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Fluffy Sharkfin

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Everything posted by Fluffy Sharkfin

  1. Lol, If you check the last link I posted (Improving AA in Cycles / Removing jaggies) you'll find that image is from the top rated answer.
  2. I don't use Blender myself but it sounds like you need to tweak your texture filtering, interpolation and/or anti-aliasing options in your render settings? Blender Image Options Blender Anti-aliasing Options Apparently if you're using Cycles then you shouldn't need anti-aliasing but you could perhaps try increasing the pixel filter width as mentioned here. There's also some info that you may find useful on this page Improving AA in Cycles / Removing jaggies. Technically the outer edges being pixelated shouldn't matter since they fall outside the UV edges and will never
  3. I don't really take a lot of pics myself but I hear the Black Dragon viewer is quite popular with SL photographers, it has a lot of nice ease of use features for tweaking your viewers environmental/visual effects. Whether you choose to do any post-processing work on your photos is entirely up to you but if you're looking for free alternatives to Photoshop you may want to try Gimp or Krita
  4. @angelbaby143 As mentioned in previous posts the developer kit for the Lara body is available at the main store. You can find the templates for the alpha zones in the Maitreya Mesh Body AutoHide kit.
  5. That's most likely because Sansar is still in "Creator Beta" and LL are trying to encourage creators to sign up and create content so that when they open the Tourists/Roleplayers/Fashionistas Beta there won't be hundreds of angry SL residents signing up and complaining that there aren't 100,000 prefab houses/hair styles/pairs of shoes available on the marketplace?
  6. That doesn't work anymore unfortunately, according to the Aditi wiki page.
  7. According to the list of premium member benefits found here you receive the L$ 1,000 bonus 45 days after going premium.
  8. If you're looking for tutorials I'd recommend googling for terms like "low poly game hair tutorial" and "creating textures for hair cards" etc. The number of results in the videos section alone seems to range between 500,000 and 1.5 million depending on the search terms used, at least the first few pages of which are usually youtube video tutorials. It does seem that rather than using hair "cards" (flat 2D planes) a lot of creators in SL use tubes to give the illusion of volume from a wider range of angles, but the process of creating the textures will be pretty much identical regardless
  9. Alternatively, if you really want to start by making clothing for something other than the default avatar, you can download the dev kits for the Avatar 2.0 and Kemono mesh bodies here, no application required.
  10. @Yasojith If you're trying to achieve a smooth transition (i.e. pulsing effect) and are only using a blank texture on the object rather than a specific image then I would definitely recommend exploring the llSetTextureAnim approach rather than attempting to do it all via script. Texture Animation is a client-side effect so is far more resource friendly and also won't suffer from any slowdown on laggy sims where lots of other scripts are eating up cpu time. Additionally since the intensity of the glow is determined by the value of the pixels in the alpha channel of a texture you may find
  11. Or how about applying a small blank texture with this for an alpha channel ... then setting the Alpha mode to Emissive mask and the Glow to a value of 0.20 and then all you'd need in the script would be... default { state_entry() { llSetTextureAnim(ANIM_ON|LOOP, ALL_SIDES, 2, 1, 0, 2, 0.2); } } And yes, always always always use brackets!
  12. Yes, Innula and Taff are right about using brackets, I tend to skip them for single commands in if statements because I'm lazy and reckless!
  13. You're welcome! And, since I can't seem to sleep right now, here's an even shorter version without the need for an if statement or any variables aside from the integer flag, you just need to recast the flag from an integer to a float and divide by 5 to give you a value of either 0.2 or 0.0 depending on if the flag is TRUE or FALSE (1 or 0) and then use that as the glow value in the llSetLinkPrimitiveParamsFast command. integer glow = FALSE; default { state_entry() { llSetTimerEvent(5.0); } timer() { glow = !glow; llSetLinkPrimitiveParamsFast(LINK_THIS, [PRIM_GLOW, ALL_SID
  14. Actually that part of the script is fine, if you put the llSetLinkPrimitiveParamsFast command inside the bracket then it will only ever execute when glowVal = 0.2 so the glow won't turn on and off. The real problem is that llSetTimerEvent doesn't return a value so integer tFace = llSetTimerEvent(5.0); won't work. tFace needs to be defined either as a global variable at the start of the script, i.e. before default, or as a local variable in the event or function in which it's to be used, in this case the timer event (you can specify a particular face number or use the constant ALL_SIDES t
  15. Other than being comprised of polygons rigged to an animated skeleton, avatars and animesh objects have no similarity whatsoever. Trying to compare an animesh object to an avatar connected to a client which is constantly sending data to (and receiving data from) the sim is like comparing a car being driven by a human with the automatic barrier at a car park or a railway crossing.
  16. I think it would help if there were more scripted control over the playback of animations. Something similar to the level of control we have with texture animation, such as the ability to choose custom start and end frames, set playback rate (preferably with interpolation to guarantee smooth motion rather than simply changing the number of frames displayed per second), options like loop, reverse and ping-pong and possibly even some control over the ease in and ease out settings for each animation which would make seamless blending of animations possible. That would allow for the creatio
  17. I'm guessing that the potential for lag from animesh is linked more closely to the number of polygons being transformed during animation than it is the number of bones being animated? If that's not the case then couldn't they examine each mesh object and take into account the number of bones that a mesh is rigged to (since it's now possible to upload mesh that includes only a partial rig), and use that number as a modifier when calculating the land impact for each mesh rather than basing the calculation on triangle count alone, so that simpler mesh objects rigged to only 3 or 4 bones are
  18. If you mean can you upload mesh rigged to custom skeletons then the answer is no. You have to use the SL avatar rig to create your animesh objects.
  19. Unfortunately that's something that SL materials simply can't reproduce, for that you'd need a custom shader (which SL doesn't have). As has been pointed out you can fake the effect, but in order to do so you'd need to either find/create a custom shader in your 3D rendering app of choice and bake the lighting info into the diffuse texture, or alternatively you can hand paint the lighting on, but since you'd then have static highlights and shadows on your texture the effect is going to work a lot better on say a piece of furniture in an indoor environment with a fixed light source (i.e. wh
  20. in the original script that I posted earlier the textures are meant to be sent in a certain order (head, torso, lower), the script simply assumes that's the order in which the three UUIDs have been sent and applies them to the corresponding bodyparts. As for the new script, since you're sending them one at a time you have to specify which bodypart it applies the texture to and include that information in the message (i.e. "torso,111-1111-1111-111" or "lower,222-2222-222"). As I suggested earlier you could include an llDialog command to open a menu with three buttons (head, torso, lower)
  21. Okay since you're sending texture UUIDs one at a time rather than all three at once, try this... Sender Script (based on the script you currently have) default { state_entry() { llListen(-54321,"","",""); } touch_start(integer total_number) { llTextBox(llDetectedKey(0)," \n Enter a bodypart and texture UUID",-54321); } listen(integer channel, string name, key id, string msg) { llRegionSay(-12345,msg); } } Receiver Script (based on the script I posted earlier) list head = [1,2,3]; list torso = [4,5,6]; list lower
  22. From the wiki carley, the reason the script isn't working as you have it now is it was written to work with three texture UUIDs, if you're passing a single UUID to it then you simply need to change setTexture(lower,(key)llList2String(textures,2)); to setTexture(lower,(key)llList2String(textures,0)); But, that would defeat the purpose of separating the message into a list of UUIDs since there's only one. The idea is to handle changing all the textures of the linkset using a single script rather than using multiple scripts for each texture.
  23. Pretty much, except I'm fairly sure you'll need at least one vertex of the rigged mesh weighted to each of the mWing1 bones, since if nothing is weighted to those bones I'm not sure if the joint offsets for them would even be recorded in the .dae file (but I haven't tried it myself so I may be wrong). Also you won't be able to attach the prim wings to a specific bone, they'll attach to the wing attachment points (I just sent you a couple of really simple examples in-world that you can wear to see exactly what I mean about the positioning and orientation of the prim wings in relation to the wi
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