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Profaitchikenz Haiku

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Everything posted by Profaitchikenz Haiku

  1. That'll teach me to mix seriousness and frivolity in the same post, won't it I actually think it is a good thing that LL don't rush to add TPV features left, right and centre. And all those beautiful mesh bodies wouldn't be seen dead with a hint of a forehead furrow, so I guess that's why nobody asked them to f1xx0r it...
  2. Or, their priorities are the server code , sorting out bugs, and working on the new features like nasal hair and forehead wrinkles.
  3. ^This. I've been getting worried about more and more people wanting build and script outside SL. Going inworld seems to be just the final installation phase. One of the biggest advantages of SL (and other OS worlds) is the collaboration that is available, people can show each other tips, techniques, problems, and demonstrate solutions without having to have a Youtube channel. I appreciate the spate of TP-fails may have put some people off going around in the world, but those days are passed (I hope) and I think we should be encouraging people wanting to learn how to build and script to get inworld, and explore the possibilities.
  4. At the time, I had been running several sets of tests trying to assess region performance using scripts. The Lindens stated it was a "configuration change", and what I saw once all the parcels I was monitoring had been changed was there was no longer such an impact when avatars with scripts entered or left a region. Prior to this change, timers could lose a second when an avatar arrived, after the change I wasn't seeing impacts on the timers. The other things I was testing, such as Keyframed motion or move to target objects were not affected by the changes.
  5. That might be why I never saw the missing water ripples. Mois, je ne delete rien
  6. It's a TPV extra, I don't think the LL viewers implemented it or XML exports.
  7. I've checked with both the stock LL viewer and Catznip, and at Zephyr I see the ripples moving across the surface as I always do. Maybe this is a forthcoming Premium-Plus benefit, realistic water for those who pay
  8. It isn't everywhere, I just checked Zephyr (Mainland) and the sea looks normal, are all the places above saying it's broken perhaps homesteads/private islands?
  9. Personally I wouldn't send a number in the message, I'd send the name of the texture, and the receiving script looks to see if it has that name in it's inventory as a texture, and if so, does stuff.
  10. They tried, but I don't believe there were any successes. Perhaps the Goats stared back?
  11. I did it for a hangman game, creating the texture inworld and snapshotting it for subsequent processing. Rez the required number of cubes and arrange them in the required matrix. Apply each character to the desired face within the matrix. (Best done in a standalone or the beta grid to avoid upload costs) Turn off ALM Set Sun position to midday. Rotate the link set to get the most even distribution of lighting Play with your camera angle and get snapshots Trim the snapshots until you get the best one of the matrix of characters. (If necessary, use Transform Tools in Gimp to get rid of minor perspective distortion) (If necessary, use IrfanView's Adjust-Colour option to even out the texture) Crop and resize to a sensible image dimension.
  12. Have a look through This thread, take a deep breath, and come up for air every other post
  13. There was a post in the scripting forums on exactly this a while back, the solution was to use PRIM_LINK_TARGET, childNumber, PRIM_TEXTURE, faceNumber... in a long list to be fed to SetLinkPrimitiveParams. If I can find the thread I'll link to it here.
  14. An excellent point: probably because Blender is now the method of building that everybody aspires to. There is still a use for flexi-prims, profile-cut prims, and even sculpties, but too many builders think their work will be despised or copied if they use the older in-world building methods.
  15. If you're on Windows, try with a dos-box (command window) and navigate to the directory, then run the executable and watch for error messages.
  16. No. The closest you could get to this would be to create some animations that position the upper arms only and upload at P5, but that would simply lock the upper arms to that position and disallow other animations of lower priority moving the upper arms, it would not actually constrain them.
  17. Some form on manoeuvring? That'll be for full-astern, I expect. I wonder what they use for Splice the Mainbrace? Slightly more serious though, using characters like that at the head of an animation name could be a way of supplying extra information to the script. For example, although there might be several sit positions on the yacht, the LVS- animations might only play if the avatar for whom they are requested is seated on a particular child prim. This technique allows you to have one single script for the object instead of a sit-script inside each poseable child.
  18. I would go with Animats' suggestion of checking where the object has got to at the appropriate event, moving_end for keyframedmotiopn, at_target for movetotarget, or a timer event for a timeout, and do two things: Stop the movement and set position and rotation to where it was hoped to get to if not there. Check region idle and if idling, go to another state or pause your moving sequence, set a timer to check for region no longer idling. The best check for this is an avatar presence of > 0.
  19. So we are the descendants of the Virtual Pilgrim Fathers? /me goes in search of the Wreck of the Mayflower.
  20. You could say the same about the planet earth. (It wasn't created by them or specifically for them, they just happen to be there and to the best of our knowledge, nowhere else.) Re-arranging slightly to get rid of the pejoratives, one could say "The earth/SL allowed life/avatars to thrive and flourish and so became established places where life/avatars can be found."
  21. "Time passes slowly, just this side of paradise..." (Manfred Mann)
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