@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.
iStripper の無料ユーザーはフォーラム内のトピックに参加したり新しいトピックを作ることはできません。
でもベーシックカテゴリーには参加できコミュニティーと接することはできます!