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Fluffy Sharkfin

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Everything posted by Fluffy Sharkfin

  1. Rotations in lsl use a Quaternion rather than a Euler Vector. There's a detailed explanation of Rotation in SL on the SL wiki and it's also worth checking the page on llEuler2Rot for an example of how to convert a euler vector to a quartenion.
  2. Stanton Sinister wrote: I think th Fluffy Sharkfin wrote: Stanton Sinister wrote: Why should people continue to create content in a virtual world that is supposed to be created by the residents when Linden Labs has decided to start providing their own content for sale... Because some people simply enjoy creating and really don't care too much about profit? I suppose there is validity in that but my discussion was geared toward content creators who desire a profit for their time spent creating content. I consider SL to be an investment of my money and time and I consider the linden created content to be a threat to my investment. I also consider SL to be an investment of my money and time but, honestly, if the only return from that investment that interests you is profit then there are probably more lucrative opportunities out there which would provide you with less stress. Creating content in SL is a great way to earn a little money (or, for a handful of creators, a lot) but the stress and other negative factors will almost always outweigh the rewards if the only benefit is profit, and if you do actually enjoy the creative aspect of what you do in SL, why not focus on that rather than how much money you can squeeze out of it?
  3. Here's a basic explanation from the SL wiki "Error threshold: Increase this value to decrease the amount of detail retained during simplification. For example, setting this value to 0.1 results in a model that is simplified to 90% of the original model's accuracy."
  4. Stanton Sinister wrote: Why should people continue to create content in a virtual world that is supposed to be created by the residents when Linden Labs has decided to start providing their own content for sale... Because some people simply enjoy creating and really don't care too much about profit?
  5. I'm pretty sure only LL can remove things from the asset server, so it would probably be best to contact LL/file an abuse report. Sadly if the textures have been linked on sharing sites already then there's really very little you can do to stop future uploads. As for the skin texture UUIDs I always assumed that copybotted items were (as the name implies) copies and therefore had a different UUID anyway (since the creators name is different to that of the original). Then again the more I learn about copybots the more depressing it seems so I try to remain blissfully ignorant on the subject. You may also want to read through some of the information available regarding the DMCA since you may be required to file a takedown notification in order to get the copybotted content removed from the system. Best of luck with getting the situation resolved and try not to get too disheartened, after all they may be able to steal your creations but nobody can copybot your creativity. :smileywink:
  6. and also this.... :matte-motes-silly: (original thread) http://community.secondlife.com/t5/General-Discussion-Forum/account-security-question/td-p/940451
  7. Also, if the two scripts aren't in the same linkset, you may want to consider using llRegionSayTo to transmit the avatar key rather than llSay or llWhisper, since it doesn't have a range restriction (as long as both objects are in the same sim of course), and won't interfere with other listeners if they happen to operate on the same channel.
  8. The line near the top of the HUD script that reads integer OWNER_KEY; should be key OWNER_KEY;
  9. Lucinda Bulloch wrote: There is nothing wrong with drama, stop looking at the word as if it means trouble. Yet throughout this thread you continually use the term 'drama queen' in a negative way... Lucinda Bulloch wrote: "Wish you drama queens would get over it..." and "the biggest drama queen I ever met talked of nothing but drama, even had signs on her land saying no drama, she really needed a doctor." Surely if you see drama as a purely positive thing then you would consider being a drama queen positive also, which begs the question why would the person you were referring to need a doctor, wouldn't a cookie be a more appropriate reward? Have you considered that the 'problem' isn't that others views are fixed, but that yours is somewhat self-contradictory?
  10. SL is a virtual enviroment hosting a wide range of user-generated content, drama is just another form of user-generated content, mostly generated by our own interactions with others. If you find you're encountering too much unwanted drama perhaps you should try migrating to a different social circle, if the drama continues to follow you around then it may be worth examining the way in which you interact with others and trying a different approach (for instance 'live and let live' tends to generate far less drama than 'anyone that doesn't share my opinion is disturbed').
  11. Cathy Foil wrote: For some reason my version of Maya always makes Y axis up on the DAE file even though I have changed it in my Preferences for Z to be up in Maya. Strange, did you set Z as the up axis in the Axis Conversion field of the DAE exporter as well as in the world coordinate system in Maya preferences?
  12. Apparently 'Texty' is an automated online status tracker available on the marketplace. It's a scripted prim that probably uses llRequestAgentData and a timer to check the status of an avatar continuously then sends an email/text to the owner if that status changes. Unfortunately other than continuing to AR him whenever he shows up and abuses you (and having any witnesses do the same if possible) there isn't much you can do. I guess you could try leaving your avatar logged in 24/7 so he won't know if you're actually online or just afk, after all even stalkers have to sleep some time.
  13. http://secondlife.lithium.com/t5/General-Discussion-Forum/Land-Access/td-p/1010853
  14. I'm not a SketchUp user myself so can't really offer any application-specific advice, but the issue you're describing sounds exactly like the problems that occur when not all the materials used on the model are present for each LOD. It may be worth double-checking to ensure you've included all the materials for your model in every version, and that you haven't missed any faces when applying textures (thereby introducing an extra 'default' texture to one of the models that doesn't appear on the other three). Even if the faces on which a material appears no longer exist in a lower LOD version, all materials used on a model must be present in each LOD, otherwise the result is exactly the same as the problem you described. If necessary, just add a single hidden polygon for each missing material and apply the materials to those.
  15. Alternatively you can disable display of backfaces for any object in a scene by selecting the object then going to Render Stats in the Attribute Editor and unchecking the Double Sided option.
  16. I was under the impression that was already possible after reading an earlier thread on this forum Additional bones/joints possible ? Or did they nerf that particular "feature" at some point?
  17. Unfortunately I'm running windows so can't really offer much advice, but did you try the setup steps suggested for linux users here? If that doesn't work there are some free alternate drivers available for Linux Mint at http://spacenav.sourceforge.net/, I guess you could try those. Also, I don't know if the group is still active or not but apparently theres a "3DConnexion Space Cadets" group in SL, maybe one of them could offer further assistance? Good luck, hope you get it working. :matte-motes-smile:
  18. Apologies if this is just stating the obvious, but have you made sure you're in flycam mode? There's some information pertaining to the space navigator on the flycam wiki page, it may be worth checking that too if you haven't already.
  19. arton Rotaru wrote: Fluffy Sharkfin wrote: I'm afraid that's incorrect. A mesh object can be assigned 8 seperate materials, which means you can potentially display 8 different 1024 x 1024 textures on a single mesh. :matte-motes-big-grin-wink: Yeah, and I can apply 9 1024x1024 on a pathcut, hollow prim cube already. Well yes, you can. I certainly hope you don't make a habit of it though! :matte-motes-tongue:
  20. Poenald Palen wrote: "...AND it forces people to combine on a texture" I'm afraid that's incorrect. A mesh object can be assigned 8 seperate materials, which means you can potentially display 8 different 1024 x 1024 textures on a single mesh. :matte-motes-big-grin-wink: Uploading a multi-face mesh Also, if you want to cover a large area of a mesh object without the texture blurring or having to resort to high resolution textures, it's possible to use smaller seamless textures and overlap parts of the UV map (or simply apply the texture to seperate "faces" of the uploaded mesh and change the repeats as you would with regular prims).
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