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Wulfie Reanimator

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Everything posted by Wulfie Reanimator

  1. If I can save 30% by buying only one half of an outfit because I've demo'd all of it and determined that the other half doesn't fit or interest me, you bet I'll pay that 20% markup. Of course, each color should have its own set, not just a mega pricy (>1000L) fatpack.
  2. Closest thing to a "mall" type thing I've found are all those event things filled with "exclusive" stuff and gachas. Those permanent shopping malls with rentable spots don't seem very profitable I guess.
  3. I have to say, Legacy's presentation and buying process is unmatched. I'm very cynical about marketing practices (and some of the buzzwords they use make my eyes roll), but I still went for it. There's some neat features I appreciate as a programmer.
  4. The cause of the problem is that your skin was created for a different texture layout, so you can't just use it for another unless they both have matching layouts. You'll need to adjust the texture either by hand or by projecting the texture as above.
  5. ...Or they leave out the avatar entirely or use non-SL renders.
  6. The &-comparison is redundant, because the value of perm can only be either 0 (no permissions granted) or what was requested. You only need specific checks if you have different sets of possible permission requests within the script. It shouldn't matter where the script is, either, because they'll just get this if the script is not attached to an avatar: The script works perfectly fine for me, so I have no idea why it wouldn't work... Unless the parcel has scripts disabled?
  7. Yes. For example, instead of "idle-stand" you should use "whatever the animation is called" The names are case-sensitive.
  8. Did you also change the animation names to match the animations you actually put into the script? It's not supposed to do anything when you click on the prim the script is in. As soon as the script starts, you should get a dialog that asks for permission to animate your avatar (if the prim is not attached to you). If you don't get that, and no animations play, are you sure the script is set to running? You can check by opening the script and looking at the checkboxes on the bottom of the script editor.
  9. You can definitely play two animations at the same time even if they animate the same bone(s)... that's the whole reason we have the animation priority system and other quirks. Proper example: You play a full-body idle-stand animation which animates all bones of the avatar's skeleton, priority 3. Then you play a holding animation which animates the whole left arm, priority 4. Now your avatar has two overlapping animations trying to animate the same bones, but because the holding animation has higher priority, it will be the one that controls the left arm. Common example: You play an idle-stand animation, priority 4. Then you play a holding animation, also priority 4. In this case, when both animations have the same priority, the animation that started last has control of all bones it would animate. The left arm of the idle-stand are overridden. Realistically, this isn't very practical because if the avatar moves, the idle-stand animation will eventually restart and take over the left arm because now it has started after the holding animation. (Workarounds exist, but I won't go into them right now.) Anyway, now that the theory part is over, here's a practical example for starting two animations at the same time: default { state_entry() { llRequestPermissions(llGetOwner(), PERMISSION_TRIGGER_ANIMATION); } run_time_permissions(integer perm) { if (perm) { llStartAnimation("idle-stand"); llStartAnimation("holding"); } } }
  10. As someone who has a Vive, most VR games I've played are very much playable in a seated position (even if there isn't an explicit "seated mode"), since you can have locomotion directly with the controllers. There are exceptions of course (eg. SUPERHOT), or games that need to be tweaked with settings or third-party mods (eg. Beat Saber) for them to be playable.
  11. Positive X is always considered to be the "forward" direction in Second Life's coordinate system.
  12. As long as you stick to one system or the other... it's really not. If you're using BOM, just wear system layers from your inventory and never think about appliers again. Or, stick with appliers like you've done so far. Only when you start mixing these two ways of doing things, it gets slightly complicated because you have to make sure you don't use an applier on the same thing that BOM is on.
  13. My wording was bad, I know how BOM works. What I meant to say was that you can't use scripted appliers to add things to the same surface that's already using BOM. They said "BOM heads" so I interpreted that as "head that is using BOM (presumably without onion layers)." In that case you cannot use appliers because the applier would override/remove BOM. If there are onion layers, you can of course use appliers on them while keeping your skin as BOM.
  14. Applies cannot be used with BOM. But if the creator of your current skin/tattoos/makeup/whatever makes an update to include system-layers for it, you won't need to buy anything new.
  15. It really depends on how the vehicle's movement is scripted. Are you using vehicle parameters, as in, is the vehicle physical? Or are you using MoveToTarget? Or are you using SetRegionPos? Are you sitting on the vehicle object, or is the vehicle attached to your avatar?
  16. If you copypaste it in your browser's address bar while you're logged into Second Life, the group profile will open in your viewer. Alternatively, you can copypaste the link into local chat, and it will turn into the group's name which you can click to open the group profile.
  17. Sorry, who mentioned non-rigged mesh? You only quoted me, right above your post... Edit: Right, you quoted before I clarified why I thought that.
  18. I would never look at LI when talking about rigged mesh. Incidentally I just added an edit to my post, in which I refer to an older thread where someone else thought LI was important for attachments, which I corrected them on. Triangle count is not everything, either. There's number of textures and whether those textures are alpha-masking or blending, etc. Edit: Another funny thing I just noticed. My hair (the one I mentioned) has 1400 complexity with 73400 triangles and 3 textures. A rezzed product display I'm looking at right now has 87 triangles and 7 textures, but 2200 complexity. If I rez my hair and scale it up to be massive and attach it (so it looks no different from before) the complexity is the same as its rezzed version. This showcases how you can cheat to get lower complexities, but that's kind of besides the point. The hair was originally about the same size as it appeared on my head with that 1400 complexity. The complexity-scale is just not correct.
  19. Yes; "Complexity" is a completely useless metric for any rigged mesh. Some time ago I did a comparison here on the forum between three different heads, which showed that a head that was 5x less detailed had twice the complexity of the other head. But I also think the same might apply for even non-rigged mesh. The difference between (as a quick example) my hair's rigged/unrigged version is within 100.
  20. And flag the product as "not as advertised" because wrong permissions is a no-no.
  21. My go-to is Oracul, but most of its animations are exaggerated so I tend to buy single animations and build an AO from those. It's very affordable. Ayashi hair is pretty "chunky" by default but you could always change the textures or set them to alpha masking (at 0, removing transparency).
  22. I'm really confused. What missing faces? The hair looks identical in both pictures, except the rezzed hair is showing alpha problems unlike the attached one.
  23. That's because making alpha-masking hair textures require a different technique instead of the finely feathered strands you've seen. Using alpha-masking on blended textures is guaranteed to be a bad time. You can get very good looking hair with masking, comparing to Morrowind is ridiculous.
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