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Saucey Sinister

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  1. Medhue has great videos on rigging with bento. Even though the videos are dated, they are still accurate.
  2. Hiya, Ruby! You can contact me in world if you'd like a quote for your project. I will only offer the best of the best work, no matter what size project you want created.
  3. It took me a long time to get to the point of finishing an entire project in one day. That's a great accomplishment! If you look at these other meshes you will see the extremely tiny verts and triangles showing the proof that all they did was use a smooth in Maya or a subsurface modifier in Blender. It's cheating 🤣 Good for you for trying NOT to do that. You make SL a better place.
  4. Thank you again for your help. Trying the button with the "b7", "texture", 1,1, "diffuse_UUID", "normal_UUID", "specular_UUID", <1, 1, 1>, 64, 0, "#", doesn't change anything on the object. I tried multiple configuration methods for the buttons and nothing has worked. I once paid someone who essentially did similar code and while the code itself works according to LSL, somewhere we aren't understanding how to either tell it to change all three via the scripting itself or the configuration script. It will only ever change one texture at a time, applied to the texture face slot. The only changes it ever made with the spec or normal is that it would apply it to the main texture face, so while this is sound code, either I have my button information wrong or the code just isn't done right. I think I'm just going to have to hire someone who can execute this for me, as I can't just share the code as a part of the agreement of the original author who did the work for me. I am open to suggestions or if someone sees the mistake I'm making in my button configuration.
  5. Thank you so much for your help! The code is solid, but when I attempted to use it in my HUD it applied the spec file as my texture with no normal or spec map. Could it be in my configuration script? This is what I used with an example of what a regular texture line looks like. "b7", "texture", 1,1, "UUID", "specular", 1,1, "UUID", "<1,1,1>", "normal", 1,1, "UUID", "<1,1,1>", "0", "#", "b8", "texture", 1,1, "UUID", "specular", 1,1, "UUID", "<1,1,1>", "normal", 1,1, "UUID", "<1,1,1>", "0", "#", "b9", "texture", 1,1, "UUID", 1,1, "#"
  6. Double check that you don't have more than one UVMap on your model in Blender. If you accidentally have more than one, this could be your error.
  7. I would suggest you add false parameters around your objects to tell SL it's bigger. If your items are tiny then the system doesn't know what size you actually wanted it. I recently did a project with a tiny bell on it that I needed as a link of it's own. I took a box, attached it to my bell in Blender, linking the box last. Apply the scale, with the box as your new root prim and either add a trans texture to the box or merge your vert on the box until you see nothing, but you have the parameters of that box. I'm not good at explaining this stuff so if you have problems understanding me don't hesitate to IM me in world.
  8. Often, those are modelers who do not understand their craft. They will often use a smooth options on their models instead of learning how to manually model something with the right amount of geometry. The more they press this button and manually crank up the vertices. Since many in SL are simply learning enough to create and make money they are missing steps that a good modeler uses where you use your high poly model for your textures, but you only need to use your low poly if you know how to add geometry to the places that are needed. Not everyone is creating and trying to do it well. Many are simply creating for profit, fast.
  9. Hello! I have a custom made HUD script made for my creations to where I can add particles, animations, and textures in my HUDs. I need to change the texture part to also include the normal and specular textures so that when you hit the texture button it changes all 3 at once. My only experience with scripting is editing or working with basic LSL commands so while I have tried things, I have gotten no where. Could someone please have a look and show me where I would add the spec and normal changing info? I'd appreciate it. I have a configuration script that you enter the details in like the UUID, prim face, and parameters. The section with the texture info looks like this: else if (cmd == "texture") { tmp = llList2List(tmp, 1, -1); integer tmp_lng = llGetListLength(tmp); while (tmp_lng) { string tex = llList2String(tmp, --tmp_lng); integer face = (integer)llList2String(tmp, --tmp_lng); integer lnk = (integer)llList2String(tmp, --tmp_lng); if ((key)tex) { llSetLinkPrimitiveParamsFast(lnk, [PRIM_TEXTURE, face, tex, <1.0, 1.0, 0.0>, ZERO_VECTOR, 0.0]); }
  10. I could make this happen for you as an animator. If you're interested, contact me in world.
  11. I plan to make a puppy play AO and do have experience animating in this category of play. If you have suggestions or ideas, feel free to send them to me. If I use them, I'll send you a free copy of the product.
  12. I'd be willing to help, but some of what you want may be on the script end. I can provide you with the animations for each instrument, but the rest needs to be done via scripts, unless I've misunderstood something. Contact me in world if you'd like to discuss this further.
  13. As someone who currently uses Substance Painter I would have to say the answer to this isn't just one reply. My suggestion to you is if you follow basic substance tutorials it will explain the answers for you. There isn't one setting to do this. Some of this answer depends on the shader you are using. Is there an export to SL? No. Is there an export for SL? No. Is there a way to get specular, roughness, etc, yes. But, it's not one setting and click here and just export like this. You could have the proper settings to export and still may not produce the map you are after unless you understand Substance Painter. I refer you to tutorials on the export settings and tutorials on the shaders SP uses. The most basic Substance Painter tutorials that were put out officially by the company who creates the software will explain these things. Good luck!
  14. That's cute. I've personally heard her in multiple instances declare the project belonged to her.
  15. I completely agree with you. I purchased the Peanut No. 9 scripts and began to use them in my products until the political activism began. As a highly political person, even I don't want politics in my SL. Every creator I know who uses the scripts had angry customers. We did not agree to any of this before making the purchase of these scripts. Besides, news and activism isn't the same thing. I thought the news meant updates on the products. ( As an American, it's extra annoying to be lectured by someone who doesn't even live in your country.) As I began to learn more, I found out that there's more controversy surrounding this creator than most realize. Peanut No. 9 scripts have a kill switch in them so she has the ability to break the products of any creator or customer who upsets her. Thankfully, I found out the original OpenCollar project owner came back with some team members to update the project that is now available in Second Life again. I simply changed all of my collars to use the original OpenCollar scripts again. You can delete the Peanut No. 9 scripts out of any collar and replace them with the OpenCollar scripts. If you aren't a builder and you need help with setting it up, feel free to IM me in world. You can find the original OpenCollar project here: http://maps.secondlife.com/secondlife/KBar West/28/80/1201
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