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Miguelito Shilova

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Everything posted by Miguelito Shilova

  1. Is there a way on Marketplace to sell individual items (each being unique, set nc/nm/t, with different textures having unique serial numbers) under the same listing, but when one is bought, that one is no longer available? An analogy would be selling individual cards from a deck ... you go and buy from the same listing and you get a card, and no one else can get that card since you bought the only one, but they can buy another card from the same listing?
  2. Thanks in advance for the help! I am looking to offer gift certificates in MP for portrait services. My thought was to set these up for each specific package, each with its own price. Not sure how this is best done so I thought I would start here. One thought I had was a prim set to transfer only. The recipient would then hand it to me at the time of the session. That way the purchaser can buy it for themselves, buy it for someone else, or either could give it to a third party. But my concern has to do with tracking that back to the original purchase, so I know it was purchased on MP. Is there a means of doing that? I'm also a little concerned about the potential for 'scalping' (reselling it like a gatcha). Just needing a basic chain of custody kind of thing. Again, thanks for the help! --Mig
  3. Is there a way to have AVSitter2 listen for a link message (or similar) from another script to trigger an animation change for a sitter? Just started playing with AVSitter2 and see that in the YT tutorials you can use it with a sailboat. I didn't see where it could use an external trigger to make a change. Does anyone have an example to show how this can be done? Thanks! --Mig
  4. I am looking to add WWC Racewind as part of a highly modified version of Dora Gustafson's basic sailboat engine (the core dynamics are based off of that code set). I am looking for someone who has experience with sailing engines as well as the WWC components for Racewind. Alternatively, I have a HUD completed that feeds wind direction and speed 'presets' to the engine, however the engine appears to have problems translating these input strings into the correct vectors (or perhaps tripping over them in the calculations within the engine). If I could at least get the engine to accept and work with these presets, then I would take that over WWC integration (for now). Please feel free to IM me in world if you think you can help ... this would be a for-hire project. Thanks! -- Mig
  5. I am completing a sailboat build that I'd like to incorporate WWC Racewind as part of its sailing engine, which is a highly modified version of Dora Gustafson's basic sailboat engine (the core dynamics are based off of that code set). I am looking for someone who has experience with sailing engines as well as the WWC components for Racewind. Please feel free to IM me in world if you think you can help ... this would be a for-hire project. Thanks, -- Mig
  6. My girlfriend just got a new head and body, but she's got a line at her neck and can't seem to get rid of it ... please see the pic below. She's wearing a legacy body with genus head and E. Beauty skin and head applier. No neck corrector with either and on dot 4 in the legacy hud. Any suggestions on how to fix? Thanks! -- Mig
  7. This looks like it's going to work ... I understand this is a 2D ribbon, and It seems like the ribbon width in your provided code is already at minimum, but are there any tricks to narrow the width, or create any sort of depth to it? I used a 256 by 256 px flat color texture. Thanks
  8. Would anyone be able to share an example of a script that can connect two prims with a ribbon particle, and if one of those prims move, it stays 'connected' to the other prim via the ribbon particle? The idea is to emulate a rope and pulley system. Any help is greatly appreciated! The moving prim will be moved via another script. Thanks! --Mig
  9. Hi Qie ... I started down the llMessageLinked route because the main script wasn't reliably calling for the alpha changes or rotations on my 'sail' prims based on the link number. Firestorm would tell me the link number of a prim and I would plug that into the call, but when I ran the script the wrong prims in the linkset would do those alpha and rotation changes. It really didn't make sense because Firestorm would consistently call the same linknum for a given prim, so it wasn't like the numbers were changing on me and I wasn't unlinking/linking them, which of course could change their linknum. I think there is also an advantage with llMessageLinked because I can easily manage different sailing modes (boat tied off, sails up, sails down), since those configs call for different prims to do multiple things depending on the mode. There's probably a more elegant solution to that in a single script ... I'm just not there yet 🙂 I'll try llSLPP instead of llSLPPF with a timer and see how that works ... if it's still sloppy I might look to try something else. Thanks Twisted ... I'll check out YouTube and try walking this path.
  10. Unfortunately my program doesn't do mesh rigging, and I've just scratched the surface with Blender. I think I'll try Profaitchikenz's suggestion of a timer within the script for my OP, but your suggestion of animesh intrigues me because I'd like to use that for something else. Do you or anyone you know have experience with animesh? If so, I would like to pursue a conversation about assisting with a fairly straightforward application of it.
  11. Hello fellow scribblers ... So I have these two objects in a linkset (I'll call them fins), and the intent is to use llMessageLinked calls from the root script to scripts in each prim, and rotate them on the X axis to specific positions based on the call. On entry, or when 'M' is sent, they should be Left Fin, X rotation = 300, Right Fin X rotation = 60. When 'R' is sent, both move to X rotation = 0. I'm using a llSetLinkPrimitiveParamsFast call and it works fine, but it snaps to position, and I want to control the speed of rotation. ex ... llSetLinkPrimitiveParamsFast(LINK_THIS, [PRIM_ROT_LOCAL, llEuler2Rot(<x,0.0,0.0>*DEG_TO_RAD)]); (x being the specific rotation amount) I tried stepping the rotation with a Do / While call, but it was erratic in its rotation speed (not smooth at all), and I had no luck getting it to stop where I needed. It would either not move or just continue to spin. The erratic rotation made me think a Do / While call isn't the route to take. Any suggestions on how I can define a rotation speed and smoothly transition from one rotation value to the next? This would call for both clockwise and counterclockwise transitions. Thanks! -- Mig
  12. What I may end up doing is removing the 'likely suspects' in the rigging and then try the resize again. Given what's in the linkset, the rigging is what is approaching that minimum size.
  13. Ah, that explains it ... I have a bunch of sheets and halyards (ropes) that are pretty thin. Good to know ... thanks!
  14. I've got an unscripted boat linkset made up of both mesh and a handful of regular prims, and I'm trying to scale it down to a model size. I've tried two open source scripts, including this one, but could only drop the size of my build about 10% and it wouldn't scale down any further. One of my friends mentioned that it might be because of the mixed nature of my build ... can anyone confirm that? If so, Is there a workaround or another script that can handle the issue? Thanks! --Mig
  15. Thank you Fenix for the guidance and suggestions, and for clearing up my confusion with the event vs function ... The animation is now aligned with mouselook! That was a learning moment for sure 🙂
  16. Thanks for the help! I tried adding both the timer event and the GetAgentInfo poll in the control section of the script, and it did save, but I'm not seeing llStartAnimation(gShootAnimation) actually run ... how should I tweak it to solve that problem? control(key id, integer held, integer change) { llSetTimerEvent(0.3); rotation Rot = llGetCameraRot(); llStartAnimation(gShootAnimation); if ( held & change & CONTROL_ML_LBUTTON) { if (llGetInventoryType(gShootSound) == INVENTORY_SOUND) llPlaySound(gShootSound, 1.0); llMessageLinked(LINK_ALL_OTHERS,60,"fire",""); llRezAtRoot(gBullet, llGetCameraPos() + <1.5, 0.0, 0.0>*Rot, gVelocity*llRot2Fwd(Rot), Rot, 10); // llSleep(gReloadTime); } else if (llGetAgentInfo( llGetOwner() ) &~ AGENT_MOUSELOOK) { llStopAnimation(gShootAnimation); } }
  17. Hi Everyone, I'm trying to do a little modification on an open source gun script. I left off the globals and the default / state entry section, and what's below that is what I'm needing help with. Basically it's working mostly as intended. When the pistol is attached it plays the 'racking' animation ('gRackAnimation') once, and when I go into mouselook AND squeeze off a round, the 'gShootAnimation' animation plays. What I'm trying to do though is turn off 'gShootAnimation' when I come out of mouselook, and I can't seem to figure out where to put llStopAnimation(gShootAnimation) to make that happen. Additionally, I would like to have 'gShootAnimation' play as soon as I go into mouselook, not after the first shot. Any suggestions, as always, are greatly appreciated! Thanks! --Mig attach(key id) { if (id) llRequestPermissions(id, gPermFlags); else { llStopAnimation(gShootAnimation); llReleaseControls(); } } changed(integer change) { if (change & (CHANGED_OWNER | CHANGED_INVENTORY) ) llResetScript(); } run_time_permissions(integer perm) { // ensure ALL required permissions have been granted if ( (perm & gPermFlags) == gPermFlags) { llTakeControls(CONTROL_ML_LBUTTON, TRUE, FALSE); llStartAnimation(gRackAnimation); llPlaySound(gPistolRack, 1.0); llOwnerSay("Gun is ready. Enter mouselook and use left click to fire!"); } } control(key id, integer held, integer change) { rotation Rot = llGetCameraRot(); llStartAnimation(gShootAnimation); if ( held & change & CONTROL_ML_LBUTTON) { if (llGetInventoryType(gShootSound) == INVENTORY_SOUND) llPlaySound(gShootSound, 1.0); llRezAtRoot(gBullet, llGetCameraPos() + <1.5, 0.0, 0.0>*Rot, gVelocity*llRot2Fwd(Rot), Rot, 10); llSleep(gReloadTime); } }
  18. Thanks Rolig! That led to a solution. I appreciate the help. Mig
  19. I've built a sort of surfboard and noticed today when I gave a copy to a friend ... when she rode the board the animation (there's only one in the board) would initially play, but if she crossed into another asim nd came back into view, her avi was in a 'T' pose - arms straight out and standing straight up. From her viewer, nothing was wrong, but my view of her avi was the T pose. We did a little testing and found as long as she stayed in the same sim as I, even if she passed out of my view of her, when she came back into view the animation was playing correctly, but crossing a sim seemed to be the consistent thread to the problem. We also noticed that if either one of us took a picture, the animation retained the 'take a picture' pose of the hands, and we could both see this. I suspect I imported the animation at the wrong priority number (2), but figured I'd ask the community first if anyone has run across this, and knows how to fix. Thanks! Mig
  20. I am working on a foilboard (it's like a surfboard) and using a basic boat script, found here ... What I am having difficulty with is figuring out how to trigger multiple poses when the user is operating the foilboard. There is a default 'crouching' pose and three others. I have been trying to call the poses during the control event, so that when a user presses the FWD, CONTROL_LEFT or CONTROL_RIGHT, a corresponding pose is applied to the user. What I'm looking to have happen is that when the user selects 'Ride' the crouching pose is applied. When driving forward, the avi is shown standing, as well as leaning left when going left, and leaning right when going right. When no control input is given, the avi is returned to the crouching pose. I have the custom poses, but I just need help sorting out the script. Not sure if it's possible, but would also like to be able to adjust the SitTarget for each pose, instead of them all using the same SitTarget. Please let me know if you are interested in helping. Thanks! Mig
  21. I am working on a foilboard (it's like a surfboard) and using a basic boat script, found here ... What I am having difficulty with is figuring out how to trigger multiple poses when the user is operating the foilboard. There is a default 'crouching' pose and three others. I have been trying to call the poses during the control event, so that when a user presses the FWD, CONTROL_LEFT or CONTROL_RIGHT, a corresponding pose is applied to the user. What I'm looking to have happen is that when the user selects 'Ride' the crouching pose is applied. When driving forward, the avi is shown standing, as well as leaning left when going left, and leaning right when going right. When no control input is given, the avi is returned to the crouching pose. I have the custom poses, but I just need help sorting out the script. Not sure if it's possible, but would also like to be able to adjust the SitTarget for each pose, instead of them all using the same SitTarget. Please let me know if you are interested in helping. Thanks! Mig
  22. It was the nesting issue - wow! Just moved the file to the desktop and it worked like a charm. Felt like my hands were tied. Thanks! Mig
  23. I apologize if this post seems a bit odd, but has anyone noticed SL having issues with .dae mesh files coming from Wings3D? I know some folks out there use it, as have I for a few years. But just recently it seems something has changed. I tried bringing in a .dae file this past week and Model Import tool in SL keeps giving me the 'dae parsing error'. The mesh is clean and has only a 134 polygon count. I also created a simple cube dae file and got the same error. Can anyone tell me if they are aware of problems importing mesh? And how do I find the log that shows the details of the dae parsing error? Really weird how it suddenlty just stopped working. Mig
  24. Not sure how I was able to avoid the import error with spaces, but I guess I got lucky. I decided to delete the center connector and the piece that ran forward of that (the part that was parallel to the pontoons), and apparently that 'heavy handed' approach solved the problem. I used prim replacements for them, and with that change the rest of the hull came in fine: 
  25. Every now and then I will bring in a .dae to SL that when I turn on 'Generate Normals' to smooth out the surfaces, I get these 'added bits' that blow out some of the faces at odd angles. Here's what I'm seeing. This is my latest model (a catamaran hull) as it is supposed to look in SL (I am using Wings3D as my modeling program) ...  I launch SL and go to Upload Model. Here are the LOD settings and if you look at the preview, the model looks nice and clean ...  I turn on 'Generate Normals' and I get the blowout (on the 'starboard' side, fore and aft of the center connector - see the two blowouts?) ...  As far as physics go, I have it to the lowest setting which gives me two triangles - maybe this has something to do with it, but I doubt it - just thought I'd mention it. Has anyone run across this before? If so, do you know what causes it? Is there a solution to fixing it? If I don't use the Generate Normals setting, the pontoons of the model look more like the Hindenburg, with flat, faceted sections and I don't want that. As always, I appreciate the forum's help. -- Mig
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