Jump to content

Naiman Broome

Resident
  • Posts

    378
  • Joined

  • Last visited

Posts posted by Naiman Broome

  1. Thanks, The solution I found is that the model needs to be Closed ,so no holes and better if it holds the same name of the major item prim if its a linked set.

  2. Hello , can someone explain me the correct best way to make a collision for large complex objects?  for small ones I have no problems in using bozes or simple shapes, but for large complex stuff like huge statues or the like , where I want to be able to walk on parts of them I created complex shapes but when I export and load they never appear in the model and only the convex hull appears, can someone explain me why and wha'ts wrong? What are the limit hindrances of the collision model in SL?

  3. HEllo I messed with phototools but I see no button to reset at default version neither a way to save ur own settings, IS there a way I don't know ? How can I rese it or save my settings?

    I need to reset couse now my distance view appears all whitey.

  4. Hello , I always get confused with parenthesys nesting, and its the source of most of my bugs, Is there a lsl editor that allows to hide or control the nesting of those? like when you get several if funcitons one after the other or nested?

     

     

  5. 16 hours ago, OptimoMaximo said:

    It is, IF every UDIM set of uv faces get their own material, within the
    SL limit of 8 of course

    Indeed Udim seems to be supported if each gets their material , I couldn't find the reason of the issue but I could fix, simply exporting and reimporting as obj.

  6. Hi, when I export my object made of two items and the physic shape is made of one item , how I do to make it stretch to cover one of the two items instead than the other? Because from what I understand  thephysic mesh stretches to fit in the mesh , but I only want one piece of the two items to be using a physical shape  the other not , but the mesh stretches to the one I do not want to !

     

    Ok found the solution , renamingthe mesh physical shape to the one I need it for.

  7. Hello , I have made meshes in past and never had such a problem , when I log I see some, not all , of my meshes distorted, like when the old sculpt where loading , they resemble bubbles od textures, the weird thing is that I asked a friend to check and to them they seem them fine ... So looks like is justa problem of mine, why that and how can I solve?

    I already cleared cash 3 times and restarted the sim , but nothing changed!

  8. The option I am thinking is

    1 do that system with the uuid

    2 do a system where the end user puts a texture in the inventory

    3 do allow the user to simply drop a texture o na specific part of the item .

    Which one seems simplier to you  ?I guess the last doesn't even require scripting.

     

    But is possible to do so that the script selfdeletes once clicking a button ? So to not be messed again after by others? Obviously deleting just that script and not others.

  9. On 7/12/2021 at 5:32 PM, Quistess Alpha said:

    My 2 cents is that at that point it's usually just easier to make the object modify enabled permissions, rather than reimplement most of the build functionality via script with resizers and such, but that may or may not make sense for your use case.

    It might also be more user-friendly to have the user drag-drop a texture into something's inventory rather than find its uuid.

    Right , this seems perhaps easier solution when the item is mod, may be not when is no mod, but since my item is mod I could use this !

  10. 13 hours ago, arton Rotaru said:

    What about the physics shape? Clicking on the "More Info" link in the build floater will reveal all the different weights.

    This is with the regular uploaded item with generated lods

     

    0068cf0c7d57acab35aacb1233595d35.png

     

    and this is mine with precise made lods :

     

    e72537285ff89d28973aa59554a13896.png

     

    I dont understand why mine, that has even better collision prim and physics it counts as double???

  11. I am uploading a mesh consisting of two separate items that inw world will be linked, but I have only one physic shape, how shoudl I do to have a physic shape to each of them ? or not? I dunno how to link a physic shape to a specific object?

     

    I also notice that my physic shape despite matches perfectly the object mesh in my 3d program when I upload it gets distorted or deformed or stretched in different ways , how can I do to make it preserv the proper shape?

  12. On 6/21/2021 at 2:14 AM, Beq Janus said:

    I just posted a quick summary of a few features for builders/creators that are currently going through the QA process in hope that they'll land in the next release of FS. 

    The blog post can be read here http://beqsother.blogspot.com/2021/06/summarising-next-improvements-to.html

    The very brief summary is :-

    1) You can now upload proper subsets of texture faces in your LODs without silly errors or wasting valuable triangles on placeholders

    2) The error reporting of mismatched materials should be more accurately tied to the real cause of the failure.

    3) Two new default physics shapes can be selected from the drop down on the physics tab, and a third "user defined entry" can be specified if you really need one.

    4) You can now change the ambient lighting in the preview window and actually see things in the shadows!

    As always the release date is "soon", but honestly it should be sooner rather than later our hardworking QA group are hammering at it as I type.

    What does point 1 mean in practice?

×
×
  • Create New...