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  1. Does applying the same texture on mutiple objects affect the server? For example, you have a object that for Li reasons you have to seperate but they share the same UV space & texture Would this be unefficient and rather make 2 seperate UV's half the original size?
  2. I purposely screenshotted the default SL viewer (that i use for beta grid) to overcome comments like "Its because you use firestorm" etc.
  3. I see that the dae (fbx export) has triangulate turned on, i've turned it off and triangulated myself (select all vertex and connect). This had however no difference to uploading, it's still the same.
  4. 18 Meters, i have not tried to upload the .dea back into 3ds max yet. I've decided to upload the rails seperated and the 2 spotlight parts too (as a linkset to eachother) that worked just fine.
  5. Hello, i'm making a spotlight model for a building i uploaded yesterday. The building itself went flawless without errors, all LODs named correctly etc. But this one gives me some strange behavior. Some info (3 seperated parts, 2 of them will be copied in-game for more spotlights on the rails) 3DS Max: Default mesh: LOD2: Names: Materials: All looks fine here, LOD has same number of materials, just different polycount. I only did 1 LOD for this example because the error happens on the first LOD already. Secondlife: Error: Material of model is not a subset o
  6. Okay i got it. I didnt know that the rigged forced the object to whatever bonenit’s rigged. Makes sense now. Thanks!
  7. This is true, the bag is highlighted blue, however i don’t see how it’s attached since it doesnt appear in the inventory of the unpacker. Maybe loaded in by some uuid idk been a while since i’ve been into scripting. Thanks for you comment
  8. How does one create one object/item that will both attach a fully working HUD but also a avatar attachment? (without asking permission e.d.) Example: I've tried "edit" to do some research but i can't seem to select the bag. Does anyone know more about this?

    Invisible Inside?

    Your mesh probably have one layer of polygons that have normals facing outwards, I don't know how to do it in Blender but in 3DS max i either use the "shell" modifier or copy the mesh and flip normals (so i have a copy of both inside & outside facing polygons) This is how most 3D related things work if i remember correctly it's called Backface culling
  10. Oh okay, thanks will look into that somehow ignoring the "record keyframe" and using the pose tools "Insert" works. Selecting bones you want to be included and then insert > rotation. Didn't know about the IK.
  11. i tried making a pose but seems like no matter what i do it has some strange behavoir. So i thought why not make it simpler and move only one bone. The bone i moved: When exporting this and uploading to SL it has some strange behavoir.. Even the legs seem to move though i've never touched them. Does anyone know what's going on?

    Handheld items

    Thank you both Looks like i have to do some research into bento animations

    Handheld items

    How would one attack this problem on handheld items? Making the hands "grab" something. Is this dont by partly-aniamtion where you only override the hand & finger bones? That's my first thought really. I've heard someone mention "Bento hands" would this be different or same technique?
  14. Exactly, the road is rougher than the water, therefore a softer reflection. After long time (and i really mean a long time) experimenting and tweaking to get things looking slightly better (currently using the default night) i managed to get this result: Wet settings: Glossiness: 255 Environment: 100 Dry Settings: Glossiness: 100 Environment: 100
  15. Welll okay let me explain. I used to have the puddles on a seperate layer but that didn't look as good as this one (example) The one i have now is using the road's normal &specular. The reason for the Specular alpha (enviromental) i that else, without lights there would be no water visable. i fixed it with setting enviironmental to 100. as for the glossiness, have the setting at max (255) however, colors in the normal map alpha are set to water (255) and road (100). The way the sky was reflecting on the water did it make look weird, using different sky presets fixed it somehow.
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