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Johan Laurasia

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Everything posted by Johan Laurasia

  1. What Sassy said is incorrect. An object can have thousands of faces, it's just that each face must be associated with one of 8 different materials.
  2. That means "clock face" is the root prim, and there's no reason to have a script there. I didn't look at the code, but either the hour or minute hand should probably be the root prim. These days though, you can do everything from one script, and to make life easier, you can more simply rotate textures rather than prims. Edit: Ok, went back and looked at the script, 3 scripts! Jeez, totally unnecessary. You're right to have the "clock face" script as the root though. Even before we had all the llSetLinked functions it can be done with two scripts. When I started back in '06 we didn't have those functions, yet, I was able to do it with two scripts. The minute hand script was the main script and simply sent a linked message to the hour hand to change the rotation (of a texture on a cylinder face, not the rotation of the object). Now-a-days my script has been upgraded and one script (in the minute hand prim) does it all. Try this script instead http://www.free-lsl-scripts.com/cgi/freescripts.plx?ID=34 Ok, edit again... when back and looked at the script. Although it's done in a real hodge podgey inefficient way, it should work as written. You could easily shorten it up though by copying the code from the minute hand into the main script and instead of calling the llMessageLinked() for the minute hand, simply set the minute hand, and place the script in the minute hand prim, and the hour hand script into the hour hand prim. So in other words main script minus the llMessageLinked call + the code from the minute hand, and place into the minute hand prim, and keep the hour hand script in the hour hand. That would eliminate 1 of the scripts. 3rd Edit... Here's the script modified so you only need 2 scripts... Also cleaned it up so it's legible. I also removed the llSleep() he's got thrown in the for no reason when preloading sounds. Not tested yet... another problem, there's no state_entry() to set the timer event, he's using on_rez(), so it would only get initialized on rez. If the script is reset it'll break the clock, and there's no parameter being passed when it's being rezzed, so what's the point of an on_rez event in the first place? Ok, 4th Edit... I went in world and tried to get it working, but it's just not a working script. He's calculating the hour hand rotation like so.... float degrees=((360-30*number)/10000); rotation handPos=llEuler2Rot(<0,0,degrees*DEG_TO_RAD>); llSetLocalRot(handPos); llSay (0,"H:"+(string)degrees); Where he expects to get the hour hand rotation degrees from 360-30 * number / 10000 is complete rediculous. To properly calculate the hour hand rotation is done like so: degrees = (H * 30) + (M * .5) He's not even passing the minute value to the hour hand script, and, to be honest, the only thing the linked script should be doing is setting the rotation....
  3. I'm having the same issue. If I make no changes, I can upload "avatar.blend" with no issues and it works fine, but if I make any change at all, when I upload, I get the same thing. I'm using 2.71
  4. A cube is not a cube. I can create an SL cube, or I can go into blender and export a cube. The difference is the number of verts. A mesh cube needs only the required 8 to make a cube. An SL cube needs 24, because each face requires 4 verts (so you can texture individual faces). With mesh, I can uv unwrap the mesh and make 1 texture to texture all 6 sides at once. Both can look identical, but the mesh cube will carry far less impact than 1 prim. What it boils down to is, if you want your wares to be visible to others, no matter what, that information must be transfered to my viewer, hence, my machine, and with enough digging, copybotters can collect that information regardless of what fences LL puts up.
  5. It's a drawback of "free" or "included" internet. They throttle what they want to spread less bandwidth thin enough to satisfy people who don't watch video, download alot, etc. The free stuff is ok for browsing the web and email and the like, but forget video, at least decent resolution video, and the only solution is to buy a real connection from a provider.
  6. Yeah, I haven't gotten into uploading rigged meshes, but I have noticed that when I uploaded objects before 2.7, if the object was colored with, say, just a diffuse color, it would show up in SL that way, now models come in all gray, although it still preserves the fact that you set the different materials. I think the old script is getting a bit long in the tooth and could use an update. The script still essentially does what it needs to, it just seems as though a few things need to be changed to reconcile with some recent changes to Blender's inards with the 2.7 release. I'm not proficient with either python or the blender changes, let alone whatever was there was before it changed, or I'd take a stab at it.
  7. There's 2 different ways you could do it. 1. select each face individually and create a separate material for each one, then in SL, upload the 6 textures and drag them to each face. That's the inefficient way. 2. Go into Edit Mode, deseect everything, make sure you're in edge mode, then select 3 of the 4 top edges, and the 4 vertical edges of the cube. Hit Control+E and select "Mark Seam". Split the 3D view and bring up the UV image editor in one of them. Click the new texture button, click "OK". You can also set the resolution of the texture if you want. In the 3D window, in Edit Mode, select all verts, press "U" then select "Unwrap" (the top choice). The cube will unwrap into a lower case "t" shape. Like so. In the "UVs" menu in the UV Editor, select the top choice "Export UV Layout". This will create an image file you an edit in Photoshop or GIMP or whatever, and then in your paint program you can apply images to each face, the area outside the boxes isn't seen when you apply it to a map, so you can leave it as is, or some people put text there stating who created the texture. In any case, after painting each face as you want it to look, save out the image as a png. Back in Blender, go to the materials tab in the properties window, click the button next to the color picker, select "image texture", then open the image file. At this point in material or rendered mode, you should see the map perfectly mapped onto the cube, if this is the case, export the object as collada and then upoad it to SL along with the single texture you made. Just drag the texture onto the cube and voila... If you're concerned about Land Impact, you'll want to take the second route. Uploading 6 images costs more L's and costs more for a client to download 6 textures instead of just one.
  8. I'm glad you all solved your problem... but it would be nice to let people know how the fix was done... 1. Open the Webroot console. 2. Click the gear icon to the right of where it says "Identity Protection". 3. Click the Application Protection Tab. 4. Find the SL viewer in the list, set to allow. and that should do it.
  9. Thanks.. didn't realize anyone missed me... lol. Good to be back and see old friends as well
  10. nvm, duh, I've been gone too long, I was in a no script area...lol
  11. I've been out of SL for quite a while, and while on today I noticed I cannot bring up the menu for my clocks, and, they display the wrong time... Has there been changes that I don't know about that anyone could shed some light on? Thanks in advance Johan
  12. Close your eyes.. click your heels together 3 times and say "There's no place like home", either that or Me... Preferences... Advanced... and check the "Show Grid Selection" checkbox.
  13. Sometimes you have to use a prim to save using more. Adding 1 to LI is cheap fix cost wise. Any physics method is going to drive up the cost much more, especially considering your stairs can be a quarter sim square and STILL only have LI of 1.
  14. The easiest way is to take a separate, single "regular" prim and make a flat ramp that you lay just above the stairs at the angle of the stairs, then make the prim invisible. This will give you a flat surface that an avatar can walk up and will be silent as well. Stairs that are physical go "bump bump bump" as you ascend/descend the stairs, where the flat invisible plane can be either silent, or if you want to get fancy, use a collision detection script to trigger the sound of someone walking up stairs.
  15. Since you're starting from scratch to make a desktop system there's no getting around some things, but I think I can steer you in the right direction. The best way to do this is from scratch, because you can start out with a minimal system and expand it as you go. The basic components of a computer are this: 1) Case You can pick up a case for 28 bucks. There are more expensive cases with some nice bells & whistles, but at the end of the day, the case is just a box to hold the stuff, and since we're on the cheap, you can save a lot here buying a basic steel box. 2) Power Supply I found a $25 power supply, 550 watts, will be plenty for now and in the future as you add (say, a discrete video card). 3) Motherboard I just bought a Gigabyte Z77-DS3H Motherboard for $104, it's on Amazon today for $96 bucks 4) Processor I went with an Intel I5 3470k Ivy bridge (22nm) 4 core processor running at 3.2 Ghz, the mobo turbo's it to 3.6 $184 bucks. 5) RAM Memory You can grab 8GB of fast 1600 Mhz RAM for $58 bucks, you can add more later, but 8 is plenty to start with. 6) Hard Drive Tough call here, I'm recommending solid state (SSD) hard drives to everyone now because there's such a boost in speed over regular drives, but they're comparatively expensive against mechanical drives. Since we're going on the cheap, I'll recommend a standard mechanical drive, you can always add an SSD later, make that your boot drive, then use this one for extra storage... So, you can pick up a 1TB drive for about $66. That'll be plenty to start with. 7) Optical Drive You need something to boot your OS with unless you have USB Boot sticks ready, so $20 bucks for the cheapest 24x DVD burner. I bought a Samsung drive that was so cheap samsung's name isn't even on it, $20 bucks, done, works fine. 8) Keyboard and... 9) Mouse Both items together, around $20 bucks 10) Monitor Found a 20 inch LCD flat panel HD monitor for right around $100 bucks, so.... That adds up to about $600. WIth these items, you have a basic system that can be assembled into a working computer. Notice I left out a discrete video card as most motherboards have integrated video that you can go with until such a time you can add a decent discrete video card. If you can't afford all $600 at once, no problem, just arrange the items from most to least expensive, and buy them in that order. The processor is the most expensive item representing nearly 1/3rd the system price. With this system, you can, over time, plush it out with even more. I recommend a discrete video card first. Video cards range wildly in price, but, the best rule of thumb is the more expensive, the better it'll be. I paid $330 bucks for my GTX 570, and in my system, I can run SL with the graphics full boat, and the computer doesn't even break into a sweat. Bear in mind I have 16 Gigs of RAM and an SSD drive, but if you can swing something in the neighborhood of $115 bucks, the GTX 650 looks like a nice card, and would run SL just fine. You can add more RAM later at $60 bucks per 8 Gig up to 32 Gig. The one I recommended (1600Mhz) is fast, and you would add the same memory as you expand, all the way to 32 if you want. (I just ordered my 2nd round of 16 Gig, so I'll be sporting 32 Gig in a few days along with a 3TB storage drive. So, surprisingly, $600 bucks is the magic number for an entry level system that you can improve upon over time that would fulfill all your Second Life needs and more (I routinely run SL, Blender, Photoshop, and have a 1/2 dozen web pages open and the computer doesn't balk at all. If you've never built a computer before, don't worry. If you can handle a phillips head screw driver, you have the skills. Just head on over to youtube.com and search "build a computer from scratch" and watch a few (2 or 3) videos, or more if you like, to get a feel for how to do it. It's pretty straight forward as you're simply mounting hardware to the case with screws, then plugging in power and data cables and running front panel usb cables to usb headers on the motherboard, and aside from that, connecting up the power, power led, hdd led, pc speaker wires to the motherboard. When you're done, you'll have a kickin' system on the cheap and everyone will think you're a genius when they ask what brand your computer is and you're answer is "Oh, I built it".
  16. Yeah, fake shadows definitely shouldn't be done anymore. SL has supported shadows for quite some time now, and there's nothing more effective at adding realism to SL than turning on shadows. If your video card doesn't support shadows, then you should consider upgrading. Many out of the box computers have integrated video, and it can be a bit lacking sometimes, but even a cheap discrete video card like the NVidia 9800 GT supports shadows with no problems at all, and can be had for like, $60-$70 bucks. I recently upgraded my system with a GTX 570, but with a P4 processor, I still couldn't max out SL's graphics. I've since upgraded the motherboard to a Gigabyte Z77 DS3H and Intel i5 3470k processor, and now... Finally, SL maxes out the graphics by default!! I own a building that has fake shadows on the floor by the windows and behind some stairs, and I removed them because they just don't jive with the "real" shadows SL generates now. Real shadows are awesome because they move as the sun or moon pass by, and shadows even pass through the transparent portion of a texture, so when you stand near a tree in bright sunlight, you can make out each leaf's shadow in the ground just like in RL.
  17. can make the wall rez a bat/bullet to hit/shoot the ball back to you when the ball collides with the wall
  18. It's not particulary easy to find content "ready to upload" to SL. Sure, there's alot of collada content out there, especially Google 3D warehouse, and some of it does translate to SL pretty well, but alot of stuff that really looks good isn't optimized for gaming situations (more for rendering where vertex count doesn't really matter). EVERY SINGLE PIECE OF MESH CONTENT that I sell was created entirely by me, in Blender, and I wouldn't consider using someone else's content for an item I would sell. I do at times use reference photos to create something, but that's standard practice in all 3D modeling and not considered stealing in any way. If anyone out there is selling content that they did not create, then the creator should be informed so they can register a complaint with LL.
  19. Another possibility is llPursue() which is going to be rolled out to the main grid before too long (already beta testing on Agni is taking place), which is specifically designed to intellegently path from where the object is to where the target object is. llPursue() avoids dynamic objects like avatars and moving objects, and will intelligently avoid collision with all objects static or dynamic.
  20. You have to stay away from faces with 5 verts. That's what causes it. With the cut, you have a triangle, with 3, and a rectangle with 4, (which can be split into 2 triangles if you added one more cut, which wouldn't affect anything.) You can generally remedy it just as you did by adding the cut, so, you came to the right conclusion, just not sure how. Hope that clears it up.
  21. I have to go with the crowd on this one. Blender is much improved in the UI, there's strong SL to Blender / Blender to SL support, more than any other program, and Blender is more than capable of producing meshes and textures that translate perfectly to SL. There is a learning curve with any new package, but Blender is far more worth it with recent improvements to Blender combined with strong support from the SL end.
  22. "Rez" is short for resolve, which has several meanings... in this case it means "to bring into being".
  23. Quite a bit of work has been done in this area to flesh out the optimal way of handling lists, yet keep memory usage down to a small roar. Credit where credit is due, see http://wiki.secondlife.com/w/index.php?title=Category:LSL_List&action=history Adding an Element to a list There are several ways used to add an element to an existing list via prepending/appending: myList = [new_item] + myList; // Best method for Mono-LSL: prepended list concatenation myList = myList + [new_item]; // appended list concatenation myList += [new_item]; // appended list concatenation with simplified syntax myList = (myList=[]) + myList + [new_item]; // appended list concatenation with memory fragmentation optimization myList = myList + new_item; // appended item myList += new_item; // appended item with simplified syntax myList = (myList=[]) + myList + new_item; // Best method for LSO-LSL: appended item with memory fragmentation optimization
  24. Have to go with Dora on that one... can't really shave many more miliseconds off of a small handful once per day. What might be cool would be some functions / events related to date and time and even perhaps local time where it returns local machine time rather than SL's server time, or, to be more accurate, your local time based on UTC time. Besides llGetWallclock(), perhaps llGetLocalclock() or a date function that returns the day of the week, month, day, year, hour, min, and seconds, and an on_dateChange {} event would be handy... perhaps on_dateChange (integer offset) {} where offset is the number of seconds from midnight you wish to offset (obtained via Dora's method. That way it can be called when needed and not even coded around when not.
  25. Google is your friend... I found that in less than 10 seconds by searching the terms "second life mouselook" (without the quotes).
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