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Manes Siamendes

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  1. @Aquila Kytori @Chic Aeon So exactly what size do the physics meshes have to be in relation to the actual meshes? Do they need to fit within the actual meshes, or do they just have to be the size of the actual meshes' bounding boxes? And I did apply location, scale, and rotation.
  2. @arton Rotaru @Chic Aeon Ok so I am still having trouble here. I optimized the physics mesh so it has less triangles and made the center pole a triangular prism as well. I also renamed all three physics meshes in Blender to the following: spiralStairs_PHYS spiralStairsRail_PHYS spiralStairsCenter_PHYS I bundled all three of them in one Collada file, 'spiralstairs_PHYS.dae." The main model is in 'spiralstairs.dae.' But when I tried putting it all in the uploader, I still am getting the same problem. The stairs mesh is still grabbing the center physics mesh and the center pole is still grabbing the stairs physics mesh. Just what else am I doing wrong? I want to upload the whole thing consisting of three linked meshes each with its own corresponding physics mesh combined into one object. Is that simply not possible?
  3. Yes I test on the beta grid all the time. And I know the physics model needs to be optimized further. I was just testing on the uploader. Glad you let me know about the proper naming convention, though.
  4. Ok so I have modeled this spiral staircase shown here: And the following physics mesh for it: Both the object and physics mesh each consist of three parts; the stairs, the guardrail, and the center cylinder. However, when I try to load the physics mesh into the uploader, I am getting the following result here: I do not know what is happening. The guardrail physics look good, but for some reason the stairs are grabbing the center cylinder physics mesh and stretching it to be the size of the stairs and the center cylinder is grabbing the stairs physics mesh and squishing it down to the size of the cylinder. Can anyone please tell me why it's doing this and how to fix this?
  5. Hey there. So I have been making a sort of octagonal building and I have been testing the roof out on Aditi. The roof is supposed to have an edge transparency via an alpha channel. However, when I apply a specular or normal map, the interior texture of the roof can be seen. This is how it looks after applying a specular map. I do not want this. Can someone please tell me how to fix this?
  6. I am currently in the process of building something for my sim and even though I know sculpties are so old school, I currently want to use them because I want to be as economical with sim land impact as possible. I am using 3dsMax to make my sculpties. Not only am I going with sculpties but I am trying to bake textures that I've created for them using Prim Composer, yet I keep getting some form of error when trying to bake them. I can model the sculpties just fine but it has been ages since I've made them and I very much forgot how to bake textures. Can anyone please give me steps on how to properly set up materials and UV maps so I can bake them correctly without any errors? There used to be a tutorial on how to do this and it was a great tutorial but it seems the site where it was no longer exists. It was a tutorial video on how to create a sculpt of a pie slice and create a baked texture using a composite map made up of different bitmaps. I'm not sure if anyone remembers this video, but I kept trying to remember the steps but it was all to no avail and I still kept getting errors. Again can anyone please show me? Because I really dont want to have to learn Blender(since it's the most supported modeler for SL) and I can already model sculpts in Max rather nicely.
  7. I am not a premium member. Why do I have to be a premium member to file a support ticket to LL? That is quite cruel to me since I do not have a job. The only reason I have a residence in SL is because I have friends who are kind enough to let me live at their sims for free. And I have hardly, if ever, looked at the knowledge base at all. I simply for the most part learned to build and manage inventory on my own and have never been aware of this. If this is such a serious issue, then it needs to be made easier for people to know through the viewer itself. Like an error message that tells you that you cant rez this coalesced object because it's over 1000 prims or something. I will however, ask my EM about rollbacks soon. And if all else fails, I am gonna have to rebuild my house after all. I still have a clear picture in my head of how my house looks like and I have all the meshes, prims, and textures that I need to put it back together from memory.
  8. They've removed the Restore to Last Position from viewers? OMG and I've been using Firestorm all the time.
  9. I am afraid my skybox/coalesced object was over 1000 prims. Sheesh how was I supposed to know that there was a server load limit on that?? LL really needs to address this because this is very serious for anyone who moves their stuff when moving to new residences and encounters this issue. I've never filed a support ticket to LL, so do you have any advice for doing so? Also perhaps the estate manager should restart the sim but he is currently offline now.
  10. I notice I posted this in the wrong forum so can someone please move it to the SL Server forum?
  11. Alright so I have been in the process of moving to another sim. I really thought I was gonna have a quick and smooth move. After my SL partner packed up her things, I cranked up the draw distance to 1024 on my viewer to select the entire skybox with all my objects in it. And so when I took back the skybox, I saw that I still had some stuff that did not get selected and so in my inventory, I clicked my skybox and then clicked "Restore to Last Position" so that I can try selecting the whole skybox again but this time with the things that did not get selected. But then I suddenly got an error message. I don't remember completely what the message said, only that it said that it could not move the skybox back to its original position because there were no coordinates to move to. But then here is the thing, the skybox appears to completely dissapeared from my inventory and was nowhere to be seen on the sim. I kept checking my inventory; Recent Items, and my Object, and Lost and Found folders and found nothing, not even with a keyword search. I even did an Area Search for my skybox and found nothing and not even at the sim's 0,0,0 coordinates. I got really frustrated and not even the estate manager could help me. He suggested relogging and clearing cache, but that did not work at all. He even scoured the sim for my skybox objects but zilch. So I've been really frustrated tonight because this was a skybox that took me about a month to build on the summer of last year and it was a damn good skybox with a big castle-like house. And now to think I lost it all because of some error/glitch in the system??? Oh and by the way the skybox was a big linked object(with the symbol that looks like a little yellow 2x2 rubik's cube) made up of several other individual prims and linked objects. I must have had something that was no copy in there perhaps. Could this be the root cause of all this? I really want my skybox back if possible. I'd use the LL support chat but it is not open at the time I posted this, so this is my last resort here. But I need someone to please help me here.
  12. Well I do not want that as I dont have even nearly that much lindens on the main grid
  13. Changing your password on the main site will also sync your inventory to current, as well as your lindens Wait a minute then are you saying that on the beta grid I won't have 20000+ lindens anymore if I do this?
  14. Ok tried it and that did not work either. Besides over time I made a number of changes to my password and thus I cannot remember all those passwords. Any other suggestions?
  15. Ok but I have to log in to take the test again but it is not accepting my current password. Just how do I create a password to work with the beta grid? Or get my current password to work with that grid for that matter?
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