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Anne Zapedzki

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Posts posted by Anne Zapedzki

  1. On 9/12/2016 at 1:15 PM, mikka Luik said:

    Well, it depends on what exacly you want to host :) There are cheap and cheerful options - if the amount of info/data needed is small (and either not needed 24hrs or you can spare a seperate home box) then self hosting is a place to start at least when developing (no ip springs to mind with one of the setup LAMP/WAMP packages or something a bit more up to date off top of my head)

    Web wise, theres loads of free for moderate use to play around with.

    If it takes off then you need a plan to migrate to something with more oomph - whole other story.

    That is what I am doing right now in Second LIfe!!  I have built the Quails, the Robots, and a couple of my own pets, based on minecraft, called MegaPixels.  I am working on getting kinks out, and trying to figure out how to "better" they system.  I want to use different textures, which is not feasible with that current script, as they "HAVE" to go into a cryocrate, and then it has to be that specific same pet.  Which means, a seperate cryocrate for each type of animal, different textures etc.  

    I do notice most breedable creators in SL, do keep their pets "LIVE" nowadays.  So I will probably need to fix my script to be able to do that!  

    I love the project though, Ive raised a lot of breedables in Second Life, and now onto being a creator with my own line, and learning!!

  2. I want to enable pathfinding, as I am working on creating some breedables, especially in osgrid, pathfinding is off.  Those links are old, and no longer available.  Is there an update on how to set pathfinding?  especially in singularity viewer. thank you!

  3. On 12/22/2013 at 8:43 PM, Knowl Paine said:

    If you are talking about the build menu, you should be able to deselect any object you are working on and toggle the build menu using the top tool bar or key command.

    You can press Ctrl+4 or Ctrl+B or select Build from the top menu on your Viewer.

    If it is those icons things, I forget what they are called, you can deselect and reselect an icon in settings.

    He meant lost it.  I loose mine all the time and its frustrating, you grab all around the screen, and cant grab it when its gone off screen.  That is what 


    On 12/22/2013 at 8:43 PM, Knowl Paine said:

    If you are talking about the build menu, you should be able to deselect any object you are working on and toggle the build menu using the top tool bar or key command.

    You can press Ctrl+4 or Ctrl+B or select Build from the top menu on your Viewer.

    If it is those icons things, I forget what they are called, you can deselect and reselect an icon in settings.

    Happens to me all the time.  I came back today looking for an answer again.  I lost the edit box off the screen, and I try to drag it back on the screen using the mouse, but it doesnt seem to be found anywhere.  I'm trying a restart lol.  

  4. On 7/10/2018 at 5:45 PM, dancingdelilah said:


    I just installed Singularity Viewer & immediately noticed my Bento hands were a big blob of messy huh?? And my Bento AO doesn't work at all. I'm back to walking like a noob.

    I normally use Firestorm but beings my computer is a tad old (and I desperately need a new one) Firestorm tends to be laggy & takes forever to load textures etc. I heard Singularity was a bit easier on older computers.

    I noticed on the Singularity download site the was an Alpha ("nightly") Builds ( Now With Bento) to download. So do I download that? Hopefully someone who uses Singularity as well as Benton can help me with out with this.


    You need singularity nightly, that fixes Bento.  I don't know why they came up with both versions. But yes, we are using Singularity Viewer (64 bit) 1.8.9 (8419) Feb 14 2021 17:01:24 (Singularity Beta)

    • Haha 1
  5. On 12/6/2016 at 3:03 AM, Drongle McMahon said:

    I have to imagine your recollections are inaccurate. As far as I remember, the inworld pivot/origin has always been the center of the xyz-aligned bounding box. During the beta, there was an experimental pivot offset mechanism, but it was discarded. However, if you are using Blender, there is are two simple ways to move the pivot. However, both of these are ways of extending the bounding box beyond the extent of the visible and physics meshes. That inevitably increases the LOD switch distance, and therefore the download weight.

    First is the invisible tab method, described in an old thread. The trick here is how to make sure the added tab doesn't get included in the physics. This is undocumented and is therefore not guaranteed to be everlasting. It's unlikely any changes would affect existing assets though.

    The second depends on an even more ubscure "feature", that I did actually report as a bug. So it may be even less likely to remain effective. Again, any change is unlikely to affect existing content. It depends on the detail of how the bounding box is initialised in the uploader, as a zero-sized box at the position of the first encountered geometric point. Subsequently, the box is updated whenever any corner of any triangle lies outside it. If the first point in the collada file is outside the bounding box of all triangles, then the final box will still include that outlying point. So all we need to do is to add a point in the appropriate place, and make it first in the list.

    Here is how to do it in Blender, for a simple door. There are variations, of course, in how to place the extra vertex. The crucial step is the sorting of the elements so that the extra point, not part of a triangle, is first.


    1. A simple door.

    2. Snap the cursor to where you want the pivot/origin. Set editing to cursor mode.

    3. Extrude the opposite extreme point and mirror it in X, Y and Z.

    4. Snap the cursor to the extra point.

    5. Select all and sort elements (Mesh->Sort Elements->Cursor Distance).

    Here is the result inworld...


    ETA: To get the physics right for this door, it is essential to use the high LOD, then to "Analyze", and to set the type to "Prim. Otherwise the whole bounding box will be solid with an invisible other half. If the door is more complex, then you could use a simple mesh like this as the physics mesh, remembering to Analyze and set to Prim.

    ETA: Also, don't forget to add the extra poit to all LODs and to redo the sorting before you export after any changes!

    If I have a set of mesh doors that pivot on the hinges, but in another house I want to set the "eazyscript 4.0" into it, it pivots in the centre.  Can I change the pivot point of a 1 prim mesh door in sl or open sim?  They are both similiar homes, different designs made of mesh, with 1 prim doors.  I did a house with all the doors working, kitchen fridge as well, windows , doors, but this other house Ive noticed they dont swing open right, to set the script to open position,  The pivot point is in the centre, not on the hinges...grrrr...any fix?

  6. yeah really lame,  a few years later  (3912 days ) and I'm still looking for an answer for this one, maybe Jenni Darkwatch wants to tell him how to do it from another viewer illegally?  lol.  Come on, tell us how to upload sounds to our harddrive.

    I also fried my hard drive and want to upload the sound peices from many songs I put into sl, and made a store with musicals in it, I want to upload and put on osgrid.



    thank you.


    • Haha 1
  7. On 7/21/2018 at 7:50 PM, Rolig Loon said:

    That's puzzling and very frustrating.  I wish I could say with confidence that HUDs don't just quit working, but they do sometimes.  Quite often, the problem is that the owner is in a no-script area, which is why I suggested trying the HUD in another region.  When that's not the case, you can sometimes restart a HUD by detaching it and reattaching it, or sometimes just by relogging.  Sorry to say, though, even that often does not work.  In that case, the best idea is to trash the HUD and rez a replacement from your saved backup copy or get a redelivery from the original vendor.

    We have had a few mysterious posts like your in recent months, saying that all HUDs have suddenly stopped working.  Take a look at this thread from last month ......

    I cannot account for that behavior.  As far as I am aware, though, getting HUDs redelivered and starting over from scratch again does cure things.

    is the hud covered over by another invisible part of another hud?  that happens too, then clicking on it wont work.


  8. On 6/5/2015 at 2:55 PM, Xiija said:

    a snippet that may help?



    float amt = 90;default{    state_entry()    {           }    touch_start(integer total_number)    {  llSetLinkPrimitiveParamsFast(1,[PRIM_ROTATION,llGetLocalRot() * llEuler2Rot(<0,0,(amt*=-1)>*DEG_TO_RAD)]);    }}


    this will rotate a linkset back and forth 90 degrees on the z axis,

    by changing the amt variable and multiplying by -1 you change the direction.

    ( for 180 ... it may spin it around?)

    I am trying to do a simple flip hud over, a business card so ppl can see the other side, but these scripts are not working.  I have a regular flip prim script but it flips only 90 instead of 180 on the hud, then touching it again, doesnt flip back.  But these scripts dont move the prim on hud at all, what am i doing wrong?

  9. On 9/17/2018 at 11:30 AM, Innula Zenovka said:

    Depends which axis you want to flip it on, of course, but try something like this

    rotation rRot;
    vector vAxis = <0.0,PI,0.0>;
            rRot = llEuler2Rot(vAxis);  
        touch_start(integer total_number)
           llSetRot(rRot * llGetRot());


    I am trying this attached to hud, but it only flips 90 degrees, then doesnt do anything.  Do scripts work differently on a hud?  

  10. On 6/21/2012 at 5:41 AM, Caitlin Tobias said:

    I have always worn a facelight.  Otherwise my face looks like its in the dark and shadowy, even with all light and shadow settings checked in preferences .  I wish SL would fix this somehow.  I use a very low key facelight, I make my own with a 0.5 intensety and radius of 1.0.  It probably could go even lower than this. Nobody has ever complained about my facelights on low.  I know those that walk in and shining for miles around on pre-made ones, lol..  They are fine if you know how to use them properly. 

    Penny Patton wrote:



    Freya Mokusei wrote:




    In my opinion however, people who complain about facelights are considerably worse than the people who wear them. Can we ditch those, instead?





    I have to disagree. If we were talking about simple personal fashion sense that would be one thing, but a poorly set up nose lamp isn't simply bad fashion, it affects everyone around the person wearing it.


     For those on less powerful computers which cannot run deferred rendering, they are still limited to six environmental lights, each noselamp eats at that number, breaking the lighting in an environment to the point where it can be difficult for others to see.


     Blindingly bright noselamps also affect everyone else's ability to see by washing out the nearby enviornment in blindly bright light. The people wearing these often do not even have local lights on so they serve no purpose whatsoever.


    Bad nose lamps force people to turn attached lights off, breaking good use of attached lights (like flashlights in dark sims) and even with attached lights disabled, nose lamps STILL count against local light sources.


     Over use of noselamps can also cause crashing and framerate issues.






    All of these  issues contribute to why people feel so strongly about whether or not others are wearing nose lamps.

    I LOL'ed at 'nose lamps' but fully agree with all you wrote.

    I am one of those that likes o explore and go places, being in high/ultra graphics with shadows enabled and everything. Just because I can and because I love it. Facelights indeed ruin some of my experiences and yeah, force me to either derender a complete avatar or in most cases I have to untick the attached lights. When I go to a club I switch to medium graphics and disable a lot, not because my machine can't handle it, but just to get rid of the excessive lights people around me tend to use.

    I am aware most wearers of face-lights have NO clue on what they do to the 'environment', and sometimes pointing it out or sending them a picture/snapshot on what I (and others) see ....helps. Facelights can have a purpose I suppose, when taking pictures of oneself, although I have never used one. Well maybe back in 2007....

    And  let's not get me started on full bright buildings!!! (but that is another story.....)


  11. I have had this happen to me before with a swim ao. I would tp to my region and swim, but tp out, and stop.

    I wasn't wearing anything.  Do you know what it was?

    The ao was dropped on the ground of my land. So you wil need to start searching and hunting for it to delete it,  An ao hud dropped on the ground of your region will cause you to animate on your region, even if you are not wearing it!!

    I have this same problem again and now cannot even find the ao on my land!!  Yes this is very frustrating!!  And stupid.  Osgrid dev team, please fix this so that any ao huds that are rezzed out and left on the ground do not animate us!! thank you, 

    Annie Wulff

  12. On 4/15/2016 at 12:39 PM, Alwin Alcott said:

    not much more than stay out of his range... mute/block/ban

    or wear alpha's... nothing to see



    I wish firestorm did not have this option and SL would remove it as my boyfriend likes to do that all the time and pisses me off!!  However, singularity does not have this option. grrrrrrrrrrrrrr.......tell firestorm or sl to remove this option from avatars, which i know they can because in singularity, it does not have this option.

    • Confused 4
  13. Yes!  This is happening to me every single time I change a shirt, pants etc.  SL puts on a white t-shirt and pants and I have to take them off every time too.  Also when I log back into sl, I have white pants on.  It's really bothersome!!!.  Not to mention the 50 pairs of "new shirts" and "new pants" in my Lost & found folder.

    Is there a way to fix this bug?

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