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Everything posted by Tealthantos

  1. A little harsh, one can know how to use blender, photoshop etc - but as anyone knows the advance techniques can be hard to pick up or not even known about until shown, combining that knowledge to combine, rig and composite for SL can be even tougher. Personally I would download the SL avatar from the wiki, load it into blender, then import assets and have a look on what adjustments need to be made - You'll most likely need to read up on/or know the following topics. - Rigging - Map baking - Map Mixing/Compositing. I'd also look through the files for a .txt or
  2. I've had this happen to me, but everytime i've found polygons without UV assigment, maybe a UV went missing during the import?
  3. Amethyst Jetaime wrote: You should add the prim where the hinge would go on the door and put your door script in it. You can make it invisible or make it look like a hinge, your choice. Another means is to use the timeless door script - which can be found here - http://secondlife.mitsi.com/cgi/freescripts.plx?ID=893 It works very well and can be linked, however editing would be required to suit your needs
  4. As a mesh builder I tend to glaze over when I hear about argmuments about copyright, not because I don't believe that theft is wrong - but because many of the "enforcers" tend to have little if any restraint and many more often are willing to step over the line to try and get a model banned, resorting to lying, harrasment and false complaints in the process. In context a story that involved me and the first tank I created over a year ago was that I found myself under siege by people claiming it was ripped from WoT without making any effort to look and see if there was any diffrence between
  5. Lasher Oh wrote: "What should I do and what do you advise me to do?" Join the loud and growing lobby to have the whole useless gamed and cheated review and rating system dumped completely. ^L^ Pretty much this, its the system that enables it, I'm a fan of personal responiblity but with no real consquences there is no incentive for people doing bad/fake reviews to damage others businesses to stop. However what you can still do is report them under the "flag this review" link for flaming, under the lindens guidelines a customer -must- try and approch the content creator about
  6. Right click the hud in your inventory, then go to Attach>Hud, or simply "wear" (but only if they creator has set it up already). Keep in mind that if once attached its not showing there should be a option on the rmb menu (on the selected item in your inv) that should allow you to select edit it to make adjustments in your viewer
  7. I'm a mesh wholesale producer that 6 months ago entered into the tank making market, everything was ok for the first 3 months then I suddenly began reciving accusations from a number of diffrent people claiming first that I ripped from world of tanks (not true and easily proven as I have all the files, renders and part projects), without any evidence to back up their claims - finally leading to 2 reviews agaist my product claiming they were "ripped" and if not from world of tanks then they "have to be from somewhere else" While I'm more than happy to work out the kinks in
  8. Drongle McMahon wrote: I don't understand this. You do have to switch the shape type to "Prim". Leaving it as "Convex hull" tells the server to use the default convex hull of the whole physics shap, which would fill in the depression of the road. But the physics shape pictures you showed did have the depression - meaning they must have been type "Prim". No? Maybe the shape display isn't working properly. Here it is for my simple thing - using physics shape for visible too... Top is the visual mesh, then the default convex hull you get when it's set to shape type "Convex hull". (Note tha
  9. but to add to this and its just happend now, I switched the shape to prim and it switched to the shell it was meant to be, which should be impossible
  10. Drongle McMahon wrote: I cant see anything wrong with those. They look like they are "Analysed". One possible problem - the avatar doesn't actually touch the surface of a prim it walks on. Mine hovers about 0.075m above it. So if that is your kerb height, then maybe that's what's giving the impression that the shape is not concave. They way to get round that is to make the surface of your physics shape a bit lower than the visible road surface to compensate. Then when you stand hovering above the physics shape you appear to be touching the road. The bounding boxes still have to match up, s
  11. Domsson Lean wrote: Wow, you're giving up fast on this one. Why don't you try and supply Drongle with a bit more info? He's like a mesh physics magician so chances are he might be able to help with more input. Not really, its been 4 days since I've tried to get the model on to SL only to be hit with the normal 6 veiwer crashes + 8 mesh upload premission bugs a day until I've just about thrown my keyboard in frustration through my screen and thats even before I even get to deal with the mesh - I just don't have the time in the real world to go through drama -every- -single- -time- on wha
  12. Unfortuantly neither of the above seem to be solutions, I've tried to increase the thickness of the box but regardless of all options I try, the shape constantly set itself to a box and all normals are correct. It appears I'll have to abandon the project and write it up as another loss to the SL shocking mesh upload system
  13. So I've put together some modular normal mapped streets, however when I go to upload a shape for the physics all I seem to get is a closed hole across the top of the mesh even though the shape shows ok when I go to upload, (interestingly enough the physics on the underside appear to conform to the shape of the model) anyone have a clue what might be causing this?
  14. Jenni Darkwatch wrote: Just rotate the texture until it works as intended... it's IMO the easy fix. Not quite as its a unwraped mesh item, looks like im going to have to change the map again
  15. This is a script that I've come across for a tank tread, thing is that the animation should be sliding on the X axis but is clearly sliding on the Y float speed; default { state_entry() { } link_message(integer sender_num, integer num, string str, key id) { if(str == "WHEEL_DRIVING") { state driving; } } } state driving { state_entry() { llSetTimerEvent(0.5); } timer() { vector vel = llGetVel(); speed = llVecMag(vel);
  16. So today I went to upload another mesh model, only for the millionth time to have the SLmesh upload scream at me "UNABLE TO SET MESH PREMISSIONS", so I went to where the file was, reset all the premissions only to have it happen another 5 times before it uploaded. Then when I rezzed it and clicked on the damn thing - my SL view froze then crashed to the desktop for like the 10000 time. Then I had to login in a diffrent area - because hey everytime it happens I can't access the area I was in Then when I managed to log back in and rezz the item and get it ready for sale, my viewe
  17. I ran into the same problem, however after very closely looking at everything I was able to figure out that the problem was that my catagories weren't selected. It seems that Linden removed the warnings (or may not included) from if you didn't fill in all the fields when editing a listing. Double check everything is completed then give it try again.
  18. Since my first attempt at creating a turret (http://community.secondlife.com/t5/LSL-Scripting/Lost-in-the-world-of-rotations/td-p/1666849) I've come across another turret script that I've been attempting to modify for my tank, however I've been having problems getting it to follow both the Z and Y axis at the same time, when I turn the turret and increase the elevation - it will return to zero rotation then will elevate up along the y axis before returning to zero rotation then back to its location along the Z axis. Here is the script - rotation old_rot; key pilot; vector calculate_rot; fl
  19. Innula Zenovka wrote: I don't quite understand from the fragment of code what's supposed to happen -- in particular, it's not clear who is in mouselook or whose (or what's) rotation is being detected. Be that as it may, this tutorial by Chalice Yao, over at SLU, help you do what you're trying to: http://www.sluniverse.com/php/vb/script-library/40698-kept-simple-rotate-object-towards.html Thanks, however that ended up not being the problem. Turns out the prim was taking rotations from 2 points - camera and where the tank's camera was set. Now I just need to figure out how to get it
  20. Hey guys. Been trying to put together a turret script for a vice tank I've been building, I've got most of it sorted but however I've run into a impass when It comes to the prim acting as the spawn point for the cannon bullet, when the tank turns and I look in a direction I want the prim to turn to face the direction I'm looking in - however when I turn the tank and look, the whole prim flips and rotates based in the direction I've turned not the direction I've been looking in. if(buf & AGENT_MOUSELOOK){llGetLocalRot(); llSetLocalRot((root = ZERO_ROTATION / root) * llDetectedRot(0
  21. Tried what you said and it worked fine - thanks for your help!
  22. So I've been building a Su-25, but I've been having problems with the flaps. As we all know when you rotate a object it doesn't move leaving overlap or open joints so I added a set position command to change the relative pos as it rotates. integer flaps=TRUE; Flaps() {if (flaps==TRUE) { rotation rot = llGetLocalRot(); rot.z = -0.644333; rot.s = 0.652586; rot.x = 0.297774; rot.y = -0.265136; llSetLocalRot(rot); llSetPos(llGetPos() + <0,0,-0.9>); flaps = FALSE;} else {if (flaps==FALSE) {
  23. Today I was cruising the blake sea in my new fighter in the "free combat" area when I spotted a boat cruising the surface - Thinking I would get a chance to test out the combat I dove in....... A minute later I found my plane hijacked via edit, told I was in violation of the CoC and told if I involved myself in combat I would never fly again and would be banned from the Blake sea. Weird I thought to myself and ask the person to explain and was told to hunt down the rules in game and see for myself, when I did finally find a airstrip with said rules I found out they were the individua
  24. Thanks for the responses guys, found my solution with the multi-move script! But the solutions suggested here won't go to waste, this thing is a pain to pack! Party on board when she's done!
  25. Just starting out with building with second life, with my second creation (a airship) going well, however I've had problems attaching things like doors to the thing, and while watching my airship opening and closing was rather funny I was wondering if there was a way to bundle linked objects without scripts interfering with other linked objects?
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