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Miguelito Shilova

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  1. My apologies ... I meant Matreya, not Lelutka 😳
  2. Posting this on behalf of my girlfriend. She has the Leleutka body with the Glam Affair skin. We see this in Ultra settings with Atmospheric Shaders and Advanced Lighting Model turned on. Just seemed like it was a recent change and we don't think it's the skin. As you can see in the picture, her skin almost looks like chrome ... any ideas on how to fix? Thanks! ~Mig
  3. Thanks for the quick feedback! Frionil Fang ... you were right. All I needed to do was remove the on_rez event and it worked like a charm. Thanks again!
  4. Hello! I have made an attachment comprised of two mesh prims. I attach it to my left hand, and when I click the attachment, the child prim moves down and rotates slightly ... if I click it again, the child prim moves up/rotates back to the initial position. This works just fine as long as I rez the attachment with the child prim in the initial position. If I detach the primset, with the child in the down position, then re-attach it and click the primset, the child prim just moves further down. I think the problem is that there's nothing in the script to distinguish between 'down' and 'up' states, even though I call a llResetScript() on rez. Can someone please suggest a revision that can resolve this problem? Here is the script in question ... thanks! integer is_closed = FALSE; integer link_slider = 2; vector pos; rotation rot; default { touch_start(integer num) { if(is_closed = !is_closed) { rot = llEuler2Rot(<0, 0, 2>*DEG_TO_RAD); llSetLinkPrimitiveParamsFast(link_slider, [PRIM_POS_LOCAL, llList2Vector( llGetLinkPrimitiveParams(2, [PRIM_POS_LOCAL]), 0) + <0.01, -0.07, 0.0>]); llSetLinkPrimitiveParamsFast(link_slider, [PRIM_ROT_LOCAL, rot]); llPlaySound("Switch #1", 1.0); } else { rot = llEuler2Rot(<0, 0, 350>*DEG_TO_RAD); llSetLinkPrimitiveParamsFast(link_slider, [PRIM_ROT_LOCAL, rot]); llSetLinkPrimitiveParamsFast(link_slider, [PRIM_POS_LOCAL, llList2Vector(llGetLinkPrimitiveParams(2, [PRIM_POS_LOCAL]), 0) + <-0.01, 0.07, 0.0>]); llPlaySound("Switch #2", 1.0); } } on_rez(integer start_param) { llResetScript(); } }
  5. Is there a way on Marketplace to sell individual items (each being unique, set nc/nm/t, with different textures having unique serial numbers) under the same listing, but when one is bought, that one is no longer available? An analogy would be selling individual cards from a deck ... you go and buy from the same listing and you get a card, and no one else can get that card since you bought the only one, but they can buy another card from the same listing?
  6. Thanks in advance for the help! I am looking to offer gift certificates in MP for portrait services. My thought was to set these up for each specific package, each with its own price. Not sure how this is best done so I thought I would start here. One thought I had was a prim set to transfer only. The recipient would then hand it to me at the time of the session. That way the purchaser can buy it for themselves, buy it for someone else, or either could give it to a third party. But my concern has to do with tracking that back to the original purchase, so I know it was purchased on MP. Is there a means of doing that? I'm also a little concerned about the potential for 'scalping' (reselling it like a gatcha). Just needing a basic chain of custody kind of thing. Again, thanks for the help! --Mig
  7. Is there a way to have AVSitter2 listen for a link message (or similar) from another script to trigger an animation change for a sitter? Just started playing with AVSitter2 and see that in the YT tutorials you can use it with a sailboat. I didn't see where it could use an external trigger to make a change. Does anyone have an example to show how this can be done? Thanks! --Mig
  8. I am looking to add WWC Racewind as part of a highly modified version of Dora Gustafson's basic sailboat engine (the core dynamics are based off of that code set). I am looking for someone who has experience with sailing engines as well as the WWC components for Racewind. Alternatively, I have a HUD completed that feeds wind direction and speed 'presets' to the engine, however the engine appears to have problems translating these input strings into the correct vectors (or perhaps tripping over them in the calculations within the engine). If I could at least get the engine to accept and work with these presets, then I would take that over WWC integration (for now). Please feel free to IM me in world if you think you can help ... this would be a for-hire project. Thanks! -- Mig
  9. I am completing a sailboat build that I'd like to incorporate WWC Racewind as part of its sailing engine, which is a highly modified version of Dora Gustafson's basic sailboat engine (the core dynamics are based off of that code set). I am looking for someone who has experience with sailing engines as well as the WWC components for Racewind. Please feel free to IM me in world if you think you can help ... this would be a for-hire project. Thanks, -- Mig
  10. My girlfriend just got a new head and body, but she's got a line at her neck and can't seem to get rid of it ... please see the pic below. She's wearing a legacy body with genus head and E. Beauty skin and head applier. No neck corrector with either and on dot 4 in the legacy hud. Any suggestions on how to fix? Thanks! -- Mig
  11. This looks like it's going to work ... I understand this is a 2D ribbon, and It seems like the ribbon width in your provided code is already at minimum, but are there any tricks to narrow the width, or create any sort of depth to it? I used a 256 by 256 px flat color texture. Thanks
  12. Would anyone be able to share an example of a script that can connect two prims with a ribbon particle, and if one of those prims move, it stays 'connected' to the other prim via the ribbon particle? The idea is to emulate a rope and pulley system. Any help is greatly appreciated! The moving prim will be moved via another script. Thanks! --Mig
  13. Hi Qie ... I started down the llMessageLinked route because the main script wasn't reliably calling for the alpha changes or rotations on my 'sail' prims based on the link number. Firestorm would tell me the link number of a prim and I would plug that into the call, but when I ran the script the wrong prims in the linkset would do those alpha and rotation changes. It really didn't make sense because Firestorm would consistently call the same linknum for a given prim, so it wasn't like the numbers were changing on me and I wasn't unlinking/linking them, which of course could change their linknum. I think there is also an advantage with llMessageLinked because I can easily manage different sailing modes (boat tied off, sails up, sails down), since those configs call for different prims to do multiple things depending on the mode. There's probably a more elegant solution to that in a single script ... I'm just not there yet 🙂 I'll try llSLPP instead of llSLPPF with a timer and see how that works ... if it's still sloppy I might look to try something else. Thanks Twisted ... I'll check out YouTube and try walking this path.
  14. Unfortunately my program doesn't do mesh rigging, and I've just scratched the surface with Blender. I think I'll try Profaitchikenz's suggestion of a timer within the script for my OP, but your suggestion of animesh intrigues me because I'd like to use that for something else. Do you or anyone you know have experience with animesh? If so, I would like to pursue a conversation about assisting with a fairly straightforward application of it.
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