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Kyrah Abattoir

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Everything posted by Kyrah Abattoir

  1. Ideally yes, but it really depends, at the very least the script will need a couple of informations: Which prim to move (if it isn't the root), what is the open position and what is the closed position.
  2. If the script is no-modify, you cannot change its behavior and will have to write your own.
  3. We still do to a degree but you usually write partial shaders nowadays. VFX People don't mind spending a few hours on a single screen frame. Despite having dedicated graphic cards, you have to keep in mind that we are trying to get the best possible result that can be achieved in a rendering time of just a few miliseconds.
  4. I'll go on a limb but my personal experience is that people don't feel the need to inform you or seek permission to create addons for your products. It is also probably fine in 99% of cases, feel free to get a creator's blessing, but unless you're potentially creating bugs, don't feel obligated to seek permission to do a texture addon as long as you make sure that you aren't distributing something they made without permission. Ex: New textures are fine as long as they look nothing like the original and that it's perfectly clear that this is your work and not "their but slightly modified". I also don't believe you need permission to say that your product is an addon for product X. Just don't use their art/logos unless they allow you to. Unless your product break their, they they really have no business telling you you can't extend it.
  5. I wouldn't recommend baking actual shine but using something more subtle, complemented with specular & environment in-world. Or shadows if you can avoid it since SL does have a day/night cycle and dynamic shadows if your system can handle them.
  6. One of your tools add cheeky watermarks? One of your source textures has a hidden alpha layer?
  7. One way that could work with the email thing (but well, it could break) Object A obtain HTTP url. Object B obtain HTTP url. Object A mail HTTP url to object B. Object B receive A's URL and confirms reception by sending on A's URL B's URL. Periodically have A and B check for the validity of they own url and the target URL. You can probably do this in a fairly smart way and keep the actual emails to an absolute minimum. HTTP gives us error codes and an opportunity to confirm message reception so you don't need to send emails unless HTTP failed.
  8. Obviously, none of this is a problem with creators who provide mod bodies with "no strings attached" devkits. They are the ones who will still be well supported well after the control freaks are long gone from SL.
  9. @Drakonadrgora DarkfoldLooks to me like someone got a chip on their shoulder here. OC is an opensource project doesn't have an owner or an official group. Just because Linden Labs allowed the original group creator to assume ownership of a group they abandoned on their own volition doesn't make it so. Whichever team produces the best improvements, is the most reactive and maintains the project in the long term is the reference. Being at the origin of an opensource project doesn't grant you anymore power on that project than any other developer. When someone disappear for 3 years and suddently comes back because they don't like the way things are going, it is irrelevant that they created said project, they have to prove their worth and commitment allover again. The world hasn't stopped turning in their absence. To quickly reply to the OP @PekeNL There is no monopoly going on here, grab the code and make it your own. The goal of opensource software is to give everyone the right to control and modify the softwares they use. It doesn't mean anyone has to write it for you or that it has to be for free.
  10. But that's already a thing @animats, you don't seem to realize how quick, easy, affordable and approachable the tools have become in a mere 20 years of 3D video game asset creation history.
  11. Let me first start by saying, these are all great tools! You can do amazing things with them and they all fill a specific creative niche. But unless you are already fairly proficient with 3D studio, Blender, Maya, (or any of the other great general purpose modeling softwares out there), you should just put those softwares aside and stop using them. Becoming a better mesh content creator only comes with practicing actual polygon modeling, there is no way around this if you care about producing clean and optimized models, and it is the one thing you cannot get better at using those tools. You can absolutely use them to supercharge your creative process, but only after you acquired the skills required to rework/refine/clean/remesh/improve/lod the models these tools output into something suitable for a realtime application like Second Life.
  12. That being said, I'm not entirely convinced that Linden Lab will just "let you" do automated asset creation for very long, depending on volume.
  13. If it's not fullperm they won't be able to use it properly.
  14. you have to make sure that you are trying to move the right bones, the animation and skinning bones are not the same and the skinning bones are constrained to the animation ones if i recall. as @OptimoMaximo suggested, pop in animation mode, and save a few "motion range type" keyframes then use the timeline as you weightpaint.
  15. Someone can remind me why mod permission is so rare these days?
  16. I agree, in fact I'd rather prefer if the uploader would stop trying to be helpful: Reject models with more than 8 materials, the user is clearly doing something wrong. Reject models that are over the vertex limit, the user is clearly doing something wrong. Don't "generate" lods for us, if the user can make the high lod, they can make the low lod. For the love of god, don't generate colliders based on visible mesh! Just have a default box be used if no collider is supplied.
  17. Reverts happen when your connection is losing packets typically.
  18. Might be worth studying some actual game models too, SL content is just a bad reference point.
  19. If you can't do polygon-level editing with your tool of choice, you are using the wrong tool for a game-type platform like SL and most likely producing garbage models. There is an entire chasm between what is considered accetable for general purpose modeling and game-grade modeling.
  20. you have to make sure they will triangulate the same way too or it can look weird.
  21. While this is something i've seen other creators do, That's just cramming in more polygons rather than fixing the underlying design problem, alpha blending layering issues have existed since the dawn of 3D games, this isn't new or specific to SL. As a creator it is your job to avoid creating situations where it becomes visible. Good hair design doesn't need heavily layered alpha blended strands, that's the hallmark of someone piling crap together until it looks right. And I know because that's what I (and everyone else who made prim hair) used to do before I decided hair creation wasn't something I was gonna focus on.
  22. @animatsConsidered using alpha masking? it shouldn't affect the full version of the wheel, but then on the lowest lod you'd be able to use just two planes back to back.
  23. I regularly get the dreaded "Anything new since last time?" IM when I literally just released something a week ago.
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