Jump to content

LuckyCreations1488303085

Resident
  • Posts

    47
  • Joined

  • Last visited

Everything posted by LuckyCreations1488303085

  1. I usually import my model into blender and merge the pieces together before uploading to SL. I might give the older version a try, because it is a hassle having to merge them each time.
  2. Ai Velde wrote: No no no, you misunderstood what I was suggesting be tried. I suggested to try out the new search. I don't care if people use or like V2. I don't use it myself, but I'm not so stubborn I won't try the new search that can only be accessed at present on V2 (which means people would have to use it for 5 minutes). Refusing to even try the new search because it is on V2 was where my post was aimed. Not people trying V2, because I don't care if people like V2 or use it ever. This was for the sake of the new search. =) OMG I totally agree with you... I am getting tired of everyone complaining about all of these things wrong with V2, and then when LL does something to try and fix it, they don't even want to try it out. Seriously, 5 minutes is not that long to test it out and see if it is better or not. If you still don't like it after that, then don't use it. But right now, the only way to test it is to use V2. If you don't test it, then there is a high possiblility that you won't like it when it is implemented, and then you will still be complaining because you didn't take that 5 minutes to test it out, and provide feedback about the search. Toysoldier Thor wrote: And I wont be asking Phoenix anything. Well, if you don't want to ask the Phoenix team anything, then I personally don't see how anyone can help you... LL doesn't support Phoenix, the Phoenix team does. And right now, the search beta is limited to V2, so if you are seriously that stubborn as to not test it out on V2, then you will most likely be disappointed if you don't get what you wanted when it is released because you didn't take that 5 mintues to test it out and voice your opinion on what should and shouldn't be changed. __________________ Sorry if I seem to be coming off as rude, but this is a subject that annoys me so much. All of this complaining about V2, and then when something everyone has been complaining about is being tested, you still complain about it. At this point, I don't think anything will please you.
  3. Please either fix the problem where the bottom of the search page is cut off, or allow search to be opened in our web browser. In the Real Estate search, I am unable to select the rest of the preferences for my search, because they are cut off on the bottom of the search window, and I'm pretty sure there should be a mainland choice in the land type section but its probably cut off. The left section of the page isnt scrollable like the right side of the page is. 
  4. Nevermind, I got the one from February to work. The page to download the most recent viewer doesnt have the download links right now, so I assume that they are updating the viewer to download right now. I will try again on a more recent viewer when they have the download links back up.
  5. I just installed the latest mesh viewer, and every time I open it, it immediately goes to the crash logger. I have uninstalled and reinstalled multiple times, and it still does the same thing. I have also tried installing the viewer from February, but it is also doing the same thing. Any help is much appreciated. -Lucky
  6. Hi Toola, As far as I know, Direct Delivery is still in Beta, so magic boxes are still in use. And I have no idea on the status of the shopping cart. Take a look at this thread about Direct Delivery: http://community.secondlife.com/t5/Merchants/Apply-for-the-Marketplace-Direct-Delivery-Beta-Program/m-p/815103#M2664
  7. Ah ok, I see it now. I was looking at the 'merchant home' page on the marketplace website instead of my account on the second life website. Yeah it just directly links to the marketplace home when I click them as well.
  8. Hm, I'm not seeing what you are talking about. Is it in Merchant Home? Maybe they took it down and thats why I am not seeing it. Is it still there for anyone else?
  9. I just tested this, made a 40x40x0.5 cylinder megaprim with 40% hollow. I stood on it and didn't have any bouncing problems. I also tried the same thing with the 10x10x0.5 cylinder with 40% hollow. Didn't notice any bouncing with that either. Sorry I don't have the answer to your problem. Hopefully someone else who has ran into this problem will be able to help you.
  10. I doubt the 8500GT is causing the lag. I had one on this computer and could run on high settings just fine. We did however end up having to upgrade to a newer graphics card because the 8500 failed.
  11. Just took the test, here is my results. Introverted (I) 77.42% Extroverted (E) 22.58% Sensing (S) 57.14% Intuitive (N) 42.86% Thinking (T) 52.94% Feeling (F) 47.06% Perceiving (P) 53.85% Judging (J) 46.15% Your type is: ISTP ISTP - "Engineer". Values freedom of action and following interests and impulses. Independent, concise in speech, master of tools. 5.4% of total population.
  12. Thanks to everyone who helped, I have it up and running now.
  13. Thank you Ixia and Void, I was able to get the "empty_object_alert" to deploy on touch. I replaced the llResetScripts with the "changed" event you suggested. I am however a bit confused as to how I implement the \n replacer into the script.
  14. I have found several scripts on the wiki, and have mixed and matched them to get what I need. What I have compiles well, and works fairly good, but I have a few problems that I need help with. This script is supposed to make it where a person clicks the object, and pays the specified amount, and then they receive a random object from the objects inventory. It will email the owner when the items contents become empty, and is supposed to use llSay to say what is specified when it is touched if the object is empty. Here is what I have: (Please read the rest of my question at the bottom below the two codes) EDIT And here is the notecard: EDIT This is all working really well, but when i click it when it is empty, it doesn't display (say) the "empty_object_alert" message. Next question, when I change the price in the notecard, it doesn't update on the object, unless I create a new object, and place the script and notecard into it. And the final question, How would I make it where i can specify multiple lines on the main_hvr_txt? I can do so by placing \n in the script itself, but when I try that in the notecard, it will just say for example "This is \n hovertext" without breaking the line. I appreciate if anyone can help me with this, I tried to make my questions as clear as possible, but if I need to clarify something, please let me know.
  15. I'm not exactly sure how that all works either, but after reading what you said, I believe it would be the former. I just took a look at Kirstens, and the song title displayed just before it started playing.
  16. I can verify that Kirstens does display song titles. That's the main reason I installed it. Not sure why LL hasn't implemented it into their viewer.
  17. Sorry, yeah I am looking to own the parcel, not rent. The one I was looking at doesn't say anything about renting, so I guess I would be good to buy it.
  18. I have been wandering around the mainland in search for a parcel to own. The only land I have ever rented was on a private estate, so I have no idea what a reasonable price for a parcel of this size would cost on mainland. A lot of the parcels on mainland have outrageous prices, so I was wondering what someone else would pay for a parcel of this size on mainland. The one I am looking at is in a pretty quiet sim, with no ugly builds nearby. The going price for this parcel is L$2.4/m (L$39,321). Does that sound like a reasonable price? I also have one more question. During my search for a parcel, I had noticed others on mainland that were renting out parcels for a specified amount per week, so I would probably have to pay rent to the owner. The parcel I am wanting to buy doesn't say anything about rent in the description, and there is no covenant, so I was wondering if I was to click Buy This Land, I would be paying a monthly tier fee directly to LL?
  19. Currently the creation of mesh objects is in beta. On the beta grid, we are now allowed to create objects up to 64m. So when mesh is rolled out to the main grid, we will be able to create objects up to 64m. Of course, if you are still wanting objects larger than 64m, you will probably still need to use megaprims (which will still be a problem when you want to resize them,) but it is still better than the 10m limit.
  20. Ah, that is true... I went on the lsl wiki and found an llDetachFromAvatar example and added it to my script. So now it automatically detaches when the user tries to attach it. http://wiki.secondlife.com/wiki/LlDetachFromAvatar
  21. Thank you Void. I have it up and running now. Works great! I like how the user is able to take the item back into their inventory, and then when they take it back out, it will continue counting down from where it left off. As for them using the demo in an area that doesnt allow running scripts, I plan on marking the item with demo textures and make it no mod/no copy/no transfer and maybe that will make it less appealing to keep the demo instead of buying the real thing. And as for the user wearing the item - I plan on using this script in houses (since I don't have land to display the houses in world), so I don't think the user will be wanting to wear the house.
  22. Thanks for your reply Void, I am not sure if I am supposed to use what you supplied as the script, or do I implement that into my script? I tried just using what you gave me in a script, but it gave a syntax error, and I am not sure how I would implement that into my script if that is what I am supposed to do.
  23. I am working on a script that I can place inside an object that will delete the object after a specified period of time. I don't know too much about scripting, but was able to come up with this after looking around the lsl wiki. default { on_rez(integer start_param) { llSetTimerEvent(300); llOwnerSay("This is a demo, you have 5 minutes before it will automatically delete itself."); } timer() { llOwnerSay("Your trial has ended."); llDie(); } } The above script works well, but I was wondering how I could make the script update the user on the amount of time left on the demo. For example, at the 4 minute mark, it will say, "You have 4 minutes remaining." And it would continue to do this every minute until the time is up. I would also like it to update at the 30 second, 10 second, and 5 second marks. Would someone be able to help me accomplish this? Thanks, Lucky
  24. Well, after messing around with it a bit more, I tried detaching the porch and uploading it separately. That seemed to work. Got it uploaded with a physics mesh and linked it to the rest of the cabin. Still not sure why I had problems with it though when it was still attached. It still isnt completely finished. I still have to add some glass to the windows and finish of the trim on some of the other windows. Probably need to work on some separate LODs to reupload to the cabin, because I just used the default for now. If you wanna take a look at it in world, its in Mesh Sandbox 28.
  25. If anyone is using Google Sketchup and has had success with uploading files, can you help me out with this problem. It is only files that are exported from Sketchup that I have problems with uploading to SL. I can confirm this because I used Bryce to generate a mountain with some 14,000 triangles, and I was able to get a physics mesh uploaded with it. Google Sketchup for some reason will export the model with a whole bunch of meshes. I have a cabin that I am making and have tried different things to get it exported as 1 mesh, but when I look at it in Blender (Blender 2.5), it has 195 different meshes, most of those meshes are different rails on the porch. To get them into 1 mesh, I have to merge those 195 into 1 (highlight them all and press ctrl+J ). But when I try to upload that into SL, it will crash my viewer. I have been able to get it uploaded at one point (with no physics mesh), but the more detail I add to it, I haven't had any luck at all to get it uploaded at all. Pics: Sketchup Blender This below picture shows a single post on the rails. That single post is Mesh.025. Below Image: The Outline list after I have merged (highlighted them all and pressed ctrl+J ) the 195 meshes. Second Life I have included all of these pics so you can see exactly what I am doing during the whole process. 1. Export model with the dae options in the Pic 2 in the sketchup section. (Also have tried checking and unchecking different things in that window, but makes no difference) 2. Examine how many mesh objects that it has been created in blender - Pic 1 in the blender section. 3. Merge them all together (highlight them all and press ctrl+J ) - Pic 3 in the blender section. 4. Try to import the model in Second Life with the options in the 3 Pics in the Second Life section. (Also crashes if I don't include a physics mesh) 5. Second Life will crash. If I make a very simple model in sketchup and upload it, I sometimes am able to get it uploaded with a physics mesh. But that wasnt the case when I made the road in the orginal post to this thread. It seems happen randomly and I have no idea which models I am able to upload, and which ones I can't. I have created a Jira about this issue, but none of the Lindens have assigned it to anyone yet. If anyone who is using Sketchup and is lucky enough to get your models uploaded, please explain your process to me. Thanks.
×
×
  • Create New...