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Summer Logan

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Everything posted by Summer Logan

  1. So I'm currently 100% mesh...however I have all my old system body painted & standard sized mesh clothing/makeups/shoes/shapes/etc. In an attempt to clean out my inventory I've been repacking all system/standard mesh clothing into boxes and then packing those boxes into a box named after the store/creator so that I can compress everything down. My thought was that I don't want to just trash everything because I did pay for them, and they hold memories. Recently though I've been questioning myself like...why keep them...your never going to wear them...what's the point... So here I come to the community...what would you/have you done in this situation (being 100% mesh and dealing with all system body stuffs) ? Should I just trash everything and get over it? Should I save a few memorable outfits/looks and trash the rest? Or keep packing them up for safe keeping even though I'll probably never touch them again?
  2. It worked perfectly!!! @ChinRey you completely saved my project!!! Renaming the UVmap in the object Data was the key!!! This is so awesome don't need a prim to mesh generator!!! WUUUUUUU So anyone else who'd like to try prim to mesh use my steps and ChinRey's steps and it's perfect!
  3. Thank you so much! I'm going to try all this right now and get back to you. Do they all get the same name even if it's different materials?
  4. Here is the Models if you want to play around with them. First one is the export from SL no changes made https://www.dropbox.com/s/ru1jkmsjc15rg5v/FramedWindow (primtomesh).dae?dl=0 This one is after doing steps as listed above to clean up the verts and mesh but have not done anything with the UVs. As you can see in Blender though 3 materials are listed which is correct. https://www.dropbox.com/s/0xybugf5bc8knag/FramedWindow (lowerverts).dae?dl=0
  5. Thank you so much, I did bookmark your YouTube videos I just haven't watched them yet. I currently don't do anything with the UVs in Blender as I don't really know how to. However I have tried Unwraping UVs and UV Smart Project I think it's called...but it still gave same results...granted....I just hit the Unwrap UVs button and that was all I knew how to do...same with Smart UV Project...I selected that option and it OK but that's as far as I went. I do look forward to watching the YouTube videos as I'm a visual learner and your right I might find something in there that will help with my situation. Would love that once I eventually figure this out I could make my own Video Tutorial to show/teach other people.
  6. Also want to add, I've tried different steps in blender as for cleaning up the verts and even leaving the verts as they were after joining them...but nothing made a difference...all the same results. I honestly feel if I could get this method to work...I wouldn't need to use a prim to mesh "tool" within SL...I honestly don't like using server based "tools" like that anyway because anything can happen to where you can't even use the "tool" anymore and then it's wasted money. I don't know a whole lot about Blender...but I love doing the Prim to Mesh...I love being able to size up my builds according to my avatar or other furniture...I know Mesh can be resized but not without changing the LI
  7. Ok here are my pictures to show the steps I'm taking, @Chic Aeon You want Consolidate Textures checked because then 1 texture no matter how many times you've used it counts as 1 face...when you uncheck that each side of your project considered a separate face even when using the same texture...that's probably why you said yours was to many materials. If that makes sense Here is my prim build Here is what the textures are supposed to look like on the final project. This is how I texture before exporting...I make all the stuff you can't see or not supposed to see is invisible. I used two different wood textures to create two faces instead of 1 on the wood parts and I made the "glass" part complete opaque so it's not skipped on export. My export window or "save as" window Ok now in Blender...This shows how the project is many objects...so I ctrl J to link everything together and make 1 object. Here is the window in Edit view with the messy verts and tris so I do Alt J while everything is selected to turn everything into quads Then I do limited dissolve to simplify the mesh Also remove doubles, as you can see much cleaner and low verts! Now to upload...I am using firestorm viewer if that matters...here are the settings...I didn't bother changing the LoDs because this was just a test on the texturing aspect. I could have raised the numbers higher infact! These last two pictures show after applying the textures...using the planar mapping to line everything up...it's all messed up just on the 1 side which is sooooooo annoying as all other sides are perfect!
  8. Thank you for helping me, I really appreciate it. I will take and post pictures of my steps so maybe that will help show maybe I am doing it wrong.
  9. Yes Chic Aeon I've does everything with Texture Parameters, Removing Doubles, Joining etc. It's just the texturing issue...I know somewhat about UV mapping but I wasn't exactly sure the steps I need to take... I don't want the 1 wrap around texture for all sides...I wanted to drag and drop SL textures like before and then just do a simple line up with the Planar Mapping. Sorry if this doesn't make much sense...hard to explain for me
  10. Is there a successful way/method of saving prim as collada and reuploading as mesh? The reason I ask is because I've attempted quite a few times to right click a prim build and saved as collada....took file into Blender and made adjustments...then saved again and reuploaded...which does work...however textures that were perfectly placed/lined up before are not lining up perfectly after. Usually the texture params save decently but more times something will be rotated by 90 when originally it was 0 rotation. Like when texturing a box all textures will be at 0 rotation except one or two sides after uploading have flipped to 90 rotation. When saving as collada I have checked marked consolidate textures, skip transparent and apply texture params Any suggestions on how to properly make this work is appreciated. Even if I had to do an extra step in Blender, however I'm still new to a lot of stuff blender can do so if possible give steps I can follow. Thank you!
  11. Thank you Winterschains, I'm checking it out now.
  12. Thank you, I've already looked threw everything she currently has and couldn't find anything else I liked. That is why I'm trying to branch out and maybe find an equally good designer =)
  13. Hello, I'm currently living in a Linden home which I have fully decorated and it looks amazing, however I'm getting tired of my current furniture set and looking to get something new. I've tried searching the Marketplace but there is so much it's hard to find exactly what I'm searching for. I'm looking for good quality mesh furniture that won't cost a fortune, on the low side for prims as I mentioned I live in a Linden Home, and also I like matching sets like bedroom matching with living room and kitchen/dining room (takes the guess work out of decorating) I currently don't have purpose for a bathroom at this time. Including pictures of my current setup so that you make get a look at my style. My current furniture is from Bazar and it's all the Toronto sets...Toronto Bedroom, Toronto Living and Toronto Dining.
  14. Hello, I'm just causally looking around for someone who would be interested in making store logos. Project would consist of: Banners/logo for Marketplace In world store logos Logos for demo unpacking boxes/purchased unpacking boxes About Group Image Profile Pick Image Anything I might be missing that you could think of that I will need. Please send notecard if offline with pricing and samples. Or questions/comments. Thank you so much! Summer Logan
  15. I have been in Secondlife since 2004 (2006) on this specific character... I'm very neat (imo) with my inventory because I always get nervous about my inventory imploding. At one point I was over 20,000 and I was freaking out. I'm now at 16,000. The reason I get nervous is because back in the day when SL was still in it's early days...I had heard of people with such large inventories they couldn't login because the server just couldn't handle it. One friend of mine was having this issue and claimed Linden Labs had to step in and do something with her inventory. Another friend of mine is currently experiencing inventory issues but hasn't wanted to bring it to Linden Labs attention and they are constantly having logging in issues or if they do log in once their inventory starts fetching and loading they will crash. I'm sure SL servers are capable of handling more than way back when, however I like to be self conscious and aware of my digital footprint on the servers As for my personal inventory I like to "pack boxes" I could just delete all my system clothing and system layers (I'm all mesh) but some stuff brings back memories and I figure if I just pack it in a box and keep 1 box as apposed to an outfit consisting of 6+ items it is better for my inventory. I've trimmed down a lot of notecards, I have no sound files. I do have animations and tons of gestures but I recently went threw them and just deleted a whole bunch that were bad or not funny enough to keep. I need to be going threw LMs however I find that once I delete one LM two more take it's place lol. I was having inventory problems recently so I'm always aware of how much stuff I have. Recently my inventory wasn't fetching properly I had to clear cache and login to a debug server...after doing so my lost and found folder was full of system clothing and 20+ of the same LM...very strange (how do you lost and found LMs and system clothing? lol). I'm happy now at 16,000 and my personal rule of thumb is not to get beyond 20,000. I'll just keep packing stuff up I don't use which I know I could delete, but then I'll want it or need it later lol you know how it is. EDIT: Forgot to add, whenever I buy new stuff...I usually keep the mesh size that fits the best but pack up the other sizes in a box named EXTRAS then I put that box in the original folder. That way if I ever change my shape or sizes I still have the original sizes available to me. No point having xxs, xs, s, m, l, xl, maitreya, belleza, slink...etc. if I just need 1 size. It all adds up.
  16. I've searched the Marketplace but can't really find what I'm looking for. Don't know if it's been created yet or not but thought someone else might be able to help me in finding what I want. I'm looking for a baby monkey. One that wears a cute diaper, you can feed with a bottle and bathe it. Same concept as Zooby Babies...Except with a monkey lol. I'd like it to be an option to bathe, change diaper, and feed so the monkey doesn't get sick if you don't take care of it...but you can take care of it for the roleplay factor. If something similar to this exist I would really like to find it. If not maybe this is a good suggestion to someone who might be looking for something to create. A whole line of baby animals with diapers hehe. Baby leopards, lions, monkies, pandas ...etc.
  17. Thank you for the warning. I can't delete the post with replies I don't think...not option available but I've changed the title and contents.
  18. Please delete this post, Thank you.
  19. I'm still a little confused. But I'll look into it thanks.
  20. The house is one mesh when I upload it. Also I don't know the difference between triangle-based (no Analyze) or hull-based (Analyzed) physics. As I stated I'm still new to meshing and don't know a whole lot. However I'm a fast learner.
  21. Ok I am very sorry I didn't give enough information. I am still new to Meshing and don't know a lot of the lingo or what everything means. The building I had initially made from prims was like a little house...had a bay window...open concept kitchen/living and 1 bedroom. I made everything you weren't going to see invisible and generated that (I call that my main view, as that is what you will see and what is textured)...then I removed the roof and tops of doorways and made only the parts you collide with visible while everything else invisible to make the physics file (named physics file) and I exported that out too...Now when it came to uploading I selected my main view Mesh file...I didn't have to change any of the numbers on high/medium/low/lowest and they were fine as they were. I didn't remember the exact numbers, but I just checked and it says download 4.3 Then I went to the physics tab and chose physics from file and selected my second file named Physics file and I'm pretty sure I hit analyse and I thought I always had too. Plus it shows after analysing if there was any problems in the physic file like for example with the doorways etc. physic shows 1.1 and server 0.5 That is all the information I know right now. I didn't keep the original mesh files on my computer (dumb) and I don't have the original prim version in my inventory (dumb again!) lol I rebuilt it once and that when it went to 9 Prims...what makes me so sad is the fact I had it at 5! FIVE 5! Why I can't do it again I don't know =\
  22. Hello I have a couple questions about Meshing...the main question being about Meshing with a Physics File and how to determine what the LI will be when switching from Convex Hull to Prim before uploading. So some back story to my question, firstly I use a Mesh Generator in-world to convert Prim to Mesh. I made a Mesh Building with a Physic File and when I uploaded it, it was 4 LI on Convex Hull. I then switched it to Prim and it still said 4 Prims...By the time I added the windows and doors it was 5 Prims total. Which was great! I had a small texturing flaw but figured I would rebuild the building...same size, same way, same textures even...just fixing the flaw...however this time I uploaded it and it went from 4 LI to 7 Prims just from switching from Convex Hull to Prim...then after adding windows and doors it went from 7 Prims to 9!!! ARG! I did everything the same exact way...so I'm wondering what happened before that 4 LI stayed 4 and how can I recreate that? So basically on the upload window I see where it will say what the LI will be...but I know that's the Convex Hull value of the LI...how can I determine the LI when I'm using a Physics File and I switch from Convex Hull to Prim. Why do some things amazingly stay the same and other things the prim count jumps way up? Even if it's the same exact build? Very strange. My second Mesh question is...as stated I use an in-world Mesh Generator...however recently I discovered I don't need to use that anymore and I can export to Blender from SL and then upload back into SL...However I've been having problems with the texturing...For example when I used the Mesh Generator it would remember all the texturing surfaces and if they were horizontical or vertical also if I lined up textures using planar it what somewhat retain this information. Now using my new export method even though it's textured perfectly in the world when I go to upload and retexture it the textures are going opposite directions and not lining up at all...I don't know much about Blender...I only know a few self taught things...however I would love to use my new exporting Prim to Mesh method if I could figure out why my textures are messing up on reupload and how I can fix them. Thank you so much for reading...You can reply here or if easier message me in SL...Thank you!
  23. Oh ok Rolig Loon...Thank you I will look into this. Like I said I didn't write the script so I didn't know exactly where to change it then I got confused as particle(); was listed several times in the script. EDIT: It worked thank you!
  24. Thank you Rolig Loon, actually I didn't write the script it was a free script off of the MP. I will change this and let you know. EDIT: This didn't work, I'm not sure I'm changing it in the right spot...also I already see a stopParticle(); in here.
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