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Alisha Matova

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  1. I think I can define "Recent" for you. How about within the statute of limitations for breaching an oral contract....
  2. Odd, forums ate my reply. Sounds like it's something to do with your UV maps. Does your exporter have a way to export with Only the Active uv map? If not delete all but the needed uv map before exporting.
  3. Is the shadow prim a flat mesh plane? If it is, try squishing it flat on its Z axis. I ran into something similar with mesh planes. Instead of being flat, they are 1/4 meter think, or so.
  4. Build > Pathfinding > linksets. Opens a tool that does nearly everything you're describing.
  5. I don't often use maya, but when I do, I create my .daes using autodesks FBX converter.
  6. My first guess, could there be extra faces there? Try running Remove Doubles?
  7. I sold my soul to SL years ago. So...?... Can I have your stuff?! =P
  8. Your physics model must have the same sized bounding box as your visual geometry(model). This apples to LODs as well. Most modelers have a way to see the bounding box of a model, use that to verify bounding boxes are the same size. You will find that you will need to extend a few of your physics planes to fill the bounding box. =) What modeler? We might be able to get more specific.
  9. I'd be curious to see the 'more info' for the parts that were uploaded together. I've had some serious failures when uploading that way. Mostly physics cost issues on the 'child meshes'(they revert to a non 'Analyzed' highest LOD model for physics). Work around is to upload parts separately or plan on setting the child parts to physics shape 'none'. I think the first option is the safest. That said, there must me a fancy way to build .dae files to upload multi mesh, with lods, and physics for each each part. But I've never pulled it off. Lol.
  10. I highly doubt my method could be considered a 'best practice', but it gets the job done. I finish my model completely,uv maps, baked textures and all, first. Then from object mode, I drag(shift d) out a new copy sideways. I then manually reduce its detail while adjusting the uv map to keep the textures in the right places. Once I've removed enough detail I quickly toggle into Bounding Box view and double check that the new model is exactly the same size as the original. Rinse and repeat for rest of the lods. Blender 2.6 does have some fancy multirez tricks that help retain the uv mapping between levels too. Though, I haven't figured this newness into my workflow yet. Maybe someone else here has. =) ETA: I found SL lod specs! http://wiki.secondlife.com/wiki/Mesh_and_LOD
  11. Ok I'm going to keep rambling, as I see more options. Optimizing the uv and its texture should still be done, but I have another idea. This may not be needed for a small vase, but certainly will be for larger things. I suggest making lower lod models. It's actually fairly quick to do, and will let you adjust how the texture is worn on those lower lods via the uv map. Then, for instance, you could even get away with your current texture and original uv mapping for the highest lod, and you'll only have to 'move in' the mapping on the lowest lods. Personally, I try to do both. Create uv mapping and textures that survive mip mapping and I tweek the uv mapping on my lower lod models to keep things pretty. /ramble
  12. To clarify, (it's early...) the 3 squares on the bottom half of your texture should have no black lines between them, and most importantly, should take up the Whole width of the texture. This will remove most of the black lines and should solve your issue. ETA: or what he said. ^ lol
  13. I think I have a solution. Try adjusting your uv map in a way that removes the black lines, both between the faces and(most importantly) around the edges. No need to completely remap, just stretch and shuffle the areas so your modeler produces more of a seamless render. I think your seeing the results of the texture reducing size with viewing distance. Try googling Mip mapping for techie info. Essentially, SL reduces the texture size by half at each lod level. 512, 256, 128, 64 in the case of a 512. Best workaround is not creating a uv map and texture combination that reveals its edges, which can take some noodling. I've never tried, but it seems like it be easy to scale your image to 128(or appropriate small size) and stick it on your model in your modeler. That should point to the issue, quickly.
  14. Hiya! This link points at terrain texture changes, and the rest of the page explains more. http://wiki.secondlife.com/wiki/Creating_Terrain_Textures#Using_the_Estate_Tools Before you change the textures, it would be wise to note existing textures and settings.
  15. Boudicca, this article is way off topic, but neatly illustrates the situation. http://www.scientificamerican.com/article.cfm?id=antiscience-beliefs-jeopardize-us-democracy&page=5 Essentially, seperating fact and opinion is something we called Enlightenment. Equating the two is very backwards. Anyway, no need to reply, I don't want to derail this thread. Be safe east coasters!!
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