A short one today.
I’m deep into the scripting phase now. To facilitate that it was necessary to get a few key assets into SL in a semi-final state, namely the Mesh parts themselves, and the Textures. The key function I want to get worked out from the ground floor is the appearance functions, as these will have far-reaching implications in how many things behave throughout the code. It’s starting to dawn on me how complex this item will be, as it probably has more visual options than anything I’ve ever done.
But I’m making pretty good progress so far. I have nearly all of the features of the Aspect HUD working, except for the textures. It’s going to take an overhaul of how I originall structured the HUD, since before I anticipated at most 3 texture sets to choose from. But with the eventual addition of many latex colors, this is going to grow significantly, from the 4 I have now. So I have to be ready for that. ^.^
I’m also somewhat hampered by a bug in one of the tools I have used for modeling the Straitjacket (Avastar for Blender). I still can’t as of yet upload the real, actual, final model to SL until the bug is fixed. So I’m making due with a somewhat flawed version, and continue to wait for the bug’s eventual correction. (I’m told any
day week now)
I”ve also along the way been working on a lot of bug fixes which will make their way into the other products along the way. But instead of doing a ton of small updates strung out over several weeks, I plan to just have one big update party when it’s all said and done. I think people will like that better. :3
So never fear, the gears are turning at a furious pace. Until next time.