontName="" fontStyle="0" nesting="0"/>
<WordsStyle name="DELIMITERS1" fgColor="808080" bgColor="FFFFFF" fontName="" fontStyle="2" nesting="0"/>
<WordsStyle name="DELIMITERS2" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" nesting="0"/>
<WordsStyle name="DELIMITERS3" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" nesting="0"/>
<WordsStyle name="DELIMITERS4" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" nesting="0"/>
<WordsStyle name="DELIMITERS5" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" nesting="0"/>
<WordsStyle name="DELIMITERS6" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" nesting="0"/>
<WordsStyle name="DELIMITERS7" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" nesting="0"/>
<WordsStyle name="DELIMITERS8" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" nesting="0"/>
</Styles>
</UserLang>
</NotepadPlus>

This one is for .fsh files:

<!-- -->
<!-- VirtuaGirl 1.2.0.54 FullScreen Scene and Shader Language [12/21/2014] -->
<!-- Written by WyldAnimal [[email protected]] -->
<!-- -->
<NotepadPlus>
<UserLang name="Fragment Shader" ext="fsh" udlVersion="2.1">
<Settings>
<Global caseIgnored="no" allowFoldOfComments="no" foldCompact="no" forcePureLC="0" decimalSeparator="0"/>
<Prefix Keywords1="no" Keywords2="no" Keywords3="no" Keywords4="no" Keywords5="yes" Keywords6="no" Keywords7="no" Keywords8="no"/>
</Settings>
<KeywordLists>
<Keywords name="Comments">03/* 04*/ 00// 01 02</Keywords>
<Keywords name="Numbers, prefix1"/>
<Keywords name="Numbers, prefix2"/>
<Keywords name="Numbers, extras1"/>
<Keywords name="Numbers, extras2"/>
<Keywords name="Numbers, suffix1"/>
<Keywords name="Numbers, suffix2"/>
<Keywords name="Numbers, range"/>
<Keywords name="Operators1">- ! % & ( ) * , : ; ? [ ] ^ | ~ + < = ></Keywords>
<Keywords name="Operators2"/>
<Keywords name="Folders in code1, open">{</Keywords>
<Keywords name="Folders in code1, middle"/>
<Keywords name="Folders in code1, close">}</Keywords>
<Keywords name="Folders in code2, open"/>
<Keywords name="Folders in code2, middle"/>
<Keywords name="Folders in code2, close"/>
<Keywords name="Folders in comment, open"/>
<Keywords name="Folders in comment, middle"/>
<Keywords name="Folders in comment, close"/>
<Keywords name="Keywords1">#include #define #ifdef #ifndef #undef #if #else #elif #endif #pragma OPENCL FP_CONTRACT EXTENSION ON OFF DEFAULT __FILE__ __LINE__ __OPENCL_VERSION__ __ENDIAN_LITTLE__ __ROUNDING_MODE__ __IMAGE_SUPPORT__ __FAST_RELAXED_MATH__ __kernel_exec MAXFLOAT HUGE_VALF INFINITY NAN FLT_DIG FLT_MANT_DIG FLT_MAX_10_EXP FLT_MAX_EXP FLT_MIN_10_EXP FLT_MIN_EXP FLT_RADIX FLT_MAX FLT_MIN FLT_EPSILON FP_ILOGB0 FP_ILOGBNAN CHAR_BIT CHAR_MAX CHAR_MIN INT_MAX INT_MIN LONG_MAX LONG_MIN SCHAR_MAX SCHAR_MIN SHRT_MAX SHRT_MIN UCHAR_MAX USHRT_MAX UINT_MAX ULONG_MAX CLK_NORMALIZED_COORDS_TRUE CLK_NORMALIZED_COORDS_FALSE CLK_ADDRESS_REPEAT CLK_ADDRESS_CLAMP_TO_EDGE CLK_ADDRESS_CLAMP CL_INTENSITY CL_A CL_RA CL_ARGB CL_BGRA CL_RGBA CL_R CL_RG CL_RGB CL_LUMINANCE CLK_ADDRESS_NONE CLK_FILTER_NEAREST CLK_FILTER_LINEAR CL_UNORM_INT8 CL_UNORM_INT16 CL_SNORM_INT8 CL_SNORM_INT16 CL_HALF_FLOAT CL_FLOAT CL_SIGNED_INT8 CL_SIGNED_INT16 CL_SIGNED_INT32 CL_UNSIGNED_INT8 CL_UNSIGNED_INT16 CL_UNSIGNED_INT32 CL_UNORM_SHORT_565 CL_UNORM_SHORT_555 CL_UNORM_SHORT_101010 CLK_LOCAL_MEM_FENCE CLK_GLOBAL_MEM_FENCE all enable disable HUGE_VAL FP_FAST_FMA cl_khr_fp64 DBL_DIG DBL_MANT_DIG DBL_MAX_10_EXP DBL_MAX_EXP DBL_MIN_10_EXP DBL_MIN_EXP DBL_MAX DBL_MIN DBL_EPSILON M_E M_LOG2E M_LOG10E M_LN2 M_LN10 M_PI M_PI_2 M_PI_4 M_1_PI M_2_PI M_2_SQRTPI M_SQRT2 M_SQRT1_2 SELECT_ROUNDING_MODE __ROUNDING_MODE__ cl_khr_select_fprounding_mode rte rtz rtp rtn cl_khr_global_int32_base_atomics cl_khr_global_int32_extended_atomics cl_khr_local_int32_base_atomics cl_khr_local_int32_extended_atomics cl_khr_int64_base_atomics cl_khr_int64_extended_atomics cl_khr_3d_image_writes cl_khr_byte_addressable_store cl_khr_fp16 FP_FAST_FMA_HALF __EMBEDDED_PROFILE__ </Keywords>
<Keywords name="Keywords2">bool char unsigned uchar short ushort int uint long ulong half size_t ptrdiff_t intptr_t uintptr_t void char2 char4 char8 char16 uchar2 uchar4 uchar8 uchar16 short2 short4 short8 short16 ushort2 ushort4 ushort8 ushort16 int2 int4 int8 int16 uint2 uint4 uint8 uint16 long2 long4 long8 long16 ulong2 ulong4 ulong8 ulong16 float2 float4 float8 float16 image2d_t image3d_t sampler_t event_t const restrict volatile struct union __global __local __constant __private global local constant private __read_only __write_only read_only write_only __kernel __attribute__ packed typedef enum double double2 double4 double8 double16 half2 half4 half8 half16 if else switch case continue break while do for uniform </Keywords>
<Keywords name="Keywords3">bool2 bool4 bool8 bool16 quad quad2 quad4 quad8 quad16 complex imaginary float1x1 float1x2 float1x4 float1x8 float1x16 float2x1 float2x2 float2x4 float2x8 float2x16 float4x1 float4x2 float4x4 float4x8 float4x16 float8x1 float8x2 float8x4 float8x8 float8x16 float16x1 float16x2 float16x4 float16x8 float16x16 double1x1 double1x2 double1x4 double1x8 double1x16 double2x1 double2x2 double2x4 double2x8 double2x16 double4x1 double4x2 double4x4 double4x8 double4x16 double8x1 double8x2 double8x4 double8x8 double8x16 double16x1 double16x2 double16x4 double16x8 double16x16 extern static auto register assert.h ctype.h complex.h errno.h fenv.h float.h inttypes.h limits.h locale.h setjmp.h signal.h stdarg.h stdio.h stdlib.h string.h tgmath.h time.h wchar.h wctype.h math_errorhandling MATH_ERREXCEPT sampler2D </Keywords>
<Keywords name="Keywords4">sizeof vec_type_hint work_group_size_hint reqd_work_group_size endian aligned convert_unsigned convert_char convert_uchar convert_short convert_ushort convert_int convert_uint convert_long convert_ulong convert_float convert_double convert_char2 convert_uchar2 convert_short2 convert_ushort2 convert_int2 convert_uint2 convert_long2 convert_ulong2 convert_float2 convert_double2 convert_char4 convert_uchar4 convert_short4 convert_ushort4 convert_int4 convert_uint4 convert_long4 convert_ulong4 convert_float4 convert_double4 convert_char8 convert_uchar8 convert_short8 convert_ushort8 convert_int8 convert_uint8 convert_long8 convert_ulong8 convert_float8 convert_double8 convert_char16 convert_uchar16 convert_short16 convert_ushort16 convert_int16 convert_uint16 convert_long16 convert_ulong16 convert_float16 convert_double16 convert_half convert_half2 convert_half4 convert_half8 convert_half16 as_size_t as_ptrdiff_t as_intptr_t as_uintptr_t as_unsigned as_char as_uchar as_short as_ushort as_int as_uint as_long as_ulong as_float as_double as_unsigned2 as_char2 as_uchar2 as_short2 as_ushort2 as_int2 as_uint2 as_long2 as_ulong2 as_float2 as_double2 as_unsigned4 as_char4 as_uchar4 as_short4 as_ushort4 as_int4 as_uint4 as_long4 as_ulong4 as_float4 as_double4 as_unsigned8 as_char8 as_uchar8 as_short8 as_ushort8 as_int8 as_uint8 as_long8 as_ulong8 as_float8 as_double8 as_unsigned16 as_char16 as_uchar16 as_short16 as_ushort16 as_int16 as_uint16 as_long16 as_ulong16 as_float16 as_double16 as_half as_half2 as_half4 as_half8 as_half16 get_work_dim get_global_size get_global_id get_local_size get_local_id get_num_groups get_group_id clamp degrees max min mix radians step smoothstep sign abs abs_diff add_sat hadd rhadd clz mad_hi mad24 mad_sat mul_hi mul24 rotate sub_sat upsample acos acosh acospi asin asinh asinpi atan atan2 atanh atanpi atan2pi cbrt ceil copysign cos cosh cospi half_divide native_divide erfc erf exp exp2 exp10 expm1 fabs fdim floor fma fmax fmin fmod fract frexp hypot logb ldexp lgamma lgamma_r log log2 log10 log1p logb mad modf nan nextafter pow pown powr half_recip native_recip remainder remquo rint rootn round rsqrt sin sincos sinh sinpi sqrt tan tanh tanpi tgamma trunc cross dot distance length normalize fast_distance fast_length fast_normalize isequal isnotequal isgreater isgreaterequal isless islessequal islessgreater isfinite isinf isnan isnormal isordered isunordered signbit any all bitselect select vload2 vload4 vload8 vload16 vstore2 vstore4 vstore8 vstore16 vload_half vload_half2 vload_half4 vload_half8 vload_half16 vstore_half vstore_half2 vstore_half4 vstore_half8 vstore_half16 vloada_half2 vloada_half4 vloada_half8 vloada_half16 vstorea_half2 vstorea_half4 vstorea_half8 vstorea_half16 async_work_group_copy async_work_group_copy wait_group_events prefetch atom_add atom_sub atom_xchg atom_inc atom_dec atom_cmpxchg atom_min atom_max atom_and atom_or atom_xor barrier mem_fence read_mem_fence write_mem_fence write_imagef write_imagei write_imageui read_imagef read_imagei read_imageui read_imageh write_imageh get_image_width get_image_height get_image_depth get_image_channel_data_type get_image_channel_order get_image_dim u_WindowSize u_Elapsed texture Noise </Keywords>
<Keywords name="Keywords5">vec float mat return</Keywords>
<Keywords name="Keywords6">.x .y .z .xy .xyz </Keywords>
<Keywords name="Keywords7"/>
<Keywords name="Keywords8"/>
<Keywords name="Delimiters">00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23</Keywords>
</KeywordLists>
<Styles>
<WordsStyle name="DEFAULT" fgColor="000000" bgColor="FFFFFF" fontName="Courier New" fontStyle="0" fontSize="10" nesting="0"/>
<WordsStyle name="COMMENTS" fgColor="008000" bgColor="FFFFFF" fontName="Courier New" fontStyle="0" fontSize="10" nesting="0"/>
<WordsStyle name="LINE COMMENTS" fgColor="008000" bgColor="FFFFFF" fontName="Courier New" fontStyle="0" fontSize="10" nesting="0"/>
<WordsStyle name="NUMBERS" fgColor="000000" bgColor="FFFFFF" fontName="Courier New" fontStyle="0" fontSize="10" nesting="0"/>
<WordsStyle name="KEYWORDS1" fgColor="008000" bgColor="FFFFFF" fontName="Courier New" fontStyle="0" fontSize="10" nesting="0"/>
<WordsStyle name="KEYWORDS2" fgColor="0000FF" bgColor="FFFFFF" fontName="Courier New" fontStyle="0" fontSize="10" nesting="0"/>
<WordsStyle name="KEYWORDS3" fgColor="FF0000" bgColor="FFFFFF" fontName="Courier New" fontStyle="1" fontSize="10" nesting="0"/>
<WordsStyle name="KEYWORDS4" fgColor="0080FF" bgColor="FFFFFF" fontName="Courier New" fontStyle="1" fontSize="10" nesting="0"/>
<WordsStyle name="KEYWORDS5" fgColor="8000FF" bgColor="FFFFFF" fontName="" fontStyle="0" nesting="0"/>
<WordsStyle name="KEYWORDS6" fgColor="FF00FF" bgColor="FFFFFF" fontName="" fontStyle="0" nesting="0"/>
<WordsStyle name="KEYWORDS7" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" nesting="0"/>
<WordsStyle name="KEYWORDS8" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" nesting="0"/>
<WordsStyle name="OPERATORS" fgColor="FF0000" bgColor="FFFFFF" fontName="Courier New" fontStyle="0" fontSize="10" nesting="0"/>
<WordsStyle name="FOLDER IN CODE1" fgColor="000000" bgColor="FFFFFF" fontName="Courier New" fontStyle="0" fontSize="10" nesting="0"/>
<WordsStyle name="FOLDER IN CODE2" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" nesting="0"/>
<WordsStyle name="FOLDER IN COMMENT" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" nesting="0"/>
<WordsStyle name="DELIMITERS1" fgColor="000000" bgColor="FFFFFF" fontName="Courier New" fontStyle="0" fontSize="10" nesting="0"/>
<WordsStyle name="DELIMITERS2" fgColor="000000" bgColor="FFFFFF" fontName="Courier New" fontStyle="0" fontSize="10" nesting="0"/>
<WordsStyle name="DELIMITERS3" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" nesting="0"/>
<WordsStyle name="DELIMITERS4" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" nesting="0"/>
<WordsStyle name="DELIMITERS5" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" nesting="0"/>
<WordsStyle name="DELIMITERS6" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" nesting="0"/>
<WordsStyle name="DELIMITERS7" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" nesting="0"/>
<WordsStyle name="DELIMITERS8" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" nesting="0"/>
</Styles>
</UserLang>
</NotepadPlus>

Wyldanimal
MODERATOR
Joined in Mar 2008

3932 post(s)
June 20, 2022 (edited)
Wow, is it Really 7 and 1/2 years since I wrote that.. for VirtuaGirl 1.2.0.54 on 12/21/2014 ??
Time does fly by...
ComteDracula
Joined in Aug 2017

1273 post(s)
June 20, 2022 (edited)
Thanks @Calgon.

Everything is ok. It's better with the reflection of the girls on the floor.

Did you disable the name of the girl and the card, when starting a new clip? Because it seems to me that they appeared in your previous version, whereas I did not see them, with this corrected version of your scene.


Merci @Calgon.

Tout est ok. C'est mieux avec la réflection des filles sur le plancher.

Avez-vous désactivé le nom de la fille et de la carte, lors du début d'un nouveau clip ? Car il me semble qu'ils apparaissaient dans votre version précédente, alors que je n'en ai pas vu, avec cette version corrigée de votre scène.
EverthangForever
Joined in Oct 2009

2467 post(s)
June 20, 2022 (edited)
Ok @Calgon.. Placing clipnamesprites in the code is bit of an art in itself.
Fortunately @Wyldanimal has given us a means to keep clipnamesprites visible
permanently while we work out where to place them on the screen.
STEP 1.
You need to copy the following shader code into ordinary Notepad
Name it 'goldname.fsh' (without the quotes) and save that file into a subdirectory
named 'Shaders' in your Calgon folder.

uniform sampler2D texture0;
uniform sampler2D texture1;
uniform float u_Elapsed;
varying vec4 gl_TexCoord[];
float weight=0.14767;
// changes and additions by WyldAnimal of the totem occluding.fsh shader used
// here to make a static color clip name.

void main(void)

{
vec4 vTexCoord = gl_TexCoord[0];

vec4 occluding = texture2D(texture0, vec2(vTexCoord.x , vTexCoord.y )) ;
gl_FragColor = vec4(0.432,0.449,0.091,occluding.a);
}
STEP 2.

In your Calgon ForceField.scn file
include for every instance of a clipnamesprite node
the line.. shader: fragment, Shaders/goldname.fsh

Your clipnamesprites should then look something like this..

clipNameSprite {
pos: -4120, 170, 180
scale: 0.5, 1.0
hotspot: 0.5, 0.5
source: Clip4
shader: fragment, Shaders/goldname.fsh
animate: 48, PingPong, OutElastic, pos, 4112, 0, 0
}

Now the names will remain as you play the scene to re-organise it
When you are thru positioning/rescaling/tweeking each name
you can just // comment out the shader: lines, re-save the .scn
and the names will fade out with each new model as before.

You are not allowed to participate yet

As a free user of iStripper, you are not allowed to answer a topic in the forum or to create a new topic.
But you can still access basics categories and get in touch with our community !