Jump to content

ChinRey

Advisor
  • Posts

    8,379
  • Joined

  • Last visited

Everything posted by ChinRey

  1. Just remember that the phsyics model will be scaled to the same overall size as the main visual model but apåart frm that there is no direct relationship between them whatsovere, they're not even handled by the same computer (visuals are client side, physics server side). I actually have a ready made standard physics dae I use for most doors. It's made from a cube covering half the width and a very small single horizontal triangle right on top and aty the edge furthest away from the cube.
  2. I assume the actual physics weight is the same and only the color the model is displayed with changes, right? The color coding of the physics model dispaly does not depend only on its complexity. There must be some other factor(s) too since fairly complex models may well show up in blue whiole relatively simple ones can sometimes be yellow. It seems the viewer has some crude algorithm to guesstimate what a reasonable physics weight would be based on the visual model and it's quite possible the LoD models will affect that calculation. I've never seen that grayish color but I would guess it's what you get rigth on the border between blue and yellow. I any case, my best advice is something a Linden once told me: Do not trust the phsyics model display in the viewer.
  3. Here's some helpful info then. You're probably not going to like it though. The Wings3D sculpty plugin only works for mesh grids with the vertice list sorted in a very specific order. There used to be ready made templates for it but as far as I know they are not avavilable anymore so you will have to make one yourself. The modern(ish) sculpt system supports 28 different grid sizes and configurations but Wings3D can only handle the original 32x32 vertice setup. Wings3D produces oversampled 128x128 pixel sculpt maps rather than proper 64x64 pixel ones. Now, even the best sculpt maps can be rather laggy and prone to render failure and should be used with care. But oversampled sculpt maps are sheer Evil and also surprisingly resistant to conventional remedies like Holy Water, silver bullets and wooden stakes. The only way to purify them is to force them through an image editor and scale them down.
  4. As far as I know, the bannings you mention weren't for the content but for Marketplace pictures showing human and animal avatars interacting in ... well you get the idea. Once the merchants agreed to change the pictures, they were allowed back in and the items are still for sale. The reason you found nothing is that there is nothing to find. Creating anatomically correct animal models and animal avatars is not against any rule.
  5. Oh, I didn't know that. Maybe method no. 4 - the "8+ face mesh upload exploitation" way is worth looking at too then. I asked LL about it and they told me they couldn't guarantee it would work in the future.
  6. I have to try that next time. Of curse there is also a third way, one that Drongle mentioned in a thread long ago. If we start with my single balance triangle: Delete the triangle and two of the vertices so there is just a single vertice left out there: Select that vertice and only that vertice and sort the vertice list with it as no. 1 (Mesh menu -> Sort Elements -> Selected): That way we don't have to add any extra polys - degenerate or not - at all. We just use a single "balance vertice" to expand the mesh size and vertices are of course never ever drawn. The downside is that we're really expoliting a bug here and that means there is always a chance that LL will fix the bug some day i the future. The uploader is supposed to identify and delete any loose vertices and edges, that is any that don't actually have any triangles. But this is the Second Life mesh uploader after all, so it's not very good at it and sometimes misses a few. One vertice it will never delete, no matter how loose it is, is the one that is first on the list in the dae file so by assigning the balance vertice to that place in the lsit, we're sure it will survive the upload. Until LL fixes the bug that is ... well it can happen!
  7. Interesting. What you do there is make the balance triangle invisible not with transparency but by placing to of the vertices at exactly the same spot so there is no surface to be visible. Does that work? I've been considering the method myself but been a bit nervous about it since I was afraid the viewer would insist ond rawing a line there anyway.
  8. There are far faster and easier ways to do it than what the video shows but yes, it's the same idea. Edit, a bit more details, this is a door: From the top with the 3D cursor marking the pivot point: To make the door rotate correctly (without using awkward offcenter rotation scripts) we need to make the pivot point the center of the mesh as a whole. That means we'll have to extend the mesh to the point the 3D cursor is at here: The solution is to add a "balance triangle" that extends out to that point: The balance triangle has to be fully transparent of course (we don't want to actually see it), it has to extend exactly to that point I marked with the 3D cursor and unless you're adding some offset along the other axises, it must not extend outside the original boundaries of the mesh in any other direction. Those are all the requirements. It doesn't matter how big or small it is, it doesn't matter what shape it has and it dosen't matter whether it's horizontal or vertical or angled in some weird direction. At last count I think there were about 216.47 ways to achieve this in Blender but there may be more. Oh, and since this thread is supposed to be about clock hands not doors: maigne the top views of the door are just pictures of a very weird looking clock hand.
  9. That is the old hinge prim trick. The problem with it is that you can't link the hands to the clock. A much better solution is to make the hands as "balanced" meshes the way modern mesh doors are made. Add an extra fully transparent face to the mesh extending "backwards" so the physical center of the mesh as a whole is exactly at the rotation point. Please note that the origin point in Blender is not under any circumstance kept when a mesh is uploaded to Second Life. Usually the origin point or rotation point if you like, is the physical center of the mesh's bounding box. The only exception is when you try to upload a mesh with two many faces and the uploader spltis it up automatically. You don't want to do that though, it gets seriously messy fast.
  10. I can't even open profiles today, I read that as a sign of progress, obviously they've taken the whole thing down to give it a throrough cleaning and it'll be back soon, all nice and shiny.
  11. ---- Of course, if you're a Second Life content creator, this should be your favorite:
  12. I too would probably have stayed longer the first time if I had known somebody there or at least met somebody I could communicate with. But I was dropped right in the middle of a huge shopping mall, I couldn't figure out how to get out of it, everybody else there seemed to be in the middle of an oyster imitation contest and the only information I could get out of it all was that I ahd to give them my credit card number and spend a handful of dolalrs on a proper avatar before I could go out among other people.
  13. My first SL account is long gone and I'm not sure exactly then I created it. I think it was 2004 or 2005 but it may have been a little bit earlier or later. My current stay in Second Life started in May 2013.
  14. It is but it can still be read by a script so yes, a feeder script is always the safest way to hide a texture UUID
  15. It's a border case. If we were to go further down that line, I think my answer would have been: AIR! I simply can't live without it, not for ten minutes even. But I can survive half an hour without coffee if I really, really have to.
  16. That question is actually mindboggling.
  17. I would guess about 50% of today's size, perhaps a little bit less. There will always be a hard core of users who'll stay loyal until they die and once you get down to that core, the decline will slow down. LL's tier income will drop faster than the number of sims though since it will always be the customers who have to pay the highest prices who are most likely to leave.
  18. Not exactly. There is no fixed size for a Sansar experience. You can make it as small as a single room in a house or you can expand it up to... Umm, I don't think LL has published the max size actually. It's at least 2x2 km (the equivalent of 64 SL sims) and most likely 4x4 km (256 sims) since that seems to be the limit other similar engines are struggling to break through. WhiteCore has managed it though, a sim there can be up to 8x8 km, so it's not impossible.
  19. Oh, if we're talking dinner... Steamed haddock with almond potatoes, fresh carrots and cream sauce (but it has to be fresh fish - old fish is only suitable for sushi) Pan fried mountain trout with almond potatoes (again), shredded raw carrots, cucumber and butter sauce A proper Northern Norwegian "three-of-each" fish soup Slow roasted porkbelly with rösti and chanterelle stew Falafel with hummus and yoghurt cucumber sauce Chicken tikka masala Finnbiff with mashed potatoes, brussel sprouts and lingonberry jam ... This is making me hungry for some reason.
  20. Another method is to log on to secondlife.com and accept the ToS there rather than through the viewer. That always works.
  21. I used to use it regularly but even apart from the recent problems it's been way too unreliable for a long time. So I gave up. I will begin using it again if/when it becomes reliable enough.
  22. Sadly it seems too many hosts follow that rule but overlook the rest of Awlin's advice. Three gestures and two standard greetings for new visitors, that seems to be the complete repertoire of the average host.
  23. A notecard that is both no copy and no modify can only be read by scripts, not people. and if it is inside a no modify object, it can of course only be read by scripts already in the same object. But permissions that strict aren't usually a good idea of course. It's much better to use a feeder script instead of a notecard.
  24. Aww It's getting towards the end of the season where I live too. Bilberries next.
×
×
  • Create New...