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groovyloopylou Aya

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  1. okay tried again today with a fresh export and still no fix. I took one section that was buggy...some steps. I delete all but the steps in 3d max and exported them on thier own and no phantom problem at all. So whats going on when uploading the mesh as a whole
  2. for some reason parts of my mesh take on the characteristics of being phantom although they arent (not checked in world and toggling on n off doesnt solve). I'm uploading a build with numerous attached (in 3ds max) parts and some of them are affected, some arent. they arent complex shapes, mainly boxes (walls n floors etc). also the builds are being uploaded unlinked which is new, usually when i upload it in world it comes in as one linked object. Just wondering if anyone has come across simular issues? Possible reasons/thoughts? I updated sl viewer (always upload on sl viewer and work inworld in firestorm) Is there a limit on the amount of items you can upload in one dae file before it becomes unstable? should I break down the mesh into 2 uploads? I have 78 objects in max. (ok tried to break it down...still with issues...previous uploads have been fine with this build...just some texture mapping is all thats really changed) I did contact live support last night to see if there was any mesh upload issues they were aware of or other potential problems but all seemed to be okay.
  3. mine uploaded with 10 however the polys assigned to the 'extra 2' didnt show in the model thanks for confirming what I thought, wanted to double check Time to go hack a mesh to bits
  4. real quick question, is there a limit on the number of textures on one piece of mesh? (not linked parts but attached together in the 3d program as one solid piece) Thinking it could explian an issue im having ;)
  5. Im using a plane made with prim composer, applying the cloth mod to it and below is what's happening, now make a reg plane in max and use the exact same settings and it behaves as it should (shown below) WHYYY lol I'm guessing units setup *may* be why, but finding information on all of the params in the modifier is pretty sparse. Ive orderd the max bible for 2010 but it wont get here till next week and im impatient :D Anyone shed a light on it?
  6. Yup and look like a complete noob :matte-motes-nerdy: well that's a good wee lesson I learned there. I ran another test on bet grid there on a desk I was originally trying to upload, Attached version (exported from max as an attached model) came in with a land impact of 2 and the unattached version came in with 3. veeeeery interesting.
  7. i got it, 1. I uploaded the wrong file to test :matte-motes-bashful-cute: 2. When the mesh in max is exported attached i get full scaling, and if i export it unattached I can only scale it on all 3 at once. and FYI the unattached version, I can edit linked parts and scale the pieces individualy. ok blonde moment over, tempted to run away n hang my head in shame but will leave this up in case anyone else stumbles across this. Thanks Pamela for responding. it was looking at my own picture that made me spot the problem lol
  8. So yesterday I uploaded a mesh and went to fine tune the scale in world and only had the option to scale on all axis not individual ones. I re-uplaoded a model I submitted last week (which has the option to scale on any of the axis individually) and found the new upload only allows me to scale on all 3 at once. Also the land impact has doubled, same file (.dae), highest LOD (i.e. triangles all up to max on all LOD settings) last weeks model upload today's model upload (same .dae file and settings) seriously confused??? Anything changed that would make this happen?
  9. think i figured it out, something to do with the units setup, need to spend some time doing an indepth tutorial on it
  10. I had an hour spare and toyed with the idea of making my own sculpted bedding to add on my mesh builds. I use 3ds max 2010 and the prim composer plugin I create a plane sculpt shape from prim composer, setup my scene and apply the cloth modifier. All it does is fall a teeny way (stops before it even hits the collision object) I thought to myself hmm maybe I'm doing things wrong, threw in a regular plane and it worked just fine. Why wouldn't a prim composer plane work yet a reg one will? Any clue peoples?
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