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Quistess Alpha

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Posts posted by Quistess Alpha

  1. *coughs*

    Someone posted saying they were looking for work not half an hour before your post:

    48 minutes ago, Krash Nova said:

    As the title of the post states, I am a photographer looking for work. My photography has been predominantly personal photos for the majority of what I've done, however I wish to do more. I find inspiration while it can strike you on its own in a lot of ways, hearing other peoples desires on what they want to see, and making it come to life is something that just makes photography that much more beautiful to me.

    I'm willing to try just about anything photography wise. I have a general ballpark of what my rates will be, but I'd rather know the details of the photos first as everything is a bit different and unique from the other. If you're interested, please check out my Flickr below, or contact me in world @ krash.nova. Even if you look at my Flickr and think my photos aren't quite what you might be after, let me prove you wrong, I'm always up for a challenge or two :)

    Flickr

     

    • Thanks 1
  2. I don't really feel like arguing with you about what is and is not spam, but for the record, I would like to reiterate the sentiment from this oldish post I read recently:

     

    Posting Just the word 'bump' is spam no matter how often you do it. but "Yes we are still looking!" or something like that, once per week or so is within what I would call reasonably acceptable. Posting 'bump' multiple times per day, is not.

  3. Bumping every 6 hours is spam. if you're that desperate for a Mesher, I could probably do /just the track/, if you have specific technical drawings of the racetrack, but it's not my specialty. for really niche work like this you might want to look at non-SL Blender users. and it's going to cost you a good deal of cash for a custom piece.

    Another thing to consider is that SL physics is a bit different from real world physics, and a 100% accurate reproduction of a real world track, would probably not be as fun to drive as a track made for SL.

    Additionally, Avatars in SL often have proportionally longer legs than real world people, (My avatar and many of my friends have somewhat more realistic proportions;  it's a growing trend, but not the norm) which means if you have seating with real world proportions, it may look 'bad' with many SL avatars.

    Edit: one more thing to consider, with a track like that, the physics might be a bit hard to calculate for the server, which will drive up the Land impact (~equivalent of prims) of your track.

  4. Perhaps I was being a bit harsh, but I'm not too empathetic for 7 year old residents who don't at least want to have a basic understanding of the underlying systems that make SL work. Firestorm has a built in particle editor I believe, and the script is noting more than tweaking some numbers, as there are only so many things you can make particles do.

    // Jopsy's Particle System Template v4 - Jan 18 2004
    // -- inspired/derived from Ama Omega's 3-6-2004
    //
    // DEFAULT settings are commented at the end of each line, eg:
    // varibletype  SETTINGNAME = Sample-Setting; // default-setting
    // 
    // For more on particles, visit the Particle Labratory in Teal!
     
    mySetParticles() {
        // Part-1 - APPEARANCE - Settings for how each particle LOOKS
        vector   START_SCALE = < 0.2, 0.2, 0.2 >; // < 1.0, 1.0, 0.0 >
        vector     END_SCALE = < 0.1, 0.1, 0.1 >; // < 1.0, 1.0, 0.0 >
        vector   START_COLOR = < 1.0, 1.0, 0.0 >; // < 1.0, 1.0, 1.0 >
        vector     END_COLOR = < 1, 0.2, 0.0 >; // < 1.0, 1.0, 1.0 >
        float    START_ALPHA = 0.7; // 1.00 
        float      END_ALPHA = 0.0; // 1.00
        integer INTERP_COLOR = TRUE; // FALSE
        integer INTERP_SCALE = TRUE; // FALSE
        integer     EMISSIVE = TRUE; // FALSE 
        string       TEXTURE = ""; // ""
        // START/END: refers to the lifespan of each particle.
        // SCALE: particle height/width, from 0.04 to 10.0. (no depth)
        // ALPHA: sets transparency, from invis = 0.0 to opaque = 1.0
        //       START_ALPHA is ignored if it is less than END_ALPHA
        // COLOR: vectors <Red,Green,Blue>, each 0.00 to 1.00
        // INTERP_COLOR: enables/disables END_COLOR and END_ALPHA
        // INTERP_SCALE: enables/disables END_SCALE 
        // EMISSIVE: enables/diables particle 'glow'
        // TEXTURE: name of a texture in the emitter-prim's inventory 
        //          or the asset id key of any texture
        
        // Part-2 - FLOW - These settings affect how Many, how Quickly, 
        //                  and for how Long particles are present
        float     AGE = 0.6; // 10.00
        float    RATE = 0.0; // 0.10
        integer COUNT = 1;    // 1
        float    LIFE = 0.0;  // 0.0
        // AGE: How many seconds each particle lives, 0.1 to 60
        // RATE: Seconds between particle bursts, 0.0 to 60
        // COUNT: Number of particles per burst, 1 to 4096
        // LIFE Number of seconds to wait before shutting off 0.1 to 60
        //       0.0 never stops
        
        // Part-3 - 3    PLACEMENT -- Where are new particles created, and what
        //                     direction  are they facing?
        integer   PATTERN = PSYS_SRC_PATTERN_ANGLE; // PSYS_SRC_PATTERN_DROP
        float      RADIUS = 0.00; // 0.00
        float ANGLE_BEGIN = 0.10; // 0.00
        float   ANGLE_END = 0.10; // 0.00
        vector      OMEGA = < 0.00, 0.01, 1.00 >; // < 0.00, 0.00, 0.00 >
        //float  INNERANGLE = 0.00; // 0.00
        //float  OUTERANGLE = 0.00; // 0.00
        // PATTERN: must be set to one of the following:
        //      PSYS_SRC_PATTERN_EXPLODE sends particles in all directions
        //      PSYS_SRC_PATTERN_DROP  ignores minSpeed and maxSpeed.  
        //      PSYS_SRC_PATTERN_ANGLE_CONE use ANGLE settings to make rings/cones
        //      PSYS_SRC_PATTERN_ANGLE use innerangle/outerangle to make flat
        //      wedges
        // RADIUS: distance between emitter and each new particle,  0.0 to 64?
        // ANGLE_BEGIN: for both ANGLE patterns, 0 to PI(3.14159)
        // ANGLE_END: for both for ANGLE patterns,  0 to PI.
        // OMEGA: How much to rotate the emitter around the <X,Y,Z> axises 
        //         after each burst.  Set OMEGA to all 0's to reset/disable it.
        // INNER/OUTER ANGLE:  Depreciated. Old versions of ANGLE_BEGIN/_END.
        //    Can still be used to make lop-sided angle displays though.
    
        //  Part-4 - MOVEMENT - How do the particles move once they're created?
        integer      FOLLOW_SRC = FALSE; // FALSE
        integer FOLLOW_VELOCITY = TRUE; // FALSE
        integer            WIND = TRUE; // FALSE
        integer          BOUNCE = TRUE; // FALSE 
        float         SPEED_MIN = 0.3; // 1.00
        float         SPEED_MAX = 0.9; // 1.00
        vector            ACCEL = < 0.00, 0.00, 0.00 >; // < 0.00, 0.00, 0.00 >
        integer      TARGET_POS = FALSE; // FALSE
        key              TARGET = llGetKey(); // llGetKey();
        // FOLLOW_SRC: moves particles when emitter moves. It will disable RADIUS!
        // FOLLOW_VELOCITY:  Particles rotate towards their heading
        // WIND: Sim's Wind will push particles 
        // BOUNCE: Make particles bounce above the Z altitude of emitter
        // SPEED_MIN: 0.01 to ?, slowest speed of new particles, 1.0(*)
        // SPEED_MAX: 0.01 to ?, fastest speed of new particle, 1.0(*)
        //      SPEED_ is ignored for the DROP pattern.
        // ACCEL: a continuous force pushed on particles, 
        //             use SMALL settings for long lived particles
        // TARGET_POS: If FALSE(*), TARGET value is ignored.
        // TARGET: Select a target for particles to arrive at when they die
        //      key TARGET = llGetKey(); // particles return to the emitter
        //      key TARGET = llGetOwner(); // particles home in on owner
        //      You can have another object llSay(999,llGetKey); 
        //      and grab the key with this object by using the listen() 
        //      event handler.
                         
        list particle_parameters = [
                PSYS_PART_FLAGS,( 
                    ( EMISSIVE * PSYS_PART_EMISSIVE_MASK ) | 
                    ( BOUNCE * PSYS_PART_BOUNCE_MASK ) | 
                    ( INTERP_COLOR * PSYS_PART_INTERP_COLOR_MASK ) | 
                    ( INTERP_SCALE * PSYS_PART_INTERP_SCALE_MASK ) | 
                    ( WIND * PSYS_PART_WIND_MASK ) | 
                    ( FOLLOW_SRC * PSYS_PART_FOLLOW_SRC_MASK ) | 
                    ( FOLLOW_VELOCITY * PSYS_PART_FOLLOW_VELOCITY_MASK ) | 
                    ( TARGET_POS * PSYS_PART_TARGET_POS_MASK ) ),
                PSYS_PART_START_COLOR, START_COLOR,
                PSYS_PART_END_COLOR, END_COLOR,
                PSYS_PART_START_ALPHA, START_ALPHA,
                PSYS_PART_END_ALPHA, END_ALPHA,
                PSYS_PART_START_SCALE, START_SCALE,
                PSYS_PART_END_SCALE, END_SCALE, 
                PSYS_SRC_PATTERN, PATTERN,
                PSYS_SRC_BURST_PART_COUNT, COUNT,
                PSYS_SRC_BURST_RATE, RATE,
                PSYS_PART_MAX_AGE, AGE,
                PSYS_SRC_ACCEL, ACCEL,
                PSYS_SRC_BURST_RADIUS, RADIUS,
                PSYS_SRC_BURST_SPEED_MIN, SPEED_MIN,
                PSYS_SRC_BURST_SPEED_MAX, SPEED_MAX,
                PSYS_SRC_TARGET_KEY, TARGET,
                PSYS_SRC_ANGLE_BEGIN, ANGLE_BEGIN, 
                PSYS_SRC_ANGLE_END, ANGLE_END,
                PSYS_SRC_OMEGA, OMEGA,
                PSYS_SRC_MAX_AGE, LIFE,
                PSYS_SRC_TEXTURE, TEXTURE
            ];
            
        llParticleSystem( particle_parameters ); // Turns on the particle hose!
            
        
    }
    
    default
    {
        state_entry() {
            mySetParticles();
            // llSetTimerEvent(60); // uncomment to set auto-off for 60 seconds
        }
        
       
        
        touch(integer i) {
            mySetParticles(); // touch to reset/turn on the particles
            // llSetTimerEvent(60); // reset the alarm clock
        }
    }

    The code above (which I didn't write) quite well explains all the tweakable values.

    • Confused 1
  5. Several good results for 'Japanese Teahouse' for example:
    https://marketplace.secondlife.com/p/Japanese-Tea-House/7749294
    https://marketplace.secondlife.com/p/Japanese-Red-Tea-House/18400016

    just browsing through the results for 'Machiya'
    https://marketplace.secondlife.com/p/4-D-Kyou-machiyaTsubaki/10398512
    looks like it could substitute for the connecting part, but it seems it might be no-mod.

  6. Not sure about that pillar, but a search for 'Japanese octagonal temple' turned up a result quite similar to that second image:

    https://marketplace.secondlife.com/p/octagonal-japanese-temple/756875

    Also found

    https://marketplace.secondlife.com/p/Wasenshi-Japanese-pagoda-mesh/11357869

    https://marketplace.secondlife.com/p/Yasyn-Yukimi-doro-Slate/18172115

    https://marketplace.secondlife.com/p/The-Belle-Tower-boxed/2471180

    https://marketplace.secondlife.com/p/Tourou-5-LI-FULL-PERMS-Mesh/8700238

    https://marketplace.secondlife.com/p/Ryu-Chinese-Pagoda-337P-rezzor-v12/2293801

    • Thanks 1
  7. I have a car that might be like that made by 'Lusch motors'.  My landlord Uma.Back ( secondlife:///app/agent/5eb03a98-52ce-4fb0-854d-89cdef88614f/inspect ) would definitely know what you're looking for if you contact her in-world.

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