Jump to content

BlackMagi Darkwatch

Resident
  • Posts

    148
  • Joined

  • Last visited

Everything posted by BlackMagi Darkwatch

  1. I can think of another reason... In the case of a slide-show viewer you can pre-load textures onto the hidden faces for faster loading to the viewer. Camera gymnastics as already mentioned above was the way that I went Black
  2. Hi Innula - I to use textures purchased in world BUT what worries me a little is the license for said purchased textures normally states that they are for use in SL only. What does this mean for the artists I wonder? Also, If I've used a purchased texture in a mesh (as a derivate of the original purchased texture that I know that I cannot sell as a texture) I also can't license LL to do with the texture as they please... better get the camera out I guess and learn how to use GIMP properly.... Black
  3. This is pure speculation on my part but the connection to sl has been dropping packets since the weekend, I did wonder if it was down to all the kids here being on holidays and eating up the bandwidth but it seems that there has been an network infrastucture change (at least from Europe). When doing a tracert to the sim I call home the route went though above.net (once it got to the other side of the pond), now it seems to be going through level3 and I'm seeing no packet loss now. I'm stating here for the record that I am no expert in WAN's but the change (even if some fluke) seems to be a very positive one. Black
  4. "Bottom line for me, and you, and everyone who creates their own stuff, is that unlike those who import other people's work, we are artist-craftsmen, and what artist-craftsmen do is make things. They can stop us from making a fair income by flooding the market with ripped professionally made stuff, but they won't stop us from creating." I wish there was a like button for this quote alone Black
  5. Hello Alina If I want something as simple as you descibe then when I unwrap I click 'u' project from view (bounds) making sure that I am in otho view first (num pad 5) . Click to create a new texture and give it a meaniful name. I also make sure that each material is assigned to a single face. You can check which material is assigned to the face by clicking on a material slot and choosing select - choose deselect before testing the next face though! HTH Black ETA: I won't have marked any seams for this procedure - that might be wrong but I will leave it to the experts to explain why or why not
  6. Hello Maestro When I change an outfit I generally just right click on the outfit of choice and choose replace current outfit - if there are underpants or whatnot in there depends on whether or not the creator of the outfit put them in! Following your steps to the letter using a combination of Firestorm, LL Beta viewer and CoolViewer I see tight pants and not cuffs 'n' flares when logging back in. I used the complete "Male Average" avatar during the testing. Thank you for helping to confirm this issue. Black
  7. I thought with SSB / SSA this issue would be resolved. I am attaching a couple of images here so people can see what I'm talking about. These jeans are in our inventory (Boy Next Door). I am using viewers that are SSB / SSA compliant and am also on a region that supports it (Le Tigre) Thanks Black ETA: Just tried the same thing on Second Life Server and the shape shows correctly ie with a cuff.
  8. Hi Maestro Firstly, not sure if a bug or something else altogether. I'm currently wearing system pants with a great jeans texture and to me the pants look great, nice cuff around the ankles to make the shape and it looks like trousers - BUT - when I login with another account (at the same time) it looks as if I am wearing tights (pantyhose for those in US but with the same great jeans texture). The shape doesn't appear to update to the other accounts I'm using. My experience of SSA / SSB has been brilliant - it no longer looks as if I am riding a tricycle if I am using a smaller shape but I do note that logging into the region takes slightly longer - I have a HUD that sleeps for 6 seconds before telling me about all the great things I programmed! It never took that long before Thanks Black You are at 292,585.0, 278,294.0, 3,336.2 in Riback located at sim2550.agni.lindenlab.com (216.82.1.224:12035) Second Life RC LeTigre 13.07.03.278295 Error fetching server release notes URL.
  9. Hi Orca From a personal point of view - it was the first one mentioned here on the forums so I jumped onboard and had no ads. It was only when white pages replaced the desired Second Life website pages that I once again checked the forums and saw the mention of AdBlock. It's now happily munching ads! hth Black
  10. Going to back up ImaTest's comments with the following article; http://techcrunch.com/2013/07/06/google-and-others-reportedly-pay-adblock-plus-to-show-you-ads-anyway/ I've only used AdBlocker since LL introduced ads on their websites, never been bothered by them before - was just the visual quality of them that I didn't like. This issue has apparently been rolling for some time, I just missed it! Following advice from another poster further up the post - I don't see ads or white pages (Yay!) Black (crosses fingers and hopes they don't sell out as well)
  11. Hi Saiko Here could be another way... Have a look at this for llDialog controls. Now, I know you aren't using a dialog but it discusses ways of generating channels that should (might) suit your needs. If you're worried about people being able to guess the channel you could always add an integer of your choosing. http://wiki.secondlife.com/wiki/LlDialog As to the unique ID of the product - wouldn't a string at the top of script included in the listen as a filter be sufficient? There are probably way more elegant ways of handling this but it might be a step in the right direction Black hint: Seach the page for (string)llGetOwner()
  12. Hello Drake The original reference to the gimp plugin I was using before Jenni (thank you Jenni) mentioned insane was from the good building guide here: http://wiki.secondlife.com/wiki/Case_Study_-_Example_wood_crate_using_materials . My interest in using materials was sparked from this tutorial at blender cookie: http://cgcookie.com/blender/cgc-courses/creating-a-sci-fi-panel/ Black
  13. Hi LIlyBeth To test inworld (on the main grid) you can use a local copy of the file (which costs nothing) by selecting the face, choose texture, and instead of going to your textures folder you select local and browse to the file on your computer and then click add. If you make any changes to the local file then that should be reflected inworld. This method whilst testing materials has saved some disappointments and also given me OMG's - that's awesome moments! Black
  14. Czari - you can check to see if I'm online or not to test (currently offline!) Black
  15. I think I can help with No.3 Shift + Esc resets the camera Congrats on your new PC and a big thank you to Eric who requested you make your text bigger! You may want to do that for the rest of your post Czari Black
  16. HI Coby That was my bad really on citing the light source issue - I remember it saying be frugal on the wikki but couldn't remember if it was the viewer or as you pointed out the OpenGL engine. I like your idea about the fake lighting and will be looking at implenting something like that in the future - the todo list just keeps growing! Thanks Black
  17. On my system with 8 light sources in the scene, I lost 8fps making it sadly unacceptable. As to backward compatibility the light sources didn't show... Well - I think I will have to build another light source model as wall torches are not going to be the way forward for me. As to the lighting effect (moving lighting) I did consider the possiblilty of simply moving a single prim up and down, that will be tested when I have a new model! Black
  18. The reason I mentioned attached lighting is it would be dynamic as the visitor interacted with the scene, It would cause the shadows to move as they moved. In my test scene there is no possibility of adding sun/moon as the build is supposed to be underground so it needs to be lit with wall torches but therein lays the problem. To place wall torches in a more or less realistic way I would need to place more lights than the viewer can render. When using the wall torches as light sources the effect is static, we can simulate movement using particles and even add sounds but in RL the flames would dance which in turn would affect the shadows being cast over the walls/floor. I totally love materials but can anyone suggest a way to better light an underground scene where the flames can dance and create a more dynamic effect to their surrounding area? Black
  19. Hi Madeliefste I noticed the same whilst trying out the materials system, the landing point at our parcel (a skybox) is our testing area for normal/specular maps and felt it necessary to add local lighting (rotating very slowly) otherwise it would be very dark indeed and it makes the fake geometry really stand out! I can actually now see a positive use for (non-nuclear powered) face-lights where no rezzing is allowed for interior builds! Black
  20. I've created a normal map for an object that has a 512x512 texture. The question is does (or should) the bump follow the size of the original texture or can I size it down to 256x256? It seems to me overwise there's going to be more to download by the viewer and potentially contribute to lag. Thanks Black
  21. Ok, just started with materials and have to say (using a plugin to generate the normal maps from a texture in Gimp) I’m really pleased with the effect. The only drawback I can see at this time is that in Ultra setting with AO enabled the textures appear really dark to me. I wander around in Mid/High setting normally. I added a couple of slow moving light objects to the scene and hey presto – the impression of old stone in 3D! Black
  22. Hello C Just picked up the book and examined the contents and found the following in the only notecard there. This is an example notecard. To use notecards in Bjorn's Scrapbook: * Create a new notecard in your inventory * Name it exactly the same as a texture in the book * Fill in the notecard with desired text. * Drop notecard into contents of the book. It will now end in " 1", this is normal. If the book finds a notecard named like a texture but ending in " 1", then the user has an option to view the notecard for that page. Hope this helps Black
  23. Hoshi, I've seen many changes and some of the great innovations (where would we be now without SL?) as well as some of the more questionable decisions (namely V2), one of the many things I've learned about SL is that there are always options, don't forget this is your world to If you're not happy with the viewer then there is always the TPV directory. There is nothing to say that whatever tpv you choose to adopt won't port the settings directly into there own version of the viewer but perhaps their implementation will be better - who knows?! Thanks Black
×
×
  • Create New...