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Sowa Mai

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Posts posted by Sowa Mai

  1. 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.

    image.thumb.png.af7a1bac1fcf66834576bd254336dd67.png

     

    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 image.png.2d8de3a661d2b45ccd2d48b6303f6753.png

  2. 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();
            }
        }
    }

     

     

     

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