SINFUL NEEDS PANDEMONIUM

MATERIALS ENABLED MESH HORNS

Current Version: 1.03

Scroll down for tutorial/Help Me info.

 

Darkfell Golmon Dyscorda Infernus Gyrenes
Pandemonium Darkfell Horns Pandemonium Golmon Horns Pandemonium Dyscorda Horns Pandemonium Infernus Horns Pandemonium Gyrenes Horns
SLMP
Demo
SLMP
Demo
SLMP
Demo
SLMP
Demo
SLMP
Demo

 

Darkfell Barbed Golmon Barbed Dyscorda Barbed Infernus Barbed Gyrenes Barbed
Pandemonium Darkfell Barbed Horns Pandemonium Golmon Barbed Horns Pandemonium Dyscorda Barbed Horns Pandemonium Infernus Barbed Horns Pandemonium Gyrenes Barbed Horns
SLMP
Demo
SLMP
Demo
SLMP
Demo
SLMP
Demo
SLMP
Demo

 

Molokar Molokar Barbed
Pandemonium Molokar Horns Pandemonium Molokar Barbed Horns
SLMP
Demo
SLMP
Demo

Molokar & Molokar Barbed Horns are VIP Group Exclusives, and are only available to the in-world VIP Group until July 30th, 2018. Following that date, they will be available to everyone, but at 850L per set (twice the cost of the rest of the run, which is intended to preserve exclusivity for the VIP horns. Join the group to gain access to monthly VIP Exclusives for free!)

All Pandemonium Horns are available In-world @ the Main Store

TUTORIAL VIDEOS

Main Tutorial

Golmon & 1.01 Update

Molokar & 1.03 Update

The Sinful Needs Pandemonium Mesh Horns are the first line of brand new, cutting edge Materials Enabled Mesh Horns that use my all new Alchemy6 scripting for customization. We’ve sought to being together a combination of features with a level of detail and ease of use in a way that hasn’t been done by anyone else on the grid! The Pandemonium Horns are 100% mesh and unrigged. This means you can adjust them to fit practically any avatar! We’ve taken special care to make sure they will shrink down small enough for Petites and other tiny avatars, and they will grow large enough for even the most fearsome dragon or giant!

These horns are crafted with a special effects layer over the horns, This means that in addition to choosing from 30 horns textures that you can RGB Tint, adjust glow, alpha, and all materials settings for, you can also choose from one of 32 built in special effects layers to display over your horns that add a whole level of detail to your look. Many of these effects are animated, and you can customize any of them just like the rest of the horns, by RGB tinting or changing any of the Materials settings. Toss in plenty of Metal, Jewels, and Ribbons/Straps decor, and you’ve got some amazing horns that will really let you express yourself!

ALCHEMY6 HUD:

A6 HUD 

DISPLAY AREA

The Pandemonium Mesh Horns come with the brand new Alchemyu6 Customization HUD that you can use for fitting and further customization! When you wear your HUD, you’ll see it has 4 main sections. Most of the HUD is taken up by the Horns Display, which is where you will click when you are ready to apply a texture/materials choice. You can also use this part of the HUD to toggle decor on and off. *IMPORTANT*: You can only toggle the active Surface meshes! So if you have your Surface set to Ribbons, you cannot toggle the Jewelry! This is to help limit accidental clicks. Once you set your Surface, just click and hold on a piece of Decor, and you’ll see it ghost out on the display. This will also cause it to vanish on your Horns attachment. Just click and hold to toggle it back on the same way. *IMPORTANT*: Decor needs a place to go… so if you toggle off a length of chain, the jewels & settings on that chain will also vanish, and you won’t be able to toggle those jewels back on with the chain off! Likewise, if you toggle off the decor the chain is anchored to, it will hide the chain as well as all of the jewels hanging on it.

In the bottom left of the Display, you’ll find the CHANGE VIEW arrows. These arrows let you see the horns from the 4 cardinal directions, giving you access to decor that might be hidden from other views, so you can click on it to change or toggle it. Also in the lower part of the Display, you’ll find a white figure with a red X. This is the POSE button. Using the POSE button will play a Priority 6 standing pose that will hold you still while you adjust your horns. Just click the figure again, or click the red X, and this pose will stop. Please note if this button doesn’t stop you from moving, you’ll need to turn off your Animation Overrider. (AOs shouldn’t use P6 animations for just general use, but nothing stops an animator from doing so if they make that bad decision.)

In the top left of the Display, you’ll see RESET DISPLAY and SYNC WORN buttons. The SYNC WORN is a toggle. When that is toggled on, hitting RESET DISPLAY will also change the Horns you are wearing. This button is mostly useful if you want to make sure the Display is synced up with your horns. Also, since you can change just the right or left horn independently (just look at the top of the HUD, the check marks over R & L will tell you which horn(s) will change when you click on your display), it may be useful to be able to reset only the display when you finish with one side, and move over to do the other side.

In the top right of the Display, you’ll see an APPLY TO ALL button. This is used in conjunction with the Surface and Materials sections. Clicking this button will Apply the Active Texture and ALL Materials settings to every part of the Horns that uses the Surface you have selected, as long as they are not toggled off. Parts that are toggled off are ignored, since they are hidden on your attached Horns.

 SURFACE SELECTION

A6 HUD 
Just to the right of the Display, you’ll see the Surface tabs for Effects, Horns, Ribbons, Jewels, & Metals. As mentioned above, setting an active Surface tab controls which parts of the Horns you can toggle and change. So if you want to toggle the Effects layer off, set the Surface to Effects, and then click and hold on the Horn in the Display. The Effects will vanish on the display as well as on the horns you are wearing.

*IMPORTANT* All of the Materials Settings displayed are for the ACTIVE SURFACE. This means if you change the RGB tint while Effects are active, that RGB tint won’t be there when you change the active Surface to Horns. The Horns Surface has it’s own settings. So do Ribbons, Jewels, and Metals. However, when you switch back to Effects again, that RGB change will still be there!

You’ll also see the available Texture choices for the Active Surface. These are displayed on a grid, with a selection box showing the active choice. Just click on another one to change the active Texture for that Surface. Then just click on the part of the Horns you want to change. For Effects, Horns, and Ribbons, there is only one viable part to change, but for Metals and Jewels there are many! Optionally, you can also click the APPLY TO ALL button in the Display. That will apply the Active Texture AND ALL MATERIALS SETTINGS (See the MASTERIALS TAB further down) to all visible parts of the Surface you have selected. This will let you change all the Jewels and all the Metals with one click. You could, for example, use this to make all of the Jewels Red, then change the active jewels texture to Black, and click just the drop gems to make just those jewels black.

*IMPORTANT* When you toggle decor back on, IT USES THE ACTIVE TEXTURES YOU HAVE SELECTED NOW! it does not remember what you had active when you hid the decor earlier. If you use the RESET DISPLAY button on the Display, it uses ALL of the Active Textures you have selected as it shows all of the decor on your HUD and Horns.

*IMPORTANT* When you choose an Active Effects texture, it will also load some default Materials Settings. For example, if you choose the Flames or Blood effects, RGB will reset to White. I’ll touch on this in more detail further down.

HUD HEADER

You’ll find some convenient HUD operation buttons at the top! The RIGHT /LEFT HORNS toggles determine which horns will be affected by the adjustments you make with your HUD. This makes it super easy to create domino type looks, where the horns and decor are opposite colors from the other side. At the right end of the HUD, you’ll see a row of 5 buttons. The first three are for resizing the HUD: Smaller HUD, Reset HUD Size, Larger HUD. The Question Mark is the HELP button, which will either deliver this notecard or take you to a help page on our website. The – (minus) button minimizes the HUD by rotating it off the screen and leaving just a button in view to bring it back up, and the X button closes the HUD (Detaching it).

*IMPORTANT*: If you click on the Sinful Needs/A6 logo on the left end of the header, you’ll get a menu. You can use this menu reset the scripts in the HUD. Please note: THIS WILL RESET ALL MATERIALS SETTINGS TO DEFAULT FOR ALL SURFACES AND LOAD THE DEFAULT ACTIVE TEXTURES. You can also use this menu to Reset your Horns Attachment scripts. Please note: RESETTING THE ATTACHMENT WILL RESET ALL RESIZING, POSITION, AND ROTATION TO DEFAULT! Resetting your attachment does NOT change the textures. However, you could Reset your Attachment, then Reset your HUD, and then RESET DISPLAY with SYNC WORN active, and it would return your horns to their original state and textures. This Menu also includes an option to disable HUD sounds. In particular, there are some soft beeps that sound when you change decor. I added this mostly so you would know when the HUD is still working, when you use the APPLY TO ALL button, as it can take a moment to apply to all metals or jewels.

UPDATE Additions to the MENU:

20180624 : version 1.03

I’ve added a notecard that contains sample textures and UV maps for all surfaces on the horns, for modders who want to be able to make custom textures/materials to apply on their horns via the Custom Maps buttons on the Materials panel of the HUD.

I’ve added code that will help Modders set up their custom horns and merge them:

UNLOCK X/Y ROTATION: You can now unlock the X/Y axii for rotation on your horns via the HUD menu. PLEASE REMEMBER: The hanging decor DOES NOT MOVE! This means some of it will look very strange if you rotate it very much on the X or Y axis!

To use this function, just click on the Sinful Needs A6 Logo to open the menu and then choose Rotation. You will get a sub-menu where you can choose to Unlock or Lock the X/Y Axis rotation. When you unlock it, you will see the lower HUD panel will change, the the X/Y Axii will no longer be greyed out. Feel free to go wild! This opens up a lot of options, especially if you have the chains and ribbon hidden.

SAVE MESH SETTINGS: This will let you save a new Default Position, Scale, and Rotation for your horns. That way if you reset the horns later, they will return to your new default Mesh settings. This is also useful for merging horns, since when you merge multiple sets of horns, the scripts in them automatically reset in order to inventory their assigned Meshes and get their new Link Numbers. Before, that would have returned your set of horns to the default Mesh settings, while now you can adjust the horns first, and still keep those settings if you later decide to merge them.

To use this function, just click on the Sinful Needs A6 Logo to open the menu and then choose Mesh. You will then have to confirm Save Mesh. ATTENTION: This is NOT REVERSIBLE! If you want a set of horns with the original default Mesh settings again, you’ll have to unpack a fresh set.

CHANGE PREFIX: This allows Modders to use the HUD to change the Prefix that the HUD and Horns use to communicate with each other. This will allow you to merge a set of horns with another set of the same style, yet still maintain separate HUD controls for each. This is particularly useful if you say, for example, merge two sets of Darkfell Horns, and change the size or position of one set, or want to change the Horns or Decor materials settings separately.

To use this function, just click on the Sinful Needs A6 Logo to open the menu and then choose Prefix. You’ll be given several options on the next menu. Choose one and it will change the prefix that the HUD and Horns use. Note this will only change the HUD and Horns you are wearing, and you will need to use that HUD with those Horns for them to communicate.

20180606 : version 1.01

I’ve added the ability to Delete Scripts, or adjust the Speed or Direction of your Effects. You’ll see these new choices when you open the menu.

Delete Scripts will prompt you to confirm, then will send a message to the Horns Attachment that will cause it to delete its scripts. This is not reversible, so make a copy first, or keep your delivery package handy to unpack a new pair as needed. Once the scripts are deleted, I recommend you detach your horns and rewear them to help prevent an ancient SL bug from causing inventory reversion, where when you reattach something, you get an old cached version… which in this case would mean the scripts would still be in there. If you do get reversion, repeat the Delete and detach again. IMPORTANT: You won’t be able to make changes via the HUD after deleting the scripts… in case that wasn’t patently obvious =)

For the Speed and Direction adjustments, choose which adjustment you want to make, then type in the value you want to use in the Text Box that opens. it’s worth nothing that the Effects have a variety of settings by default, so you’ll have to experiment with values to see how changes work. Reloading an effect (by clicking on that effect again on the Surface Panel), will always restore the default settings. Once you change a setting, just click on the Horns on your HUD like you would to assign the effect in the first place. Same thing if you reset an effect to defaults… once you click on the Effect on the surface panel to reset it, just click on the Horns on the HUD to apply the default settings.

None of the effects are running at over 25 by default, except Lightning, which runs at 30. Most of them run at 15 or 20 speed, with Magma1 running at 2, and Magma2 running at 3. Most of the effects are applied at 90 degrees of rotation, since smooth scrolling texture animation moves on the U axis only. With this menu, you can assign any angle from 0-359 degrees, but if you use something other than 0, 90, 180, or 270, you may notice a seam on the top edge of the horns.

LOWER HUD TABS

Down below the Display and Surface sections, you’ll see the Lower HUD has two tabs available (at both ends of the HUD). These tabs give you access to the MATS (Materials) and MESH (Resizing) controls.

 MATERIALS TAB

A6 HUD 
The Materials Tab is designed to give you access to all of the SL options for textures and materials on your Active Surface. As noted above, EACH SURFACE HAS ITS OWN MATERIALS SETTINGS! So when you make changes to the Materials settings for Effects, they will only be active while Effects is selected on the Surface tabs.

RGB CONTROLS

On the left end of the Materials panel, you’ll see the RGB Color Picker. This set up very much like the SL Edit window. You just click in the color picker to choose a color and saturation (toward the top is high saturation/color, toward the bottom is more grey, as seen), and then you can use the vertical bar next to it to adjust the lightness. Immediately under the color picker, you can see a row of memory buttons. Just click on a silver arrow, and it will store the currently active RGB on the Square button below it. Clicking such a button will immediately make that the active RGB.

Right next to the Color Picker, you can find the Fine Tuning controls. Each channel, Red, Green, and Blue, has a + and – button for fine tunning your settings. Just to the right of those, you’ll find a convenient SET RGB button, as well as a White and Black buttons. Clicking White or Black sets the Active RGB to that value, and clicking SET RGB will open a dialog that allows you to type in specific RGB values (using 3 values 0-255, so entering “255,255,255” and then submit, sets the RGB to white).

Just below these fine tuning controls is a display that shows the currently Active RGB Tint.

OTHER MATERIALS CONTROLS

To the right of the RGB Controls, you’ll find all of the other Materials settings available to you:

BRIGHT: Just click on this to toggle it ON/OFF
SHINE: Click on this to cycle OFF/LOW/MED/HIGH. (Is set to OFF if Materials is ON!)
ALPHA (0-100): You can use the arrows to adjust this up ro down, or click on ALPHA or the Value to set it directly via Dialog Box.
GLOW (0-100): Works just like ALPHA, using the arrows or Dialog entry.
MATERIALS: Just click to toggle it ON/OFF (Setting this ON turns OFF SHINE)
GLOSS (0-255): Like Alpha, just use the arrows or click for a Dialog box.
ENVIR (0-255): Also like Alpha, using the arrows or Dialog box.
MATERIALS COLOR: Clicking this sets the Materials Environment Color to the active RGB tint.
*Important* if you want the Materials Color to be red, but the RGB tint to be white, just make RGB red, click the Materials color to set it, then reset RGB tint to white. In the right lighting, Materials Color offers some pretty cool effects.

Below the Materials Options, you’ll find the MASK setting. By default, this is set to Alpha BLEND. This is the ONLY setting that allows for smooth, blended edges. However, it can clash with other blended textures that overlap it. MASK is available to combat this, but it makes parts of the texture solid or completely transparent depending on the Mask Cutoff value used. You will be asked for that value if you click on MASK. NONE makes the texture solid, turning off all blending. EMISSIVE is a special kind of MASK. What it does is actually control what parts of a texture can glow, but makes the whole texture solid. You can see this in use if you choose the Magma 1 or Magma 2 Effects.

Finally, there are Custom DIFFUSE, NORMAL, and SPECULAR buttons. These controls are for Modders. These buttons allow you to apply custom materials textures you might have or make to your Horns or Decor right through the HUD. When you click on DIFFUSE, for example, it will ask you for a valid UUID. To get a UUID for a texture, you right click on it in your inventory, and COPY UUID. You can only do this if you have full permissions on the texture, otherwise you get a value that is all zeros. Then you just paste your UUID into the dialog box. You’ll see a Green Check over the DIFFUSE button to show it is active. Then when you click a piece of Decor, it will use that texture instead. Likewise, you can have custom Normal and Specular maps ready to apply as well. *IMPORTANT* Custom maps will override any texture selection you make on the Surface area. You have to clear the custom maps to go back to using the HUD textures. Do this by clicking on the little X/restore button next to DIFFUSE, NORMAL, or SPECULAR, depending on which map you want to clear.

 MESH (Edit Mesh/Fitting)

A6 HUD 
The Mesh panel is all about adjusting the physical Mesh to make your horns fit just the way you want them to. You’ll see that the controls are separated into 3 panes: Position, Rotation, and Scale. Each panel has an Increment that is displayed. This increment sets how large the change is when you make an adjustment. The defaults should be pretty good for normal sized avatars. If you’re very large or very small, you may want to change the adjustment. To change the increment, just click on it. You’ll be prompted to enter a new value. Be very careful on the POSITION increment! it doesn’t take much to make those adjustments unless you are truly gigantic! Do remember that the RIGHT/LEFT HORNS toggles are in play on this page, so if you only have one enabled, only that Horn will adjust!

Note that for the Position and Rotation adjustments, the button arrows are representative of of what you see cammed in on your Right Horn. It’s fairly obvious that the APART and TOGETHER arrows would be mirrored for the left horn but this is also true of the Z and X arrows for Rotation! (Y and X are locked on some sets of horns, since rotation on those axii would make the decor look broken)

You’ll notice that on the SCALE panel, there are X, Y, and Z toggles. You can use these to resize the Horns on 1, 2, or all 3 axii. Just disable any axis you like the size of, and only the ones enabled will change. Clicking the red X will, however, restore all 3 axii to the default scale.

Sample Images:

 

Pandemonium Darkfell Horns Pandemonium Darkfell Horns Pandemonium Darkfell Horns

 

Pandemonium Darkfell HornsPandemonium Darkfell Horns Pandemonium Darkfell Horns

 

Pandemonium Darkfell Horns Pandemonium Darkfell Horns Pandemonium Darkfell Horns

 

Pandemonium Darkfell Horns Pandemonium Darkfell Horns Pandemonium Darkfell Horns

 

Pandemonium Darkfell Horns Pandemonium Darkfell Horns Pandemonium Darkfell Horns

 

Pandemonium Darkfell Horns Pandemonium Darkfell Horns Pandemonium Darkfell Horns

 

Pandemonium Darkfell Horns Pandemonium Darkfell Horns Pandemonium Darkfell Horns

 

Pandemonium Darkfell Horns Pandemonium Darkfell Horns Pandemonium Darkfell Horns

 

Pandemonium Darkfell Horns Pandemonium Darkfell Horns Pandemonium Darkfell Horns