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Atop Seid

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  1. Understood. Though I am disappointed that I could not find an easier method, I will content myself to this regardless. Many thanks for your help.
  2. I have tried simplifying. Much to my disappointment, I have been unable to get these simplified meshes to fill all the gaps in the walls and the floor to prevent me from falling through.
  3. Do you mean the maximum number of hulls per physics shape? I ask as, as I said, the upload seems to work fine without applying physics. Is there not some shortcut to creating a custom collision mesh? I would much rather not have to create one for each of my structures by hand.
  4. I have spent all day trying to upload some meshes, but I am hitting constant roadblocks. Every time I try to Calculate Weights and Fee, I get the following message: "Mesh0 failed to upload: Multiple errors while validating asset. Upload_InvalidAsset Message: 'MAX_MAX_HULLS_EXCEEDED'. MissingString(Mav_Details_MAX_MAX_HULLS_EXCEEDED) See SecondLife.log for details" In this case, the vertices are 4194, the hulls are 1108 and triangles are N/A. I should also point out that, at least with this mesh, this issue only seems to occur after using the physics Analyze feature. The only things I changed from the default physics settings are putting the Level of Detail to High and Quality to Preview. This is one of the many issues I have been having. I looked for this error message online and searched for it in the forums, but I cannot find anyone else with the same issue. As for the other errors I am recieving, I have been unable to find anything that concretely fixed the issue. But I would rather fix this problem first.
  5. Drongle McMahon, thank you for your reply. I believe I understand, although I must verify one thing, if you are not understanding, which I hope you are. The transparency I refer to is that both textures are literally exactly the same. I simply disable the alpha layer on one of them. As a result of this, the alpha texture is always visible over the none-alpha texture, but I believe you know the rest from here. If you do indeed already know this, then I thank you for your assistance. Unfortunately, simply increasing the size of the meshes in such a way is unreasonable for me at this time. I shall either have to find a way around this issue, or to wait until LL implements proper texture layering. Again, thank you for your assistance, and best regards.
  6. Apologies for not being clear enough. Normally, by "Object" I refer to the two linked meshes and any additional prims/meshes in the link set. The two meshes share the EXACT same geometry. There are no differences. They are simply in the exact same location. This issue only occurs when there are more than two prims/meshes in the link set. Again, thisdoes not apply only to meshes. The same issue occurs with just simple prims such as cubes. When dragging a copy of the object (specifically, the object with two meshes and an additional prim, making three objects in total in the link set), the glitching textures somehow fix themselves. This is the same in EVERY instance of dragging a copy of the linked items.
  7. As I stated in the original post, the glitching seems to end when I drag a copy of the linked object, or when I rez a new version. Somehow, resetting the object seems to correct the issue. All I require is some way to reset the object manually.
  8. Thank you for your response. By "conflicts" I refer to how two textures overlap with each other, each one fighting to be visible over the other. If you place two prims of the same size in exactly the same location, each with different textures, you should experience this effect.
  9. Salutations. I am working with a mesh object, then copying it and placing a different texture on each. One texture is partially transparent, while the other is not. When I put both meshes in the exact same location, then change the colour (not the texture) of one mesh, the alpha texture does not seem to conflict with the non-alpha texture. Instead, the alpha texture seamlessly covers the none-alpha. I find this to be particularly useful for customisable objects, or rather it be would were it not for one unusual issue: When I add more than two objects to the linkset and subsequently change the colour of one mesh again, the textures experience conflicts. This exact same issur occurs with regular prims as well, and thus the issue does not only lie with meshes. An interesting solution I have found is to drag a copy, or simply rez the object. However, is only a temporary solution as the conflicts occur again when I change the colour of one of the meshes a second time. Note: the textures used are both identical. I simply disable the alpha on one of them. Any assistance you can provide on this issue would be most appreciated. Regards.
  10. Many thanks for your response. Unfortunately, the sound effect I am utilising was not recorded on my microphone and has been on my computer for some time and therefore I cannot record it at a higher volume. Although I shall try your suggested strategy of overlaying the same sound over the other in-world. Many thanks once again, and best regards.
  11. I have been unable to find a forum more suited to this question and have therefore elected to inquire here. I have been attempting to use Goldwave to create a particularly loud sound. After increasing the volume all seems to be working perfectly and the sound is still high-quality. However, once I save the sound in the format needed for upload to Second Life, the sound becomes irritatingly reduced in quality, grating my ears. This does not occur with sounds where the volume has not been altered. After uploading it to Second Life, the terrible sound quality seems to be unchanged still. Any assistance in how I can prevent this problem from occuring would be most welcome. Best regards.
  12. Oh, THAT rate dropdown. I had not realized. Thank you immensely for your assistance. All it seems to be working fine now. Thank you again, and salutations.
  13. Many thanks for the replies. However, as I stated, it appears I can only change the sample rate to Hz instead of kHz (although I accidentally said kz instead of hz in the original post). I am fairly certain that this is the issue. Could I be using the wrong version of Audacity? According to Torley Linden's video on uploading sounds (at least from what I can gather), these things should be taken care of automatically when saving. But as I stated, I still cannot upload sounds. (Also, when I do set the sample rate to 44.1hz, the sound becomes shortened and high-pitched.)
  14. I am asking this in this forum as I am unsure as to where else I can obtain assistance with this issue. I possess a series of Wave files that I intend to upload but, for reasons unknown to me, Second Life does not seem to support their format. Earlier this year I was using a Windows XP computer with a built-in simple sound editing tool, which allowed me to specifically save the file as Wave with PCM WAV format, 16-bit, 44.1kHz, mono. Since I got my new computer (Windows 7), I have been attempting to use Audacity to convert more of these particular sounds. However, when saving them as PCM Wave format, I find that Second Life simply cannot upload them, stating "File does not appear to be a supported sample rate (must be 44.1k)" Audacity allows me to change the sample rate to 44.1kz, but no 44.1kHz. I am assuming that this is part of the problem. Any assistance with this issue would be most appreciated. Kind regards.
  15. Thank you for your reply. It is an interesting idea, but Little Mos Eisley is currently the most popular Sim of it's kind. I would rather not ask the owner/s to make any changes to it. Nevertheless, I again thank you for your suggestion. Kind regards.
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