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Shrouded Blackheart

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Everything posted by Shrouded Blackheart

  1. I can confirm that Arton's method does indeed work! Now I don't know which method is best to use because Blender seems like the faster approach but I could also just names individual parts after I've finished making each part lol. On a final note is there a limit to the amount of hit-boxes you can have? I only ask for future reference.
  2. Oh so I guess something good came from this then and people can learn from it in the future. I wonder if it's the same thing with 3DS Max then.. Did a quick test in 3DS Max but I guess it doesn't want to play nice. Does it work in Blender's .DAE though?
  3. I can't stand Blender and it seems like such a pain in the ass just to get this thing to work. It actually explains why I've had so many problems with mesh so far. I suppose I'll have to give Blender a try until I can find a better solution.. **EDIT** NOPE! Even tried with Blender and it STILL does it, I even have "Sort by object name" enabled.
  4. I'm using 3DS Max and in the heirarchy it's all alphabetical. Do you think that it matters ifI I just select everything and export or should I select each piece in order and then do the same with the physics? I think I've already tried that though. I'll probably re-do the physics for the walkay but right now I just want to at least work this thing out. I certainly see what you mean by things getting reversed but I'm not entirely sure how I'd even fix that within 3DS Max because I'm used to creating things for games engines and haven't had this problem before lol. For now I'd just like to work out how to sort this problem out where it's reversing things.
  5. So I joined parts together and made custom physics for it but now there's a new problem. Here's what I'm working on, everything else is hidden as I've managed to narrow it down to these particular two things. Without the posts everything else is fine and the physics work but as soon as I add the posts back into the thing then it does this. Everything you see of the post is connected to eachother so you have one post and the walkway and then you have a physics piece for each. I have named things accordingly so that the mesh post is A, the walkway is B, the physics post is 1 and the physics walkway is 2. Still doesn't work... I've tried naming, as above, but with 1,2 mesh and 1,2 physics but that doesn't work either. It's only the pillar that is messing it up.
  6. Thanks but I did some research and it turns out that each part does indeed need to have its own physics so my bridge is 32 prims therefore it'd need 32 boxes. Makes more sense now!
  7. No matter what I do the uploader just takes my physics, says "Yeh screw you!" and makes its own damn physics. I even tried using two simple cubes to test but it just re-sizes it and completely ignores where i put the damn physics. I made a very quick example here (I actually modeled a bridge with custom physics and all that but I need to work this out first) White box represents physics. And in the uploader: I don't want to spend ages making a good yet simple physics model only for it to do this stuff everytime. Even if I click "Analyze" nothing happens it just changes colour completely ignoring the fact that there is a custom physics model there. It either shrinks it or makes its own. Am I doing something wrong? On a side note my bridge is in multiple parts and maybe that's the problem but I don't really want to have it in one part if I can avoid it because I'd like to make it so that each part is editable for animation purposes.
  8. I've tried a few timed audio loopers but one of them seem to work. I need the audio clips to be about 45 seconds apart but they always end up either running over eachother or not starting for 45 seconds after the script runs and THEN running but right after eachother. Does anybody know of a stable script that will also work properly even when rezzed each time? I made the audio clip myself so I know that it's just under 10 seconds long. Thanks!!
  9. Yeh that's what i feared.. I guess I'll just have to try trial and error.. Like don't waste time texturing my work until i can see how it's going to effect Li.
  10. Well I'm just curious because i make high poly stuff and then bring the poly count down, use retopology, etc. and i always have my low poly ar around 500 polies. I know it really depends on the object but the stuff I'm making is more organic stuff like boulders and rocks, etc. So could somebody tell me if poly count effects Land Impact a lot? I'd rather know sooner than later you see.. I mean would i be safe keeping my poly count around 1,000 per object, say 5 objects per project? Thanks!
  11. Which version of Max are you using? I know that they released an updated .FBX exporter/importer than seems to work.
  12. It does look really great but i can't see much difference. I guess I'll just have to make something and see for myself lol.
  13. I have worked with a lot of games engines so i know of the benefits but let's face it Second Life doesn't really have the best graphics engine in the world. I always keep an eye on my poly count, I'm used to working low poly but retopology, as you know, gives the illusion of making the low poly look high poly. With SL graphics would it even be possible or would it look like a low poly mesh baked in a high poly model texture? On most games engines, you take away the texture and you can see that it's just really low poly, but with the texture it looks high poly. I don't want things to have high poly textures yet obviously look like a low poly mesh.
  14. So I've started a project for somebody wanting me to make a few mesh props for them and such... I've been considering using retopology in the creation process but since normal maps are pretty useless (unless you have a good computer) on Second Life then i don't see the point really. Normal maps make up most of the illusion, coupled with ambient occlusion and such but wont it look rather dull without the normal maps? Have any of you, or do any of you, have an example that i could see of retopology used in Second Life and what are your experiences with its use in-world? I guess i just want to put my mind at ease on the matter.
  15. Yeh even in Photoshop i use the "Multiply" blend mode, plus you can always turn up the opacity and adjust contrasts and such if you don't like how it looks.
  16. Hey i have a better thing for you...http://wiz-bg.blogspot.nl/p/slav-3ds-max.html This tool is a plugin for 3DS Max that allows you to import a Second Life biped. If you'd like to know mor about it then watch this video: (sorry about the annoying music but he pretty much shows you how you'd go about using it...) I've been using it for a while now :cathappy: Also if you follow the tutorial it shows you how to use it to get an avatar into Second Life but I'm not entirely sure what you're wishing to accomplish here..
  17. I agree... Uploading textures, rigs and mesh isn't free I'm afraid. If i was doing it for my own purposes then perhaps but as it stands i don't gain anything i only lose L$ in upload fee's
  18. I have many years experience at making mesh terrain for games so maybe i can help... I'll contact you in-world.
  19. Been doing retopology for 8 years so I'm pretty good at it but i agree it takes time. The best thing you can do is try to keep your poly count down as you go.
  20. Retopology eh? I've used that a lot over the past 8 years in games design. Sadly with lack of normal maps, or people being able to see them, it kinda becomes pointless so i don't really bother. Also i agree, working with triangles is not really in your best interests, quads yield much better results. UV mapping can be very time consuming and annoying but with enough practice it'll be okay. You need to learn to prioritize which parts you want to be more defined and which parts don't matter so much.
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