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dennis Rexie

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Everything posted by dennis Rexie

  1. Update, found the problem. Example here to see the probem https://gyazo.com/7a1a85cc31314eca6b0d8aa048eaeb32 In blender i dessolve faces en vertex to save on land impact. uploaded like this: https://gyazo.com/6f5ebdf83c08f6668e76e9acc72e3dcb Now i tried this: https://gyazo.com/0c749ea27b8a7a1bf987a182a532149c This is the result: https://gyazo.com/f59ffc06c650696072847ee1dde64d34 Why, i dont now.
  2. Hello al, back with some news after a lot of brainstorms. For example this 2 objects: https://gyazo.com/79a11a36c360c12b47de17d68a1878c5 Uploaded as 1 object, the white is the boundingbox where the camera bounce on. The object have no psysics, if that was the case it was easy to understand. Solution: align them on the y or x axis, upload them separate and rotate it inworld. If someone is planning to build something with oblique shapes, keep the bounding boxes in mind. You won't have that problem with prims. Have heard from a number of people since the update is havoc physic engine in SL that this problem occurs. Will definitely test this with open simulator, gary's mod and roblox. As soon as I know more I will post about this. Be warned what is logic with mesh.
  3. Check if your faces are correct. When the faces on wrong side they look dark. Select all in edit mode and pres CTRL N to fix it
  4. In blender select the psysic model in object mode. Press CTRL+A, hit location, press again CTRL+A, hit Rotation & Scale. Do the same with your model before export it. Make sure you model and psysics are on the same spot.
  5. When walking the camera zooms in and out like grazy. I checked my psysics there is nothing wrong with it. Did a support ticket and a team from linden came to see this. After a half hour they say that the cam bounce on the boundingboxes. Also when they are phantom or have psysics shape type non. The meshes in the building have a lot oblique shapes, but the boundingbox are always square. I tested it with prims and see the boundindbox does not effect the cam at al. A quick solution is (Disable camera constraints), like this the cam wil go through the wall. Any one know a good solution for this? Here is the place http://maps.secondlife.com/secondlife/Pink Paradise/221/33/1514
  6. mine also disabled, i contact support few days ago, no answer yet. i have a premium account and couple times a week online. whats going on?
  7. Did try this, that is of course not working. Really dont understand the logic of some scripting and some i can do default { state_entry() { llListen(-805000, "", "", ""); llListen(-905000, "", "", ""); } listen(integer channel, string name, key id, string message) { list parse = llParseString2List(message, ["|"] ,[]); if(llList2String(parse, 0) == "dial lookup") { string message = llList2String(parse, 4); if (llGetListLength(parse) > 4){ llList2String(parse,4); }} } touch_start(integer total_number) { llSay(0, "" + message); } }
  8. Sorry my scripting is not that good. The message that will displayed in the incoming message = Serenity Vista (see example) Did try it with a touch, but the message is empty. On say it works good.
  9. Hello everybody, i hope some one can help me. I want to save a part message and then, display it on touch. Example in coming message : dial lookup|successful|18,14,27,37,9,31,30|1|Serenity Vista|<65.144257,22.223742,4072.729492> Example script: default { state_entry() { llListen(-805000, "", "", ""); llListen(-905000, "", "", ""); } listen(integer channel, string name, key id, string message) { list parse = llParseString2List(message, ["|"] ,[]); if(llList2String(parse, 0) == "dial lookup") { string message = llList2String(parse, 4); if (llGetListLength(parse) > 4){ llList2String(parse,4); } llSay(0,"" + message); in place of this, need to become on a touch and display the message got this working only wanted to on touch. I hope it is possible. thanks in advance
  10. Hello, i search a way to make this script work for group and owner only, thanks for any help // Setup Instructions: // •Step 1• Set The Vector Sender To TRUE to say the vector. // •Step 2• For each button you setup you need to get the vector // For the top Left Corner and also the bottom Right // this is done by just clicking on the prim to have it say // the vector position of the part you touched. // •Step 3• Paste the vector for each position by replacing // the ones setup for the example. // into your script for your button positions //_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ //_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ // Vector Sender Will Tell You The Vector Position On Touch // TRUE = On, FALSE = Off integer Vector_Sender = FALSE;// Set To TRUE To Say Vector //integer Vector_Sender = TRUE;// Set To TRUE To Say Vector //_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ // Button Setup Below Change Vector For Your Buttons //_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ // // Start of Row 1 // // Button 1 •••••••••••••••••••••••••••••••••••••••••••••••• vector BV_1_TL = <0.04444, 0.36059, 0.00000>;// Top Left vector BV_1_BR = <0.15749, 0.16416, 0.00000>;// Bottom Right // Button 2 •••••••••••••••••••••••••••••••••••••••••••••••• vector BV_2_TL = <0.24857, 0.37221, 0.00000>;// Top Left vector BV_2_BR = <0.36379, 0.15973, 0.00000>;// Bottom Right // Button 3 •••••••••••••••••••••••••••••••••••••••••••••••• vector BV_3_TL = <0.45246, 0.36710, 0.00000>;// Top Left vector BV_3_BR = <0.55127, 0.16175, 0.00000>;// Bottom Right // Button 4 •••••••••••••••••••••••••••••••••••••••••••••••• vector BV_4_TL = <0.63359, 0.35983, 0.00000>;// Top Left vector BV_4_BR = <0.74585, 0.17264, 0.00000>;// Bottom Right // Button 5 •••••••••••••••••••••••••••••••••••••••••••••••• vector BV_5_TL = <0.83291, 0.37107, 0.00000>;// Top Left vector BV_5_BR = <0.94456, 0.15126, 0.00000>;// Bottom Right // // End of Row 9 // ///_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ integer i;vector v; default{ state_entry(){ llSetTexture("",2); } touch_start(integer UV_detected){ if (llDetectedOwner(0) == llGetOwner()) { i=0;v=llDetectedTouchUV(i); if(Vector_Sender == TRUE){ llOwnerSay("Touch UV Vector: "+(string)llDetectedTouchUV(i));} //_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ for(; i<UV_detected; ++i){//_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ // Buttons & Functions //_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ // // Start of Row 1 // // BUTTON 1 ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• if(v.x > BV_1_TL.x && v.x < BV_1_BR.x && v.y < BV_1_TL.y && v.y > BV_1_BR.y){ llShout(12,"def1");} // BUTTON 2 ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• if(v.x > BV_2_TL.x && v.x < BV_2_BR.x && v.y < BV_2_TL.y && v.y > BV_2_BR.y){ llShout(12,"def2");} // BUTTON 3 ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• if(v.x > BV_3_TL.x && v.x < BV_3_BR.x && v.y < BV_3_TL.y && v.y > BV_3_BR.y){ llShout(12, "def3");} // BUTTON 4 ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• if(v.x > BV_4_TL.x && v.x < BV_4_BR.x && v.y < BV_4_TL.y && v.y > BV_4_BR.y){ llShout(12,"def4");} // BUTTON 5 ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• if(v.x > BV_5_TL.x && v.x < BV_5_BR.x && v.y < BV_5_TL.y && v.y > BV_5_BR.y){ llShout(12,"def5");} } } }} // // End of Row 9
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