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Profaitchikenz Haiku

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Everything posted by Profaitchikenz Haiku

  1. It's possible the vehicle in question is an Hovercraft (pleine d'anguilles?) in which case sideways movement is quite legitimate. In which case, animats has a valid answer, just work out the appropriate modifications to the angular motor thrust.
  2. I actually began 3D modelling using 3DCanvas and Gmax nearly ten years ago, and struggled with both of them, but when I found SecondLife and began to bash the prims together it was like waking up from a bad dream, I could wander around, see what I was doing in relation to the surroundings, but most importantly, I could work with other people on collaborations. This last point is probably the the most important one of all to me, I found the train simulators very lonely places compared to SecondLife.
  3. Yes, that's the creator, I couldn't remember the name. I've used his/her/their sculpt creation tools before the mesh tool came out. The mesh generator is more useful than the sculpt tools because you can drop the script into your own prims, whereas the sculpts have to be made using prims rezzed from the build tool. Agreed, but what you will get is something fitting exactly into the rest of your build. For selectively reducing the LI count of an inworld build it works very well. I would also say that for the Blenderazzi, creating the same things in Blender is easier, quicker, and superior in final quality, but for those of us for whom Blender induces nightmares and day-trauma, the mesh generator is easier. For the OP, one thing I would really recommend is learning how to map bits of a texture onto the surfaces of the prims rather than having a texture per prim or even worse, a texture per face. There are also tricks to further lower the LI of the resultant mesh such as setting hidden faces transparent which result in them not generating triangles for such faces.
  4. If it is physics enabled, try llApplyImpulse with the momentum vector set to be at right-angles to the vehicle's directional vector?
  5. look on the market place for "Mesh Generator" I've used it for some years now and am very happy with it, but you do need to use the beta grid to learn about getting the LOD's right before uploading on the main grid, otherwise you'll join the ranks of those insisting you up the rendervolumeLOD setting to 4.0 or more
  6. It scans a cone, so the smaller you make the angle, the tighter the cone will be. You could then sweep the child prim to and fro from side to side, recording the relative angle to the root prim when you get a detection. Or, you could use llDetectedPos(...) to get a position vector and work that with the avatar's position to derive the angle between them. Unfortunately the old external site which had an excellent diagram showing the arc of scan is offline, but the LSL Portal page on llSensor does give a good enough description of how it works. Pi scans a full spherical region, pi_by_two a hemisphere (ie forward of the scan centre) so further fractions of PI will tighten the arc of scan. A bit of trig will allow you to work out the chord at the end of a 1 degree arc of a given radius using chord = 2 * (radius * sin (angle / 2)).
  7. Alternatively, try creating a pose which starts off close to where the avatar is currently but ends with all the bones neutral, (although when I've tried this in Qavimator I've had to change the arms and legs to a sensible standing position as they start with the T-pose).
  8. First thing I can suggest is to get an alt or a friend who has map rights to see if you really are logged in and ghosted, in which case you can try asking the region owner to do a restart. If this fails or you can't do it, open a support ticket with LL.
  9. Quite right, industry best-practice is to subtract item A from item B, take the absolute value of the result, see if it less than a constant giving the tolerance for the particular type of item. It just gets tedious sometimes, all that extra coding @)
  10. From memory of the wiki, llSensor detects in a cone along the forward X-axis of the prim, so having a narrow cone (less than PI radians) and rotating the attachment so that the X-forward axis is pointing behind the avatar ought to do the trick? In that case, the rotation of the attachment gives you your first requirement, and the sensor angle the second. I might be wrong, the wiki usually isn't, so have a read.
  11. From memory I also had this slow-swirling camera movement once when I had mistakenly clicked on one of the different view icons on the camera controls, possible on the left of the circle with the four arrows for rotating around. Before you uninstall and reinstall, just try some of the different camera options on the camera floater.
  12. I've been racking my brains on this one, and the only way that I can see for somebody to prove they aren't a linden on an alt account is to do something bad and get permabanned.
  13. Well, Raven and Hiro do lots of slashing and stabbing with some interesting weapons so that might explain HBO's interest in that case. It's going to cost a small fortune to do the raft scenes, unless they cheat and film it in SecondLife with some CGI post-processing.
  14. I didn't read it until 2010, after I had already been in SL for a year, but it certainly resonated. I'm still waiting for the laser goggles to beam the scene direct to my retinas.
  15. Just thinking that if they'e dipping into onion layers there could be some confusion as to which to render, the hair of the onion layer.
  16. Are the tails of the strands perhaps coming too close to the clothing or the body?
  17. Oh yes, there I am, slightly right of centre, the one eating the Liquorice and Menthol ice-cream
  18. Ok, I've repeated the tests I ran earlier today and there's not much change in the times for the objects to appear (slight, say in the order of another 3-4- seconds). Now, since the textures in the places I visit are already cached, any slow loading times and grey periods can't be due to anything other than a slightly longer time for the region to send me all the object position and geometry and texture details, because it can't take any longer for my PC to look through the cache for a particular texture and splat it on the faces. So, I suspect the delays are due to more people logged in demanding data from things like the assets servers, the bake servers, and then of course, there's network bottlenecking. So, the worst case scenario is that what's wrong with SL is - us. There's too many of us logged in.
  19. And 80% is due to the vast amount of hot air that gets talked by the users
  20. Better still, add a trampoline script and lob them halfway into orbit. I was interested in your earlier statement about preferring to add details to the mesh rather than the textures because of the difference between geometry and texture loads, with the growing trend of using displacement and specular maps as well as a diffuse one it's becoming obvious just where the viewer weaknesses are for us poor mortals without SSDs and high-Ram PCs, the cache-to-grahics-card transfer is the biggest hit.
  21. I've just done some testing and this issue might not be LL's servers but the clients/ client hardware causing the delays? I popped over to see a friend who'd complained last night about things being rezzed and simply not appearing, at about the same time I was trying to build and was getting agitated about how long it was taking to see what I was doing. The item they were rezzing, a two-sculpt linkset, was remaining invisible to them for several minutes although the area search picked it up instantly. I watched, using Singularity, and the sculpts appeared, properly shaped, after a 15-second delay, while they couldn't see it for up to five minutes. They tried both the LL viewer and CoolVlViewer, with similar delays. We then did some tests which showed that when I used the LL viewer with ALM on, I couldn't see the item when it was rezzed, but turning off ALM made it appear at once, and they found the same thing with CoolVlViewer. So the server was giving out the object information at once, while the clients were then having a variable (15 seconds to 5 minutes) think about it. Of course, there might have been a different problem last night, and LL might have seen the forum posts and investigated to fix something, these things can happen
  22. I've noticed all of that yesterday, in particular the long delay in rezzing some objects, and also taking longer for the new baked textures to appear when changing clothes. I suspect it's increased usage not just of SL at the weekend but of the whole internet.
  23. Yes, my mistake, I hit a 6 instead of a leading 7. One interesting thing I discovered with a friend is that Bake on mesh system skirts work correctly with Singularity, so long as the wearer and the observers are using the latest viewer. Anybody else with a different BoM viewer just sees everything beneath the hem of the skirt as not there. "Such devices were often used to break the ice at parties by making all the molecules of the Hostess's undergarments simult(can't spell that) jump six feet to the left."
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