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Kwakkelde Kwak

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Everything posted by Kwakkelde Kwak

  1. If you look at the scale modifier (right click on the xyz scale icon), do you see 100% for all dimensions? Even if that IS the case, you can change the scale in here to compensate. Ofcourse that will require some calculation. Possibly you haven't set the units correctly...the difference between your sizes is the difference between metric and imperial... (it is called imperial right?)...inches to meters anyway...
  2. As far as I know it's always been like this, maybe not the menu behaviour, but certainly the permissions having to be either copy or transfer. You can make an item no mod no copy no transfer by making the object itself no mod no copy for example and put another item or script or notecard or whatever and set the permissions to no copy on that object. People won't be able to edit the contents because of the no mod on the object. I also wonder what object could possibly need those permissions.
  3. One thing I can think of is the global scale of one of the objects being off. If you want to know how big the objects both are exactly, go to the Utilities tab (I think it's called that, it's the wrench on the far right) and select "Measure" with one of the objects selected.
  4. Unfortunately I don't know what exactly causes this. But as mentioned earlier, I'd look inside SL rather than in the export/import of the model. Did you try something simple as applying a different texture or uploading a new one? It looks like SL has problems getting the texture from the server. If it was the model, I'd expect bad UV behaviour, not bad rezzing of the texture.
  5. Windows 7: C:\Users\[uSERNAME]\AppData\Roaming\SecondLife\logs The folder may be hidden, the file you're looking for is called SecondLife.log Force the parsing error and look at the bottom of the log file...
  6. Josh Susanto wrote: It's been a year since I've even opened Sketchup, so I'm guessing I'll find the import and export tools if I look for them. You are complaining about a program without even opening it?! MY GOD! I haven't opened that program myself for years, but I am pretty sure the import and export functions are where they are in 95% or more of all programs. (File -> Export) How do you try to learn a program? By watching all the tutorial videos without opening and trying out the program itself? EDIT: http://support.google.com/sketchup/bin/answer.py?hl=en&answer=114345 http://support.google.com/sketchup/bin/answer.py?answer=140409
  7. Herpes Melodie wrote: Hm well, if I understood Drongle right (and do correct me if I am mistaken) a linkset made out of 4 objects means that the lowest possible LI is 2, right? (.minimum serverweight = 0.5 x 4 = 2 LI) Correct
  8. Yes you are very right and we already did the math on that...over a billion attached triangles is now possible with mesh, in theory anyway. I really think there should be a cap on rendercost for attachments. The standard SL avatar is 4000 faces I think (highest LOD), so something in the region of 10-20k attached should be more than plenty for dressing up nicely. I also fear mesh boots with every lace and little metal ring and every leather wrinkle modelled. As a couple of creators have shown on these forums (sorry I forgot who), a couple of 1000 is plenty for very nice shoes.
  9. ehm Josh, you seem like a smart enough guy to not start with "basic tutorial 1" then "2 " then..etc... if you want to learn how to do something specific as importing an object. I'm not all that familiar with sketchup, but if you google "import into sketchup" you'll have better chances of finding what you are looking for than by following all the tutorials. So to answer your question: no you do not have to be able to animate before you can import an object...or export for that matter.
  10. Unless you use the RLV viewer, but that really narrows down your market....
  11. Apart from the fact that I wouldn't use this script ever...controlling an avatars motion without asking.... I'd use a sensor(repeat), triggered in the state_entry. You need that function anyway to stop the magnet once the avatar is close enough. I do expect quite some issues with multiple avatars at the same time though. I'm not the most experienced scripter, but I would think you need to make a list of all avatars sensed, then scroll through that list all the time while making the interval of the sensor dependant on the numbers of avatars around.
  12. No, but the point was: If people have their rendervolume dialed up, you can make the lower lods extra simple, because they will show from a greater distance.... I wouldn't go along this line of thinking. Use 1 or 2 when building, that's what most people's systems will have at default. And now that mesh is slowly creeping into SL, the need for the sculpts with bad behaviour will become less and less. My guess is people won't be tempted to set the RVLODF so high....
  13. "Mistakes" are as easily made with a simple object as with a complicated one..and the Lindens do change some things every now and then. You should look in the logfile what went wrong..could you post your operating system if you don't know where to look?
  14. The only reason why people (including me until recently) set their RenderVolume LODFactor so high is because sculpties have such poor LOD behaviour. If you build meshes, you have full control over them and you will find out, especially with small worn items, the lower LODs really don't need a lot of geometry. How many pixels is a shoe from 50 meters away? That's the question you need to ask yourself when building, well or a similiar question anyway. I'm not quite sure what you are asking about the alpha... if you use the alpha layer (Yes Chosen, a clothing layer for alpha ) for the avatar, you shouldn't have any glitches. If you need an alpha channel on the shoe, make a seperate material (SL face) for it, so you can keep its surface area to a minimum. I would avoid the invisiprims, they really look crappy on a lot of floors.
  15. Mikki Miles wrote: I made the same experience, rather often, and for mesh only. A click on the point where the items used to be makes them visible again. Can you tell me if it's always the same object or similair objects in size or complexity (renderweight)?
  16. Ah, clever, next time it happens i will try the wireframe..also good to know it's not an exclusive mesh issue....
  17. Yes forgot to mention that, the pushing needs to be allowed by the landowner or it won't work...well starngely enough it worked on myself without it, but on noone else.
  18. That llPushObject will do fine.... All you need is a llSensor(repeat) and llPushObject, no permissions needed whatsoever
  19. It's "untextured". All four SL faces have the blank texture applied.
  20. I would go with the Ruth shape yes, since most avatars are based on that shape. Unless you have yourself a boy ofcourse... You could argue you need an avatar a bit larger, since that seems to be the norm. Unfortunately (or luckily) there's no such thing as an average avatar. Well there is, but nobody has that exact weighted average ofcourse. This is a real case of trial and error I think.
  21. I've had this issue for a long time now and I was wondering if others have had the same issue. On my building platform I have a multi-mesh object, a truck. Often, if not very often, the main part of the truck won't rezz until I right click it. Luckily there are wheels, so I know where to click. By not rezzing I mean not rezzing at all, it's completely invisible. A right click will show it right away, so all the data is right there. The sim is a homestead, no other residents, and it's completely lag free since we were granted with a LeTigre server. I think this is JIRA material, just wondering if anyone else has experienced the same and if so..is there already a JIRA on the subject?
  22. If it's only you seeing it chances are your cache files are corrupted..you could try emptying that...
  23. I'll take Chosen's word for the video memory used by those pictures..and I'll take yours for not having any lag with the pics on your screen. You might get very unpretty results though when the object is worn. Every time you teleport to a new region, all that data needs to be sent to the server. Then all that data needs to be sent to every user on that sim. Let's say 10 people near the object... and 30 3MB textures.... Then you are looking at nearly a Gig of data that needs to be transmitted....wow:) "why oh why is everything flat grey on this sim?"
  24. That's more or less what I got out of it yes, but as I said I have difficulties grasping the entire text:)...
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