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anselm Hexicola

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  1. For a film project, I need the stage-set of a terminus-type train station - like, with many platforms,high canopy roof,trains and their carriages present,possibly arriving and departing,etc. It can be modern or vintage, but I would need the parcel-owner's permission to film (a credit would be given,of course). Any suggestions? TY Alwin - thinking General Discussion is the default option ... ty Nalates
  2. Have a look at what Drongle McMahon tells us in this thread.
  3. Pierre, J'ai passe un bon moment en lisant la page a JOL qu'on m'a passe. Le lien etait bien apprecie ... Surtout, la definition suivante m'a fait sourire - Escort : nom donné aux résidents qui monnaient leurs charmes. (...Le Francais arrive a rendre elegant ce facon de gagner de L$ ....) Anselm
  4. Marcov, je te remercie a me repondre. J'ai regarde la page d'introduction offert par LL que tu m'as donne - oui, c'est interresant a voir ; bien sur, je l'ai vu deja en version anglais. Apres avoir faire ca, j'ai changer (temporairement, a voir) mes Preferences; c'est -a-dire, passer mon viewer en francais (via les préférences: CTRL-P) comme t'as indique. Encore, c'etait informatif; et peut-etre un moyen a me faire plus conversant avec termes en francais qui appartient a l'ordinateur Enfin,excuse-moi a te demander un traduction de "Right-click" et "Left Click".
  5. J'arrive a parler et ecrire francais suffisement a etre compris, je crois; mon probleme est ceci :- Je ne connais pas les equivalents de "Local Chat", "IM", "window", et toutes les termes "techniques" qu'on utilise en SL a se communiquer. Quelqu'un m'a donne un "Notecard" avec un "Landmark" lors se passera un "Event" qui m'interessait. (encore 3 mots j'ai aucune idee comment traduire) - les personnes je l'y trouve etaiet genial, mais j'ai eu de problemes a trouver et dire ces mots (que je connais en anglais) en francais. Quelqu'un peut me passer [a link] un lien (!??) qui presente les traductions?
  6. ( not having much luck with Forum posts atm - they seem to get truncated at some random point.) The continuation of the post above is, as follows :- On this view, No.2 has the best result. BUT, look round the back.  Ughh! Back to the drawing-board ...
  7. Yes, that "Follow Active Quad" option is a great time-saver; I started using it a few months back - wish I had learnt to use it 2 years ago! Anyway, your unwrap has the virtue of tidy tiling, but it will still necessarily give distortions of scale with texture. I tried to do another version of my "scaled" unwrap:-  It preserves scale but of course does not tile. I applied an (albeit fuzzy) honeycomb texture to 3 cone sections:- On this view, No.2 has the b
  8. Not familiar with the new way of adding images, so my post was truncated. (Here is the rest of what I THOUGHT I had posted.), Below is what I would prefer:-  Admittedly there IS squashing of the outer-most faces, but I prefer this general arrangement because the Top and Bottom edges are on the same respective y-axis position. ( Thought being that it makes more sense for Texture application.) As usual, I am just trying things out; I have no depth in 3-D modelling, but would welcome other's tips and advice.
  9. For the best results when applying textures, which layout gives the best results in general? Here is a section of a cone:-  Here is what Blender gives as a UV map ( the seams having been marked as seen above) :- But, really I would prefer this
  10. Thanks for your detailed reply - I have yet to get the hang of the Data Transfer modifier, but I am sure I will. One (possibly trivial) question - how come the Normal indicators in your screenshots are pink? When I have them showing in Blender they are either light blue (faces) or dark blue (vertices). Is this a setting of your own, or are you in a mode or menu that colours them thus?
  11. For the last while I have been trying to make an architectural model and just cant get the shading right - I have edge-split and so on; but now I admit defeat. So, I made this simple tapered cylinder to (hopefully) illustrate my problem:- The original was edge-split along the top and bottom rims; the sides were smooth-shaded, top and bottom flat-shaded. The other 2 are duplicates altered as labelled. This is how they look in Object mode:- The continuous effect of the smooth shading is spoiled when a face is moved/extruded or simply removed. I think this is most apparent in the faces above and below the modified face. I am almost sure that this is because of the direction of the vertex normals. Here are 2 Top View screenshots of (respectively) the original and the duplicate with the deleted face :- Above, everything in alignment; below NOT. I have tried lots of things to resolve this - but no success ... Help, anyone? [ I should add that that I have looked at Gaia Clary's "The secret life of Normals" and, more recently, Drongle McMahon's info about editing vertex normals. But I was not able to figure out a way to solve my own problem.]
  12. When you are in the UV Editor, have you tried the (vertex) options supplied by the "W" hotkey ?
  13. (...because I know!!) for the non-expert, optimising mesh upload is a bit of an art and an inexact science. In my own efforts, both of the the people who have responded to you already (namely Drongle McMahon and Aquila Kytori) have offered helpul info. This is by way of saying that you may find this thread of interest.
  14. Take the case where your camera looks from on high (say, from a skybox) to distant ground-level terrain. There can be a distracting flicker that seems to follow sim boundaries. I know there is a Debug setting (or is it in Preferences?) that fixes this because I used to have it set - but it got lost in a Viewer update. Remind me what it is - I have scrolled through the 1 zillion Debug settings, but none of them "leaps out" as the obvious one. Thanks in advance. @Theresa Tennyson - YES,that was it. Nice one.
  15. As a computing illiterate, I struggle to understand the various uses of the term. Now, here are some uses I think I know about. 1. [ within LSL ] Using a master script to control slave scripts. 2. [ connecting LSL scripts to an external web-site ] Using Php and so on with the likes of http_request. 3. [ how SL gets generated ] Big fan-cooled machines in the Nevada desert. 4. [ using your own PC ] VERY vague about this one ... but is this what Hi-Fidelity and SL2 will involve?
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