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Codewarrior Congrejo

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  1. yeah would be at least a fast solution for now. : ]
  2. i have had a bit similar to this. one of my avatars keeps throwing a nonending shadowline onto the floor. And i also changed a few faces on it after the weighting was started already. And for the life of me i can not figure what exactly is causing this. I even checked if there are loose vertices which are maybe far off from the body geometry - but that's not the case either. And checked everything else i could possibly think of being the cause, to no avail. And i also couldn't be bothered to recreate the whole thing because it reached a status where it was already fully rigged and weighted when i noticed this sudden appearing shadow oddity.
  3. In addition to the other answers: - You can 'export' your UV map into an image file (png, jpg, tga) from within blender. You do this in the Imge/UV view panel. (but might need to ensure that all faces are selected to show them on the UV canvas) - "...but can't open it with Blender" You can not 'open' a png or imagefile in blender in the traditional way as you would in an image editor. Imagefiles are assigned as Textures / Maps via the Material Properties. And can be altered or even edited from there in. To do so you need a bit of knowledge about blender. So best is as the others already suggested, to simply open it in an image editor and just paint on top of it, save it. Make sure to save it under the exact same name and file location if you want to look at your result in blender. You need to click the refresh button on the assigned image in the matrial properties to refresh the view with your newly painted / changed texture. If you dont know how to do that, save your blend file and reopen it. PS: to see textures on the objects in blender you have to make sure to switch the viewport shading to textured. - It should be also mentioned, that the model you have gotten might have several materials, and thus several UVs. Which you then would need to acess by selecting the corresponding material and its assigned faces. - To figure out what to draw 'where' on the texture to paint for a speciffic part of the model is 'easier' when there is, like in aquila's example, already a painted or baked image on it, this way you can 'identify' areas easily and just overpaint them in any image editor of your choice, and then upload them to SL and assigne them to the mesh. - If it's just the exported UV Lines / Grid, you will have to 'inspect closely the shaping of the islands' to figure out where on the model they could be located. (unless you know how to use the synched selection in Blenders UV / and 3D viewport, with that one you can easly figure which vertices belong to where) - The rest is trial and error, and a lot uploading to the 'testgrid' (which is advised instead of doing all these test uploads on the maingrid - in order to save many linden dollars) until your texture will be right. Here is a simple example of assigning a texture: and a quick guide on UV mapping http://www.blendernation.com/2012/06/13/uv-mapping-in-3-minutes/ Cheers!
  4. First - i think the 'bulge' Rhakis was pointing out to be wrong here is this one: http://i.imgur.com/qBpdMrS.png One would need to have a pretty enormous spine to show out that much. And this area also on a human ends up in a very noticeable indent on the lower part of the back, where the spine bends towards the body middle. You should flatten this area a bit out and then make it sink in on the lower part. This here makes it look a bit like it's about to grow dragon spikes on the back Another problem would be the missing all over 'edgeflow' in the topology that would allow for a good and non distorted animation. http://i.imgur.com/iERfsPP.png Lets take the openings at the shoulder for example. You should consider having at least one guiding edgeloop circling around this area. Some of the stretched faces, which you reconstrcuted by following the avatar's geometry, will look distorted / stretched when in movement. Yes, you have to stay 'close' to the underlying geometry - the avatar, that is in this case - but you might need to tweak things. Especially at points where you 'leave' the similarity of geometry. Like on the arm opening. The avatar arm 'goes on' here. so certain things and loops are set based on this fact, because other vertices and influences will pull the whole thing along when being animated. Which it can't when the geometry ends there and thus might require a bit different closing. (and means you can not blame everything on the avatar structure being messy : P hehe) And i personally would prolly have had a guiding loop around the cleavage / collar area too. But that's just me ; ) Aside from the few fixes it could need, its a neat simple chest outfit. Cheers!
  5. Heya Penelope, You have to find the items in the 'unassociated' items list and then fill them with all needed information and 'activate' them to have them showing up in your marketplace shop. Adding the item on the Marketplace website On the Marketplace website, choose My Marketplace > Merchant home in the upper-right. Click Manage Listings on the left side of the page. Under Unassociated Marketplace Inventory, click the name of your item to start editing the item listing, then complete the required fields. You can find a description of all the listing fields here. The uploaded items do 'not' automatically end up in your shop before you have not filled in all information and / or set them active. Unassociated marketplace inventory If you have uploaded items to the Marketplace from your Merchant outbox but you have not yet filled out information for an item listing, you may click the item's name in the Unassociated Marketplace Inventory section to begin editing the item listing. For more information on adding an item to your Marketplace inventory, see Selling in the Marketplace. You may create listings in bulk by checking the boxes to the right of the items' names and selecting Create New Listings from the Modify selected items dropdown. You may find this useful when managing large numbers of very similar items because it allows you to subsequently bulk edit the items' listing fields in the Manage inventory section of the page. Listings created in this way cannot be made active until their required item listing fields are completed. For more informations have a look here: - http://community.secondlife.com/t5/English-Knowledge-Base/Selling-in-the-Marketplace/ta-p/700193 - http://community.secondlife.com/t5/English-Knowledge-Base/Managing-your-Marketplace-store/ta-p/700191 - http://community.secondlife.com/t5/English-Knowledge-Base/Marketplace-Direct-Delivery-migration-guide/ta-p/1293139 If none of the above applies, and you believe there is an issue with your shop, it is advised to send a ticket to linden lab, explaining the exact problems. You can do this here : https://support.secondlife.com/create-case/
  6. Nyll already answered it greatly. But to add some constructive suggestion: it might be more helpfull to just copy paste the exact phrases in the TOS that you would like to have explained / understand better. Or simply formulate a question about if this / that is allowed / forbidden. As it seems, by looking at your other posts, that you have a speciffic problem for which you need clarification. We have enough experienced users here to possibly answer these questions for you in a simple and understandable way. For all other cases i stick with Nyll's suggestion to simply contact LL directly.
  7. Hello Coverina, There are several things that could cause this: - you have to have 10 L in your account for the marriage to work. (And the separation of the partnership costs 25 L ) - there is a known bug which happens to free members as well as premium members, have a look here: https://jira.secondlife.com/browse/WEB-4154? - If he had 10 L and it still did not work, and he feels it could be a problem with his account, he has to open a ticket for that speciffic avatar. Which he can do here : https://support.secondlife.com/create-case/ (free members) https://support.secondlife.com/start-chat/ (premium members)
  8. In addition to Val's answer: if you want to check on the status of secondlife in the future on your own - here is the link : http://status.secondlifegrid.net/ Cheers !
  9. Heya Lavaliere, it is possible that you have to "verify" your paypal account first. The Payment Rules for Second Life have changed recently. To verify your paypal account you need to connect it with your real bank account. This can easily be done from within your paypal login and account . Unverified accounts will not work anymore, due to Second Life only wanting to do instant transfers now - therefore you have to verify it. PayPal Often the initial agreement can't be set up due to an unverified PayPal account. To use your PayPal account with Linden Lab, it must be verified and be capable of making instant transfers. Linden Lab does not accept e-check (bank account) payments through PayPal because they cannot be processed quickly enough to match the instant delivery of virtual goods and services. Therefore, we require that you have a credit card on file with PayPal as a backup payment source, OR that you pay with your PayPal balance in USD. Without a sufficient USD balance in your PayPal account, you will not be able to use it with only a bank account. Be aware of your monthly limits. By default, your monthly spending limit with PayPal is set to US$250.00. You can easily raise or lower that limit. See Using PayPal for more information. For more info have a look here: http://community.secondlife.com/t5/English-Knowledge-Base/Billing/ta-p/700037
  10. Codewarrior Congrejo

    sky box

    additionally to Freyas good answer, it might also be that he does not want everyone directly to appear in his skybox. In that case ask him if there is maybe a teleporter (scripted object) somewhere to get into the skybox from the entrance, so you don't have to manually move over the distance.
  11. Trinity has given you a good linbk to check out. Aside from that make sure that : - your firewall and your antivirus allows : slvoice.exe (as well as to ensure that your firestorm viewer exe has full rights ) - check Skype (in case you have it installed), even if the autoadjustement for mic and speakers is disabled it is a known problem that it often just mutes your microphone fully and you need to go into - preferences - audio settings to move the slider for the mic from zero to a normal volume again. The above things can also prevent you from being able to use voice correctly.
  12. I am going to make a very risky statement and say: it is not okay to leave your common sense at the door when entering the subject 3D modeling - just the same as with any other subject on this planet ^.- A lot of the no-no's come from having no knowldege, searching for shortcuts and being overly eager and impatient to create things like this, and often the hope for fast money. I think we can break the answer of your question down to this- and answer instead 'what IS ok?': - Use your common sense - means: do not steal, rip, copy, and know that there are never long lasting shortcuts when it comes to these matters - Learn - and be able to know how and what to create in a responsible way for the choosen environment / engine - Have will & patience - those always pay off in the end And PS.- to some of the former answers of others: even if there is not always a punishment directly following up upon bad actions, you won't make much money that way.. people recognize it, people talk and spread the word and critics and stop buying. Plus i have to say the most 'rips' are made by people not being capabale of making own things, means they don't even know how to handle those rips correctly - thus the products lack quality and usability and are not worth buying - which consumers generally figure pretty fast.
  13. Just a realism-thought: You might want to open the vest at the back or frontside, or add an indent or elevated area, and think about a 'closing mechanism' . And add some laces, a strap, or lil buckles etc. Whilst a zipper is still possible to be just painted onto the texture (eventho i'd suggest at least 1 faceloop being a bit elevated from the surrounding area for that) it will be hard to simulate the full feel of laces and their intrusion into the material / slopes/ knots etc. And even if you just paint on buttons, or add mesh buttons it should have a lil indent in the vest at least, or even an opening, to indicate the divided area. you can paint that but it's hard to give the feel of such a separation just by texture. If it is supposed to be any kind of more stiff material (like leather / linnen etc) then it would be impossible to get in / out of this vest without a propper opening/closing mechanism : )
  14. You could try to ask this question in the following Foums: http://community.secondlife.com/t5/Your-Avatar/bd-p/YourAvatar http://community.secondlife.com/t5/Fashion/bd-p/Fashion You might have a bit more luck there, then here in a meshbuilder forum : ) Aside from the above - here is a thread about them, that might help you understand a bit better how they work: http://community.secondlife.com/t5/Avatar/Where-do-I-find-these-lola-tangos-I-m-trying-to-find-the-best/qaq-p/1761261 Generally it's also a good idea to just visit the inworld Shop of the creator - you mostly will find Teleport-Links in their Profile. (here for you the mainstore: http://maps.secondlife.com/secondlife/Lolas/145/67/38 ) In the shops you mostly can get a hold of Demo Objects to test functionality / usability and looks of the attachments or cloth etc. Plus recieving manuals on how-to do things. Hope that helped you a bit, Cheers !
  15. Actually i only use it with keystrokes / shortcuts. Typing is still so much faster then moving your mouse over the UI to reach a certain point in the menu or the floaters / panels. Therefore they all have the same importance to me : ) But here are the ones i apparently 'use' the most: L for select all linked i could say i am glad about the existance of this keystroke ^^ E for extrude CTRL+R for manually adding a loopcut K for the Knife tool ALT+M+L for Merging at 'Last' - i keep sticking to last, and also select the vertices in that order so the last one will be the target - makes it easier in bigger builds when you have to clean up topology in odd faceloops to not break the flow of the geometry by merging once at first, then at last and so on Y and V for Splitting and Ripping Vertices CTRL+N for recalcing the Normals B to draw a selection border P for pinning UVs and also here L for selecting Islands (except when sync selection is active) 1,3,7 / CTRL+1, CTRL+3, CTRL7 (and 5 to toggle between Ortho and Persp.) because i like to work in exact non distorted views for better accuracy. Another thing i like a lot is for editing animations - That in the Dopesheet View, a rightclick above a colum of keys at a certain frame wil select all of them at once - very handy for fast deletion or copy/paste actions. And last but not least the spacebar is the most valueable shortcut, because it enables you by typing just a few letters to get to every needed functionality - provided you know all their names, that is ; )
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