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carley Greymoon

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  1. 9 out of ten times the answer to this problem is to use the native sl viewer to upload the object that firestorm is complaining about missing block data.
  2. certainly, no problem. i only posted it here because i initially thought it was a scripting issue. i was planning to use the face numbers of an object acting as an overlay, basically a HUD, when a face is touched, a texture gets set on another object. i thought faces numbers went higher than 8, so i thought something was wrong with the script. i have since switched to link numbers. but i now have run into a weird problem, maybe you can help me with......the textures are being set, except they are not accurate. when i click on say link 18, the texture assigned to link11 gets set. clicking on link 11 results in the texture for 23 being set and so on. EDIT- i discovered what the issue was. i was using firestorm's prim edit panel to get the link numbers. turns out they are not accurate. i finally thought of trying a script to get the link numbers and they turned out to be correct.
  3. i guess that's what they are talking with this "Whenever the triangle count of a Texture Face exceeds the limit of 21844 triangles, then the SL Importer automatically creates a new texture face, thus it automatically fixes your mesh when the triangle count per face gets too high. Actually the Importer creates as many texture faces in chunks of of up to 21844 triangles as needed for your model." thanks for explaining that. i never knew that a mesh with say 64 faces is actually 8 faces x 8. i always assumed it was 1 to 64.
  4. would you know if that is up to date? if i recall correctly, when mesh was first released it had the 8 face limit as a prim, but then it was changed to unlimited faces.
  5. i made a simple plane in blender that has 36 faces. i assigned a new material to each face. after uploading, i check the face numbers and they repeat....faces go from 0 to 9 and then repeats........i have three 0 faces, three 1 faces, three 2 faces...etc. i've never encountered this before. how can a single object with multiple faces have faces with the same number? did i do something wrong?
  6. ok unless something has changed over the last two years, i found the answer. there is nothing to be done about except stop making the object talk. https://community.secondlife.com/forums/topic/373782-turning-off-swirling-particles/#comment-1664660
  7. i don't know what's called, but it's that swirl you get around the avatar when someone logs out or tp's away. i have a script that prints to local chat, i think that is what is causing it to happen when the script is triggered. is there a way to suppress it and what is it called so i can research it? thank you.
  8. thank you very much Prof......your script helped me figure it out. i now have a increase/decrease specular script.:) and thank you Rolig for bringing up MyCounter, it started the path to a solution.
  9. i understand the logic, i just don;t know how to actually use the correct format(i don't know where or how "MyCounter" goes into my script) to make it work. i don't know how to make that snippet know what values to change...........if i see examples of how Mycounter actually looks like in a working script, i maybe could figure it out. i'm not a scripter, i just cobble things together as i need them.
  10. do you have any links i can read up on MyCounter? i can't find anything at the wiki or on the net period. i don't know how to fit this into my script.
  11. thank you Rolig, but i only mentioned the move script the moves the hud incrementally to say that i tried to modify that code to make it increase or decrease specular values instead of positions. isn't there a way to set a value like 51 and then run the script again it set it to 52 and so on until it reaches a preset limit and then cycles back again? it's exactly what the position script does.
  12. and this is the "simplest" way huh.......smiles...............it's over my head, at least for now, i'll never be able to learn that in time to finish my project. but thank you for the pointers. i will eventually figure that out. having said that, if anyone can help out on how i can step up and down the values with mouse clicks, i would be grateful. i saw a script that moved a prim attached to the screen incrementally with each click.......i tried to adapt that to increase the specular values incrementally but i've failed so far.
  13. yes i am capable of making a texture like that. i will look into it right now..........i remember reading about way back and it sounded really complex, i was thinking it might be beyond me, but i'll give it a crack if you say it is the simplest approach. thanks for the recommendation.
  14. the first issue has solved itself..........perhaps it was my imagination or something because it's not happening anymore. i have a vague idea about touch scripts, is that where coordinates are figured out that allows some code to tell where the cursor touched the prim and then there is a value associated with that coordinate? i was hoping to stay away from that. i was thinking since the script is already setting the values, maybe it could just run again when the button is pressed only it sets the previous values + 1. would this be possible or easier?
  15. i've cobbled together a script that sends prim parameters to another prim setting that prim's specular values, but the spec values of the prim doing the sending is also changing. i can't figure out how to stop that. also i need to add to the code a way for the user to step the values up or down after they are set. what kind of code is used for that? thank you for any help.
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