-
Posts
88 -
Joined
-
Last visited
Content Type
Forums
Blogs
Knowledge Base
Everything posted by Olivia Rizzo
-
Yes thanks, I saw that too. I was just responding to the specific point about 'read the notecard' ... which itself (the notecard) assumes this knowledge on the part of the person using the kit I assume they (makers of Maitreya) are coming at it with the assumption of people knowing how to make textures from the world before mesh bodies came along. But some of us are quite new to SL, never used a system avatar (other than for a few days as a noob), and never made any clothing the "old way". It is not actually that obvious (with no prior knowledge) that these avatar UV textures would work at all with mesh bodies. I had assumed for example that a different template would be needed for each of the tattoo, underwear and clothing layers because they are slightly different sizes. But I am going to give the template in that Robin Wood link a try now
-
You need to make that prim. So yes - as in one of the basic building blocks - made with the build tool. Typically you would probably resize this into a flat rectangle and then attach it to your HUD. Then maybe add graphics to it so it looks nice. But basically when you click it the script will be triggered and apply the textures originally defined in the notecard.
-
The point seeming to be missed as I understand it is that the dev kit instructions don't give guidance on how to make (or where to get) a template for the actual texture itself. The technical instructions themselves are absolutely fine but it is assumed that users know how to make the texture asset. It would be useful if they provided a template (or templates) with regions of the body marked so that people can then take this into Photoshop, remove the guides and add their own pixels.
-
Option/Alt key to zoom not working on Mac
Olivia Rizzo replied to Pixels Sideways's topic in Second Life Viewer
Thanks, yes I have four presets for different purposes such as: parties, shopping, exploring, photography and so on, each with different draw distances, some with advanced lighting off and so on. I will give the LL viewer another go. I don't need RLV -
Option/Alt key to zoom not working on Mac
Olivia Rizzo replied to Pixels Sideways's topic in Second Life Viewer
Oh OK. The reason I asked is because it looks as though Firestorm on my retina Macbook Pro is already using the full display resolution. I mean... if I take a screenshot with Firestorm full screen it is 3360 × 2100 and the text looks pretty sharp. Maybe I am wrong. I was actually looking see if I could turning the Hi DPI setting *off* in order to see if I could get a better frame rate. While SL looks great on my retina display I struggle to get about 10 FPS in some places, where my partner who has a 1920x1080 72 dpi display on a PC gets more like 20 FPS at the same place. There are other factors... mine is a laptop so not the best graphics card. But I was just experimenting with performance generally. (And yes i know about changing other graphics settings like draw distance, max complexity, and shadows, reflections and so on - I already have presets) -
Option/Alt key to zoom not working on Mac
Olivia Rizzo replied to Pixels Sideways's topic in Second Life Viewer
Is this possible in Firestorm? Or only in the LL viewer? -
Is it possible to save the texture applied in Cycles render?
Olivia Rizzo replied to Daisy Starlight's topic in Mesh
Oh ty so much! I was wondering for so long when when I imported my collada file SL was saying there was no texture to import with it. I have never even heard of "baked". I think I have been doing the wrong Blender tutorials. So much more to learn always! -
I tried this with Blender 2.79 and after you pick the 'SL+Open Sim Static' Operator Presets you have to then choose between either UV textures or Materials because that is now a dropdown and not two separate checkboxes. But I have tried both options. I can see my mapped texture in Blender. But when I go to import the DAE file in SL it says there are no textures after I click calculate costs.
-
Oh that sounds fine then. Hopefully LL won’t allow pop ups from third party orbs either.
-
Given that the unit will operate under 100m from ground level, or over 2000m, and has a detect range of up to 400m it sounds like the clear flight corridor is above 500m and below 1600m. Is that correct? 500m is quite high which could detract from the enjoyment of Belliseria from the air.
-
SOLD
-
Region: Vacuul Area: 2560sqm - 878 prims Type: Moderate Asking price: $12,500 L Location: https://maps.secondlife.com/secondlife/Vacuul/84/236 Objects shown are not included in the sale.
-
Change properties of child object when clicked
Olivia Rizzo replied to Olivia Rizzo's topic in LSL Scripting
OK I see what you mean - yes 200ms is not a problem at all in this case -
Change properties of child object when clicked
Olivia Rizzo replied to Olivia Rizzo's topic in LSL Scripting
Thanks everyone ❤️ EDIT: It worked! Learned a new thing too. Pleased with that for first attempt -
Change properties of child object when clicked
Olivia Rizzo replied to Olivia Rizzo's topic in LSL Scripting
Awesome, thank you so much! The context is super helpful. I will give it a go now -
Change properties of child object when clicked
Olivia Rizzo replied to Olivia Rizzo's topic in LSL Scripting
This block here (attached pic)? It says ">1: child prims and seated avatars" Should I just try all numbers till I find which one it is? Thank you -
Change properties of child object when clicked
Olivia Rizzo replied to Olivia Rizzo's topic in LSL Scripting
Hiya - thank you The first link just went to the top of the page for llSetPrimitiveParams which I was already looking at so I was a bit confused. I did see something about llSetLinkPrimitiveParamsFast but thought it was just the same apart from not having a delay. To be honest I'm currently finding those LSL Wiki pages a bit overwhelming! 😰But I can follow examples and see what happens when I change things. I can see they have this example: llSetLinkPrimitiveParamsFast(2, params); Is it that number 2 that I need to use to set which object to set the parameters for? Where do I find the number for each prim? -
Sharing objects that use library textures
Olivia Rizzo replied to Olivia Rizzo's topic in Building and Texturing Forum
Oh ok, thank you @ChinRey - that is interesting! So they are all sort of public in a way once you have uploaded them to your inventory. I thought I had seen texture files inside some bought items before which is where I got that idea from. -
Hello I am totally new to this (first day) so please bear with me on wrong terminology. I have searched but not found the answer. I have made a prim to be a light source, and put this script into it. Now clicking it the light switches on and off. Success! But.... integer on_off = FALSE; //STARTS IN THE OFF POSITION default { touch_start(integer total_number) { if (on_off == TRUE) { llSetPrimitiveParams([ PRIM_POINT_LIGHT, FALSE, <1, 1, 1>, 1.0, 10.0, 0.75, PRIM_GLOW ,ALL_SIDES,0, PRIM_FULLBRIGHT, 3, TRUE ]); llOwnerSay("You switched off the light"); on_off = FALSE; } else { llSetPrimitiveParams([ PRIM_POINT_LIGHT, TRUE, <1, 1, 1>, 1.0, 10.0, 0.75, PRIM_GLOW ,ALL_SIDES,1, PRIM_FULLBRIGHT, 3, FALSE ]); llOwnerSay("You switched on the light"); on_off = TRUE; } } } Now I want the light source to be just one part of a linked set of prims. How do I make it so that if you click on the 'grouped' items the light source itself (which is only one of the linked items) turns on and off but the other items are not affected? I am wondering if there is a way to say which one of the 'child' prims should be targeted by the `llSetPrimitiveParams()` command? Thank you in advance
-
Sharing objects that use library textures
Olivia Rizzo replied to Olivia Rizzo's topic in Building and Texturing Forum
Great, thank you! So presumably... if I had uploaded a custom texture I would have to include that one in my "package" ? -
Sharing objects that use library textures
Olivia Rizzo replied to Olivia Rizzo's topic in Building and Texturing Forum
Thanks. I meant will their *viewer* automatically use that texture from the library of anyone who buys this item? i.e. without the user having to do anything. Or do I need to make a copy and package that up? -
I have built a small object using a few prims "linked" to make one object and also using one of the textures in the "Library" part of my inventory. To sell this item on the Marketplace do I need to copy that library texture into my Inventory (meaning not the Library part of the inventory) and then into the same folder as the object, and then package it all up with the texture included? Or will the next owner 100% definitely have the same texture in their library and it will know to use that?