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krasnirex

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  1. First, this only works with the Advanced Lighting Model on. I used 6 boxes as projectors laid out as sides of a single large cube. Then, I divided a "cube map" into 6 pieces and applied each of them to the projector slot of each box. You can google cube map to see what it is. After that, the Radius was set to 20, Falloff to 0, Focus to 1, and the FOV to 1.5 in all the projectors. However, you may need to adjust the FOV to your liking. Once all this is done, the projectors can be set to 100 transparency, so they don't get in the way. Lastly, the objects that will be reflecting (the sphere and the torus in my case) should be moved inside the large cube. For better reflection their Color should be pure black. Set a texture to their shininess even if a blank texture. Adjust the environment to 255 if you want a perfect reflection like the one in the video. That's it. The objects don't have to be prims. Depending on the size of your objects you might need to move further away to see the reflections. Otherwise, they will look blurry all the time. No clue why this is so.
  2. Hello everyone. Today I was building at my usual spot, and saw a jira about reflections that taught me a few fun ideas. One of them is about using projectors to simulate environmental reflections. Usually, one gets the simplistic light to dark gradient that we are used to getting when we turn on legacy shininess. However, with this way, it looks much better. Linked is a little video showing you how it looks. https://www.youtube.com/watch?v=08x1EjsfvQk
  3. The (.ma) files are not working for some Maya users. The most evident indication are those pinches that happen when you set the rigs back to bind pose. The best approach would be to use the (.fbx) files included instead of the (.ma) ones. I have been using those, and they are much less problematic.
  4. Thanks for taking the time to reply. I'm aware of the new materials introduced. However, in Second Life, like you said Coby, specular maps only handle the amount of relfection from direct sources of light and the environment. They don't handle what is being reflected or in other words the map being reflected. In the case that SL uses cube mapping, the environment map is still observable in the new materials when the "Environment" property is raised over 0. This map is the one handling what is reflected hence the reason for me asking if it can be replaced somehow for a different one.
  5. Hello everyone. Thanks for taking the time. Does SL employ Cube Mapping http://en.wikipedia.org/wiki/Cube_mapping for its environment reflections? In Second Life when shininess is turned on for an object, a dark to light gray gradient appears on its surface, simulating a reflection from the environment. Is this done with cube mapping? If so, can we change the texture map (the gray gradient) so reflections are better looking. I'm aware that if this is the case, only the person changing the texture map will be able to see it. Even so, can we?
  6. CTRL + X is a shortcut for cutting. That's why the keyframe disappears. You can do the same in the 2010 version by clicking on the keyframe desired and hitting delete. Moreover, if you want to delete multiple frames on multiple joints at once, click on the empty space between joints at the time desired, and hit delete on the keyboard.
  7. Without seeing the mesh object, it is hard to tell. However, could be that there are many duplicate faces in your object.
  8. Hello everyone. I have a suggestion for a new feature in second life, but I haven't managed to do it yet. I tried using the jira but it only lets me report a bug no new features there, so where or how should I go about it? Thanks in advance.
  9. Here you can find one of their stores http://maps.secondlife.com/secondlife/Fishermans%20Cove/61/195/26
  10. Nice video. There's a couple of tiny things that I want to share after watching the video. At 2:25, a more direct way of changing joint size: Display > Animation > Joint Size... At 4:40, a faster way to expand the skeleton in the outliner: Shift + Left click on the plus sign [+] Alternatively, instead of selecting the bones one by one, select the root of the skeleton in the outliner and Edit > Select Hierarchy.
  11. I have the same problem. I completed the IP tutorial with a 10/10 score, but the test is not completed for me.
  12. Right now, the exact same is happeing to me. My name has changed to krasnirex Resident, and I have lost access to my store. However, if I look for my products, they are still listed. I just hope that it goes away as it happened to the OP.
  13. I am having some problems with comparison operators (<, >, >=, <=) when used in conjuction with "if" conditions. This is the script that I'm using. I know that it can be written differently, and I'm not asking for different solutions. float cala_s_glow = 0.0; integer cala_s_state = 1; default { state_entry() { llSetTimerEvent(0.0); llSetLinkPrimitiveParamsFast( 1,[ PRIM_GLOW, ALL_SIDES, 0.0]); } touch_start(integer total_number) { llSetTimerEvent(1.0); } timer() { llOwnerSay ("\nTimer"); llOwnerSay ("Starting glow" + (string)cala_s_glow); if (cala_s_glow >= 1.0) { cala_s_state = -1; llOwnerSay ("glow 1"); } if (cala_s_glow <= 0.0) { cala_s_state = 1; llOwnerSay ("glow 0"); } llOwnerSay ((string)cala_s_state); llOwnerSay ("unapplied glow" + (string)cala_s_glow); cala_s_glow = cala_s_glow + 0.1*(cala_s_state); llSetLinkPrimitiveParamsFast( 0,[ PRIM_GLOW, ALL_SIDES, cala_s_glow]); llOwnerSay ("applied glow" + (string)cala_s_glow); } on_rez(integer start_param) { // Reset script when the object is rezzed llResetScript(); } } The problem arises when cala_s_state == -1 and cala_s_glow == 0.0. The condition "if (cala_s_glow <= 0.0)" should become true and assign cala_s_state a value of 1, but it doesn't happen. This makes me think that comparison operators and "if" conditions are not working as I think they should.
  14. How does the Slow Motion Animaton (menu Develop, Avatar) work from a scripting perspective?
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