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Loki Eliot

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Everything posted by Loki Eliot

  1. Thanx yes, i got extra help from someone with the Faceflipping and we sort of ruled out This as being the specific cause. The idea you have for animating texture rather than face flipping is sound, but would indeed mean cramming in alot of smaller textures for my model so im very reluctant to use that, thanx anywas for the suggestion. I will probably open a JIra next week after ive finished researching the problem more.
  2. Ive run into a bug that occurs when an object thats animated useing faceflipping is turned into a Pathfinder Character. Mainly it dissapears or fails to rezz visible. Ive tried all sorts of work arounds with so far no success in keeping the object visible while pathfinding. One idea i have is maybe the way my Faceflipping script works is conflicting with pathfinding some how and was wondering if anyone could suggest other ways i could get the same face flipping effect. integer running; integer count; integer side; default { state_entry() { if(!running) llSetTimerEvent(.08); else llSetTimerEvent(.0); running = !running; } timer() { ++count; if (count == 7) count = 1; if (count == 1) side = 0; else if (count == 2) side = 1; else if (count == 3) side = 2; else if (count == 4) side = 3; else if (count == 5) side = 4; else if (count == 6) side = 5; else if (count == 7) side = 6; llSetAlpha(0, ALL_SIDES); llSetAlpha(100, side); } }
  3. Ok i worked something out and it did not need llGetCameraPos just needed to llGetPos. used two small spheres, each gets their region position. Red one gets camera position, green one gets camera focus point (where the camera should be looking at). And that was all i needed to do :-P Thanx for the help though
  4. Thanx, that got me the camera position but now im having trouble getting the right focus. I thought maybe llGetCameraRot might be the answer, but its not.
  5. im trying to set up a series of cameras that focus on specific objects in relation to the region rather than the avatar but im having trouble figuring out how to get hold of region specific coordinates from my camera position in the region to use in my script.
  6. Thanx i guess everyone has at least one sort of listening attachment.
  7. No but it's an eye opener for those scripting Pathfinding
  8. I am also when i find time , looking into a pokemon style game. I started a thread and had one or two replys with advice. I havent gotton anywhere yet, just too busy with other things. I did come across Krafties in SL which is basically a spin on the pokemon theme. Maybe what they have done could give you some ideas.
  9. Greetings Programmes, Im researching for an idea i want to do and need some advice. I want to create Wristbands that when you walk near a person with the same wristband activates a glow to show someone closeby has the same style band. I had two ideas 1. use listening commands on a certain channel that when hearing a specific word would activate the glow. This would need the oweners wristband to send out the word to be heard by similr wrist bands. 2. A slow Sensor that repeated every couple of minutes to see if anyone nearby is wearing a similar wrist band. I dont know if wearable sensors can sense other poeple wearable attachments though. Question is wether these ideas are possible and how much risk of extreme lag is there if over 30 people in a room had these wristbands on. :-p Any advice or suggestions id be very gretful.
  10. Ive just hit this problem also. If you found a solution i'd love to hear it . Ive just spent a day trying to fix up a mocapped animation to work in blender and now when it comes to exporting to SL i find i have to remname bones and that doing so is causing limbs to not play right in SL even though in Blender they work just fine.
  11. Thats was awesome short, dramatic and inviting rally nicely edited too and good use of music.
  12. a little Machinima documenting me and my gang at the Doomed Ship region. http://telly.com/1CMH1G
  13. Im researching into posibilities of battle mechanics for a game. Pokemon battles probably being the easiest comparason. I've seen some card game style battle games on marketplace. Perhaps simply starting with randomising a winner based on stats or something. I am wondering if any scripters here would know of anywhere i could gather more info, or suggestions of what areas in scripting i should take a look at. Thanks :)
  14. I use Blender also, it's free, there is tonnes of help and tutorials and its free. I have a crash course in using blender to make mesh available for free at my club house if you are interested http://maps.secondlife.com/secondlife/Escapades/189/52/31
  15. I understand your pain, im a mac user also, but it's gonna get worst before it gets better as the Lab move stuff around for major upgrades comming. Try deleting your cache to see if that improves anything. Also you can switch off automatic downloads in Options> Setup, switch to manual updates. And also here is the beta page if you wonna try those out > http://wiki.secondlife.com/wiki/Linden_Lab_Official:Alternate_Viewers
  16. Only just rad your reply, i just got the latest iMac. Are you still playing with removing Hacks form the Mac Viewer? I read very recently that LL are doing some mac related stuff witht he viewer. It was not at all clear what exactly STUFF was. Maybe they are removing some of these old hacks. I would love to have a copy of your De-Hacked Mac Viewer to test
  17. Well resaults are in and while everything esle is much zippyer thanx to the 3.4 GHz Intel Dual Core i7 with NVIDIA GeForce GTX 680MX 2048 MB... SL appears not to have benefited much from it. I need to sit down and do some proper testing, but so far there is a mightly boost with regular settings (no shadows). Turning on Shadows seems to handicap SL with no real difference in performance between my old AMD iMac and this new GeForce iMac, and its noticibly slower than a windows PC. Perhaps this is where the difference in OpenGL support comes into play. (Mac SL Viewer only supports up to OpenGL2.1) Cache seems to load faster which i assume is the benefits of the Flash Harddrive. I have a few issues with textures loading and that might be my connection & iSP, so i need to look into that, but it also might be due to changed LL are doing to the server code and cacheing as part of the Shining Project, so gotta keep an eye on that too. SL performance is a hooby in itself! UPDATE - While the Official SL viewer reorganises Default Graphics settings based on updated Card Compatability List i noticed this release note - "MAINT-2090 Never enable lighting and shadows by default on OS X" suggesting there is a regognised issue with Shadows for Mac... again...
  18. Thats awesome news im getting my iMac on monday will post my results on tuesday
  19. Video Documenting highlights of the Fleet Week of the Steam Lands navies of Second Life http://telly.com/98BXO Not my best video, but the Ship Battles is quite fun i think. and the turtle racing :-p
  20. yeahy Kidsmesh 2012 is open!
  21. Yeh well, i know all about the fact SL only supports openGL 2.1 for mac, and only supports 256mb texture memory, but sometimes it's the little extra things that can boost performance. But sometimes there will be something that can break SL, it has happened before so there is always that worry. Im pretty sure SL will run quite well.
  22. The New iMacs 21" are out in the stores, with 27" on preorder for delivery 3 weeks away. Anyone ran out and bought one yet so we can know wether there is any issues with the current SL Viewer? The 21" uses NVIDIA GeForce GT 640M & GT 650M graphics cards. As i wait for the 27" to be released would be interesting to hear from new 21" owners.
  23. Quick machinima showing the life of a steampunk urchin in New Babbage http://telly.com/55WDI
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