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BlackHeaven1983

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Everything posted by BlackHeaven1983

  1. I'm sure this has been addressed before, but i'm not sure where to look or what to look for. I'm a 3dsmax user and whenever i upload my meshes, the axis changes. So basically if I have a mesh that's perfectly aligned to my grid in 3d studio, then import it into SL, the axis changes from straight forward to some weird angle...Making rotating and adjusting the mesh in SL difficult. So i want to know what determines the direction the axis faces prior to exporting it. Thanks in advance for any help.
  2. Ok....apparently when you create a mirrored object it trianulates some of the polygons which SL doesn't like. So you have to use a "Symmetry Modifier" to mirror the mesh.
  3. I'm using 3dsmax 2012, I export my meshes as fbx, then use the autodesk fbx converter to make them into dae files. I've noticed that if I mirror my mesh in 3dsmax and export/convert/upload it to SL, I get the error "missing level of detail". Yet I can make clones of my object and they work just fine. Has anyone else experienced this issue or might know what's causing it? ..Is there more than one way to mirror an object in 3dsmax? Thanks in Advance!
  4. I uninstalled it and reinstalled it and that seemed to do the trick. I did just as you said, exported the fbx and converted it to a dae file and uploaded it. The texture didn't display in the preview window, however i applied the texture after uploading it, and it worked! Much more testing to do, but hopefully all will go smoothly. Thanks for the help!
  5. Well, if that's the case, then I've got another problem. I've got the FBX 2011.3.1 standalone converter, but when i goto use it, I only have fbx export options. No collada/dae export options show up in the drop down.
  6. I've seen many forum posts on texture/uvw problems, but not my exact issue. When I try to upload my mesh in SL, the preview window displays my texture as if it's tiled and flipped in many ways....like a really ugly pattern. I THOUGHT this might just be a fault with the previewer and went ahead and uploaded the mesh, then uploaded the texture seperately and applied it, but the result was the same. Even though the texture was set to 1x1 tiling, it looks like the texture is tiled many times and each tile is randomly angled and spun/rotated to make it look like a mess. Here's what I've done so far: I'm using 3dsmax 2012 with openCollada to export. I tried using the default autodesk Collada export, but that always resulted in my uploads to sl getting a "Missing required level of detail" error message. OpenCollada resolved that issue and now i can upload the mesh, however the texture wouldn't display in the preview window...after trying different export options, I got the texture to show up, but it doesn't appaer properly, as i explained. I started with an editable mesh with an unwrap UVW modifier on it. I made the seams for the UVW and painted the texture in photoshop. The texture looks great in 3dsmax and I even make a sculptie of it which looks good in SL with the texture....However, i want to make it a mesh. I've tried leaving the UVW Unwrap in the stack before exporting from 3dsmax....I've tried collapsing the stack in 3dsmax....I've tried making it an edit poly and mesh....I've tried many different export settings based on trial and error and what i've read in forums. I've tried changing my jpg texture to a tga texture....I've changed my texture from 1024px to 512px....I've tried a few different things in the material editor, including using a standard map and using a multi-level map (even though it's just one single texture), and I've tried much more. But every time the result is the same....IF i'm able to see the texture in the preview window, it's always a "tiled mess"...that's the best way i can describe it. Can anyone offer any suggestions on what the issue might be? If you need more info or screen shots, feel free to ask. Thanks in advance for any help.
  7. Hi, I'm fairly new to SL and building....Now I'm starting to learn scripting, but I don't know most of the techinical terms which makes things hard to look up. I really want to create a basic hud that lets me create a prim at an x, y, z location. In other words, Something that will let me create a platform in air without having to start on the ground. I've searched this forum and alot of sites and can't find anything related....maybe i'm just using the wrong search terms. If anyone could point me in the right direction of a tutorial, that would be great. Any help would be appreciated. Thanks in advance! P.S. I've seen some builder huds on the marketplace that allow you to do this, so I know it should be possible, but I want to learn how to script it myself. I want to become a good builder, and scripting is a part of that. I already have RL experience with scripting using some C++ and PHP.
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