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Jopsy Pendragon

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Posts posted by Jopsy Pendragon

  1. Particles always originate relative to the center of the prim.  

    There are two work arounds:   

    1) assign the particle effect to an invisible prim linked to your object, and move the invisible prim where you need it to be.

    2) edit your prim to cut it in half, so the center is now along an edge.  (use CUT to remove half a side, or SLICE to remove the top or bottom half)

    • Like 1
  2. My home regions are crippled (one completely inaccessable now) by a nasty replicating attack ... one I reported it FIVE DAYS AGO.

     

    LiveChat is absolutely no help.   Support Tickets go unanswered.   Abuse Reports just seem ignored.

     

    Just how long is it taking for LL to mop up mainland replicating attacks these days?      They used to be on the ball 20-30 minutes after the first report!   Now, after several attempts to get help... it's been 5 days and not a peep. =(

     

    VERY disappointed. =(

  3. Are you sure that the rezzed objects were not physical?

    Are the rezzed objects scripted and are you sure the scripts don't contain a move/die option?

    Are you sure that you've disabled 'edit terrain' for everyone but yourself?  (someone may have raised the land and caused your objects to auto-return)?

     Are you sure the rezzed objects aren't content that your neighbor could Abuse Report and have returned for violation of the ToS/CS?

  4. @face2edge- 

    1) The trick artists have used in murals with "eyes that always look at you" is to have the eyes painted onto a 'concave' depression in the wall.   It's certainly possible to hack together this effect with prims, but keep in mind that the eyes won't be tracking the avatar, they'll be tracking the resident's view-camera... which may or may not be the effect you're looking for.

    2) Particles are not prims.   They're not 3d, they're 2d.  They have nothing to do with physics at all. =)   There's a set of parameters that control how they move which can 'fake' a physical reaction but it's very limited.    And yes, they're completely client side effects, and always facing the view-camera of the resident observing them. 

    3) SL is, (except for particles) a consenual hallucination.  What you see, I see, though from a different angle.  You can try combinations of the concave surface and Moire (look it up) interefernce to create viewpoint based differences...  maybe even trying different color alpha layers.

    If you want to fake a hologram in SL though...  your best bet would be to create a sculptie/mesh of the hologram you want to create, and use llSetTextureAnim() with a transparent dot covered texture to make it look sparkly/jittery/non-substatantial =)

     

    I hope that helps! =)

      

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