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Fluffy Sharkfin

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About Fluffy Sharkfin

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  1. Of course if LL tried this, no matter how long and inclusive that list of approved houses may be, there'd be the inevitable uproar around the "favoritism" LL are showing by including some creators and excluding others, resulting in yet another incarnation of that most loathsome of SLs fictitious elite ruling classes, the dreaded FIC!
  2. Filing a DMCA with LL won't have any effect since they aren't the ones hosting the content, the DMCA needs to be filed with the company that owns the platform on which the stolen content is hosted.
  3. Interesting. This used to be true of passive objects, but if the object was made active (by adding an empty timer event and llSetTimerEvent(99999999999.9) for example), the texture repeat settings would persist. However I just tested this and even without the active timer event the texture repeat settings persist when leaving and re-entering the region, relogging, taking the object to inventory and re-rezzing it, sending it to another avatar in a different region, etc. In fact I can't seem to find a single instance in which the texture repeats are reset with either the LL default viewer or Firestorm.
  4. Much as I hate to disagree with the wiki, in this case it's a little misleading. If you change the value of sizex and sizey to 0 in your llSetTextureAnim command, you'll find that you can then change the repeats on the texture to whatever you want, like so... default { state_entry() { llSetTextureAnim(ANIM_ON | SMOOTH | LOOP, ALL_SIDES,0,0,0,0,1.0); } }
  5. Only by default. You can increase the length of the string the script will accept for HTTP body using HTTP_BODY_MAXLENGTH (although not by much but every little helps I guess).
  6. While I agree that the new scripting commands related to animesh are quite limited and merely bring the same functionality to animesh as is already available for avatars, from a broader perspective animesh will most likely do much to improve the quality of (and therefore the demand for) things like NPCs and virtual pets, which could potentially also increase the demand for scripted A.I. and other applications related to the interactivity and control of animesh content. There was also some mention of introducing new animation related LSL functions during the development of animesh which, if implemented, would also provide new opportunities for scripted projects which are currently not feasible with existing LSL functions.
  7. Okay, so you're just posting stuff for the sake of it and have no actual point to make or anything pertinent to add to the conversation? Thanks for the clarification, saves me from wasting time reading your posts in the future I guess.
  8. I see. So when you said you weren't suggesting that their attempt to improve on an existing platform by combining it with new technology was a waste of time? What were you implying then?
  9. Your point completely ignored the distinction between 3D environments displayed in 2D and 3D environments displayed in virtual reality. Taking existing concepts and applying new technology to them is how progress is made. Not every step in the right direction leads somewhere, but suggesting that because someone already had an idea and implemented it nobody should attempt to adapt or improve upon it is like saying we don't need mobile phones or tablets that are capable of playing video files because someone already invented these...
  10. Active Worlds was VR compatible? That's pretty impressive for something launched 23 years ago!
  11. I think the problem with "reverse racism" is mostly a matter of perception. As in what an individual or group perceives as preference, which very much depends on their own understanding and level of awareness of other peoples situations as well as their general empathy towards others. What may initially appear as preferential treatment to someone who isn't in possession of all the facts could in all likelihood be the redressing of an imbalance of which the observer is simply unaware. As with most problems in life the answer lies in education and the sharing of ideas and experiences (i.e. talking to each other, and more importantly listening to each other). Anyway, for me the key part of that definition is as opposed to someone who completely ignores the fact that an individual is eminently qualified and experienced and the best candidate for a position and insists that the only reason they were awarded said position is because they were given preferential treatment because of the color of their skin, which is the regular kind of racism!
  12. I'm not a Blender user so I can't really offer much guidance on the workflow required when exporting rigged mesh from Blender to SL or what may be going wrong in your case, but as for this particular issue it's worth bearing in mind that the maximum number of bones a mesh can be rigged to is 110 while the total number of bones in the SL bento rig is 159, so you will need to remove unused bones before trying to export and upload your .DAE file.
  13. Re-uploading an entire mesh just to replace a texture is a very weird workflow to say the least. With the introduction of local textures a much more sensible workflow is to upload the mesh with no textures, apply local textures directly from your hard drive, edit the textures as necessary and once you're happy with the finished result, upload the texture to SL and apply it, replacing the local texture version. That way the only texture uploads you pay for are the textures you end up using in the finished product.
  14. To make the glow on each face blink on and off with the light you need to add an extra line to your llSetLinkPrimitiveParamsFast commands that turns off the glow for the opposite face... if(x) { llSetLinkPrimitiveParamsFast(llGetLinkNumber(), [PRIM_GLOW, 2, 1, PRIM_POINT_LIGHT, TRUE, COLOR_RED // START COLOR , 1.0 // START INTENSITY , 10.0 // START RADIUS , 0.2 // START FALLOFF , PRIM_GLOW, 4, 0 // Turn off GLOW on opposite face ]); } else { llSetLinkPrimitiveParamsFast(llGetLinkNumber(), [PRIM_GLOW, 4, 1, PRIM_POINT_LIGHT, TRUE, COLOR_BLUE // END COLOR , 1.0 // END INTENSITY , 10.0 // END RADIUS , 0.2 // END FALLOFF , PRIM_GLOW, 2, 0 // Turn off GLOW on opposite face ]); also you may be better off using the constant LINK_THIS rather than llGetLinkNumber().
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