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Kyrah Abattoir

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Everything posted by Kyrah Abattoir

  1. You have to delete the faces AND the edges composing them so that the "normal source" object only contains the flat surfaces of your object. Ensure all your faces are in "shade smooth" mode. Tick autosmooth on both source and target. Don't use recalculate normals in the uploader (why would you)
  2. Rather than a single lose triangle, a lot of people use a single triangle in the top left front/bottom right back corners, as long as you don't use "remove doubles" they will remain. The method I'm using these days is a single triangle with it's 3 vertices at <0,0,0> <1,1,1> <-1,-1,-1> "normally" the surface won't be visible.
  3. Very nice! That's an excellent example! To those who have problemw with this, personally i keep the data transfer modifier on the top of my modifier list and I don't actually apply it. ChinRei is right, you can very easily break them if you apply the modifier, which is why I don't..
  4. Avatar 2.0 most of the time. (Interesting body preferences I see...)
  5. I believe this is related to physics shapes and center of mass. Just work around it.
  6. You cannot grant permission_debit to an object you don't own.
  7. You can search per buyer, that usually narrows it down pretty well.
  8. Your idea is unlikely to be used for conflict resolution, stupid offended people don't want to "play" and decide who is victiorious. They want to hurt the other person any way they can.
  9. All custom functions are 512 byte alligned in memory. That means they all use at least 512bytes, no matter how small they are, and that they get more memory as they become bigger, in 512 byte chunks.
  10. I want to point out, there is quite a few male avatars out there that use the female preset to get a less bulky appearance.
  11. Every new creation it seem that i'm moving forther and further away from non ALM. It's not possible to please both crowds at the same time, when you use the ALM diff/norm/spec setup you have to use as little pre baked shadows as possible because those will negatively affect how your normal mapped details look. With ALM I can typically provide better looking products with a lot less texture area and much more aggressively optimized models. My current latex catsuit for example just looks like a flat color with some discrete variation because it's designed only for ALM rendering (all the detail work is in the normal map).
  12. Hard edges and UV seams will create extra vertices, it's normal
  13. A couple more off the top of my head: Take examples you find around, even from seasoned LSL scripters with a grain of salt,something to inspire you and make ot "better". People who readily share their code are sometimes just as inexperienced as you are. LSL is a very simplified language with a very limited amount of memory and a lot of things you might write "for convenience" can end up making your script bigger or slower. Resist the temptation of splitting your code across too many scripts. Learning to pull out the absolute maximum you can out of a single script is a good thing to practice early.
  14. I had not noticed that it fell off the first page already.
  15. I'm not sure i've seen a tutorial really it's really about using your best judgement to break down all your ngons into 4 sided polygons or 3 sided polygons. Trying to avoid creating too long/narrow ones if possible. You can use the knife tool to create an edge between two ertices that are on the same face, and you can also select 2 or more adjacent polygons and hit F to fuse them. Just keep in mind that Ngons are a "modeling convenience" in the 3D world only triangles exist, or quads (which really become 2 trianges in the end)
  16. i'm spitballing here but back when i was trying to get LL to accept 'estate level' scripting functions, (long before experiences) I had this idea of a special set of scripy events that an estate level script would receive when someone did something in the region, and you could retun true to allow it, or false to deny it. For things like rez, attach, sit, or other thing a region owner might want to have control over.
  17. For single script multi object systems i add an extra prim to the link set as a sound emitter and i move it in place before playing. Doesn't work for loops obviously.
  18. Yeah as Beq said, your problem is that you are using Ngons. While it's not necessarily bad, it means that you are leaving the triangulation of the ngon completely up to blender. Which it will do in the simplest and most efficient way possible (as in probably poorly). Try to cut everything to either 3 or 4 sided polygons to ensure a predictable result. Also check out my normal editing tutorial if you want to get "rounded" edges for very little polygon count.
  19. It would be nice if you posted what the solution turned out to be.
  20. Alternatively there is the server changelogs but they are a bit annoying to go through.
  21. Did you even read what I said? I DISLIKE that the only option we have is to send people home. Most people get really pissed off when you do that and I wish we had more possibilities to deal with problem avatars that doesn't involve the nuclear option.
  22. Programs have to be explicitely coded to benefit from multiple CPUs, it's not something that just works out of the box. Adding parallelisation to a program brings a lot of issues because all those threads will process their work at different speed and have to "somehow" lead to a cohesive result without the entire system having to wait on a given thread to finish (which would completely negate the benefits of parallelised computing). In addition you have the issue of ensuring that whatever date one thread os going to work with isn't gonna get modified by another as they are working. There are entire books on the challenges it brings. Most softwares out there typically aren't taking advantage of multiple CPUs.
  23. Keep the wiki on hand, a lot of seasoned scripters tend to ignore it and miss when we occasionally get new, powerful functions that make the "old ways" of doing a specific thing obsolete and inefficient.
  24. Yesterday's content meeting i suggested to scale the price of texture uploads based on the pixel area. I wonder if a change like that would encourage people to use smaller textures and/org make better use of the UV space? Even if it's not an actual money deterrent (upload fees have never been a deterrent) at least it would aknowledge that a 32x32 is not equal to a 1Kx1K
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