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Syle Devin

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Everything posted by Syle Devin

  1. So I am working on making mesh to sell. I used to sell fullperm sculpts with just ambient occlusion textures but stopped quiet awhile ago due to time. Now I have more time and am thinking about selling mesh but not sure if selling a fullperm mesh with just some basic textures would be good enough as it has been awhile since I've ventured in that market. Would investing more time and selling working items that aren't fullperm be better? Does anyone have any advice on selling mesh? There is so much fullperm mesh but does it sell better than mesh furniture and props that are already set up with textures and animations? I know I have to decide this on my own but I could use some experienced adice. Thanks for your time :)
  2. Sounds like that would be outside of second life so there is nothing that linden could do. You don't have to give him your email and he doesn't have to reply through other ways. The way he goes about things may not be best but he has the right to do so. Also it isn't like he is giving your email to other people, if he was then it would be a problem. If you don't want to use your real email why not just create a second life email for situations like this?
  3. That box sounds just as great. Haha but does that happen to be created by madcow cosmos? He is the only person I know to have created a robot tuba player. His creations are wonderful!
  4. Hahah that is funny... though on a serious note I was thinking a mesh with 1 land impact. Afterall Im trying to make every furniture piece I sell 1 land impact so it would only make sense to have the package be 1 land impact also.
  5. Ha those are great, do you mind if I might use the delivery truck one? I personally love to think every part through and not just use anything if I can think of something better. This time my mind was blank though and couldnt find any inspiration anywhere. And yea I understand not making the boxes to confusing. It's always customer first but in this case I want to also have the customer enjoy the process of unboxing by seeing something that they might be a little different than the usual box with some textures of what your getting.
  6. So I've gotten to the phase in my furniture making that i am making the box to pack sets in. I could use some inspiration though and was wonderig if anyone has seen any interesting rezz boxes or unpack boxes, I am not sure what they are called. I've looked but can't find any and was wondering if anyone has seen anything interesting.
  7. Wish all objects could be like that. Size seems to affect that such as my chair, being small, switches at quiet a distance but still not far enough that you wouldn't notice. Even with odd switching for smaller objects I feel that it can be done nicely if everything is planned out. I personally wish, atleast to even try it out, that sl acted like a lot of games that just don't rezz things from certain distances because you can't see. Meaning there is no low poly it means there is no object. So if someone set their regular view distance to 80 meters, everything in that 80 would be perfect but you wouldn't even see anything outside of the 80. You would have to set your view lower most likely but the game would look better possibly. Just throwing out an idea...
  8. That is amazing. I haven't had time to work with it but I will be soon. Also the reason I was thinking for the timer after the color is changed is because I can have the script stop listening and shut down if nothing happens after a period of inactivity. That way the script is not wasting resources if the user hasn't done anything. I never thought of a finish button to send the finish message though. That might be something I could add on top of the auto stop.
  9. Mind if I ask how mod it is? It says copy, mod, and texture but does that mean you can actually edit the scripts? Edit: I got the demo and it seems it still does a bit much even if it was just the color choices. I was thinking even simpler than that. A lot less color options. It seems like I might be able to set this up on my own. I can create the script that would be in the object to listen for message when it is touched. Though how could I set up a timer for it to stop listening if the color hasn't changed for a minute or so? Might someone be able to teach me how I might add a loop that would be a timer to check if the color has changed in the alloted time. If it has changed it would keep listening and if not it would stop listening.
  10. oo That is quiet the HUD but it is a bit much for what I am wanting. Though if I was to give that kind of control I might as well set the object to mod. I'm more for giving users options but not swamping them with so many. I'm just looking to make something simpler in general. Thanks though for taking your time to post that though. Let's me know that it is possible.
  11. I potentially want to hire someone to make and hopefully teach me how a script was made so I can use it fully. Before I can do that I need to find out how much work it would take and if I would be able to afford it. I am trying to make a color change script for furniture. I can figure out how to make the color changer myself from other scripts I have but I want my color changer to only work with the piece of furniture that you sync the color changer with. That way I could have one color changer for a whole set of furniture with no limits to how many pieces could be edited by the color changer. For example you click the sync button on the color changer and then the next piece of furniture, made to work with the color changer, would be edited by the color changer. That way the scripts would only be listening and sending out messages when you choose to have them do so. I am wondering how possible that is and how much work it might be so I can figure out if I should try and do it myself or hire someone. Take into account that I can edit scripts and get what I want from them but I can't create my own scripts from scratch usually. QUOTE From reply 5 as to what I actually want: I got the demo and it seems it still does a bit much even if it was just the color choices. I was thinking even simpler than that. A lot less color options. It seems like I might be able to set this up on my own. I can create the script that would be in the object to listen for message when it is touched. Though how could I set up a timer for it to stop listening if the color hasn't changed for a minute or so? Might someone be able to teach me how I might add a loop that would be a timer to check if the color has changed in the alloted time. If it has changed it would keep listening and if not it would stop listening.
  12. Oh sorry I meant that I tried to add that into the script that ron posted. Yes I checked the prim link number with a script so I am sure, plus it is the only other prim linked to the main object. Everything seems to be correct it just doesn't effect it. Edit: Ah I forgot to notice that I didn't change the side that would change color, it needed to be ALL_SIDES instead of 1. I got the linked color change working.
  13. Thanks so much! I had just found a script that was almost like that but it was used to changed textures using uuid's. I tried to change it to work with colors but it wouldn't work when I jsut set the "llSetTexture" to "llSetColor". How come? I got the error right after ALL_SIDES (8,64) : ERROR : Function call mismatches type of number of arguments list Textures = [<255.0,255.0,0>,<255.0,125.0,0>];integer Texture;default{ touch_start (integer t) { llSetColor (llList2Key (Textures, Texture++), ALL_SIDES); Texture %= llGetListLength (Textures); }} Also I tried to add this... after the llSetColor so that I could change a linked prim. The script saves but it doesn't affect the linked prim. llSetLinkColor(2,llList2Vector(colors, count),1);
  14. I kind of get what your saying but sadly I don't really know enought to fully integrate those parts myself. I'm quiet the begginer when it comes to scripting. Also in the list colors would I just list the color for example "256,256,256","1,1,1","0,0,0" and so on.
  15. So I've been trying to figure out how to make a script that will change a prims texture, color to specific setting each time an object is touched. The problem is that I cannot find anything on how to use the touch_start multiple times or is there some sort of if touched do this. Such as something like this which I got from a script that changes texture from a menu but I can't find anything on the wiki about how to change it to set color on touch. Is there some sort of way for the script to check what the color is currently set to and then to change it to the next one? listen(integer channel,string name, key id,string message) { if(id==gUser) { if(message=="Blue") { llSetLinkColor(17,<64,76,148>*0.00392,ALL_SIDES); return; } if(message=="Skyblue") { llSetLinkColor(17,<43,238,255>*0.00392,ALL_SIDES); return; }
  16. Hmm well I already turned the lowest level into a cube with no bottom but I did not think about others who might have lower graphics than I do. I'll try and see how it is. One other thing though, does anyone know if it is possible to have different textures for each LOD distance? Such as where the original texture map is on the highest quality but on the lowest quality that is only a cube I might have a modified texture map so it still looks like the chair and not a cube of fabric.
  17. Im working on it, I've gotten it down to two prims with the higher quality mesh. I know I can do better and get it down to one! Thanks for all the advice, it has been helpful. Setting up my own lods has helped a lot. Personally I would never be be able to make something this good out of sculpts. That is just my own skills. Plus I find mesh so much easier to work with. If I can learn how to make mesh such as this into one prim then it would be just as good as a sculpt imo. Edit: I got it down to one prim! I even was able to have the first two levels the same. I found it odd how much it seems the "lowest" level affects the land impact. Also I will do some testing about uploading the different objects as seperate meshes because I was noticing some weird things. For something the size of a chair that last "lowest" level is basically null and doesn't really show up anyway. Well that is what I got from it. I learned some things about making my own LODs which I had never done before. Thanks to those who helped
  18. Ha yea I get ya. The thing is I've made mine more efficient but I don't know if I like how it looks. I'm trying to find out if people think a couple of prims, when it comes to three or 4 overall, really matter.
  19. So I was curious as to what others oppinions were on quality of meshes vs land impact. What I wonder is if a couple more prims hurt if the quality increase is good enough. See I have this chair I have been working on. The mesh on the left is 4 prims while the mesh on the right is 1 prim. If I didn't say anythign could you tell that the one on the right had more of a rounded edge and other things? Is that type of quality increase matter if I can make the chair close to as good with 1 land impact instead of 4. Maybe I am just having trouble understanding how some people can get so much quality into such low prim objects. For example this couch looks like it has a lot of faces in the cushion yet it is somehow only 7 prims. https://marketplace.secondlife.com/p/LISP-Mesh-Anna-Sofa-Texture-Change/4209156 I am trying to think if it might even be worth it to make a 1 prim version for any furniture that I might sell. Are there any tricks to squeezing as much mesh into a single land impact as possible? I know a few already but I can't think of to much else yet I see so much low prim furniture with so much detail. What are your thoughts on this? Looking forward to reading the comments :)
  20. Well I have found tutorials for hands and for rigging but I have yet to find a tutorial that shows how to rig the model for second life. Also I take it I will need to have the vertices line up to the avatar model in blender? Will that be enough to ensure it would line up properly?
  21. K then I understand I cannot rig the hands themself, I should have been a little more clear. What I actually want to rig is the wrist or whatever part the hand attaches to so that it moves around. I have a hand with wrist that I want to rig so it seamlessly lines up and matches all avatar movement.
  22. So a friend and I are going to be making mesh hands and I don't have any experience with rigging up a mesh hand. I can model well but I don't know if i need to make the model in a specific way or how to go about things. I've looked for tutorials but I have found none. Can anyone help me out?
  23. Hmm I never thought about the look being '"frozen" at one time of day. It makse sense and almost a reason to not take the time to bake shadows. Especially since, for some reason, even if I have a UV map set up and it looks good with textures adding shadows is another couple steps I just can't seem to grasp just yet.
  24. Is it worth it to bake shadows onto textures? I have spent a good deal of time figuring out how to bake shadows, still useful knowledge, to remember about shadow views and such. So is it worth it to bake shadows onto builds and mess up the people that have shadows enabled or not? Even then would it be better to just include 2 versions, a with and without, of any build I create with mesh? Just trying to figure out consensus on shadows.
  25. Yes there is, do you use blender? Someone actually posted a tutorial in this thread that made me understand how and maybe it could be of help to you also. This tutorial is for if your floor is all one mesh you want to have multiple textures on selected faces. http://blog.machinimatrix.org/from-uv-map-to-multiple-textures/ Summary: if you already know UV mapping choose faces you want to unwrap and unwrap them to a new image create a new material create new texture for that material set texture to the uv map During that process it might look like faces are overlapping but they wont render that way. The faces look like they overlap but they are mapped to different textures so when you render you have each texture seperately. If you have any questions on that process feel free to ask. I have spent all day figuring it out and have come across a lot of errors I managed to fix for myself. I do not mind helping if you come across them to.
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