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Wulfie Reanimator

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Everything posted by Wulfie Reanimator

  1. The current in-world profiles adjust a little bit to the aspect ratio of your profile picture. If you want to play it safe, use a square image. The maximum size is 1024x1024 but your profile picture is rarely seen at that scale (only if people click on it to view it, and expand it to almost fullscreen), so you should use a smaller size like 512x512 for faster loading.
  2. DPI is used for physical printing, it doesn't do anything for digital images. PNG and TGA are lossless formats, JPEG is lossy. If you save your work as JPEG, the quality degrades before you even upload it.
  3. It has been removed from the official viewer. These changes are related to performance improvements and PBR. If you need a viewer without ALM, you could try third party viewers like Cool VL Viewer.
  4. There is so much more to this can of worms than the viewer... Also, don't use the Outfits window to make a copy of your current outfit as a backup. If you do this and edit your attachments in one of the outfits, the other will be affected. You have to find every attachment in your inventory and literally copy (Ctrl-C, Ctrl-V) them. You're only creating links to the items in your inventory when you save outfits, not actual copies of them, so the two outfits would both link to the same inventory items.
  5. Not exactly. Scripts can react when they are touched, but not when you touch something else.
  6. UDP network packets (which is used for all chat) have no built-in verification (unlike TCP), but LL has implemented its own "reliable" messages for certain UDP traffic. These have to be acknowledged by the receiver or they will be sent again. Reading material for nerds: Message, Circuit, Packet Accounting, Packet Layout While the inherent delay from events and [something that takes time] might help with messages arriving in the expected order, things can always arrive out of order with enough network lag or packet loss or low bandwidth setting or simply a busy CPU.
  7. And most importantly it probably won't be sending chat messages during each loop.
  8. Marketplace already has an API to get, create, modify, and delete listings for 10 years. There must be some way to figure out who has purchased an item on MP too, because that's something CasperVend does (even before it was bought by LL).
  9. The top-right corner has a little dropdown to enable Statistics. You'll see them show up on the left side of the 3D viewport.
  10. What sort of texture have you added to it? On a closer look it's almost as if there's dithering + alpha masking. If it's just a blank texture... how many triangles is this thing?
  11. Objects can't exactly contain copies of themselves. When you make a teleport object, take a copy, and put that copy in the object... the copy you've just put in is a version of the object without a copy of itself. You're basically creating a Russian Nesting Doll and eventually you'll reach the last copy without a copy of itself. These sit-teleporters wait for an avatar to sit on them, then move to a destination with llSetRegionPos, then force the avatar off with llUnsit, and then return to the origin with llSetRegionPos again. Or they can move the avatar itself as if it was a link (but that's limited to +/-1000 meters). Only one object is needed for all of this.
  12. There's a whole bunch of little things you can do to affect how the surfaces reflect light. If you want the whole front of the crystal to light up, you might actually want lower glossiness, because it will spread the light over a larger area. You'll also want to adjust the color of the specular, because pure white rarely looks good on any surface. A jade/teal colored gem should probably have greenish or bright teal tint, for example. Another trick is to add very subtle glow (no more than 0.04) to the surfaces, because it helps soften the light up close (and appear brighter of course), but won't show up from usual camera distances. Here's an example using 40 glossiness, 2% glow, and green tint: https://imgur.com/a/LSH1POf If lower glossiness doesn't cause enough light to catch on the front of the gem, you can edit the normals of the mesh in Blender. You want to make sure all the normals point in the same direction, that way they'll react to light sources at the same time as each other. As an aside, you can increase the resolution of your texture a lot if you remap your UVs. Even if you just use a mirror modifier, and maybe split the gem horizontally, you can get 4 times the texture resolution: (You can easily get even more resolution with auto-unwrap if you're just creating baked textures instead of hand-painting.)
  13. "System hair" and "hair base" are both terms that've been used since the very early days of SL, the former refers to the visible mesh of your system avatar and the latter is more of a concept. If you wanted to hide the "system hair," you would wear a "bald hair base" which is the Hair Shape with everything set to minimum/invisible. Skins also came with a painted "hair base" just like like today, though we might use them as separate layers or onion mesh. "Brow shaper" is a newer term, earliest reference I can find is from 2011 but popularized 2013-2015. It makes sense I guess, but it seems niche. (Only reason I used it was because I didn't actually remember it's called Hair in the viewer. I haven't had to touch those for a decade. 😋) It's pretty funny/annoying that we run into issues like this because of old features nobody realistically needs to use until they're the cause of the issue.
  14. It's the system hair, it's an integral part of the base avatar. You can change your brow(?) shape to scrunch it into your head.
  15. Text on the product page can cause your listing's rating to be changed automatically. I'd take a guess, but your account has no store. Edit: Oh, I totally misread the question!
  16. Most of the info on PBR is documented here: https://wiki.secondlife.com/wiki/PBR_Materials PBR Normals use Mikkelsen Tangent Space (MikkT), which I'm pretty sure is used in Unity and Unreal.
  17. Ctrl+E, Mark Seam This helps you control how the object is cut up into UV islands. A vertical seam along the main body of your model will help you unwrap the UV so the texture simply wraps around it. At the same time, Blender's default tools for cleaning up and straightening UVs are not great, but you can find a bunch of different unwrapping plugins for Blender with a simple search.
  18. LL is moving away from the web profiles and profile feeds. The "feed thumbnail" is your profile picture, and that used to be in sync with your in-world profile, but LL disabled that.
  19. Looks like a GridSurvey change. This (your POST request) gets the "301 Moved Permanently" response, with the response body pointing to HTTPS instead: llHTTPRequest( "http://api.gridsurvey.com/simquery.php", [HTTP_METHOD, "POST", HTTP_MIMETYPE, "application/x-www-form-urlencoded"], "region=" + "Kiva" + "&item=objects_uuid" ); // <p>The document has moved <a href="https://api.gridsurvey.com/simquery.php">here</a>.</p> You can fix it by changing http:// to https:// You should probably make a GET request instead, so llHTTPRequest will follow the redirect. This is what browsers do when you visit the HTTP URL. llHTTPRequest( "http://api.gridsurvey.com/simquery.php?region=Kiva&item=objects_uuid", [HTTP_METHOD, "GET", HTTP_MIMETYPE, "application/x-www-form-urlencoded"], "" );
  20. I think he means the actual window title bar instead of the top-menu UI. Now I'm kinda miffed that the viewer doesn't follow the Dark Mode color scheme (OS-level setting). 😋
  21. The gotcha is that you have to pay for it if you make over $100k USD per year. Be sure to click that checkbox if you don't, otherwise you're getting the $120 sub. 🙂
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