Jump to content

Void Singer

Resident
  • Posts

    7,967
  • Joined

  • Last visited

Everything posted by Void Singer

  1. sorry, that did soud like i was shooting it down instead of pointing out a limitation didn't it =X ::likes the Bangles::
  2. I'll ad some distinctions too,,, full bright controls whether the day/night cycle affects the shading of the item, and it's the ONLY setting that people with minimum graphics settings can see, so should always be used with switchable lighting. it can be set per face prim glow acts as an atomospheric effect directly around the item, in the color set by the color picker, much like the halo around street lamps on foggy nights. it is multiplied by transparency, and by nearness.... items that you don't get close to can be set as high as .4 without the effect being too bad, but for ver close items, 0.1-0.2 max. or the effect will be like staring at the sun for hours. most realistic lights should avoid it. it can be set per face it can be very useful for volumetric lighting as the items insde of it will appear lit up when viewing them from outside the object. prim point light (on the features page) is the light cast on the surrounding objects and ground (not itself). it should almost always be avoided for colored light (or the colors should be drasticly muted) because it strongly colors the surrounding items. it can only be set for the whole *prim(so it's not good for directional or volumetric lighting additionally, there's a setting not mentioned, which is part of prim point light that isn't mentioned. "projectors" which can only be edited if you have shadows enabled.... this lets you project a texture out from the -Z direction of a item onto items in it's path (much like a movie projector)....these are fun to play with, but not many people can see them. the setting do remain once set though, even if you turn off shadows. so you can enable shadows, set it then turn them back off ETA: *Prim, not object, as peter helpfully pointed out in the next post
  3. I was given to understand that scripted access to mesh properties was going to be limited so that we couldn't do things like that?
  4. for scripters and those who post code, here are a few helper macros that you may copy..... this prevents line wraps (enabling the scroll bar on the box) and makes the default text black for better visibility when posting code: <pre><span style="white-space: pre;color: #000000;"> SCRIPT</span></pre> the folowing are simple higlight colors for LSL.... llFunctions and "default" and "state" commands: <span style="color: #7F0026;font-weight: bold;"> FUNCTION</span> "event_names" and "NAMED_CONSTANTS": <span style="color: #004C7F;font-weight: bold;"> WHAT</span> "types" and ""Quoted strings."": <span style="color: #194C19;font-weight: bold;"> CAST</span> "Flow control" commands (if, else, do, while, for, @, jump, return): <span style="color: #0000CC;font-weight: bold;"> FLOW</span> "//-- Comments": <span style="color: #CC4C26;">//-- Comment</span> all of them allow you to double click the interior part and double backspace, then either paste or type (the extra leading space prevents the color formatting from being wiped out by double click selection)
  5. Jo Yardley wrote: I hope that larger prims will just cost 1 prim, otherwise we will just stick to using those megaprims we already have. I expect mesh to cost more but hopefully not much more. If they do, nothing will change. Unless they give us more prims per sim pretty sure they have to be to remain compatible with the physics engine, otherwise changing size could force an object over the prim limit for physics.
  6. assuming the prim is aligned normally... attach( key vKeyOwn ){ if (vKeyOwn){ vector vSizOwn = llGetAgentSize( vKeyOwn ); llSetScale( <0.01, vSizOwn.y, vSizOwn.z> ); } } that fragment is about the simplest you can do.... if you use a different axis, or need a bit of an offset you'd need to play around the with values and order.
  7. I've had this happen too, so I don't have a good answer for you... what I did was deleted my on file information, waited one day, and refiled the information using a paypal account linked to the same card. it may be possible to refile your original card and make it work but i didn't bother initially. I did at a later time and it was accepted, so there may be some issue on LL's end. you can try to contact billing support but I'm told they usually just tell you to use a different card or paypal ::eyeroll::
  8. clear both cache and settings (locations can be found in this article) if you install a second viewer, you will want to set different locations for the cache files for each one in the future if your avatar is overloaded with scripts or prims this can sometimes be a problem.... check that attachments haven't been doubled up and that your avatar doesn't have hundreds of scripts attached (in v2 you can find this by going to world --> place profile --> about land ---> script info --> my avatar and verifying that only a dozen or so attachments are listed and that the numbers reported for memory aren't in the thousands) sometimes it's only a single attachement that causes a problem, so it might help to temporarily take off all of them, and then reattach them another user found relife by increasing the network bandwidth allowed in preferences (v2 that's ctr+p -->seutup --> maximum bandwidth)
  9. you can work around your problem in the short term by going to My Settings --> Preferences and unchecking "Automatically subscribe me to topics I participate in", and instead, when you reply in other boards (that you are not subscribed to) select the "Email me when someone replies" option to the right of the post editor under "Subscriptions"
  10. having just visited your store (by clicking on the link for slik design after searching your name), I find only your items listed. I find the same when I keword search the store name quoted as when I click the link for the actual store. however, a keyword search on the word "slik" produces about 6 different merchants, but the keyword (mispelled or not) is NOT going to be acted upon unless you can prove that it is a registered trademark and brand name of your products, and that it is not a common word in another language. until you can do that, there is almost zero chance that LL will do anything no matter how many tickets or abuse reports you file.
  11. I think there's a catch 22 in there.... both mesh and large prims are dependant on prim encroachment, prim encroachment is depentent in part of physics/size calculations, which is also something that mesh is dependant on.... the physics/size calculations is the piece in the puzzle that unlocks the floodgate. (I'm anxious for large prims too)
  12. You really don't describe what it needs to do, so it's kinda hard to judge.... for instance if the web stream is just for reporting someone's most recent score, oAuth and a twitter account could do the trick..... assuming you actually NEED the web interface... if not, anyone experienced in LSL. If you need a web interface that's more than just recent happenings, like leader boards, culmulative scoring, web editing, etc, then they also need PHP, and SQL knowledge (anyone that knows those knows their way around html, ecma, and probably css, as well as apache), but they'll nedd to know what your service supports, or be able to reccomend one. for your purposes, any cgi language will do as long as it's installed or installable on the service, if you already have one, or if your service only has a specific language available, make sure you specify that. --||-
  13. unfortunately this is a known effect, and a consequence of texture animation having been intended for only portions , not multiples, of a texture. there is a solution, but you aren't going to like it.... you need to take the base texture, and modify it so that it has the repeats built into it, then upload and apply that, so that the prims texture repeats are at 1/1. only then will it behave as expected at all times. ETA: corrected mistype
  14. but should cutouts walk sideways? particles always face the viewer.
  15. the previous "halfway" solution was to add it to inventory, and then trash it if you declined it, except it wasn't being trashed when it was supposed to be.... I agree, there should be SOME confirmation that it's happened.... I thought there was in the chat history window, but it should be in the chat scroll or system messages too
  16. (apparently you can upload directly from the web by dropping the address into the selection box)
  17. yeah, last year, he was having an affair with the silk merchants wife, and the year before the painting was a self portrait.... but nobody seems to be answering the important question.... why on earth should it matter who the damn model was?
  18. if it's working in one viewer, but not in v2, then I would suspect that you accidently ignored it by clicking "block" instead of "ignore".... consequently this ignores YOU... so you probably won't see your own chat in the history window.... to fix this, simply open up the mute list (I don't remember where that is in v2 sorry) and remove yourself/your object from the list
  19. possible solution 1: since it's a 1 prim cutout, you chould be able to set it realtive to your height by checking llGetAgentSize, and attaching it to your pelvis (as long as there insn't much swish in your walk)... that may work to keep it relatively behind you and settled to the ground...... it won't be prefect, but that's as close as you are likely to get with an attachment possible solution 2: script it as a vehicle, that you sit on (and it animates you as standing/walking), which will definitely solve the leveling problem, although not the turning problem possible solution 3: script it as a vehicle follower. these have some different limitations than normal physics followers, and may survive in a few places that plain physics followers wont by default (mostly do to take controls)
  20. not doing anything wrong.... the site is a bit wonky..... it doesn't check the login state between sub domains... you SHOULD only need to click the login button though (and not need to fill out the fields)
  21. also try removing any worn attachments and layers also try clearing your cache and logging into a different location. sometimes an item can become corrupted in cache, and the region can also cache this corrupted copy... enable the "show location on login" option in preferences, and clear cache, then type in the name of a different region that you have not visited revcently when you log in... you may still need to rebake or try the character test afterwards. if there is still no luck at that point, you should definitely file a ticket, or if you are a premium member contact live chat
  22. first you 'll want to make sure that your video card is able to support SL (see the "system requirements" page from the help menu on the main site) if it does, have a technically adept friend make the video drivers are up to date. (they should probably be unistalled entirely and then the new ones reinstalled. once that is done, if you still receive the message, then you can try one of the two folling things download and install a Third Party Viewer and see if it's requirements are lower (make sure to set a different "cache location in preferences before logging on if you use this method) edit the shortcut for the official viewer (right click --> properties) and add the following after the information in the "target" box " --noprobe" without the quotes.... that's [space][dash][dash]noprobe. this will tell the viewer not to try to analyze the video card.... other command line parameters can be found here
  23. this sounds like a problem with attachments. first things to try are clear cache, and relog to a location that has scripts disabled (Ahern is one) to login to s a specific location, open preferences and add a check next to the option "show location on login screen", which will allow you to type in a location. if you do manage to get inworld, immediately remove all worn items, and then change your skin, hair, and eyes. if these steps fail, you may need to contact LL to help you via a ticket, or if you are a premium member, live chat.
  24. the max settable via the SL client is 512, however that is NOT the entireity of the VIDEO memory used, but rather the portion reserved for textures only.(some is also allocated to draw geometry and other operations. as well as what appear to be persistent memory leaks in the official client) the specific debug setting looks to be clamped to [0.0, 1.0] internally so setting it higher would not seem to do anything at all as far as I can tell, without actually changing the internal coding of the viewer, 512 is all you are going to get for texture memory.
  25. instead of pre-"squishing", pre-expand.... it'll up the pixel density for the final product giving it more detail. ETA: the point being, is that you lose information when you downsize and image, but with stretching it, you are actually adding (although most of the addition will be lost visually on your object.... of course if you are working with huge images to begin with, perhaps chossing the other dimension for working to the closest ratio for downsizing may help)
×
×
  • Create New...