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GreyLasagna

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  1. I might be interested. I know mesh and texturing. IM inworld (Same name)
  2. Nice hair @Jordyn McGregor. So far its the closest one. As for the dress... I think I'm gonna stick with this one https://marketplace.secondlife.com/p/LA-BELLE-LILY-DRESS-SILVER/25386328 Not close enough but it's been a long search
  3. Any idea where i could find a similar dress and boots like these? Hair could be nice too!
  4. Feel free to contact me IW (Same name). Then we can negotiate and check some of my work.
  5. Since I'm not a scripter, i need some help with an animated texture script i found on mighty ginko video. I'm trying to make the circular lights repeat all along the side face of this cylinder. The one on the left is a prim, first i tried with this one and could not make it show on the side face so i tried with the mesh one on the right. It gave me the opposite result, which it's good but i want it to map the texture so the lights repeats on the side face. https://gyazo.com/58d368dca44f9eca44b830736e083643 Is there a way with this script or another from the MP? The script: // ------------------------------------------------------------ // Random imager with animation support by Charlotte Wirtanen // for free and open distribution. // // Instructions: Place into desired prim, populate with textures. // Rename animated textures with the following format: // // texture_name.anim;<frames x>;<frames y>;<animation rate> integer gFrameX = 0; integer gFrameY = 0; float gRate = 0.0; string gTexture; setTex() { gTexture = llGetInventoryName( INVENTORY_TEXTURE, (integer)llFrand( llGetInventoryNumber(INVENTORY_TEXTURE)) ); llSetTexture( gTexture, ALL_SIDES ); if( llSubStringIndex( gTexture, ".anim" ) != -1 ) { list lParams = llParseString2List( gTexture, [";"], [] ); gFrameX = llList2Integer( lParams, 1 ); gFrameY = llList2Integer( lParams, 2 ); gRate = llList2Float( lParams, 3 ); llSetTextureAnim( ANIM_ON | LOOP, ALL_SIDES, gFrameX, gFrameY, 0, 0, gRate); } else llSetTextureAnim( LOOP, ALL_SIDES, gFrameX, gFrameY, 0, 0, gRate); } default { state_entry() { llAllowInventoryDrop(TRUE); llSetTimerEvent(60.0); setTex(); } timer() { setTex(); } touch_start( integer touches ) { llSetTimerEvent(60.0); setTex(); } changed( integer change ) { if( change & (CHANGED_ALLOWED_DROP | CHANGED_INVENTORY) ) setTex(); } }
  6. Thanks, Rowan. I wasn't looking for wall lights but... Damn, the first one is really a good looking one. I might add it to my industrial style area as well. Right to my favorites!
  7. https://marketplace.secondlife.com/p/Dahlia-William-Lamp-Gold/19303156 the one from that link is most interesting one in the bunch, i will think about it.
  8. My container home is not very tall so im looking for non hanging ceiling lamps similar to the ones from these photos. The best i could found on the MP is this one but doesn't look good tbh. I was hoping for a more interesting design.
  9. I think you should familiarize with the basics of building with prims inside of SL. But answering your questions. In the latest version of firestorm viewer, you can upload your models in a temporal way. Use that to test anything, and for textures, you can import textures temporarily using the local option when you are about to add a texture to your whatever you working on. Also I like to use the default avatar from SL on blender as reference for whatever I'm working on. As long your creation has the Modify checkmark on, people will be able to edit it. Make sure you unwrap your models properly. To make your creations actually interact with your avi, every model should have his own physic model. If you use a fence to block someone from going through your land, that fence needs a physics model to actually stop from entering your land. In this case the physic model would be simply, a box shaped like the actual fence model (just 4 faces). You usually can deal with this inside of SL when you upload your models, but for more complex models, it would be better if you actually do it on blender. You might or might not need to learn scripting but depends what you are working on. Learning at least to change certain values on fullperm script it's a plus tho. You can add scripts to object by just dragging them from your inventory to your model. Like i said. Learn how to work first on SL, then you can try learning blender. Can't say anything about Revit since i never heard of it. 😅
  10. Been hoping for something like this since I started making stuff so this would be such an improvement, especially for buildings and interiors. I hate to split my models in so many UVs just to get decent looking textures. I've used simple planes with AO shapes with transparency to fake the bake but this increase the LI considerably, depending on the building complexity of course.
  11. I haven't used it yet but this might be useful for that task. Make sure to watch the video on the description. https://marketplace.secondlife.com/p/LandMap-Change-your-ground-texture-without-land-powers/236734
  12. Yea, what the title say. Some place that might fit the two tags on the title. Think of a place for a date.
  13. I have the one from [DDD] ~ Dysfunctionality. They are fairly good although maybe a bit bumpy in the ends, at least some of them (I drive over them). Originally, It comes with multiple texture options but none felt like it blends well with the default SL grass so I made my own texture + materials for this one (only grass and dirt). I can give you the textures if you want since it's just for personal use no MP.
  14. I bet you can find nice tips about it if you search for "open world game map design" on youtube. In videos like this one https://www.youtube.com/watch?v=4HMtju0BjAo&ab_channel=CraigPerko you can see that pretty much the first tip he gives is the same Quistess Alpha said. Other tips on the video would be: *Use "Sign Posting" or large objects/locations that attract people's attention and make them want to explore. These can be seen from higher spots on your map. *Use objects or, as he calls them, "Soft Barriers" to guide the explorer. These don't have major relevance and won't completely block people from passing by but provide some sort of guidance for interesting parts. They could be small ones (like the destroyed cars in the video). Maybe learn about color theory. You can use color to make things stand out above the less relevant things. If you build a city and there is a building you might want to make it stand out, for whatever reason, make sure it's not just another colorful building in a river of colors, tone down (or up, depending on what you building) the color of less relevant stuff, create contrast. Maybe learn about color theory One last thing. You can tell stories without any dialogue, just using objects in whatever environment you building. Fallout and Bioshock games do this all the time. Here is a video about it https://www.youtube.com/watch?v=RwlnCn2EB9o&ab_channel=GameMaker'sToolkit These are pretty much universal tips for virtual worlds, doesn''t matter if you consider SL as a game or not.
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