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BlackMagi Darkwatch

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Everything posted by BlackMagi Darkwatch

  1. Viewer: Second Life 3.7.11 (291465) Jun 25 2014 14:40:06 (Second Life Release) In Firestorm, if a texture got corrupted in the cache you could simply edit whatever you were working on and choose Tex Refresh to force a download of the textures (I presume that is what it was doing) Is there a debug setting to achieve a similar result using SL viewer? The only other way I have been able to get a fresh copy of the texture was to clear my cache but that always takes ages and a couple of relogs and even for modest <6500 inventory items. Thank you Black
  2. I might be wrong but have you muted / blocked the object? Don't ask me where you can check in anything other than the sl client! Black
  3. Strife, I think the work you have done (and others) on the LSL portal is brilliant and I've dipped into those pages a great number of times. I don't understand haiku at all so will Google it later on I have made a rhyme though for llSetLinkPrimitiveParamsFast! If you need to change a linked child in a blast You could try using llSetLinkPrimitiveParamsFast. When changing a child with this function You will find no delay at all at the junction Just grab the link number but don't go past the seated agent that's always the last! Thanks Black Please note, I'm not an expert anything, I do understand that llSetLinkPrimitiveParamsFast is an extremly powerful function and can do way more than my rhyme suggests.
  4. Went back this morning with my normal Med/High settings and it seems to be a little better. One thing I did notice and this could be a complete fluke - when choosing ignore parcel windlight settings the transition between sims 'seemed' much smoother (not without a crash though). That was with Firestorm, will try with SL Viewer later.
  5. Took myself off to some interconected RP sims for some er RP and whilst trying to "walk" found myself disconnected on sim borders - I know I am not using the fastest GPU in the world, I accept that but really - walking? Is this the future of SL? I turned my graphic prefs down and still disconnected.... fine, pffft - going to bed now! CPU: Pentium(R) Dual-Core CPU E6700 @ 3.20GHz (3191.99 MHz) Memory: 4096 MB OS Version: Microsoft Windows 7 64-bit Service Pack 1 (Build 7601) Graphics Card Vendor: NVIDIA Corporation Graphics Card: GeForce 405/PCIe/SSE2 Windows Graphics Driver Version: 9.18.0013.3182 OpenGL Version: 3.3.0 RestrainedLove API: (disabled) libcurl Version: libcurl/7.21.1 OpenSSL/1.0.0d zlib/1.2.5 c-ares/1.7.1 J2C Decoder Version: KDU v7.1 Audio Driver Version: FMOD version 3.750000 Qt Webkit Version: 4.7.1 (version number hard-coded) Voice Server Version: Not Connected Settings mode: Phoenix Viewer Skin: Vintage (Classic) Font Used: Deja Vu (96) Draw distance: 64 Bandwidth: 1000 LOD factor: 1.5 Render quality: Low (1/7) Built with MSVC version 1600 Packets Lost: 0/6,249 (0.0%)
  6. Thank you for taking the time to explain, I do appreciate it - this works like a charm
  7. As good as I think the sensor idea is, this is going to be way more efficient. I don't pretend to know everything so would be interested in learning why this works as I would have thought that entering anything other than one of the defined constants would have broken the function? Black
  8. Thank you Freya & Innula - the sensor idea sounds like a great workaround and one I probably wouldn't had thought of! Black
  9. I was wondering if there was a way to hide the default icon for click action on a prim with a touch event in the script. I have tried llSetClickAction(CLICK_ACTION_NONE) but it still shows the hand icon. I note that CLICK_ACTION_NONE & CLICK_ACTION_TOUCH have the same integer number. This is for a maze build and it sort of gives the game away if all a user needs to do is mouse over the prims to find a door. Thank you Black
  10. Sorry guys, think I have managed to confuse myself here to… In my latest project I am using a transparent texture for the lowest LOD model. This is the same texture as was baked but with transparency. Instead of just adding a single triangle to hold the material I was adding a plane with the texture applied and scaling it down. I now realise this approach is wrong and discovered I can add the plane to the model and unwrap it without issue at the lowest LOD and just change the UV mapping. Luckily for me this is my first project with transparency. Still learning! Black
  11. My bad - I hadn't applied the material to the second object so that was why the second material wasn't available in the materials list, just tried this on a 2 single cube objects with 2 uv texture maps. I am going to try this again tomorrow and if I see an issue that is not expected (as per 2.67) I will post again and ask for guidence. Thank you Black
  12. Thank you Drongle. I think I have a different issue then as I never change the UV Map names as you’ve shown – I do however name my UV Texture names to match what is being worked on. In Blender 2.67 I make a high poly model and bake out the texture/ao etc. Make a lower poly model, unwrap and assign a new material to it. When joined I have 2 materials (as expected) 1 for highest LOD and 1 for the lowest LOD. However, it would appear that in 2.69 the second material also disappears. I could probably make the model using a single material but this is causing some major head scratching. Any thoughts? Note: I do make all the LOD models myself but for simplicity here have suggested that only 2 are made.
  13. Quote: "The fix is to change both UV map names to the same name and then join." Ok, where do I change the name of the UV maps to the same name? When I change the name in the UV editior window it appends a number to it. The default uv name is 'untitled' in Blender 2.69. I can use an older version of Blender but I'm guessing that if this is now expected behaviour then I better learn the workaround! Thanks Black
  14. Thank you Rolig, have updated the script to reflect your much better looking version with an addition in the float r declaration. default{ state_entry(){ float r = llVecMag(llGetScale()/2); llOwnerSay("\nApproximate LOD switch distances of: '"+llGetObjectName()+"'" + "\nMedium LOD distance: "+(string)((integer)(r/0.24))+ "m"+"\n" + "Low LOD distance: " +(string)((integer)(r/0.06))+ "m" +"\n" + "Lowest LOD distance: " +(string)((integer)(r/0.03)) + "m"); llRemoveInventory(llGetScriptName()); }} @Drongle. I assume the RenderVolumeLODFactor is the sldier or debug setting that can be changed through the viewer interface? I use the default setting in Firestorm which I guess is 2 so that would explain the difference in the switch. I only use the script to get an idea but your version of it rocks Black
  15. Not sure if this will be of much help but when I create my LOD models I use the following script to give me an idea on when the LOD switches will happen. There are way better scripters (at least one goddess & god on this forum thread) who could probably make it better (to work in a linkset for instance) but as mentioned I use it to give me an idea. Script//Reference sources://http://wiki.secondlife.com/wiki/User:LindaB_Helendale/meshLODanalyzer//http://wiki.secondlife.com/wiki/Mesh/Mesh_Streaming_Cost float getRadius() { return llVecMag(llGetScale())/2.0 ;}string float2Integer(float f){ integer v = (integer) f; return (string)v;} float dLowest = 0.03;float dLow = 0.06;float dMid = 0.24;float dHigh = 0.0;string getMid(float radius){ string s = float2Integer(radius / dMid); return s + "m's"; }string getLow(float radius){ string s = float2Integer(radius / dLow); return s + "m's";}string getLowest(float radius){ string s = float2Integer(radius / dLowest); return s + "m's";} default{ state_entry(){ float r = getRadius(); llOwnerSay("\nApproximate LOD switch distances of: '"+llGetObjectName()+"'" + "\nMedium LOD distance: "+getMid®+"\n" + "Low LOD distance: " +getLow® +"\n" + "Lowest LOD distance: " +getLowest®); llRemoveInventory(llGetScriptName()); }} Black
  16. Thank you for the replies both, I was hoping that would be the case Black
  17. This is probably a daft question but with the advent of SSB/SSA/Sunshine - does this mean that viewers that support the aforementioned all support viewing mesh? The reason for the question is I want to remove some sculpt parts from builds and replace them with more efficient mesh. Thanks Black
  18. I use this one. One of the features I like is being able to rez it or attach to hud. https://marketplace.secondlife.com/p/KinEx-Texture-and-Sculpt-Organizer-V2/775098 Black
  19. I really like the idea of being able to sell on other platforms BUT I believe the option should be opt-in on a product-by-product basis via the marketplace listing for intance. The reason I think it should be opt-in is this, I have builds that use textures that are licensed for use in Second Life only (I never imagined that builds could be used else where when I started down the creative path) and whilst I have started creating my own textures (in new builds) I'm sure there are many that have used properly licensed textures for use in SL that could fall foul of the new TOS if the lab starts selling our items else where. Just my 2 euro cents Black
  20. I'm pleased this thread may of been able to help or answer your questions. The only other thing I would say is in relation to "So it saves the amount of work one needs to do later. That's worth knowing." I don't want to stop you from learning about Blender - it really does ROCK but don't put yourself under any undue pressure to learn it. Try with the various TPV export features and remove the extra edge loops to see if the textures remain usable (I didn't try) before potentially parting with your L$'s. The most important thing to take away from this is fun & learning (along with the aforementioned bucket load of patience!!!) Black
  21. Hi, just had a very quick look at the Singularity export. I am going to start by saying - I'm not an expert, the opinions I write here are my own - I have learnt everything I know by watching videos, breaking things and reading forums! Looking at what you want to create, wouldn't you be better off staying with prims and just change the prim type to convex hull? As long as you don't add any hollow or cut prims (unless you change the physics type to none) I can't honestly see much of a saving. Anyway, with that said - MS lets me choose how detailed I want my model. I can increase or decrease how detailed the geometry will be. Now with the test export from singularity, I exported the standard prim - it gave me (as reported in Blender) 54 vertices (48 tris), removing doubles gave me a vertice count of 26. Whereas the standard box prim in Blender is 8 vertices (12 tris) so for a simple build there would certainly be some work to do to optimise. I work on the premise that the fewer tris the less lag there will be. Hth Black Edited: Spelling
  22. Hi Optimum It is possible to use SketchUp to create mesh but as mentioned it can create un-optimised geometry – the only way around this (I’ve found) is to use layers in SketchUp and place contiguous parts on separate layers so that SketchUp doesn’t create the geometry. Take the resultant file into Blender and join it. Advantage is dead simple to create and texture. Celzium, create your mesh object and take it into Blender to texture, this may of changed with a later versions(?) but for me when I bought it you had to UV unwrap the model to apply your textures, no good for me as the UV mapping was where I was having 99% of my issues! I now use a combination of Mesh studio and Blender. I make my build in world so I can ‘feel’ the space and apply the basic textures. Take the build into Blender and make the LOD/Physics model, make any UV maps I need, clean (if necessary). You can of course do the LOD/Physics model in world but I find it quicker (now) to do in Blender. Whatever route you decide to take, make sure you keep a bucket load of patience by your side as you may find yourself dipping into said bucket often! HTH Black
  23. I care about the amount of professional game assets but not as much as I care about making my own stuff even better. Since the TOS change I have spent more time making my own textures so I can eventually use them in my own builds. I have spent more time in Blender making high poly models so I can bake out the normal maps. I can’t comment on “Some of the creator names I have seen should and do know better.” I would like to think that in time professional game assets will have little or no value as we all move forward in the battle to compete. We can win this war with patience and learning :matte-motes-big-grin-evil: Black
  24. Hi Steph When reading notecards in the default state, I do the following; integer notecard_read = FALSE;key dataRequestID;default{ state_entry() { if (!notecard_read){ //Test to see if notecard exists if it does do dataserver - if not then either cease //futher operations or proceed with default values (if applicable). } else { //Do whatever my program needs to do... } } dataserver(key requested, string data) { if (requested == dataRequestID) { if (data == EOF) notecard_read = TRUE; else { //Get the next notecard line, process and repeat... } } }} HTH Black
  25. Hi Chiaro22, thinking about it some more (and I wish I had thought about this for my own project!) you could use llSetPrimitiveParams & FACE_COLOR in a loop to highlight the faces one-by-one. As you already know the exterior face numbers (using the build floater in Firestorm in my case) you can set tiem 100% transparent. Once you know the face number you can then do whatever it is you're trying to achieve either by the already mentioned gymnastics or by script. Black
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