Thursday, December 6, 2007

Luxace 1.3 out

New version out just before Christmas! If you're an old customer, you should've received your update already, if not, just wear the old HUD and you should get it automagically.
If you have problems still, visit one of our update centers and grab the latest version there.


What's new

v1.3
- NEW: "Lock" and "Unlock" buttons has been added to the HUD to access the new LockCamera functionality. Read the manual for more info
- NEW: the 3 emitters now have a "sculpty" look. Useless? Of course, but I couldn't resist...
- OPTIMIZATION: a lot of tuning has been dedicated to the communication layer between the HUD and the emitters, and in version 1.3 it becomes much more solid and reliable than ever. In addition, the whole system is much lighter and should save a good 20-25% of memory from previous version
- BUGFIX: as a result of the previous point, a vicious bug has been corrected that made the HUD print on screen a weird line of messages while pressing buttons under certain circumstances

About Windlight FirstLook viewer

At the moment, Windlight has got a bunch of problems with local hardware lights rendering.
Some face lights marked as "Windlight compatible" are spreading throughout the grid.
Although I haven't had much time to personally test Luxace with the Windlight viewer, especially because of some issue with the Leopard operating system, since you can place the 3 emitters virtually anywhere near your face, with any color and any intensity/radius setting, it shouldn't be a problem to make it work with Windlight's peculiar way of rendering lights.
To sum it up, I can't assure a full compatibility with the Windlight viewer until it becomes official, but there's a fair chance it will work fine anyway.

Monday, December 3, 2007

Ploreho design Christmas contest

In the continuing effort to enhance our line of products, Ploreho design is proud to announce a new contest that will take place for the whole month of December.
Any Ploreho customer who bought any of the following products is allowed to take part in it:

- Re-light
- Re-light HUD
- Luxace
- Photodice
- Standy

Only one submission per customer will be accepted.
What we are asking you is to fill up a simple form you can find linked below with a few questions regarding our products and the ways we could improve them.
We are sure that with your help we will be able to further improve our line and make yours a better Second Life experience.

At the end of the event, we will select 10 people who will be able to choose 1 product to receive among the full line of Ploreho design products. The good thing is that if you bought more than one of the listed products, you will have more chances to be selected for the prizes.

In addition, the 3 best suggestions for product enhancements will receive a money prize AND 1 product at choice!
#1 will receive 2000L$
#2 will receive 1000L$
#3 will receive 500L$

But that's not all!
Infact, every participant will receive a free PHO product of his or her choice from the following list:

- any single product of the Komfort furniture line
- any single product of the Spectrum furniture line
- any single product of the Classy furniture line
- any single product of the PHO-L home furnishing lights
- Cuddly armchair

Merry Christmas and Good luck!

Contest form

Sunday, December 2, 2007

Photodice 1.1 out

Just in time for X-mas prezzies a new fix for the popular photo studio product by Ploreho design.

..: WHAT'S NEW :..

v1.1
- NEW: a new box included in the package! Which isn't actually a box but more like a sphere... Same functionalities but smoother look ;)
- BUGFIX: pressing the Default button will now reset also the fullbright status
- BUGFIX: pressing the Default button in the texturer HUD will reset also the face color
- BUGFIX: general optimizations in events handling, especially in the fullbright routine
- BUGFIX: pressing the ground-level teleport button after having deleted your photodice box will now correctly return an error message

As usual, to receive this update just wear the old HUD and you will receive the new boxed product in a matter of seconds.

Sunday, October 28, 2007

Photodice and Standy out! Plus a nice bundle...

Been a while since I released something new, but I finally found some time for it, and here we go!

Photodice

Photodice is the next evolution in Second Life picture-taking!
How many times have you fou
nd yourself in the need of taking photo shoots of you or your friends but lacked a fast way to put a custom background in the picture, or to just put a green background to be able to cut it comfortably in post-prod
uction to add effects and such?
If you experienced this need at least once, Photodice is the right answer!
Unlike many other products of this kind, Photodice has many advantages:

1- low prims, and I mean it: 6 prims for each box!
2- LOT of space, included are 2 dice, 10x
10m and 20x20m, finally you'll be able to include more than just yourself in your pictures
3- automatic repositioning at any height you want, for those pri
vate moments...
4- absolutely laughable configuration difficulty: wear and use in less than 1 minute
5- another thing to laugh about? The price, th
at still makes me laugh...

In the box you will find 2 items. The first one is the Photodice HUD itself, the second is a texturer HUD, using which you'll be able to texture the internal walls of your box in a very comfortable and easy way.

Standy

Standy is an easy to use and highly customizable posing stand.
It will allow you to include any number of pose inside it (as far as memory limit allows!) and let you
 choose them through a comfortable dialog system or by pressing the 2 previous/next buttons.
In a
ddition, unlike many of the other posing stands you can find around, it accepts two simple chat commands to make the posing stand itself visible and invisible.

BUNDLE!! OMG!!


to make this release even more glorious, I decided to sell Photodice and Luxace in a fantabolous bundle at just 599 L$!
I remind you that many others photobox thingies are sold alone for more than that, so I guess you have no more excuse not to buy it :D

Thursday, October 18, 2007

Problems with product updates

Due to some accidental malfunction in our update servers, some of you may have experienced some problems in updating their products during the last several days.
The technical problem has been identified and fixed, unfortunately though, old products cannot be automatically updated anymore.
To fix this, I have been working on an Update Center to allow all of you to get the latest version of your products, which already contains a fix to make the automatic updates work again.
To stress this more, THIS PROCEDURE IS NECESSARY JUST ONCE, from next versions on you'll receive your updates automagically as always.
Here is a list of the latest versions of Ploreho design products containing the fix:

- Re-light v1.2 => v1.21
- Re-light HUD v1.2 => v1.21
- Luxace v1.2 => v1.21

To manually receive these versions, you just have to visit any of my shop locations and use the Update device you can find there.
In order to use the update device, simply click the screen and select the product you want to update from the dialog menu. You'll receive the new box within a few seconds.

These versions contain no major change from the previous version, infact the only change is the update servers fix. So you can simply use the old configuration/programs notecard in them without any issue.
Sincere apologies for this.

Wednesday, September 12, 2007

Luxace v1.2 out!

After weeks and weeks of tuning (and a whole summer of slacking hoho) I finally got the final inspiration to get this thing done.
Let's cut straight down to business:


..: What's new :..

- NEW: I guess the first and most important change is the addition of a third emitter, to allow for more customization
- NEW: total restyling of the HUD attachment, now it has only one set of buttons to operate the selected emitter, which can be changed operating a comfortable lever on the bottom part of the HUD itself. Also added new buttons to operate the new functions described later, and a new color button for the third emitter (duh)
- NEW: single emitter can now be turned on and off
- NEW: pose support! Now you can drop your poses inside the HUD and operate them through Luxace
- NEW: removed the *Configuration notecard from both the emitters object and the HUD. Now Luxace uses a static channel and password to communicate commands to the emitters and infos back to the HUD. Since it accepts commands just by the owner, no need to make things more complicated ;)

Lots of changes and tweaks uh?
To get your new updated version, just wear the old HUD and the 1.2 version will be delivered to you automagically!
Have fun ;)

Tuesday, September 11, 2007

New shop in New Paris!

A new Ploreho design shop just opened in the wonderful region of New Paris.
The shop is currently featuring the Luxace face light, all the products of the Lights interior design line and the Re-light club lighting system.

SLURL: http://slurl.com/secondlife/New%20Paris/198/78/23/

Monday, September 3, 2007

Re-light HUD v1.2 out!

And after the device update, even the HUD gets a new flaming look. Down to business:

..: What's new :..

v1.2
- NEW: new support for access levels, now you can give your HUD operators limited access to basic Re-light functionalities! (see the blog post below)

- NEW: added Menu, Find Device and Show Hide buttons.
the Menu button will just call forth the device menu, like if you just clicked on the device itself. The Find Device will send out the x,y,z position of the device, useful in case you forgot where you placed it :p the Show/Hide button will alternatively make the emitters visible or invisible, so you can check out if your programs work good

- NEW: completely reworked the internal communication layer, to be faster and tidier (see the blog post below)

- NEW: new gfx on the HUD unit, buttons are a bit more readable and colors make a bit more sense overall
I wasn't very satisfied with the looks of the old HUD, but was on a rush to release it and I am not really a GFX dude after all... now it looks far better

- NEW: the device now communicates with the HUD a lot more than before. Messages can be sent to single HUDs or to all of them according to the operation performed by the single operator. For example, starting a program will inform all the operators about it, while showing or hiding the emitters will just inform the operator who pressed the button

- NEW: on/off buttons state. Starting a program/cycle or other operations on the HUD will light on the related button. Buttons will be lit also in case some other operator performed a similar action, for example, if you press the Cycle button, all the HUDs linked to the device will have their button lit as well
- BUGFIX: fixed a certain typo which I am sure made a lot of people laugh... :p
- BUGFIX: fixed some problem in the com layer that prevented certain actions to be performed correctly under particular circumstances

To receive your updated HUD copy, simply wear it and enjoy ;)

Re-light 1.2 out!

Ok ok been a while since my last update, but you know, summer and all :p
Anyway I have not been slacking completely and I kept working on the next update of your (hopefully) favorite club light, and here finally comes version 1.2:

.: What's new :..

v1.2
- NEW: new support for access levels, now you can give your HUD operators limited access to basic Re-light functionalities!

This function was long awaited and has been asked by many club owners. It gives you the chance to give HUD access even to simple LJs, without having to trust them too much :p They will be allowed to select a program or a cycling, but they won't be able to reset the device, or directly access to the device dialog menu

- NEW: Radius command introduced. Now you will be able to dynamically change the radius/power of the emitters while a program is running, overriding the notecard settings

This is good if you want to change the light radius on the fly and don't have time or chance to manually change the notecard. Just select the new radius from the device dialog menu (either by clicking it or clicking the Menu button on your HUD) and keep on shaking your ass ;)

- NEW: completely reworked the internal communication layer, to be faster and tidier

This sounds pretty generic ok but with my experience in the Luxace development I managed to refine a lot the "inside magic" of Re-light as well, resulting in something far more efficient, in full compliance of my "zero-lag" philosophy.

As usual, if you are a Re-light user already just click your device and select ChkUpdate from the dialog menu, or simply rez a new copy. If you're not a Re-light user... what are you waiting for? :)

Monday, July 30, 2007

EinHander finally released!

I say "finally" 'cause I've been working on this for like... how much is it, 3 months or something. Well not because it's something really complicated, more like, I've been updating the scripts used in the chair (and in my lights) for months and never had time to finally take a break and update the chair itself once and for all.
I also took the chance to include 7 poses in it, instead of a single one, using the MLP system (sorry guys but it's no sex product :s), which is simpler than trying to put more poses into it with "normal" systems.
So basically, the chair features 3 single seats, 2 couple seats and 2 cuddles, all selectable from the MLP-driven menu system. In addition, by clicking the metal base of the chair you can access the lighting menu, with all the classic options like on/off with intensity choices, colors, daylight timer and so on. You can also set the position of the light itself between 3 presets, to give nice shadows on your avie :p
You can find the chair (and try it, since it's on the rezzing vendor) in my main furniture shop, and also on SLExchange on OnRez and in the Metaverse Mart HUD.

Wednesday, July 25, 2007

Luxace v1.1

With a couple days of delay, here comes the new version of Luxace!
First of all: to update, just wear your v1.0 HUD and you'll get the v1.1 box automagically.
I received a lot of positive feedbacks about version 1.0 during the last days, and a good number of very nice inputs on how to improve its features, so I started to work hard on it to make a release in reasonable times :p
Big thanks this time as well to Caliah Lyon for the idea about chat commands, but also to CronoCloud Creeggan for further developing it and adding her own opinion on implementing a rotate function for the whole attached prim.
I was also kinda surprised to receive a very nice feedback from Torley Linden himself, what can I say, I'll try to keep up the work :D

So, about new features, first of all the long awaited implementation of chat commands. From this version on, you will be able to operate most (if not all) the functions of Luxace using commands on channel number 5 (default, but it can be changed in the configuration notecard), like for example /5 show (to show emitters), /5 l1 right 0.3 (to move emitter 1 on the right by 0.3 meters) etc. Everything is well documented in the new manual revision.

Second thing, I implemented a new rotation function, to rotate the whole attachment prim on each of the 3 axis for special added effects. For example, /5 rotx 45 will rotate the attachment by 45 dregrees around the x axis.

As a consequence from the previous point, I had to create a way to import the old notecard format into the new scripts, since the adding of a rotation function messed things around a bit ;) so here comes the programs converter object, you just drop the old v1.0 *Programs notecard inside it and you'll have printed on screen the program lines according to the new syntax (well, to be honest it's the same syntax with added the line for the rotation parameter :p).

I already discussed with Caliah the next big step in the Luxace roadmap but I'll keep it private for now, I just hope you'll all have fun with version 1.1, and remember I'm around for any help :)

Saturday, July 7, 2007

Re-light 1.1 out! And 1.11 too!

1.11 UPDATE: ooops, now the HUD will operate the device even if the object owner isn't in the ACCESS_LIST ;) Sorry!

The day of updates goes on!

..: What's new :..

v1.1
- NEW: let's start with the most noticeable new feature, the HUD! From version 1.1 on, Re-light comes equipped with full HUD support. Wearing it (it attaches to the bottom screen) you'll be able to have full access to the device features from _anywhere within the same region_. Place the box where you want, offset the emitters to the middle of the dance floor with the STARTING_POS *Configuration setting and operate it with the HUD: simple, fast and effective. The Re-light box includes one copy/mod HUD, more HUDs are for sale at the Re-light shop for the price of 99 L$ each
- NEW: another long awaited addition comes with the _automated program creation walkthrough_. Use the old Rez.marker menu command and follow the instructions on screen to receive a fully formatted block of text lines containing the program you designed, ready to be comfortably copied&pasted in the *Programs notecard
- MODIFIED: completely revamped update system taking advantage of our flaming new web facility. 256-bit crypted connections to get synced with all our latest updates, automatically (every time you reset the device) or manually (from the ChkUpdate menu option)
- BUGFIX: corrected a vicious bug that caused the emitters to ignore the first waypoint of a program after the first movement through it

Available immediately through automatic update (rez a copy of your old version and enjoy), at my Re-light shop and on the usual SLExhcange and SLBoutique (check the column on the right for the links).

Luxace v1.0

Luxace is a powerful and extremely versatile face lighting system, designed to help people take astonishing photo shoots, from normal amateurs to professional modeling ones.
In the box you will find 2 items. The first one is the face light itself, made up of 3 prims, 2 emitters and the root object containing the main control scripts and the *Configuration notecard.
The second item is the HUD used to control the emitters. The HUD attaches to the center HUD attachment point, placing itself on the central bottom part of your screen. Remember that you'll need to keep the HUD on just when you want to change the emitters parameters and configure new programs, in all other situations you can leave it detached.

The HUD features a full control over the 2 emitters, you can change position in the 3 axis, intensity, radius, falloff, color, and you can of course save/load/delete the settings into programs that you'll be also able to dump in chat to copy&paste them into the *Programs notecard to save them forever (useful when you upgrade your Luxace too).

Luxace is availablea t 349 L$ from my Lights shop, and on the usual SLExchange and SLBoutique.

Saturday, June 23, 2007

3 new lights available

Added 3 more lights to my home lights line. The Cubez light comes from a friend's idea and it features a very simple but original (or so I hope :p) design for 129 L$.
The Cardinal features a sculpted main light source and 4 bulbs with particle glow mounted on a metal frame for 199 L$.
The Pylon is a very minimalistic light source designed for modern rooms but also suitable gardens or outside spaces, available at 129 L$.
All the new lights are available at my Lights shop.

Lights

With a HUGE delay, here's the post about the opening of the third shop in my Linji parcel, dedicated this time to home lights.
I thought it would've been nice to integrate part of the technology I developed for Re-light into a more "for the mass" products line.
My home lights feature a full scripted control system to switch between 3 different light intensity, to enable daylight (the light will switch on and off according to sun position), to set permissions level (All, Group, Public) and to select one of 133 available colors, configurable through a notecard (in case you want to add your own or modify the existing ones).
Apart from developing the scripts themselves, I spent some time also into actually designing cool looking lights, and I hope I got something good out :p
I will be adding more lights with time so remember to check the new shop out once in a while.
All the products of the Lights line are compatible with the soon-to-come home controller system, a device that will allow you to manage all your home lights with the touch of a single panel.

Thursday, June 7, 2007

New Ploreho shop opening and projects progress

Update: it looks like it wasn't worth to keep it :p

After just a few days of delay I am posting the news about the opening of a new shop in the Edge sim.
Not sure if this is the kind of target that's good for my business, but I just liked the idea of having a shop in some crazy traffic area, and the Edge is a good start I guess.
I will be monitoring sales there and see if it's worth to keep it up or not, but for now, enjoy and take a visit if you get bored of dancing in the nearby dancefloor :p
On a side note, I am still finishing up my new home lights line, I polished my scripts a lot and made them very modular, in the meaning that people will have the option of buying normal, finished products (like desk lamps, wall lamps etc) or buying a do-it-yourself package.
Inside it you'll find full mod/nocopy prims containing the scripts, which you will be able to transfer to your own lamps, or anyway lamps with mod privileges you own.
There will be a script for each major function, for example, the "core" will be made up by the switch script, the daylight script (to manage light turning on/off according to sun position) and the control bridge one (to make it compatible with the light controller I talked about in another post).
The other "mandatory" script will be the bulb controller one, it will work in pair with the core scripts and will light up any prim you will put the script in, according to the switch commands, if the prim itself is linked to the core scripts one of course.
Then the "fullbright" script, it will change the prim you put it in to fullbright or not according to light status on or off.
The "light cone" prim/script to be used in spotlights, to give that light cone effect.
The "particle" script, to be put in all the other kind of lights, to give a nice glow effect when light turns on or off (with color switch of course).
If it sounds a bit complicated, don't worry, it's really just a matter of dropping the right script in the right prim, and I'll make the "demo object" really easy to understand.
If you just want finished products, no problem, those are working out-of-the-box anyway .
I guess I'll have all ready for the weekend, unless something bad happens :p

Sunday, June 3, 2007

Re-light movie

Here's how it works:

Re-light trial, lights controller, new projects, bla bla

Been a while since I last posted here, but let's try to put some order mmm err let's see.
Ok first of all, I finished working on a trial support for Re-light, this means, anyone will be able to go in my shop and get a fully functional copy of Re-light for 1L$. After 2 days, the copy will expire, and it will stay so even if you get a new one from the shop, if you're wondering :p
I made this up 'cause I understand sometimes people really need to test how the lights look like on their own club/house, and I can't really go around everytime to run tests personally.
I've also been working on tuning up my home lighting system, it will support all the lights I made so far and all future ones through updates (read later on), and will work in a kinda cool way.
Let's say you put lights in the different rooms in your house, like, living room, kitchen, bathroom, bedroom etc, you just assign each room a unique number, and put it in the description field of each light. This will ne the channel these lights will be listening on, let's say, 100 = living room, 101 = kitchen, 102 = bathroom, 103 = bedroom etc
Then, you add the same rooms to the *Configuration notecard of the lights controller, in the format room:number, like Living room:100, Kitchen:101 etc
From now on, you'll be able to control all the lights in the single rooms with a touch of the control device, so you can turn them off/on, set the intensity, color etc. The controller will of course support different users.
I understand the potential issue of each light having a listener on it but honestly, I see most furniture with standard /1show /1hide poseballs in the, they work with a listener too and noone complains too much about it soo :p
The good thing about my lights will be the support for virtually any prim. Infact I will release also a special "do-it-yourself" pack, you just drop the scripts in any moddable prim you want (following the instructions) and you transform it in a lamp, easy and fast.
To be able to update non-copy objects without much problems, in case of new scripts release, I have developed an update system that will work in the classic way. You rez the updater object near the light, you press Update in the light's menu and the updater does its mambojambo. Nothing too complicated.
I guess that's all for now, I'll keep you updated on releases time!

Sunday, May 27, 2007

Re-light 1.04 out

This version fixes things all over, introduces new functions and new programs, but here are the details:

v1.04
- All communications between emitters and control device now use the llRegionSay command, making it possible to control emitters from anywhere in the sim.
- New "offset device" functionality: by setting the STARTING_POS varable in the *Configuration notecard, you will be able to place the device box anywhere you want, and make all the programs consider START_POS as the real device position.
- New improved Rez. marker: the rez marker now gives easier informations about marker position relative to the controller AND light color informations.
- New programs syntax. the first part of the programs line, the emitter name, has been removed. If you made your own programs using the old syntax, simply remove the "emitter name" value and the semicolor after it. The program line should start with a number indicating the radius of the emitted light.
- Corrected bug that sometimes prevented the first line of a program to be passed correctly to the emitter on rez.

Have fun ;)

Wednesday, May 23, 2007

Re-light at Club Illusion


I am very proud to announce one of the most important SL clubs, Club Illusion, adopted Re-light as one of their lighting system!
The club itself is very nice 'cause unlike many other SL clubs you won't find lucky chairs, escorts or other things like that which may ruin your fun, it's just music and people to meet, so quite amazing if you ask me.
You can check out the club clicking here ;)

Monday, May 21, 2007

New Classy furniture line

I've been working on this for quite a lot, but since I have been so busy with the release of Re-light I didn't have much time to really finalize it.
But finally during the weekend I managed to squeeze this in, and completed my new furniture line (or near to... chairs missing still ugggh).
This new line is inspired to office furniture, and I think it conveys a sense of tidyness and "professional" environment that perfectly suits an office or a modern style house.
I made available in total one armchair, one 2-seats sofa, and one 3-seats sofa, each in two variations, for a total of 6 pieces, and a seventh one, a metal framed table that I called *drumrolls* metal framed table!
Prims count is variable between each of the two variations, while price doesn't change from the standards set with the previous Komfort release, and it's in my opinion fairly competitive.
But I guess you'll be the judge ;)

Re-light v1.03 out!

Ok ok I've been quite busy this past week tuning Re-light and adding some features some of my customers / friends asked for, and this coupled with some bug fixes as well justifies the triple-release of v1.01, 02 and 03 :p
I remind you that to receive your update copy you just have to rez your device in-game again (even a copy of it, it doesn't matter) and you'll receive the new box automagically.
Here's a brief list of the fixes and additions:

v1.03
- To avoid "lost emitters" problems, Re-light now comes with a built-in sensor control, that will check the presence of the device box within 90 meters radius. If the device isn't found, the emitters will self destruct.

v1.02
- Corrected a bug in the emitter not correctly processing "pulse" commands under certain circumstances

v1.01
- Added option to specify the single emitter radius (the distance in meters its light should go to) as an option in the program lines (thanks to Dainie Fraina for the idea)
- Corrected a bug that prevented the emitters to station in each waypoint for the correct amount of time

Friday, May 18, 2007

Re-light is here!






Finally Re-light v1.0 out for sale, attached is the information notecard about the product.
You should find all the necessary informations in there, and in the provided manual, but in case, don't hesitate to IM me and I will get back to you as soon as possible.
Thanks for your support and have fun ;)

Ploreho design: http://slurl.com/secondlife/Linji/56/201/75/

..: P L O R E H O design :: [PHO] Re-light v1.0 :..

Thanks for shopping with us!
Re-light is a club lighting system designed for commercial and personal use. Commercial as, it's perfect for clubs or activities in general that benefit from a great visual impact on the people participating in it, and personal in case you're organizing parties or just want to impress your friends with some great lights game.
The device will rez real hardware lights that will cast a user defined color, moving through a user define path, and providing the feeling of a _real_ club lighting system, like the ones used by real LJs in all the popular real life clubs.
Re-light is fully programmable, with a notecard-driven system, that will allow you to specify your own "programs", selectable through a comfortable menu system, which will also provide access to all the other options.
Some random facts:

- LOW LAG: all of the light effects are rendered locally on your computer
- fully customizable programs: YOU decide how you want this to work
- COPIABLE! Yes you heard good, unlike most of my products, Re-light is copiable! Buy once, use as much as you want, in as many places as you can put it
- FREE automatic updates up to version 2.0, delivered to you by my update servers network: just rez your re-light and get the incoming goodies
- Full product support, should you have any problem with it

This article comes in a boxed version, once you have received it, rez the box on the ground, right click on it and select Open. There are your goodies ;)

..: Users group :..

You can be updated on my product releases in-game, through my users group. Search for the group named "Ploreho design clients", free to join for everyone.
You can also visit us on the web, http://ploreho.blogspot.com

..: P L O R E H O design :..

Sunday, May 13, 2007

Re-light sideshop opened

While I am waiting to find ideas for the final shop complex I am gonna put up soon (hopefully), I popped at Ace's Spaces to get myself one of her new shop prefabs (LUDA, for the records) and came up with a nice looking side-shop which I placed right left of my teleport landing point.
I decicated it entirely to my new club lighting system, which I decided to name Re-light.
I hope this will help me promote it a bit waiting for the final release, which is at the moment very imminent. I started distributing already release candidate packs to my beta testers and, if their response is affirmative, I'll get the show going.
I am still working on the manual but I think my previous post should cover most of what's there to know, but as usual, pop me a IM in case!
If you want to test Re-light first hand, come visit my new shop and remember to set your sun light to Midnight, and enable Nearby local lights in your preference. To get a landmark for it, click on the welcome sign you'll see in front of you upon landing.

PS: by the way, I gotta say the light effects Re-light make are FAR more awesome in a closed space like the shop than in my open-space skybox, the colors bouncing all over the walls are amazing :o

Friday, May 11, 2007

Club lighting system

The controller boxThis is what I have be
en working on for the last couple of weeks. The idea behind it is not completely original, I have seen something similar on the grid but it supported just a simple "light on" and "light off" command. I liked that system very much back then, anyway, but the high price kinda put me back, considering I was going to buy it just "for fun" and not for a real use.
That's why I decided to give it a go, with all the experience I recently built up working with lights and stuff.
Honestly I didn't quite figure out how much of a colossal work (at least for a LSL noob like me) I was putting myself in, but day after the day it shaped out kinda nicely.the main menu
So what is this all about? Basically, the system is meant to mimic the work of a real Light Jockey console like the ones you see in real clubs, in a way that let an operator switch predefined (and fully customizable) "programs" allowing him to move light sources along a certain path, at a certain speed (specifiable for each waypoint), with a certain color, and also specifying if the emitter should pulse on/off and at which speed. It sounds complicated uh? Well, to some extent, the notecard used to configure all this would kinda put off anyone not feeling expert enough, but worry not, I will write a nice manual for it. Anyway here's a sample program directly from the *Programs notecard:

the programs menu
PROGRAMNAME name of your program
emitter 1:<1,>:0:<5,>:1:<5,>:0.7:<-5, -5, 6>:0.4:<-5, 5, 0>:0.9
emitter 2:<0,>:0.8:<3,>:1:<2,>:0.5:<4,>:1.3:<5,>:3.1
emitter 3:<0,>:0:<1,>:1:<2,>:0.9:<-2, 5, 10>:1.9:<1,>:2

Ok now most of you already closed your browser or pointed it somewhere else, but for the few who are reading still, a brief explanation.
Each program starts with a PROGRAMNAME declaration, followed by the name of the program, "name of your program" in this example.
Then, one line for each light emitter you want to use in your program. The parameters in these lines are separated by semi colons. Here's the syntax:

  1. emitter name (ex. "emitter 1");
  2. light RGB color, in the usual SL vector format;
  3. the "pulsing speed" of the emitter. Pulse as, the speed at which the light should blink on and off for added scenic results. If you don't want your emitter to blink at all, just put "0" as value;
  4. waypoints! this is the hard part, each waypoint is made up of two parameters, first is a the position of the emitter, relative to the main unit, expressed in the SL position vector format. The second parameter is the number of seconds, expressed as a float number, which the emitter should spend in this waypoint. In the example above, "emitter 1" spends 1 seconds at position <5,>, 0.7 seconds at position <5,>, 0.4 seconds at position <-5, -5, 6> and 0.9 seconds at position <-5, 5, 0>.
    Remember that this position is relative to the main unit position, this to make things easier and allow emitters to be rezzed correctly as you use them in any place you like.

I am sure this looks still way complicated for many of you, that's why I the system, a "rez. marker" option that will rez a red shiny ball on top added another feature toof the main unit, announcing its xyz position relative to the main unit as you touch it. Practically, what do you do to quickly make a program?

First of all, you decide your program name (it will be used in the main unit menu for selection purpose), how many emitters you want, their name (will be used to tweak single emitter options in a soon-to-come "manual mode"), their color and if you want them to pulse or not, and at which speed. This will cover the first 3 parameters of your configuration. Then, the fun of waypoints part start. Rez your "marker", and start moving it around (right click on it, and select Edit from the pie menu, then Move and drag the xyz movement arrows around). Once you get it in a good position for your waypoint to be, close the Build panel, left-click on your marker and note down the xyz position it announces. If you want, you can simplify these values, for example, a value of 50.5421 can be written as 50.5 without many problems :p This is your first waypoint, repeat these steps for as many waypoints as you want your emitter to run, deciding how much time you want it to spend in each of them, as explained earlier.
And then, repeat all this for as many emitters as you choose to have, remembering SL fails to render correctly more than 8 (I think) hardware lights on your screen.
Still hard? Well ok just drop me a line and I'll see about it, but I really can't get it easier than this, I understand it might look like hard stuff, but I can assure you that with 10 minutes of work you can get awesome programs to use for your special clubbing needs ;)

About release time, well I can say "soon, very soon". I am currently tweaking a bit the rezzing system, to make it totally fail proof, but that shouldn't take me more than a couple of days at most, then I'll release it to the few beta testers I got myself, and if it's all good, it'll pop on my shop! So just be patient :p

Thursday, May 10, 2007

So much to do, so few time...

Woah, to be honest I was kinda skeptical about the potential of Second Life back when I first came to know about it, a couple of years ago.
All those people buying and selling land for real money?? No way, that's sick, I thought.
I guess I was bored enough a couple of months ago when I decided to make my account to try it out, and here I am opening a shop already :p
I confess it took me more time to prepare what is around the shop than what I actually sell. Making boxes, images for boxes, "vending signs", notecards, putting together a decent looking shop prefab, configuring the rezzing vendor 234525 times 'cause you forgot that nice option or you modified all boxes and you have to update all of them inside the vendor inventory etc etc.
I am not having a second left to actually work on my models since 2 weeks :p
On the other side, I had enough time to push forward other side projects I had on hold since a bit, noticing how they are slowly becoming my main aim. I started scripting for fun and to study how LSL actually worked, and recently came out with a nice set of script templates I will use in all of my scripted-light products. They work really nicely, in pairs, you place a script into a "light-bulb" child prim, and another in the root prim acting as switch. From the menu you can set who can access the light commands (All, Group or Owner), what color should the light (and the bulb) be (you can specify a color name from a list, and the system will take the according RGB values from an internal notecard), and set the light to switch itself on and off according to sun position (saving energy is important isn't it?). Switching the light on and off will also turn the full-bright properties of the bulb accordingly.
Eventually I will introduce a second script inside the root prim to manage the sun timer, instead of making the children manage it (horrible resource wasting, I know...) UPDATE: done it.
The system is kinda modular, placing 20 bulbs around a lamp and a script in each of them will let the main switch operate them all, which is kinda cool, since you can make all sort of light 3dmodel become more interesting with it. Of course the are 3d engine limitations playing a part here, I think the max is 8 hardware light sources rendered on screen at the same time, or something about that. But I like to make things the more general possible, you never know if they'll update that hardware limit...
Following this "breakthrough" I am gonna update also my Einhander chair with these new scripts, after all it works the same.
This tuning of my lightning system, apart from making me spend my online time with sun forced to midnight for the most part, allowed me to develop another cool thing which will be discussed more in depth in another post, a club lightning system that will hopefully introduce the work of LJs inside Second Life clubs ;) People who saw it said it's the most realistic club lightning system they've ever seen, but since I don't like to brag about what I made I guess you'll be the judge of it when I release it. Hopefully soon enough...