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Grid Strom

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Everything posted by Grid Strom

  1. I remember the original Free Dove, it was such a great place. I would always send new players there to get clothing etc, as i often helped at new player areas. Free Dove is the place that started, myself and many others in Second Life's journey. SL would have been a dull place without Free Dove and similar places. I also remember it being such a nice place to visit when you're new, very friendly and helpful. I didn't know palomma, but im sure she helped me alot at some point, being there in those days are some of the best memories i have in SL. Farewell Friend, I will never forget you.
  2. Thanks for the reply’s I have remade my base topology so that a basic turtleneck top has around 2400 faces instead of the 3900 with no extras I had before. I want to create efficient, but also good looking clothing topology. I was able to bake a normal map from a much higher resolution model that I sculpted in the creases. I uploaded this and tested it on the new materials viewer it looks ok but I think there is some thing lacking, maybe the defuse texture still requires a little shading here and there? As with my normal mapped top it looks very cartoonish. Currently I have 18 faces going around the arms 36 going around the waist 24 going around the neck This seems to be a nice base to work with it. I have been looking around SL in wireframe mode to see how other creators are doing there clothing topology and comparing it to mine, I see that I used a lot less with my lower topology attempt. I must admit this is not an easy thing to work out because I want to be using the same amount of faces as every one else but then I want to be efficient. Last question: Do people really care about efficient topology?
  3. I am looking for help in regards to good acceptable face counts for clothing items. I have looked on the Good Building Practices wiki but I can not find any thing about this there. I need to know what would be an acceptable face count for jackets and what would be the maximum one should go to. Currently I am experimenting, creating a detailed jacket that would end up being around 5000 faces with zippers and pockets a collar and sculpted creases. Is this to much or is it an acceptable standard?
  4. I am going to write a reply but it’s not entirely in response to the OP, this is just some advice I feel like sharing. There is a simple solution for this and this is to offer people a 'No Copy', 'automatic delete after so much time' DEMO to try first, this way you can leave a polite comment asking them to explain a bit more details on the problems they have and offer to help them understand the instructions and functionality of the product better. Then add to your comment pointing out that there is a DEMO of the product for people to try, this way the bad review turns into a prompt or invitation for any one interested in your product to test it out and make a judgment of the review them self's. But saying that all reviews are good even if they are seemingly bad, as I explained above you can use a bad review to your advantage. From what I’ve learnt from customers, they like to see a bit of balance in the reviews so I actually believe a few 1,2,3 star reviews are in fact a good thing if you can leverage them. But at the end of the day the new customer will decide whether or not to take those negative reviews into account, after seeing it inworld or trying out the DEMO. Main thing I want to say is ‘and this goes for all merchants’ don’t ever let negative reviews affect you, I remember how I felt getting my first unfair review, after spending so many months on my product, I just can’t explain the feeling I had it was not pleasant and I actually felt really deeply depressed. Personally I don’t suffer from depression but in this case I really felt it and I felt awful for days. So again don’t let them affect you, use them to your advantage, let customers see that you are a strong, logical, understanding, supportive merchant, even if you feel the review is fake treat it like it is not, If you can stand by your products you can always trump these type of reviews.
  5. Your right I am wrong. All this time I have been sending important updates to the market place thinking that the associated item is being automatically updated and pushing the old item to unassociated. This is mighty embarrassing I have no idea how or why I was lead to believe this. I’m very sorry yes this is not a bug.
  6. Ego Essex is right! There is a problem with this i just made a new listing for a new product i made. I sent it as a folder with the contents inside. After reading over my description i noticed i forgot to add the alpha layer. So i thought No problem i will just re upload the folder with the alpha layer inside and it will push the old folder into unassociated items right? Nope that didnt happen the new folder with the new contents was not there. I had to delete the entire listing and contents folder and make a completely new one to get the correct contents. So yes i agree with Ego Essex this is a new issue with the marketplace. It always used to push the old folder to unassociated items.
  7. Thank you very much for the help its working flawlessly I also had no idea you could have more than one set of key frames. This is a very powerful function but your right it needs alot of thinking. If any one is interested the line i finely used was. llSetKeyframedMotion([ZERO_VECTOR, rot / llGetRootRotation() ,0.12, (pos - llGetPos()), ZERO_ROTATION,10.12],[]);
  8. This is about the RootPrim movement of scripted pets and animals. With the innovation of llSetKeyframedMotion scripters can start converting phyical products that used llMoveToTaget to this. But there is one issue i am notcing there is a complete inability to have scripts that use llSetKeyframedMotion to have a smooth LookAt effect. Using llLookAt(pos,1.0,1.0); float strength, float damping dont have any effect because the object is non physical. This results in the object abruptly snapping its rotation to look at its target position this takes away alot of the natural movements. And using llSetKeyframedMotion([(pos - llGetPos()), rot,10.12],[]); with this example both the pos and rot share the same play time so the object only rotates to %100 once the object gets to its finel frame position making rotation pointless. And there can only be one instance of llSetKeyframedMotion running per object at once so this example is impossible. llSetKeyframedMotion([(pos - llGetPos()), ZERO_ROTATION,10.12],[]); llSetKeyframedMotion([(ZERO_VECTOR, Rot,3.12],[]); Any ideas on how to over come this problem will be greatly appreciated thanks.
  9. Does any one know if there are any primitive parameter constants for setting the Prim light projector image?
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