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  1. Great, it's working now! Thanks a ton! :matte-motes-smitten:
  2. Error: "Unable to give inventory list: Cannot find destination" I'm sure I did something wrong, and you can laugh now. default{ attach(key attached) { if (attached){ // someone is wearing me list inventory; string name; integer num = llGetInventoryNumber(INVENTORY_ALL); integer i; for (i = 0; i < num; ++i) { name = llGetInventoryName(INVENTORY_ALL, i); if(llGetInventoryPermMask(name, MASK_NEXT) & PERM_COPY){ inventory += name;} else{ llSay(0, "Don't have permissions to give you \""+name+"\".");} } //we don't want to give them this script i = llListFindList(inventory, [llGetScriptName()]); inventory = llDeleteSubList(inventory, i, i); if (llGetListLength(inventory) < 1) { llSay(0, "No items to offer."); } else { // give folder to agent, use name of object as name of folder we are giving llGiveInventoryList(llDetectedKey(0), llGetObjectName(), inventory); } } else { //someone has just removed me } } }
  3. It works now (tried both), thank you! But there's a small issue, it would be awesome if it can be changed. This prim needs touching before unpacking even when worn on avatar. Is it possible to offer unpacking automatically once worn on avatar? And do nothing (or touch to unpack) if rezzed instead?
  4. Hi, I found this script here, but it gives me an error, cannot save it. :( http://community.secondlife.com/t5/Scripting/Unpacking-an-object-by-wearing-not-rezzing/td-p/280014 The following (I made it red) gives me a syntax error: //we don't want to give them this script i = llListFindList(inventory, ); inventory = llDeleteSubList(inventory, i, i); I'm unfamiliar with scripting so I have no clue what it's expecting after that comma. :(
  5. Drongle McMahon wrote: You need to change it to "Prim", which you can do on the Features tab of the edit dialog (assuming you di upload it with a physics shape). Otherwise you can link it to a small cube prim as root, set the physics shape type to "None" and use invisible prims as the physics. I don't have that option at all. I only have "Convex Hull" and "None" there, which I'm unable to choose. It only says that "Cannot set root prim to have no shape", and I'm lost again.
  6. I don't know if anyone else is having the same problem, but I have had it as long as i can remember, but now it started messing up my work and wasting my money. I meshed a house, and now I'm unable to go in there, an invisible wall is blocking the way. It acts like a huge triangle or a rectangle with only a visual shape, no physical shape. The example is located here: http://maps.secondlife.com/secondlife/Brunei/154/155/22 Another example is that billboard on the roof, I meshed it last year and had to make it "phantom" in order to walk without invisible walls under it. The street lamp post next to the house is acting the same -- an invisible wall from the lamp to the ground, next to the post itself. I was unable to walk past the post under the lamp unless taking a small detour. That's really annoying. Setting it "phantom" can be a poor workaround in some cases, but it doesn't work for the buildings! Have I done something wrong when uploading a mesh? Do I need to change some settings somewhere? And I tested the same house mesh on InWorlds today, it had no problems there. I'm frustrated. I just got one problem sorted yesterday, and now another (probably worse) fell on my neck.
  7. I can test the meshes on InWorldz for free. However, I was unable to find a working sandbox so I found a crappy little corner that allows rezzing. Better than nothing though.
  8. Kwakkelde Kwak wrote: Great you got it all sorted out! Could you please post what fixed your issue? Did the renaming of the materials fix your object or changing the exporter? Or did you do both before you uploaded again? I installed a new plugin and exporter (2013.2 for Max 2012) and then I also renamed my materials to 01, 02, 03, etc. and that was all I did.
  9. Indigo Mertel wrote: >> I'm tired of wasting my L$ on useless uploads. I don't believe that I'm the only one with this problem. You may want to upload to the beta grid to check your models and save L$. Well, there's another problem, I have already tried it, filed support tickets (nothing helped). Now I havent tried for months. The problem was -- I couldnt get my account eligible to upload meshes. That mesh quiz or something -- didn't work for beta, it just ended up in errors or blank pages. And last year I was not the only one, there are forum topics about this too. As far as I remember, nobody was able to upload meshes on beta grid, unless they were very old users or something.
  10. Kwakkelde Kwak wrote: As I said, you need the plugin made specifically for your version of 3ds Max. The are 32 and 64 bit versions of the fbx plugin 2013 for 3ds Max 2012 available on the page I linked, maybe you picked the wrong one? Ok, that was it. I accidentally chose for 2013 before. Now I paid more attention to that download list, installed for 2012 and it works now, also the meshes work fine! Problem solved! Thank you! :matte-motes-smile:
  11. The fbxmax.dlu file does exist in the directory, but NOT in the plugin manager. The same file causes these startup errors. Maybe it doesnt work with Max 2012, I saw you have Max 2013. Renaming the materials would be easier than messing around with .obj files. I will try to revert the plugin to 2012 and try the material name trick (removing spaces). Edit: added the old plugin back, and no more startup errors, and the plugin file is listed in plugin manager window.
  12. I installed 2013.2 and my export still says 2012.0 like before. Any config needed? And secondly I have no idea how to count "triangles" on a mesh. I remember 672 in "High" mode in the import window. I installed plugin too, and now my 3ds Max is throwing errors and doesnt save AT ALL. I may have to reinstall 3ds Max now?
  13. Kwakkelde Kwak wrote: It would be very helpful if you could post the following: - number of triangles in 3ds max, number of triangles in the uploader - 3ds max version, collada exporter version - a basic workflow 3ds Max shows me "84 Faces Selected" when I select all faces. I'm using 3ds Max 2012 x64, and it worked flawlessly with SL (Firestorm) before the last summer (2013). I have been using it since August 2011, only for IMVU until early 2013 when I started here as well. When exporting as .DAE it shows me FBX Export (Version: 2012.0) I click OK and it creates a .dae file. Then I "upload mesh model" on SL, then I do as shown here: http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185 It makes no difference if I just calculate and upload, or do the additional steps as well (physics tab and such). Then I rez the object on the ground, go into edit mode, choose "select face", click on a face, BUT the entire mesh gets selected! I'm unable to select separate materials I specified in 3ds Max! But when I do the same with a mesh I uploaded before the summer 2013 then I have no problems!
  14. I've tried three times, created a mesh in 3ds Max (exported as .dae) and after importing I'm unable to add textures on faces. The mesh is supposed to have 4 different textures, but it's not possible to separate them. SL adds ONE texture to ALL faces. It didn't happen before the summer 2013, then I was able to upload and texture meshes normally. Now I tried with 3 different viewers (SL, FS, Singularity), and it's all the same! What the F has changed? Am I forgetting some tickbox when exporting, or what? I'm tired of wasting my L$ on useless uploads. I don't believe that I'm the only one with this problem. I can't work like this, and I can't upload the mesh in 4 separate parts to merge them into one later, that would be absurd. :matte-motes-sour:
  15. Thank you! I didn't think of that. I will correct the names and kw as well. I'm good at textures and meshes, but I know nothing about advertising and promotions...
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