Summer Night Party 2015 out now on MEGA!

click here for the link

(o w o)/ enjoy!

It’s a been a while since I’ve used a project that involved my Voltron technique, since this was originally an unfinished project back in the day that I converted into the testing of my i3’s capabilities, which as you know, ended up writing itself.

Oh yeah, let’s again about my i3… being a newer machine, files that used to take 15 minutes (not a typo) to load take less than 5 minutes now. However, with the lack of crashing from “omg so much stuff here, I will crash now” from the program has confirmed a couple of bugs in certain MMD models.

In particular, when using the Mob Editor in MMD, you know, the program that allows you to clone a single model, selecting more than one bone will still cause mmd to crash. So be careful when mobs, turns out it’s not the fault of my old Pentium 4 after all.  I had to individually paste the motions to each mob’s torso bones and then manually stagger them to avoid as much as possible the appearance of a uniform synchronized motion.

Let’s talk about the Clone.fx effect as well. The Clone tool basically turns your model into a LAT model, ergo it will hate the presence of other effects such as SSAO, global PostAdultShader, Zfog, PostPointLight, and Spotlight effects. If you want a workaround, you will have to apply those effects to their tabs as well. For me, I loaded a “darker” version of the clone effect used on them. To make a Darker effect, just overwrite this section

float4x4 WorldViewProjMatrix      : WORLDVIEWPROJECTION;
float4x4 WorldMatrix              : WORLD;
float4x4 ViewMatrix               : VIEW;
float4x4 LightWorldViewProjMatrix : WORLDVIEWPROJECTION < string Object = “Light”; >;

float3   LightDirection    : DIRECTION < string Object = “Light”; >;
float3   CameraPosition    : POSITION  < string Object = “Camera”; >;

// ƒ}ƒeƒŠƒAƒ‹F
float4   MaterialDiffuse   : DIFFUSE  < string Object = “Geometry”; >;
float3   MaterialAmbient   : AMBIENT  < string Object = “Geometry”; >;
float3   MaterialEmmisive  : EMISSIVE < string Object = “Geometry”; >;
float3   MaterialSpecular  : SPECULAR < string Object = “Geometry”; >;
float    SpecularPower     : SPECULARPOWER < string Object = “Geometry”; >;
float3   MaterialToon      : TOONCOLOR;
// ƒ‰ƒCƒgF
float3   LightDiffuse      : DIFFUSE   < string Object = “Light”; >;
float3   LightAmbient      : AMBIENT   < string Object = “Light”; >;
float3   LightSpecular     : SPECULAR  < string Object = “Light”; >;
static float4 DiffuseColor  = MaterialDiffuse  * float4(LightDiffuse, 1.0f);
static float3 AmbientColor  = saturate(MaterialAmbient  * LightAmbient + MaterialEmmisive);
static float3 SpecularColor = MaterialSpecular * LightSpecular;

with this

float4x4 WorldViewProjMatrix      : WORLDVIEWPROJECTION;
float4x4 WorldMatrix              : WORLD;
float4x4 ViewMatrix               : VIEW;
float4x4 LightWorldViewProjMatrix : WORLDVIEWPROJECTION < string Object = “DIFFUSE”; >;

float3   LightDirection    : DIRECTION < string Object = “DIFFUSE”; >;
float3   CameraPosition    : POSITION  < string Object = “DIFFUSE”; >;

// ƒ}ƒeƒŠƒAƒ‹F
float4   MaterialDiffuse   : DIFFUSE  < string Object = “DIFFUSE”; >;
float3   MaterialAmbient   : AMBIENT  < string Object = “DIFFUSE”; >;
float3   MaterialEmmisive  : EMISSIVE < string Object = “DIFFUSE”; >;
float3   MaterialSpecular  : SPECULAR < string Object = “DIFFUSE”; >;
float    SpecularPower     : SPECULARPOWER < string Object = “DIFFUSE”; >;
float3   MaterialToon      : TOONCOLOR;
// ƒ‰ƒCƒgF
float3   LightDiffuse      : DIFFUSE   < string Object = “DIFFUSE”; >;
float3   LightAmbient      : AMBIENT   < string Object = “DIFFUSE”; >;
float3   LightSpecular     : SPECULAR  < string Object = “DIFFUSE”; >;
static float4 DiffuseColor  = MaterialDiffuse  * float4(LightDiffuse, 1.0f);
static float3 AmbientColor  = saturate(MaterialAmbient  * LightAmbient + MaterialEmmisive);
static float3 SpecularColor = MaterialSpecular * LightSpecular;

I call it the Dark Version because if you load it on the default tab, the model will just appear as a shadow.

Why does it need to be a dark version? because it will make the clone mob too bright compared to the rest. So use the regular clone.fx for the main tab, then dark version for other effect tabs.

Anyway, I’m going to upload now to trollvids, and this’ll take a while. An FC2 upload is unlikely given as to how I’ve yet to recieve a response for my password reset.

In the meantime, while my bandwidth gets all hot and heavy with uploading to trollvids, I’ll be working on ???? you’ll know who if you watch the video.

~( ‘ w ‘ )~ thank you and sorry for the wait! You may now wiggle to your heart’s content!


 

You can treat yourself to a more intense Cookie Fun Channel when you donate via Patreon! Helping the goal reach greater heights allows me to obtain a stronger machine to stand side by side with the i7 MMD’ers!

(^ w ^)/ Patreon is safe and secure, and you alone control how much goes into the funding for the Cookie Machine Mk.III!

New to this site? Welcome! You can view my previous works via the Mega Uploads page where all the downloadable goodies are. You can also see my full library of animated works in the Video Catalog where I posted stuff in either Youtube ,FC2, or  Trollvids! There’s lots out there waiting for you, go nuts!

Once again, thank you for visiting, and enjoy your stay \(^  w ^)/

7 thoughts on “Summer Night Party 2015 out now on MEGA!”

  1. Yummy!

    Btw, have you considered adding squirting? I’ve seen some really good effects for that in videos (don’t know if they’re available though).

    While dripping is superb for most videos, squirting depends more on what exactly is going on. But on an occasional video, that would be really awesome. Visible girl orgasm always becomes the video’s pinnacle ❤

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