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duLuna Bosatsu

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Everything posted by duLuna Bosatsu

  1. Wow, more than! Thanks Chaser. Now just for clarification (since I'm not a scripter): would the tv/script I buy have to indicate its compatibility with Twitch/Youtube/Icecast specifically? Ideally I would be looking to do streaming solo without Youtube or Twitch, is this where Icecast comes in? And, I didn't know VLC was a streaming host! Clearly I have more research to do lol
  2. I know this may sound a bit redundant and messy (as far as lag would be concerned) in the making, but considering the nature of a second life platform... Is live streaming to the grid something people (can) do? I've been looking for a tv on the market place that plays channels as you watch them to anyone else on the parcel*- full control to you so if you're a DJ in a club you can switch visuals to your choosing pending on the music or an ambient background (for skylofts or sim aesthetic). Or If you're a streamer and wanted to bring more people into SL itself or for VIP groups, why not make exclusive streaming to the client? *without the need everyone clicks it at once so it stays in synch I think maybe it could work if you live streamed to youtube and pasted the link into a tv?
  3. haha, that's exactly what I want, Crim! Not to use the standard controls again! I actually reached out to 3D Connexion and they said they stopped offering support for Second Life since LL failed getting back to them in a timely manner. So I sent a ticket to LL and am still waiting for a reply. I do have a gaming keyboard... I don't think it's being read as a joystick though. How would I know if it is? I'll uninstall the drivers and see if it works like that *edit: GASP! That worked! DDD: I'm /so/ happy!! It's better/funner than I thought it would be!!! I'm flying around Hangars Liquides - one of the more amazing places to be experimenting with this thing. holy fk. Teach me senpai lol Is there a way to adjust the sensitivity or lock on to an avatar so I can spin the camera around them?
  4. Hey everyone. I recently got wind of the shiny 3D mouse to help with camera smoothing. I thought it would be a simple plug & play, but as I've been reading... there seems to be numerous work arounds for it to be compatible with SL/Firestorm viewers. I've read though(though at this point it's 3 years dated): http://blog.nalates.net/2016/09/07/spacenavigator-windows-10-and-second-life/ Discovered: http://spacenav.sourceforge.net/ and am still unsure if the steps in the blog will work for the updated drivers. Instead of "<Transport>KMJ</Transport>" & "<InheritsFrom>STR_[something]</InheritsFrom>", the XML file only has, "<InheritsFrom>STR_DEFAULT_KMJ</InheritsFrom>" so I'm wondering how I'm supposed to change this, if this indeed will get it working? In lieu of using the blog's steps, do I download the alternate driver and remove the standard driver or is this primarily designed for Linux users? Steps taken: Installed drivers, restarted, opened Firestorm, enabled Flycam and the Joystick, and checked to make sure the properties panel of the mouse recognizes Firestorm (it does). With Flycam disabled I'm able to zoom in and out, but no other direction (even though they're checked in the properties panel), however nothing happens when it is enabled. I'm using Win7 64.
  5. THANK YOU! Clearing Inventory cache worked wonders!
  6. I made some purchases this past week but haven't had a chance to go through my folder until this morning- where I noticed the things I purchased (some gacha resells and some demos) their folders are empty. Since they're all from different vendors/people, this couldn't be a mere coincidence that they all have empty item listings. So I redelivered the non gacha resells and they're showing up today- but what do I do for the gachas? *EDIT: Upon closer inspection... SO MANY of my folders are empty! AHH, what is happening?!
  7. I own a Catwa head and am curious how to use/apply materials onto it. I'm making a shiny forehead mark, something barely there unless hit with light. 1. The Catwa dev kit offers Spec & Norm map uploads when you choose skin, but not for the other options(eyeshadow etc). Why is this? Oddly though, when I set the maps for skin during setup, they weren't registered when applied, just the skin texture came through. On the Hud itself I can upload maps so they layer on top of the skin, works and looks exactly as needed. So, is there a way to transfer these files for others to use without giving away the textures themselves? 2. When I was playing with and uploaded the maps to the Omega Applier it was applying the materials to the entire face on my other head, a GA.EG, instead of just where there was the relevant color info. I ended up having to cut out the locations and turning the file to an alpha to keep the whole blush or forehead section from glossing over. I don't have to do this with the Catwa hud applicator though, it reads the maps just fine not alpha'd. Whats the reason for this?
  8. Was this a limited release? I read that it was for the Kawaii project around 2016.
  9. problem solved- WEAR THE HEAD! issue only seems to persist with rezzed items and not attached ones.
  10. I want to hug you. 8| thank you for this! But now the question is... I'm using the texture on one of Catwa's dev kit demo heads and it's causing the error over there as well. If I change to the 1% transparency it doesn't read over to the head where it applied the texture via transmitter. Is there a way around this?
  11. I guess I'll pop in after Chic's comment. The first thing I notice is that the waistline blur is either a combination from your UV map not being dialed in and/or the actual vertices on your mesh are far apart so it's literally stretching the texture. You'll want to close that gap on the actual mesh. As for the rest of the image, make sure you're working in 300 dpi, if you're working with the default 72 it'll look shoddy when resized. You could also try using Smart Sharpen to over sharpen a tiny bit, it's a simple trick but effective.
  12. The alpha mode is set to blend on both of them. They're each the exact same PSD file, each alpha channel was made the exact same way, and saved the same way. Why is one uploading differently than the other? The only difference is I'm adjusting the radius of the glow from one to the other (see second image for psd file). Is there a limit on how small the glow field can be? Video: https://screencast-o-matic.com/watch/cqfvhxZpfm
  13. thanks for the tip! I didn't know she did, that's super helpful. Following now
  14. Hello everyone! I recently grabbed the skeletons from the wiki and wanted to know how I can select the uv maps separately? As in, just tapping L to highlight them. I had cut the edges of the mesh to separate it in the second picture, but I ended up with this break in smoothness between parts. So I went back and marked the seams... voila! I can select them individually with L. So now the question is, how do I get it to bake ONLY the highlighted UV mapped area instead of all 3?
  15. Hey everyone, using Blender. I started with a Beam to create a thing. I thought if I deleted the extra faces to make it one plane, it would be fine (doing this was an after thought, just experimenting). Instead those newly exposed internals are uploading into SL as invisible. I tried playing with the normals, but my understanding of their true nature is lacking- so I'm assuming I'm just choosing one side over the other instead of getting both. Is it possible to have a plane with a different texture on each side? If so, is it possible to wrangle a beam to do this or should I start over?
  16. Hello everyone. I have 8 prims with various rotate scripts inside. I have a mesh that's 2 LI. When I attach the mesh to the prims, the entire object shoots up to 60 LI Logged into Beta Grid to trouble shoot this, didn't get the same problem. Logged into actual grid, still having same problem. why. *I uploaded with the same mesh settings in both grids.
  17. Bumping this because I found one, but lost them. Need someone to help where they left off. Looking for floating behavior, already have base script.
  18. Is there a fix for this? It's a large mesh that can't be resized so I'm unable to shrink the box space. Alpha masking is a good alternative, can still see environmental lighting through it with added sheen benefit, but lose gradation of transparency turning the wings opaque.
  19. Looking to pay someone for scripts. Some projects as small as "make this float" or aiding me with HUD production. Send me a note in-world with rates.
  20. here's the response I was given to put that sentence into perspective: "The catch is that while a clothing layer and an applied texture are exactly the same texture, when they were made into a clothing item, they were flagged and cannot be used in any other way. And yes, LL says it was done to prevent theft from some exploit that probably happened 10 years ago but we still have it with us."
  21. Hello everyone. I wanted to toss this concern/discussion-loaded query to you: I'll start by mentioning this recent forum post: Jo Yardley - New Virtual World I've been creating in SL, like many of you, since day 1. It's been my joy to offer what I make to the world in every available format (under layers & over layers seperable both in design and all system clothing types.) When mesh started to evolve in body-object design, I was hesitant to buy in (literally, the prices for an all-mesh avatar were and are worth their costs in arms & legs.) I started to make appliers for my clothing for the more popular parts brands (at the time), but as I've come to check-in on the status of TMP and individually made full bodies, I realize... texture-based clothing makers are having to purchase between 3 and 10 types of appliers for every article of clothing they make in order to keep up with the market/other creators- to the point that the SL body itself and clothing layers are becoming obsolete. (see the aforementioned post for the new-found reasoning) I was thinking, "Why doesn't SL just update it's body so we're not forced to pay-in to several new body types that we're limited on dressing anyways?" and "Does this not create a kind of market-based racket for those who simply want to look good, enjoy the game, and not have to buy new mesh bodies to accomadate a skirt or shirt they like?" It's quickly solved if the article in question was mesh itself, but the texture-based clothing is a whole other consideration. I asked a current popular mesh body creator, "Why has LL made it impossible to copy the UUID off a clothing layer to apply to an object, removing the hassle of multiple appliers and creating the universal ability to wear everything you have, without having to sacrifice body-quality for clothing-quality?" It's especially difficult for older players with hundreds of dollars invested in their wardrobe they no longer feel comfortable in "their defualt body" to wear. Their reply to this, clarifying the confusion, albeit adding to the frustration, are the copyright laws involved, by allowing such a thing it creates susceptibility for theivery to happen. I have no further reccomendations on the matter after realizing/hearing this and am slightly saddened that the texture-based creators are now forced into buying multiple creator kits (even if their shop isn't one of the more popular ones) in order to accomodate their customer base. The context of this sadness is feeling pigeon-holed when there's a legitimate work around and the complexity added to incoming new residents who want to explore the game and it's beauty but are met with this debacle. I'm very curious to see how this new virtual world will playout and how the "non backwards compatible" yet "not obsolete original SL" will work...
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