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Wulfie Reanimator

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Everything posted by Wulfie Reanimator

  1. I don't understand. This is what the my.secondlife.com page looks like: There is a button. Is this not what you're talking about? Meanwhile, if I go to your page, there is no trending. So it's not like other people are putting stuff on "your profile."
  2. I don't use Mesh Studio, but wasn't it you who brought up Mesh Studio's failed export as an example that "SL's raycasting isn't accurate?" (The memory is blurry, I don't recall what was said exactly.) That was the reason why I said "from what I've seen."
  3. Huh, weird that you need to be the creator of the prims you want to export. That doesn't apply to textures (which is why I assumed it would be the same for prims). Either way, I would assume anyone who was regularly making prim builds to own the prims they're building with. Exporting the textures isn't necessary if all you want to do is convert prims to mesh. Whether or not it's a good idea to do that is (also) besides the point.
  4. Kind of besides the point, but you don't need any additional programs to do this. You can use built-in viewer tools to export anything full-perm as a .dae file, including prim builds. And from what I've seen, Mesh Studio isn't as good at it either.
  5. Here's another fun thing I was taught by a really smart friend: Specular/normal map with an alpha channel. Here's 3 stages: Diffuse only, blank specular with 200 environment, alpha specular with 255 environment. Here's a more "head on" view. Left: 0 gloss, 255 environment. Right: 150 gloss, 0 environment. (Links include the textures used, diffuse here) My friend used this technique to create a really pretty "galvanized metal" texture with other mixed surfaces on the same texture. I don't have a picture of it but here's an example using this texture: https://giant.gfycat.com/PoliticalParallelChupacabra.webm
  6. When you ask "wouldn't the bad people get even worse" and the answer is "yes," it usually follows (implicates) that "it shouldn't be done then." (See all the posts above.) That's why I responded the way I did, and it's the same response I would give here when you say "if yes, then we should think/talk about it." Unless you mean something else by "the implications of that answer." What do you think it implies?
  7. Your question has a lot of implications (to me it sounded rhetorical), but to answer it directly: Yes.
  8. You cannot send objects by UUID. Rachel is correct. The soup pot should rez a new bowl and the bowl should use llAttachToAvatarTemp to temporarily attach itself to an avatar's hand. The avatar will not get the bowl, they can only detach it which will make it disappear.
  9. The same argument can be made for teaching hacking techniques in the real world, but it still happens. (Even my school has a bunch of projects with the direct goal of writing viruses and malicious programs that break other running programs on the computer.) Knowledge isn't evil. The griefers are held accountable for their actions. That's all there is to it.
  10. It is definitely true that objects can do a "roll-back" if you've made changes to them (resizing, changing textures, tinting...) and crash unexpectedly. It has happened to myself and a couple creator friends often enough to do a "detach all" after we're done modding our avatars. Happens with everything -- scripted or unscripted, mesh or prim, full-perms or no-modify.
  11. I really doubt this. If you were to fully export a sim (with its avatars) and plop them into, say, Unity and compare the results, I don't think there would be a big difference besides the fact that rendering in Unity can use multiple threads. First of all, every SL viewer I know of (including Catznip, correct me if I'm wrong) use OpenGL. When you say "threaded platform," what do you mean exactly? OpenGL (as you brought up) is "threaded" in the sense that it has built-in systems to share data between multiple 'contexts' (OpenGL term) but only one context can be active and making draw calls at any time. However this doesn't mean OpenGL can't be used for multi-threaded rendering. It's just that no viewer does. Vulkan isn't an inherently better option as we could also develop the viewers in C or Assembly (because they are "faster" languages).
  12. There is no real solution to bad content that LL can implement/enforce. Bad content will always find a way to be bad. It doesn't matter if a mesh can only have 16384 vertices instead of 65536, or 2 textures instead of 8, or 128px instead of 1024px resolution. You can always get around these limitations by just uploading your final product in smaller and smaller pieces. Real change must come from within.
  13. The irony of this statement perfectly highlights why many people are so quick to lose interest in Second Life even after they try it.
  14. The important bit in that script is this part: if (llSameGroup(toucher)) { llInstantMessage(toucher, GIVING_MSG); llGiveInventoryList(toucher, FOLDER_NAME, giftContents); return; } This checks if the avatar is in the same group as the object itself. You're probably using Firestorm and you've probably set your viewer to "always rez objects under land group." Select your object, go to the main tab in the edit window, and change the object's group to your own group. 🙂
  15. Learn to read the original code, unless you're going to implement everything from scratch which I think is impossible in your case because there's so much you would need to know and it's probably going to be overwhelming. The single most important thing you'll need to learn is how to use version control like Git. Having that will save you from any code-related mistakes you will make. You'll maybe need to learn about networking/LLSD too, unless your ideas are purely client-side. http://wiki.secondlife.com/wiki/Get_source_and_compile
  16. I haven't used Caspervend, but, does the demo need to be part of Casper? What if you just keep it unscripted and set the default touch action to "buy" and set the price to 0L?
  17. Excuse my terrible imitation, but this is how you could easily improve the resolution on those pants without increasing the resolution of the actual texture, or making it even slightly different from your original layout. On the last step, what you can do (since the UV islands are almost identical/mirrored) is scale them by -1 to flip them. (You can press S, then X/Y/Z, then type -1 to flip by that axis.) After that, you can move the islands exactly over their other pair (I left them offset for clarity). That way you can have literally double the resolution, since one part of the texture will be shown on two areas of the mesh.
  18. Sure. Here's the HUD code: default { // When this object is touched: touch_start(integer total_number) { // Give the owner an input dialog, which will be sent to channel -1. llTextBox(llGetOwner(), "Message:", -1); } } And here's the speaker code: default { // When the script starts: state_entry() { // Start listening for messages from the owner on channel -1. llListen(-1, "", llGetOwner(), ""); } // When a message passes the llListen filter: listen(integer channel, string name, key id, string message) { // Just send the message as-is to channel 0. llSay(0, message); } } And there you go.
  19. First things first; you can't speak as the object. The object is listening to and repeating messages. If you're wearing the object (or it's within chat range) but you want to speak through the object without your messages being seen, you must speak on some channel other than 0 (local) and the object must be listening, and using llWhisper/Say/Shout on channel 0. If the speaker is in another sim and you want to talk to it via some HUD (again, something in chat range), you're going to need some really impractical methods for your HUD to message the speaker. Your options for cross-sim communication is llEmail (20 second delay between messages) or llHTTPRequest (no way to know the speaker's URL if speaker and HUD go off-world at the same time), or a webserver (static URL but a hurdle to set up).
  20. If you are new to Blender / modeling / Second Life, you should definitely start a little slower and get some basic models done. There's plenty of issues to run into while just making static models (like furniture or unrigged accessories). Once you're more familiar with Blender's UI/controls, and you've managed to UV unwrap a model, and you've managed to upload it to SL correctly, you can start looking at rigging that model to the SL skeleton.
  21. Fortunately, speculars are affected by the color of the source light.
  22. The only cost for having a store on Marketplace is 10% commission on each sale.
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