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Jesseaitui Petion

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Everything posted by Jesseaitui Petion

  1. $105,000 lindens plus transfer fees the sim will have to be renamed. I don’t currently have in world access so you’ll need to shoot me a PM on here or an email to aituihelp(at)yahoo.com Tier is due on the 28th of each month and I just paid it so you’re good for a month
  2. -Tier due on the 28th of each month. -$179/month -$300 xfer fee to be paid by you -must rename the sim (Included in transfer price). Do not message me in world, I do not have access right now. Send an e-mail to AITUIhelp -at- yahoo.com with your offer If you prefer to pay for this in lindens you must also cover Linden Lab cashout fees
  3. Do not message me in world, send me a private chat on the forums. Don't think you'll find cheaper. You'll share the sim with my museum of a main store which is now pretty inactive so preferred renter is someone with commercial activity.
  4. I was ok with the first raise, understanding of the second raise, but this upcoming one really ticks me off. It's not necessarily the raise itself that bothers me, it's their method of implementation. Its reminiscent of the way they increased our tier fees years ago, ushering in the mass exodus of land holders -- It's done in such an uncomfortable way. This is a really high increase in such a short amount of time. And this is on top of the exchange rate fees and overly high tier costs.
  5. Hi, I need someone to make me a quick custom script that rotates my item via a HUD, so I suppose when the HUD button is clicked, a blue dialogue pops up and the user can choose their rotation speed. I also would not mind if it worked absent of a dialogue menu and instead the user only had to click a button on the HUD for it to start rotating (would prefer that, actually) but I'm assuming that would be more work? The current HUD scripting I have accepts API with the following command line: < channel > , < LinkNr > , < command_text > , < key > Will pay, need ASAP. Please notecard me inworld. Ty
  6. Hello! I own a shop (AITUI) selling men's fashion items, and tattoos. And my friend owns a shop (#adored) selling women's cosmetic items. We share a sim, hosting our mainstores on it. We are looking for one other shop to join our commercial community. We would like someone easy going whose items flow with the energy of our stores. Extra bonus points if you are into design and could help spruce up the sim during holidays, etc. 1 linden per prim, per week. Feel free to NC me in-world with any questions or just to chat and see if we are someone you would like to be involved with http://maps.secondlife.com/secondlife/AITUI/128/128/41
  7. Full 15,000 prim sim. Tier is paid for a month! (Saving you $295) Asking $499, transfer fee included. --Other people only asking $300 are leaving you with the tier payment of $295, bringing your total to $595. Save yourself $100 by taking this one off my hands. Thanks.
  8. Hi. The tier is withdrawn on the 28th of each month
  9. Check out the region "Existence" I host active mainstores there, we just cleared out the inactive shops and have openings for new mainstores. The residents get very communal and make pathways leading to each others shops. May be what you are looking for.
  10. Prims: 15,000 Sale: True full sale, you will take ownership of the sim. Price: $699 (LL charges $1,000 if you buy from their Land Store)
  11. https://jira.secondlife.com/browse/STORM-1716?
  12. The OP's continual mention of "Mesh ok for small builds, bad for big builds" leads me to believe his problem is with his LOD upload numbers. For stock LOD values: A large build, such as a home structure, is going to have a large LI number when rezzed as a "life-sized" model; alternately, it will have a small LI when rezzed as a "mini" model. This results from a failure to optimize the LOD numbers effeciently for SL performance. This is exactly what you say you are experiencing. Your gazebo is most likely set up to be seen clear across the other side of the sim, when it doesn't need to be, thus increasing "Land Impact" number. Once an avatar is so far from any given object, it should be set to "de-rez" in order to reduce client stress/LI. To Fix: Optimize your LOD values. Keep the HQ LOD value HQ, and change the rest. Put the Low and Lowest LOD numbers at bare minimal. You will see a huge change in LI when you increase the size of your structure from "mini" to "large." Play around with the options until you find something that looks good to you when you begin to walk away, and meets your LI requirements.
  13. The photos I showed you all were not inside out like Sae's model was. Before hitting "reverse normals" it was indeed like Sae's; I did not provide any photos of this as reversing the normals had solved that issue. Then, I ended up with a model that was no longer inside-out, but turned grey. I could not troubleshoot it so I created this thread. If you are curious, I can recreate the ear being inside out and show you the differnece between the truly inside-out ear, and the grey model I eventually ended up with. Whatever the case, it is fixed now.
  14. -.- I fixed it. Knew I was just overlooking something simple (Story of my life) Under reverse normals option it was set to "Reverse Normals" But needed to be set to "Presever user normals direction" Thanks a lot to each and every one of you for your help, I really appreciate it.
  15. Okay, that doesn't make sense unless there are 2 definitions to being "inside out". In my photo where I show the normals metadata, the one on the right has normals pointing inwards, but the sculpt itself is not inside out. Initially, my sculpt was litereally turned inside out as seen in Sae's thread here.
  16. What colour do your meshes upload as? A pure white, or an off-white/grey colour? Also, what settings do you have checked in your "Reverse Normals" option box? I followed your steps and I still get an off-white/grey mesh upload with the normals pointing inwards as I showed in my previous photo. Beginning to think maybe my pure white mesh is the issue, however, the normals are facing the correct way on that one Left: Pure white base Right: Grey Base
  17. Drongle McMahon wrote: I agree that this appears to have inverted normals. The fact that it depends on shading (which isn't applied with full bright) confirms this. You can look at the normals inworld using the menu Develop->Render Metadata->Normals. It did confirm it, here is the image: Whenever I reverse normals, I get an inside-out sculpt though. Must be a simple step I am missing :smileyfrustrated:
  18. Thank you Kwakkelde and Drongle. Well, it seems we are getting somewhere, but it is now confusing me. I understand that turning my model to -1 flips normals, this caused it to be inside out. I reversed normals to fix that issue. So how do I still have inverted normals? Freezing transformers should fix that, no? Here are my steps: 1. Ctrl+D to copy original object 2. Scale to -1 for mirror image 3. Object Mode Select > Display > Normals > Reverse 4. Delete history, freeze transformers, reset 5. Export as fbx 6. Use FBX converter to convert to dae 7. Load to game
  19. So this lighting scenario you speak of is essentially embedded into the actual model? If so, it must be a setting I need to alter. There are plenty of people making mesh feet/shoe mirrors without these issues. And no worries, thank you for trying
  20. I don't think it's my windlight, I thought it was nearby lighting at first so I TP'd to a few places and they appear off colour. It is even notibly darker in the "mesh preview window" (Which is a preview of it before you load it into SL. I posted the photos of these in my initial thread post). & thank you Yes, I modelled them completely in maya
  21. Hi, It is no longer inside out (though it does sort of looks like that in the included photo). When I initially uploaded the model, the mirrored model was indeed inside out. I solved this problem by Polygons> Reverse normals. Now it is fine in that regard. Though whether something else on the model is inside out is a possibilty.. I just don't know what that would be. The model is UV unwrapped already and textures fine. Here is a photo of both the left and right ear uploaded into SL. (Does not appear inside out) Note: I am using the same texture/UV map per both pairs of ears. Ears With Baked Textured: Ears With Plain White Texture: As you can see, one is darker than the other. What is causing this? Edit: The only time they appear the same colour is when "full bright" is on
  22. Hello, What could be causing my mirrored mesh image to upload into SL as grey instead of white? My original, unmirrored version, uploads as white. Here are some images taken from the mesh upload preview screen: Original Mesh: Mirrored Mesh: I believe I may need to toggle on/off some settings I am unaware of. I flipped the mesh by doing the following: 1, Duplicate object and change offset to -1 2. Attempted upload to SL resulted in mesh inside out 3. Went to Polygons>Normals>Reverse to fix that 4. Uploading grey instead of white I would appreciate any help, thanks!
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