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gustav2005

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  1. Hmmmmmm, I try to make my question clear. It's mostly because I'm not a tech expart (and that's why I'm asking this though). It might take a while, please forgive. 400 and 1600 polygon spheres. Both 1LI. I set "Medium" LoDs of both spheres as "Use LoD above". Only the difference between them are "Low" and "Lowest" LoDs settings to achieve 1LI. Physically they're the same size. Now, looking at 400 and 1600 spheres from 1 m away from them. Both of them are appearing perfectly in my display. No distortion is appearing because they're close to the camera and "Low" and "Lowest" LoDs settings are not affecting them. At this moment, does 1600 requires more rendering work than 400 because it has to show more details?
  2. Thank you very much for your replies, Ivanova and Arton. Yes, mesh objects can go down below 1LI and all of 1LI objects are not the same actually. However. Let's think, 400 and 1600, both of them are exactly 1.0LI. LoDs is the only difference. They are physically just the same size. 50 cm diameter spheres. Looking at them from the same distance (this is important). 1 m away from them. In my idea, 400 has less points to render. On the other hand, 1600 has more points to render. Even both of them are 1LI. If so, does it mean 1600 gives more work to do to our PC or server or whatever? In that case, can't we say 1600 is much “heavier” than 400? Can we treat them equally? Or SL is not working in that way and dosen't it matter because they're simply just 1LI objects?
  3. It may sound bit ambiguous, but I have a question. There's a 1LI object. Both of them are using 512x512 single texture. One is 400 polygons. Higher LoDs settings. Low-polygon looking model but durable from a long distance view. Another one is 1600 polygons. Extremely lower LoDs settings. It looks fantastic but dissapear in a very short distance. Both of them are simply 1LI, but I feel my viewer gets slower and heavier when I put 1600 one around. Is this truly happening? Or am I just hullucinating? If 1600 object is heavier than 400 in some ways, where can I see the numeric defference in the mesh uploader when I upload them to SL?
  4. Oh, thank you very much Dora! It stopped the awkward reaction of the object. It still has the texture loading problem, but I think that is a lag caused by the server. Reducing the texture size from 512x512 to 256x256 might solve the problem..... (I haven't tried it yet though). I really appreciate your help
  5. I've been working on an object with touch on/off function to control the transparancy of one face of the object. The problem is, everytime I rez the item, the whole object goes 100% transparant for the very first click. It turns up when I select the object and "edit" it. Then, after that, the object works OK. The script is very simple but, therefore, I can't figure out why that malfunction happens only for the very first time. Could someone help me to figure out why this happens and how to avoid that? The script is like this righ now. integer ON; default { state_entry() { llSetAlpha(1.0, ALL_SIDES); } touch_start(integer total_number) { ON = !ON; if (ON) { llSetAlpha(0.0, 1); llPlaySound("bell",0.3); } else { llSetAlpha(1.0, 1); llPlaySound("bell",0.3); } } }
  6. Thank you very much for your reply, Kwakkelde and Arton. Yes, I guess, the uploader might be reasonably reliable but SL server is causing the trouble. Regarding the object name, I really appreciate the info. This might be bit related to that issue, that "today" and "yesterday" file problem. I changed all fo the object names in "today's" files from "book01" or "test02" or something something (BTW I didn't put any spaces in the object name) to "obj01". Then the problem solved. So strange, but surely the object name was causing the trouble. I guess this was a problem caused by third party object builder outside of SL. Another problem I'm facing to in Beta grid now is that I uploaded a same object couple of times in different sizes to check its LoDs. Then I tried to upload another object. Then, all of sudden, the uploader refused everything kept on saying, "Multiple errors while validating assets. Upload_invalidasset". It is refusing all the files after this. I can't upload any files anymore. Well, it was another, "Come on!", moment. I know I sound very silly and stupid, but this happens from time to time and it is quite annoying although I'm trying to enjoy it.
  7. Thank you very much for your reply, everyone. It's quite interesting to find out that everyone is making various effort to keep the consistency. I'm so glad to know that I'm not the only one (hahaha, to be honest, I thought SL is so mean only to me!). The reason why I need to upload the same object several time is, well, sometimes I just want to change its UV mappings finding out the other better solution or such. Of course, I use Beta grid and keep the memo of the LoD settings, too . Since I'm not a Prim millionaire, I've been keeping the most of my creation as 1LI (or less than 1LI) objects. It's almost like a challenge to me; how far I can go keeping things within 1LI. For me, it's like, "1.5 LI? 2LI!? I'm not that rich!" LOL. During this summer, I had an object that could be 0.5LI based on the usual standard but LI never went down below 1.26LI (I tried all of the tricks I know). I waited the entire 3 weeks or 4 weeks till I finally get it 0.5LI (YES!). Well, in this situation, the unpredictability is quite an issue. The current problem is, a kind of hilarious. Any files I created "today" can't be uploaded. All the files created till "yesterday" can be uploaded without any troubles. The same file, but re-saved as a different file (to figure out what is causing the trouble, I did this). Only the difference is "date". I just wanted to say, "Come on!" LOL. Well, again, thank you very much everyone for the replies. I'm so glad to know that I'm not the only one and, I guess, I can take it easier from now on.
  8. Quite often, I face to these problems. Uploading mesh problems. OK, nothing is so serious (I guess. It's quite annoying though), I've just been wondering if these happen to the other creators, too.... [LI calculation problem] I tried to upload a mesh object. Yesterday, it became 1LI. Using the same LoD settings, today, with the same object, it never goes down to 1LI and stays 2.6 LI. Even using the same LoD settings and everything, LI calculation changes all the time. It's like the wind velocity. Does this happen to everyone? [DAE file problem] I spent hours and hours to make an object. Yesterday, I successfully uploaded it without any troubles. Today, all of sudden, SL refuses the file saying it can't find out the file or something. Just the same file, nothing has been changed. I check the file with some mesh builders (Blender and another one) and the file seems fine. Does this happen to everyone, too? Well, for me, facing to those problems, I've been trying to think SL is like "weather". When it's fine, it's fine. When it rains, it rains. All you need to do is just wait till it'll become another sunny day. Sometimes, I even wait some weeks till I get the same LI with one same object. It's like, "Only the Supreme Being knows.....". Does this happen to everyone? Are there any ways to solve those problems? Simply do I just have to wait patiently till the SL weather changes looking up the sky and praying?
  9. Thank you very much, Innula. It is so fantastic to know how to make the process much simpler. I really appreciate your help. To be honest, after I submit my script here, I started wondering, "Why am I checking Key ID every time when the ower is the only one who attach the object all the time" and was looking for to make the process much simpler. Now I learned about it from your script. Now I found two problems and here is how I solved. I think 1st one is solved but the second one is still in the half way to solve. 1) The sound. If I detach the object while it's rotating and making sound, next time when I attach it again, strangely I still can hear less than 1 sec of the sound when the object rezzed. So I moved up "llStopSound();" in front of "if(llGetAttached())" action in state_entry process because I thought the server time lag was causing that problem. Now it's working OK so far. 2) I saw an awkward animation movement when both from "hold" to "shake" transition and from "shake" to "hold" transition happened by clicking the object. The arm of my avatar caused convulsions. Again, I thought this is because of the server processing problem. For "hold" to "shake" transition, the awkward movement was solved by deleting "llStopAnimation(holdAnim);" action (OH please don't ask me how I did that. When I looked at the script to solve this, all of sudden I got, "yes, this is the part!" and deleted. And it turned out successful. I just followed my hunch). But still there's a tiny awkward movement in "shake" to "hold" process and I don't know how to solve this. integer toggle; key owner; string holdAnim = "hold"; string shakeAnim = "shake"; string windUpSound = "wind_up"; default { state_entry() { llStopSound();// I moved this up here. llTargetOmega(<0,0,0>,PI,1.0);// this is to stop the rotation. I moved this up here, too. if (llGetAttached()){ toggle = FALSE; owner = llGetOwner(); llRequestPermissions(owner,PERMISSION_TRIGGER_ANIMATION); } } run_time_permissions(integer permissions) { if (permissions & PERMISSION_TRIGGER_ANIMATION){ if(holdAnim){ llStartAnimation(holdAnim); toggle = FALSE; } } } attach(key attached) { llResetScript(); } touch_end(integer total_number) { if (owner == llDetectedKey(0)){ if(llGetPermissions()& PERMISSION_TRIGGER_ANIMATION){ toggle =!toggle; if (toggle){ if(shakeAnim){ llStartAnimation(shakeAnim); } if (holdAnim){ llStopAnimation(holdAnim);//I deleted this part to solve the awkward movement in the animation transition. llTargetOmega(<3,0,0>,PI,1.0); } if(windUpSound){ llLoopSound(windUpSound, 1.0); } } else{ llStopSound(); llTargetOmega(<0,0,0>,PI,1.0); if(holdAnim){ llStartAnimation(holdAnim); } if(shakeAnim){ llStopAnimation(shakeAnim); } } } } } }
  10. Thank you very much for your reply, Xiija. I didn't know about init() function. I have to learn it more. :matte-motes-smile: I added "when the object is detached" state to stop its rotation and sound. For now, it seems working (the script looks quite long though.....but well, this is what I can do for now at best). I hope this is also OK. string animation_name="shake"; string sound="wind_up"; key agent = NULL_KEY; default { attach(key id) { if(id == NULL_KEY) { llTargetOmega(<0,0,0>,PI,1.0); llStopSound(); } } touch_start(integer detected){ if (agent == NULL_KEY) { agent = llDetectedKey(0); llRequestPermissions(agent, PERMISSION_TRIGGER_ANIMATION); } } run_time_permissions(integer perm) { key perm_key = llGetPermissionsKey(); if (perm_key == agent) { if (perm & PERMISSION_TRIGGER_ANIMATION){ key chk = llGetInventoryKey(animation_name); list anms = llGetAnimationList(agent); integer i; for (i = 0; i < llGetListLength(anms); i++){ if (chk == llList2Key(anms, i)) { llStopAnimation(animation_name); llStopSound(); llTargetOmega(<0,0,0>,PI,1.0); agent = NULL_KEY; return; } } llStartAnimation(animation_name); llLoopSound(sound, 0.5); llTargetOmega(<3,0,0>,PI,1.0); } agent = NULL_KEY; } } }
  11. I made a mistake, here is the correct, "shaking, rotating and making sound script" string animation_name="shake"; string sound="wind_up"; key agent = NULL_KEY; default { touch_start(integer detected){ if (agent == NULL_KEY) { agent = llDetectedKey(0); llRequestPermissions(agent, PERMISSION_TRIGGER_ANIMATION); } } run_time_permissions(integer perm) { key perm_key = llGetPermissionsKey(); if (perm_key == agent) { if (perm & PERMISSION_TRIGGER_ANIMATION){ key chk = llGetInventoryKey(animation_name); list anms = llGetAnimationList(agent); integer i; for (i = 0; i < llGetListLength(anms); i++){ if (chk == llList2Key(anms, i)) { llStopAnimation(animation_name); llStopSound(); llTargetOmega(<0,0,0>,PI,1.0); agent = NULL_KEY; return; } } llStartAnimation(animation_name); llLoopSound(sound, 0.5); llTargetOmega(<3,0,0>,PI,1.0); } agent = NULL_KEY; } } }
  12. Hi. I made a party noise maker gadget and am having a trouble to write the script for that. I really hope someone could help me kindly. Here is the flow. stage A) when I wear the gadget, my avatar starts the animation, "hold". stage B) when I touch the gadget, my avatar starts the animation, "shake". At the same time, the objects starts rotating and making the rattling noise, "wind_up". stage C) when I touch the gadget again, the "shake" animation stops and the "hold" animation starts again. At the same time, the object rotation stops and the sound stops. Below is the scripts I'm using. What I want to do is, even when I detach te object in the middle of stage B (rotating and making sound), next time when I wear it again, I want it to start from stage A, C (no rotation, no sound). And I'm not sure how I can achieve that (I tried to put "llStopSound" and "llStopAnimation" script in default states. But it was not successful). I'm totally LSL scripting novice and in the middle of learning (I just finished the first floor of College of Music and Scripting in SL). What I could do at this moment is; vaguely understand what a script try to achieve when I read quite simple script, could pick up some public domain scripts and add something additional to achieve what I would like to do as long as it's quite simple and I can understand. I hope this explains my current level of ability. <script for holding animation> string anime ="hold"; default { state_entry() { llRequestPermissions(llGetOwner(),PERMISSION_TRIGGER_ANIMATION); } run_time_permissions(integer perm) { if(perm == PERMISSION_TRIGGER_ANIMATION) { llStartAnimation(anime); } } on_rez(integer st) { llResetScript(); } attach(key id) { llStopAnimation(anime); } } <shaking, rotating, and making noise script> string animation_name="shake"; string sound="wind_up"; key agent = NULL_KEY; default { touch_start(integer detected){ if (agent == NULL_KEY) { agent = llDetectedKey(0); llRequestPermissions(agent, PERMISSION_TRIGGER_ANIMATION); } } run_time_permissions(integer perm) { key perm_key = llGetPermissionsKey(); if (perm_key == agent) { if (perm & PERMISSION_TRIGGER_ANIMATION){ key chk = llGetInventoryKey(animation_name); list anms = llGetAnimationList(agent); integer i; for (i = 0; i < llGetListLength(anms); i++){ if (chk == llList2Key(anms, i)) { llStopAnimation(animation_name); llStopSound(); agent = NULL_KEY; return; } } llStartAnimation(animation_name); llLoopSound(sound, 0.5); } agent = NULL_KEY; } } }
  13. Thank you very much, Ariel. And also the infromation about the grid status report. I had some troubles based on the maintenace issue before. This page definitely will help me a lot. I really appriceate your halp.
  14. Awwwwww, thank you very much for the information and your quick reply, Sephina!! I really appreciate.
  15. I can't see my avatar. I tried everything here says. http://community.secondlife.com/t5/English-Knowledge-Base/Troubleshooting-avatar-appearance/ta-p/1256955 This is how it happened. I tried to change my clothe that is in my saved outfit. Then, nothing happened. I only got an message, "CANNOT CREATE REQUESTED INVENTORY". Everything was bit laggish. So I moved to the other SIM. Then my avatar became a particle cloud. I tried everything the troubleshooting above said. Even tried the default avatar. Now, I'm still a particle cloud and "Changing Outfit" is just ticking endlessly. What should I do with this?
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