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Codewarrior Congrejo

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Everything posted by Codewarrior Congrejo

  1. Heya Natalie, it could be the parcel is set to group based access. If you got a group to join from the person you rented this parcel from, set this group as active group for your avatar. If you did not recieve an invitation ask them if they have a special group you have to be in to access this parcel. Have a look here on how to join / and change groups: http://community.secondlife.com/t5/English-Knowledge-Base/Joining-and-participating-in-groups/ta-p/700117 For more infos about parcels: http://community.secondlife.com/t5/English-Knowledge-Base/Managing-your-parcel/ta-p/700113
  2. Heya LepreKhaun, thanks, it's my pleasure =) And yeah that's a simple solution too. I just normally would not rely on this procedure because the preview images are very small and once scaled up - as you already figured - they become very pixelated and distorted, and thus the perfect lining up is a bit harder to figure. Mostly i suggest using the original texture if somehow available for the user, to use and paint over. That is still the best and undistorted visual reference. But the screenhot/crop method sure works too. When starting off with drawing simple one-color fields onto that scaled texture as kind of indicator, and moving them around and applying / testing them on the object until they fit exactly. and then start to paint over those colored areas. Whilst this works pretty good with simple UV layouts and structures like housewalls etc (unless the creator has made some really wild UV lol) this method can become harder when its about clothing items or more complex things or items with lots of bend and curved UVs and small details. Or with textures where the background is mixed up into the shapes. (like a shirt, where the wrinkles and folds would continiue over big areas of the texture and the background maybe has the same color or even the same pattern as the shirt etc. to prevent from visual seams or due to the painting methods. In those cases it's already hard to figure what is where, even if you have the full texture (not scaled) and becomes of course worse when being scaled. Then i'd rather suggest using a testpattern again. In addition: testpattern give you a nice visual reference about the occupied pixelspace and maybe stretched or contracted areas. To take into account when making your new images. Cheers!
  3. yeah i had a bit more to type apperently lol =) (and good morning! i guess ^^)
  4. Hey Kalli, in that case it is pretty simple. (well maybe not for starters but easier nontheless : )) If that texture was the one that is on the meshpants you have, then save it to your computer: Doubleclick it in secondlife to open the image and click on the 'save as' button in the imagewindow. This way you have the perfect visual refference 'what has to go where' on the texture. (like: where to paint the belt, where to put the pants and so on) Open it in your image editor (GIMP, Photoshop or whatever you might have) and put it as first layer on the bottom. Then you can start to paint over it. by making new layers. and adding for example.. first the fabric and colors. Then go back to the first layer and look where the pocket shadows are and for instance, select this area with a lasso tool, fill it with black, add some blurr filter to it and then put this layer on top and use overlay or multiply as layer type and play with the opacity values so it's not too dark or strong. You can also use the original image as shadows when desaturating it, and removing all parts that do not represent shadows, and again multiplying or overlaying it onto your new base colors or textures. If you in generally do not know how to use an image editor and how to create all these things like shadows or how to simulate folds and curves in your textures or how to work with layers etc, you will need to have a look at tutorials for those. Search on Google for beginner tutorials for the image editor you are using. For photoshop : http://psd.tutsplus.com/ and here http://mashable.com/2010/08/12/12-beginner-tutorials-for-getting-started-with-photoshop/ For Gimp: http://www.gimp.org/tutorials/ Some general Texturing tutorials are here: http://texturing.blogspot.dk/ and here a general tutorial for how to paint wrinkles etc:
  5. Heya Kurok, it could simply be related to the rolling restarts today, login problems during those times are quite normal: Posted by Status Desk on April 10th, 2013 at 06:50 am PDT [update 6:520 am PDT, 10 April 2013] We are undergoing rolling restarts for the RC server channels at this time. [Posted 07:52pm PDT, 9 April 2013] We will be performing rolling restarts for regions on Magnum, BlueSteel and LeTigre RC server channels. They will begin on Wednesday, April 10, at approximately 7:00AM PDT. Please refrain from rezzing no copy objects, making inworld L$ transactions and remember to save all builds. For more information about the specific RC server channels, please refer to the links below. Wait until they are resolved and then try again. (to check the status look here: http://status.secondlifegrid.net/) Or try to login to another start location. ( Me > Preferences > General > Start location show on login) And type in another location like: Pooley. (or any others you personally know) Should it still continue after the restarts are over all i can do is to give you the regular tips for this case. (http://community.secondlife.com/t5/Viewers/I-keep-getting-stuck-at-INITALIZING-VFS-when-trying-to-open-the/qaq-p/1961821) But as you said - you already tried that.
  6. Hello, I am guessing you got a fullperm pants made of mesh and you want to texture it. In a 3D program and with the model itself available that is of course easier to achieve, because here you can control your UV Layout and bake shadows or ambient occlusion maps which you can use as overlay for your paintings to give the texture the visual depth in the desired spots. If you only have the already uploaded mesh then you will have to rely on things like testpattern (to figure our what would be where on your texture) or work with Ambient occlusion maps (if provided by the merchant / creator of the object) If you got Ambient occlusion maps along with your fullperm pants, use those in your Image editor and put them as layer on top of your texture and choose overlay or multiply as type. So they mix nicely into your texture and give the desired shadows. If you have nothing provided (no AO maps) and nothing that would show you the underlying UV structure as reference to work with. Then it's best to work with a test pattern. See this thread here: http://community.secondlife.com/t5/Mesh/How-to-texture-a-mesh-object-that-you-did-not-create-and-do-not/m-p/1964403#M20544 ) This way you can apply the test pattern in worlds to your pants and find out which area on the pants would be 'where' on a (quadratic) texture. And you can paint your details in by using an image editor and by painting on top of this reference pattern. On a sidenote: without having any visual representation given to you that would indicate the UV layout of the pants, the new texturing can become quite hard. For instance - See your first example image - as you can see the belt does have quite some 'waves' based on how it was UV unwrapped. And it is fairly hard to figure the exact positioning by just using a testpattern or similar helping images. It requires a lot back & forth testing until everything would get onto the right spots. Also making 'seams' and patterns continue correctly without having the original UV layout can be quite hard. If those pants are supposed to be a fullperm-item, which is meant to be retextured and resold by the customer, I would ask the creator for the UV layouts. This would help you to know exactly how to paint your textures. If the item however was just 'modifiable' and not meant to be a resell-able fullperm, you are most likely stuck with using testpattern and a lot trial & error to create new textures for your pants.
  7. Heya Stari, Depending on the scripting procedure that is being used in your resizer script, you should try to set the 'origin' (pivot) of all objects to the same point in your 3D modeling software. So they will scale along well with each other. And apply their rotation, scale and location. To do this try this: position your strap and the buckle both on the prefered area on the SL avatar. (or if you modeled them independently from an avatar model just place them somewhere in your 3d viewport) Select f.i. the strap first and choose : Object > Transform > Origin to Geometry. (this will snap the pivot point/origin to the perfect center of the strap - so it's not just 'anywhere') Then with the strap still selected press SHIFT+S and choose > Cursor to Selected (this will move the 3D cursor to the origin and we can use it as point to jump our second pivot point to) Now select your buckle, and choose Object > Transform > Origin to 3D Cursor. Now the origin of the buckle will be at the exact same spot as the one of the strap. Or you can just select both of them put your 3D cursor to any prefered position and choose Object > Transform > Origin to 3D Cursor, this will jump the origin of all selected to the 3D cursor. After those steps are done, select your strap and press CTRL+A and 'apply' rotation, location and scale. Do the same for the buckle. (this will ensure that they don't have different rotations or scale or location values and their current orientation will be zero'ed out as it is) Another simple solution would be: just to 'join' the 2 objects into one mesh (select both and hit: CTRL+J). Make sure to give each of them a different Material and Texture first. (in case you have UV unwrapped them already and both have a different UV layout which otherwise would be collapsed into one texture, when not having 2 materials - this also will preserve them to have 2 texture faces in SL) Once they are 'one' object you won't have any scaling issues because its just one object scaling and thus nothing will move out of place. Cheers, Code
  8. In the my marketplace > the merchant page > iventory > manage listings - On the right side, next to the unlisted items there is a button called "actions" click on that and choose the point 'delete' from the dropdown menu.
  9. You haven given little information 'what card' you are talking about. But i am assuming you mean creditcard / payment method. In that case you can just delete the old credit card, by using the 'X' button on the right side in the account > billing information. And then simply create a new entry by clicking 'add creditcard'. Should you however have further issues with billing, have a look here: http://community.secondlife.com/t5/English-Knowledge-Base/Billing/ta-p/700037
  10. That is a fairly odd description lol. Maybe he has a heavy loading impact or it is hard for him to render and his FPS drop down to some noticeable amount, causing his viewer to slow down extremely. It all depends on how fast / good his computer is. That is all i could think of when hearing 'causes dunken avatar' lol. To help him , tell him he should describe his issue better.. drunken - is hard to put into any technical explanaition : ) Cheers! Code.
  11. okay that makes it easier to explain. It's like i wrote in my former answer with this testpattern chosen has given you, you can easily see which area will be taken on the texture by a certain part of the building. - For the best if the house has copy rights, make a copy of it first. (because you will have to put the test pattern onto it, and i assume you don't have the original textures for the house. This way you save the original and can't mess it up) - then rez the copy, and apply the test pattern to all available faces. - It looks like the house has several texture faces, regarding the fact that you can see several textures when inspecting the house. - when you watch these textures that show up closely you can see already where on 'one' of each of the textures which area of the house is taking place (like the wall with the lights, the floor and so on) - After you applied the test pattern to the first face on your house, you have to inspect which numbers show exactly on which wall or floor: - as you can see in the above example, it is clearly visisble that this certain wall occupies the area from blue 5, to lightblue 6. (left side) - So then you can open the testpattern in your image editor (GIMP or photoshop) and paint over this exact area (right side) to give this wall a new look. - the same you repeat for all walls/floors etc that share the same texture together. Until you filled the whole texture. (which ones that are, you can see when looking at the existing textures of your house. It should make clear to you which parts are together on one texture) Should you however have the textures that are already applied on the house, it would be even easier. There you would just need to save them to your harddisk and overpaint the areas you want. But i guess that is not the case. Hope this helps you to understand it better. =)
  12. Heya Wim, that 'testpattern' you have been given, does it indicate in any way the layout the textures need to have ? (like: is it clear which space on this test pattern defines a certain area on the model?) In that case it would be your UV-replacement so to say. And you can just open an image editor and paint whatever you wish over these certain areas to give it the look you want. As Chosen said already, in case you got several of these test pattern, then you have to use all of them to fully texture your model. If the model has more then one material (equals a 'texture-face' in secondlife) then you will need to find out which of these testpattern belongs to where and keep that in mind when painting your textures for it. If the testpattern only has color and numberfields (something like this: http://t2.gstatic.com/images?q=tbn:ANd9GcTY3AlBjRQDXlbAPl7MGknV-MMxLVvgQZFPwsBLaft4L2gmoFKX )then you will have to look closely which numbers and fields are where on the model to figure out where exactly to paint over it in an image editor, to cover a certain area on the model. PS: if you only got the already uploaded mesh, and not the original DAE file, then this is all you can do. (Or contact the creator and ask for some more 'conclusive' help textures to paint on). Should you however have the original files (.DAE) then you could take it into any 3D program and you would have the UVs available. If you want you can add maybe a screenshot of the model and include the test-pattern into an answer here in the thread. That would help us to give you more tips. Cheers! Code
  13. It could be that your inventory is not fully loaded (watch if it says in the inventory window 'fetching' - in that case it's still not done) If the fetching is done and you should still have the same issue try this: Clear your chache : Me > Preferences > Advanced and click the Clear Cache button. Close the viewer then re-open and log in to a Linden lab sim (like Pooley). (to do so ensure you have location-choice enabled in your viewer) Me > Preferences > General and enable: Show start location at login. Inspect your inventory again and wait until it's fully fetched and loaded. (don't teleport anywhere in that time) In addition: some 'special' inventory folders (outfit folders ) from other viewers are not allways accessable in every other viewer (depending on what viewer and versions you are using) But those are normally named accordingly to the viewers that they are created from.
  14. Since your avatar is just a month old i am assuming you are fairly new to secondlife. Deliveries from the market place can go wrong at times. For several reasons. Server restarts which are normally announced and thus suggested not to buy anything at those times, or just internal errors from the marketplace website. Right now we have deadline for switching from the so called magic box to the new outbox folder system for items being sold on the marketplace. And all merchants have to transfer their items to the new system. Thus a lot pending purchaises are happening right now. Not really a reason to believe that someone does it to actively 'keep' your money or to be mean. In those cases, just check your transaction list and if the money really was taken from your account, contact the merchant of the item, tell them the delivery failed and ask for a resending of the purchaised object inworlds. That is the easiest solution. Should the money have been taken from your account's balance but never reached the merchant. You can file a support ticket: https://support.secondlife.com/create-case/
  15. you are propably on the latest version of the secondlife offcial viewer with its new CHUI communication interface. Watch Torley's video about how to use it. the new CHUI has many settings to tweak its behaviour.
  16. Heya Tourmaline, it sounds much like this JIRA here (not like a grief attempt) https://jira.secondlife.com/browse/VWR-16566 Maybe you should try the suggested steps from this JIRA (in case you can not open it i'll copy it to here for you): .. please try restoring to default settings without reinstalling Second Life, by moving all of your existing settings files to a different, temporary directory. Next time Second Life starts, it will create a new, default set of settings files. Your settings files can be found in the following location: On Windows: C:\Documents and Settings_YOUR USERNAME_\Application Data\SecondLife\user_settings On Mac OSX: /Users/YOUR USERNAME/Library/Application Support/SecondLife/user_settings Before you log into Second Life please Clear the Cache from Outside Second Life You can check the Disk Cache location from the login screen Edit > Preferences > Network. Log into Region Pooley, see and let your Inventory fully load. Please see these articles in Knowledge Base How can I improve performance ? and How do I check for packet loss (network lag)? Make sure you have the latest drivers for your video card. If you're using wireless networking, you should try troubleshooting with a direct wired connection; we allow, but do not support the use of wireless network connections. This article will show you how to get detailed information about the performance of your computer and the Second Life world Statistics Bar Guide For technical, time-sensitive and/or Region/Account specific issues please Submit a Ticket with Support as per JIRA Home page * links seem out of date. Unless someone just rezzed a hilariously huge blue prim or mesh i assume you have the same issue as described in this jira. Hope it helps fixing it =)
  17. We don't have the age verification anymore. Your age is now only put in, once when you create a new account. So there is no way of adding an age verification process to an existing account anymore. Plus the account is already banned so i am guessing you can't even access this account's profile anymore. Here are the only steps you can take to ask lindenlab for a new chance - by writing an 'appeal', and explain your situation. http://massively.joystiq.com/2009/07/06/how-to-get-yourself-unbanned-from-second-life/ If they will give you your account back is something we can not answer and which is completely up to linden lab. (we are also only users helping other users) (If they should decide to do so, they will surely set your correct age into your profile, after recieving valid proof from you what your actual age is, which automatically will restrict you to certain areas. But again, it's up to linden lab if they are willing or not.)
  18. The hardware specs are looking good on this one. Another plus point is that is seems to have a LAN port so you can connect via cable to the router (secondlife doesn't like wifi). A personal tip: eventho intel cores don't run too hot - but if you are planning on spending much time in games on a laptop a cooler-plate is something to contemplate buying as well. Laptops do not have the same room for fans and air ventilation like a normal PC does and tend to run very hot when playing demanding games over a longer period of time and can become fairly hot. Cooling plates are defenitally supporting a longer lifetime for the device, and also for you to not have this 'cooking' laptop heating up your legs or the table it is placed on. (here are some examples: https://www.google.com/search?q=laptop+cooling+plate&hl=de&tbm=isch&tbo=u&source=univ&sa=X&ei=41hkUaSiD6n54QTlsoDQBQ&ved=0CDwQsAQ&biw=1564&bih=820 ) Cheers, Code
  19. Heya; a bit more information would have been helpfull, because there are many things that could be the cause here. Was the account officially restored by linden lab after you closed it, or do you mean by restart that you simply logged back into an account that you didn't use in a longer time? Also which viewer you are using would be a helpful information. As said the causes could be various, depending on which of the above is the case here. (Please update your original Post by 'editing' it, do not start a new thread) So all i can give so far are some suggestions about the 'outcome': - If you just logged back in with an older account you didnt use in a long time, and possibly your viewer was also only used by this old account ( meaning no Alts you have been using regularly), you might want to make sure to update the viewer and also clear the cache (me > preferences) - about problems with the avatar resetting it could be helpfull to try an avatar fix: http://community.secondlife.com/t5/English-Knowledge-Base/Troubleshooting-avatar-appearance/ta-p/1256955 - a lot of things have changed over the past, and depending on how long ago it was that you used this avatar an avatar fix might solve those problems and you can start fresh from scratch by attaching shapes, skins and clothes onto the new assigned avatar. - If nothing gets stored this might also be a hint that either your cache is simply clustered or that you have a file permission problem with windows. For the latter rightclick the viewer.exe and set it to 'run as admin' (If you are using Windows)
  20. Heya Zinny, we are only users helping others users. You can not reach a Linden here regarding your account problems. You took the right steps by submitting a support ticket and providing them all informations they are asking for to proof your identity. All you can do now, that linden lab officially is already on the case, is wait. And in case of querstions, send a new email to the linden employee you had contact with or submit a new ticket. Give it time. You are not the only user one having a request and sometimes things might take a while. : ) And for the future reference, never give away your password, and also don't click any links in emails or hand out your login informations when being asked by an email. There are many phishing attempts out there. And you are the only one being responsible for your login data.
  21. Windows '8' could be the breaking point here. Depending on which viewers you are trying to use, some of the viewers based on older code won't run on Windows 8. Viewers based on the V3 code of the official Secondlife viewer should however be capable of running on windows 8. Another possible solution is to tyr and run the secondlife viewer in compatibility mode for Vista. (rightclick the viewer .exe and in the properties window set compatiblity mode to vista, and try to also enable : run as admin) It also could be the drivers on windows 8, for your AMD graphics card. For some AMD users the driver version : AMD Catalyst™ 13.3 Windows® Beta Driver, was fixing the issue.
  22. Heya, here is the full manual for the Amethyst collar: http://www.myway.de/klipklaar/Amethyst_Collar_Commands_V1.5.1.pdf This should answer the most of all your possible questions about it : )
  23. Have a look here: http://community.secondlife.com/t5/Technical/Plain-white-SL-log-in-screen-after-graphics-driver-update/qaq-p/1485061 it is possibly a driver issue. There are several threads on this forum about the same issue. Even if the computer is new, the drivers can be several month old. or older depending on when the machine was 'build'. So it is most likely that you need to update your driver to the latest version. A further fix could be to change your windows Theme to Aero. or to classic (depending on your OS version). Another reason could be that your graphic card is not supported for SL. But unfortunately you forgot to tell us the specs of your new computer - so have a look at the requirements:http://secondlife.com/support/system-requirements/ PS: in case you want to update, and add your system specifications. Please choose 'edit' on your post ( do not start a new thread) =)
  24. Yeah it is a neat feature, just has several drawbacks. Some of them you already discovered. Like the incapability to edit these textures later on for drawing further or different details into it. Another downside is the quadrupled amount of Vertices due to all the UV seams. This is nothing you can i.e.. Measure within Zbrush or blender, Maya etc. It's the impact it has on the calculations that have to be done in the render-pipeline. (there is so far only one script for 3DSMax I came across that can calculate an estimated amount of the vertice count that has to be calculated in-game / insides an engine) As you might know every vertice on a seam is double existent ( so called 'split'). once for the face and once for the UV seam, and again doubled where material, smoothing groups, etc come in as well. There are many reasons why you barely ever find any game assets or maps being done this way. Some of them include the above mentioned. If you are interested why so many UV islands / UV seams and the resulting vertex-splitting in the render-pipeline is something to consider as disadvantageous: http://www.polycount.com/forum/showthread.php?t=106108 And for the straights facts: http://www.ericchadwick.com/examples/provost/byf2.html Facit: it's a neat feature, and won't do too much harm if it's just a single model having this, and the model has already a very low polycount and optimized geometry / topology. But if this would be used for a full asset, or more objects in a scene, this can have a pretty deep impact in terms of rendering cost. Cheers! Code.
  25. Heya Siena, in addition to what Chosen already said. Since you said you have your 2 materials made, and thus 2 'faces' you can apply a texture to: In general all mesh-textures can be changed with a llSetTexture llSetTexture(texture, ALL_SIDES); instead of All_Sides you put in the number of the face on your mesh you want to apply a new texture to. If you are not sure which part has what face-number. Rightclick > Edit your mesh, then in the editor window activate > Select Face then simply select one of the faces and do the following keystroke: Ctrl+Alt+Shift ⇧+T This will bring up a little pop-up window telling exactly which face you have selected, the Number of the face (to use for the script) and the opacity. Cheers! Code
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