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About JackRipper666

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  1. Thanks All, so far I think it is the ghosting problem. If I use the refresh avatar attachments that get's it working again so thanks for that. I'm just still puzzled on how to fix it from doing that lol. I attached it to different attachment points as well. Everything on different attachment points. Hm..alright maybe the attachment point thing did work. I did have one other item that I didn't realize on same attachment point as this HUD. I'll keep going with this for awhile seeing if it sticks at all.
  2. Hi, Does anyone know when building HUD's if too many prims or even sculpty shapes on a HUD can cause lag? I have a simple HUD that uses llSetPos and at times when teleporting to different sims the HUD will stick and I have to detach it. Log off first since it won't detach till I do then log back on and finally it's detached and I can reattach and get it to work again when I click a Hide/Show Button. I'm still puzzled by this as to why it does this. It has a lot of prim objected attached to parent prim but other than that it's only a couple scripts I have in the HUD. I even tried using llS
  3. Thanks everyone for your help! Much appreciated! I am going to give this a try as I'm really trying to just target the glossiness only as I have spec maps manually plugged in.
  4. Thanks for the help Klytna and Rolig. Unfortunately that won't work for what I'm trying to accomplish. I have two meshes that are cut in many pieces linked together. I don't want to have to script each small piece with their correct spec map. I was hoping with the spec maps that I have applied before I linked them together that I would be able to adjust only the glossiness parameter with a script. If I use TEXTURE_BLANK, would that take off the applied spec map? I can try that at least see if it keeps what's there but only adjusts glossiness.
  5. Hello again, I've never tried this before so not sure how it works. Would someone be able to enlighten me if it's possible to use a script to adjust the glossiness only of a prim? I tried prim_specular as with llSetPrimitiveParamsFast but it always wants a texture in the inventory. Is there another way?
  6. Thanks for all the replies! Main reason I choose to try a notecard is hoping this might make it easier for others to edit. If I manage to finish a 3d model I'm working on I think it will add ease of use to upload and add textures by name to a notecard and have a script do the harder part of assigning their textures to where I want them to go on a model. So I think in a sense it is the same as an applier as Edie said. I'm not very familiar with appliers or programming so most of what I come up with is luck at times lol!
  7. Hi, I'm trying to understand how to best use a note card to change textures on an object. Example something that if I put say 5 texture names in the note card and say a notecard reader script reads those names in the notecard but takes the UUID of those textures and passes it along to a function like llSetLinkTexture. Then I'd just enter a chat command and it would apply those textures with the same function to the object they're in. If that makes sense to someone anyone know how to do this? lol
  8. lol! No worries Rolig I respect your professionalism. I do admire your dedication here. I've seen you posting for quite sometime! Amazing you have 33k posts!
  9. Well what I'm after is, say I wanted to animate the breast and butt area's so it jiggles when you click on the breasts or butt. I've already seen this done from other creators. I don't know if like a touch script, inside an invisible prim sitting in front of the beasts and a simple jiggle animation to make the boobs bounce would work when you click it. So wouldn't animating them actually work? Or are you saying these bones can't be animated? I'm not sure what you mean by physically animated Optimo. Do you mean like the avatar sitting down on a prim you then shake that prim using the manipulato
  10. Hi, I was just curious. I've seen animated boobs and butts that you can smack with a script lol. An wondering is this being done by animating the Physic's bones or collision bones do they call it? I didn't think maybe this was possible. Before I try it with Avastar I just wanted to know if this is what is being done. Thanks for any help!
  11. I think I figured out my problem. I have more then 4 weights on some vertices on the mesh. Believe the max is 4 per vertex. I'll do some further testing to see if this is the problem.
  12. Hi, I'm have a new problem I haven't had before. For some reason when I upload a rigged mesh my weights aren't fully smoothed. The mesh does not look the same as it does inside Maya. Example if I open a characters mouth I rigged the neck area won't be smooth and has points. But I go back to Maya and open the mouth and the neck is perfectly smoothed. I can't figure out why there is a difference between Maya and SL. Anyone know how to fix this issue?
  13. Nevermind lol. I'm realizing now if I just use the SL custom joint positions this really solves the problem. Seems better to just build avatars around the sl skeleton and mesh.
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