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KathrynLisbeth

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Everything posted by KathrynLisbeth

  1. Ooooo! That would be fun! They can't see you, but then they bump you. So you can AR them for pushing you. *nods* Yup. I see the Sekret Plan!
  2. Present it as a challenge. It can be intricate, technical, social, and totally Absurd. But... It will constantly give you new stuff to look at and figure out. SL is layer upon layer of Puzzles.
  3. Well of the current batch of starter avatars, the elderly lady (Gretchen) is pretty cool. Is comes with the bonus of having to reset the skeleton, if you take the AO off... so can learn that part too!. So, Is Good, right?
  4. Yeah, I know.. More rambling. I look at it like this. Since Appliers refer to specific scripted things that put texture on an object... Think of the Layers as texture 'paint' containers/cartridges, and the Layer Channels as where the texture, once baked, is gonna land on the 3-D Mesh Body/Head object(s). Upper Body, Arm, Aux, etc For clarity, that 'paint' is just the diffuse texture, the texture that looks like a picture of a thing. The other textures (normal and specular) that tell things like 'How is light supposta bounce off a thing are just built into the body, head, etc., and there are hud buttons to play with that. (Is a Good thing, much less to go sideways) Then approach it as trying to texture the body from top to bottom. (and imagine wings and tail and 'other parts' too.. but are 'body things', not 'clothes things') Next at look at the Universal layer as the one cartridge that has all the potential layer channels that can cover 100% of a channel. Look at System Skin and Tattoos as less channels but 100% coverage of each channel. Then contrast that with the other system layers as less channels and less than 100% coverage of a channel. (So while usable, much more limited in scope going forward) ------------------------- So with all that tl;dr stuff as background, means that you can use the saved appearance to easy save a collection of paint layers for a body. -------------------------- Is that I see two issues that can be simplified in this process: -------------------------- 1) It Would Help if they added some more channels. This could 'allow for a consensus to develop'. (maybe?) But is like how Evo X ears are on an Aux channel and if you make wings that could BOM, you not wanna use that same Aux channel.... unless you want 'ear wings' or 'wing ears'? But more channels could be useful so you can save the 'right paint for the other mesh bits' for a given body. So... Not have to use the hud that comes with the body addons, to make those parts match your skin tone. Example would be BOM layers specific for the mammal parts on a Maitreya Lara mesh body, but is all the other body addons too.... and the 2 or 3 different 'main' places to paint on those parts. Since I am LAZY! This would be WAY EASIER than either adjusting via a HUD, or having to maintain a collection of 'non BOM enabled' parts for different skin tone. Especially since they are generally no mod and thus no rename, so you you have a buncha copies of the same name thing in different folders. Is doable. Just annoying. (and can't look at the wearing tab for information, have to open the inventory and look at the folder name... blah blah... ) -------------------------- Then when you look at the different layer types, it is that some always land on top of the others. Tattoo, Universal, then Undershirt, Shirt, etc. And since they are different layer types, you can use the Wear/Replace function to One-Step replace a thing. (One-Step is one less than two, and ima LAZY!) So different layer types are a means to organize the layers in 'subsets'. Subsets are Very Useful when you start having scores of appearances, and each appearance various layering needs.... with wanting to replace one layer out of the 'whole stack of cards'. And... Subsets make Teaching someone how to do it... Easier! -------------------------- 2) Having More Layers that have all the channels, with 100% channel coverage. - Refit the skin layer and the tattoo layer to have the additional channels. If one of the additional channels in an existing skin or tattoo layer is empty, it won't matter. End result is you don't have to spread the rest of a skin across tattoos and universals. This makes it easier to group like with like, and... This makes it easier to explain to someone how to make it work. - More distinctive Universal layers. And to make it confusing (for maybe a min).. Have the distinctive layers be ones that the end user can define the 'subset position'. Example you set a copy of your layer that has your head skin to be in 'Layer A', freckles in 'Layer B', eyeshadow 'Layer C', eyeliner in 'Layer D', and ... Hairbase in 'Layer E', so can have the days that you want a different hair color be less steps.
  5. Nope. It don't. Looks like 'bake stack number order thing' is part of the saved outfit link and not the actual item. Is probably a 'good thing'. Would liable to go 'extremely sideways' given that outfits may have same asset, different bake stack number order ---------------------- Retested it to be sure. Test Method: 1) Ten individual layers of X type. (I used Universal) 2) Name them A-1 thru A-5, and B-1 thru B-5. 3) Strip to base system body system components. 4) Dress A-1 to 5, save as outfit A 5) Repeat but use B, save as B Replace 2 for 2, 3 for 3, etc. Then redo and repeat 2 for 4, 4 for 2, etc. Results in new layer of same type always landing on the top of the 'same type layer' subset. ---------------------- Is Workarounds. Useful if you are at a point that you have dozens of 'base bake layer avatars' with variable attachments Break replace links into 2 steps: so can mass replace and eventually get the relative position order. An example of this: After replacing a face skin tattoo... 1) Since you can't replace an item with itself, Replace each layer of with a 'nota makeup' layer of same type. So you would replace lipstick tattoo, with a nota lipstick tattoo, etc. Keep the same sequence. This then places 'a thing' at 'the number' in the stack, in the order you want. 2) Then Redo that. This time replace the nota tattoo with the 'real tattoo. Again Keeping the Sequence. Results in the 'Old things' now getting back into proper 'relative' order. ---------------------- Thus the 'Why I want a layer slot type thing for Christmas'.... Because I am LAZY!
  6. For attachments, the appearance of rezzing / re-rezzing is 'mostly kinda sorta' due to the 'visual muchness' of the attachment. Which sounds very vague, because it it. But that is just you drawing it on screen.. The issue winds up as parts not working, like a clothing item says 'engage a combo of alpha cuts' and the body nopes out. This I have seen when the body has visually loaded before and after a clothing attachment loaded. I even got bored enough to spread all the things across different attach points, so seems to have nothing to do with a contest of 'Order of things stacking on one specific point'. So I think is more due to the 'relative scriptyness' of the items, as in what all needs to get turned on and working, not just a script count. So in the race to turn on all the parts, the body winds up being slower and just wasn't listening.
  7. You get more room to draw. In the SL Standard Default UV map, the side of the neck and the crest of the top of the head are 'very, very, very' close together. So close that you wind up with a crack in the crest of a hairbase only hair (like a buzzcut) when zooming out, or you wind up with a hairbase smudge on the side of the neck when you turn the head side to side enough. So it winds up being an either/or thing, and applicable to system and mesh heads. (Of course someone at sometime, maybe, possibly, could have done a manual rotoscope type thing just close enough to make it right.. but.. anyway) Other reasons can be considered more subjective, but they reflect having more room to draw in some of the details about the face (and ears) itself.
  8. You have 60 layers in total. So doubtful will run out. UNLESS ... you wanna wear 60 alphas too so can be 'super invisible' But in attempting to be serious.... What I have seen with the body textures on the skin layer, and the head (sans Ear, if Evo X) on the tattoo layer is this. On the upper torso texture component of the tattoo layer is a neck texture that can provide a blend to transition to the body layers texture. Is subtle but can be useful in mixing and matching. My assumption is that the face skins are on a tattoo layer since the ordering is sys skin, tattoo, then universal, and thus is 'next to the skin' and can allow older effects tattoos to be layered on top. Now ... Via the edit outfit wrench on the appearance floater is a mechanism to adjust layer ordering post wearing layers. Of course this means when you replace an old face skin with a new face skin, then all you have to do is go thru and reorder and resave "EVERY SINGLE SAVED APPERANCE!" so your hairbase is visible and your BOM eyeliner is actually on top of the eyeshadow... but eh? is something to do. However the tattoo is still limited compared to the universal with the number of bake channel options, thus you get to have the 'skin components' scattered across a system skin, tattoo layers, universal layers. Which in turn means if you need to add textures that apply specific effects on top of the skin to one of the Universal only channels, then you have to duplicate that on a universal layer. So I think that was the logics behind the feature request to have the universal between the skin and the tattoo. Which didn't happen, but kinda makes sense or did make sense, because the initial reason behind the tattoo layer was to replace the 'actual tattoo slots' per the original system skin. Of course as one of those 'christmas wish list things'... Some combination of adding the additional channels to tattoo layers, so can be used on new tattoo layers. As well as other possibilities like having a universal type layer that can be assigned into a subgroup Slot in the bake stack. While that Sounds 'DIfferent and Strange', result is that the End user can decide their own means of grouping those layers. Is kinda a loose analogy to how one can assign alternate attatchment points to a rigged mesh, but it still lands where is rigged. Sounds convuluted at first, but is basically just adding a kinda abstraction layer to avatar body painting. Example being assign Skin 'stuffs' to Slot A, Skin Addons like scars and tatttos to Slot B, Makeups to C and D, Body Hair to E, Happy fun time layers to F, etc. Have some of the slot potentials be between the skin and the current tattoo layer and maybe others on top of the jacket layer. Is so that the 'End User defined group layers' still behave like wearing multiple types of the same layer, like a jacket or whatever. Is just use a layer that holds all the possible texture channels, unlike the old way of needing to spread a thing onto both shirt and pants, or socks underpants and jacket (think old system stockings and garter belt), and then let the end user define it. Anyway... done rambling. Need Coffee!
  9. In the Maitreya Shop, one of the dev kits is Maitreya Mesh Body - Feet Auto-Select V5. Is what is used to automagically set the foot angle. It sets the foot angle the same in both feet at one time, no option currently to handle each foot seperate. It's a script with a setting notecard to 'program' the angle: flat, mid, etc.. When you 'Program' an object using that package, it deletes the notecard, but that is okay. If you put something else in that object it 'wipes' the 'programed' angle, thus indicative of a change inventory contents 'blah blah' in the auto foot angle script, that is okay too, because it works in a child prim. So given that, the trick to implement that which you are describing is as follows: Some HUDs for Automagic Foot Angling (And nothing explodes if the shoe already has the script in it too. This becomes useful in a moment) 1) Make 5 Two Prim Objects, I use as name scheme Maitreya Feet Angle // 1) Flat, and so on. 2) Program the Child Prim with the Foot-Angle Script Stuff 3) Make and install in Each Root Prim your own script that allows: A) Detach on Touch B) Detach automatically after about 5 mins -> thus giving time to save with an outfit and it falls off automagically later anyway. https://gyazo.com/5926c9e0214d3f5e18efe70c814becb3 (Use one of those for a shoe) But... Since height off the ground is from using the system shoe/foot shaper thing (Gee! So many different words for that one thing.. but anyway) 4) In your own Root Prim Script, the make the HUD fall off automatically one, include as appropriate: A) Add a Foot Shaper via #RLV folder stuff or.... b) Remove the Foot Shaper via RLV stuff. For those I use the name scheme Maitreya Feet Shape // 1) Flat, etc https://gyazo.com/ee03c2889e8a08eabc6ce192272d24cb (Use one of those for a shoe)
  10. If a object is modify, but can't resize the entire linkset... the dragging the corner box resize thing. Try this... FIRST-EST-IST-EST!!! ALWAYS MAKE A COPY! Next... Edit the object, Check the edit linked checkbox, & Cycle thru the linkset Looket the Size of all the individual objects. One or more is at the Minimum Size (0.01m). Make those bigger along the appropriate axis. Then... Can try a resize the whole linkset. Probally won't bork the visual aspect of the thing. Might wanna go back and 're'minimize the individual pieces that got made bigger. Thing is this.. Is little objects (prims) that might hold a script or be like a flat thing with a letter, number, label on it. They tend to be made minimum 'flatness'. So try that? Is also script things that can be used to resize a linkset too. Some scripts even know to just ignore the minimum sized object, or let you resize a linkset along one axis at a time. Just find full perm scripts so not to bork permissions on an object all accidently. But Ima lazy and do it manually ... usually.
  11. Is something something relatively recent change to how scripts run. Last fall I think LL changed it? Something I read in another thread. Anyway is now a little longer delay when a thing (furniture) rezzes a thing (poseball) and the thing 'wakes up' to receive messages. So is normal for MLPV2 now, so no worries. The first click, the poseballs missed being turned on it time to hear the 'arrange yourself in space like so' message. So 'Kick it again' ie Second click
  12. To Determine Linden Home Availability: Go to Linden Homes | Second Life Log in with an alt that does not have a Linden Home, preferably non-premium Initiate the procedure to see available Linden Homes: Themes, etc Don't complete the process. Will be unable to complete the process, since is not Premium Account
  13. Coalesced! Not Linked! Is different and can be strange and confusing the two may result in .. Confusion, Hand Wringing, Drama, Headache, Nervous Jitters, RAEG! & BORKAGE! If you take a copy of the coalesced item back into inventory, and not 'do it right'.... is BORK! This is because you may read inventory entry and think.. "Ah! same name, got it", but you missed the 'Not actually linked fiddily bits'. Is not a BAD thing. For a pose ball set thing, makes so can edit the relationship between poses w/o needing to remember to check edit linked prims. For that and other stuffs, Coalesced is VERY Useful. Just is different and strange if not used to it. And... http://wiki.secondlife.com/wiki/How_to_retrieve_coalesced_items
  14. First time I saw that message was several years ago, when they switched from merchant outbox folder in inventory, to the newest incarnation of marketplace folders listings in inventory. Sometimes would see it on login, other times see it if TP to a new region. It doesn't matter if you have a MP store or not. Is a guess but seems to be a .. because other stuff in the connections are being goofy... you get a error message because you landed in a new region and some of the first checks of all the 'potential' folders you have for inclusion of stuff in MP store ain't found. (Is 'potential' folders .. you could have because, you can get this w/o having ever setup a store). Can't recall if I saw the message on alt that was non PIOF, at the time though. Didn't have a store so didn't know / care, if needed to be PIOF back then to have a store.. So didn't think "Hmmm.. Am I only seeing this on PIOF me's?'. But since PIOF is needed now for a store.. would be interesting to see if non PIOF's get the message too.
  15. Copy it / Rez a copy. It kicks SL to update any 'I just linked this' discrepancy. Like needing to round up fractional LI.
  16. Is this forum and the Places Events Forums / Games Subforum. https://community.secondlife.com/forums/topic/428312-subforum-misconfigured/
  17. Ouroboros or even a double Ouroboros
  18. What if they are not bots? What if they just see you coming and all switch to ad-hoc chat and feign afk? Hmmm?
  19. My Other Me's Linden Home, the main personal use residence in SL It may be little retro for some. But... I like it, I still have a mainland plot, too. https://gyazo.com/7a6933e30d08425b2e553768dee6e66e And I use a 'neat little trick'. Each room / area in the house has its own holodeck rezzer thing and there are controls to work multiple rooms at a time. So a coupla clicks and I am re-allocating LI used to different room (s). Total of 10 rooms. So the 'big empty spaces' can used, and used well.
  20. And throwing my two bits in about addons to Linden Homes. The tricky part with prefab addons. No stupid simple way to lining stuff up. Which kinda matters when the walls have a little shading. Black -- LL, Blue -- Me (central black band on white wall texture, modified from the texture pack) https://gyazo.com/a2394cff05c8e884cf2eed809945807f Grayson Style Home Upper Floor
  21. Other benefits of that Set land to Group thing.... this is if you wanna/can play with scripts. touch_end(integer total_number) { user = llDetectedKey(0); if (user) if (llDetectedGroup(0)){ do_THING();}} } do_THING() is some other thing. (Duh!) Like Lights or change parcel Music, etc Makes so that gotta be wearing the group tag for clicking to work. Helps Keep my bad alt from standing on the sidewalk and flicking your lights and opening and closing your windows.
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