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Everything posted by MSTRPLN
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Aah thank you! i'll that there right away
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Actually i haven't done anything the image is a example i apreciate your answer
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Hi there! I've been looking around but havent really found what i was lookign for. I have this backdrop that i made and i want people to be able to change the texture on one face by pasting a UUID or somehow since the product is no-mod backdrop: (wan to be able to let customers change the green face) What i'm lookign for: Could anyone be kind to give me a push in the right direction or help me with this? Thanks in advance! Sincerely, Chris
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Hello, so i have some issues with voicechat 1. I have crank up my volume really high almost maximum in order to hear people. Eventhough "Master" & "voice" are turned up. So whenever i get a notification on windows i'm instantly deaf. 2. "Allow voice equally from everyone" doesn't work, it still gets quieter when there is a greater distance. (it doesnt work like voice call) My settings:
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Need help with a lamp script that triggers one face number
MSTRPLN replied to MSTRPLN's topic in LSL Scripting
Thank you! Somehow i kne wit was going to be this simple, i've tried "face 2" "face2" and "face_2" but didn't know you only need to place the number -
Hello, i'm cofused about this one. I'm making a wall lamp which i would want to be ablle to turn on/off when clicked (anywhere) but since this is one mesh/prim with 3 textures i want it to only change the "glow" settings of one face, and additionally the light toggle which i think would only be able to emmit on the whole mesh. Ingame mesh: Inside 3ds max: i know that the face off the glass that i want to change is 2 and i know of the "PRIM_GLOW" existence but i dont know how exactly to change "ALL_SIDES" to just one side, any help would be really appreciated. Sincerely
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Had the same issue, been able to login previously and now i can't i changed my password 3 days ago still nothing. so i filed a ticket.
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Substance Painter and Second Life
MSTRPLN replied to LeviStardust's topic in Building and Texturing Forum
I've previously made my own export to use in vray and baked my textures that way, example: Diffuse (not only substance, some things are editted myelf or rebaked (like the reflection): I believe my export was this: To edit these go to: File > Export textures (Ctrl + Shift + E) > Configuration and make you own, then i imported these textures into 3DS Max Vray, made a scene and baked it. -
Omg haha i forgot about that! its how textures were named for a different game.. Thank you, i'll try it out
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hmm i wouldnt know how, maybe in cloud, i have emailed you the files.
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Hmm, got any recommendations on how to send the file then?
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I've sent you a private message with the download link
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actually i have, i made a building from more parts but the door however the glass texture won't stay Edit: I've detached each material ID and heres the following: Mat1 - 13.584 tris 7.266 verts Mat2 - 24.816 tris 12.410 verts Mat3 - 8.706 tris 4.355 verts Reduces the 2nd mat model to 19.336 tris and re-exported and re-uploaded. Still did happen
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Its: Polygons 23.543 Tris 47.106 Verts 24.031 I know it's rather highpoly i dont usually do that but it's 1 prim and 5 LI however. When checking "textures" they showed grey so i didnt include them in the import. Exported to .dae in 3ds amx 2016 witht he default settings. when exported the model had textues on them (multi-sub material). Tried reuploading with include textures checked (eventhough it didnt upload any with it) on the main SL viewer, still the same problem. (also after re-exporting)
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It also happens on the SL viewer: http://i.imgur.com/Q20eA1A.gif
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Not sure if my problem is the same as yours but i was about to make a topic until i found this one. I have 3 material id's assigned in 3ds max and i made a small gif of what happens in both beta & normal grid (same thing would happen if i would be changing the alpha from blending to none or mask: For me the image isnt working it just shows a hourglass so here the source link: http://i.imgur.com/CdFrKpt.gif Anyone got an idea why this happens? Copying the object was the eassiest method to trigger it. I dont want to sell it if this happens
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Cinema 4d problem with bake
MSTRPLN replied to aurora81 McMinnar's topic in Building and Texturing Forum
I'm not familiar with Blender since i use Autodesk 3Ds Max but what i do know is, are you trying to bake Diffuse or a Complete map (not sure if that's a thing in Blender) Because metal in diffuse (also on PBR such as Ndo2/Substance Painter) the diffuse of metal will always be black, the metal look will come from either a meal/rough workflow or spec/gloss. Basically a metal/rough workflow will make the object's surface look like metal with a metalness and roughness map, the spec/gloss will do the same but with a specular & glossiness map. Hope i informed enough & correct me if i'm wrong. -
I'll be following this topic since im a beginning mesher too (beginning as in, on SL i have experience), i recently came from a different game so any critique etc would benefit (: Sorry i can't be of any help, currently im building on a friend's land but when i need a shop, this topic could help.
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I've got it to work with combining Rolig Loon's example with mine Script: /****************************** Billboard Light Toggle ** Script by MSTRPLN *******************************/integer gChildA;integer gChildB;integer flip;default{ on_rez(integer param) { llResetScript(); } state_entry() { integer i; while (i < llGetNumberOfPrims() ) { if ( llGetLinkName(i) == "AdLight1") { gChildA = i; } else if ( llGetLinkName(i) == "AdLight2") { gChildB = i; } ++i; } } touch_start(integer total_number) { // Flips normals to hide object if (flip) flip = 0; else flip = 1; llSetLinkAlpha(llDetectedLinkNumber(0),flip,ALL_SIDES); if (flip == TRUE) { // Light is ON llSetLinkPrimitiveParamsFast(LINK_SET,[PRIM_LINK_TARGET,gChildA,PRIM_POINT_LIGHT, TRUE, <0.965, 0.957, 0.396>, 1.0, 5.0, 0.5,PRIM_LINK_TARGET,gChildB,PRIM_POINT_LIGHT, TRUE, <0.965, 0.957, 0.396>, 1.0, 5.0, 0.5]); } else if (flip == FALSE) { // Light is OFF llSetLinkPrimitiveParamsFast(LINK_SET,[PRIM_LINK_TARGET,gChildA,PRIM_POINT_LIGHT, FALSE, <0.965, 0.957, 0.396>, 1.0, 5.0, 0.5,PRIM_LINK_TARGET,gChildB,PRIM_POINT_LIGHT, FALSE, <0.965, 0.957, 0.396>, 1.0, 5.0, 0.5]); } }} On state: Off State: Thanks for the help guys i wasnt sure how to implement the PRIM_LINK_TARGET but now i do
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Right, although all i could find were these: LINK_SET, LINK_THIS, LINK_ALL_OTHERS, LINK_ALL_CHILDREN which none of them would really benefit my situation
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Thank you, i found out that prim a& b were 8 & 9 in the linkset aso i tried "PRIM_LINK_TARGET=8" but that didnt work, i'll try this and figure it out thank you edit: didnt seem to work properly, i'll have to digg a little further
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Hello, I've made a script that worked fine untill i linked this to the rest of my building. I'm making a house that could be used as a store, therefore it has a billboard on the front tha i wanted to hide when clicked on. I've managed to do this, and also hide the 2 projector lights inside tht i made (billboard was the root) But now that i've linked this to the rest of my house the house becomes the root and "LINK_ALL_CHILDREN" affects everythig now not just those 2 lights annymore. How can i change this script so that when clicked on prim A, prim B & C will be affected, if not i could put the same script in the 2 lights but then i would have to know how to run those 2 whenever a different prim is clicked. A image of the set up: Script so far: /***************************** * Billboard Light Toggle * * Script by MSTRPLN * ******************************/ integer flip; default { on_rez(integer param) { llResetScript(); } touch_start(integer total_number) { // Flips normals to hide root object if (flip) flip = 0; else flip = 1; llSetLinkAlpha(llDetectedLinkNumber(0),flip,ALL_SIDES); // This affects 2 light prims inside the root if (flip == TRUE) { // Light is ON llSetLinkPrimitiveParamsFast(LINK_ALL_CHILDREN,[PRIM_POINT_LIGHT, TRUE, <0.965, 0.957, 0.396>, 1.0, 5.0, 0.5]); } else if (flip == FALSE) { // Light is OFF llSetLinkPrimitiveParamsFast(LINK_ALL_CHILDREN,[PRIM_POINT_LIGHT, FALSE, <0.965, 0.957, 0.396>, 1.0, 5.0, 0.5]); } } } Instead of ResetScript, is it possible that this script remembers the toggle? i can imagine it would be quite annoying having to hide it every single time Thanks in advance