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Lexii Lane

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Everything posted by Lexii Lane

  1. ok - Sounds great, Thanks for your help! And Quarrel, thank you too!
  2. So if I made the diffuse purple, the color emissed would be purple, but I have to do nothing with the alpha mask? I can change the diffuse color to any color I need and it will translate over?
  3. Hello, I'm doing a pretty complicated build, and it has baked lighting with emissive masks. I am trying to think ahead on how the end user can customize my build via sharing textures, but I haven't figured out how to customize the emissive mask to glow custom colors when I export it from PS. For instance I would let the end user have access to the raw files that they could change the color from white to purple, but when you put that together in Photoshop, the alpha channel only lets me do black and white. Is there a way to do this differently? Or am I approaching this all wrong?
  4. Thank you all for your help! For record keeping, I used all the reset xforms and UV's that max had to offer. I have not tried the turn to poly modifier, or turn to mesh modifiers, but I will if this ever happens again. I just went in and remeshed the piece, and the issue is resolved. Not the best solution, but it got me moving forward! Thanks again, I will keep all of these in mind if it should happen again!
  5. As for your last idea, I can confirm no weird polys in the background. The mesh is singular not double - but good check. https://gyazo.com/eac0fa00069be3ab0ee59d10b46d8008 The UV Thing, I used Max's utility to clear the UV, then I used the applier to no avail. It is still doing it. My mind is blown.
  6. Hey there, the UV guide shows the same thing when I add a texture to the mesh. Image below.
  7. Hello, Im wracking my brain with this one. I have done nothing different from what I usually do, and Im experiencing a situation where my UV tiles to not match in SL what they do in 3ds max. Below are images of what I mean... Please help 😵 Here's 3ds max: https://gyazo.com/d43add5c99df9ea7c1bddf51fe2985f2 heres the UV for that https://gyazo.com/acffa33b46e8f78a106524fcafc56110 Heres the result im getting in SL. Ive never had this happen before and its REALLY annoying. https://gyazo.com/c9920eed5cbd783e19a0385cd6e7a514
  8. TY! The material naming and merging of the mesh is helping 100%
  9. So I'd have to break them off, map them, then attach and weld after the UV maps were done on the broken parts. But before I re-attach, I have to render the textures out, right?
  10. One last question: Say I have one editable poly, for instance the side wall as you have shown in the diagram. I want to have the wall and the window SILL on one UV map, and the GLASS of the window on another UV map... How the heck can I do that with one editable poly? The windows will be animated.
  11. So with that I can take one mesh object and give it up to eight textures, and light those surfaces individually? I use multi materials, I wonder why its not working properly. Ill have to give the naming thing a shot next after I get done remeshing this TARDIS. You all are awesome
  12. Ok I took into practice what you said, started bringing the models in in parts, and realized that I can start this again from the ground up keeping these things in mind. Bringing the walls in as their own objects helped with the bounding boxes, and going further into it, if I can get it all on one mesh that would be great, the problem is I need to be able to choose separate faces to let them illuminate. I read on help forums and stuff that the separate faces can be up to nine, however when I bring this into SL, it only allows me to do a max of two separate facings. I am wondering if its some knowledge I am lacking in MAX regarding mapping channels or something. If I break the mesh up into parts, it makes it assued that each will be its own face.
  13. Thank you all for your help, I am going to look into reinstalling my plugins, there may be an issue there. Thanks again!!
  14. Well I can say for certain its not my verts and polygons, I just tried to upload a box shape, and used the same mesh as a physics LOD from the dae file. The physics model is stretched for some reason. That cant be good.
  15. Well its not really primmy, its reading 4 LI, and the only reason for that is I have the windows, police box and doors on separate "prims" because they need to be animated independently. I had a mesh with about 94,000 verts upload without this issue last week, Ive never seen it Ill take a look at reducing the verts.
  16. Thank you, yes, I am checking for isolated verts right now, it might be a glitch somewhere, and I will set ALL of the individual pieces to have the same axis. The mesh is around 22000 verts (blame the handles and top light)
  17. Yes and yes. I also used a cube, Ill upload a picture here.
  18. Okay, I am uploading a mesh. Pretty common stuff. However, when I go to customize the physics with a model .dae from 3ds max, I end up with the physics mesh seeming to be WARPED. The shape I am uploading is basically a super optimized version of the base mesh, so I am not sure why its doing it like this. I have tried it with simple shapes too, like a box, and it ends up super stretched like this...
  19. Just updated the walls. Gonna be looking for transparency script now... lol https://gyazo.com/7bce4a2f6dfa616d27e1a9895c16cd36
  20. Also, I meshed the bookshelves and stuff, if you want a copy let me know.
  21. Thanks, its actually a HandsofOmega Tardis, the Smith 50, that Ive done cosmetic modifications to. Glad you like!
  22. LOL random playlist. Chris was lurking there. Plus, why not?
  23. It seems to be projecting the lightsource properly on the walls, its just the shadowing that suffers. The lights stay on tho. I am in ultra.
  24. In the end, this is the script that seemed to work best in this situation. It turns on all the lights in the linkset as needed, thank you all so much for your help with this!
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