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Sowa Mai

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Everything posted by Sowa Mai

  1. Thanks for all the great advice. As I understand it using the normal map from a material upload, along with at highest, a well balanced 1024 jpeg is the sweet spot. clearing cache and setting aces.
  2. Thanks all for your informed opinions. The experimental build of blender 2.81 worked well. You created three tiles with three textures your uv map distributed across them. When the model was imported in to sl each texture/tile was a separate face/material. I am not seeing this behavior in 2.82. When I import in to substance painter it recognizes the three tiles and creates three texture sets as did the experimental 2.81 blender but sl isn't recognizing them any longer. I was wondering if anyone else was able to bring a tiled uv set model in to sl and have it respond as separate materials. https://gyazo.com/84e1d024d8890002ea8040b347d71d5c
  3. now that Blender 2.82 has udim support does anyone know how to get the udim's in to sl as materials or faces? I could swear i was able to on the test builds but cant figure it out now.
  4. Hooray!! It works!! thank you so much for the help. I put a llSleep(0.3); in before it attaches and it works now. I am gonna ask for help more often, thank you.
  5. Thanks in advance for any help I can get with this. I have a hard time asking for help so I am really stuck I am trying to give a hud and a phone attachment to visitors to my art installation. I set an invisible prim 7m over the platform at the landing zone with the "giver" script triggered by collision_start. I put it there because if i landed on it i was getting multiple huds! It works sometimes and sometimes other times i get no hud. sometimes it leaves a copy of the hud or the phone on the platform. What am I doing wrong here? here is the giver script triggered by collision: default { state_entry() { llVolumeDetect(TRUE); } collision_start(integer NumberOfCollisions) { integer i = 0; for(; i < NumberOfCollisions; i++) { integer channel = llRound(llFrand(-1000)); key give_to = llDetectedKey(i); llSay(0, "Rezzing HUD for " + (string)give_to + " using channel " + (string)channel); llRezObject("phone3", llGetPos(), ZERO_VECTOR, ZERO_ROTATION, channel); llRezObject("ss-hud-01we5", llGetPos(), ZERO_VECTOR, ZERO_ROTATION, channel); llRegionSay(channel, "ATTACH|" + (string)give_to); } } } and here is the script copied from knowledge base that goes in the attachment and the hud (this one has the experience ticked at the bottom) // Example script for LSL Experience Tools attachment // This script runs on an object that is rezzed in-world which gets // an Experience permissions and then attaches to an AV. integer listener; integer msg_channel; integer log_spam_channel = 0; // Change this or remove llSay() commands default { on_rez(integer start_parameter) { // Start listening for a message from rezzer msg_channel = start_parameter; llSay(log_spam_channel, "Test HUD has been rezzed"); listener = llListen(start_parameter, "", NULL_KEY, ""); } listen(integer channel, string name, key id, string text) { // Listen for the message from the rezzer with the target agent key if (channel == msg_channel) { // Ask for the experience permission list msg = llParseString2List(text, ["|"], []); llSay(log_spam_channel, "Trying experience permissions request to " + llList2String(msg, 1)); llRequestExperiencePermissions((key)llList2String(msg, 1), ""); llListenRemove(listener); llSetTimerEvent(60.0); } } experience_permissions(key target_id) { // Permissions granted, so attach to the AV llSay(log_spam_channel, "Trying llAttachToAvatarTemp()"); llAttachToAvatarTemp(ATTACH_HUD_CENTER_1); llSay(log_spam_channel, "After llAttachToAvatarTemp() with llGetAttached() returning " + (string)llGetAttached()); llSetTimerEvent(0.0); if (llGetAttached() == 0) { // Attaching failed llDie(); } } experience_permissions_denied( key agent_id, integer reason ) { // Permissions denied, so go away llSay(log_spam_channel, "Denied experience permissions for " + (string)agent_id + " due to reason #" + (string) reason); llDie(); } attach( key id ) { // Attached or detached from the avatar if (id) { llSetTimerEvent(0.0); llSay(log_spam_channel, "Now attached with a key " + (string)id + " and llGetAttached() returning " + (string)llGetAttached()); // From this point, the object can start doing whatever it needs to do. state running; } else { llSay(log_spam_channel, "No longer attached"); llDie(); } } timer() { // Use a timer to catch no permissions response llSay(log_spam_channel, "Permissions timer expired"); llDie(); } } // This state starts when permissions are granted and the object is properly attached state running { state_entry() { llSay(log_spam_channel, "off and running!"); } attach(key id) { if (id == NULL_KEY) { // if the object ever un-attaches, make sure it deletes itself llSay(log_spam_channel, "No longer attached"); llDie(); } } }
  6. I read a good article on this recently. It explained where the alpha channel information is and what it effects. I tried adding in photoshop but i noticed 3d coat had an output which included specular info in the alpha channel of the diffuse(texture) here is a link to the article http://nwn.blogs.com/nwn/2016/06/specular-maps-in-second-life-tutorial.html
  7. thats what i see also, i suppose we could find an old viewer and create the preset then import it. If you find that works let us know the dumbing down of the world continues
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