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MSTRPLN

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Everything posted by MSTRPLN

  1. Ooh i didn't notice haha thanks! I originally sized everything in "Object properties" with the scale XYZ (as you would with 3ds max). That might've been my mistake! Lame that there is no "Dimensions" on that tab
  2. So as a 3ds max user changing to blender there are a few things happening and i have no clue as to why. First i tried to make the Physics model out of non-touching cubes as many have suggested already. That didn't work so i tried doing it with planes, neither did that work. I have a simple skybox i've meshed for someone that is split into 2 parts. Blender: Blender upload: Physic's objects seem to have swapped around? Regardless of correct naming. All transforms (rotaton/position/scale) have been applied. So having no issues in 3DS Max before i thought of trying to export from 3DS Max and as i thought, no issues: 3DS Max Upload: Correct physics. Sidenote: The skybox size was set to blender's units (6 meters tall) When imported into SL or 3DS Max i found out that it's double the size, so blender isn't a 1:1 ratio with SL? Edit: I only noticed just now that it says "Dimensions 12m" What is happening here? Sincerely
  3. Im looking for someone that is able to build a texture hud script with faces select. [FULL PERM] Just a rough working demo as i will be doing the actual hud design myself. You could literally give me the scripts with a working demo that's been build with prim boxes. If you'd like an example mesh to build the script with im willing to provide that. example: You can select different faces of the mesh in the hud and when you hit a button it will apply textures to only the selected faces. Each face however get's their coorrect texture (it's like a group of textures being sent by every button but only the selected faces will receive them) extra: button for "ALL" "invert" and "NONE", Sound "ON/OFF". A option for a slider to set trancparency (script has to work also without this slider). Ability for some products to use color codes in the notecard instead of textures. Hud has to work with everything, seperate objects (multiple prims) and single prims with multiple pieces (due to max 8 texture per prim) The above hud work with an notecard, i will show a small bit (it gets you the idea): ~ Button 1 ~ 1,SIDE_B, 0@d066d741-569c-1651-ce9d-1219ac22e247 1,SIDE_B, 1@d066d741-569c-1651-ce9d-1219ac22e247 1,SIDE_A, 0@10350540-03ef-2bb7-9363-55ad1cb4b826 1,SIDE_A, 1@d066d741-569c-1651-ce9d-1219ac22e247 1,SIDE_A, 2@6bbba095-352a-00a5-cac7-28289eeabe72 1,SIDE_A, 3@fca7b4f0-5e77-38f4-e422-17b90e6f2582 1,SIDE_A, 4@d883cefe-8768-919c-b87e-5ea26538c004 1,SIDE_A, 5@d883cefe-8768-919c-b87e-5ea26538c004 1,SIDE_A, 6@d066d741-569c-1651-ce9d-1219ac22e247 1,SIDE_A, 7@d066d741-569c-1651-ce9d-1219ac22e247 ~ Button 2 ~ 2,SIDE_B, 0@7fdc25ec-9489-a9b9-489f-4d4507f5b415 2,SIDE_B, 1@7fdc25ec-9489-a9b9-489f-4d4507f5b415 2,SIDE_A, 0@9b0da57f-241f-280c-a22f-72102866cfd4 2,SIDE_A, 1@7fdc25ec-9489-a9b9-489f-4d4507f5b415 2,SIDE_A, 2@45bd9b36-09cd-320d-79f3-ffb60d3da0ee 2,SIDE_A, 3@07a02070-9e12-3cad-8002-f4617aba22ff 2,SIDE_A, 4@961eeee4-69ed-8c4e-e768-b217c9d1cd62 2,SIDE_A, 5@961eeee4-69ed-8c4e-e768-b217c9d1cd62 2,SIDE_A, 6@7fdc25ec-9489-a9b9-489f-4d4507f5b415 2,SIDE_A, 7@7fdc25ec-9489-a9b9-489f-4d4507f5b415 Another example: Please name your price, time indication and if you've made ones before a demo of it
  4. Hello, i have a HUD script that changes textures based on which parts selected. (works with notecard). Problem is: every selected face get's the same identical texture, instead of grouping texture sets Image example below: This is just an example product & textures being used Object has 4 faces, when i click for example 2 faces and then the "uv botton" i would like both selected faces get their own dedicated "uv" texture, instead of both getting the same texture. Will send demos in world (i had to pay for this script) Willing to pay for the help ofcourse. Sincerely,
  5. I understand but what about more complex things that'll require more precision? For example meshes that needs to fit the mesh almost exactly, piercings or other things. If you haven't made products for a certain mesh body or head yet most big brands tend to refure your offer which really limits your posibilities but okay i don't blame them. I was quite amazed how eaily signature sended all their devkits
  6. Hello, Im curious how people make hats, accessories etc for certain mesh heads like Catwa, Lelutka and more. I haven't been able to find a mesh kit that you can use ase a size & placement reference. How do other people do this? I really want to avoid a majopr trial & error until you've got it right and rather model using a mesh as reference. The only one i know of that has a mesh kit (dev kit) with armature is Signature Geralt Head i haven't been able to find others So i'm curious & thanks in advance.
  7. 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?
  8. I purposely screenshotted the default SL viewer (that i use for beta grid) to overcome comments like "Its because you use firestorm" etc.
  9. 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.
  10. 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.
  11. 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 of reference model. This happens due not the same amount of materials of the LOD, i get that. What i don't get is why the spotlight part of the LOD becomes a cube all of a sudden, we've seen the LOD mesh. I have no idea how to fix this. I've tried reopening 3DS max, restarting my computer, RE-making the LODS, Reset XForm but nothing seems to help. Sincerely. EDIT: This does not happen when i export without the Rails
  12. Okay i got it. I didnt know that the rigged forced the object to whatever bonenit’s rigged. Makes sense now. Thanks!
  13. 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
  14. 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?
  15. MSTRPLN

    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
  16. 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.
  17. 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?
  18. MSTRPLN

    Handheld items

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

    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?
  20. 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
  21. 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. However, 255 was too extreme so 100 looks more acceptable. Or even 50. I do, because the glossiness on the road would be softer than on the water, so the normal alpha is essential. Else everything would have the same glossiness, this would kill the feel of materials (IE: sand, metal, stone, wood, water etc) Nothing has the same glossiness/reflectivity etc. The puddles are static, i have however a Layer on top that has a ripple animation: I am familiar with PBR, The black diffuse is usually the case with a Metal/Roughness workflow. Why most cases like SL, Rust use rather Specular/Glossiness (Unless you have a good pbr engine, which SL really doesn't). Okay one more Question: Are normal maps broken? Below is a example of both a Y-Flipped Nromal and a regular one, however on the mesh they look the same. Does SL flip on it's own or? it has to be the inverted to show the correct normal. Not sure what's going on here.
  22. So the Specular diffuse doesn't affect the amount of reflection? Because theres a noticable difference between 100% white and 50% grey when it comes to the amount of specular (how opaque)
  23. Yes i've done the normal's alpha too (the water is 255 glossiness on there), the only proiblem i had was without environment on you wouldn't see a thing of the the water if there wre no lights so yeah. And i've tested it with multiple windlights and sky presets (the one on the right, the fully white meaning 255) and it makes sence, it's reflecting the sky and the default sky isn't that pretty so it look's akward since it only reflects the light and not for example the clouds etc. With darker skies (ie: the default midnight) they look rather dark/black. Thank you
  24. Im kind of confused after a long time of tweaking, not sure what to go with. Either one of them looks good in dayligth or midnight but not both. (the maps on the following image are the specular alpha). Glossiness: 255 Environment: 255 (using materials)
  25. Sorry i;'ve been away for long time. I think i should've exlained it simpeler. Im not codign the communication just yet. For example let's take the road decals, clckking of the first one willl output: "This Texture has been seleted: Decal 1" the second one will do the same but output 2. So far it doesnt have any faces to change the texture on. thats what the selector is for (which isnt coded yet). Selecting none will result in no changes, selectign one, multiple or all faces on the selector will make the hud change textures on the corresponding faces (as of right now just output text) for example: "Faces selected 3 & 5 - Texture selected 1" when having faces 3 and 5 selected and licking on texture 1 (image preview) This is what i need help with to make this work
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