Jump to content

Alina Graf

Resident
  • Posts

    27
  • Joined

  • Last visited

Reputation

0 Neutral

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Thank you, done. But my shadow image, despise i choose save as png, has a white background. How could be set to trasparent in Blender? Or I must do it in photoshop later?
  2. Ok, I made my mesh furniture. more models to upload and join inworld - LOD shapes and physics shapes for them main ones - UV maps for each of them - materials and textures. Rendering is good. Tested in Aditi and it goes good. Textures are where i wanted. Now I'd like add shadow maps for ground and on the object (not ambient occlusion) to add at texture later in PS: i created the flat 1 face ground. white material. shadows projected on it. I see them in render. Selected the ground mesh > Added a New Image > Bake > shadow > ... message nothing to bake I did the same for the main furniture, that has parts that project shadows on other parts. Added new image > Bake > shadow > ... it goes but it replace my texture image not the new one i added (I see it all black). What I missed for ground? need have a texture for it too? need to unwrap? What I did wrong for the furniture shadow? I wanted on the New Image i just added. Thanks
  3. go to edit mode. select all verts. remove all seams. then press "u" and select "unwrap". In the UV editor you will see (or better said not see, but guess) that all 6 faces are mapped on top of each other. Thats ok. create 6 different materials, assign one material to each side. for better orientation you can colorize the materials with different colors (that is how i do it) export your cube to SL in SL: rez the object, then drag 6 square textures to the cube ... Thank you Gaia, 2: is what i did. About 1: i tried different solutions: Smart Project unwrap or mark seams and then Unwrap both works only if i position one face to cover completely the UV surface. In any case an unwrap of some kind is necessary. If i put one face over the other (che Cube Unwrap gives me this), inworld i see the 2 textures one over the other like "colliding" (as 2 prims too near, you know), and i cannot see the result. If i need map differently different parts of my model do i should unwrap separately each part? So material assignment is only to have those parts separates in SL, right? In this case i should match each unwrap with each material assignment, maybe using vertex grouping.
  4. Im testing mesh texturing on a very simple object, a mesh cube, but there is something basic i don't understand if i want have 6 textizable faces on this object. If i mark seams and unwrap it, i can apply a single texture mapping his faces, ok. But i'm trying to put 6 different textures in SL on his 6 different faces and i cannot see them. I made 6 materials with 6 colors to see them and assigned each to each face, made 6 numbered textures (center number on white background) and imported the cube: i have 6 selectable faces, colorable but when i drag a texture on single faces (selected) i cannot see them. I tried to mark seams and unwrap, but nothing. Only 1 face can see the number, like it is using the complete unwrap to map the single texture. But what i want is have 6 separate faces to texturize like a normal prim cube with a 1x1 texture. What i'm missing in the process? Thanks
  5. Im making a new mesh item. 2 prims and 2 PE included scripts. The sit scripts and configuration were the same of my previous sculpt item, but now I'm haing weird behaviour on Sit Here. Once my avi is kicked without any message, then it can sit my the second avi not ("no room to sit", the script is configurated for 2 avis poses syncronized), then again they can play the animations but when the second sit the anim cannot start automatically. I lost hours to day just trying have a decent behaviour. And, repeat, the same configuration and script than my previous 2 prims item. Anyone had problems with sitting on a mesh now? Thanks
  6. Thank you Drongle, "Server weight = 0.5 per prim (including meshes, sculpties and simple). Independent of size. Doubled when any component has a script. So, scripts only have any effect if the dwonload and physics weights are both less than 2x the number of prims. That is only if the average download and physics weights are both less than 1. The number of scripts and the number of prims that have scripts do not matter. It is a one=off effect of adding the first script to a linkset." In my example i have during upload: download = 1.2 physic < 1 (cannot remember) server = 0.5 (the lowest of three) result = 1 PE When i added scripts i got 2 PE. If it should had double server weight i should had: download = 1.2 physic < 1 (cannot remember) server = 1 (doubled) <<< result = should be still 1 PE! Did I understood wrong? Do you say that linkest counts. So doeant matter if I place 1 script in each of the 2 prims or 100 in the mesh one, right? And it doesnt matters if scripts are into a sculpt, primitive or mesh: this only applies if the linkset has at least 1 mesh, right?
  7. Ok I'm new in making meshes. I just uploaded in Agni my first object, optimized to be 1 PE. Resizing changes PE, ok I knew it and only scaled down about 20% because is difficult understand real size in upload window. Inworld I linked it to a flat trasparent prim for shadow: 1 prim +1 prim =1 PE. Mhhh, it seems that decimals (we cannot see in Edit window) still matter in having sums! Then I added my script engine with animations. Yes, things inworld are animated sometimes. Now I have 2 PE. For this object is still good, and i have a much better way to texturize it... But... Which are the rules for calculation? How much scripts count in PE calculation? One script only is enough to raise the PE? Can I dare to add to it my XPose engine with 700 animations? Ordinary prim are like converted in mesh when linked to them, but how? How every primitive weight in PE? I must know before decide to link them. Not speaking about linking mesh and sculpts.... Is there any way to have the specific rules followed in this inworld calculation? Thanks
  8. "There are two sources of this kind of variation. First, the GLOD library that generates the auto-LOD meshes is non-deterministic. That means it doesn't always provide the same LOD meshes despite identical input LOD 3 mesh." Infact now i think about it i saw lower LOD generated triangles than before, and this should explain the lower final PE. About physics, it never changed very much in my tests and always lower than the download weight, so i think no significant in this case. Thanks to all.
  9. About my street lamp project: normals were inverted; I flipped them and now the shape is correct. I can texturize it inworld too. In previous test i had: Download 1.7.. | Physics 0.6.. | Server 0.5 = 2 PE Now i have: Download 0.6.. | Physics 0.6.. | Server 0.5 = 1 PE In both test i setted physics on lowest LOD, and let the importer make LOD 2, 1 and 0 for me. Same vertices and faces, I only added a Seam more. Didn't change anything more! Why the prims went down now? Only flipping normals? It seems that estimation is quite random
  10. Thanks Gaia. I'm already using the new 2.59. Ok, I found the Export Selection Only flag. Ty Normals: ok, I'll check them out. No textures on mesh yet, only colors from materials.
  11. Hello all, I'm experimenting mesh creation with Blender 2.59 + Primstar 2. Imported my .dae with SL Viewer 3 Beta, in Aditi. The object is a victorian street lamp. My first try it was 3 PE. I optimized it reducing edges (around 216 faces now) and I got 2 PE now, but before exploring texturization I'm having some issues I try to list here: 1 - In Blender I made 4 different LOD, placed in 4 different layers. When export do Collada I have them all selected, no matter what layer I'm on. I had to open file, delete 3 on 4 objects, export, close, reopen, delete other 3 and re-export.... I guess there is a better way to have 4 .dae each with 1 object. 2 - My imported item, inworld, seems sort of transparent. It can see through the base the opposite side. I made it from a circle, extruding and resizing. And closed at top. Last try I added materials too and assigned them to different parts of the mesh. So it seems I have faces now, but all is still quite trasparent. In Edit i see the material colors on white texture. Trasparency 0%. 3 - When I tried to apply my own LOD files I got the PE jumping up: 13 PE. My LOD 2 and 1 were identical and LOD0 with much less faces. 4 - Importing in Aditi I got only the object (1 item), not the second item that I should use like a sculpt map to build the mesh inworld, and that I saw in tutorials. Why this and how have them both? Could anyone help me? Thanks Alina Graf
  12. Real problem with new ratings is the unfair search: many go to the url and explore the SLM WITHOUT logging in...In this way all they see is G-rated products and adult products that merchants are smart enough to disguise as G (I see several sex beds directly on home page without logging). All the rest is "hidden" behind logging and mature rating enabling. To bring back all to fair a fair search situation SLM should force all to log in in order to make any search, and allow us to set rating preference once and forever in our profile. In this situation I'm goiing to remove all payed featuring of my "now mature products" on homepage: no sense because nobody will see them! Pity for LL, they'll loose money too.
×
×
  • Create New...