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Naiman Broome

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Everything posted by Naiman Broome

  1. I did add indeed a physic prism shape that helped reduce further of one li bringing it to 2 but no less ... still dont get how to reach 1 , also cose I will need do split the mesh in 2 and have it be 2 li prims but right now would be 3 or 4 .
  2. I am trying to reduce the the most the li count of my object , but when I use precise and well arranged lods the prim count is 3 , when I use the messy automatic lod creator of SL uploader the prim count is 1 , yet , the lod levels have the same exact triangle faces... same size etc .. so why that? Linden uploader generated Lods : My custom created lods :
  3. Don't worry for charging me for ur work I am happy to pay it and if possible to add other options I sent you a im describing them plus you wrote you already spent time working on that too ...
  4. I have no problems in payingt he right due to , but as I wrote in the original post I had bad luck with commissioners, as some did a sloppy work that in the end didn't work and had several issues, others took money and disappeared, others dropped the script couse was too difficult for them , can you sugest me any serious one available?
  5. Ok this works only for me or who edits the script ? What if I have to sell an item withthat script inside and want it to be made in a less intrusive and simplier for customer?
  6. I added this but is not working anymore: FindGroundOrWater() { vector vTarget = llGetPos(); vTarget.z = llGround( ZERO_VECTOR ); float fWaterLevel = llWater( ZERO_VECTOR ); if( vTarget.z < fWaterLevel ) vTarget.z = fWaterLevel; llSetRegionPos(vTarget) ; } and then touch_start(integer num_detected) { FindGroundOrWater(); }
  7. Ok I did that but now I cant move from the orignal position the item and it snaps back always in the position where I edited the script.
  8. Like that? ..... state_entry() { vector pos = llGetPos(); llSetTimerEvent(0.1); } touch_start(integer num_detected) { FindGroundOrWater(); } timer() {.....
  9. This is the script I been working on : FindGroundOrWater() { vector vTarget = llGetPos(); vTarget.z = llGround( ZERO_VECTOR ); float fWaterLevel = llWater( ZERO_VECTOR ); if( vTarget.z < fWaterLevel ) vTarget.z = fWaterLevel; llSetRegionPos(vTarget)+ 0.288; } default { state_entry() { llSetTimerEvent(0.1); } touch_start(integer num_detected) { FindGroundOrWater(); } timer() { vector pos = llGetPos(); float t = llGetTime(); float tilt = llCos(t) * 0.15; float tilt2 = llSin(t/2) * 0.15; float tilt3 = llSin(t/2) * 0.1; vector normal = llVecNorm(<tilt, tilt3, 2>); rotation r = llRotBetween(<0,0,2>, normal); float height = llCos(t) * 0.01; llSetLinkPrimitiveParamsFast(LINK_THIS, [ PRIM_ROTATION, r, PRIM_POSITION, pos + <0,0,height>]); llSetStatus(STATUS_PHYSICS,FALSE); } }
  10. Hi I noticed in the script I did that after a while the object tend either to sink or to float and rise in position with time, and I have to reset its water level manually , what can be the cause of that?
  11. Hello I am lookinf for quality , high quality items to allow visitors to experience small activities in a beach environment ... can you sugest me the ones and the best? Thankyou.
  12. Thanks I will try this as I can get back to the script !
  13. NVM delete this I found what I was looking for!
  14. Its since today that I cannot seem to be able to upload anything to SL , the uploader always says mesh error material of model is not a subset of subset ... or something liek that, but the fact is that it does without me even uploading lods, it does also with models I perfectly uploaded fine yesterday , and when I add lods well same results ... is it broken today?
  15. Today I noticed strange shadows projecting over my sim , I can't find what are they generated from , Yes I have in sky at 3k m a ball skybox but that's not the projecton , I rised up till 525 m , if I go above that shadow disappears, but if I go lower it appears, there are also other shadows like those in my sim and I can't get what are originated from , any help , hint or sugestions?
  16. How do you reset each single rotation etc? Isn't enough just reset the script?
  17. Thats the solution I did, but I thought and hoped it was fixed by now .
  18. I have made a model and its lod, but the lod that is made of some flat panels, when I upload they get decentered and stretched up to the limit of the box shape of the whole model , I have used reset Xform but it didn't help , how can I fix that?
  19. Sorry I wronged quote, I actually did implement in the code, and simply when I go to rotate the position it snaps back , what I was thinking is if I could eventually add a touch me event , to stop the movement and so be able to rotate the item then relaunch the animation with anothertouch resetting it , would that work? The one with physics thing is it needed? The animation I got now I pretty much like it , its smooth and good but I am wondering could it be too heavy for sims? what if I place like ten items like those around?
  20. Any example of how I could implement the solution?
  21. Hello , how is possible to avoid the large shadow on ground projected by a round skybox I have at 3000 m? I generally do not see the shadow unless I cam from there to the ground and back or viceversa, if I at inground and dont cam around the shadow is not visible.
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