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LuckyCreations1488303085

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Everything posted by LuckyCreations1488303085

  1. Hm, can you explain what it is doing when you try to walk into it, and include a picture?
  2. If you added a physics mesh to the object when you uploaded it, all you have to do is go to the object tab in the edit window, and change the physics shape type from convex hull to prim. If you didn't upload it with a physics mesh, you will have to reupload it with one. On the upload screen go to the physics tab and either load a physics mesh from file or use an LOD. If you use a file, I would use the same mesh as the mesh you are uploading. If you use an LOD, I would choose highest LOD. I have been having problems where it wouldn't let me choose a physics mesh from file, so if that doesnt work, I would just use an LOD.
  3. Take a look at this page, it'll tell you about those numbers. http://wiki.secondlife.com/wiki/Mesh/Costs_and_fees It is really simple to assign textures to faces with Sketchup. Just use the paint bucket in Sketchup and apply the textures to the object (up to 8), and when you export the .dae file, it will memorize the textures you assigned to the object. Each texture becomes 1 face that you can retexture in SL.
  4. Hi Syn, you need to reverse a lot of the faces on those walls. In Sketchup, you will need to right click each of those blueish/gray walls and click reverse faces. If they are blue, it is showing the inside of the wall, so reversing them to where they are all white will expose the outside part of the wall.
  5. Thanks Romaq. Hm, well maybe sometime in the future LL will make a feature that does what I was wanting it to do. My idea was to create another way around selling the RAW terrain files. Currently on the Marketplace, you have people selling some pretty cool RAW files, but once you buy it, you have to wait sometimes up to 24 hours for the creator to send the file to you. With what I was asking, the mesh object would be sent to you immediately and you can just touch the object and it will terraform to that shape. Oh well, maybe sometime in the future... Another question. Currently when you upload a mesh, you get two things - An actual mesh object and another file which you can apply to a regular prim like you can with sculpt maps. If you wanted a mesh terrain that would cover a whole sim, your only option would be to apply that second file to a megaprim since the maximum size for a mesh will be 64m. Right now when I tried to apply that file to a megaprim, it crashed my viewer, and made the region go offline. Does anyone know if we will be able to apply that second file to a megaprim when mesh is rolled out to the main grid, or will we have to make multiple 64m mesh objects to create a terrain to cover a whole sim?
  6. I appreciate everyones replies. I can see how mesh objects would be much better than sculpties considering mesh has a collision mesh so you don't have to make the sculpty phantom and apply different prims so you can walk on it. I can also see how mesh would be at a disadvantage because they will count as more prims than a sculpty. So back to what I was originally asking. If there is a script available that will allow the land to terraform to the shape of the mesh object, you wouldnt have to worry about the sculpty not having correct collisions, and you wouldn't have to worry about a higher prim count that comes with a mesh shaped terrain. I am asking if there is a script that is available that I can add to my mesh object, so that it will terraform the terrain to match the shape of the mesh object, so no matter what the prim count of the mesh, you would only have it out for a short period of time to terraform the terrain, and then you just take it back into your inventory. If there is currently a script available that will do the above, would someone be able to point me in the direction of that script? Thanks. :smileyhappy:
  7. Hm, I never even thought of that. Swapping the land mesh with a custom mesh would be even better. :smileyhappy:
  8. Thanks for your reply Romaq. What Landmap looks like it does is examines the land and creates a sculpty prim in the shape of the land that was examined. What I am wondering is if a mesh object that is already created into the shape that I wanted it to look like could terraform the land into the shape of that mesh object, and when i take the mesh object back into my inventory, the terrain would be terraformed into the shape of that object. But what you are talking about is great as well, the mesh object has the collision, so you dont have to make the object phantom and place prims to be able to walk on it. And if you are in need of retexturing your land, you could simply keep that mesh object out so you could still be able to retexture your land.
  9. With the implementation of mesh coming soon, and since mesh objects can have an actual collision mesh, would it be possible to create the shape of some sort of terrain and have a script that makes the land on your parcel/sim conform to the shape of that mesh object? For instance, I make a mesh object, and have a script in it. I drop that object onto my land, and click the object and it will then terraform the land to the shape of the mesh object. I know there are objects now that are scripted to do some terraforming of the land, but I was just wondering if such a thing was possible with a mesh object and have the land conform to the shape of the mesh.
  10. Thank you Drongle, I have never used the Jira before. I just created an issue over there for them to look at.
  11. I have been having different models I try to upload crash the viewer. Sometimes it will let me upload a model, and sometimes it wont let me upload a model because it will crash. I tried to upload a fairly simple road that I made, but that crashes the viewer. I would like for it to at least let me know what was wrong with the model so I can know what I need to do to fix it, but when it crashes, I am left with nothing letting me know what is wrong with it. It is a simple road with only 2 materials, 40 triangles, and 80 vertices.
  12. I have searched and searched but have had no luck finding this kind of script. I was wondering if someone could point me in the direction of a preferably free script that will allow a flexible prim with a fish texture applied to it randomly wander around a fish tank?
  13. I am trying to make a fish aquarium with fish that swim around in it. I found a script that allows a prim to orbit around a specified object. I got the fish to be able to orbit around, but the angle it is facing is not right. Since the fish is a flexi prim, the prim has to be facing a certain direction for it to look right. Here is the script I am using: vector root; float ellipse_x; float ellipse_y; float angle = 0; string axis_name = "Tank"; default { on_rez( integer Parameter ) { llResetScript(); } state_entry() { root = llGetPos(); // default axis is around myself (sensor will update) ellipse_x = 1.0; // r_max these will control the size and shape of the elipse ellipse_y = 1.0; // r_min llSetTimerEvent( 0.2 ); // or more depending how smooth and fast it's to be // non moving target llSensor( axis_name, NULL_KEY, PASSIVE | ACTIVE, 20.0, PI ); // 20m range // moving target // llSensorRepeat(axis_name, "", 20.0, ACTIVE | PASSIVE, PI, 2.0); // 20m range } timer() { angle += 5.0 * DEG_TO_RAD; if( angle >= TWO_PI ) angle -= TWO_PI; float x = ellipse_x * llCos(angle); float y = ellipse_y * llSin(angle); llSetPrimitiveParams( [ PRIM_POSITION, root + <x, y, -.5>, PRIM_ROTATION, llEuler2Rot( <0.0, 0.0, angle> ) ] ); } sensor(integer num_detected) { root = llDetectedPos(0); } no_sensor() { llWhisper(0, axis_name + " not found."); llSensorRemove(); } } The fish right now has its head facing toward the ground, and its tail toward the top of the ceiling (root of the prim is on the bottom by the fish's head, and the flexi part is on the top by its tail). Here is a pic of what I am talking about: It needs to be rotated by about 90 degrees somehow, but I am not sure how. Does anyone have any ideas of how I can get it to rotate by 90 degrees
  14. Ruby Reynaud wrote: LuckyCreations wrote: Supposed to be rather warm here in Texas today. Ahh nice! That reminds me of the weather I grew up with in Phoenix..80's in March--Gosh I miss that! Yeah, its been really nice lately. I am however not looking forward to the temps nearing 100 in the summer. :smileyindifferent:
  15. I am using the 2.56 version, but I haven't really learned too much about Blender yet, so thats why I am using Sketchup. I know just enough to import the sketchup collada and merge them into one mesh.
  16. Thank you Drongle, it was the material count that was my problem. I had 13 materials. I deleted some of the materials and the faces are now visible. :smileyhappy:
  17. I have been working with Google Sketchup to create a mesh. Everything works fine, but I have to export the collada into blender to merge all of the meshes that Sketchup creates together. When I upload the model into Second Life, some of the faces are invisible. I know you have to have two layers of a face if you want both sides to be visible, so I made sure that both sides are facing outward in Sketchup. I have tried reversing the normals of the faces in blender, but that has no effect. Is there a certain limit to the number of vertices that you can have in a mesh? The model that I am uploading has 1156 triangles and 1631 vertices. Below is a picture of the model in all 3 programs, Sketchup, Blender, and Second Life. In the Sketchup and Blender pictures you can see that I have glass in the two windows on the left side, a roof, and the top of the wooden panels are visible. When you look at the Second Life picture, the glass, roof, and top of the panels are invisible. In Second Life, the underside of the ceiling is visible, but not the outer roof. The roof is two separate faces, one for the bottom of the ceiling, and one for the outer roof. I have tried many different things to try and get them to be visible, but nothing seems to be working. Does anyone have any ideas on how I can fix this?
  18. I would like to see more than 2 reviews per page. When I click reviews, it will only show 2 before you have to click the next page.
  19. I personally like using Viewer 2. I have tried using Viewer 1 based viewers after using Viewer 2, but I could never get used to the layout of Viewer 1. Albiet I was still new to SL when LL introduced Viewer 2 and only used Viewer 1 for a short period of time before discovering Viewer 2 (I am using my alt account right now). I am however not using the Viewer 2 provided by LL. I am using Kirstens Viewer. The only reason I am not using LL's is because it doesn't display the song titles being played. Is there any reason why LL's viewers don't display the song titles?
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