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Chic Aeon

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Everything posted by Chic Aeon

  1. First off I am NOT much of a script person. I can tinker and I made this script long ago in a class. I use it all the time and it normally works perfectly. Most of you that know how to script likely know how it works so I am just putting in some screenshots. The issue (which I finally figured out after an hour of testing) is that it works as it should in a linkset of 2 (the wall I am trying to change and the switch with the script in it. It also works fine in a linkset of four prim boxes (part of my testing process). BUT on a larger linkset it will not work. Even if I link the skybox TO the linked backdrop and switch keeping the SAME link numbers (the wall stays as link 2 in that case) it won't work. If I link the other way with the wall becoming link 17 (it has been other numbers along the way but currently 17) it won't work. I typically use this script on linsets of two to five objects in a linkset, but long ago I used in on a house that had quite a few prims (don't remember how many). So I am wondering if there is a LIMIT with the number of pieces in a linkset that this type of script will work on? OR any other ideas what I am doing wrong. Here are some screenshots. Thanks.
  2. I have never had a linden home but it is my guess from posts here that you PICK the type of house that you want (hence folks waiting for a certain popular style house for awhile) and THEN you an change things WITHIN that style. The new Horizon interface let's you pick between homes but it is not a starter home, just a Linden Lab designed home and will cost more than your free 512 .
  3. Huds (head-up display) can change the texture or the tint of a prim for example. There were huds that changed textures before there were mesh. It's just now they are more prevelant. If you are changing texutre on a PRIM, then you need to specify the "face" of the prim you want to change OR you can change the whole prim. Animation huds have been around almost for-e-ver. So different types of hud for different processes. Basicly a hud is just something that attaches to your screen (most often) with scripts that let's you change something.
  4. I guess my question is WHY would you want to support someone that is stealing. IF the person selling on the Marketplace had the rights to sell the avatar (there ARE actually people who let you download things they have made and upload for PERSONAL use -- this is still against the SL TOS but at least not an Intellectual Property Rights issue) -- then they should state that in the description of that item since many folks will know. There are tons of great looking avatars made by people who actually -- well MADE them (whew -- what a concept). I suggest you look a little harder. And yes, I might, if feeling feisty, ban you. Other land owners (especially content creators) might also.
  5. I definitely understand the "pride in my work" comments and the need to keep "work as original". That being said I sell almost everything mod-copy. There may be a few no mod items of mine out there but I can't think of many. There is one issue though that hasn't been mentioned here (or I missed it as I was reading quickly). When someone mods an item (let's say rezzable item) then it MAY no longer look like the original. Someone may see that item and contact the creator WANTING that item (which of course wasn't completely made by the creator. Most of the time folks mod for size and I certainly get that as some of the items I see are made for GIANTS (and I am 2 meters tall). Others however may take the build AS building blocks (already mentioned). I had someone write last year wanted to know where they could buy my two bedroom Bayou Shack. There never has been a "two bedroom Bayou Shack" so I had to assume someone modded it (it was modular). There are issues with mod and there are issues with no-mod. The best we can do is pick and choose what we buy AND buy demos.
  6. This is the wrong forum; it is for people MAKING mesh that have problems and need help or advice. Suggest going to the inworld store and contacting support or the owner. There might also be information about support on the Marketplace page if you purchased it there. Good luck.
  7. Your photo is kind of tiny on my screen but it looks like the hair is too small for your head. If it is resizable hair then you can make the hair larger (use a copy NOT the original in case you mess up). If it is rigged mesh then you would need to make your head shape different (head stretch etc in the appearance menu). Rigged mesh hair often doesn't fit some avatars. Hence ALWAYS TRY A DEMO BEFORE BUYING . Good luck.
  8. While it seems like "everything" is on the Marketplace, it is not. The big name mesh body makers aren't there -- as well as a few other high profile sellers. They don't want to share their revenue and that makes sense. The three most popular bodies for women now are Maitreya, Belleza and Slink. So going to their INWORLD stores and TRYING THE DEMOS is your best bet. There are other mesh bodies but most of those don't have a lot of designers making clothes for them. So that becomes an issue unless you plan to spend all your time on a nude beach *wink*. Again. DEMO DEMO DEMO and pay particular attention to the hud and how it works. Go out and get some demo clothes and try them with the bodies. See which one feels the most like "you" .
  9. Suggest you post in WANTED. Not difficult to do assuming you have the textures made. Good luck!
  10. Easy enough to make. Put a "ad" in the WANTED FORUM. I have an extensive pose library from tons of pose makers (so over 500 for sure) and don't have it. Good luck!
  11. There are times when negative reviews are warrented. There are times with COMPETITORS buy items simply to give a bad one star review and force the item down via the star thing. SELLERS CANNOT GET A REVIEW REMOVED JUST BY ASKING!!!! Yes, caps. Somtimes negative reviews are simply mistakes and those reviews are often removed. Others "stick" even though they are not legit. This is NOT new. It is what it is. HENCE, best to get a demo or view item in world before purchasing. I certainly DO THAT.
  12. That not cheaper inworld has been part of the marketplace terms from the beginning. I haven't checked the rules lately but suspect it still is the same. ACTUALLY looking at the listing guidelines just now, I can't find a reference to that long-standing "rule". BUT if they took your product off, then I guess it is still in effect. Here is the listing practices page I looked at: https://marketplace.secondlife.com/listing_guidelines#listing-guidelines
  13. Yes, Aditi has been messy since the "unification" of the databases. I have my alt over there and since she doesn't have much (I noted yesterday that she doesn't have a backup copy of her mesh body there which she SHOULD) it is working well. Actually it works better as "she" can do something there and "I" can do something on the main grid coordinating the uploading and such when needed. Also the beta grid mesh uploader isn't exactly the same as the main grid now. Have noted that over and over again so guessing it is NOT just my perception. Still a good place to upload mesh and it has saved about 15,000 lindens just since she started doing the uploading. Have no clue how many if you count all MY uploads . So, yes, but all means, if someone needs to test, an alt is safer for sure. Glad to know it wasn't just me with all this database mess. Not sure what I lost (sure I lost something). Guess I better check the marketplace as I don't put things up there that often. PS. Looks like my Marketplace listings are fine. I don't have that much up there so that might have been a help.
  14. There seems to have been a major database issue this week. I had folders appear in VERY random places (a couple of tiers down on the inventory tree for example in places they should NOT have been). Haven't found missing items but that is has been reported and I have likely lost things (happens often to me; perhaps I am on the server from hell ). So likely (possibly) this has something to do with that. Also major issues on the beta grid re inventory. Lots of reports. I found that also with my alt (I don't go there any more personally after spending a WHOLE week getting my inventory sorted out with lots of losses (this months ago)).
  15. I never triagulate so wouldn't have known to mention that. I am sure you CAN do it as I have garments that DO work . Not made by me though LOL.
  16. I found some very strange things going on in invetory this week. Folders in VERY bizarre places; folders that I seldom go into two levels down etc. You CAN actually lose inventory although plenty of people will tell you that it is just "you" . If you have done all the tricks to get the viewer seeing inventory, a last thing you might try is installing a different viewer and seeing if your inventory is still missing. You can put in a support ticket but I haven't known anyone who actually had that work. IF you have been over to the beta grid (probably not too likely) there was an issue with the double inventory feature there awhile ago. Someone also reported that Agni inventory wasn't showing up on Aditi this week. "I" haven't been over to the beta grid this week, so that's not MY issue . Sorry; been there many times unfortunately. Now I try to rez as much as I can which sometimes protects things. Of course you can't rez clothes and things. Good luck.
  17. It seems to me that there are at least three categories of lands owned by landlords. Mainland Islands Island owners that opt in for double prims at an extra charge Homestead (if you differentiate them from full prim islands) I currently rent at .69 linden per prim on mainland. It used to be a bit over $1 per prim which is what I always try to rent at. While mainland rents could go up, I expect that they will not as there is so much empty mainland AND landlords -- assuming they were smart -- bought the lands at rock bottom prices (often well below $1 per square meter). If I was on island land and my landlord opted to pay the extra $30 (assuming that the land barons will indeed have to pay that -- I have no clue) then I would expect my rent to go up a tiny bit -- like 10 or 15% IF I got those prims. If they use them to beautify or make their own place on the land somewhere then I would likely not expect an increase -- or a very minimal one. Right now -- as opposed to many time in Sl's history -- there is a TON of land available. It is cheaper for me to rent than to pay tier, but should I be faced with the choice of paying more or moving I might opt for my OWN quarter sim which can be purchased fairly cheaply if you are a good land slueth (and I am *wink*). Everyone has a CHOICE where they live. There are TONS of places to rent. If landlords that are raising rents see folks LEAVING it will likely deter the rent increase. I think there will be some shuffling, but since EVERYONE gets more prims now, it's not like some folks have an advantage. If it costs more in real dollars to pay the rent, it ALSO means that the folks renting are paying more in REAL DOLLARS since they get less when they cash out. I suspect that there is a small contingent of folks that gather cyrstals to pay their weekly rent, but those are likely a small number. And yes, those of us working are perhaps working harder these days . Some landlords have been making a LOT of money off of their renters for a long time (I don't rent from those guys). Others have been very reasonable (I rent from THOSE guys). We all make choices.
  18. I agree that you needed that extra geometry when I started (about four years ago). Lots of conversation on the board then about it as there were plenty of new to mesh folks. No one EVER mentioned that it had changed but I do remember Drongle saying that pivot points had been tested on the beta grid. So perhaps it was the beta grid that is the "moving pivot point" memory --- OR for that matter another platform. I always blame my memories that don't coincide with those of others on that alternate world thing -- you know, "B4762-I"
  19. Just adding a screenshot showing that while the RGB choice in the sidebar is active before baking it is obvious (this time but not always and I can't figure out what the differences are that cause that visusal change) that the texture it is baking to is transparent. All same textures used including the SAME texture to bake to. NO changes by me except lighting. The baking before this gave a regular RGB texture with NO tranparency. 
  20. ChinRey wrote: Chic Aeon wrote: I will say that learning how to map for tiling textures is a great place to start for those learning mesh. I doubt though that it is the end goal for most folks Why not? Don't get me wrong, as I've said several times in this thread, the good old style texture mapping still has its place. But currently there seems to be a trend to believe that it's more "advanced" or more "professional" or more "modern" than tiling textures and nothing could be further from the truth. As for cycles, well, it's easy and there's nothing wrong with doing it the easy way. But if you really want to get the lighting and shading right, take a look at the the Caravaggio painting in my previous post. That photo doesn't really do the original justice of course but you should still be able to see it. Can a computer program do that? I think not. (The shading wasn't why I posted that image btw but it works for that too. Caravaggio is after all particularly famous for his light settings and why learn from studying the real masters? The point I wanted to the picture to make was that nobody was going to get the point unless they were told. I'm surprised if nobody knows the answer already though, the picture is used quite often to test people's visual perception and attention to details.) I taught college level art for over 20 years. I do know who Caravaggio is. Not my favorite, but I do appreciate the school. Chic Aeon wrote: So we are talking APPLES and ORANGES here and likely getting folks that haven't put in those thousands of hours even more confused. Yes probably because it's a question of what the purpose of the model is. Exactly. And I am done with this thread . If it's supposed to be a standalone item, complete in itself you want to give attention to every little detail, just like those people who spend thousands of hours building cathedrals from Minecraft thingies (or from matches before it all became digital). But if it's supposed to be a part of a bigger whole like a virtual reality environment, you have to think different and consider boring stuff like focal points, visual layers, context and resource management. That's when things start to get really tricky and suddenly the answers aren't nearly as clear anymore.
  21. entity0x wrote: I appreciate your skill and hard work that got you there, but that's besides the point. What was 'lost' has actually helped you succeed by widening the gap between builders and those who can mesh. There is no envy in me. I either have contempt or admiration for someone. Stop playing the victim, I'm not attacking you, but if the shoe fits, wear it. I have my own abilities as well, and simply stating things as they are, coming from humble prim building origins myself, and fully aware that if I was going to participate fully in building things for SL, I would have to embrace mesh. Those who didn't or couldn't have moved on. There's no glossing over that REAL and sad fact. Above written to Pamela The only gap between those than can make mesh and those who do not is EFFORT. Anyone that wants to can learn to make mesh. It literally took me THREE tries over time -- finally I gave myself a month of 40 plus hour weeks to learn Blender. I can't say I 'knew' it after a month but I did manage to get an item into world with an ambient map on it. I think it was a simple dresser that I later gave away on a hunt. Nowdays there are many more resources for SL mesh makers, my hundred or so tutorials, tips and tricks are part of that. If I was worried about being a mesh superstar, why on earth would I be explaining ways to do things and sharing knowledge? Blender is FREE. There is no cost involved except time and dedication. It was NOT fun for the first six month. It got easier after that. Then I decided that I wanted to learn Cycles which is as someone in Opensim put it is like "leveling up" in an adventure game. Now after a year and a half I feel competent in Cycles. This was a CHOICE and each creator that is making mesh OR is trying to LEARN mesh is making that choice. Both Pamela and I made more money in the prim days and for me anyway with much less effort. You are making suppositions that have no evidence behind them. If you choose not to learn new skills that doesn't make it easier for US, it just makes it "easier" for you. Avoidance is not a skill. Pretending that there can be no improvements, no new methods, no new beauty? Not in my book. Get over it!
  22. Thank you. Only took a year and a half -- well maybe not quite but close . And I keep learning things by accident now that I don't have to concentrate so much on the "basics". Ah that basics list is a long one.
  23. While I work differently than you do, my aim is also to have pretty much the same look for those NOT with ALM and Shadows (of course shadow will do all sorts of things depending on the Windlight so let's say "simple shadows" ). When I first looked at Chin's note about the mapping it was pretty confusing and then I remembered that those are (I believe) mapped for TILING TEXTURES which I seldom use any more. That method would not work for ME at all and not for you either if I am understanding things correctly. So ONCE AGAIN it is how we work and what our final model will be that determines how we map. Almost all of the UV maps that I have seen on this forum are islands. I can think of MANY reasons why that is good for me -- especially with Cycles. When you are making mesh to take tiling textures, that is a WHOLE different thing. So for any beginners that are getting confused --- well, there is a reason. I have no argument that this UV method lowers upload, but I don't see how it can work with cycles baked or even ambient maps baked with textures added via graphics software. So we are talking APPLES and ORANGES here and likely getting folks that haven't put in those thousands of hours even more confused. This is my in progress texture for the roof areas. It is not the FINAL one as the ceiling is beyond boring for lighting and I need to play with that some. But I wanted to put up an example of the complete bake so that hopefully those reading this thread and blinking mightily might have a better idea. You can see that one section is for the roof (one material) and another for the ceiling (one material) and some for metal trim, and exterior wood and lighter wood (it is a Victorian after all and they were very into many colors and textures).  I will say that learning how to map for tiling textures is a great place to start for those learning mesh. I doubt though that it is the end goal for most folks . And yes, someone buying this COULD put tiling textures on if they would like, adjusting the repeats and placement. I amost always map with that in mind now. They will of course lose all those subtle nuances that I spend time adding LOL, but that's OK if that's what they want.
  24. entity0x wrote: Yet, you and many others benefit greatly financially from it. It's the dream for most company owners to have a steep barrier to entry in order to secure their place - and therefore livelihood (usually with high prices). Higher barriers to entry are great for the established. Keeps everyone else out. But as a prior post stated "Progress is a mixed bag" I agree with Pamela on this. I made more money in the prim days with MUCH LESS EFFORT and not the thousands (many, literally) hours of practice in Blender it took for me to get where I am today. I also keep ongoing tutorials for both mesh and prim building to help OTHER FOLKS that want to create. Yes, I make some money in Second Life, but it is way more about creating. I am not trying to put kids through college or pay the mortgage. ASS-U-MING is a dangerous thing You cannot know what motivates people OR put them all in the same category.
  25. So I am continuing to work on my little house. Since it isn't "due" until the end of January I have no reason to hurry and am just kinda blissfully wandering around in Blender and daydreaming a bit (unusual but kinda nice). Anyway, two things. One, is YES TO TESTING. You ("I") can only do so much inside of Blender when it comes to houses. Furniture? Not a big deal We know what size a table should be; we can resize easily after upload. But I have visited a fair number of other people's houses lately and have noted that while they are very cute, they don't "work" very well for living. This leads me to believe (supposition only) that they were not tested during the building stages (or after for that matter and by then it is pretty late in the game to make changes; if the creators are like ME, they get to a point of "IwantogetthisDONE" ). Anyway. I was starting to work on the doorway which has two tall windows on either side. They looked a bit narrow in Blender so I decided to upload just the frame and see how things were. Actually it worked fine, but I think I will still widen the opening a tad and perhaps do away with the arches that were going in the window pane areas. I found that my frame was too SHORT and will now adjust rather than stretching it out later (not so good for the textures). Walking around INSIDE your build gives you a better feel I think anyway of how the house IS in the virtual world -- rather than on the RENDER screen LOL.  "I" don't venture over to the beta grid any longer ---- after spending a week fixing (or trying to) my inventory from dual usage. In the process I linked joined the walls with all the windows and uploaded. Well THAT was easy! And something I rarely do. House is currently 22 with the roof. There is a big porch and an "awning" to add so I am thinking it will likely be around 30 when I get done. This includes see it across 180 meters or so on LOD2 setting. Tiny window woods break at that distance of course. I can live with that.
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