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Ivanova Shostakovich

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Everything posted by Ivanova Shostakovich

  1. You might try playing with texture rotation on that shade part of the lamp. Also, experiment with planar texture mapping versus default.
  2. You mention using the script in a priim attached to your avatar. The script has a section for getting the number of links and finding the one called FIND. Are you using a linked object for this when attached to your avatar? If not, you might consider dispensing with the link finding section and just using llParticleSystem. If you are using a linked object, designate one link as the emitter and hard code its link number into llLinkParticleSystem. Also, experiment with using PSYS_PART_TARGET_LINEAR_MASK instead of PSYS_PART_TARGET_POS_MASK and see what happens. Often, I have found, when troubleshooting a script, making everything as simple and uncomplicated as possible can help a lot. As a last thought, bear in mind that heavy use of particles around you, and even where you can't see them, can steal from your viewer's total allotment of particles, causing your local effects to seem broken.
  3. I think you would have to post the script, either here or on some other sharing website, in order for anyone to figure out what's going on. There's a place where you can post code for collaboration. I can't remember what it's called at the moment. In the mean time, not knowing your experience or what you have read so far, I will point you here: http://wiki.secondlife.com/wiki/Category:LSL_Collision , and hope for the best.
  4. You could use both triggers, writing two collosion events to prepare for the possibility of either collision type. The physical portal would then rez the static portal where it experienced the collision.
  5. A scripted object cannot rez other objects from nothing. The rezzer needs to have, in its own inventory, all the objects you wish it to rez. Create your rezzer and place into it all the plants and trees and rocks and things you need and have the rezzer rez them, by name, at locations specified by your script.
  6. Land collisions can be effectively turned off with llVolumeDetect. In a physical object, using this function will cause physical objects to fall through the ground. Unless some measure of control is used, such as llSetBuoyancy and/or llSetPhysicsMaterial and playing with some of the parameters, you risk losing the object as it can fall completely out of the world. I'm not sure if what you want to do is possible without a lot of kludgy hacks. But I'm interested in how this project works out.
  7. You can only have one texture animation on a prim. Calling llSetTextureAnim more than once on a prim will reset the existing animation. I think you're only able to animate textures on one face or all faces at once. A way to make this work for you would be to set the animation to ALL_SIDES, and then set the faces you didn't want animated to a different texture, one that won't appear to animate, such as a blank color.
  8. Here is what she means. After reading this: http://community.secondlife.com/t5/General-Discussion/Can-I-build-on-first-512sqm-tier/td-p/2811848, and the rude, disrespectful comments you made to people who were only trying to help you, she feels intensely disinclined to help you.
  9. I don't understand why anyone would want to wear those.
  10. If you are at all familiar with the purpose of a demo, you already know what you need to do.
  11. Go here: http://community.secondlife.com/t5/English-Knowledge-Base/Billing/ta-p/700037 Read all of it.
  12. A better answer probably would have been silence, or "No, this is not possible."
  13. The dress was part of a fashion collection for Collabor88, a sort of monthly creative showcase market with resident and guest designers/creators. Designers are encouraged to make submissions part of their regular inventory offerings after the showing. If you can't find them for sale in either an in-world store or the marketplace, you can try contacting the creator about it Some designers favor artificial scarcity in the hopes of attracting customers who want to look unique in-world. This may explain why you (and I myself) cannot find this dress for sale now. I wish you luck.
  14. In the lsl wiki, the page for llSetPrimitiveParams() has changed to reflect the additional parameters. We now have these new ones: [ PRIM_NORMAL, integer face, string texture, vector repeats, vector offsets, float rotation_in_radians ][ PRIM_SPECULAR, integer face, string texture, vector repeats, vector offsets, float rotation_in_radians, vector color, integer glossiness, integer environment ][ PRIM_ALPHA_MODE, integer face, integer alpha_mode, integer mask_cutoff ]. I haven't used these added parameters in scripting yet, so I don't know if they are active in the main grid or just ADITI.
  15. Perhaps the ability to animate the texture a projector uses to determine the shape of its projected light (as opposed to the adjunct modulator idea) would be a good feature request. [edit] How do you request features anyway?
  16. Prims with an alpha texture in front of a projector will have their texture cast as a shadow upon surfaces at which the projector is pointed. Perhaps such a prim with an animated texture (one sided, the side facing the room could be 100% alpha) could be placed in the fireplace and modulate the projected light in a convincing way.
  17. There is a setting in build options that lets you select your objects only. As far as taking everything into your inventory at once, yes, you can do that. This method results in what is called a 'coalesced object'. This just means that it will be one object in your inventory that will include all objects you selected and took into your inventory. The spatial relationships of the objects will be preserved as they were when you took them. There may be an upper limit to how many objects can be included in a coalesced object, but I don't know what it might be. Also, when you rez the coalesced object, bear in mind that you will need a prim allowance equal to what you had when you took the object, as everything will be rezzed at once, having, I believe, the same land impact. [EDIT] Amethyst gets fifty points for speed.
  18. The truth is that many of the built in facial expression morphs are exaggerated and overdone. It would be nice if there were a way in the software (viewer) to specify the strength with which they are applied. But I don't what would be involved with scaling the effect of animations and morphs, or if it's even possible at this point.
  19. I did an experiment back in the hopeful stage of an avatar mesh deformer. I weighted and rigged two small mesh cubes to the avatar's breasts. I uploaded them on ADITI with a deformer project viewer. They moved with the physics layer according to breast movement. There was no latency in the movement of the attachment relative to the physics. It was spot on. This is because, I think, the deformer works on the morphs, not relying on bones. This made me suspect that rigged and weighted mesh nails might have accurately tracked the movements of the avatar hands during hand morphs associated with avatar animations. Though I did not test this.
  20. Thank you Cerise. I got that viewer version installed, and indeed, glowing particles work well. That installation updated itself as well. I'm going to see if the main viewer release is similarly updated.
  21. I had been looking forward to playing with the new particles capabilities, ribbons and glow. Now they're here. After plenty of experimentation, I have found that ribbons work great. They were even improved with yesterdays viewer update. I have yet to see glow working. I don't know if it was temporarily disabled pending a fix or something. Has anyone else gotten glowing particles to work recently?
  22. Oregon girl here. Mostly on in the first half of the day.
  23. I also don't buy untested mesh. I've been burned enough times that I just don't risk it. There are some in-world mesh merchants who do not provide demos, or whose demo coverage of their product lines is spotty. Even when visiting my favorite and well known mesh merchants, I get the demo and try it before I buy it. The standard sizes aren't all that standard. That being said, even if a demo is provided, I have learned to pay close attention to details, in a variety of environments. I look at the article using wire-frame view mode and don't buy something with an unnecessarily high poly count or large texture. I check that the article is sufficiently solidified where it counts, such as the inside of a skirt, or a top with sleeves and/or other openings you can see between the mesh article and the avatar mesh. I was also recently disappointed by a no-mod, mesh dress on which the creator set the texture to full bright. (I got no response from that creator). So I look at the meshes of untested creators in different lighting conditions. Marketplace listings labeled as "Promo" are beneath my consideration. I don't care how cheap a "Promo" is. L$50 spent on poor quality is still L$50 lost. And I've become quite skilled at making my own custom alpha masks.
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