Jump to content

Jasmin Helstein

Resident
  • Posts

    112
  • Joined

  • Last visited

Everything posted by Jasmin Helstein

  1. Hello DarkKinGdom, a while ago I accidentally ran into a "Health and Wellness Pavilion" on a sim called Health Info Island. There you can find dozens of support groups for a variety of medical issues. Some have hundreds of members, others are smaller. Maybe there is one that can mean something to you. Here is a link to the island: http://maps.secondlife.com/secondlife/Healthinfo%20Island/149/58/23
  2. I think the HUD you are refering to is the Banline HUD or Ban Line / Explorer HUD for full. I just checked the market place and it still exists, it's sold by Triple Peccable. I do have one myself but I don't use it often though, I find it to be rather slow. I use it mostly to find places to rezz a vehicle. If you are using the Firestorm viewer you can make parcel borders visible in the mini map as an alternative. Personally I prefer that over the HUD, it gives a more detailed view and is faster, just assume every parcel has banlines raised and you will be fine 🙂
  3. Geeezzzz ... I should have asked sooner, that was it ! Thank you very much Mikka :heart: I didn't get any error messages though, that's what you would expect.
  4. Hello everyone, I do have a object i want to use as a light. To turn the light on or off I wrote the following functions: KnipAan() { llSetPrimitiveParams([ PRIM_SIZE, <1.5,2.5,2.5>, PRIM_POINT_LIGHT, TRUE, <1, 1, 1> * 1, 1, 20, 0.6, PRIM_FULLBRIGHT,ALL_SIDES, TRUE, PRIM_ALPHA_MODE, ALL_SIDES, PRIM_ALPHA_MODE_MASK, 0, PRIM_COLOR, ALL_SIDES, <1.0, 1.0, 1.0>, 1.0, PRIM_GLOW, ALL_SIDES, 1.0 ]); } KnipUit() { llSetPrimitiveParams([ PRIM_SIZE, <0.5,0.15,0.15>, PRIM_POINT_LIGHT, FALSE, PRIM_FULLBRIGHT,ALL_SIDES, FALSE, PRIM_ALPHA_MODE, ALL_SIDES, PRIM_ALPHA_MODE_MASK, 125, PRIM_COLOR, ALL_SIDES, <1.0, 0.522, 0.106>, 1.0, PRIM_GLOW, ALL_SIDES, 0.0 ]); }The problem is ... KnipAan() seems to work but KnipUit() doesn'do anything except setting the prim's size. Since both functions are identical except for some numbers ... /me takes a deep breath I thought it might be a good idea to post it in the forum and see if anyone at least has an idea. Thanks
  5. If this is happening to me I clear my cache, it always helps.
  6. Paypal is working on something related to security, it has nothing to do with LL. If you have no money on your Paypal account then you will get this message everywhere you're trying to pay with it. It is only a temporary thing though, things are expected to be back to normal by the end of the week.
  7. Yes it can work BUT ... your tier for the first month will be for 2048 sqm.after that it will be for 1024 sqm. That is how things work is SL, the tier you are paying for a month depends on the highest number of sqm's you have owned during that month, even if you've owned it for only a few minutes. You can add your 512 sqm's premium land to it though coming to 1536 sqm (assuming you don't have a 512 sqm plot somewhere) and 10% more if you deed your land to a group.
  8. The larger the triangles the better, I got that part :smileyhappy: What I found confusing in the image is, if I see something like this:  then given the squares are converted to triangles during import they can be converted to: two triangles  six triangles  or ten triangles  But while I write this I realise that what I'm seeing is probably the physics shape plus the mesh model. hmm ... never mind then.
  9. I'd already simplified my physics shape some more and got the physics level down to 1.2 (two sided). My original plan was to make all the walls separately as good as I can and then later combine them into larger objects to see if it would make a difference. Seeing the effect it has on your left building I will certainly do that now. The image does raise a question though, I do see several triangles overlapping squares. When I have this happening I always blindly assume it's no good so I remove them. In your image however it looks as if they are there on purpose. Is there a reason for those triangles to be there ?
  10. This is ridiculous, just removing the balcony floor leaving only the top intact brought back the LI from 13 to 2 ! Making the top any larger or smaller increased the LI again though. I doubt I found the optimal value by accident but at least I know where to look now. Thank you very much for the help people !
  11. Thanks for the reply, I found out it was indeed the thickness of the wall that had to do with it, after making it 0.5 m. thick I could walk trough, when I made it 0.49 m. I couldn't. So I decided to add a balcony floor to it that will be there anyway. This took care of the problem however ... adding a simple cube skyrocketed the physics value.  The values on the right are from the wall with the balcony floor, the ones on the left from the same wall without, the only difference is just one little cube added. The program I'm using is Wings 3D, here is how it looks from there. The darker object is the physics shape, I move it to the same position as the wall before exporting. The program I'm using is Wings 3D, here is how it looks like from there. 
  12. I made a wall with a door opening for a house but I can't walk trough the opening, part of it is shown in the picture. Now blue should be physics and non-blue should be non-physics right ? But this is something I run into more often, physics shapes that don't even seem related to the physics shown in blue. Apart from the door opening this one seems alright b.t.w. Does anyone know what I could be doing wrong ? Thanks 
  13. Re-reading what I just wrote but it's not the same thing. I do have the bounding box "caught in numbers" but you'd probably still have to do some math to come to the right dimensions in SL.
  14. Drongle McMahon wrote: ... If you can get the bounding box dimensions from 3Ds ... Another way of doing the same thing I suppose would be to center the sculpt when it's finished and then give it the same X, Y, and Z dimensions (make it fit in a cube). This cube will be the bounding box. I've used this trick a few times in Wings3D, it may also work in 3dsmax.
  15. What you show is what you get to see if you have selected multiple faces with different repeats per meter. The fastest way to deal with it is switch to default and then back to planar.
  16. It's this title "Cheaper Monthly Premium & the End of VAT Charges" that is a bit confusing. They will no longer charge VAT for Premium subscriptions and that's it, it's only premium membership that is no longer charged. I just payed my monthly tier and it was still taxed with 21% VAT. I already found it hard to believe that LL would end all VAT charges but I am disappointed nonetheless. :matte-motes-frown:
  17. Most third party viewers have a build-in "animation hud", you can use it for dances too. It has no prims, no lag and is very easy to use. The only disadvantage I can think of is that you can't invite other people to dance.
  18. I woudn't buy any mesh clothes without trying a demo first but as it turns out fitted usually fits better so I prefer those. For pants I think fitted mesh even is a necessity but that is due to the standard avi used for creating mesh clothes which has apparently rather skinny leg's and the knee angle set at 50% turning my avi into the famous invisible horserider. With fitted mesh pants I can give my avi a normal look by tweaking the muscles a bit so I do have a few of those. I still have to buy my first pair of "normal" ones.
  19. You said you already detached everything but does that include the bridge ? I don't know exactly what you are seeing but if you are an egg in Firestorm with your legs, arms and head sticking out then it is the bridge that didn't rezz well. You should detach it then and if wanted attach it again. I don't know if Cool viewer has one though
  20. When there are lots of faces to texture it can be a meditative job but it's not difficult. Here is how it works. - Drag the texture you want to use to one face of the wall. - Go to edit and make sure the "select face" option is checked, then leftclick the face. - Under the texture tab you can outline in two different ways; "normal" and "planar", select planar. - Now play with the repeats per meter values until it looks about right. (If in the first step you found X = 0,5 and Y = 0,5 to look good then all faces of the wall should be given those values) - Set all faces of the wall to planar (one at a time) and give them the same repeats per meter values as the first one - Drag an outline texture to each face of the wall - Change the offsets of the X and Y values (and maybe rotation angle) of each face until there are no more seams visible on the wall - Replace the outline texture with the final texture. Good luck texturing :matte-motes-smile:
  21. What Mikka said shoud be working, use a tube instead of a cilinder. The picture below shows the both of them and the tube has a thickness of maybe 10% from that of the cilinder. Here are the values i used: Hollow = 95% / Holesize Y = 0.05 / Profilecut E = 0.125 size: X = 2.5 / Y = 5 / Z=5
  22. .Oh!Liv. has nice body freckles. They can be all over your body, your face or just over your nose. They're mod too, so you can make them darker or lighter as well.
  23. I've had this happen several times. If it's the same thing then you are the only one seeing yourself this way, other people see you normally. The solution has always been to clear my cache.
  24. Abranimations has an AO called "professional woman" . It's a bit stiff maybe but ... you're in charge ...
  25. I'm prety sure this picture was taken in Venice http://maps.secondlife.com/secondlife/Venexia/42/183/608
×
×
  • Create New...