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Nya Jules

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About Nya Jules

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  1. I also haven't been able to log in for the whole day. It'd be great to know if it's gonna be down for the whole weekend or not..
  2. Kwakkelde Kwak wrote: If you want your shadows, occlusion, dirt etc baked in, I'd suggest tiling your diffuse texture so it stays sharp, then use an extra plane, sligtly above it, with the baked in effects. Those effects usually don't need a lot of detail. Thanks for your response! I've thought about that, but it would really work only for a few selected surfaces that are also flat. I'm sticking with playing around with the UVs for now, I start getting a hang of it I believe. @ChinRey: "those fake looking static baked shadows that are so fashionable these days"... TBH the last time I bou
  3. Hi, I have a floor, for example, and option 1 is to UV-Unwrap it once, assign the floor texture and bake it. Now if the floor is bigger then the texture becomes very blurry. Therefore option 2 is to select multiple pieces of the floor and assign a differnet material with the same texture to each of them. Now either UV unwrap each part separtately and fill the UV-space with each of them, or UV unwrap only once, slice the UV parts and fill the UV space with them. My problem with option 2 now is that this is very tedious to also make sure that also the relative texture size of the pieces is the s
  4. UPDATE: I've got a simple Chat Client working by now, what I haven't achieved yet is the following: - Receiving all avatar's offline friends (I get the OnlineNotification and OfflineNotification but that doesn't cover offline friends who aren't logging in) - Downloading a texture (I get an AvatarPropertiesReplyPacket, extract the ImageID and send a RequestImagePacket. But I don't get any response) Is there anyone who might want to give me an advice? ------------------------------------------------------------------------------------------------ Yes I'm using the OpenMetaverse.sln tryin
  5. Hello, I'm trying to write a Client from the scratch, and so far, using different kinds of googled information, I made the following very few steps: 1. I authenticated towards the Login server with an XMLRPC message 2. I sent the received CircuitCode and established a UDP socket connection Actually it's what http://justincc.org/blog/2011/05/26/opensimulators-login-process-and-common-login-problems/ shows. Problem is that I don't know what to do next. I listed the 1st, 2nd, 3rd and 12th UDP packet that I received from the SIM after sending a UDP packet with the circuit code. I've read that t
  6. Hello, according to my knowledge Linden Lab has been hosting part of the sims at Amazon in Washington, aside of those hosed in Texas. Tracert taken from 3 years ago, I'm from Europe: ---------------- 11 111 ms 114 ms 107 ms LINDEN-RESE.edge1.Washington12.Level3.net [] 12 102 ms 111 ms 106 ms sw-core0-81.dca.lindenlab.com [] 13 148 ms 100 ms 104 ms sim20595.agni.lindenlab.com [] -------------- My ping was around 120ms on those sims. Nowadays I noticed that those 120ms sims have gone, or do I just not find them? Instead I found several sims that are located in Sa
  7. Thank you a lot for the very detailed explanations :matte-motes-smile:
  8. Hiya, I'm trying to rigg pants but I've got the problem that the waist area of the pants shifts when hips are moved, and trying to resolve it doesn't work: I smooth bind the pants to the skeleton, then select the waist area of the pants and set it in weight painting mode at hips left and hips right to 0. This way it looks definitely better but the upper back of the pants is somewhat distorted when standing still already. Do I need to paint something else? Thanks in advance! Edit: Oh and I've got another question: does someone know what to do with the "Avatar Weights Source" that co
  9. Oh okay I didn't know that, so far I was of the opinion that I'd save vertices if I don't apply a subdiv and it's just a matter of configuration settings. Thanks for your help
  10. Hiya, I've got the following problem: Usually I press 3, see my non rigged mesh with soft edges in Maya, export it into SL and it's displayed correctly with soft edges. I tried the same with a rigged mesh, but already in the SL preview window, the Mesh has got no soft edges anymore: The preview of the correctly working non rigged version, it's a simple cube with 2 extrusions. Below the preview after having bound it to skin. Suddenly it's back to hard edges. The way I'm binding my mesh to the skin: Has someone got an idea of what I might be doing wrong?
  11. Hello, I am curious which skin creators actually are capable of making seamless skins. Currently I'm wearing a Glam Affair skin, which has a noticable seam between upper/lower layer (while I do think that GA skins are the best skins regarding naturally looking details - by far). Today I stood next to someone who was wearing an absolutely seamless skin. It wasn't a matter of lightning, so it got me curious. I have looked through a lot of skins during the past days. I also almost fell in love with a YS&YS skin, up to the point when I noticed that there is not only a seam between upper/lowe
  12. Chosen Few wrote: Can you show a picture of what's happening in both Maya and SL, so we can get an idea of what's going wrong? I do have to say your UV map is about the most biazzare one I've ever seen for a sphere. Is there some reason you want it to be that way? I created the sphere only for testing purposes, to get to know the process of exporting and uploading. The problem was simply, using the fbx-plugin, that the textures on the sphere, in SL, looked weird on the mesh, like shifted, repeated, rotated, everyhting, as if the uv map got corrupted. This problem is solved with the op
  13. [Update 3: I eventually made it. But it only worked with the Opencollada-Plugin from http://www.opencollada.org/download.html for Maya.] Hello, I've got the problem that, after uploading a mesh into SL and applying textures to it, the textures look as if a different uv-map was used. Here is what I did: Created Polygon SphereAssigned 2 materials to 2 different face-areas on the mesh. Everything looks fine in Maya.Exported mesh as .daeBaked textures (light and color)Uploaded mesh and both .tga files into SL.Applied textures to both face-areas. I use the 2011 3_1_3 fbx plugin. Did I forget a
  14. Hiya.. I've got the problem that I want to re-position the little toolbar showing group chat and notifications (the tiny horizontal toolbar, not the actual IM list container) and it's not working fully out yet. What I've found out so far is that you can move the bar by making following changes in the panel_toolbar_view.xml: Where it says "chiclet_container" (used if the debug setting "ShowGroupNoticesTopRight" is true) or "chiclet_container_bottom" (used if the debug setting is false), you can change the "bottom" value to move the bar up/down, and add a
  15. Hello, thanks for your reply. With "themed" I was rather referring to a pre-build environment. Something like the Beacon Hotel, if anyone remembers it.
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