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Everything posted by Kyrah Abattoir
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Can't Convert DAE Files Properly, UV Guide Error
Kyrah Abattoir replied to Leustante's topic in Building and Texturing Forum
A looong time ago i used the autodesk fbx converter, can't remember which one tho. -
Use a texture that somewhat looks like what will be displayed. Web prims are literally a browser running on the user's computer, while there are lsl functions to trigger naigation and things like that, you can't "force" people to use your web prim. There is a limit of how many web prims can be loaded at any given time, (when 3rd party viewers don't completely butcher the function)
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Those aren't free to use btw.
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Alpha masking would probably be fine still. If it works when people model it entirely it usually works with masking.
- 9 replies
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- texture
- glossiness
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Not sure i fully understand this but.. You can't upload lights.
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The tickbox's setting is irrelevant when it is grayed out, lossless is simply not available above a certain texture size, the lossless setting was added for uploading sculptmaps. In addition, what sometimes can feel like a "blurred" texture is due to a lack of sharpness, and a misunderstanding of how textures are rendered in games. Textures, unlike images in photoshop are filtered when rendered. Texture filtering has nothing to do with "blurring", the color of each screen pixel is simply interpolated from the color of the 4 nearest texture pixels surrounding it. 1. Unfiltered texture 2. Filtered texture 3. Actual blur (without filtering obviously)
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how many letters can a string contain?
Kyrah Abattoir replied to Xander Lopez's topic in LSL Scripting
Until you run out of memory. That being said, everytime you pass a string to a function, you effectively make a temporary copy, so your memory usage doubles at that moment. -
I wish the blender devs would stop thinking that backface culling is an "option", it should be on by default.
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Detecting objects from child-prims of linksets
Kyrah Abattoir replied to arabellajones's topic in LSL Scripting
It involve a lot of complicated geometry calculations that I do not wish on anyone. I've tried doing what you are mentioning, I haven't succeeded yet. Real world trains are far too long and unwieldy for the typical SLRR turn radius. Real world locomotives have some pretty large turn radius requirements that don't really work when the world is split in 256m regions. In addition, SLRR rails are EXTREMELY wide apart compared to the real world (excepted india), standard RL rail gauge is 1.435m in most of the world, SLRR gauge is ~40 wider.- 6 replies
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- linksets
- child-prims
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Clickable Instagram and Flkr Link in HUD
Kyrah Abattoir replied to Leigh Avelino's topic in LSL Scripting
If you just want the text to be clickable, SL chat and dialog menus support the format: "This is some regular text [http://my.url.com This is a clickable link] more regular text." -
Good luck with that, I can count on a single hand mesh creators that I know of who created (good) rigged meshs before avastar was a thing.
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I'm sure a lot of creators would feel a lot better if this was all publicly recorded.
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So when is LL removing this sorry excuse of a lod generator?
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How about you tell us more about the work involved and how much you expect to pay for it?
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Why not details the type of work you are looking for and how much you are willing to offer for it?
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Nice portfolio, but none of this looks game-ready to me.
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Of course but people are used to seeing crap lods around them and just assume it's "the system being old and bad", today someone i know whined that the new version of the fridge they bought "inexplicably" uses more land impact now. I checked it, and sure enough, the creator made better lods for it, when before it had none.
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a much harder to find secret room
Kyrah Abattoir replied to FedorBachman's topic in Building and Texturing Forum
Turn on wireframe? -
Why Do I Have to Keep Logging On??!!
Kyrah Abattoir replied to Prokofy Neva's topic in Second Life Viewer
Could be something wrong with your system. -
Of course bringing meshs early in development can be useful, who the hell do you think you are talking to . Creating crap lods isn't hard either (new>cube, match the required number of texturable faces, done!). Crappy mesh generation being the default option in the viewer creates the expectation that "this is what you should do/use", with hand made lods being kind of a "special case". Sure, people would still create crappy lods in the end but there is a huge difference between putting them in a position where they can shift the blame on LL and the uploader, and having them create trash themselves.
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A broken auto lod generation within the SL uploader.
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I wouldn't bother, you're not gaining anything.
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That being said, there is no such thing as a free lunch and you shouldn't let texture size & count become worse than the original problem.