Jump to content

headda

Resident
  • Posts

    48
  • Joined

  • Last visited

Reputation

3 Neutral

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. someone scared me about that i should be careful even if i use the classic uv so i had to make sure
  2. hey thanks for ur respond, when you said sl made the classic uv map available for skin and clothes is it included with heads too? since i use the classic old one and not lelutkas, can i get sued by lelutka still even if i use the classic map?
  3. hey, i been making bento bom mesh heads for a while now and i use the CLASSIC default uv map that avastar head got to convert to my own heads, but i wanted to ask - even if i use the classic uv map that sl got do i need to be worried about getting permission from lelutka? my heads are NOT evox or has anything to do with their topology/ uv map. i literally use this - > https://ibb.co/2ygFspD as the map to my heads which means its the default one. please let me know!
  4. is there any script that when you wear two things on ur avi like for example two cubes and you want one cube to be invisible and one visible and whenever you click on it it switches making the other visible and the visible one invisible ? like switch between them whenever you click on it
  5. i already got material for it but it doesnt shine like the picture, like the tattoos seems to have another "layer" that pop heres an example of what i wanna get: https://ibb.co/M2DV6mh my materials enabled too and i got body material but it doesnt work the same
  6. hello, im looking for a scripter to do a script for my mesh heads please text me iw or leave a notecard my in world is: headda
  7. im making for long now bento heads and would like to publish them to my store, but my question if someone know or can guide me how to do huds/ appliers/ scripts for heads? or is there any guide in youtube or in the lsl libary script that i am missing ? thanks.
  8. so i want to do a spinning chain and i got rotation script and it works perfect as its rotate on its Y, but the problem start when i attach the clasp ( the chain holder ) to the pendant casuing it to rotate too since every rotation script i ever bought ( i bought many ) always takes control on everything that attached to the mesh. and i dont want the clasp to spin i want it to stay in its place as the rest spinning, i did try putting the script inside every link set like link 1 link 2 they called the childs i believe, seperatly so everything will have the script and not the parent link but it doesnt work well it makes it rotate on its own and not together like i want. my question is can u do the whole thing to rotate but not the chain holder ? or is there a block script that can stop it from recieving the rotate script.. i have like 10 materials in the mesh if its matter since i noticed every material has its own link number, thank u for ur time to read and if u can help !
  9. weird problem, whenever i try to upload a mesh its always use the edges count and not the vertices count, in additon to that it doubles it up like i have 120 edges in blender it uses 240 edges in second life, i tested it on a simple sphere and it shows me the same problem my questions is why it use the edges count and not the vertics and why it doubles the count ? theres no seams or material when i tested it even tho i tested it with too it just the same !! heres pictures of how it looks in blender and in the upload menu in second life : https://ibb.co/kyDQPH7 https://ibb.co/267MwyL
  10. my mesh is half transparent everytime i link 2 things or more its like " broken" and i dont understand why.. my mesh is not transparent at all or has alpha blending anyone know why this is happening ? it happens when you rezz and happen when you wear.. https://ibb.co/VMrbhtD https://ibb.co/8bxYXY7
  11. thanks a lot it works so much better now ! is there a way to make it rotate more smooth when it goes side to side without it being in delay for each movement
  12. hmm yeah i get what you mean so i just need to find the code that tells the script be ON or be OFF? and put the code inside both of the scripts? and then it will work when wear it? lol i am really struggling with making the script that goes 45 degress left to 45 degress right like < > movement. if you know the code that makes the script be ON or OFF TRUE, FALSE etc, please let me know i am one step before making the scripts work!
  13. so i made 2 scripts that similar but the only change is that i added - in the numbers to have the opposite effect on the other side since it doesnt let me put 2 of them lines in one script (it doesnt do the same effect as i want which side to side effect like rotate a bit in degree and go back to the other side like rotate in 45 side to side in a loop without do a perfect 360 circle). and when i rezz the mesh with the 2 scripts in world it works perfect but when i wear it it doesnt move at all it stays static i suspect is that 2 of the scripts are "against " each other. my question is how an you make it work side to side 45 degrees to the left snd 45 degrees to the right but stay in place without having 2 scripts but just one like "combaine" this.. please help im tryna animate a simple earring. heres the codes: script 1 default { state_entry() { llSetTimerEvent(1); } timer() { rotation rot = llGetLocalRot(); vector vrot = llRot2Euler(rot); vrot+=<-0.08,0,-0.01*DEG_TO_RAD>; rot = llEuler2Rot(vrot); llSetLocalRot(rot); } } script2: default { state_entry() { llSetTimerEvent(1); } timer() { rotation rot = llGetLocalRot(); vector vrot = llRot2Euler(rot); vrot+=<0.08,0,0.01*DEG_TO_RAD>; rot = llEuler2Rot(vrot); llSetLocalRot(rot); } }
  14. so i made the script i wanted and it works when the product is rezzed in world but when i wear the product with the script inside it doesnt move only if i walk it moves in delay too. and my question is how to make the product with the script inside to move even if my avatar just standing ? ( for example a simple cube i created) this the script: default { state_entry() { llSetTimerEvent(1); } timer() { rotation rot = llGetRot(); vector vrot = llRot2Euler(rot); vrot+=<0,0,10*DEG_TO_RAD>; rot = llEuler2Rot(vrot); llSetRot(rot); } }
×
×
  • Create New...