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MSTRPLN

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Everything posted by MSTRPLN

  1. I've sent you a private message with the download link
  2. 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
  3. 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)
  4. It also happens on the SL viewer: http://i.imgur.com/Q20eA1A.gif
  5. 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
  6. 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.
  7. 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.
  8. 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
  9. 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
  10. 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
  11. 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
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