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Loki Eliot

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Everything posted by Loki Eliot

  1. I have been working on mimiking Cell Shading techniques using blender. The technique is a bit flaky and involves turning the mesh inside out using morroring. I originally thought it would be a simple process of reversing normals, but this does not seem to be the case.
  2. Each year for the past 5 years i have held a Burning Barrel Race in the steampunk town of New Babbage. This involves avatars pushing burning barrels down the streets and due to the physics engine and choppy Lag, amusment can be had when loosing a barrel during a sim crossing or into the canals. My style of filming in SL is more documentory style. It's very rare i actually stage what i film and this is why you see floating text and grey people. You see SL as it actually is. It is at these events i can gage how well Second Life has improved over the year. Enjoy! This was filmed on my iMac useing an old Second Life version 2.7.5.233867 development beta as the current official, Betas and development viewers lack the stability.
  3. Hopefully they will fix the OpenGL issues on the Mac Viewer eventually
  4. its already availabel HERE, not many n00bs understood how to play it because they are n00bs and are stuck in basic viewer. But it was an interesting learing experience for me.
  5. I was making Giant Evil Zombie worms for my game, they are 1 object, 4PE or LP (land impact) and static. They move and attack and roar... but they are like angry cardboard cutouts. How much of a step into the realms of high quality 3D production would it be if we had an ability to animate out mesh objects? So i created a Jira Feature Rquest to be able to somehow drop a standard animation asset into a Rigged Mesh object and either via a script or ticked object option have that Mesh Object Animate to the animation asset. I'm not sure if my idea is sound, wether this would be possible. Any other ideas or opinions are of course welcome. I would love to be able to have my Zombie Worms throwing their arms menacingly around.
  6. So if i have a door that they have to click to open, that door action can be stored and used later to auto teleport up to a sky box on collision?
  7. Is there a way to send a person a request to teleport them to a location after they collide with an object?
  8. Building at the lowest render cost is not going to be the best resault though. If i want lowest render costs then yes i can do that by monitoring the impact measuring. But i dont want to get the lowest, becasue to achieve that i will need to sacrifice detail, so i need to work out a compromise where a retain some detail and to work that out i need to know what the lowest is and an idea what the maximum might be before and can decide on a compromise. For example a Building with the lowest Render cost is so many prims i cant fit it on the land, so i substitue some of the prims for a sculpty which drops the prim count below the plots allowence but adds to the overall render cost. How much more detail can i put on a build before the render costs reach server or viewer performant degridation? i dont know because there is no scale. If building was just a simple task of hitting the lowest render costs numbers that would be easy, but it's not, Having prims, Sculpties and now mesh is about comprimising and to do that i need some idea oh what maximum costs to avoid.
  9. Linden Lab released it's new Impact Measuring System last week with which we can see the impact our builds have on Land,Pyhisics, Server and Viewer. Im builiding a new structure. Im trying to decide which parts to do as normal prims and which as sculpties and by using the new "more info" option i can see how much more stress a sculpty will be on the overall build. The problem is though that i have no reference for a scale of impact. I have the numbers, but what do they mean? Is a display impact of '8000' low, medium or high? is there a magic number i should try and keep the 'display imapact' of the over all build below?
  10. And you forgot to mention the 'EVIL GIANT ZOMBIE WORM MASSACRE at Escapades Island
  11. Escapades Island proudly presents a HALLOWEEN SPECIAL QUEST Free a poor boys puppy from an enchanted cage! Start by grabbing a Chainsaw & HUD then search the island to find the five Musical Tree keys. Chainsaw all the Evil Giant Zombie Worms to learn the five magic words then climb the mountain to free the puppy and win a PRIZE! MESH viewer needed to see monsters! (othewise you will be fighting Evil Giant Zombie Doughnuts.) SIMPLE WORM SLASHING FUN! head over to ESCAPADES ISLAND to start you worm slashing quest! Game available untill November the 1st!
  12. Cheers you wonderful people :matte-motes-inlove:
  13. Thanks to the wonderful support on this forum i made a HUD a while ago. The HUD has a button on it that activates a worn weapon to animate. BUt i hit a snag in that if i repeatedly tapped the button out of fear and panic, the HUD would wrack up a back log of actions and i would be repeatedly swinging my sword for the next 10 minutes. So i came to this forum for a solution and i recieved one which is awesome. The following Script was the result and stops my rapid clicking from causing backlogs of actions. float gfTimer = 1; integer giChan; integer giPressable; default { attach(key id) { if (id != NULL_KEY) { //check if the HUD has got attached, not detached giChan = (integer)("0x" + llGetSubString(llGetOwner(), 0, 7)) * -1; //compute a channel number based in the key of the owner } giPressable = 1; } touch_end(integer num_detected) { if(giPressable) { llWhisper(giChan, "whack"); //say the defined comand for playing the animation llSetTimerEvent(gfTimer); giPressable = 0; } } timer() { giPressable = 1; llSetTimerEvent(0); } } Unfortunitly while testing with my friends today we discovered it only works for me. When i give the HUD to a friend and they rapidly click, then they get a backlog of actions. So does anyone know why this script works as planned for me in a HUD, but when i give the HUD to someone else it does not work as planned?
  14. Greetings, im using a script that causes an object to blow up when hit by another object. What i would like to do next is have the object blow up when hit by an object WORN by an avatar, is that possible?
  15. Is anyone able to point me in any direction with regards to accoplising the following efect with a script. I have an object i want to appear during the day, then at night replaced with a different object by perhaps turning one object invisible and the other object not invisible? Can anyone advise on best practice to achieve this and point me in a direction for possible script examples please?
  16. @ Esbee Linden, you need to edit your original post to say "over a month ago" instead of 'yesterday' I embed a comparason of two development builds of the SL Viewer as an example of how OSX Lion cant be blamed for all of the viewers performance issues.
  17. I was wondering what popular designer clothes magazines or blogs devoted to SL clothing there was that i could contact about promoting or exhibiting my work?
  18. Id like to ad a clickable URL in a notecard, is that even possible?
  19. I made a stick of dynamite that when you rez plays a sound then blows up and says a special password before deleting itself for my adventure game. The issue i have is people wear the dynamite instead of rezz on the floor. Once they have done this the script has played and so when they do eventually rez a copy of the object on the floor, it does nothing. Could some kind person spare some moments to explain what i need to do to avaoid this scenario? my basic script is this... default { state_entry() { llSleep(2.0); llSay(0, "This is a funny candle, it's sparkling!?"); llSleep(1.0); llPlaySound("dynamite", 1.0); llSleep(5.0); llPlaySound("dynamiteboom", 1.0); llRezObject("spark", llGetPos()+<0,0,0>, <0,1,0>, <0,0,0,0>, 0); llWhisper(666,"blowup" ); llSleep(2.0); llDie(); } }
  20. I havent done a Jira for this yet, i search and search and never seem to find any Jiras describing my issue so i tend to think it's just me... Issue i have is on ALL the mesh enabled viewers, official, beta, development.... When i upload a mesh it uploads, then when i try to upload a seocnd Mesh model, during the preperation the viewer will crash. Viewer works fine to upload a mesh when i first log in, but when trying to upload a seocnd it will crash guaranteed. My work flow consists of Uploading a Mesh, then having to quit and relog into SL again to upload another one. Is anyone else having this issue? Im on Mac OSX Lion.
  21. Well, i looked and discovered NO unweighted verticies or double verticies. In the end it was simply fixed by adjusting the weight of the rigged area that fixed it. Not exactly sure why that fixed it, what the actual cause was, but it is now fixed
  22. Using Blender 2.5 I've made a rigged hooded top and all was fine untill suddenly a hole appeared on the right shoulder, i have NO idea what i've done to cause it. I've re arranged Vertices, wiped and re-unwraped UV maps, Recalculated Normals outside... Im at a loss to whats causing this hole. It only appears after i've uploaded to SL... Help me Mesh community, your my only hope....
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