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ToriBlack77

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  1. Got strange issue when rendering to texture in vray. In picture below i mark with red what i mean. Right side is model, baking all perfectly except this little sphere. In UV map you can see its nice rectangle map. But in alpha channel(and in all channels) its not rectangle, its jagged edge middle part only. I tested many options. Checked UV, changed it 10 times different ways and shapes. Same thing appear anyway. I remodel this part few times. Added sphere and connect = same thing. Model sphere roughly by hands = same thing. Thought maybe its because ring overlapping with sphere. so i moved them apart... same thing. Model is clean, nothing overlap, no doubles. BUT! In Blender, all baking perfectly. AND in mental ray(2nd image below) its also baked perfectly(as rectangle, no jagged edges). So trouble is in V-Ray only. I was mad and change all all all settings in v-ray setup i could find, many times. same thing. So im totally confused. Please help... 
  2. Agree, i think same, exactly. I always thought that KeyframedMotion is server side, and its really strange why server cant be precise and move exactly to coordinate... Well i found way to bypass problem in my script, need to test it more but so far so good. 1st way is to use STOP instead PAUSE... and then when instead of PLAY calculate new Z coord and speed. but i didnt do this way. im too lazy i still use llSetRegionPos BTW!!! Is there any way how i can prevent people to stop elevator by RightClick on it? i saw method for physical objects, but not sure if there is method for KeyframedMotion. Any suggestions?
  3. //elevator script float height = 7.5; //height of floors integer df; //destination floor integer cf; //current floor float speed = 3; //3 second per floor llSetKeyframedMotion( [<0.0, 0.0, height*(df-cf)>, speed*(llAbs(df-cf))], [KFM_DATA, KFM_TRANSLATION, KFM_MODE, KFM_FORWARD]); Here i have simple code for my elevator at home. I need explanation about, how KeyframedMotion works.(why it not precise). As example to better understand what i mean. Lets say destination floor is 5. and current floor is 1. Global Z on 1st floor = 25.33. If we use code from above float height = 7.5; //height of floors integer df = 5; //destination floor integer cf = 1; //current floor float speed = 3; //3 second per floor llSetKeyframedMotion( [<0.0, 0.0, height*(df-cf)>, speed*(llAbs(df-cf))], [KFM_DATA, KFM_TRANSLATION, KFM_MODE, KFM_FORWARD]); As result, we must go up 4 floors(5-1) for 12sec(3*4). And Global Z axis coodrinate of elevator will be 55.33(25.33 + 7.5*4). It is how supposed to be. But somehow, Global Z axis always different. Mostly its lower, about 55.30 or 55.29747 like so... BUT THATS OK... not huge problem, i just put in the end llSetRegionPos with right Z coordinate. it works perfectly. --------------------------- HERE STARTS THE MAIN QUESTION :) BUT now i added STOP button in elevator(like... realistic, hehehe)... Push button, and it says(linked message) to script in root prim call this function: if(status == "moving") //if elevator moving, then we can call pause, if it not move, nothing to pause { llSetKeyframedMotion([],[KFM_COMMAND, KFM_CMD_PAUSE]); pause = TRUE; } else if(pause) { llSetKeyframedMotion([],[KFM_COMMAND, KFM_CMD_PLAY]); pause = FALSE; }Code works as supposed to be. But now, if i click stop button(pause), and then click again(to keep moving)... Precision of Z axis coord are TOTALLY fail... if we move up from 1st floor to 5th floor. we must have Z = 55.33... but instead of it, i get 54.5... 55.1... etc... sometimes even more... What am im doing wrong? :) Please somebody, explain me :) And preferably - how to fix it? :)
  4. Want deed land to my group, to be able let few friends change radio stream, ability to ban, kick and manage group. I read this page - https://community.secondlife.com/t5/English-Knowledge-Base/Group-owned-land/ta-p/700079#Section_.3 But still have questions to make sure im right and be safe. I wanna pay for land by myself, and i dont want to somebody had ability to sell land, except me. Never had that experience, please help me, how to deed parcel and be safe? :) Where i need pay attention. And its free to deed land to group? Thank you!.
  5. )) Thank you Rolig. I just did it 10 minutes ago, tried to find answer anywhere else and saw in someones code "position * llGetRot()", tried it and its worked for me Thank you for help very very much
  6. Thank you Rolin but as i understand, position is global, and rotation is local. i dont need to rotate object in motion, i just need its move always where object facing. I describe in steps what i mean. Object shaped as arrow, i rez it, and its sharp side(cone side ==>) pointing to +x axis as standard. llSetKeyframedMotion([<1.0,0.0,0.0>,ZERO_ROTATION,1.0,[]); this will move my arrow in +x asxis as supposed to, by sharp side forward. BUT if i rotate BY HANDS in Edit menu my arrow 90 degrees left, now arrow pointing to +Y. Code above still move it by X axis. I tesed it. And my arrow moves X asxis with its right side. But i need it move strictly, always to direction where my arrow(object) pointing ==> sharp side. wiki says: Translation is in Global coordinates, the Rotation in Local coordinates. Simply - how to make Global coordinates to be Local?
  7. i'll try to explain as good as i can :) example - i have arrow. with keyframedmotion script in that moves it across X axis forward for some 2meters. but if i rotate arrow on 90 degrees over Z axis(by hands), arrow will be moving across X axis but pointing wrong direction(to Y axis). How can i fix that? I tried to understand what is llGetRot and Euler... but im stupid, cant figure out. I need my arrow move on touch where its pointing. so if arrow pointing +X axis then move +X. if pointing -X, then -X. if -Y then -Y... etc. help me please :) how to get this direction into keyframed motion function?
  8. Great, thank you Helium Now i get i think, and my fail is i used different objects to give and release restrictions, its stupid i realize it, but my head was mess to that time. And other my fail was - i thought llRegionSayTo working only 256m, but actually it working for all sim, looks like, i tested only a parcel and it working. So, will work on it And didnt knew about @clear, need to read specifications more careful. Thank you Helium for help. So far no more questions, need to test all, mmmmm ^.^
  9. Hello. Have few questions about RLV i didnt get by myself. 1 - How to communicate on long distances? i know to communicate with Relay you need to send message on Relay channel. But longest distantion is 256meters with llRegionSay. Is there any other way to communicate/send Relay commands? 2 - the 1st question i ask cause have problem, when man TP in my RLV zone, he restricted to TP out, only way is use SitTeleproter. But when use this teleporter and left RLV zone restrictions stay... cause function - collision_end are fail because of distance(more 500m) and cant return ability to TP, run, fly, etc... Is there any way to solve it? When left zone release all restrictions? RLV zone looks pretty simple, walk in, and restricted(collision start), walk out and released(collision end). But this bug with SitTeleporter fail all for me... when sit on it, you TP so fast that collision_end no time to send Relay command release restrictions.... 3 - to remove restrictions, im using same command like im used to give restrictions, but change all @fly=n|@temprun=n to @fly=y|@temprun=y. i think im doing wrong, cause even to release it asking permission. on RLV toys i never notice for they ask permission to release, only to restrict. Thank you ^.^
  10. Hello. Have few questions about RLV i didnt get by myself. 1 - How to communicate on long distances? i know to communicate with Relay you need to send message on Relay channel. But longest distantion is 256meters with llRegionSay. Is there any other way to communicate/send Relay commands? 2 - the 1st question i ask cause have problem, when man TP in my RLV zone, he restricted to TP out, only way is use SitTeleproter. But when use this teleporter and left RLV zone restrictions stay... cause function - collision_end are fail because of distance(more 500m) and cant return ability to TP, run, fly, etc... Is there any way to solve it? When left zone release all restrictions? RLV zone looks pretty simple, walk in, and restricted(collision start), walk out and released(collision end). But this bug with SitTeleporter fail all for me... when sit on it, you TP so fast that collision_end no time to send Relay command release restrictions.... 3 - to remove restrictions, im using same command like im used to give restrictions, but change all @fly=n|@temprun=n to @fly=y|@temprun=y. i think im doing wrong, cause even to release it asking permission. on RLV toys i never notice for they ask permission to release, only to restrict. Thank you ^.^
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