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MSTRPLN

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Posts posted by MSTRPLN

  1. 12 minutes ago, ChinRey said:

    If you look at the Scale, it says Z 6.000. That's why the dimensions are wrong.

    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:
    Blender3.png.83537b867b39350218f62e4971f08e7f.png
    Blender1.png.0d8d7d060d1ab52a2f9bdad1e7309063.png
    blender2.png.cdee6ba42b971ce1e6bf6b4e696b8477.png

    Blender upload:
    Blender4.png.0f567b1a9f8816e0f26f53cf6048fd9e.png
    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:
    1307335937_3DSMax1.png.b9e59c6d7ed5d8564699d4003fbf1ba3.png
    1353487869_3DSMax3.png.401ec8d8abcba665be757cb9508a8594.png
    274316101_3DSMax2.png.879a161c56d7e02d99dbe543314bb6cf.png

    3DS Max Upload:
    931391920_3DSMax4.png.f10c9fef6a081b4ee2a63f695a4f33ad.png
    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?

    Blender5.png.c764952f6cf57f0f9776c2c0b84bb51c.png
    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:
     Screenshot_66.png.4bfa58dc2f0cb784109bb4076f6d4d11.png

    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:
     Screenshot_2.png.bdbf3e503d38b31aa5d9d2500c845d32.png

     

    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:
    Screenshot_64.png.c3951fbd7c1b87459395a7225868c71e.png

    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. 1 minute ago, Wulfie Reanimator said:

    The big names can probably just contact the head creators and get a dev kit, even if one isn't publicly offered.

    But since human heads tend to be fairly uniform, what I would do is create my own "mesh head" to approximate whatever head I wanted to make products for, especially if it was something as simple as a hat and a very rough sphere is enough. Hats have the added complexity of people wearing different kinds of hair for which you can't really account for.

    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. On 1/15/2020 at 7:57 PM, animats said:

    Uploading of linksets is so broken that you can upload the same .dae file twice and get different link order. It really is random.

    If you're uploading in Firestorm, there are messages in the Firestorm.log file showing which lower LOD models matched which higher LOD models.  Unfortunately, you don't get those messages in the user interface, just in the log file.

    The uploader badly needs attention. It should be possible to create one .dae file with all the LODs and links and have it upload properly. Worth looking at now that Blender 2.8 is out, with a saner user interface and "collections".

    I purposely screenshotted the default SL viewer (that i use for beta grid) to overcome comments like "Its because you use firestorm" etc.

    • Like 2
  9. On 1/13/2020 at 11:30 PM, Chic Aeon said:

    Typically I don't triangulate before export. I "have" with a specific problem -- but not THIS problem as I recall. I haven't actually had any upload  issues lately so that is good.   Certainly worth trying I guess.   The things that I had problems like this with were NOT high poly, but they were "odd shaped" as in this example. It seemed like the uploader just couldn't understand what to do  LOL. That's all I've got, sorry.   As said, I just split the model up and then it was fine.    Maybe the OP would want to try the triangulate and see if that solves things.  

    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. 19 hours ago, Beq Janus said:

    Peculiar...

    how long are the rails?

    if you import the DAE for just that LOD into 3DS or another 3d program does it look fine?

    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.

    • Like 1
  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:
    O3pVjSEaRI2asx0HXovKfg.png

    LOD2:
    i5al9ptVTvK1oG3_vB0PpQ.png

    Names:
    KBZwtGQkQA6vZyxVGphlXg.png

    Materials:
    KzWQq-DISZaH3a637L-MpA.png

    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:
    z3PoJCYrQxW5vHlFLU5EtA.png

    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
    gNNWgxnpR8K2CLDhAVO3LA.png

  12. 7 hours ago, Ruthven Willenov said:

    The bag is probably rigged mesh, and linked to the HUD. Try editing the HUD, and the bag will probably highlight with it.

    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

  13. 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

  14. 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:
     5b5136ac2e26b_downloads(2).png.9e2195eeccfe6aa574dc71c608049efc.png

    When exporting this and uploading to SL it has some strange behavoir.. Even the legs seem to move though i've never touched them.

    468fcc97088e04da423e80dc69da4b89.gif.281a7e661b4a2b3bd9499aad099de6de.gif

    Does anyone know what's going on?

  15. 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?

  16. 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:Example.thumb.png.eb313e3ab07827d0dd652c3662636365.png 

    Wet settings:
    Glossiness: 255
    Environment: 100


    Dry Settings:
    Glossiness: 100
    Environment: 100

    • Like 3
  17. 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.

    17 hours ago, Klytyna said:

    In fact you don't need alpha channels on any of the 3 maps, set the alpha on the diffuse with the numbered parameter on the texture tab, specular colour should be white, the specular map should be white or pale grey as an average colour, anything darker than an average rgb of 192, just wont look right.
     

    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.

    17 hours ago, Klytyna said:

    Then use a script with setprimparamsfast to slide all three maps in sync with each other for moving ripples, and it should work

     

    The puddles are static, i have however a Layer on top that has a ripple animation:
    b46c8acfb5d722a8aa7ce5228601f2e7.gif.8619c7397fd33261c883c3fa96ca3dd4.gif

     

    10 hours ago, OptimoMaximo said:

    This is totally wrong. depends on the shad model you're working on Blinn and Phong materials REQUIRE black diffuse to define metals, and its color being transferred to the specular color, whereas PBR embeds these 2 parameters in the basecolor texture, defining the metallness using the metalness texture.

    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.

    downloads.thumb.png.aa7b88c1cca05e88ff88dc1f5b3e666f.png

  18. 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 :)

  19. 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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