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AdamZadig

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Everything posted by AdamZadig

  1. For me Bento Buddy is amazing. I just want to practice making animesh to make something for Halloween and 'maybe' make aniesh items for my store. I literally just paid a small fee to activate the export feature. It cost me less than 700 lindens for a week of being able to export the animations from the addon. Avastar would have cost me 11,000. Instead i've paid less than 700, and been able to create the animesh I was working on. I genuinely recommend Bento Buddy. Really easy to use, works perfect. I will now be able to use the addon to create all the animations for a batch of items, and when i'm ready to export, pay for a license to export them from Blender. its incredible. Anyone is welcome to message me in world if they want more info on my experience with it.
  2. Hey everyone It's 8 years later and we have marketplace mass redeliveries! And I still don't understand the fruit hanging from a tree thing..
  3. It was the distance. I brought them closer and they all worked! THANK YOU!
  4. UPDATE: They don't all play even when unlinked.
  5. My setup I have a script that sends out a "chat command" on channel "-123". I have 3 objects each with a script inside that plays a sound when "chat command" on channel :-123" is given. When unlinked it works fine. As soon as I link all 4 objects to my main build, it only plays the sound from one of the objects. The objects are placed apart to make the sound feel like its coming from all around you, not just one location. Any ideas why when linked only one Object reacts to the command and plays the sound?
  6. Got it! Thank you a million.
  7. Hey thanks for replaying. Sorry if I sound clueless, I pasted that at the top of the script as is, and it gave an error on the first line. Do I have to integrate it within the other lines of the main script? I'm literally clueless about scripting.
  8. I have a steam particle script which I would like to add ON/OFF on touch to the object. Any ideas how I might be able to do this? Hhere is the steam script I'm using: // :CATEGORY:Particles // :NAME:Blacksmoke_like_on_a_fire // :AUTHOR:Ama Omega // :CREATED:2010-01-10 05:20:56.000 // :EDITED:2013-09-18 15:38:48 // :ID:92 // :NUM:127 // :REV:1.0 // :WORLD:Second Life // :DESCRIPTION: // The script // :CODE: // Particle Script 0.3 // Created by Ama Omega // 10-10-2003 // Mask Flags - set to TRUE to enable integer glow = TRUE; // Make the particles glow integer bounce = TRUE; // Make particles bounce on Z plan of object integer interpColor = TRUE; // Go from start to end color integer interpSize = TRUE; // Go from start to end size integer wind = FALSE; // Particles effected by wind integer followSource = TRUE; // Particles follow the source integer followVel = TRUE; // Particles turn to velocity direction // Choose a pattern from the following: // PSYS_SRC_PATTERN_EXPLODE // PSYS_SRC_PATTERN_DROP // PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY // PSYS_SRC_PATTERN_ANGLE_CONE // PSYS_SRC_PATTERN_ANGLE integer pattern = PSYS_SRC_PATTERN_EXPLODE; // Select a target for particles to go towards // "" for no target, "owner" will follow object owner // and "self" will target this object // or put the key of an object for particles to go to key target = ""; // Particle paramaters float age = 2.5; // Life of each particle float maxSpeed = 1; // Max speed each particle is spit out at float minSpeed = 1; // Min speed each particle is spit out at string texture; // Texture used for particles, default used if blank float startAlpha = 0.01; // Start alpha (transparency) value float endAlpha = 0.07; // End alpha (transparency) value vector startColor = <1,1,1>; // Start color of particles <R,G,B> vector endColor = <1,1,1>; // End color of particles <R,G,B> (if interpColor == TRUE) vector startSize = <1,1,1>; // Start size of particles vector endSize = <1,1,1>; // End size of particles (if interpSize == TRUE) vector push = <0,0,0>; // Force pushed on particles // System paramaters float rate = 0.001; // How fast (rate) to emit particles float radius = 0; // Radius to emit particles for BURST pattern integer count = 100; // How many particles to emit per BURST float outerAngle = 0; // Outer angle for all ANGLE patterns float innerAngle = 0; // Inner angle for all ANGLE patterns vector omega = <0,0,0>; // Rotation of ANGLE patterns around the source float life = 0; // Life in seconds for the system to make particles // Script variables integer flags; updateParticles() { flags = 0; if (target == "owner") target = llGetOwner(); if (target == "self") target = llGetKey(); if (glow) flags = flags | PSYS_PART_EMISSIVE_MASK; if (bounce) flags = flags | PSYS_PART_BOUNCE_MASK; if (interpColor) flags = flags | PSYS_PART_INTERP_COLOR_MASK; if (interpSize) flags = flags | PSYS_PART_INTERP_SCALE_MASK; if (wind) flags = flags | PSYS_PART_WIND_MASK; if (followSource) flags = flags | PSYS_PART_FOLLOW_SRC_MASK; if (followVel) flags = flags | PSYS_PART_FOLLOW_VELOCITY_MASK; if (target != "") flags = flags | PSYS_PART_TARGET_POS_MASK; llParticleSystem([ PSYS_PART_MAX_AGE,age, PSYS_PART_FLAGS,flags, PSYS_PART_START_COLOR, startColor, PSYS_PART_END_COLOR, endColor, PSYS_PART_START_SCALE,startSize, PSYS_PART_END_SCALE,endSize, PSYS_SRC_PATTERN, pattern, PSYS_SRC_BURST_RATE,rate, PSYS_SRC_ACCEL, push, PSYS_SRC_BURST_PART_COUNT,count, PSYS_SRC_BURST_RADIUS,radius, PSYS_SRC_BURST_SPEED_MIN,minSpeed, PSYS_SRC_BURST_SPEED_MAX,maxSpeed, PSYS_SRC_TARGET_KEY,target, PSYS_SRC_INNERANGLE,innerAngle, PSYS_SRC_OUTERANGLE,outerAngle, PSYS_SRC_OMEGA, omega, PSYS_SRC_MAX_AGE, life, PSYS_SRC_TEXTURE, texture, PSYS_PART_START_ALPHA, startAlpha, PSYS_PART_END_ALPHA, endAlpha ]); } default { state_entry() { updateParticles(); } }// END //
  9. I've always used 3, so I will try it with 16 now. Great advice.
  10. Putting it to the test and yep, adding margins when unwrapping is giving a much better result.
  11. Anyone else know why this happens. Example: Large mesh plane, divided into 4 equal texture faces. When camera draws out a thick black line shows on the joining edges. In the photo attached, the black line shows at all distances. So my real question is about unwrapping in Blender. Is it better to always leave a margin? In the below example there was no margin when unwrapping the 4 individual faces on the floor.
  12. Post a link to where i can buy or download one?
  13. Yes but theyre not 360
  14. Ive asked this before but still not found the answer. I want to find Skyline panoramic textures (city landscape) to use on my builds. I need 360 degree views to fit all the way around a skybox. Pref of a city. Can anyone help me? I can find basic skylines but theyyre not 360 panoramics.
  15. Hi, thanks for replying. Ok so my shape is HUNTER II from "the body co." So I can buy any mesh body and wear this shape with it? Also, why do some clothes ONLY work with certain mesh bodies?
  16. I've had the same old shape for years. Now I'm looking to upgrade. Can someone explain how shapes and clothing works now? I see there are several types of shapes (SIGNATURE / THE MESH PROJECT / SLINK). Are these sold by one particular store? Which? For clothing, are clothes designed for these shapes ONLY usable on the ones specified? So you cannot add an ALPHA layer and wear the item with any other shape type? As you can see I'm 100% out of touch with shapes and fashion so please help me update!!
  17. texture animations needed for custom neon light signs. adamzadig resident
  18. Thank you so much! thats got me the exact result i was looking for (used a basic smooth scrolling texture script)
  19. ive started to build neon light signs. im looking for a creative light script that will: Script 1 - add color to sign running from one side of the object to the other in a smooth motion - option for one color or multiple colors in sequence Script 2 - smooth increase from 0 to 100 transparency and back to 0 on a loop if anyone has any pointers that would be amazing! im happy to buy a good script if it comes copy/trans
  20. This is on the Second life website: Windows Minimum Requirements Recommended Internet Connection*: Cable or DSL Cable or DSL Operating System***: Windows 7, Windows 8 or Windows 10 Windows 7, Windows 8.1 or Windows 10 64 bit version Computer Processor: CPU with SSE2 support, including Intel Pentium 4, Pentium M, Core or Atom, AMD Athlon 64 or later. 2-GHz (Windows 7) 64-bit (x86) or better Computer Memory: 1 GB or more 4 GB or more Screen Resolution: 1024x768 pixels 1024x768 pixels or higher Graphics Card for Windows 7 Windows 8, or Windows 10 (requires latest drivers)**: NVIDIA GeForce 6600 or better OR ATI Radeon 9500 or better OR Intel 945 chipset NVIDIA Graphics cards 9000 Series: 9600, 9800 200 Series: 275 GTX, 295 GTX ATI Graphics Cards 4000 Series: 4850, 4870, 4890 5000 Series: 5850, 5870, 5970 Is the recommended here still good enough? As Im about to build a cheap PC to use instead of my laptop. Will use 8GB RAM
  21. I don't think the answer is there. That's more about how many faces you can create on a prim that face the same direction. I want to know more in regards to mesh uploads. I split each object up to have 7 individual texture faces. But someone told me it can have 8 which is news to me.
  22. Is this true? I've thought and have been building with just 7 for 2 years!! Lol
  23. I probably should have given more info. I'm looking to rent land on the commercial Azure sims with all the roads separating plots so I can put display models of my skyboxes and prefabs. Most of their land is Adult and I didn't know if that would stop a lot of potential customers going there to view the demos. Based on jewels answer probably not. I'm guessing most people who buy skyboxes and prefabs are adults anyway. And they would go there from a marketplace link so that would mean they wouldn't know what taking re land was until they get there anyway.
  24. But can it limit the people who can visit? does having an adult seem prevent a large amount of residents from visiting?
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