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Ivanova Shostakovich

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Everything posted by Ivanova Shostakovich

  1. I look forward to reading automatically generated forum posts and comments. It could be a whole new breed of drama.
  2. English in my only language. I can pick up some meaning from a small smattering of others. I like to dabble in Russian because of how different it is.
  3. You can use llListFindList to obtain the index of a particular choice in one list, and use the result with llList2String to return the contents of that index in another list.
  4. If you are using an AMD/ATI video card, there's a good chance you are dealing with a bug in the latest Catalyst drivers that renders rigged mesh invisible. There is a workaround you can use that may fix this issue for you that does not involve rolling back your drivers. See <https://modemworld.wordpress.com/2014/12/13/amd-catalyst-drivers-additional-windows-workaround/> to learn how.
  5. While it does help to know what *typical* land parcels might look like, I would not recommend trying to predict the shape/size of anyone's parcel. Just build what you want of reasonable scale and size. It's usually the customer's responsibility to have or acquire a parcel on which to place a house they like. Make aesthetics and usability your primary concerns. To help with general parameters, you will have both prim allowance and footprint to deal with. A 512 square meter parcel will have a prim allowance of 117 and footprint of 16 x 32 or some other, more arbitrary dimension. A 1024 square meter parcel will have an allowance of 234 prims and often dimensions of 32 x 32, though some other odd arrangements can be found. Explore mainland and look at plots for sale. Stand on them and note their dimensions. You can make border template objects in whatever modeling program you use, assuming you use mesh, or prim border templates for in-world building. Then, build inside those templates.
  6. Your post is long, lacking indentation and suffering from a punctuation deficit. This makes it difficult to read. You're lucky to have gotten any replies.
  7. I've driven Francis Chung's Dominus Shadow quite a bit. It has several speeds, from 'leisurely cruise' to 'escape velocity' (the labels are mine). I agree with you though on difficulty keeping on the roadway. I have since foregone road driving for sailing in wide open waters.
  8. After some searching and reading, I found this workaround for the latest Catalyst OpenGL bug. It involves copying some older dlls into your viewer folder, which seems to have the effect of rolling back your driver without actually having to do that. It works for me. I Still see some rigged mesh periodically stretched to region 0,0,0 when a lot of avatars wearing it are in viewing range. But I can see it now.
  9. Jenni Darkwatch wrote: Also, you sometimes will see people claim SL only supports 512MB GPU RAM which is flat out false and has been refuted by LL so many times, I think they're getting sick of the claim. If you can afford a 2GB card, get it. SL _will_ use it. I was honestly unaware of this. In the graphics preferences the max VRAM setting slider tops out at 512MB, and most people will base their buying decisions on this setting. Does the viewer ignore that setting now? I'm interested in reading LL's refutation of this belief if anyone has a link.
  10. I currently run a new machine with an AMD APU. Right away I could not see rigged mesh at all. I found a workaround, but in some situations where a lot of rigged mesh is on display, i.e. shopping anywhere, I still get the spiked smear mesh glitch from some of the worn rigged mesh in my viewer window. I never had any serious issues with Nvidia.
  11. That will be my next marketplace item. "Please buy my Crystal Ball of Pessimism. Though... you probably won't".
  12. The shape of your eyebrows can be affected by more than the avatar skin. I believe you can edit their shape to some extent using some of the system hair parameters with the Appearance tool, such as height and arch. It's best to remove prim hair when editing the system hair settings, just so you don't accidentally make your system hair poke out of your head.
  13. Using this... feature, could easily cut down on time spent in-world repositioning complex creations involving multiple parts. I don't know if doing things this way would allow you to assign more than 8 materials to the complete object. Logically, you should be able to, since the dae would consist of discrete meshes, each capable of having multiple faces. Also, I don't know how the exporting-uploading process establishes link order.
  14. Things may have changed since my last uploading experience, so this may be extravagantly incorrect. When I have uploaded objects created in Blender to SL, multiple objects joined in Blender into a single mesh before exporting uploaded as a single mesh object in SL. Multiple objects, unjoined beforehand and simply exported together would upload as a linked object that could then be unlinked in SL.
  15. In order to make navigable ways from your sim into other, neighboring sims, it would have to be connected to at least one of them. In addition, I'm not sure LL would even place a private sim to be connected to mainland.
  16. Then I would say there are two possibilities. Either your friend has not actually granted permission for you to see them on the map, possibly because they didn't know how or thought it meant something else, or you are experiencing a glitch of some kind.
  17. How are you trying to find them on the map? When you have the map displayed, you can select what to look for with a small drop-down menu. One option is to 'view friends'. You can then select the name of someone who lets you see them on the map. Your in-map view should then zoom to wherever that friend happens to be.
  18. It fails to display? But a rotating HUD would be such a fun, handy, and frustration free device.
  19. You can make a texture rotate on one face, or on all faces at once. You can put different textures on each of these faces, making only one of them rotate, or all rotate at once. Placing blank textures on some of them will make those faces appear as though they don't rotate. Is this the kind of rotation you are asking about? Like an image on a face spinning?
  20. I'm all for the creation of a community owned and driven lsl wiki. lslwiki.net still exists, but it is out of date. And I prefer the look and feel of the more familiar SL wiki lsl portal. What steps would be involved in the migration?
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