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MSTRPLN

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  1. Ooh i didn't notice haha thanks! I originally sized everything in "Object properties" with the scale XYZ (as you would with 3ds max). That might've been my mistake! Lame that there is no "Dimensions" on that tab
  2. So as a 3ds max user changing to blender there are a few things happening and i have no clue as to why. First i tried to make the Physics model out of non-touching cubes as many have suggested already. That didn't work so i tried doing it with planes, neither did that work. I have a simple skybox i've meshed for someone that is split into 2 parts. Blender: Blender upload: Physic's objects seem to have swapped around? Regardless of correct naming. All transforms (rotaton/position/scale) have been applied. So having no issues in 3DS Max before i thought of trying to export from 3DS Max and as i thought, no issues: 3DS Max Upload: Correct physics. Sidenote: The skybox size was set to blender's units (6 meters tall) When imported into SL or 3DS Max i found out that it's double the size, so blender isn't a 1:1 ratio with SL? Edit: I only noticed just now that it says "Dimensions 12m" What is happening here? Sincerely
  3. Im looking for someone that is able to build a texture hud script with faces select. [FULL PERM] Just a rough working demo as i will be doing the actual hud design myself. You could literally give me the scripts with a working demo that's been build with prim boxes. If you'd like an example mesh to build the script with im willing to provide that. example: You can select different faces of the mesh in the hud and when you hit a button it will apply textures to only the selected faces. Each face however get's their coorrect texture (it's like a group of textures being sent by every button but only the selected faces will receive them) extra: button for "ALL" "invert" and "NONE", Sound "ON/OFF". A option for a slider to set trancparency (script has to work also without this slider). Ability for some products to use color codes in the notecard instead of textures. Hud has to work with everything, seperate objects (multiple prims) and single prims with multiple pieces (due to max 8 texture per prim) The above hud work with an notecard, i will show a small bit (it gets you the idea): ~ Button 1 ~ 1,SIDE_B, 0@d066d741-569c-1651-ce9d-1219ac22e247 1,SIDE_B, 1@d066d741-569c-1651-ce9d-1219ac22e247 1,SIDE_A, 0@10350540-03ef-2bb7-9363-55ad1cb4b826 1,SIDE_A, 1@d066d741-569c-1651-ce9d-1219ac22e247 1,SIDE_A, 2@6bbba095-352a-00a5-cac7-28289eeabe72 1,SIDE_A, 3@fca7b4f0-5e77-38f4-e422-17b90e6f2582 1,SIDE_A, 4@d883cefe-8768-919c-b87e-5ea26538c004 1,SIDE_A, 5@d883cefe-8768-919c-b87e-5ea26538c004 1,SIDE_A, 6@d066d741-569c-1651-ce9d-1219ac22e247 1,SIDE_A, 7@d066d741-569c-1651-ce9d-1219ac22e247 ~ Button 2 ~ 2,SIDE_B, 0@7fdc25ec-9489-a9b9-489f-4d4507f5b415 2,SIDE_B, 1@7fdc25ec-9489-a9b9-489f-4d4507f5b415 2,SIDE_A, 0@9b0da57f-241f-280c-a22f-72102866cfd4 2,SIDE_A, 1@7fdc25ec-9489-a9b9-489f-4d4507f5b415 2,SIDE_A, 2@45bd9b36-09cd-320d-79f3-ffb60d3da0ee 2,SIDE_A, 3@07a02070-9e12-3cad-8002-f4617aba22ff 2,SIDE_A, 4@961eeee4-69ed-8c4e-e768-b217c9d1cd62 2,SIDE_A, 5@961eeee4-69ed-8c4e-e768-b217c9d1cd62 2,SIDE_A, 6@7fdc25ec-9489-a9b9-489f-4d4507f5b415 2,SIDE_A, 7@7fdc25ec-9489-a9b9-489f-4d4507f5b415 Another example: Please name your price, time indication and if you've made ones before a demo of it
  4. Hello, i have a HUD script that changes textures based on which parts selected. (works with notecard). Problem is: every selected face get's the same identical texture, instead of grouping texture sets Image example below: This is just an example product & textures being used Object has 4 faces, when i click for example 2 faces and then the "uv botton" i would like both selected faces get their own dedicated "uv" texture, instead of both getting the same texture. Will send demos in world (i had to pay for this script) Willing to pay for the help ofcourse. Sincerely,
  5. I understand but what about more complex things that'll require more precision? For example meshes that needs to fit the mesh almost exactly, piercings or other things. If you haven't made products for a certain mesh body or head yet most big brands tend to refure your offer which really limits your posibilities but okay i don't blame them. I was quite amazed how eaily signature sended all their devkits
  6. Hello, Im curious how people make hats, accessories etc for certain mesh heads like Catwa, Lelutka and more. I haven't been able to find a mesh kit that you can use ase a size & placement reference. How do other people do this? I really want to avoid a majopr trial & error until you've got it right and rather model using a mesh as reference. The only one i know of that has a mesh kit (dev kit) with armature is Signature Geralt Head i haven't been able to find others So i'm curious & thanks in advance.
  7. Does applying the same texture on mutiple objects affect the server? For example, you have a object that for Li reasons you have to seperate but they share the same UV space & texture Would this be unefficient and rather make 2 seperate UV's half the original size?
  8. I purposely screenshotted the default SL viewer (that i use for beta grid) to overcome comments like "Its because you use firestorm" etc.
  9. I see that the dae (fbx export) has triangulate turned on, i've turned it off and triangulated myself (select all vertex and connect). This had however no difference to uploading, it's still the same.
  10. 18 Meters, i have not tried to upload the .dea back into 3ds max yet. I've decided to upload the rails seperated and the 2 spotlight parts too (as a linkset to eachother) that worked just fine.
  11. Hello, i'm making a spotlight model for a building i uploaded yesterday. The building itself went flawless without errors, all LODs named correctly etc. But this one gives me some strange behavior. Some info (3 seperated parts, 2 of them will be copied in-game for more spotlights on the rails) 3DS Max: Default mesh: LOD2: Names: Materials: All looks fine here, LOD has same number of materials, just different polycount. I only did 1 LOD for this example because the error happens on the first LOD already. Secondlife: Error: Material of model is not a subset of reference model. This happens due not the same amount of materials of the LOD, i get that. What i don't get is why the spotlight part of the LOD becomes a cube all of a sudden, we've seen the LOD mesh. I have no idea how to fix this. I've tried reopening 3DS max, restarting my computer, RE-making the LODS, Reset XForm but nothing seems to help. Sincerely. EDIT: This does not happen when i export without the Rails
  12. Okay i got it. I didnt know that the rigged forced the object to whatever bonenit’s rigged. Makes sense now. Thanks!
  13. This is true, the bag is highlighted blue, however i don’t see how it’s attached since it doesnt appear in the inventory of the unpacker. Maybe loaded in by some uuid idk been a while since i’ve been into scripting. Thanks for you comment
  14. How does one create one object/item that will both attach a fully working HUD but also a avatar attachment? (without asking permission e.d.) Example: I've tried "edit" to do some research but i can't seem to select the bag. Does anyone know more about this?
  15. MSTRPLN

    Invisible Inside?

    Your mesh probably have one layer of polygons that have normals facing outwards, I don't know how to do it in Blender but in 3DS max i either use the "shell" modifier or copy the mesh and flip normals (so i have a copy of both inside & outside facing polygons) This is how most 3D related things work if i remember correctly it's called Backface culling
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