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Neural Blankes

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Everything posted by Neural Blankes

  1. The object has a script in it, and the script was also copy/mod (a really simple script). When I inspected the item via edit when it was on the yard sale, the perms showing on it were Transfer only, and the script showed as no-copy/no-mod/no-xfer. When I bought the item with my alt, everything was "back to normal" in the inventory. the whole thing, object and script, were copy/mod/no-xfer. Also, from the time I first came across it, to where it is in my inventory now, it has always shown me as the creator. The method of sale may be key to stopping this, if it's a hack, as the seller had to set the sale to "original" not "copy". When I purchased it, I did not recieve the object in inventory until I right clicked on it and chose "take". Thanks for the input.
  2. Early in 2014, I had a small store in world where I sold several club related items. One item group in particular was sold copy/mod/no-xfer. Recently, one of these items showed up for sale at a yard-sale. Using an alt, I was able to purchase and take the item. It showed up in my inventory with the same perms I had sold it with. Copy/Mod/no-xfer. What I'm trying to understand is how the person that owned this item was able to resell it if it was no-transfer, and whether or not there is some way in which this user is bypassing the perms in order to resell other peoples items. Is there some explanation for how this is done, and is it something that needs to be reported?
  3. I'd like to know, also, if things were never vulnerable in the first place, or if they have only recently been fixed.
  4. I will look into that. It would make sense that the cache is the source. Thanks for the info.
  5. I have a copper dish that I created a while back which uses a normal map for it's primary details. When I uploaded the normal map orignally, it displayed as I had hoped, but sometime about a week or so later, I noticed it wasn't completely rezzing as it should. I tried all sorts of ways to get it to resolve, but was never successful, so I decided to upload the image again, and simply assumed that the previous one was corrputed. Once again, the image displayed as it should for a period of time, but now it is having the exact same issue. The image, even when opened via inventory completely loads but shows itself to be much lower in detail than the original I uploaded. Moreover, I've used normal maps on other items that i've created, and they have not had the same issue, it seems to be centered on this one mesh object. Has anyone else run into this?
  6. Thanks. I'll check the UV's. I did use a mirror command, but I figured that the entire thing would be inside out of that's the case, however mapping I did was with a calculated atlas map, so the system may have flipped some of the polygons on it's own. I appreciate the advise.
  7. I'm working with some normal maps on an object I created (mesh), and while the normal map appears properly, I'm seeing some inconsistency with the display results between two halves of the same object. Consider a coin with the exact same image on both sides, including several spherical bumps. What I'm seeing, essentially, is on one side, all the bumps are properly convex, but on the other side, about 1/4th of the bumps come out concave or even distorted. I've gone over the normal map itself in Photoshop, and the details are quite consistent among all the bumps, but the display isn't going that way, and it is consistently on one half of the object, never both. Anyone else run into this? Is there a workaround?
  8. The problem is that if the assessment of the ToS is corrrect, we do not even own our virtual selves anymore in the eyes of LL. It may come to a point of choosing to associate your RL info, or losing your virtual self completely to a corporate machine.
  9. It would appear to me then that what is going on is Linden Lab executives have used the ToS to claim full rights to everything on the grid, and are expecting to get away with it. In essence, this is true. No matter how unethical it is, if the content creators and companies involved do not take real world legal action, the ToS will stick.
  10. What are the current facts regarding this whole issue? I've read some articles about it, but some of the info in the quoted ToS paragraphs that I'm seeing doesn't look anything like what is on the main site if you click on the "terms of service". Has LL backtracked on this action? Is the IP of content creators still in jeopardy?
  11. NOTE: The following is not guaranteed to work, but if you are stuck with issues keeping you from uploading a rigged mesh, this is something to try. It works for me to a usable extent, though I've not done any high detail meshes (i.e. hair) with it just yet) After several hours of fiddling with a few of the different options in Blender 2.6, I decided to see if the distortion I was having with uploading rigged meshes was anything to do with the version of blender or collada. I do not know what other versions are out there, however from what I can tell, it is possibly a problem with collada. That being said, if you want to upload a rigged mesh and are just beginning, this is what I ended up needing to do in order to get it to work. This is not the final answer to the problems, and hopefully newer versions of blender and/or the collada exporter will resolve some of the problems people may be experiencing. All that being said, it's pretty basic. I followed this tutorial: http://www.youtube.com/watch?v=3JHWDdrIeD0 Exporting with Collada v. 1.4 is important, as this may be where the issue is. In order to get things to work on the final upload, I needed to use the following software: Blender 2.49b : found here: http://download.blender.org/release/Blender2.49b/ and Python 2.6.7 found here: http://www.python.org/download/releases/2.6.7/ Please note that these are NOT the newest releases of the two programs. Grabbing the latest and greatest is where I started to run into issues, even though the newest version of Blender is a decent improvement. There are a few rigged avatar meshes around, however if you can't find one, I have successfully used the one someone else posted on the forum which can be found here: http://blog.machinimatrix.org/3d-creation/blender-meshes-trail/meshes-overview/ The tutorial video on youtube stresses a small point in regards to finalizing your mesh rig, but I think it is worth repeating: when you get to the point of clicking the "make real" button, don't do anything further than clicking it (ignore the small options that pop up after you click on it). There is also a video associated with the link for the avatar.blend file, though I've not gone through that just yet. This is far from the final solution, but it is one method that appears to work, you just have to use older software. .
  12. To be more specific and rational, there are multiple versions of the avatar rigging available on the web, both through the second life Wiki, as well as other sites. Each tutorial on the properusage of those rigs when working with blender uses a version of blender that is older than 2.6. In the latest version of Blender, the "make real" button is missing from the modifyers section, and before you get to that step, the armature creation no longer has "from bone heat" as an option. The end result is that when uploading any mesh based item using the common avatar rig files, the mesh is fine right up until you check the "skin weight" box in the preview, at which point the object/avatar is distorted and deformed beyond use. Checking "bones" will show that the bones themselves are jumbled up. As to experience, since some people are now taking a position of authority in spreading lies about my person, I have been working with mesh and 3D programs since around 1993 when Ligthwave 3D version 4.0 was released, and been modeling as a hobby with side freelance jobs over the years including logo work. I have been accused, by non-professionals, of taking photographs and claiming they are CG. I have written and sold scripts for use with Lightwave 3D, and I did my best in world to hammer out the issues that arose with sculpts, working to smooth out the detail problems which were showing up for some Lightwave users. I taught a number of building classes at NCI in 2006/2007, back before we had sculpts. Also, look in your inventory. Library>Ojbects>sculpted prim examples.
  13. I thought things were pretty bad when sculpted prims were introduced into SL, but it pales in comparison to mesh. There are at least 5 different "rigged avatar" files out there, each one of them different form the other with the exception of the consistency of the bone names. None of them upload properly. So called "tutorials" which are avialable fall into one of two catagories: category A) Using software no-one can afford without owning a bank, or category B) Using Blender, which goes through a complete interface/backend/overall rewrite every month or so, thus rendering all previous tutorials and documentation invalid and of no practical use other than to say "well, it worked with that version" This mass of useless, incorrect, or outdated information coupled with the lack of information from Linden Lab makes mesh nearly impossible to get into, even if you know how to use 3D software packages. It would be nice if people would stop acting like paranoid hoarders with info on mesh, and start sharing more with the community. Mesh has the potential to make SL into an amazing world, but you won't make any money off of it if you hoard your secrets, because there will wind up being so little mesh content that users will start to spend their money on traditional items. /rant
  14. If it's not been obvious before, it should be obvious now that the only users that Linden Lab cares about are the ones who signed up in the last hour. If you've been here longer than that 3 month (or whatever it is now) retention window, you are expected to either leave or shut up.
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