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LepreKhaun

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Everything posted by LepreKhaun

  1. There's also the chance of using "return value", which would compile w/o any problem but, since it is within an event and not a function, would throw a runtime error.
  2. Regardless of lists or not, if it's mono, it uses 64k unless reduced with llSetMemoryLimit(). This has mainly to do with the way the stack and heap are allocated. If your concern is with the load an agent is using, your main concern would be with the number of scripts each has (keeping in mid that inactive scripts in the world still have memory requirements!) A limit of 40-50 scripts per agent may not be unreasonable in some circumstances (wargames, classrooms with over 20 avatars, etc). Here's a link that may be of interest to you - http://www.sluniverse.com/php/vb/script-library/52486-simple-sensor-based-avatar-script.html
  3. I believe the concern is misplaced here (in the USofA). Much more important would be any explicit depictions, video or pictures, that you might have within your Sim Not cartoon images mind you, but that of real people doing the deed. In that case, you are required to have records of the proof of age of all the participants portrayed and have the contact information of the Custodian of Records prominently displayed. Getting caught without that can lead to serious legal problems. (Google "Title 18, Section 2257"). Regardless, since the mid-90's, the best advice to anyone wishing to foray into any aspect of the adult internet market is to have an attorney on retainer and have them looking over your shoulder all the way. Legal opinioins on forums aren't worth the paper they're written on - including this one .
  4. One can have a discontiguous parcel if not careful while subdividing, as I recently found out. Cut out a land parcel 4x12 meters and call it "A". Then subdivide a 4x4 area in the middle of it and call it "B". Parcel "A" now will consist of two, separated sub-parcels of 4x4 size. You'll have a prim allotment of 3 in the "B" and 7 in either part of "A". And if you change the name of one of the "A" subs to "C", the other one will reflect it. Same uuid for both as well. So, one parcel but discontiguous. Best join them all back together now.
  5. Justatest, keep in mind that everything in SL is, at its most basic level. an asset. All "in-world building tools" do is allow one to change the parameters/attributes/properties of an asset after you rez (instantiate) it. Moving a single vertex of a mesh, however, would require a new asset to be created, since vertex placement is not an attribute or parameter but is intrinsic to the asset itself- embedded as it is in its collada file definition (as is a pixel color in a texture). Of course, you could script prims to represent vertices, edges and faces and have a way to interact with them to arrive at some configuration that would then generate a collada file somewhere that could then be uploaded to the asset server, much as the in-world sculpty makers do to generate sculpt maps. However, it wouldn't be trivial.
  6. Though there's a wealth of tutorials for Blender on the internet, most all are for earlier/older versions and are not useable for a completely new user dealing with the current interface. One I did find that has helped me a lot to get started is http://gryllus.net/Blender/3D.html . The menus, panels and buttons used in the videos are not only what you have in the latest version, but his free course is very well thought out and comprehensive.
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