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Wulfie Reanimator

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Everything posted by Wulfie Reanimator

  1. Back in my day there was no choice but to pay for your profile picture! You young'ins have had it too good! /s
  2. How familiar are you with the build tools in Second Life? Do you understand concepts like objects, linksets, attachments, etc? There are some written tutorials that'll teach you the absolute basics, such as: https://wiki.secondlife.com/wiki/LSL_101 Here's a list of stuff scripts can react to: https://wiki.secondlife.com/wiki/Category:LSL_Events Once you come up with ideas or run into problems, there are many active posters here who can answer practically anything. 🙂
  3. To be fair, it's pretty hard to cheer them on when we haven't seen even a partial implementation of the mobile viewer. (Have we?)
  4. First it was "we're making a mobile viewer again," then it was "it's going to be text-only," then it was cancelled (again).
  5. *Monkey's paw activates.* The word is now axcess.
  6. Right click the task bar and open a new window of the app, if I recall.
  7. Maybe @Glaznah Gassner has some input on how they handle IMs these days or what might have caused an old IM to show up.
  8. ...but I have given you specific bodies to look at. 😩 Get a demo of Belleza Freya and try your skins on that. We're not clutching at straws, we're talking about a real issue that's clearly visible in OP's picture! I'm sorry about giving advice on how to zoom on your phone or trying to simplify the technical aspects of creating textured models, but I don't know your skill level and I try not to go right in the deep end with people I don't know. I could ping any number of other creators who regularly post on these forums and they'll all tell you the same thing. And I'm a woman.
  9. There's a lot to talk about here. The "shapes" I'm talking about are the mesh model. To create an UV map, the body gets "unwrapped." Imagine a ball, now cut it open and make it flat on the table. That's how mesh bodies are unwrapped for texturing. But what if you tried to take a square and lay it on the table on top of the ball, so they occupy the same area? That's what it's like to make sure Lara petite skins work with Kupra. There has to be some stretching or squishing of the texture areas, seams may not match, toes might be misaligned, nipples might be misplaced, and even the navel might hike up a bit. So when comes the skin creator's turn to make a texture, they will be wearing their preferred body and using that as a reference for their skin. On that body, the navel is drawn exactly where it's modeled and everything is perfect. They might try other bodies to make sure nothing is catastrophically wrong, but they can't fix problems like we see in OP's picture unless they go out of their way to remake the texture in the problem area and provide it as a separate option. The end result is that if you try to use the same skin on different bodies, you will see different results if you start looking for them.
  10. The most infamous example I can give you in female bodies is Lara vs Freya, a skin made for one won't have aligned feet for the other. Nipple placement is also sometimes off between bodies. There will always be slight differences in texture mapping for each body because you can't lay two different shapes on a flat surface and have them take the same area. Some bodies do a better job than others (or make sacrifices for better texture quality). Appliers don't work any different from BOM when it comes to alignment, but BOM matters because that way you can replace the texture on just your feet/toes, while keeping the original skin.
  11. Two fingers on the screen and spread to zoom. 🙂
  12. Only the mesh body feet are visible. What's happening here is that the skin is not compatible with this body/feet because it was made for a different one, and the texture is misaligned. The only way to fix it is to find a skin made for this body (or wear a BOM layer over the feet with a correct texture).
  13. It might as well be nothing.. compared to everything else you can do with mod permissions. 😟
  14. This happens at high altitudes due to floating-point errors during rendering. (Far away from world origin, large numbers cause inaccurate math, and that's the result.) The only way to avoid it is to stay closer to the ground.
  15. Regarding storing IMs on Speedlight's servers: Remember that Speedlight has a persistent session even if you switch devices. If you've chosen to stay logged in, and you move from your laptop to your phone, your avatar will exist inworld the entire time because your avatar is connected to SL through Speedlight's servers, never your devices. The same logic is used for IMs. If you were in the middle of a conversation and decided to switch devices, you'll still be able to read the conversation you just had, even though you're now on a different device with no logs. This way you can also read messages you received while you didn't have the webpage open. If chat was not stored on Speedlight's servers, those messages would be received by your avatar (specifically by Speedlight's server which your avatar is connecting from) but none of your devices would be able to receive it, meaning you'd miss them entirely. There's an option to delete all data when you log out.
  16. You still get logged out, last I checked. There might still be a timer in some corner of the page.
  17. When a new link is added to the linkset it used to become the last link, but that hasn't been the case for... many years. Viewers still act the way we would expect the link numbering to act, but reality is different server-side. Don't rely on link numbers, write a little function that indexes links by name or something.
  18. It wouldn't be ideal for scripts to be able to hog the entire data store, either maliciously or by accident (such as changing and/or forgetting what password you used, or accidentally creating protected keys and forgetting to remove them). The protected keys shouldn't be permanent, so a function like llLinksetDataReset should be able to get rid of all data. The protected write/delete functions have their use for managing individual keys. 🙂 It should also be noted that making a new copy doesn't get rid of any keys, those get copied too.
  19. Yeah, that post is from 2020. They've increased that limit to 6 now. https://community.secondlife.com/forums/topic/489563-speedlight-light-mode/?do=findComment&comment=2487551
  20. As long as you follow the TOS, you're golden. I can't think of any general requirements, not even a maturity rating.
  21. That number is probably referring to the amount of money cashed out out SL (US$ balance paid by LL to someone's RL bank accounts), maybe with some condition like "has a store on Marketplace." If you want to do the same, you have to first sell your linden dollars on the linden exchange, for which you'll receive US$ balance on your account, which you can either spend back into SL (to pay land tier, premium, name changes, etc.) or once you have US$100, you can transfer it to your bank account.
  22. Can you demonstrate this? I've never seen this kind of behavior (and couldn't replicate it), the object/linkset is generally rezzed so that the bottom of its bounding box is against whatever surface it was rezzed on, and that position is calculated by the viewer.
  23. Personally I don't like the idea of having to turn all of my searches into... llLinksetDataFindKeys("^" + key + "$", 0, 1); ...just in case I or somebody else down the line adds a similar key in there. It seems more intuitive to me that the expected behavior is an exact match, not "this might match something else." (And yes I understand the in-string search behavior is a thing, but I'm not sure we have the same context/intent here.) Edit: I take it back, already forgot about the Read function. 😅
  24. llRezObject("Box", llGetPos() + (<-4.0,0.0,0.0> * llGetRot()), <0.0,0.0,0.0>, llGetRot(), 0); To rotate a vector (like your 4-meter offset), you need to "multiply" it by the rotation. (It's not real multiplication, but that's not important.) Then the rotated offset gets added to the object's position.
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