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Wulfie Reanimator

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Everything posted by Wulfie Reanimator

  1. This thread seems to have a quite high return on exposure. I'd like my share of 1 post.
  2. Lucia has it right. Avatars that are standing can vary which direction they are facing, so two viewers will see two different things. The problem will carry over to ground-sitting for example. There isn't a permanent fix for it, it's just a quirk of how information is transferred between viewers, but it can be "corrected" by walking forward a short distance (a short "step" is generally enough, as long as you walk straight).
  3. If I make a product that's intended to work with another product... I'm going to say "made for [another product]." I don't even know what to call that besides basic English.
  4. Aesthetic doesn't use the SL UV map though, right? Doesn't it use something like 14 textures or something silly?
  5. Yeah, like I guessed, and the explanation just above that section also goes into more detail: So yeah, you'd need a skin using the Universal wearable for asymmetrical tattoos. Thankfully it's not a big complication.
  6. That shouldn't be true. Universal tattoo gets layered over the base skin texture, it doesn't turn the regular skin transparent. I use transparent universal tattoos over the base skin, unless this happens only with the left arm/leg.
  7. It's likely that you have an active gesture that uses page-down as a shortcut. Such gestures will override normal behavior for the key.
  8. Transparency is transparency and all uploaded textures are converted to the same file type, so the file type you work with does not determine the alpha behavior.
  9. From your inventory: Create, New Clothes, Universal
  10. ???? BOM can have asymmetrical textures. Literally: "The Bakes on Mesh project added five new bake channels as well: LEFT_ARM_BAKED, LEFT_LEG_BAKED, AUX1_BAKED, AUX2_BAKED, AUX3_BAKED." The UV cannot be changed without breaking literally every upper-torso texture created in the history of SL. But the left arm/leg can be overridden by another texture. To add another arm into the UV would also reduce the resolution/quality of textures on the arms, because you would need to make the existing arm smaller to make room for another. It's all downsides.
  11. Normally, when you try to log in but your avatar is already logged in, your viewer should tell you "A logout is currently in progress" or something along those lines. Basically, logging in while your avatar is already logged in should force the avatar to begin to log out. Waiting a minute and trying again should get you back in. But I assume you've waited more than a couple minutes, which means the avatar is stuck, and you should contact Linden Lab support.
  12. This is an old trick that's still relatively common. I have friends who use it has an update system.
  13. There's two possibilities: The HUD is generating random names, or there are other physical objects around you that you're colliding with, with the names you're seeing. Use the area search for example.
  14. While you can request a URL for the receiving object(s) and send the JSON over HTTP, a region restart will remove the URL from the object, requiring you to request a new one which will be different. If the whole grid goes down, or just both sims at the same time, you won't have any chance to communicate the new URL to the other object. Without a static web server, you'll have to fix it by hand every time the regions go down.
  15. RLV can unsit you. Animations can also make it look like you're jumping up off the chair, but only visually. The avatar would return to the seated pose at the end of the animation.
  16. What a fantastic argument for creators to leave things modifiable so you can mix-and-match to your heart's content and link things together to reduce the attachment count.
  17. I'd put it in the same category as any store I visit or buy a product from... and get automatically added to a "subscriber" for new product releases or whatever. It's unsolicited, it's spam. I'll do whatever it takes to not receive that spam.
  18. I would strongly recommend you try dissolving/merging everything by hand when possible. It doesn't take a lot of time and gives you the greatest control as you reduce the details. Though, of course that depends how you created the high poly model. If you used a lots of modifiers, you should keep a non-applied copy so you can reduce the detail on the modifiers instead, and get a clean output that way. If you sculpt things in something like ZBrush, you would retopo the whole thing by hand, by creating polygons with surface-snapping.
  19. Neat solution but is the loop really needed? Couldn't you just do: list newlist; newlist += [sortstr(list1), llList2String(list1, 0)]; newlist += [sortstr(list2), llList2String(list2, 0)]; newlist += [sortstr(list3), llList2String(list3, 0)]; newlist += [sortstr(list4), llList2String(list4, 0)]; newlist += [sortstr(list5), llList2String(list5, 0)]; newlist += [sortstr(list6), llList2String(list6, 0)];
  20. See: http://wiki.secondlife.com/wiki/Limits 65536 vertices per LOD for each mesh 8 materials (faces) per mesh - each face can have a diffuse, normal, and specular map. Maximum mesh asset size after compression is 8 MB, roughly equivalent to a 256 MB Raw COLLADA file We don't have a way to conveniently animate tree sway (as far as I know, I haven't tried). To do it, you'd need to give the tree an entire skeleton, rig it to that, and animate that skeleton. It would be quiet overkill and impractical, because all objects have "land impact" which is a limited resource on how much "stuff" you can put on the land.
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