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Scars Steerpike

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  1. It was a female who made the mesh for me, not a guy. :matte-motes-evil: and it was Rolig who created it. LOL.
  2. I'm going to wait a while before I try to reproduce all of your steps, and hopefully I will succeed. If I have any more questions about this, I'll direct my questions to you on the Mesh forum . Is there any chance that I can add you as a friend? If you don't have time for friends, I'll understand. I'm pretty much the same way... Let me know, or if you want to be my friend just go ahead and send a friend request. Thanks.
  3. Okay thanks for answering, and thanks for giving all those details. One last question. How do you join the cube to the cone. That part wasn't taught in the JASS tutorials.
  4. Rolig, btw can you tell me what program and what method you used to create your mesh cone (with the mesh box on one end)? I might know how to do it in Blender now (was thinking about it while laying in bed a few hours ago, might just need to hide some faces and/or vertices in between the mesh cube part and the cone part), but my cone doesn't come out looking nearly as smooth as yours did, and I'm not sure if the way I'm doing it is the best way. Thanks.
  5. Okay Rolig, I'll try that. It's funny cuz I tried llLookAt( p - (llDetectedPos(0) - <0.0, 0.0, 1.0> + p) / llGetRootRotation(), 3.0, 1.0 ); and llLookAt( p - (llDetectedPos(0) + <0.0, 0.0, -1.0> + p) / llGetRootRotation(), 3.0, 1.0 ); but I didn't think to try llLookAt( p - (llDetectedPos(0) + <0.0, 0.0, 1.0> - p) / llGetRootRotation(), 3.0, 1.0 ); LOL. My power has been off and on (mostly off) since 11pm CST yesterday. So hopefully it will stay on this time. Thanks for your help.
  6. Yeah I didn't see the mesh cube you were talking about until just now, because it is so far from the cone tip. The mesh cube is what is pointing at the avatar now when I use the llLookAt function. The pivot point is right, but I wanted the cone bottom to point at the avatar, not the mesh cube part. I need to get some sleep soon. I'm tired. Hopefully I can figure this out later today. Thanks for your help so far.
  7. Hmmm... if I can figure out how to do what you said, that will be great. I will look into it and give it a try. For now, someone gave me a mesh cone that has the pivot point at the tip of the cone like I wanted, however the bottom part of the cone faces away from (instead of pointing to) nearby avatars now when I use the llLookAt sensor script. For some reason the pivot point is right, but the part of the cone that is supposed to face the avatar is now also the pivot point. If I was to figure out how to do what you said, I don't want to produce another mesh cone like this one, so any chance you can tell me what else I need to do to make the forward face (the part that points at the avatar) the cone bottom instead of the cone tip (while keeping the pivot point at the cone tip)?
  8. Nevermind, my bad. I guess the mesh cone wasn't linked to a separate prim after all. I can see that the pivot point looks right. You definitely gave me something to work with. The only problem is that while the pointed part of the cone stays in place, the flat bottom part of the cone points the opposite direction of the avatar. It's like a gag. Like the avatar is so ugly the spotlight has to point as far away as possible. LOL. Maybe if I change some values, it will work right. Anyway thank you, this is definitely a huge step in the right direction.
  9. I am so freaking annoyed. I tried creating a sculpt mesh in Blender for the first time. I used a cylinder shape with 3 (Y) faces and 16 (X) faces. I then closed all the vertices on both ends, because I didn't want to see the invisible inside of the sculpty. I made the bottom the flat part of the cone, and I left the top part pointed. It basically looked EXACTLY like a cone. Then I followed the instructions on this video to move the pivot point from the center of the cone to the top skinny pointed part of the cone. I feel like I did everything correctly. I then baked the mesh, saved it as a .tga, and uploaded it for free on the SL beta grid. I created a sculpty prim, dragged this texture map in, and guess what? The pivot point is still the center of the freaking cone instead of the pointed part. I did all this for nothing! I spent over 12 hours a day for the last three days and I can't freaking figure this out. And Rolig, I received your mesh cone but I haven't rezzed it yet because I'm experiencing computer lag horrors and I'm working on this on an alt account and just don't feel like switching back and forth between my different accounts. But I have a feeling that what you sent me isn't going to be of any help. You know why? You mentioned in an IM that the mesh cone you sent me was linked to a small cube at the tip of the cone. I don't think it really matters if that cone is mesh or not, or whether the cube is a cube, sphere, or some other small shaped object. Linking the cone point to any tiny root prim will cause the cone tip to stay in place while the cone bottom moves. This is something that I already know and which I wrote about in my first paragraph of the first post. ????????????????????? Then in my second paragraph, I explained that I wanted do things differently (Please don't make me re-write that part. I thought that I made it easy to understand what I was trying to do.). :-(
  10. I had a power outage. My power has been off for the last hour. LOL.
  11. Yeah, I don't think this can be done with tortured prims (I already tried). It has to be done by scripting, or as you said, mesh. I really don't know the difference between sculpties and mesh. Could I use a sculptie made in Blender? I never sculpted before but I don't think it would be very difficult. Why did you say mesh and not sculpties - does it make a difference which one I use? Thank you for trying to help. I really wish I could figure out the script solution, but I can't make any sense of anything on the http://wiki.secondlife.com/wiki/Rotation page. (sighs) Also, which script should I try modifying? The second (and third) one that I posted which works in a child prim, or the one you tried to get me to use? I think mine is better because it works just fine except that it rotates on the cone center instead of the cone tip (skinny part), but everthing else works wonderfully.
  12. What would be nice would be a single prim that looks sorta like a non-hollow hourglass or rather an upside down cone on top of a rightside up cone... and being able to use slice so that the upside down cone part of the prim is gone leaving only the rightside up part of the prim. That way, the narrow part of the hourglass would have the narrow width that I'm looking for and the center of rotation would be in the middle of the "hourglass". I tried playing around with toruses, but I haven't had any luck yet. That's why I'm hoping that this problem can also be solved by scripting. I don't think using a torus is going to help since it doesn't have slice, only profile cut.
  13. No. No. That won't work. Let me explain. Lets say the unsliced cone is size x=2.0, y=2.0, z=10. Since the top part of the unsliced cone is tapered at x=1.0 and y=1.0, the top part of the cone is equivalent of size x=0.0 and y=0.0, whereas the BOTTOM part of the unsliced cone is size x=2.0 and y=2.0. Now let's take a sliced cone of size=2.0, y=2.0, and z=20. The BOTTOM part of the sliced cone is STILL size x=2.0 and y=2.0. The top part is what changed. The top part of the sliced cone is now size x=1.0 and y=1.0 (basically the width of the halfway point of the unsliced cone). You are suggesting that I change the sliced cone to size x=4.0 and y=4.0. That would make the BOTTOM of the sliced cone twice as wide as I want, and also make the top of the sliced cone twice as wide as I want (half way between 4.0 and 0.0 is 2.0, whereas it was previously 1.0). The only advice you gave that helped was making the size of z twice as long, but I had already done that.
  14. Right now, I just want a prim that looks like a cone and behaves like a sliced cone, but I want the top part of the cone to be as narrow as possible. So that means changing either the prim itself, or the script. And that's why I highlighted part of the script in red, because I think that is what I need to change.
  15. I don't have any problems with the wide part of the spotlight pointing at the av's head. In the first script that I posted, I used rotation x=180, y=0, and z=180 on the sphere (root prim) to get the desired result. In the second (and third) scripts that I posted, I used negative taper on the cone to get the wide part facing the avatar at all times. That's why I'm not sure what you are trying to say....
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