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Xxaxx Constantine

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  1. I know this is an old topic. Just replying here because google ranked this near the top of search results for the error. I had this same problem 2020 with blender 2.82 What worked for me was to join all the objects in my model into a single object. I then joined all the objects in the lod. Having the model and its lod contain just one object each made it work for me.
  2. That explains so much. Thank you all for the input.
  3. I have a script that will cause (at the click of a hud button) various child prims of my target object to rotate. I can make the target prims rotate quite nicely. I'm using llTargetOmega to rotate the prims. THe problem is with stopping it. Nothing I do will return the prim to its default <0.0, 0.0, 0.0> position. I've tried: llSetLocalRot( ZERO_ROTATION ); llSetRot( ZERO_ROTATION ); llSetLocalRot( ZERO_ROTATION / llGetRootRotation() ) Basically throwing snippets at the issue to see if any will bring the prim back to zero rotation. Any clues would be most welcome.
  4. Thanks for the quick reply. I believe I will need to try the pseudo sale idea. Thanks again. Now, I'm off to figure out selling, restricting resell and so many wonderful new things. I hope there isn't any too horrible gotchas lurking in there. I'll start with a small parcel -- in the corner. LoL.
  5. I have a private island that I'm trying to manage. That parts okay. Where the difficulty arrises is in prim managment. I've parceled the land into several areas so that different builders will have different numbers of prims to work with. However, it looks like the prims are being shared among all the parcels. This is undoubtedly because we have not changed owner. Only give build permissions to different groups. Is there a way to limit the prims to the parcel capacity without changing owners? Thanks for any clues.
  6. Thanks for the reply. When I say 180 degrees off, I mean in terms of my understanding of how the parameters work. For all I know I made a number big when it should have been made small. Made the time long when it should have been short. The actual observed problem is the train comes off the rail. I can't keep the loco from climbing over the middle rail. It will bounce up, or climb the rail and then run around the sim off rail. At super low speeds it seems to work okay. But, if the speed is increased at all the train will come off the track. I was hoping to find a way to set the parameters so that the train would have zero bank, and not go up. That's why the attempt to suppress some of the angular motion, etc. But, I'm new to the parameters.
  7. I'm trying to make a train script -- in this case one that is using physics. I'm using the parameters below. Please don't laugh. I've cobbled these together best I could based on the documentations. But, I think I have a few things 180 degrees backwards. The problem I see with the loco is that on curves it will climber over the middle rail. Also in the straights it will some times bounce up like a bucking bronco. Any clue which parameter I've mangled? Or, simpler put, what is the trick to keeping a loco on the track? Thanks for any clues. llSetVehicleVectorParam( VEHICLE_LINEAR_FRICTION_TIMESCALE, <100, 3, .1> ); llSetVehicleVectorParam( VEHICLE_ANGULAR_FRICTION_TIMESCALE, <.1, .1, 3> ); llSetVehicleVectorParam( VEHICLE_LINEAR_MOTOR_DIRECTION, <0, 0, 0> ); llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_TIMESCALE, 1 ); llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 60 ); llSetVehicleVectorParam( VEHICLE_ANGULAR_MOTOR_DIRECTION, <0, 0, 0> ); llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_TIMESCALE, 1 ); llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 0.8 ); llSetVehicleFloatParam( VEHICLE_HOVER_HEIGHT, 0 ); llSetVehicleFloatParam( VEHICLE_HOVER_EFFICIENCY, 0 ); llSetVehicleFloatParam( VEHICLE_HOVER_TIMESCALE, 1000 ); llSetVehicleFloatParam( VEHICLE_BUOYANCY, 0 ); llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 1 ); llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 2 ); llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0 ); llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 0.1 ); llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 0.5); llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 1); llSetVehicleFloatParam( VEHICLE_BANKING_EFFICIENCY, 0.0 ); llSetVehicleFloatParam( VEHICLE_BANKING_MIX, 1 ); llSetVehicleFloatParam( VEHICLE_BANKING_TIMESCALE, 1 ); llSetVehicleRotationParam( VEHICLE_REFERENCE_FRAME, <0, 0, 0, 1> ); llRemoveVehicleFlags( VEHICLE_FLAG_HOVER_WATER_ONLY | VEHICLE_FLAG_HOVER_TERRAIN_ONLY | VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT); llSetVehicleFlags( VEHICLE_FLAG_NO_DEFLECTION_UP | VEHICLE_FLAG_LIMIT_MOTOR_UP );
  8. Happy to report that after reviewing all the answers and implementing them in my script that everything is working just fine. Thanks again for the help. That multiplication by the local rotation was the bit of magic I needed.
  9. Thank you so much for the replies, I will study these to not only get one that works, but also see if I can understand how. This rotation stuff is probably the biggest challenge I have met in LSL so far.
  10. I have a sliding door that works just fine -- until the root prim is changed. Basically I would like to slide the door along its local X axis independent of which prim is root. I've tried a few wild guesses with converting back and forth to different coordinate systems. So far isn't working. I'm wondering if there is a direction someone can point me in. Thanks,
  11. Thank you both for the answers. Follow up question though. I am wondering based on your answers if there are special considerations when using sound from a hud.
  12. Can someone please give me a clue on when one should use llPlaySound versus llTriggerSound? I suppose the issue comes down to not really understanding the difference between an attached sound and unattached sound. Would this mean the sound follows the object -- if the object is moving. But will that matter if the object doesn't move?
  13. I suppose for flying around in world and chatting with friends this might not be too too much of a hindrance. But, for anyone editing scripts this can be a major pain. Just seems callous to force this into the populace. Well, at least it is not being tauted as a feature
  14. Sorry, I should have been much more specific. Second Life 3.6.2 (279321) Jul 31 2013 01:07:29 (Second Life Release) This is the latest upgrade. For me at least. My viewer was working fine yesterday too.
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