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About rtd144

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  1. I shall open photoshop and try this right away! Thank you!
  2. Alright everyone, say what you will about me, but after I demo'd the new TMP body, I gladly bought it. Little backstory about me - I do RP and play SL to have a 3D version of my OC, who has a very specific body shape. Slink Hourglass became my body of choice because it allowed me to have almost the right shape... almost. I was not aware of the reputation issues with TMP, I don't know a lot about community issues, honestly, I just knew TMP was a mesh body creator. A friend told me they released a new body, I demo'd it, and lo and behold, I find this body gives me the exact, perfect shape for my
  3. Hmmmm I'm going to make one from scratch and see if it works. I swear I did everything right though.
  4. The build menu isn't even letting me select the option to do emissive masking. The dropdown is still grayed out. I'm so confused, what in the world have I possibly done wrong..? @-@
  5. Well, I saved it as 32 bit, but same result, not working in-world. 😧
  6. I will go back in and look at that, I figured it was saving as 32 bit by default.
  7. I figured by saying I was not new to making textures that it was obvious I'm not making extremely nooby mistakes. Calm down.
  8. Okay, fair enough. But my problem is in saving the texture and then getting it to work in-world. I've got an alpha channel set up on my test texture but when I save it as .tga it simply doesn't work in-world.
  9. Thanks for replying but you're telling me things I already know. lol
  10. So I am trying to learn how to create emissive masks. I've gotten everything just about done: I chose a test texture, created a mask in Photoshop (all parts show up as red that I do not want to glow in-world, and the vice versa for white), and saved as a targa (.tga) file. I have tested it in-world and... no emission, I can't even use the menu to change it, the dropdown is grayed out. What am I doing wrong? Can I get some advice? I am not new to texturing but I am new to this type of texturing. I have a feeling I am quite close to having this figured out, but I do not understand why it's not w
  11. This is true. I don't ever have a problem with LODs so I legit forgot about it for a bit. And when I do see it, I personally don't care if things turn into wacky triangles at a certain distance anyway. *shrug* But I see your point. Generally mesh has a lower LI, but I know there's exceptions, depends on size as well.
  12. Curses. It blew my mind when I learned of these and my VERY first thought was about how to implement them into my work. lol I appreciate the answer! ^-^ Maybe someday they'll get support... I can dream.
  13. Prims aren't the best for building. 1 LI for each prim. Whereas when you link mesh items, sometimes it can decrease LI. Low LI = more room to build.
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