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Tealthantos

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Posts posted by Tealthantos

  1. 7 hours ago, Klytyna said:

    In which case maybe you are NOT all that "Experienced (in) all those Programs"...

    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 an example model - most builders are usually kind enough to make a point of reference that you can dissect to understand their designs.  

  2. 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 mine and the model that they claimed I was stealing, after I rebuffed them on the first go they fell silent only to start with posting reviews claiming theft and when I reported these to Linden and had them removed, I soon found myself targeted with paperthin arguments such as "well anything that looks nice must be stolen", "if you didn't steal from WoT, then you've stolen from somewhere else" to the amazing debating tactic of - "well your standing up for yourself - thats proof of guilt".

     

    Thankfully in my case I was able to catch two of them out resorting to lying and harrasment and as off such Linden was able to step in and deal with it, but since then I've been of the opinion that people trying to "self-enforce" are just as bad as the people trying to steal.

     

    Finally with regards to the argument about turbosquid as I plan to go into freelance wholesale myself someday (when work stop's treating me like slave labour and I can try for fortnightly builds - lol), I wouldn't care if people were to pay me and use my model in SL, the only issue for me would be overpricing.


  3. 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 possible issues before posting a bad review otherwise their in the wrong.

  4. 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 a product that someone might not be happy about, I would like to find out if its within reason to have the parts of the reviews that make the false claims to be removed?


  5. 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...

    roadway_physics_2.jpg

    Top is the visual mesh, then the default convex hull you get when it's set to shape type "Convex hull". (Note that this doesn't quite fill the bounding box. I reported that as a bug, but I guess it's intended for some unknown reason.) The convex hull fills up the road space, as expected. So you don't sink into the roadway depression. Both the models below have the same default convex hull when the shape type is "Prim".

    Next is the physics shape uploaded using "Analyze", and set to shape type "Prim". It's a set of six convex hulls corresponding to the six separated parts. The roadway depression is now clear, and you can walk on it.

    At the bottom is the same model, but not using "Analyze". That results in is a triangle-based shape, as shown by the appearance of the triangles. This also lets you sink into the roadway depression. (The triangle-based shape isn't recommended for this model because the small triangles along the kerbs and the edges of the roadway cause a high physics weight.)

    Notes - pictures taken with water, surface patch and sky turned off (Advanced->Render types menu) fot clarity.

    No, I skipped part of the sentence in a "lack of caffeine" haze, What I wanted to say was that it added 15 LI to the model when I did so from a fresh upload.

     

    So I've gone back and done the mesh from scratch from a cube instead of a extruded plane, on re-upload the hull checked out correctly with a 3 LI.

     

    Conclusion? I still don't know what the problem with the original model is, but I suspect the problem was the base polygon.

     

     

  6. 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


  7. 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, so the visible mesh has to extend down to the bottom of the physics shape, (e.g. with an extra triangle).

    Here is a physics shape I tried to check there wasn't a new bug. It's six simple boxes, shown by colours. They are all in the same mesh and are just not overlapping. Uploaded with the LOD mesh in the physics tab after clicking "Analyze".  I could walk on the depressd road surface as expected. Since it is not triangle-based, it works even if the mesh (visible+physics) is less than 0.5m thick.

    roadphysics.jpg

    Since you describe connection problems, I wonder bif your connection could be flaky. The physics is all done on the server - so a poor connection could lead to all sorts of physics errors, which might include not setting the av height correctly.

    ETA - I here because the page-blanking problem went away, at least for a while.

     

    Thats not it either, if you this pic where I adjusted the middle lower, I still get the same result, which is that I'm standing about .5m above the ground, also this is a new poly cube I've put together instead of the plane I used last time and the results are still the same - its filling in that middle area for some reason and there seems to be no reason for it.

     

    Snapshot3_001.png

    Anyway, this is becoming a real waste of time and a money sink - I just don't get what the problem is


  8. 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 what should be very basic minor projects. (to give you a example, I've tried to get on just before work now as I'm writing this to get you the screens but SL beta has crashed twice, SL normal is refusing to render mesh at all and firestorm might make it - but I've only got 10 minutes before I need to go - and it only even seems to happen whenever I need to try and do something).

     

    Anyway I've managed to get on with firestorm - this is what they look like.

    Snapshot1_001.png

    Snapshot2_002.png

  9. 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

  10. 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?

     

     

    streets.png

  11. 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);
            if(speed < 0.5)
            {
                llStopSound();
                llSetTextureAnim(1, 0, 0, 0, 0, 0, 0);
            }
            else
            {
                llLoopSound("fe04e8a4-28a2-1870-7889-27b2d964c669",1.0);
            }
         
    }
       link_message(integer sender_num, integer num, string str, key id)
        {
            if(str == "WHEEL_DEFAULT")
            {
                state default;
            }
     
            if(str == "WHEEL_FORWARD")
            {   
                llSetTextureAnim(ANIM_ON|LOOP|SMOOTH,ALL_SIDES,1,0,0,0,speed / 2); 
            }
     
            if(str == "WHEEL_REVERSE")
            {
                llSetTextureAnim(ANIM_ON|LOOP|SMOOTH|REVERSE,ALL_SIDES,1,0,0,0,speed / 2);
            }
                       
            if(str == "WHEEL_RIGHT")
            {
                llSetTextureAnim(1, 0, 0, 0, 0, 0, 0);
            }
           
            if(str == "WHEEL_LEFT")
            {
                llSetTextureAnim(ANIM_ON|LOOP|SMOOTH,ALL_SIDES,1,0,0,0,speed / 2);
            }
                      
        }
       
        state_exit()
        {
            llSetTextureAnim(0,ALL_SIDES,1,0,0,0,0);
            llStopSound();
        }
       
    }

    Any help would be appreciated.

  12. 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 viewer crashed when I went to create a new folder

     

    Then when I logged back in again - no texture would load and its been like that for the last 2 !@#!@#!@#!@#!@$! hours

     

    Thing is that this happens every !@#! week to me and it only seems to happen when I have something of importance to do.

     

    I've tried deleting and re-installing, ive updated my card ive tried using diffrent views and all thats happened is that I now have a fist full of pulled out hair and a desire to never come back to SL

  13. 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.

     

  14. 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;
    float scan_delay = .01;
    float max_roty=8;
    float max_rotz=8;

    rotateToz(float angle)
    {
       
        rotation new_rotz = llEuler2Rot(<0,0,angle>);
        float aim_change=llFabs(llAngleBetween(old_rot,new_rotz));
        if(aim_change > max_rotz)
        {
        calculate_rot = llRot2Euler(llEuler2Rot(<0,0,angle>)/old_rot);
        if(calculate_rot.z > max_rotz) calculate_rot.z=max_rotz;
        else calculate_rot.z=-max_rotz;
        old_rot = llEuler2Rot(calculate_rot)*old_rot;
        }
        else{
        old_rot = new_rotz;}
        llSetLocalRot(new_rotz);
    }

    rotateToy(float angle)
    {
        rotation new_roty = llEuler2Rot(<0,angle,0>);
        float aim_change=llFabs(llAngleBetween(old_rot,new_roty));
        if(aim_change > max_roty)
        {
        calculate_rot = llRot2Euler(llEuler2Rot(<0,angle,0>)/old_rot);
        if(calculate_rot.y > max_roty) calculate_rot.y=max_roty;
        else calculate_rot.y=-max_roty;
        old_rot = llEuler2Rot(calculate_rot)*old_rot;
        
        }
        else{
        old_rot = new_roty;
        }
        llSetLocalRot(new_roty);
    }


    default
    {
        
        on_rez(integer t)
        {
            llResetScript();
        }
        
        link_message(integer sender, integer channel, string message, key id)
        {
            if(message=="seated")
            {
                pilot = id;
                if(channel)
                {
                    llSetTimerEvent(scan_delay);
                }else
                {
                    llSetTimerEvent(0);
                    
                }
            }
        }
        
        timer()
        {
            llSetTimerEvent(0);
            integer info = llGetAgentInfo(pilot);
            if((info & AGENT_MOUSELOOK) && (info & AGENT_SITTING))
            {
                llSensor("", pilot, AGENT, 10.0, TWO_PI);
            }else
            {
                llSetTimerEvent(scan_delay);
            }
        }
        
        sensor(integer num_detected)
        {
            llSetTimerEvent(0);
            {
                vector compensated = llRot2Euler(llGetRootRotation() / llDetectedRot(0));
                rotateToy(compensated.y * -1);
                rotateToz(compensated.z * -1);
                llSetTimerEvent(scan_delay);
            }
        }
        
    }

     

    Now I suspect this part here is the problem

     

       {
                vector compensated = llRot2Euler(llGetRootRotation() / llDetectedRot(0));
                rotateToy(compensated.y * -1);
                rotateToz(compensated.z * -1);
                llSetTimerEvent(scan_delay);
            }

     

    But however I am a bit unsure as my abilities with second life script leaves a -lot- to be desired.

     

    Any help would be appreciated.


  15. 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: 

    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 to ignore the tank perspective camera =(

  16. 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));

     

    Is the script line, but I can't figure out why its flipping based on direction of facing of the root prim - feels like I'm missing something simple, but I can't for the life of me pick it.

     

     

  17. 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) {
                 rotation rot = llGetLocalRot();
                 rot.z =  -0.707107;
                 rot.s = 0.707107;
                 rot.x =  0.000000;
                 rot.y = 0.000000;
                 llSetLocalRot(rot);
                 llSetPos(llGetPos() + <0,0,0.9>);
                 flaps = TRUE;}
                 }
                }
                 
    default
    {
        
        state_entry() {
            llListen(0,"", NULL_KEY, "");
        }

        listen(integer channel, string name, key id, string message) {
            if (message == "Flaps") {Flaps();}
    }}

    But for some reason it won't move and will just rotate on the spot.

    Help would be much appreciated

     

  18. 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 individual rules of one sim, which basically consisted of "no combat unless we say so and by our rules of engagement"

     

    My question is - should one organization have such power over what should be a free area? and if so, should not these rules be distributed as much as possible so others don't make the mistake I did?

     

    Also if anyone knows of a free aircombat area on the Main Land I would be grateful to know of it........

  19. 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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