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carley Greymoon

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Posts posted by carley Greymoon


  1. On 9/22/2019 at 9:49 PM, Katerina Kirax said:

    I have been trying to upload a small but detailed object from blender 2.8 but keep getting a "failed to upload: MAV_BLOCK_MISSING" Error.  With a bit of research I think I have it narrowed down to the fact that there are a lot of tiny/thin triangles and firestorm can't envision the default physics properly.  I've been doing tri's to quads to fix some of this but still get the error.  I've tried the decimation modifier but lose my smooth lines in the process.  I am not sure what else to try.  Any ideas?

    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.

    • Like 1
    • Haha 1

  2. 2 hours ago, Mollymews said:

    if you have other questions about mesh, it is best to ask them in the Mesh forum.  While is true that some scripters are meshies as well, the mesh experts do mostly gather in the Mesh forum. And they know stuff about mesh, and how it all works best in SL, that I personally, being more of a scripthead, could ever only guess at

    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.

     

     

    • Thanks 1

  3. 25 minutes ago, Mollymews said:

    what changed back in about 2015 was that we were given the ability to upload a file containing a mesh with more than 8 faces. The uploader splits the mesh into a linkset of mesh objects, where each linked object has 8 faces

    ps:  very few people do this, as the uploader splitting tool can give sub-optimal results

    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.

    • Like 1

  4. 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?


  5. 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.


  6. 22 hours ago, Profaitchikenz Haiku said:

    It looks like this (cobbled together outside of SL so can't be sure it doesn't have syntax werrors)

     

    
    // test of global integer for touch
    
    integer myCounter;
    key owner;
    
    default
    {
        state_entry()
        {
            owner = llGetOwner();
            myCounter = 0;
        }
        touch_start(integer touches)
        {
            if( myCounter < 10) myCounter += 1;
            else myCounter = 0;
            llOwnerSay("myCounter is " + (string) myCounter);
    
        }
    
    }

    beware the jabbertyperwocky :)

     

    Rolig's answer is the best advice that can be given you, but, I too work much the way you say you do, I came, I saw, I cobbled...

     

    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.


  7. 13 minutes ago, Rolig Loon said:

    Read up?  Everything you need to know is right there in that little example.  The logic is the same as if you were incrementing numbers with a pencil and paper:

    Step 1:  Pick a starting number

    Step 2:  Add +1 to it.

    Step 3: Do something with the new number if you really want to

    Step 4: Add +1 to it again, and go back to Step 3

    and so on.  Every time you add +1, just check to be sure that the new number isn't too big.  If it is, go back to Step 1 again.  That's all there is to it.  No magic.

    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.


  8. 1 hour ago, Rolig Loon said:

    It doesn't make any difference what you are actually changing.  The logic is precisely the same.  Make a global integer counter, MyCounter = 51, then

    
    touch_start(integer num)
    {
        if (MyCounter > 65 )   //Reset MyCounter if it gets bigger than 65
        {
            MyCounter = 50;    // Start over at 50, which will become 51 in a second ...
        }
        ++MyCounter;    // Increment MyCounter by +1
        // Now do something important with MyCounter
    }

        

    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.


  9. 13 minutes ago, Rolig Loon said:
    
    touch_start(integer num)
    {
        vector MyPos = llGetLocalPos();  // Fuind where the object is now
        if (MyPos.y > 1.0)    // Reset Y coordinate if you've already moved too far
        {
            MyPos.y = -0.05;   // So the next movement will place the object at  MyPos.y = 0.0
        }
        llSetPos( MyPos + (<0.0, 0.05, 0.0> * llGetLocalRot()));   // Move the object 0.05 units to the right
    }

    Since you are scripting a HUD, you should probably take a look at http://wiki.secondlife.com/wiki/Creating_HUDs

    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.

     

     


  10. 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.


  11. 2 hours ago, Profaitchikenz Haiku said:

    Without seeing any code snippets all I can suggest is that you check the value of the first parameter in the llSetLinkPrimitiveParams call, it's possible to get this wrong and use a value the will work on the link_set rather than just a particular child number.

    For user-adjustment you will need to look at using dialogs to allow the user to change values in a specific direction, or else use touches to alter the values in a cyclical manner so they click away until they like what they see.

     

    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?


  12. for it to be an IP violation damages have to be proven or money was made from it. just because someone (i.e. Sims, youtube, etc) claims it is, doesn't mean it actually is.

    if you are not hurting anyone, it is not illegal despite claims to the contrary. will The Sims be damaged if you do it? i think not. don't sell it and you are fine. if any party concerned bothers you about it, then just remove it, it's not like you killed someone.

    i won't be surprised if i get smug, obnoxious blow back from this post.


  13. why can't an object using a baked texture use material textures? i don't get it. mesh avatars will still use HUDs, why can't they apply material textures just like they do now?

    i'm not up on all this so maybe i completely don't understand, but as far as i know all BOM will do is flatten all diffuse textures into one texture, so how does that change how material textures are currently applied?

    and even if it doesn't support materials, so what? it's not like that issue can't be figured out. in the end an object using BOM will also be able to use materials because this is not a problem of quantum physics, it's just applying a texture to an object.

    it reminds me of the whole "ruth avatar can't be updated with new geometry because it would need different UVs"...........that was true until it wasn't.


  14. can't wait until this feature goes live, it's been a long time coming. this is going to open up avatar creation to more people and make it easier, not needing onion layer meshes and applier scripts, which also reduces the over all weight and rendering costs of the avatar. to me this is the way it should have always been once they allowed custom mesh on the grid.

    for all the things it can't do, there is the current way of doing things that a creator can incorporate to achieve whatever they want.

    and it makes the SL clothing layers relevant again.


  15. 5 hours ago, AnnabelleDovelight said:

    Hello Everyone!

    Does anyone know of a mesh head and/or body that either is mod or you can use custom textures for? I am looking for a head and body that are not more than 1200 lindens a piece.

    If anyone has any suggestions I would greatly appreciate it!

    -Anna

    look at the Sahara Avatar in page 3 of this thread, it is copy/mod https://community.secondlife.com/forums/topic/424299-free-mesh-bodies-and-heads/?page=3


  16. i know i can't be having a false memory. it was either the entire profile or an individual pick. i think it exported an xml file with all the data.
     then it could be re imported.

    the idea is being able to save a profile, you can change yours but if you want the old one back you don't have to recreate it.

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