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MSTRPLN

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Posts posted by MSTRPLN

  1. 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

  2. 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:

  3. 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

  4. 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.

  5. 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

  6. 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)

  7. 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

  8. 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.

  9. 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.

  10. 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 :)

  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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