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Rick Nightingale

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Everything posted by Rick Nightingale

  1. Think I should try crashing Frank's like this? (we - my building alt and I - are both members there) On a serious note, yeah, read the rules of a place if it looks like any sort of RP or possibly restricted appearance. I'll usually find something appropriate to wear if I want to have a nosey around anywhere. It's only polite. Their house... their rules. Reminds me of the time in RL that an ex (very ex 😡) 'friend' of mine tried to get into a club on an improptu night out. I was wearing the cheapest possible supermarket shirt and trousers, straight from work. He wore designer jeans that cost more than I earned in a week. Guess who got into the club and who the bouncers refused entry? He was fuming mad, lol. He kept going on all night (I didn't abondon him and we found another club) about the unfairness of it.
  2. Thank you. Yeah, I know what you mean! I've gone ahead on the basis that I'm right and so far it all works, inserting added prims at index 2 in my table (as per the wiki) and deleting them using llDeleteSubList() for removal. I'm just doing one prim at a time to save headaches although I might upgrade to adding whole linksets for more speed. I'll let it run for a while and watch it. I guess it only takes a bit of a second to rescan the linkset after each change, but with script injection, link breaking, rezzing, link making, positioning and other stuff for up to twenty prims or so it already takes a while to reconfigure the object.
  3. Hopefully someone will know the answer to save me doing hours of testing to confirm it... If I remove a linked item from its linkset (using llBreakLink if it matters) do all the link numbers above that one simply drop down by one? So... if I remove link number 6, then what was link number 7 will now be 6, 29 will now be 28, etc. It will save me having to relist the whole linkset every time.
  4. Welcome to the forums and SL! Right click a folder in your inventory (can be the Notecard folder, but doesn't have to be) and select "new notecard" from the pop-up menu. A new notecard will appear with the cursor in it to rename it. Name it something (I often put my username in the name of it, like "New group member: Rick Nightingale". Double-click it to open and type in your text to say hello or whatever. Make sure to include your username again. Click save to save it. Then, open the group's profile, and click the creator's username to open their profile. On their open profile, at the bottom it should say something like, "drag and drop here to share" Drag your notecard there, and drop it. You'll get a confirmation box to click yes to. Edit: That's basically it. I've done it so many times I can't recall the finer nuances, and I can't get on the viewer right now to check the fine details. But that should get you there.
  5. Note for the future: my trick is to drop a listener script into things when I do this, and I have a simple HUD with a kill button. I did the same when I was making the Twisted Protocubes. Much easier to hit that red button that trying to catch 200 of the runny (and teleporting!) little blighters in a sandbox. Edit: of course, it's always obvious after the event.
  6. I had posted a reply here a few days back - it's vanished! My thoughts on the matter echo @Fluffy Sharkfin's. The ability to automatically correct a mirrored normal map in SL makes far more sense than having to upload a (possibly 'duplicate') mesh with a reversed UV map which makes re-texturing later a total pain. Wonder if it's worth putting in a feature request... might do later. Although I have to agree with @OptimoMaximo's comment that someone else must surely have thought of it already. That's sort of why I asked here, in case I had missed it something.
  7. Isn't it silver for bots? Or is that werewolves? So many genres... so many stereotypes... so much confusion!
  8. The phrase "go and stake yourself" always worked for me. I was one of those who refused the neckalce because it put my name on a database. Opt-in... not opt-out is my battle cry. Well, actually it's "Arrrhhhoooogaaahhh"
  9. Yep - had that happen to me. Another reason no-mod permissions is unacceptable to me. Another way to 'break' a no-copy item if the item does have modify permissions is that the user changes it somehow, like just replacing a texture because you cannot get the original back. One of the excuses used by sellers to set things to no-mod (and a very poor excuse at that). And... the easiest way of all to lose an item which I suspect happens far more often that the owner admits or realises... accidentally delete it in your inventory and then sometime later empty your trash. Then six months later remember you had something. No, I've never done that. Honest. Maybe. You could also just accidentally (or not) drag it into somewhere else in your inventory and never be able to find it again if you don't know exactly what it was called to search for it. I've done that one; finally found it with the help of this very forum when someone recognised what I was trying to describe and told me the name of it.
  10. Yeah, getting it accepted was a good start. There's no timeline on when it will be implemented though, and I would imagine will need a fair bit of testing to make sure it doesn't break something else. Still, given the amount of interest in the topic one way or another I would hope it's being treated with some importance.
  11. Hate to tell you this but it has been for a long time. The current state of AI only makes it quicker, easier and more accessable. I've had a little exposure to such matters in my varied careers and you would probably be shocked at the amount that can be discovered with the use of statistical analysis*, if enough data is available. There's a reason that three letter agencies stockpile everything they can. *helping a room full of very clever people, admittedly. AI is changing that too.
  12. You are quite right @OptimoMaximo, that does indeed work. It requires, however, uploading two versions of what could otherwise be a single mesh asset, duplicated and rotated in world (assuming it has rotational symmetry which is the case here). It also then means dealing with an object with an inherently mirrored texture, an irritation should I want to apply different (not mirrored) textures afterwards to each object. I would have to mirror/invert everything before upload and could not simply use existing textures (if I want normal maps too). I do like to design things to be easy to retexture by myself or others. And of course it cannot apply to prim builds. I think as @Wulfie Reanimator said, it must be an oversight in the viewer's treatment of 'manually' mirrored normal maps, since I can't see any advantage to having highlights and shadows the wrong way around.
  13. I would be frankly shocked if many were not doing that since it's such an obvious source of who all their visitors are and what they wear. Valuable information to a store!
  14. I'm clearly only talking about scripted agents, not the privacy updates (which do also effect me, although I'm already aware of my responsibilities under the GDPR etc.) There are obviously two, somewhat inter-related topics in this thread.
  15. Again you infer and say something that I did not say. Some others make it sound (here and in other threads and places) as if everyone running bots is doing it for the betterment of SL and all of us lucky residents and we should be grateful for their visits. There's a middle ground. Note again that I did not say "everyone", I said "a lot of people". I don't include @Paul Hexem in that for instance. It's been my experience in life however that most people do things purely for themselves (nothing necessarily wrong with that, or with monetisation, before anyone tries to put more words into my mouth). That is the way of the world in my experience. There are as many (more I think) bad actors as good ones. At best, some seem to think that because the service they provide is valuable to some, that others should just accept the inconvenience. How is that to everyone's benefit? Anyway, my baking in Blender has finished, so... laters!
  16. I think a lot of people are genuinely doing what is best purely for themselves, especially when running some service that has potential commercial value. Regardless of how they try to spin it. That's the way of the world.
  17. If nothing else, this topic has taken the heat away from the fee increase related threads... [ducks and runs for cover]
  18. That can happen if you are you inside a large, invisible 'cube' or similar, like a surround made in that way, or a part of a building made that way. If the item you want to sit on also does not have a sit target set into it, then you can get that problem.
  19. It might surprise someone to know I too have a product which relies on bots, that I've sold to the vehicle riding, flying and sailing community for years. One difference: My bots don't TP to parcels unasked for. In fact they have to be specifically summoned by a control HUD, by the user, when needed for a specific purpose. They don't gather anyone's data, or anything else for that matter and only land where specifically told to by the owner. Mine too will suffer from this though, despite that they are totally benign in action. Such is life. We still should have the ability to control access to bots properly.
  20. I don't understand the issue with not registering accounts that are mostly alts, and occasionally bots, as scripted agents. Per the TOS https://wiki.secondlife.com/wiki/Linden_Lab_Official:Scripted_Agent_Policy : My emboldening. I used to log in alts with a bot viewer occasionally. Never felt the need to have them registered since they are mostly alts, not bots.
  21. It would be incredibly useful in my opinion to be able to mirror a normal map and have it work 'properly'. I often want to mirror a texture on a build, which saves UV space and texture memory, or would if I could also mirror the normal map. For those wondering what I'm on about, see the pictures. All that's needed is to invert the red channel for a horizontal mirror, for instance. Would it be asking too much of the viewer to be able to do this if the normal map scale is negative? Or would it cause some issues I've not thought of? (other than possibly breaking existing content - it would need a new checkbox to enable the inversion, not just do it automatically to every existing mirrored normal map). Or... am I just missing something alltogether? In these pictures, light is coming from the right. The top images show a normal map on the left, and the same normal map but scaled -1 on the right. Note the opposite shading. The bottom pictures have the same UV map on the left, with a mirrored but a red-inverted UV map on the right. I did that in photoshop but the viewer could do it on the fly.
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