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SL Clothes Previewer

LadyMuse Gray
Registered User
Join date: 15 Oct 2006
Posts: 14
01-12-2009 20:40
K I use a lot of PNG files for my creations, just wondering if you will be supporting that file format in the future

Love the program as it is - works great for my old stuff that I never uploaded

Also nicer then always having to have SL loaded to check out a new design to see if things are matching up right

Love how it works on the Mac - grins, nice to see an app that does (been looking for something to use instead of the build in deal of SL).

Thanks and great product!
Johan Durant
Registered User
Join date: 7 Aug 2006
Posts: 1,657
01-13-2009 18:44
I have my new Macbook Pro but I've been too busy setting up other things on it first, sorry for the delay.
_____________________
(Aelin 184,194,22)

The Motion Merchant - an animation store specializing in two-person interactions
Bekka Hax
Registered User
Join date: 1 Oct 2007
Posts: 90
01-14-2009 07:17
*glows green with envy* Grats on the new very expensive shiny thing John. Once you got the Mac version compiled if you need hosting for the files i've no problem with that, i'm pretty sure you wont take me over 20tb/month :). eMail it me and i'll upload - if you dont have my email IM me ingame babe.

From: someone
K I use a lot of PNG files for my creations, just wondering if you will be supporting that file format in the future

PNG is supported in the current Windows version, and as soon as John does the port it should be supported on the Mac too.

http://www.bansheestudios.com/files/slcp_win.zip
_____________________
Johan Durant
Registered User
Join date: 7 Aug 2006
Posts: 1,657
01-15-2009 00:24
expensive is right lol. So worth it though.

From: Bekka Hax
Hows about some declarations for gadget layout that are OS specific?

?MacOS
column1x=n1
?End MacOs
?Win
column1x=n2
?End Win


Can this be done as compiler directive? I know basically nothing about compiler directives, but it sure would be handy if the compiler could just automatically decide which code to use.
_____________________
(Aelin 184,194,22)

The Motion Merchant - an animation store specializing in two-person interactions
Bekka Hax
Registered User
Join date: 1 Oct 2007
Posts: 90
01-15-2009 02:57
The example I posted was just that, except it appears to close the brace is just a ?

?Linux
code here
?

?MacOs
code here
?

?Win
code here
?

(Actually i'm not 100% sure on the Win command, it might be ?Windows or something).
_____________________
Johan Durant
Registered User
Join date: 7 Aug 2006
Posts: 1,657
01-15-2009 15:49
ah okay I just thought that was psuedo-code, didn't realize that was the exact syntax for compiler directives.
_____________________
(Aelin 184,194,22)

The Motion Merchant - an animation store specializing in two-person interactions
Fur Yifu
Registered User
Join date: 21 Feb 2007
Posts: 31
Mac crash
01-20-2009 01:44
Hi just downloaded the MAC slcp, and it crashes at load.

Mac G5 Dual 2gig Tiger 10.4.11

It is me?

Fur
Bekka Hax
Registered User
Join date: 1 Oct 2007
Posts: 90
01-20-2009 04:45
Does it give any kind of error message Fur, or just closes straight out?

The most common program startup issues on Mac can be fixed by running a pre-installed Apple program called "Disk Utility" and selecting 'Fix Drive Permissions'. Failing that you may have font or preferences corruption on your system which are a little more involved to fix.
_____________________
Fur Yifu
Registered User
Join date: 21 Feb 2007
Posts: 31
Mac Crash
01-20-2009 07:04
Oh hi and thanks for being there!

:) You are kind!

There is no error message at all. The program opens, two blank windowws appear for a sec 1 large 1 small), then it quits. No error code/message.

I could not find any sign of a version no in INFO.

Fixed permissions. Closed all non standard system fonts. Restarted.

Still the same result.

I can send you the crash report details though.

Hope you can help

Is a new version coming BTW?

Love and Kisses

Fur Yifu
xxx

>
Date/Time: 2009-01-21 02:03:00.818 +1100
OS Version: 10.4.11 (Build 8S165)
Report Version: 4

Command: slcp
Path: /Volumes/LACIE/01 Work 2/01 Second Life/CLOTHES making/slcp_ppc/slcp.app/Contents/MacOS/slcp
Parent: WindowServer [340]

Version: ??? (???)

PID: 831
Thread: 0

Exception: EXC_BAD_ACCESS (0x0001)
Codes: KERN_PROTECTION_FAILURE (0x0002) at 0x00000064

Thread 0 Crashed:
0 slcp 0x0004d7c4 sidesign_minib3d_TextureName + 36 (crt.c:300)
1 slcp 0x00006754 42 + 100 (crt.c:300)
2 slcp 0x00006268 336 + 32 (crt.c:300)
3 slcp 0x000044c0 156 + 976 (crt.c:300)
4 slcp 0x00002d84 4 + 48 (crt.c:300)
5 slcp 0x00002b1c -[BlitzMaxAppDelegate applicationDidFinishLaunching:] + 288 (crt.c:300)
6 com.apple.Foundation 0x92bf3a5c _nsnote_callback + 180
7 com.apple.CoreFoundation 0x90805eac __CFXNotificationPost + 368
8 com.apple.CoreFoundation 0x907fdf0c _CFXNotificationPostNotification + 684
9 com.apple.Foundation 0x92bdde64 -[NSNotificationCenter postNotificationName:object:userInfo:] + 92
10 com.apple.AppKit 0x93792d28 -[NSApplication _postDidFinishNotification] + 112
11 com.apple.AppKit 0x93792c14 -[NSApplication _sendFinishLaunchingNotification] + 92
12 com.apple.AppKit 0x9379275c -[NSApplication(NSAppleEventHandling) _handleAEOpen:] + 264
13 com.apple.AppKit 0x93792304 -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 92
14 com.apple.Foundation 0x92bf4a68 -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 380
15 com.apple.Foundation 0x92bf48c8 _NSAppleEventManagerGenericHandler + 92
16 com.apple.AE 0x91500960 aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned long, unsigned char*) + 208
17 com.apple.AE 0x915007fc dispatchEventAndSendReply(AEDesc const*, AEDesc*) + 44
18 com.apple.AE 0x91500654 aeProcessAppleEvent + 284
19 com.apple.HIToolbox 0x932ae2e0 AEProcessAppleEvent + 60
20 com.apple.AppKit 0x93790a4c _DPSNextEvent + 856
21 com.apple.AppKit 0x93790538 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 116
22 com.apple.AppKit 0x9378ca7c -[NSApplication run] + 472
23 slcp 0x00002cec main + 456 (crt.c:300)
24 slcp 0x0000225c _start + 392 (crt.c:267)
25 dyld 0x8fe01048 _dyld_start + 60

Thread 0 crashed with PPC Thread State 64:
srr0: 0x000000000004d7c4 srr1: 0x100000000200f030 vrsave: 0x0000000000000000
cr: 0x48004252 xer: 0x0000000000000000 lr: 0x0000000000006754 ctr: 0x000000000004d7a0
r0: 0x0000000000006754 r1: 0x00000000bfffdf20 r2: 0x000000004000004f r3: 0x000000000019a760
r4: 0x0000000000000000 r5: 0x0000000005e91d40 r6: 0x0000000000138a78 r7: 0x00000000000010d1
r8: 0x000000009005bd48 r9: 0x000000000019e860 r10: 0x00000000001a6884 r11: 0x00000000901bbd48
r12: 0x000000000002a354 r13: 0x0000000000000000 r14: 0x0000000000000000 r15: 0x0000000000000000
r16: 0x0000000000000000 r17: 0x0000000000000000 r18: 0x0000000000515770 r19: 0x0000000000515e60
r20: 0x00000000a378e120 r21: 0x00000000a07b5d4c r22: 0x0000000000000001 r23: 0x0000000000000000
r24: 0x00000000001a29fc r25: 0x0000000000000001 r26: 0x000000000053d3b0 r27: 0x0000000000000001
r28: 0x000000000019e468 r29: 0x0000000000000000 r30: 0x0000000000000000 r31: 0x0000000000000001

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Model: PowerMac7,3, BootROM 5.1.8f7, 2 processors, PowerPC G5 (3.0), 2 GHz, 2 GB
Graphics: GeForce FX 5200, GeForce FX 5200, AGP, 64 MB
Memory Module: DIMM0/J11, 512 MB, DDR SDRAM, PC3200U-30330
Memory Module: DIMM1/J12, 512 MB, DDR SDRAM, PC3200U-30330
Memory Module: DIMM2/J13, 512 MB, DDR SDRAM, PC3200U-30330
Memory Module: DIMM3/J14, 512 MB, DDR SDRAM, PC3200U-30330
AirPort: AirPort Extreme, 405.1 (3.90.34.0.p18)
Modem: Jump, V.92, Version 1.0
Bluetooth: Version 1.9.5f4, 2 service, 1 devices, 1 incoming serial ports
Network Service: Built-in Ethernet, Ethernet, en0
Serial ATA Device: ST3160023AS, 149.05 GB
Parallel ATA Device: PIONEER DVD-RW DVR-107D, 7.69 GB
USB Device: Hub, Up to 480 Mb/sec, 500 mA
USB Device: Hub, Up to 480 Mb/sec, 500 mA
USB Device: CanoScan, Canon, Up to 480 Mb/sec, 500 mA
USB Device: Flash Card Reader, Generic, Up to 480 Mb/sec, 500 mA
USB Device: USB Hub, Up to 12 Mb/sec, 500 mA
USB Device: Razer Diamondback Optical Mouse, Razer, Up to 1.5 Mb/sec, 500 mA
USB Device: Protected Executer, Syncrosoft, Up to 12 Mb/sec, 500 mA
USB Device: Bluetooth USB Host Controller, Up to 12 Mb/sec, 500 mA
FireWire Device: LaCie Hard Drive FireWire+, LaCie Group SA, Up to 400 Mb/sec
FireWire Device: PreSonus FIREBOX, PreSonus, Up to 400 Mb/sec
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Bekka Hax
Registered User
Join date: 1 Oct 2007
Posts: 90
01-20-2009 09:01
It wont be preferences or permissions as the two windows are opening, theoretically it could be fonts (especially if you have MS Office installed) - but you've tried running just system fonts. As far as I can tell the crash is in creating the 3D scene, i'm not expert at dealing with those kind of debug logs and I dont have a Mac any more but I think it's failing to create the 3D canvas to draw onto. The Mac version is an earlier version than the PC edition of the software (at the moment) too so i'm less familiar with what it is doing.

As it is a G5 it is a PPC processor, i'm not sure if the new Mac version will support PPC or what John's plans are for backwards compatibility, so that might rule out waiting for a new version to see if that solves it.

All I can think of is to rebuild the font index, but tbh I do not believe this is the problem I mention it as I don't know what else to try. This is done by removing all files in User/Fonts to a new folder, loading the OSX Font tool and installing the fonts again via that.

Aside from this i'm sorry to say i've no suggestions.

Over to you John?
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Johan Durant
Registered User
Join date: 7 Aug 2006
Posts: 1,657
01-21-2009 21:55
@bekka: Thanks again for the suggestion about compiler directives, now it looks great compiling the exact same code on both Windows and Mac (incidentally I looked up the correct command, it's ?Win32) also, psst my name isn't john lol

@everyone: I've compiled bekka's code on OSX already (how lame am I, I took my laptop on a ski trip to work on this and a couple other things) but I'm making a few fixes/additions to the code before I release. So both Windows and Mac versions will be up to 2.11 when I next release the builds.

@fur: As she noted this new version probably won't fix your problem, as I doubt it'll run on PPC. I'm compiling on an Intel Mac now, and I was just planning to leave the existing PPC download for people with older computers. I have no idea what is causing your problem; sorry for such a lame answer.
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(Aelin 184,194,22)

The Motion Merchant - an animation store specializing in two-person interactions
Bekka Hax
Registered User
Join date: 1 Oct 2007
Posts: 90
01-22-2009 06:19
From: Johan Durant
psst my name isn't john lol

On my OTHER keyboard the A is broken, I guess i'm out of the habbit of using it! [true]
If LameExcuseWorked=false
My name is Becky, not Bekka! So nerr [true]
EndIf

From: someone
I'm making a few fixes/additions to the code before I release. So both Windows and Mac versions will be up to 2.11 when I next release the builds.

I have a few more ideas too but am holding off because I know you are on it at the moment. Thinking as I write, maybe I could set up an SVN for it and we can look at making it all more modular and OO... Or maybe that's just total overkill all things considered.

Anyway I sent you a friends invite inside SL, and the offer of hosting any related file/web stuff is still there.

From: someone
I doubt it'll run on PPC. I'm compiling on an Intel Mac now

I wonder if one of the Blitz boys would be up for compiling it to universal? I so wish I hadnt got rid of my Mac(s) now, but I thought i'd turned my back on the Mac forever (long story short, my old publisher did the dirty and I stormed off back to PC's). I'm planning on getting a Mac lappy later this year for an upcoming project but dont plan PPC support in the short term either.

I do wonder why Blitz has this limitation on compilation, it can't be beyond Mark to make bmk compile based on a compiler directive or an IDE setting *shrug*. The Mac supports it. Failing that maybe after my house move later this year i'll see if I can pick up an old G3 iMac again.
_____________________
Johan Durant
Registered User
Join date: 7 Aug 2006
Posts: 1,657
01-22-2009 16:10
From: Bekka Hax
On my OTHER keyboard the A is broken, I guess i'm out of the habbit of using it! [true]
If LameExcuseWorked=false
My name is Becky, not Bekka! So nerr [true]
EndIf


Well if you're going to be THAT pedantic my name isn't Johan either. Which just reminds me how I've long been a bit annoyed with myself for not simply registering with my real name.

Knowing that you're waiting for me to release what I'm cooking up before you'll implement anything else means now I actually have to get off my ass and do this. oh poop
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(Aelin 184,194,22)

The Motion Merchant - an animation store specializing in two-person interactions
Bekka Hax
Registered User
Join date: 1 Oct 2007
Posts: 90
01-23-2009 03:24
Well my plans are vaguely along these lines.

* Support for reversing mouse controls as a preference setting.

I've actually been pondering building sculpty support into SLCP, but there does not strike me as a good way to implement basic prim modelling. From my cursory scan of commands it doesnt appear that SL scripting allows for the full 3D rigging of basic prims.

* For now I just plan to allow loading, scaling, placement, rotation and texturing of a stack of sculpty prims, and associated environment controls such as hiding the base model etc. This requires some restructure of the existing code in places and some new UI features.


Where the SL content creating public can help - discuss the way forward for SLCP?

From there I get a bit stuck in terms that i'm not an SL content creator, i'm wondering what would be required to implement some meens of prim skirt texturing. As prim skirts are usually flexi this meens working with basic primitives which we then can't automatically import into SL with the same settings - thus defeating the purpose of texturing inside SLCP.

* So I wonder therefore whether a standard template libary would actually be of any use and if it is would anyone be interested in making them? The idea being to make a set of prim skirt templates available inside SL that are recreated exactly inside SLCP.

The only problem then is getting them to match exactly, but I guess that could be possible by reading off the various parameters on the edit object screen. Is it possible to export this data? Perhaps a better solution might be a freely available script that exports an attachments list of prims and geometry settings that SLCP can then load, is this possible? I don't see how when looking at what SL script offers.
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Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
01-23-2009 07:15
From: Bekka Hax
* So I wonder therefore whether a standard template libary would actually be of any use and if it is would anyone be interested in making them? The idea being to make a set of prim skirt templates available inside SL that are recreated exactly inside SLCP.

The only problem then is getting them to match exactly, but I guess that could be possible by reading off the various parameters on the edit object screen. Is it possible to export this data? Perhaps a better solution might be a freely available script that exports an attachments list of prims and geometry settings that SLCP can then load, is this possible? I don't see how when looking at what SL script offers.


I wouldn't hold out much hope for this idea. Unlike mesh skirts, an infinite variety of shapes are possible for prim skirts. The individual panels can be made from any one of a number of basic forms, any of which can be cut and tapered. The number of panels in a skirt can be fewer than a dozen to 36 or more. They may be evenly spaced around the avatar body and of equal length or, just as often, unevenly distributed and variable in length. A skirt may have a waistband, a decorative slit, an applied border at the hem, or other features. All of that ....... and then, of course, the panels on a prims skirt overlap so that the textures do not join seamlessly but slide past each other dynamically as the skirt is worn. That's one of the frustrating and, paradoxically, liberating things about designing prim skirts. You don't need to worry about matching textures along seam lines, because there aren't any ...... and you CAN'T create a nice, continuous texture because it's broken up by being on separate, independent panels.
Johan Durant
Registered User
Join date: 7 Aug 2006
Posts: 1,657
01-23-2009 12:39
From: Bekka Hax
* Support for reversing mouse controls as a preference setting.


Actually, I've already added that, but now I'm working on saving your settings so that you don't have to reverse the camera again every time you start SLCP. Putting a "reverse camera" preference in is the first thing I did after running your code once on Mac, because while I think the method you had the camera rotating was much better than the way I did it, I was not a fan of the direction you had the camera rotating.

If only I could add preferences like that every time something in a piece of software annoyed me.

---

As for what else to do with SLCP, the only other feature that I think would make a good addition is 3D paint, and I have little motivation to get into that (although you're certainly welcome to.)

I've been considering making a sculpty tool actually (I was mostly thinking in terms of helping people texture scupties, like tools to project decals onto a sculpty, as there are already plenty of great tools for modeling sculpties.) Personally I would suggest against building this functionality into SLCP; a large part of the point of SLCP is to be a focused tool that'll make it easier for newcomers to get into making clothes for SL. Adding tools for scuplties would make things a lot more confusing.

Instead, I would suggest making a new tool focused just on sculpties (Sculpty Paint strikes me as the obvious name.) We could use the code for SLCP as a base and just gut out everything specific to the SL avatar, although as we've already discussed the entire source-code could probably do with a rewrite.
_____________________
(Aelin 184,194,22)

The Motion Merchant - an animation store specializing in two-person interactions
Bekka Hax
Registered User
Join date: 1 Oct 2007
Posts: 90
01-24-2009 01:23
Certainly the initial plan for basic sculpty support was not intended as the end but rather a route that I wanted to explore myself. I wanted first to go down the path of basic sculpty support then add modelling. The reason being that unless you own a big 3D program and have years of experience with it then you cant make a sculpty, and if you do own a 3D program and want to make sculpties in it you have a bazillion options that dont work and cant work the way you are familiar with working because of sculptie format limits. I've been using 3D Studio Max for several years and I got so frustrated with trying to make sculpties that I figured if I ever wanted to make one i'd write a program to generate it.

In short, the tools out there are not designed for purpose. I planned to keep it relatively simple, neetly tabulating away all sculptie modelling tools from the core product.

The alternative is to branch the program by meens of included source files and a more OO approach, providing SLCP classic versions and enhanced sculpty versions.

Failing that get SLCP as far as it will go then write a new tool with little more than the 3D model data from the original.
_____________________
Johan Durant
Registered User
Join date: 7 Aug 2006
Posts: 1,657
01-30-2009 11:21
Just updated the first post with new downloads - SLCP 2.11 for both Windows and Mac. Sorry this took so long, been really busy. I haven't even implemented saving settings completely, but I didn't want to keep you all waiting before releasing the latest version of the program. I've done new builds for both Windows and Mac where I've implemented Bekka's suggestion of separate setup code for each version, a menu setting to choose which way the camera rotates, and a settings file where your camera rotation setting is stored.

I want to save settings for the window size, gender, skirt, background color, and all textures applied, but I'm way too busy to attend to that stuff right now.

Cory, if you could grab the new files that'd be great. Similarly, Bekka if you want to mirror the downloads that'd be great too, just let me know the download URL so I can put it in the first post.
_____________________
(Aelin 184,194,22)

The Motion Merchant - an animation store specializing in two-person interactions
Bekka Hax
Registered User
Join date: 1 Oct 2007
Posts: 90
01-31-2009 04:34
Mirrors for 2.11 setup for

http://www.bansheestudios.com/files/slcp_win.zip
http://www.bansheestudios.com/files/sclp_mac.zip

No bandwidth limit.
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Johan Durant
Registered User
Join date: 7 Aug 2006
Posts: 1,657
01-31-2009 10:01
hm Cory your url seems to have expired. I don't know if you just forgot to renew it or have abandoned that website, but I'm removing it from the first post here until you post to say it's all fixed.

ADDITION: bekka, I would PM you about this but you have PMs turned off, heh. I just made a little tweak to the credits and re-uploaded, so if you could grab the files again that'd be super.
_____________________
(Aelin 184,194,22)

The Motion Merchant - an animation store specializing in two-person interactions
Dr Debruyere
Anna
Join date: 12 Jul 2008
Posts: 43
Heres the Mac donload address
01-31-2009 11:19


The link for the Mac file above has a small typo in it. This one works. This is a fantastic update. TY very much!

http://www.bansheestudios.com/files/slcp_mac.zip
Bekka Hax
Registered User
Join date: 1 Oct 2007
Posts: 90
02-06-2009 06:01
From: Johan Durant
ADDITION: bekka, I would PM you about this but you have PMs turned off, heh. I just made a little tweak to the credits and re-uploaded, so if you could grab the files again that'd be super.

That's odd I used to get PM's here. I only had a few because I dont loiter much and join in the melee. Anyway IM me ingame and i'll give you my email for urgent/upload related stuff hun, I try to check here often but i'm terribly forgetful.

I've updated the files on my server with the revised creditsy ones.

I'm tied up on other stuff atm but I am keen to do sculpty editing, probably using the same resources BlitzMax, MaxGui, and probably MiniB3D although it might be a chance to play with Mark's new 3D engine - although that seems to have higher system requirements and being unfinished I am concerned of being the first to encounter issues with it.

When I get myself into gear in a month or so i'll setup an SVN for it and get the framework in place and let you know :).

Becky
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Vanity Mekanic
Registered User
Join date: 26 Feb 2009
Posts: 1
Awesome
03-02-2009 15:40
Thank you for making this program - it's fantastic!

VM
Ozz Juran
Registered User
Join date: 1 Jun 2007
Posts: 1
03-03-2009 16:57
Wow, I actually came to the forums to ask if a program like this existed, how convent. Thank you.
Frank Piers
Registered User
Join date: 29 Nov 2008
Posts: 10
doesnt works
03-04-2009 11:00
How do this program works? i tried it but when i try to execute the slcp_win, the program close itself. Do i need to be looged in 2L?
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