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hectic1

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  1. Hello everybody, I was waiting to see how Maiterya will implement BOM, before I seriously test it. They did, and in my opinion they offer the most versatile and effective way to optionally mix BOM with layers. They got rid off the traditional tatt, underwear and clothing layers, but they do offer them as separate wearables, which is brilliant. All is handled from within the same HUD. Want to use an applier? sure, put on manually the destination layer and apply what you want on it. You don't want layers? Sure, take them off and be plain BOM... brilliant! Thankfully, they also have a f
  2. Hello Da5id, let me please try to elaborate a bit more. As first mentioned by Wulfie, hidden textures will always get rendered, no doubt about that and no argument either... hence my... a few posts above. We all agree on that. Regarding the "apples and oranges", calculating the rendering-cost of any mesh wearable does not affect the calculated rendering-cost of any other worn mesh wearable. Yes they all sum up in the end, but here our point of reference was the clothing set, not the overall sum of all the wearable meshes. Put otherwise, if you start with a mesh body that skyr
  3. Yes sweat was a bad example Wulfie, see above. But I am not sure its the same with makeup, lipstick, eye shadows and such, cause those need to be aligned more precisely on their proper places. If BOM forces everyone to use the same UV maps then all good I guess, if not then they will probably show misplaced on different heads.
  4. Oh you are right about that Alysa, my bad (actually with BOM you can bake up to 64 layers into 1). Sweat was a bad example, but how about eye shadows? makeup? lipsticks? PS. My looks, yes they are quite important to me, I hope I don't have to justify why LOL
  5. In a primitive form yes, that's an undress me script. Mine is on steroids tho (well will be when released) *chuckles*
  6. Umm.... I see uncalled teeth, makes me wonder whether I should use mine too in my reply. I choose not to, this time. I shared an alternative that works for me and I explicitly presented it as such, in a specific context too, namely: clothing! You made it sound like I tried to enforce it, and you generalized. For starters I don't see what multi-pieced multi-face onion skin bodies have anything to do with mesh clothing. Your body will be rendered regardless of what other mesh you are wearing or not. Apples and oranges. Then, I only talked about clothing, not hair. Btw linked
  7. Texture/Color/Style/Gloss/Glow changer (that's what I called the HUD above) is usually a separate script from Undress Me. Some reasons from the top of my head: maybe they were purchased separately, or maybe one was written long time ago and when need raised for the 2nd one it was not possible or was much easier to write a new one than refactoring and merging them, especially when you work on deadlines. In my case the main reason is that each of them is pretty involved, so they don't fit both in 64k Sorry, I should have been more specific.
  8. I'm sparing the quote splitting for now lol Thank you for explaining to me Wulfie, i'll use it when is mnore needed.. seems like we are the only ones taking now! ♥ Oh I think the confusion came because I used as an example an Undress Me set of clothing... so for each clothing piece i counted 1 script for the hud-slave, and 1 script for the undress-me functionality... I didn't take into account the hud-master script at all. For the bodies, yeah neither option is perfect. Consider also that often I have to deal with 14 or more body sizes, add to that their demos, and sometimes differen
  9. No worries, sometimes typed communication can be confusing indeed. I think the "you can't use materials with BOM" thing is mostly spread due to the fact the the Lab stated BOM does not support materials.. And frankly what you showed is quite helpful, I for one didn't know it was working, tho I still have no idea why it does, since BOM isn't supposed to support materials. Nevertheless, it does seem quite crippled compared t what we are used to right now.
  10. Someone has to tech me how I can split quotes so i can reply to individual parts (I don't seem to find an option to switch the forum editor into bbcode view). Say you have a jacket, a top and a skirt, all controlled by the same HUD. Unless you link them all together (which is what I am saying right from the start) each of the clothing pieces should contain a slave script which will communicate with the master script (in the actual hud). Unless there is any other way I am not aware of. Awe, that's what you meant it is simple. Yes it is, but also time consuming. An arguably better opt
  11. I am not talking about clothing, I am talking about things like tatts, eyelids, lips, etc... and no, what you showed is not what we can do right now. Right now we can make a materials enabled tattoo without affecting anything else on the skin, same for the lips, etc and we can turn them on and off on demand too JUST for those parts only.... with what you showed we would need as many diffuse, normal and spec maps as all the possible permutations for the different states of each individual part. So no, it's not the same at all! About real-time interaction, I don't really see what your argum
  12. 1. I said HUD-slave scripts Wulfie. Also I said pieces that can be worn separately (aka, the traditional way) Each one of them needs a HUD slave-script, so my math is quite good ( btw, I for one am willing to listen to your suggestions, since I'm about to release my own Undress Me line of clothing, with my very own script which includes a few extra twists... btw, there are more than just 1 undress me creators) 2. I am all ears *giggles* (I do hope though it is also extremely simple to do it in-world too)
  13. Thank you Wulfie, I just had a look at that thread. It's been already pointed out in further replies of that thread that what you showed in the picture is not really what we do have right now. Right now we can control materials on individual parts basis, while what you showed applied the same materials to all parts. Also, with onion layers we can have things like sweat over the skin, etc. I have no idea if materials as we know them now can even get implemented in BOM, cause materials is all about real-time interaction with SL lighting system (ALM), which is kinda the exact opposite of sta
  14. Nods! However, ll2Key() besides making the script easier and lighter, it also guarantees the name returned is unique. Combined with the menu buttons limit would decrease even more the (thin) chances of names appearing as being the same inside the menu. Nipticking, but maybe worth noting.
  15. We can't have it all, I wish we could. It's always a trade-off, but it's good to have more options so anyone can choose what works best for them each time (pros vs cons). For example, with the "traditional" way, an Undress Me set with say 3 pieces which can also be worn separately, would come with a HUD slave and an Undress me script inside every piece of the set (6 scripts for the set), would occupy 3 attachment slots on the body, and it would ship with 3 x NumberOfSupportedBodySizes items in the inventory (just for the big-3 this means: 3 Maitreya + 3x3 Belleza + 3x2 Slink = 18 items in
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