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Curious Hazelnut

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Everything posted by Curious Hazelnut

  1. While both of the other replies are perfect valid, I suspect you are trying to make your staircase using one of the many freely available sculpted staircases. In this case simply turning off phantom is probably not going to give you what you want because you will now look like you are walking in the air above your stairs. The common way to do sculpted stairs is to create a non-phantom transparent prim ramp that sits inside the phantom sculpted stairs. To make a transparent prim ramp, rez a cube and shape it to the width and length you need to match your staircase and adjust it so that it sits inside your stairs but you still see it. Finally change the texture on the ramp to transparent (change the texture, don't use the slider). From the texture chooser type "transparent" into the search box, there's a fully transparent texture in the library that works great.
  2. Conlaoch Gustav wrote: .... got any suggestions on the coping strategy? Conlaoch Gustav wrote: ... got any suggestions on the coping strategy? I have had a bit of mainland for over a year now and I have found the following works very well: Greet new neighbours in a friendly way when you notice you have a new one. If there is something they are doing that is a problem, talk to them about it BUT always be polite. If they say they can't do anything about it, you will have to let it go. Stand in the middle of your plot (with nothing rezzed on your plot) and take high-rez pictures of the land around you. One for each of the 4 compass directions. Save these. If a neighbour has an absolutely UGLY build, put up a big phantom wall just inside your property line with the picture you took on your side and the transparent texture from the library on the other side. You don't have to see the ugly build and your neighbour shouldn't notice. Do what you can to cooperate with your neighbours when they have an issue with you.
  3. There are (usually) two types of elevators in SL. The sort that an avatar sits on and the sort that push an avatar around. You haven't clearly said what type you are making. I'm going to guess that you mean the second type and try to explain why it's not working. Your elevator probably moves with code something like this, llSetPos(llGetPos() + <0,0,10.0>);. That code snippet should move the elevator 10m above where it is currently located. To be clear, the elevator doesn't actually go up 10 meters (like in the real world) with that code snippet. The elevator simply ceases to be at it's current position and is instead instantly 10m higher. Your avatar (standing on it) would no longer be standing on anything because the elevator simply ceased to be where it was. For example: Say the elevator is at <128.0, 128.0 20.0> on the ground. Your avatar standing on it would be at (approximately) <128.0, 128.0, 21.0>. The script sets the elevator position (using my code snippet above) to <128.0, 128.0, 30.0>. Your avatar is still at <128.0, 128.0 21.0> with nothing under it. So, it falls to the ground. This happens because llSetPos() doesn't move the object through all points in space between the current position and new position, it simply changes the position in a single jump. This doesn't fix your problem, but does (hopefully) explain why it's not working. To make things even worse (as far as understanding goes) there are three type of objects (that I know of). There are physical objects affected by the physics engine (check the "physical" box in the object editor to make it physical). These objects will fall to the ground and get pushed around if you walk into them. When walking around, your avatar is a physical object. There are non-physical objects that aren't affected by the physics engine. This is the default when you create an object. They won't move when you walk into them, they will stay where you put them (won't fall) but they will affect physical objects (you can stand on them). Most often when your avatar sits, it is in this state. And there are phantom objects. A phantom object is similar to the non-physical object except you can walk through it and it doesn't affect physical objects. Check the phantom box in the object editor to make an object phantom. Fun, huh?
  4. Sorvea Perdide is awesome! She performs almost every evening somewhere in SL. She has a great voice and a broad selection of music. And she reads books in Fairy Tale Theatre (her land in SL) in the Sun Trap region on saturday evenings, too.
  5. I utterly fail to see how it would be protecting you at all. I think it might even be a Community Standards violation as either Harassment ("...or is otherwise likely to cause annoyance or alarm is Harassment.") or Disturbing the Peace ("...repeated transmission of undesired advertising content ... or inhibit another Resident's ability to enjoy Second Life are examples of Disturbing the Peace."). Thanks for the chuckle.
  6. Yoz Linden said: Also, speaking on behalf of the Viewer 2 team - which I'm not really a member of - making criticisms in a constructive manner will improve their chances of being addressed. Okay. So I've been using viewer 2 since 2.2 and I still have 2 problems with it, both of which should be easy to fix and yet we are still stuck with them. Admittedly, some may say these are minor issues but as of 2.4 they are what bugs me the most about viewer 2: 1) The dark black theme. I have never liked dark depressing user interfaces. We all know the UI colors are controlled in XML files. Why can't we have downloadable themes or at least a tutorial or instructions so I can make my own XML theme files with lighter colours? 2) The editor built into viewer 2 still doesn't line up the cursor with the text you are editing properly on large files. This is very common for scripts and when writing instructions for new products. It is a huge problem when trying to edit what has already been written. If those two issues ever get fixed I'm sure I'll find some other problems but there are some really good aspects. Top of my list of crucial features for the viewer (aside from not crashing) is fps and viewer 2 beats everything else I've tried by a good margin. My top two favourite features of viewer 2 are the outfit aliases and the quick access landmarks along the top of the viewer. Thanks viewer team for all the hard work.
  7. @flip Huds are attachments that you find free in world, or buy in-world or in the marketplace. You could also make your own but being new, it might take a while as you will need to learn to build and script to make a HUD. One of (if not the) most common hud used is an animation override (which lets you change your walking, standing, etc.). Here is an example from the marketplace https://marketplace.secondlife.com/p/Marketplace/46065 (This just showed up in a google search, I am in no way advocating this product).
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