Jump to content

Naiman Broome

Resident
  • Posts

    378
  • Joined

  • Last visited

Posts 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 :

    38a16bdaca7c049398b81c187a6d269f.png

     

    My custom created lods :

    eab2ea40db459a5c6d93a534952be8af.png

  3. 8 hours ago, Quistess Alpha said:

    Actually, looking at what @Naiman Broome already had and how close it is to something more workable, I'd feel bad 

    Although, for anyone curious I did happen to have an eye on the clock, took me about 40 minutes for that rather minor set of changes (Yes, I'm slow. . .)

    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 ...

    • Like 1
  4. 2 minutes ago, Mollymews said:

    with commercial products then I suggest that for commercial help ask for this in Wanted forum, and be prepared to pay something for the help. As the way to do what you are asking requires some slightly advanced coding, that can't be done by code snippet examples demonstrating algorithm or technique

    commercial scripters have to eat same as any other commercial builders. I don't do commercial work myself, but there are quite a few contributors on here who do

     

    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?

    • Haha 1
  5. 6 hours ago, Mollymews said:

    when we first get into building, how to do it can be a little bit confusing and frustrating. When we just know somehow then happy moonbeams and when not then we can just want to smash stuff

    ok so how to do it

    when we want to change the position or orientation of the object then:
    - edit the object. Open the script
    - at the bottom of the script editor is a tickbox which says: Running and a button which says Reset
    - untick the Running box (it will stop the script)
    - position/orient the object using the edit tools
    - then press the Reset button (reset script) and then tick Running (run script)

    when we do this then in the below code snippet, pos will be the value we expect it to be

    vector pos;

    default
    {
        state_entry()
        {
            pos = llGetPos();
        }
    }

    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. 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);
        }
        
    }
    
    

     

  8. 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?

  9. 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?

     

    ddb1594dff80f9ef1628d7ff747a5da9.jpg

     

    0dd52e93775445629ba8e054d3935692.jpg

    5218734ce3842d06190929dbcb0f4cf5.png

     

  10. On 6/19/2021 at 2:14 PM, Profaitchikenz Haiku said:

     

    There is one slight complication as I mentioned in a post above. When you touch it and the motion stops, you must reset any small rotations or position variations, and then make the

    How do you reset each single rotation etc?  Isn't enough just reset the script?

  11. 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?

     

    17a6d5c748420fa8f6d9c62e882a62c1.png

  12. 5 hours ago, Mollymews said:

    be best if you post the code you have at the moment. Then we can suggest a way forward

    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?

  13. On 6/16/2021 at 5:44 PM, Quistessa said:

    My general approach to the problem -- setting some physics parameters in state_entry, along with some randomly or not so randomly applied rotational impulses -- would allow the boat to be freely turned and moved while it is 'rocking'.

    Didn't understand that :(.

  14. On 6/16/2021 at 10:22 AM, Mollymews said:

    times r by the initial rotation of the object

    
    
    // global var rot
    rotation rot;
    
    state_entry()
    {
       rot = llGetRot();
       ... other codes ...
    }
    
    timer()
    {
      ...
      rotation r = llRotBetween(<0,0,1>, normal) * rot;
      ...
    }

    Ok tried that code but when I rotate the prim it still snaps back into original rotation.

    Any example of how I could implement the solution?

×
×
  • Create New...