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Shrouded Blackheart

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Everything posted by Shrouded Blackheart

  1. I'm not making mesh, i am experimenting with snapping to grids and such.. I am building just using 3DS to help with the measurements
  2. I'm translating between the grid in 3DS Max and such so i set the grid spacing to be 1.5m, maybe i should try working with a more even number lol. Working on a little theory is all
  3. Now I'm even more confused lol. Let me just absorb this Okay i think i understand... Guess I'll have to mess around with it or maybe you can explain it better once you can get in.
  4. I have seen it done but it involved altering the Second Life water and then rotating things around. Not exactly what you need.
  5. Okay so I admit that I'm a bit of a perfectionist when it comes to building and I like to be as accurate as possible. So I was wondering if there was some sort of formula that I could do in order to find out the percentage that I need to hollow an object. For example I have a wall that is 0.15m thick and a cylinder with a radius of 3.3m. Is there a way that I can determine how hollow the cylinder would need to be in order to match the walls thickness? I can do it manually but I prefer to be accurate as I said xD
  6. Okay i worked it out, the texture size was too small and it was causing it to blurr... My only concern now is that, if i make these, not everybody will even be able to see them.
  7. I have it enabled and, as i said, i can see the standard ones. I tried it on OpenSim as well and it's the same problem. To be honest i can't stand V2 and what if i make content and people can't see it because so many others hate V2 as well? However i will attempt it on V2 to narrow down the problem even further.
  8. Yep that's what I've been trying it with and having no luck with... I originally tried it with this:
  9. Okay this is the simple map: Sorry about the confusion, as i said I've worked with a few engines and helped a lot of mod teams and the two terms get thrown around a lot. Some people call them bumpmaps, others normal maps lol.
  10. I had considered it but somebody said it had to be RGB and not black and white.. They used RGB and it worked for them =-/
  11. Okay first of all let me just say I came back to SL after a long break and was totally amazed that they FINALLY incorporated bumpmaps into the damn thing! So I was really looking forward to testing it out and such, made a simple mesh made a simple bumpmap for it and uploaded both. I do know what I'm doing when it comes to creating such things as I've been doing this for about 8 years now on various games engines and it's pretty much the same thing. The problem is that, in Second Life, my bumpmaps simply won't show up either on a mesh or a normal prim. I've tried saving it as a different format and everything but it just doesn't want to know. The standard bumpmaps within Second Life work just fine and I can see them properly but my custom ones don't show. Upon closing down the build menu and opening it up again my bumpmap texture is a black X suggesting that there isn't a texture there. As you can imagine this is kinda frustrating for me as I really want to make some great stuff (finally!) using meshes coupled with bumpmaps. Could anybody tell me what I'm possibly doing wrong? Thanks!
  12. Well that's weird it seems that http://127.0.0.1:8080 seems to make the viewer crash which makes me wonder why they'd tell the readers of the tutorial to use it in the first place... At least Singularity allows me to export directly ^^
  13. Well Singularity seemed to be working but crashes out after 20 or so seconds which is annoying as hell to say the least. I don't think there is a Phoenix download anymore sadly...
  14. I tried it on Firestorm, the option to export directly via the pie menu has gone as well.. I really need to export this i'm making a house for somebody you see.
  15. Been in the 3D modeling and game/mod creation field for 9 years so i know what you mean, it's a method called retopology and is highly effective for making low poly models look highly detailed =-D I intend to implement the use of it when making meshes
  16. I have used it before with no issues but, apparently, you're supposed to add http://127.0.0.1:8080 to the grid list, however it wont let me add that to it so i can't export my prims out of Second Life. I believe it's because the updated viewer wont allow you to edit grid information, you can only add a URL which is really frustrating because it just wont accept that URL. Does anybody currently use Primcomposer to export their builds? If so what is your workflow? Many thanks!
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