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Publik

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Everything posted by Publik

  1. Drongle McMahon wrote: "Do sculpties calculate differently as well?" Just like standard prims, if sculpties are not linked to mesh and have physics shape type "Prim", they are evaluated, for parcel capacity consumption, as they always were. Otherwise they are evaluated accounting using the new system, in which case they will (generally) be very expensive. It's not a good idea to lin mesh and sculpties, or to try to use physics shape type "None" on sculpties (which is a pity). IE you get better impact just tossing the physics and using prims for collision boxes? So effing lame. I can't even fathom why they thought this made sense. It actually solves a little problem I had, since the collision boxes seem off anyways. I've got a building made of mesh (the one I OP'd about) and the collision floats you a 1/4-1/8m off the floor. Does a lot for my confidence in LL, not that it was too high to begin with.
  2. Yeah, and determining new weighting shouldn't be that hard...Something like: list linkset = //whateverinteger weight = 0;// loop through set{ if(linkset[index] == MESH) { weight += // weight of mesh }else // PRIM and MESH { weight += 1; }} Do sculpties calculate differently as well?
  3. I came back to SL after a year and the sandbox I was fiddling around in got griefed. Big flexy physic cubes that made sound. Good to see nothing has changed
  4. Oh, so it's treating the prim as a mesh when linked to a mesh? Still doesn't make any damn sense, but I can live with it. I'd rather keep my stuff as one happy object than break it up like that, but whatever
  5. That doesn't quite make sense to me, but whatever
  6. So I've got a small mix of meshes and prims (4:3). Two of the meshes are 13 and 14 PE, the other two are 1 (13+14+1 * 2 + 1 * 3 = 32). When I link them, it jumps from that 32 up to 65LE.... What?
  7. I think it was how I was doing the UVs, got it back down to 24 vert, 12 tris which is better than the 72 it was at What's strange is that in maya it only shows 8 connected verticies.
  8. Nope, have a second copy that doesn't have UVs and it exports better. Still looks to have too many though (24 vs 8)
  9. Kwakkelde Kwak wrote: I'm not 100% sure, but I think SL has to double vertices on a hard edge, try UV mapping the box with one texture and see what happens... Right over my head, thought it was one texture :matte-motes-bored:
  10. I made myself a little box to try and learn UVs. It lists as having 3x the verticies and triangles when uploaded. I'm going from Sketchup->Maya for UVs->SL. I've never done any unwrapping before, so I'm really not sure what I'm doing wrong :D Can anyone help me out with this? And on the subject, has anyone thought of stickying a thread with a good pipeline in it? IE the steps one takes to create a proper mesh?
  11. Which is more appealing: a skybox or a ground-level home? Or something like this?
  12. Quick example of a probably soon-to-be-dropped style, done in mesh. Has an impact of something like 26, though it's made in one batch instead of separate parts like I should have done. I also didn't import it right and didn't do physics right, so there are invisible prims for collision. Optimized, it might be 1/2 - 1/4 the impact.
  13. Prim vs Mesh Here's a little example Mesh trounces prims, in this case a mesh roof had 1/8th the land impact as a prim version, not to mention a far superior performance in the other metrics.
  14. Coby Foden wrote: Publik wrote: In short, what is your dream home, and what can it do? Edit: Actually, what do people do in their homes aside from **bleep**? That's about the only thing I can find on the market: homes with "hundreds of non-freebie animations" in the bed/couch/kitchen sink. If I was to buy a house now, the most important thing would be that it is in proper scale 1:1. Not oversized 1.25 times larger, nor even 1.5 larger. Those oversized are for the giant avies. As my avatar is close to true RL height I would not want oversized house to consume most of the limited land area. I would like to have lots free space around the house too. Preferably the house should be built with prims and mesh, no sculpties. Lots of dimmable windows. No kitchen (we don't get hungry in SL), no toilets (we don't need to pee). Bedroom, hmmm... I really see no use for it. Avies don't sleep and pixel *bleep* does not interest me.:smileytongue: Unfurnished house as I would like to buy the furniture separately. Open spacious balconies would be nice. The appearance of the house should be suitable for some tropical island scenery. No need for any animations nor poseballs, one can buy what one might need separately. Just a good looking empty house what can be decorated to ones liking. With the scale, I agree that to-scale housing looks better, but then you have to deal with the camera being stuck in the ceiling. In your case, the ideal house would not be pre-furnished, but if the furniture included was what you were thinking of getting anyways would it be a plus? And if you don't want it to be furnished, why? Is it that it would look like every other copy of the house, or that the features are not there? Open and airy or closed and concrete, and would you use it as a hang-out or?
  15. I might actually do that Makes them sound affordable.
  16. I *started* one, but ran into general problems with mesh. I think the correct design decision is to make small parts out of mesh, not an entire home. Then take the small parts and use them as prims. That way, you can have extremely simple and low-cost geometry that isn't some prefab shape. I'll post le pix after class.
  17. Void Singer wrote: lower prim counts and higher details through use of mesh are the hot thing right now, the trend before that was instant redecorating options (built in mini rezzors and texture changes which all require custom scripting).... other than that houses are still just houses Oh, scripting and texturing are fine. Over rezzing an entire scene, would it be better to have one set scene or have different parts you can rez in place separately?
  18. Satann wrote: Haha I must be boring because I usually just -stand- in my skybox, change clothes, take a photo or voice with a friend. But I know what you mean This is actually a really good topic and I'm interested to see what people say. For ME, it would be a skybox (unless I lived on my own sim, I've had lots of on-land property issues with neighbors) within a 0L-1000L range. It all depends on what it offers and how it looks (I usually can find ones that are beautiful from hunts, promos and sometimes even freebies, though). Now that I started typing I'm kind of...lost of what to say. I like modern and urban designs. Loft-ey type looking places. Places with porches and maybe a little yard. Nothing too...slapped together looking? Definitely a combination of prims and sculpties. I don't use my mesh viewer often enough to say 'build a mesh place' yet. Cheers and Second Life is glad to have you back So as a hangout? In which case, would walls that can display media be interesting? IE sitting on the porch with a buddy and you go "Oh, did you see that ____ youtube video? The one with the cats?" and you tap the nearest wall and go to youTube with them? What about being able to easily move furniture around, IE two guests? Rez two chairs where you need them by touching the floor at a position. Three? Same deal. As for the aesthetics and the topic of modern architecture, are we talking Frank Lloyd Wright or some of the boxy looking buildings? I've got a little pool-house I started a few minutes ago that's trying to move away from all the 90 degree angles SL has going on. If I can get sketchup to behave, it might turn out pretty good Is privacy a concern? Security? As for prim/mesh/sculptie, I really hate sculpties on a fundamental level. Sure, the concept is cool, but it would have made more sense to just implement mesh support. It doesn't help that I've never found a way to get them to turn out right I'd rather play with mesh, since that's new and I can make it do what I want. My ultimate aim is for a house that's intuitive (yeah, yeah, buzzwords) and doesn't need stupid menus or commands.
  19. I need a project. What comes to mind is something I've always enjoyed: architecture. However, I've been away from SL for a year or so and I don't know what new things exist or have become standard. What kind of things would you require in a house? What kind of things would you like to have in a house? What have you never seen that you think would be cool? Would you like it built from prims, sculpties, or mesh? What prim-cost would be acceptable? In short, what is your dream home, and what can it do? Edit: Actually, what do people do in their homes aside from **bleep**? That's about the only thing I can find on the market: homes with "hundreds of non-freebie animations" in the bed/couch/kitchen sink.
  20. Oh, wow, that's definitely smoother. The only problem with that is that it's physical so it can get knocked around. With what I have, the complete code locks the object onto a plane. It's jerky but it keeps it locked right. Would there be ways to restrict physical movement on the axii? I know I can with rotation.
  21. So here's what I've got as a little test: float dragMinAmount = 0.001;float time = 0.0;integer dragging = FALSE;float waitTime = 2.0;default{ state_entry() { dragging = FALSE; } touch_start(integer numDetected) { time = llGetTime(); } touch(integer numDetected) { vector dragOffset = llDetectedGrab(0); if(llVecMag(dragOffset) > dragMinAmount) { dragging = TRUE; llSetPos(llGetPos() + dragOffset); // (1) } if(!dragging) { if(llGetTime() - time > waitTime) { llOwnerSay("Time exceded"); } } } touch_end(integer numDetected) { llOwnerSay("Time reset, drag stopped"); dragging = FALSE; time = 0.0; }} It seems to work, but I've had a few little bugs that I can't seem to get to reliably replicate. One was where it started driving off in a direction, as if it was looped at (1). Another seemed to do something similar, except I still had control over the object. I could move it around, but it looked like it thought it's position was at the same point, so the offset wasn't from the current position. Can anyone give insight or toss some tips my way? Edit: Something interesting I've noticed. This works with simple touch (LMB) as well as drag (CTRL + LMB), but the former only moves it on the X
  22. touch(integer numDetected) { vector grabOffset = llDetectedGrab(0); if(llVecMag(grabOffset) > 0.001) { llSetPos(llGetPos() + grabOffset); } } This seems to work, albeit it's kinda jerky. Any way to smooth it out?
  23. That seems about right, I'll give it a try touch(integer numDetected){ if(llDetectedGrab(0) == ZERO_VECTOR) { // touched? }} The only problem I can see with this is if I grab it but don't move it... And I'd prefer using the built in grab; I want nice fluid controls that don't need menus or commands. Edit: Not a fix, it disables the click-drag action and replaces it with touch. I guess I could have a touch-once to open movement (which goes to a new state that has no touch events) and then let you touch again to lock it down? Can I allow-disallow people to be able to click-drag through LSL?
  24. That seems about right, I'll give it a try touch(integer numDetected){ if(llDetectedGrab(0) == ZERO_VECTOR) { // touched? }} The only problem I can see with this is if I grab it but don't move it... And I'd prefer using the built in grab; I want nice fluid controls that don't need menus or commands. Edit: Not a fix, it disables the click-drag action and replaces it with touch. I guess I could have a touch-once to open movement (which goes to a new state that has no touch events) and then let you touch again to lock it down? Can I allow-disallow people to be able to click-drag through LSL?
  25. I want to Click-Drag an object (Ctrl + Left Click) and have touch events. Currently the touch events grab the left click, even when Ctrl is pressed. Are there ways to filter this out, so I can have my dragging and my touch event? The touch events are time-sensitive and handle deleting the object I'm working on and can be changed to some other command if need be, but I'd rather not.
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