Jump to content

Ciaran Laval

Resident
  • Posts

    4,030
  • Joined

  • Last visited

Everything posted by Ciaran Laval

  1. The larger the box of textures, the more I want it boxed. I've rezzed boxes of textures inworld and copied contents to my inventory and not all of them made it, I had to manually copy some. After that experience, I always prefer textures boxed.
  2. Try Torley, this is a page with details on Depth of Field and there are some video tutorials as well as links to other tutorials. http://wiki.secondlife.com/wiki/Depth_of_field
  3. Have you checked out Starwberry Singh's Tutorial? http://strawberrysingh.com/2010/04/12/tutorial-taking-high-res-blog-snapshots-for-intermediate-users/
  4. Yes it's a known issue. However, there is always the option to file a bug report via: https://jira.secondlife.com/ Now, the Jira has been horrendously nerfed by Linden Lab over the past year, but it still a place where bugs can be reported directly to Linden Lab.
  5. Thanks I'll take a look at that again later.
  6. Yes thank you, that was it, press the axis you want to move along twice. Not working, I'm missing a trick or two here I swear I could do this at one stage. The other approach I'm looking at is creating new vertices and doing it that way, I can subdivide an edge and slide the vertex along an edge by scaling it, but in terms of accuracy of position it's not great, although the vertex moves along the angle I want it to move along very nicely.
  7. I have never used the mirror modifier but I'm seeing it mentioned a lot so I really need to try it out. Thanks a lot for the tips.
  8. I'm making a roof, so I start with this: Then I want to have the edges overhang to the sides and front and back, the front and back part isn't too complicated, but the sides are annoying me. Now I've done that by extruding the faces and then when it comes to the sides, rotating by 45 degrees, but the angle isn't quite right. I'm pretty sure that I should be able to delete the side faces, extrude the edges at the correct angle and then create a new face to finish it off, but I cannot remember how to do this, i recall something about pressing e twice and going into local mode, but it doesn't seem to be working now. The front and back I'd rather just slide the triangle back, rather than extruding the faces, although it's not that important, I'd rather avoid unnecessary edges if I can and keep it cleaner. Is there a way of extruding edges at the correct angle, I swear I've done this before, but I'm getting old now, maybe my memory is playing tricks on me.
  9. I think you're in a sandbox that doesn't allow scripts, try a different sandbox.
  10. Rudy Schwartzman wrote: Also, I've seen a great increase in non-avatar rendering failures. Large chunks of buildings and landscape objects never rez (remain invisible or transparent). If you know where the invisible objects should be, try right clicking them, if they appear then it's a known issue and is believed to be a viewer bug, lots of people are experiencing this issue and it's an issue for the official viewer as well as third party viewers. As for the grey people, have you tried completely uninstalling a viewer and then installing it again?
  11. llDialog sounds like a good choice: http://wiki.secondlife.com/wiki/LlDialog There's an example or two there of how it works and one of them is a sscript where you get a yes / no dialog, that would be a similar basis to what you're looking for but in your case you'll have more choices. Then once the answer is selected, the door opens would be your next challgenge but your best bet is to start with playing with llDialog, once you've grasped that the rest will flow more easily.
  12. It might be worth posting your findings in the server deployment thread: http://community.secondlife.com/t5/Second-Life-Server/Deploys-for-the-week-of-2013-04-29-Updated-2013-04-30-14-00PDT/td-p/1988583 The RC Magnum release does mention a fix to llDialog throttling.
  13. Server classes do still exist, there are class 5,7 and 8 regions. What not longer exists, is being tied to a class, your sim could, in theory, be class 8 one day and class 5 the next.
  14. Scripts are often no mod because the person who writes the script doesn't want you to be able to copy the contents of the script, this is pretty normal behaviour.
  15. HisaDrug wrote: Well, I don't know about the whole spectrum of scripting but I'm talking about the permissions that you check before you publish them on the MP and their visibility in Contents. The very idea of displaying what's inside. If the item you're checking has a no mod script in it, it will appear no mod when you check it, even if you can mod the prim that the script resides in.
  16. Marcus Hancroft wrote: One last note...when I've deleted that folder, textures load a lot faster for me. I've observed this too, when I load a brand new install of a viewer, my textures seem to load rather efficiently, but after a while things slow down. In theory, it shouldn't work this way and I'm not sure why it does, unless it's due to the sheer volume of texture you pick up when out and about, which as you point out, can be damn large.
  17. Ah yes, they mention the received items folder in the OP, I missed that, further down they mention llGiveInventoryList, which is why I felt they were talking about general deliveries too.
  18. People have been reporting a general issue of running out of texture memory, in a thread in the general forum there's a tip to turn your texture memory buffer down with regards to Firestorm: "Firestorm support said; Prefs > Graphics > Hardware, try lowering your Viewer Texture Memory Buffer to about 80% of its current value." http://community.secondlife.com/t5/General-Discussion-Forum/Running-Out-Of-Texture-Memory/m-p/1989863#M104436
  19. I've been getting this error a lot too lately. I only noticed the textures discarded message when I was using Firestorm. I also seem to get the issue more if I've been taking photos, but that may just be a coincidence.
  20. The discussion wasn't just about DD but there are reasons why some items come in boxes rather than folders. A Rez-Foo package is going to come in a box, for example, even if that box is delivered to a folder, you still have a box. Merchants use packages like Rez-Foo because larger builds cannot be linked in one linkset without such a device. For a linked building, I'm not sure what advantage there is to a folder, it's a single object anyway. Networked vendors, which large merchants use, do not deliver folders, llGiveInventoryList does not work over sim borders, well it can do for a short period, but that's a quirk and is not a reliable method of delivery. On a personal level, I prefer boxes if an item has copy perms because then I have a backup of the original item, I'll end up with a folder anyway when I unpack it in a lot of cases. Then we come to the issue of clutter, be it folders or boxes, textures, notecards, landmarks, yadda yadda yadda. I'm sure plenty of customers would happily do without some of the blurb, but merchants certainly like to add those items.
  21. Rya Nitely wrote: So, merchants actualy are keeping boxes to please themselves more than to please customers . Networked vendor systems won't work with folders, they can only take advantage of boxes, so yes that is an issue of a merchant preference, but it's one that allows them to reach customers in a more efficient manner.
  22. Try changing the region you log into, last time I had this issue I logged into Morris and that let me in.
  23. Tribe aren't working with LL on this so they must be using Google ads to target the website the same way the breedables guys are.
  24. You can target websites with Google ads, I've seen a breedables advert regularly but I'll poke The Tribe folk and see if they will spill any beans.
  25. I got the same email, for the same reason as you did, I picked up my magic box after migration and yes it is amusing to see that email.
×
×
  • Create New...