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Chimera Firecaster

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  1. Thanks ChinRey. I've been trying to figure out what was happening. All this weekend and today, I was getting a "login failed" message on the beta grid. The "Status Blog" where you would expect to find the information had no mention of it. So . . . I greatly appreciate your message.
  2. Thanks Nova and Rolig. And Nova thanks for the extra details - that helps! I think I understand, but I'm, going to sit and do a little knitting and let it sink in. That usually does the trick. Thanks again!
  3. Yes. I tried it. That's the reason for my question. The texture is set at a rotation of 0. In order for this solution to work, however, it must be rotated by PI. I'm wondering why.
  4. Yes, I understand that, but why does the rotation need to change? Why can't I use the value of texture's existing rotation by use of llGetLinkPrimitiveParams for the rotation in SLPPF function?
  5. Awesome Nova! What a elegant way to appoach it. That was very kind of you to even provide a transparent texture. Your solution is quicker and smoother than moving a prim. I'll need to re-work my color picking routine since the current approach relies on actually touching the color palette, but there should be a way to work from a touch on the transparent prim. I do have a question concerning the rotation of the transparent texture. I tried picking up the rotation of the transparent texture with llGetLinkPrimitiveParams and using that instead of PI in the SLPPF function. But it doesn't
  6. Nova, that's a fascinating approach! Wow. Have you done this? How do you take the touch coordinates and work with them to offset the transparent texture. Do you have some code snippets you could share?
  7. I have discovered something - and I thought I would add just a bit more information for others who may run into a similiar situation. I'll continue to use the color picker as an example, but there's a general principle that applies to moving a prim in a linked set. To simplify, let's just consider three parts: the base prim (the parent), luminosity slider (child prim), and the pointer (child prim). The script is located in the luminosity slider, and it determines the link number of the pointer. It then detects the location where it's being touch on the luminosity prim by use of llDetecte
  8. Thank you! I think that will help. I will try that approach. But, I'm still mystified why the following wouldn't set the pointer prim to the lower left hand corner of the luminosity prim? llSetLinkPrimitiveParams(gPointerNo,[PRIM_POS_LOCAL,<0,0,0>])
  9. I'm still struggling with this . . . My color picker is several linked prims consisting of a base prim, color palette prim, luminosity slider prim, and the pointers. The parent is the base. The luminosity (child) prim is tall rectangle with the following dimensions: X=.01, y=.10, z=.58. I have a script in the luminosity prim. I know the link number of the pointer arrow. The color picker object is attached as a HUD. I've set up the script in the luminosity prim to execute the following upon touch: llSetLinkPrimitiveParams(gPointerNo,[PRIM_POS_LOCAL,<0,0,0>]). (gPointerNo is the
  10. Thank you so much Rolig for replying. I tried your code, and I'm getting some weird movements of the pointer arrow. Here is what's happening . . . The first image show the starting location of the pointer arrow: When I click at the very top of the luminosity slider, the pointer arrow ends up as shown in the next image: Here's another example. If I click at the very bottom of the luminosity slider, the pointer arrow ends up as shown below: Any suggestions in what might going wrong? Thank you again for taking the time to reply.
  11. Hello everyone. I’m working on script for a color picker and I need some help. Just briefly, I might mention that there’s been some good work done with color picking. However, after searching for the better part of a month, I’ve found that there’s not a complete solution available in public domain – particularly one that works in a HUD situation. I’m certainly not an expert in scripting – far from it - but if I manage to put something together that’s workable, I’ll post it and make it available to the Second Life community for anyone’s use in their own projects. I’m trying to create a col
  12. One correction. For AO Settings, that should be "Approximate" not "Normalize."
  13. I just wanted to thank Rahkis and Codewarrior. Following your instructions, I had much better luck with baking AO's. I upped the multires to 2 which helped. Interesting enough, the mesh floor made a big difference. (I hadn't been using one.) In particular, I found Rahkis' idea of using a sphere for the mesh floor to work quite well. I adapted his idea a bit, starting with a hemisphere with the opening facing up. I extruded the top of the hemisphere upward and scaled it out a bit, so it looked like the avatar was standing in an open cone with the top of the cone at the armpits. Here ar
  14. Thanks everyone for your replies! It sounds like I am approaching this the right way. At least I'm not hearing any different approaches - other than painting in the 3d viewport. I'll try to get some screen shots, but based on what I'm hearing, my problem may be that my mesh is fairly low poly. I may need to bump up the poly count as Codewarrior most generously suggested and Rahkis described and illustrated quite nicely in his thread. I'll also add the mesh floor. Thanks again!
  15. Hello Everyone: I've been slowly learning how to make mesh clothing in Blender for the last year or so. I've made some dresses and odds and ends with reasonable success. I'm really stumped, however, when it comes to folds and creases in mesh clothing. I can created the folds and creases on the clothing mesh in Blender fine. Where I'm having my problem is adding shadows the folds and creases in the texture. Let me explain a bit more. I'm currently working on a dress shirt. I've used proportional edit and the sculpt mode in Blender to create a series of folds and creases in the shirt. I ne
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