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TaraLi Jie

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About TaraLi Jie

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  1. Frankly, most makers and significant users of vendors that I've talked to *DO* consider this a major bug fix. The previous calls are being left in place for the time being under the Linden Lab policy of not breaking content, but in the future will likely be marked deprecated, and eventually removed. This is a much more important fix for most people, I believe, than any other bug in the system right now. Vendors able to tell when a transaction fails, and why? Oooh, I can see LL's support costs falling rapidly! Go look at SVC-114 on the JIRA, where Intan has been sending people to post abou
  2. So what does happen when you apply a cut path, or hollow? How about twist, dimple, etc? Whee - you can resize, and rotate. Texturing is iffy at best, as they only have one side, I'll bet, like sculpties. The only way to change their shape is to have a script apply a *NEW* mesh to it. Can you make flexi meshes? Oh, well - enjoy your mesh-flavored Kool-Aid. I'll stick with what attracted me to SL - "It all starts with a box." Well, talk about harsh words. There is plenty of info you can read on this if you arnt lazy and simply look it up. First, why would you want to apply a pathcut or
  3. Shockwave: @Adam - well, I suppose we could shoehorn mesh editor in with the Sound creation area. Oh wait, there has NEVER been a sound creation area in the viewer. Silly me. We can stick it in the tab for the Texture editing area instead, then. Wait a minute, there has never been a texture editor either. Nor has there been a pose editor, or a BVH creator or an animation creator or a Heightfield File editor... Why so many of you blast SL for not having Photoshop built in but continue to take photos with your digital cameras that likewise doesn't have photoshop built in, completely amaz
  4. So someone will be able to import a mesh dodecahedron, which I can set the texture each side independently on with llSetTexture(3,"Runic_3.png")? And any comment on the other points made?
  5. Linden Lab wrote: Once there, mesh objects can be manipulated in pretty much the same ways you would manipulate a regular old prim. So what does happen when you apply a cut path, or hollow? How about twist, dimple, etc? Whee - you can resize, and rotate. Texturing is iffy at best, as they only have one side, I'll bet, like sculpties. The only way to change their shape is to have a script apply a *NEW* mesh to it. Can you make flexi meshes? Oh, well - enjoy your mesh-flavored Kool-Aid. I'll stick with what attracted me to SL - "It all starts with a box."
  6. "Nobody's removing anyone's freedom to create anything in SL, they are merely getting more options for ways to create things. JUST like when sculpties were introduced!" Except meshes aren't being created *IN* SL. They're just getting imported. Same as with sculpties. I've got 1920x1200 pixels of screen, that I *PREFER* to use to see SL - not have some little snippet of SL in the corner while I've got Blender and it's complex interface open to build some object. Hell, if I wanted a tiny viewport on the world, I'd just use Viewer 2. I get that everyone can use these wonderful free prog
  7. Like someone else who posted here, I find it kind of scary that I am somewhat in agreement with Prok. "Mesh Import has some incredibly exciting implications for inworld content creators, so we’re very keen to get as much feedback as we can; and of course, the more people that use it, the better the feature will be when we go live gridwide." - What implications for inworld content creators? Anything they can do, the mesh people can do better? Without in-world mesh creation and manipulation tools, it's going to be hard to work against them. I think the only advantage prims will have is
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