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Apple Pumpkins

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Everything posted by Apple Pumpkins

  1. Hmm making the outer shell a seperate component and making the inner core non-alpha seems to have worked out beautfully, and it now looks as I modelled it. This is exactly what i was tryin to achieve. Before, the outer shell would appear behind the core and it couldn't be seen. I wanted to achieve something with depth, so the inner core has a block hedge texture, as well as shadows from the outer core, and the outer core just sits on top. Thanks for the advice, glad it got fixed in the end
  2. Ah there's a very slim chance it will be fixed then heh if it's been around since the beginning. I'll have to try more stuff, or just stay away from plant objects lol. Thanks for your reply!
  3. Righto I've tried many things and now it's getting annoying. :P Will this alpha sorting glitch ever be sorted out? Because now it's happening on my meshes, too. I have a single mesh, a hedge. It's all one piece, not in components. I have the inner core which is solid, and an outer layer with an alpha to bring some leaves forward for a bit of depth. The outer alpha layer is appearing behind the inner core, so is hardly seen apart from arund the edge where there's a gap in between the two bits. I'm used to and have (somewhat) come to accept this happening when two objects with alphas are placed near each other, but it's happening within my one object now. Is there a way to fix this? I don't want to have to compromise features of some of my objects because of this. I am also thinking of what'll happen when I come to bring some mesh trees in... it would look awful.
  4. I sometimes get this error if I have UV parts outside of the original bounding box. Now I know we should be allowed to use the space outside of the box but I dunno, this is what messes it up like this for me sometimes. Is also hit and miss.
  5. Say if I wanted to make an object that was just placed over the avatar's head, would it need rigging?
  6. Never mind it's just fixed itself somewhat. Not sure what caused the error or what's fixed it.
  7. Sorry if this isn't the right place, I couldn't find anywhere else suitable to post. I was in my main region, it then went offline for maintenance, so I got teleported to an adult club, I wasn't even asked to teleport or given an option. Shortly after entering the club, my skin went invisible with many tiny multicolour parts show up. I've taken all of my clothes off, turned off hardware skinning, rebaked textures, and my avatar is now completely invisible apart from eyes and mouth. When I try and put different clothes on, my avatar shape shows completely black for a second, then just turns invisible again. Any help would be appreciated, thank you. Edit: It's almost as if my character has unmapped itself, as my t-shirt clothing texture keeps suddenly appearing on my head, etc. I've also tried everything I could find. Doing animations, re-logging. I've also got the advanced and develop menu up and tried 'testing male character' but nothing has had any effect. Clearing cache also hasn't worked. Edit 2: Just opened up my character in Firestorm viewer and it showed up fine. So it's something with Viewer 3 as I logged back into this viewer and it's bugged again.
  8. Upon re-importing my exported collada file back into Max, it seems that although my UV map hasn't moved, all of the vertices have been unwelded and may have been the cause of the glitches. Also, I managed to reduce the handles without them looking too blocky, and the object now sits at 1.4K poly's 4 prims. Thanks everyone Kudo'ed all of your posts.
  9. Thanks Drongle, maybe I'll have to keep this in mind when I make my UV maps from now on. Although I don't use automatic unwrap or flatten map or stuff like that, I do do it properly, I'll just have to be more... economical In future. And thanks Gaia Yes most of the poly's are in the handles I reduced the high LOD using the uploader thing. I only clicked the down arrow once and it trimmed those extra vertices right off, so unless that is a glitch I'm unsure what I actually did. I am used to low poly modelling for other games, but seeing some of the beautiful smooth meshes on the marketplace already I figured I wouldn't have a cat in hells chance if I carried on along the same path here on SL But reducing the handles is something I'll probably end up doing. Edit: Just noticed how much yellow is in this post. Need to cut down on smilies...
  10. Oh wow, a lot more goes on than what i would've thought. I took the risk of reducing my highest LOD in the uploader, and it went straight down to the correct poly size from 4.5k... but there's no apparent reduction on the mesh. I managed to get it down altogether to 9 prim equivs, but I guess is that a lot for an object such as this?
  11. I've made an object in 3DS Max to upload. In 3D Studio Max, the triangulated mesh shows as 2,928 vertices. However in the uploader it shows as 4,550 vertices, and is calculating 14 prims. The object is no larger than a 1M square bounding box. Is this an error anyone else has experienced?
  12. With games I've worked with previously, the number of LODs varied as to what item it was. Clothing and hair for example required 4 LODs as the meshes are usually organic. Objects however only required 2 LODs. High and low detailed. The high detailed was obviously the mesh at it's best, whereas the low poly was usually just a few boxes, cylinders, whatever to uggest the mroe detailed shape. And a lot of the details on the low LOD were visible via the textures. So to conclude really I also think 4 LODs is a bit much, for standard furniture / decorative meshes anyway. I liked your idea of choosing from which draw distance different LODs appear, and also it could be a feature that the individual creator can choose how many LODs their object has (minimum 2, though). They'd have to use initiative, but any experienced mesher would probably have this And unexperiences meshers could refer to perhaps a wiki article or something written on the subject, stating which number of LODs would be required for different types of meshes. A car may require 3 or 4 LODs for maximum performance, whereas a simple table could possibly only require 2. Another idea would be for the uploader to determine how many LODs an object should have based on the number of polygons / vertices it has.
  13. Hehe it'll keep me busy for a few hours. Thank you!
  14. Hey :) I'm new to SL and have already 'indulged' in texturing, meshing and building. However I would now like to move onto practical furniture. I would like to make a chair. The thing is I have no clue about animations and how they work, and searching for 'chair scripts' just confused me with the technical lingo. I know how to put a script into an object, but that's about it. Would anyone be able to shed some light on the situation please? Thanks in advance. :3
  15. I was thinking of sculpting the leaves real time, but currently with the alpha planes the mesh is a shocking 5 prims (just the plant component alone), which is a lot for a small thing, I thought. But it seems this is the only viable option here. So that's what I'll do. Thanks so much for your help. :3
  16. I have tried both PNG and TGA formats on both the original single-mesh piece and the two seperated pieces. But there's no change whichever one I use. The plant isn't deforming against the sign mesh now, it's turned on itself, although it's difficult to tell you'd have to walk around it in 3D to see the effects. The back leaves are coming forward, etc.
  17. Thanks for the reply. I've just discovered my problem... something called 'alpha sorting glitch'. The plant section uses an alpha and it glitched the entire object. I went down the route of seperating the plant, applying a non-alpha version of the texture to the sign and importing the plant as a seperate object, and then linking the two pieces in SL. The plant is still glitched, but according to what I've read the alpha glitch it something on behalf of the browser itself, and not my mesh (whew).
  18. I've hit a small snag with a mesh. My mesh imported fine, and looks fine with any standard texture applied. However when I apply my own texture, it turns inside out (see the picture below). I believe it may be a problem with applying alpha channel enabled textures to meshes, although I'm not sure. Any help, info or advice would be greatly appreciated. Thanks in advance!
  19. Thank you guys so much for the help We're getting in touch with a land rental company now and hopefully this will fix things. Thanks again!
  20. I'm new to SL and opened a merchant store yesterday. I followed thought procedures and my item is on the marketplace, however all purchases have failed to deliver. Forgive me if this is a stupid question, but the magic box I used, does that need a permanent place in-world (like on our own land) to deliver the product? Because I only used a sandbox to temporarily place the magic box to upload. Many thanks in advance, Wil.
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