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D0NS0SA

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  1. Ok im gonna try it out, will report back. thanks much
  2. this is my line of code. llSetLinkPrimitiveParamsFast(i,[ PRIM_NORMAL,ALL_SIDES,norm_wet_torso,<1,1,0>,ZERO_VECTOR,PI_BY_TWO]); llSetLinkPrimitiveParamsFast(i,[ PRIM_SPECULAR,ALL_SIDES,spec_wet_torso,<1,1,0>,ZERO_VECTOR,PI_BY_TWO,<1,1,1>,20,20]); i have substituted the "PI_BY_TWO" for "90","90*DEG_TO_RAD" and even 1.57
  3. hmm, i will try "PI_BY_TWO" now thanks
  4. Well there was no texture animating before, and yes i can rotate it manually in edit mode Maybe some more details? It is a Mesh Body. The creator provided me with the normal and spec maps for a "wet" and "dry" look on the body. Currently i can apply both the normal and spec textures, however on the arms, the "water marks" run sideways instead of downwards. When i manually rotate the normal texture in edit mode, it looks correct at 90 degrees rotation. I use a loop to cycle through each child prim and apply what is needed. The textures are applied, but the rotations remain at 0 and not as i set it "90"
  5. I am using llSetPrimitiveParamsFast to apply textures to an object. I need to rotate the normal and spec textures on parts of the object for them to look right, but putting the value in is not rotating them. It applies the textures but does not apply the rotations. Any guidance will be appreciated
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