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Gael Streeter

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  1. Hi, I am facing a very weird bug I never saw before... I am working on a lace face mask. I use GLOSSINESS on my lace : https://gyazo.com/f69fc5eeb0319d39afd8ab392e07d1ce I use the ALPHA channel of the NORMAL map (as stated in the WIKI : http://wiki.secondlife.com/wiki/Material_Data) to adjust the GLOSSINESS level. But I do not have the same result when I use my NORMAL Map in Local or after I imported it in SL ! Do you have an idea or the reason of this problem ? GOOD RESULT with the NORMAL map in Local : https://gyazo.com/7bc209f29c3c8e63b6a043dceb468882 BAD RESULT once the NORMAL map is imported in SL : https://gyazo.com/5d7211a002306d328b07eb6b3f2b849e It seems the texture is damaged by the import into SL. But if I save back this damaged texture on my disk from SL, fix it on my disk and import it again, it is damaged again... grrrrrrrrrrrrrrrr It drives me nuts!
  2. I come back on the subject... Indeed, if the Universal would be displayed between the Skin and the Tattoos, it would allow to have HEAD SKINS separated from BODY SKINS. For me this is an important feature to have! Quite all the skinners today offer the head skins separated from the body skins. Customers can mix them as they want and for example change the skin of their head without changing the skin of their body. With the Skin item this is not possible. But it would be possible with the Universal ! If skinners are reading, what do you think about this current limitation ?
  3. Perhaps, a better solution would be to display the Universal between the Skin and the Tattoos. No ? So the Universal could be used both as Skin and Tattoos. Of course in this case the wearing order between the Universals is crucial...
  4. Thank you Vir for the answer. So this means an Universal should NOT BE USED FOR SKINS (or other plain textures) or it will overwrite all the worn Tattoos (and Skin) below... "for example, with upper body you would have skin, then tattoos, then universals, then shirts, then jackets." This order is very important to know (for creators and customers), I think. Is it possible to have it fully write down in the knowledge base ?
  5. I just made some tests with the new Universal, notably on the HEAD TATTOO slot and it seems the UNIVERSAL is always ABOVE the other SKIN or TATTOO clothes without taking into account the wearing order. Is it normal ? Why is it so ? Is it a bug ?
  6. What is the purpose of the new AUX channels ? I am afraid that each creator would do his/her own use of these channels and bring to incompatibilities between products. Do I miss something ?
  7. No, mesh bodies and mesh heads do not need to be updated to allow the Bakes on Mesh on them. As Bakes on Mesh is in fact "only" special textures, just an applier applying these textures on your mesh body or mesh head (on the skin layer) will show the Bakes on Mesh on them. Once these Bakes on Mesh applied, they display in real time the system skin, clothes, tattoos... you are wearing.
  8. The results are unfortunately the same with the llScaleByFactor ... I am wondering if this is not a new display problem of SL because I just also noticed some weird display problems on one of my existing HUD (with tiny buttons) I never saw before : the buttons and the background texture do no appear exactly at the right place when I minimize and then maximize the HUD (buttons are moved and resized by script) : And the display is also refreshed when I change the focus to another window or when I right click my avatar : (I tested on my laptop also and have the same results with this HUD.)
  9. I tried from a laptop and the results are exactly the same as the previous ones... I will try the llScaleByFactor and let you know...
  10. I made a test looking at my main account with an alt account (on the same computer, on two screens) : - The alt does not see the same as my main account. - The alt has also a display problem but not exactly the same as the main account. - Both can refresh their own display by right clicking the object.
  11. Thank you for your answer Rolig. I made a loooooot of tests to try to workaround the problem : Change the color, the transparency, the texture, the hover text, the position, the rotation... I also tested with the official SL viewer. Unfortunately nothing work! The refresh is only made when I right click the object or if my avatar moves or if I give the focus to another program! If I get the size of the object by script after the resize, it gives me the right size (and not the displayed one). I suspect perhaps a rounding error of display... I have 3 sizes : vector MIN_SIZE = <0.01, 0.01, 0.01>; vector RESET_SIZE = <0.04, 0.04, 0.04>; vector MAX_SIZE = <0.075,0.075,0.075>; If I go from MIN_SIZE to RESET_SIZE the object (a white eye ball) appears smaller than the real size: If I go from MAX_SIZE to RESET_SIZE the object (a white ball) appears bigger than the real size: Real size displayed after right clicked : Does someone know more about this ?
  12. Hi all, I repetitively change the size of an attached prim by script using the llSetLinkPrimitiveParamsFast(LINK_THIS, [PRIM_SIZE, mysize]); function and I have a problem of refreshing : the prim is not always displayed at the right current size and I need to right click on the prim to have it refreshed and displayed correctly. Do you know this issue yet or is it a new one (I am using Firestorm 5.0.11 (53634).) ? Is there a workaround I can use to oblige the viewer to refresh ? Thank you in advance
  13. Hi Whirly, this is not directly related to Bento. Even before if the ears of the Mesh heads were attached to the head with no possibilty to hide them you had problems to put other ears... With all the different ears available on the market, I think most of the head creators are already aware of that (or they will be rapidly facing all the customers requests). For example, we, at GA.EG, offer from the start ears separated from our Mesh Heads and Bento Mesh Heads, in rigged and not rigged versions so our customers can do all what they want...
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