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Domitan Redenblack

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Everything posted by Domitan Redenblack

  1. Hmmm, a typical LL mess. Just enough control left out for it to be a total bitch to do anything right. One thing I am not clear on: When you set sound queuing, does that allow only two sounds to be queued, or only two-at-a-time? If I queue two 10 second sounds, then wait 11 seconds and queue another, will that work seamlessly?
  2. Chosen Few wrote: You hold the mouse while you're walking around? Interesting. I always let go of the mouse, and use my right hand on the arrow keys to walk. What is there to do with the mouse while walking? Drag mouse left and right to turn as you walk.
  3. Chosen Few wrote: That would require way too much hand gymnastics for me. Arrow keys are on the right side of the keyboard. Holding the mouse button with my right hand, while reaching all the way over with my left hand to hit the arrows would really be a pain. I do that now to walk around
  4. if I have music or sounds longer than 10 seconds, is there a way to play them without resorting to parcel media or media on a prim? I see that setting up sound queuing only allows two sounds to be played, e.g. 20 seconds. Are there any workaround or clever hacks? btw- I have a piano in SL that will play long musical pieces, very nicely too, but the creator has not responded to me at all about getting more sounds, or how he was achieved this.
  5. --> Yes, I thought: Mouse-down on arrows then (without mouse-up) arrow keys to step.
  6. Chosen Few wrote: I suspected that was why you were asking. That works in Photoshop because it's a 2D program. In 2D, up is always up, down is always down, left and right are always left and right. But in a 3D environment, that simply can't be the case. What is "up" in 3D space? Is it the top .... Yes, I thought mouse-down on arrow, then arrow keys to step.
  7. Ah yes, thanks. Of course. How about play n seconds at volume 0.01 then stop? Is that possible? Good idea?
  8. I have this script to preload my friend's windup shoulder cow-pet... (don't ask LOL) default { state_entry ( ) { llSetText( "Moo & Tick: Script and sounds to\nadd to Mod-perms objects.", <1, 1, 0>, 1.0); } attach(key attached) { if (attached == NULL_KEY) return; llSetText( "", <1, 1, 0>, 1.0); llPreloadSound("Sound-Cow_Moo_01"); // When attaching... llPreloadSound("Sound-Clock_Tick_solid"); // When attaching... } touch_start(integer total_number) { llSetSoundQueueing(TRUE); llPlaySound("Sound-Cow_Moo_01", 1.0); // play Sound when touched. llPlaySound("Sound-Clock_Tick_solid", 1.0); // play Sound when touched. } } but even after a minute from her logging in, you can click on the pet and still miss the first sound "Moo" Why?
  9. Carbon Philter wrote: Also, in Phoenix certainly - not sure about other viewers, you can do the nudging by holding down shift or control while you click the arrows. That changes whether its the centimeter or millimeter value is used for incremental change. Saves you having to change the units setting. Can't remember which is which but a bit of experimentation should set you right. Yes, I have Phoenix, but no, this does not work; no combination of Shift or Control, either clicking on arrows or dragging them.
  10. Void Singer wrote: if you change the units on the snap to grid you should be able to move in 1cm increments Great idea, Void, thanks.
  11. Randall Ahren wrote: There are arrows you can press under the object tab when editing an object for the x, y, and z positions. However, I don't think the arrows move the object incrementally by the minimum amount possible . You can just type in the amount you want if it is critical for alignment. Thanks, and yuck. I use Photoshop a lot and like to be able to nudge one pixel with arrow keys etc. Would be nice to have that in SL edit.
  12. Edit object; What's the best way to "nudge" an object along an axis? Is there an arrow or other keyboard command to move an object, say 0.01m at a time?
  13. Attention: Moe, Larry and Curly Linden have blacklisted many Megaprim types from SL without warning... You should follow this Jira: https://jira.secondlife.com/browse/SVC-7382
  14. Rolig Loon wrote: ...If you uploaded a 32-bit image, all you can do is try and manage any sorting problem with design tricks. Thanks, Rolig. I keep .jpg copies of all PNGs that I have uploaded (more or less).
  15. Ceera, thanks very much for your information. In this case, the object shown in the sample image is pretty thin; two faces of the same prim, with the transparent face actually twice as thick as the opaque face (if you look from above). I do see now that .TGA has a 24/32 option on output from Photoshop, and I will be using this from now on! Thank You! And thank you all. This has been very illuminating!
  16. Luc Starsider wrote: .. you should have an option somewhere in the save as/export panel/dialog where you can choose to save with or without transparency. If the file has transparent parts when you work on it in PS, those parts will be filled with white (maybe some other color, I'm not sure) when you save without transparency, and the resulting file will contain no alpha channel. "Should" but alas, these options are grayed out "unselected" for both PNG and TGA in Photoshop CS5. The images contain no transparency once flattened, in any case. So something must be going on somewhere else, e.g. LL adding an alpha layer to PNG upon upload or some such. Amazing you cannot upload Jpegs or Tiffs, it is, you know 1995 already... (And my personal favourites: allowing the load of only one line at a time from notecards, and restricting HTTP requests to 2k bytes, jeezus! The stress on the servers must be 10x the size of the data here... 1970 anyone?)
  17. VERY interesting, thanks Luc and Void. I will check my output from Photoshop. I wonder if having a document with no background layer decides this? When I output .PNG from Photoshop, I see no options regarding alpha layers....
  18. Majatek wrote: PNG textures have always provided render clipping problems - If you're wanting to save a texture with transparencies, I advise you to save your work as .TGA files. Thanks, but I was more thinking about how to Harness this effect reliably... Is there a way to set a texture either way, reliably? ty
  19. I just added a new texture to an old prim, and... Surprise: The hovertext of an object behind it now shows through (see pic) This is one prim with two faces forward, with two textures; one hides Hovertext, the other does not. Why? The new texture is multi-layer in photoshop, saved to PNG and uploaded into SL. Flattening first makes no difference. What's going on? How do I get a texture to block Hovertext? ty
  20. Void Singer wrote: you can, but to do it that way you'd need to save the toucher and the time (rather than reset it), and then compare current time to that touchers saved time. unless the item is likely to be under heavy use by people other than the person calling the held touch, it's not likely to be interrupted. I most often use it for configuration type menus, for instance door locks, where a normal touch opens or closes it, and the held touch locks it gives options to a limited access group... the other use case that I often implement it for is to prevent accidental clicks doing things that a use might not intend (such as killing the object, or opening a menu they don't care about) Excellent, Void, thanks!
  21. Void Singer wrote: touch_start and touch_end, reset the time in the first, check it in the second, if it's over your limit, it's a held click, otherwise, treat it as a normal click.  I would need to check to see if touch_end is by same person as touch_start ? touch_start( integer vIntTch ){ llResetTime(); } //-- touch-hold trigger setup touch_end( integer vIntTch ){ //-- only take touches from same group if (llGetOwner() == llDetectedKey( 0 ) || llDetectedGroup( 0 )){ if (llGetTime() > 1.0){ //-- check if theis is a held touch and die llDie(); //-- provided in case a person has deed power but not return/mod for group items or something somehow fails }else{ //-- otherwise it a normal touch and we run detection uDetectGhosts(); } } }
  22. Void Singer wrote: no modifier keys, but you can detect double clicks and held clicks by checking and comparing with llResetTime and llGetTime. I use held click for many infrequent use menus, on top of regular clicks for other actions, search for the "ghost prim utility" in the LSL Library forum for an example (i'd link but my net is flaky right now and I'm trying to open as few pages as possible, stupid ISP) Ah yes, held clicks sounds good. I assume this would involve the use of the events start_touch followed by touch ? This fails if more than one person touches the prim though? I would need to ignore multiple touchers... And double-click, etc, may fail in laggy sims? LSL Library forum?
  23. For in-world objects, click, and <combinations of shift, alt and ctrl> + click are all "taken" and not detectble inside LSL scripts, right? At touch_start (etc) are there any modifiers that can be detected when user clicks on it? Any key-down detection? What other user actions can be detected.
  24. Luc Starsider wrote: Did the keyboard work as it should at some point or has it always been flaky? Also, do you have issues in other programs aside from the viewer? The keyboard has always and continues to work fine with all other apps. PgUp and PgDn do exactly that in applications with scrollable windows, never an error. In SL Phoenix (and old Cool Viewer) the PgUp and PgDn buttons have worked sometimes and not others; not sure why. For movement, all the normal arrow keys, flying keys, etc all work fine. PgUp jumps and PgDn crouches. I think this is a clash of authority between the pose ball script and the Viewer wanting to use PgUp and PgDn, along with e and c. *shrugs* Bad planning. If I do LSL code I will not use PgUp, PgDn or other movement keystrokes as this is just asking for trouble, imho. For quick interactions, clicking on an object is great. Would be nice to be able to click on an object with some modifiers, e.g. shift-down, etc, for an additional function.
  25. Well, a relog seems to have fixed this problem, sort of. Still flaky. I have a PC keyboard (Wolfking Timberwolf) so it's full sized, including PgUp and PgDn keys. Now e, c, PgUp and PgDn do work, but c and PgDn also now annoyingly move the camera as well as the animation.
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