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Chic Aeon

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Everything posted by Chic Aeon

  1. Some clothes that are "made for Maitreya" don't fit. You are right there. Many skills go into making fitmesh clothes and like everything else available for purchase, some are better than others. Many standard size clothes fit fine if you are a fairly normal size. If you are one of those gals with big boobs or buttock then the only real way to tell -- an honestly it is that way for all of us -- is to try the demos. That is why there ARE demos. If you find a brand that works for you -- assuming it is original mesh and not folks making things from various templates and various designers -- then that might be the brand to stick with. Easiest method would be to search for Maitreya clothes on the marketplace, get the free demos and just keep trying. Note that some folks are advertising things for Maitreya that are not really. So that figures into the mix. Good luck!
  2. Well my experience had everything working fine (or looking fine) UNTIL I uploaded into world. So that will be the test. Good luck. Many modifiers have a downside to them . Ah well.
  3. You most often never know your neighbors in SL and they change OFTEN so that will be an issue for you. There are plenty of companies that rent land for about $1 a prim or a tiny bit over, but I suggest that you try some of the family role play sims as that sounds more like what you are looking for. The prices in role play sims are typically higher than other land parcels but you might find something that works for you. Compromise might be needed .
  4. Increasing the thickness of the solifify will solve this. Also, I find it best to mark a seam along the solifier edges and have two islands of the map - a simple example would be a piece of draped fabric (just in case you didn't do that). What is happening is that the vertices of some of the triangles often "poke through" or at least get too close to the other surface and even though it MAY look fine in the render window, it bakes with dark dots. I have never seen full triangles on my own work but I am guessing that is just a very bad case of the mesh touching -- worse than I had. I have seen that on the mesh of others from time to time. Those triangle are almost aways when the vertices of one plane intersect another and the baking mechanism gets confused.
  5. You can also MOVE the texture along the wall and resize it in the texture window. Look at the bottom of the texture window (in the build menu) under MAPPING. So you should be able to upload a texture with half inside and half outside and just move it along (and resize for scale) as needed. Also you can use the LOCAL TEXTURE function to check to see how you textures will work in world. You are the only one that can see these textures loaded from your hard drive. When you get it right, you can upload that specific texture right from the local textures pane.
  6. Linden Lab is working on another and different (DIFFERENT) platform called Sansar. The last official word from Ebbe said that they hoped to open at the end of 2016 or most likely the beginning of 2017. Some folks will be able to get in earlier starting in the summer of 2016. These are highly skilled creators, so unless you are in that group you will need to wait until the official opening.
  7. The MESH forum is the place to ask specific questions about Marvelous Designer, importing etc. I don't make clothes (well a few but only under duress) but I can say from reading posts that there are often issues with Marvelous Designer clothes which tend to be very DENSE in the mesh and don't work all that well in SL. So for example if it takes a minute for folks to see your dress --- well then you are standing there naked for that minute. Not good. So while you are working -- try and keep it SIMPLE. Too many polygons are not good for games . Good luck!
  8. This seems to happen fairly often even when you are ONLY wearing one layer. My suspecion is that the applier hud is a little "wonkie" as items from lots of designs seem to be very iffy in the nylons area. Either just the feet show or the feet won't show at all. So might not be "you" at all.
  9. Most of the high resolution textures that you see on MESH (and sometimes prims) are 1024 textures. Most of the ones you see on mesh these days are made within the 3D program where you can add light and shadow for a "natural" look. Even before mesh came into world (4 or 5 years ago ish) high quality designers were making the texures for the prims using 3D software and then putting on prims. So if that's the look you are wanting, look into Blender Cycles (free) or Maya (subscription fee ). Neither are easy by any means but the awards are great if you push on through the learning curves. I from your post, I guess you know that LOL. I should say that this isn't necessarily the most RECOMMENDED way, it just seems from your post that you were looking for an answer to "why do they look so great?" . There are downsides, mostly the big texture thing. Baked textures don't tile. So for EFFICIENCY, nicely made, 512 tiling textures are still best. Choices. We have to make them. You can also make textures in Photoshop or another graphics program which are high resolution (set in the program). Resize to 1024 and upload. Some folks may be doing that also. I make mine in Blender and tweak in graphics software if necessary.
  10. You need a Priority4 hold and I am sure there are lots out there. The issue may very well be with your AOs as unfortunately some folks making them put P4 (priority 4) animations in their AOs. So there IS an issue and often conflicts. My AO is many years old and I am very fond of it. Sometimes good to keep the old and "unimproved" things. I almost never have issues with any holds. If you can find an old AO (maybe like some of the older free ones on the marketplace, you might test with them. and see if the holds that won't work for you do work for others. Also check that you are buying a Priority 4 hold (it should say in the description).
  11. That was it! And I didn't KNOW that, so remembering wasn't going to do it -- LOL. I guess I was just lucky on my use of this on prims long ago. The exterior of my house can now be color changed (or texture change too. Thanks so much. On my todo list for tomorrow.
  12. I have a script I made long ago in a class. Not a scripts person by any means but can sometimes fight my way through changes. Anyway, a simple linkset change texture or tine on various faces of a linked prim script. It works perfectly on prims but does not seem to want to work on ALL the material faces of a mesh object. For example a wall can have two materials assigned to it (inside and outside). It will only recognize ONE of the two even if I go through all 8 possible face numbers). An adjacent wall with more material faces (four) will recognize three of four walls. The same thing happend with another item awhile ago. It had 8 texture faces (I could change seven of eight). So I am GUESSING that there is some sort of issue with changing mesh materials? Just curious really. It isn't the end of the world or anything LOL. Again. SMALL WORDS please, not a script person. Thanks!
  13. OK. Just wanted to chime in that I have seen this same odd behavior THIS MONTH on the beta grid (not normally). I use the same viewer on all grids (FS), make my own physics model. Uploaded at the same LODs (this was such a simple thing there was no point in an LOD model). One item with this behavior was a big tunnel entrance . On the beta grid, set to prim and so you could walk in and tested, the land impact said 2 (well "I" was in heaven). When I actually got it inworld in SL it turned out to be five. Now I was still happy with five, but still. Odd. I take screenshots of my upload with the snip tool and put it in the file with the mesh (a great habit to get into I think) so I know I am uploading the same settings from my end. For me (and I haven't been concentrating on this) the mesh comes in higher on Agni than the beta grid. For small things, not enough to matter really, just noticeable. The tunnel was the biggest difference and by far the biggest item I have uploaded in a long while. Not sure if size has any importance, just mentioning. I just assumed they were doing something over there and didn't think much about it. PS. I didn't make any computer changes this month like upgrades to viewer (Firestorm) so not a viewer VERSION issue, but could be a "viewer" issue. 
  14. You can only do that if you have a full perm texture for the clothing. Like you have no texture, just the clothing. Mesh bodies are wonderful. I suspect you will be very happy with yours. But it is time for an inventory purge.
  15. I thought it might be good to post that some "delivery" service scripts haven't been working for some folks for over a month. I have had three merchants contact me knowing that there is an issue and I have a few I haven't heard from in awhile and that might be the reason. Typically, I would think anyway, bloggers are not going to chat up the creators asking if they got taken off the blogger list :D. SO if you use a delivery service rather than a group and you have noticed your blogage going down, you might want to investigate. I have no idea what the reason might be. Apparently not a viewer thing as some creators items I received and some not. The ones that "I" received others didn't. Anyway just letting folks know.
  16. Chic Aeon

    Physics issue

    More testing reminded me WHY I always upload in sections. Land impact about a third SEVENTH of uploading as a shell even though it is very simple. So will backtrack and go that route. All seems well now. I was just having a blonde moment I guess. Thanks.
  17. Chic Aeon

    Physics issue

    THANK YOU. While I didn't actually understand what you were saying, I will give that a shot. The actually "walls" were only one piece also, hence I just matched that, but hopefully your easy fix will be an easy fix. Physics is VERY low on this (actually download too but physics isn't an issue) so in this case this method worked fine. Will report when energy returns. edit: Fixed that as you showed and also needed to fix the BACK wall as while it worked it was not "right" and that was obvious from the uploader. Not sure WHY I somehow erased the CUBE part of the scenario. Maybe because I never made anything this shape. Certainly knew better. Two steps forward, one step back. THANK YOU. Appreciate it! Phyics 1.2
  18. Chic Aeon

    Physics issue

    Now I do know how to make a physics model for a house and I have done MANY, but this one is not working and while I can think of a few ways around it, I would like to know why this one isn't and how it could be corrected -- well, correctly. Physics model cubes do not touch at all (I made several version with various spaces and that did no good). Both physics model and house walls dae had location, rotation and scale applied and origin was set to geometry (I always do that). I am using Firestorm so don't have the choices in the drop down box, but I have made a few dozen houses without that option so that doesn't seem to be a likely culprit. The "wood trim" was EXTRUDED rather than a cube and that is something I don't normally do. The interior (basically the same but reversed to the inside) has the same problem.  Thanks for insights. I'll work on textures for awhile and it will be a PRETTIER house with a difficult to enter doorway :D.
  19. You can do that by making a simple graphic with a transparent area on where you want the "game play" to be seen. Then attach it as a hud. This was fairly popular maybe five years ago. So an easy fix for you.
  20. I had the same issue as Aquila (I think). I had used the wireframe modifier and since I was just going to tint it and add a specular to it I am guessing that I may not have unwrapped it, only given it a material. Since I hadn't made anything using that before I thought that the uploader might not have liked that process . It had smooth shading on it. Pretty sure I trashed the file though as not terribly useful except in OpenSim. There it uploaded just fine. BUT a couple weeks later I made something similar and DID unwrap it and it uploaded at .3 LI at reasonbale LODs. It also had smooth shading. So there may be a hint in there as to the problem. AND, the .slm file doesn't happen in Firestorm so that is dependent on the viewer. Just in case folks didn't know.
  21. I have your same card and very similar specs. I use shadows ALWAYS and advanced lighting and often Depth of Field. Just checked my framerate and it was 85. If yours is ALWAYS low -- you have some other issue besides your card. Now and then mine goes way down depending on where I am and how many programs I have been running all day but a reboot fixes that. I am on Firestorm but I doubt that is the difference . Good luck.
  22. Unless you have rights to that avatar design, it would be against the Terms of Service to upload. So if that isn't your avatar design (seems like it is not) then you might want to look for something similar that is from an ORIGINAL design. Just sayin'
  23. I had seen that video just recently. Didn't look closely enough again to answer your question as it make hair that is VERY HEAVY and not what you really want for SL. I am sure someone else will answer your specific question but keep that in mind. No one wants hair that doesn't "arrive with them" when the teleport and that is what happens with heavy hair . Good luck on your hair jouney!
  24. Agreed. It has been stated many times OFFICIALLY that headsets will not be mandatory any more than they are mandetory in Second Life. I suggest that a bit more research to the OP might be in order. Heresay IS simply that. Please feel free to link to your sources. I am out of here. Not an enabler .
  25. Seems to me that if you're developing a new product in addition to your old product, the people happy with your old product should be the last ones you should ask how it should be. You should ask the people who thought they'd want your old product but decided they didn't want that product after using it. Love it! What a clever person you are. Lots of misquoting of official statements here I noted, but that isn't unusual. For anyone actually interested in the official info there is a very good synopsis (witih bullet points) of a video here: http://modemworld.me/lab-chat-2-ebbe-altberg-concerning-sansar/#live Official opening is almost a year away -- and that if all goes well. Historically, looking at other game platforms that could easily mean Spring which is actually a MORE than a year away. Yes, SL is "in decline". It has been for many years, Sansar wasn't the starting point of the drop in users. It is still a very viable world AND product. There are a ton of folks that have invested many years and or plenty of money in this world. At best they will be in both worlds. I don't see them leaving -- or not many of them. There have been MANY improvements in Second Life since the announcement of Sansar. They didn't just hang the world out to dry and concentrate souly on their new project. Paleoquest is pretty impressive although not my thing and look how fast our databases load after a cache clearing or when returning from the beta grid. Project Bento etc etc. I am not an alpha tester type gal, but those that are CAN APPLY with the first folks going over in the summer. Others after that (this according to that link above). If you wanted to actually give some input then probably being more SUPPORTIVE of the project would have been a better plan. I am pretty sure you are on their block list now. I have always said, "this is their platform and their investment". We CHOOSE to be a part of it. We can walk away any time we are unhappy enough. I don't always agree with the decissions made, but they are not my decissions TO make. Linden Lab is a for profit company; they are not Firestorm who strives to keep the most people that they possibly can happy. There is a BIG difference in the outlook. That is not going to change.
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