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Apple Pumpkins

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Everything posted by Apple Pumpkins

  1. The door mesh is only 2 different meshes itself. I use 3DS Max. There's the door itself and then the door handle which is a seperate mesh because I wanted to make it shiny and glow a little. There is another linked prim which is the door axis. So essentially there are only 3 components to the single door. Thank you for your reply though, I guess I will try and condense the handle and door together and scratch having some shiny and glow effects on the handles, and see if this improves land impact with the script.
  2. Is this for real? I had a 3 prim mesh door which is now 7 because I added a door script. is there any way to try and curb this? I've been trying to make low prim mesh apartments. I mesh an entire room and it's 5 prims, now one door alone is 7 prims...
  3. It prevents me from editing the object afterwards. And mroe importantly my customers can't modify the objects as I'd like them to and thought they could do. *sighs* Ah well. I'll just save to sell my objects as no modify.
  4. They are the scripts which are dragged from the inventory, created by the owner of the sitter.
  5. I double checked the chair and the only no modify contents in the chair are the scripts from the sitter which save the avatar positions. I deleted them to see if I had left them and they weren't supposed to be shipped with the chair, but they are. The poses don't work without them.
  6. Hm, I have actually just discovered that the AVSitter scripts are no mod. Could that be what's causing it?
  7. I created a chair, in mesh. Used AVSitter to add the poses, all is fine. However, when I make the poses in my chair no transfer (as is outlined in the animator's TOU) my chair becomes no modify? To myself, even. And now... I cannot modify my chair, and the creator is shown as 'unknown'. I'd like to say it is a one off error, but it has happened with every mesh thing I have made with poses in them. I'm stuck as to what to do.
  8. Thank you very much. Relatively new to Mac so don't know where these things are.
  9. Okay I'll update this myself. Don't know what I did, but 17 tries later, I got my mesh into Second Life. I unchecked 'single matrix' in the dae exporter, and I think that's what it was. It has always been checked, and never thrown a problem. But unchecking that worked. For future reference for anyone else. I know things are tempremental, but who knows.
  10. Apple Pumpkins

    Mesh Error

    Clearing my cache seems to be the only way of fixing this. I didn't get it at all, but the past few days I have had it several times, in my own meshes with no scripts even in them. I hope they fix this soon, as it's only started happening to me recently.
  11. I've read the forums on posts about this already, and nothing has helped. I haven't changed my meshing methods at all, or my collada exporter. I can upload meshes fine, but I have tried this one mesh -several- times but to no avail. Dae parsing error still. I can't bring up the log, because I'm on OS X, and I can only find instructions on locating them on windows. But I have been having a lot of problems with the exporter over the past few days... a lot of errors stating cannot create inventory asset. I haven't changed a thing, things just seem to have broken. Any help would be appreciated. I have exported the dae files back into 3DS Max, and they look fine. I don't export textures with my meshes, I apply then in-world after. I have less than 8 groups. Many thanks in advance.
  12. IS this actually happening again? How many more times, haha. *gets on his knees and shouts into the skies* Why, Linden Labs... WHY?!'
  13. I think the latter will be the option I will choose ultimately. I *am* adventurous but only to a point, and I will give it a shot, but paying for somebody else to do it also seems like a very tempting option.
  14. Happy birthday! Yes of course sorry I meant the whole 8 faces thing when I said linked parts with a mesh, it's late for me too haha I'm surprised a single word made sense to anyone. I have a touch texture changer script already, but I was looking for something which was visually nice to go with my creations; something special and unique. Like a HUD designed like a fabric samples book or colour samples book which the user would click to apply the texture to said object. I see them a lot on clothes, and especially on mesh clothes as most of them aren't mod yet still have alternate textures applied via HUDs of some sort. I guess my problem is linking the HUD 'button' for a wood texture for example to the object itself. I imagine it's done via an ID or something applied to an object, and the texture is held in the button itself in the HUD. But again, I really don't have a clue what I'm talking about haha. I have tried looking at both links you have provided but... I can't even begin to make sense of what either of them are talking about. :? *sigh* I feel so useless, and apologies again.
  15. I work with mesh, and I have been trying to look around for a script that well... this is the problem. I haven't got a clue where to start. I look online and see script, and argh. I am experienced with mesh, but scripting and coding on the other hand. I don't even begin to know where to start. I guess I am just looking for any help with it. The end product would ideally be a HUD which will display texture options for a particular mesh, and apply those texture changes on the object. Also, while I see it working say 1 texture to 1 mesh, would there also be a way to for example apply a group of textures to a group of linked parts within a mesh by clicking on just the one picture. For example a sofa or something with 3 parts, 3 diferent textures, but the parts are linked. Would there be a way to change all 3 textures with the click of one button on a HUD? I really do apologize for my completely dumbstruck approach with this, I am just stumped as far as scripting goes.
  16. I'm just gonna fanboy these boots. They go with everything! Love em Glad you found them too :3
  17. Sorry I didn't know where else to post this. My internet is working, everything is working, apart from SL. It says 'logging in' for ages and I eventually get this error: 'Login failed. Despite our best efforts, something unexpected has gone wrong. Please check status.secondlifegrid.net to see if there is a known problem with the service. If you continue to experience problems, please check your network and firewall setup.' It literally worked like an hour ago and now it won't work. Not changed anything with firewall or network. I don't understand.
  18. Pro-Optimize might be OK for LOD3 and 4 (just look at how sculpties load up). But I would recommend as someone said here to go into Edit Poly mode and manually reduce the poly's for LOD2 from LOD1. Say you have a tube with 6 sides, and it bends with an interpolation of 3. We can make the tube have 3 sides and a bend of 1 interpolation - Just remove some edges first, vertices afterwards (as deleting vertices first will break the surrounding faces too). Make the tube 3 sides and make the bend very basic by hand removing two of the bends. Just an example. You will still retain the UV maps this way and it also just makes LOD2 better for those people who can't view LOD1 until they're close up. As I find Pro-Optimizer is the equivalent to taking a butchers knife to your mesh, usually. Also like someone else mentioned here, UV map LOD1 and make the material for it first, apply it in Max and make it viewable in viewport. That way during poly reduction you can keep watch on your object and make sure the UV doesn't tear or bork along the way.
  19. Yes unfortunately this issue exists in a few other game communities I have made content for in the past. The free stuff gets chucked up first and the other stuff (more expensive but of course better quality) doesn't even get a look in. And never assume that a downloader knows quality when they see it. This is a huge mistake I made. They will always go for the cheapest stuff.
  20. Yes / no? I've been reading the forums about this a lot and have many different bits from several sources. I've gathered that the physics can be a problem and can bump the PE up, so is it recommended to use invisible prims to create physics, would this be less 'cost effective' on the PE? Also, is it ideal to even mesh an entire house? Or would it be better to prim the basic house and use mesh components (stairs, columns, pillars, etc). Doors/Windows with glass. I've asked about alpha sorting before and came to a conclusion on that, but would it affect doors and windows even on a seperate component of a mesh, if they're all part of the same mesh? For example I have the windows as their own mesh 'component' within the larger single mesh object, would I be able to see say the back windows from the front of the house with alpha sorting. - Is it better to prim out each window and use a flat alpha texture as was previously done? What is a reasonable prim number for an average house? I imagine there's 'too much' in terms of how many prims a house should have but I'm unsure. Thanks in advance. :) :)
  21. Hehe although I'm still quite new myself I would like to have a massive shout out to Tant Ellisson, Kode Ellisson, Kylene, Kysersozee Mynx and Estatica. They rescued me from newbie life and have put up with my many stupid questions over the months. They taught me everything and anything I wanted to know about SL. They took me around stores to kit my avatar out, showed me how to build, tips of the trade, and so much more. I can't quite remember the name of the Sim but it was a place with chairs, and you would sit in a chair if the letter your name begun with came up, and you would get free clothes. I think I got some Delerium clothes and Quicksilver. It was very amusing! You're all so generous and I love you all!
  22. Hehe everything is worth a try! Thank you for your reply. :)
  23. Thank you all for your ongoing help. I think seperatig the alpha bits into their own components seems to have solved my problems. I can start building up my meshes in SL now Thank you all again! +Kudos to all the posts here.
  24. Oh wow! Thanks for all of that This sounds very promising. As I work wth big textures for best quality, I found it hard to even fit everything into a 2048 map with the detail I wanted. I am definitely going to try this now. I'm going to quickly model a tree and see if the different component thing works ) Thanks again! Will report back soon.
  25. Components? Oh this is something new to me Do I just leave the components seperate in Max? And they can have their own UV maps, materials etc?
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