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Frionil Fang

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Everything posted by Frionil Fang

  1. The inside is hollowed out very aggressively in the corner, to the same line as the outside surface (i.e. zero thickness). Due to inevitably limited precision of coordinates, Blender doesn't know which side to show on top in all circumstances. I'd move the inner corner to give the object proper thickness there.
  2. To get technical: fullbright displays the pixels as they are as in the texture (but see below), regardless of viewing conditions: it can be considered to be a surface that emits lights instead of absorbing it. The scene gamma from your chosen EEP setting affects fullbright textures which may result in colors getting blown due to fullbright in a scene with gamma > 1, and colors dulled with gamma < 1. I'd say this is arguably a bug and may or may not have been the case before EEP, but at this point I can no longer remember... I just know some old fullbright effects I have look blown out in modern EEP viewers despite using the equivalent environment settings. Actual light sources (sun, moon, point lights, projectors) have no effect on fullbright surfaces. Fullbright surfaces will not accept shadows, but can cast them depending on their alpha.
  3. If it's tattoos you want to make (i.e. nothing that depends on an existing texture: no need for shadow maps or anything), it's not too complicated to choose a local file as a local texture in SL, apply that texture as a tattoo layer, then just make educated guesses where to draw on the texture to get them to go to the right places on the SL model. Once you know the correct texture areas, you can start laying down something more serious.
  4. According to this debug line, the pClimbers list has 2 entries: first one is always empty, the key is in the second one [15:31] VK EF Rope 2.14.6: ,e5279b30-d4eb-4c1c-bb16-60fb118af213 Here, you try to find an empty spot in the pClimbers list, starting from entry 1 (which is the last entry, since it's a 2-length list) for(i=1;i<llGetListLength(pClimbers);i++) Since there are no empty spots and I presume pClimbNum is a global variable, and it will remain set to its previous value which is 1 -- it's never invalidated or checked what happens if there are no empty slots.
  5. You can block physical object rotation around specific axes via llSetStatus, with STATUS_ROTATE_X, _Y and _Z. https://wiki.secondlife.com/wiki/LlSetStatus
  6. This works as expected for me in Firestorm. High LOD file has 4 triangles with 4 materials, called "mat0" to "mat3", with the white mat3 face "hidden" under the other 3. Low LOD file has the first 3 triangles and their assigned material slots deleted, leaving a single triangle with "mat3" assigned to it. I have no idea why it would be failing for you, perhaps the uploader log can give some insight into what's wrong (materials on a lower LOD must be a subset of the preceding one, so it's okay to have faces 0, 1, 2 and 3 on highest LOD, faces 0 and 3 on the next LOD, and face 3 on the last LOD, but it is *not* okay to go from, say, 0, 1, 2, 3 to 0, 3 to 0, 1: 0, 1 is not a subset of 0, 3.
  7. Timer events do not get queued more than once, for what it's worth. If you have a timer event set at 0.01 seconds, and the event sleeps for one second (to decidedly go over its rate), then stop it with a touch_start event, you won't ever miss the touch_start and will get no more than one timer event after stopping it.
  8. Like others have said, you set the texture and its associated settings (FOV, focus, ambience) in the edit tool. The texture and the above settings can't be changed in a script but they survive otherwise altering the light and copying the object, so you can make a projector that turns on and off, changes color, intensity, radius and falloff just like you would do with a normal point light.
  9. I have trouble explaining this to the owners of a region I and my group are renting from. Nothing about pathfinding requires deleting everything and rerezzing it, right? There are some lag issues on the Sim, which someone has told the managers is because of pathfinding and everything below 300 meters must be removed and rebuilt to "fix" things. No amount of convincing or linking to faqs helps, as they said a Linden told them, one which I haven't been able to contact through them. Nothing in the pf docs suggests this (nor the magic number 300), as far as I can tell, and the way I figured it, it's enough to set stuff to static obstacle mode to optimize pf performance. I'm trying to save everyone on the Sim from a lot of trouble rebuilding everything including myself, so who is in the right here? I suspect this is all a misunderstanding, or then I'm horribly mistaken. . Thanks.
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