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Found 108 results

  1. Once I made a window and it turned out so unusual, the light is reflected like something else. but I didn't remember how I did it. here for comparison, a simple cube with all the settings and textures repeating the window glass. but the effect is completely different. I never managed to repeat this effect again. no matter flat or smooth setting in a blender. Can anyone know how to repeat this effect?
  2. Hello! iI found this script and i want to remove two objects -forward/reverse option and leave only one object slideshow with texture preload option, maybe even with speed menu. how to do that and remove this option? Preloading Slide Viewer Script // PRE-LOAD and VIEW SLIDES // Script by Sendao Goodman, 2007 // Modified by Rolig Loon 2009, 2010, 2011, 2012 //-------------------------- // Installation note: This is to be used in a linked 3-prim object. // By default, slides show on face 2 of the root prim (the screen). // One child prim, which must be named "forward", is the forward button. // The other one, which must be named "reverse", is the reverse button. //-------------------------- // Drop this script and any images into the root prim and it will cycle every 10 seconds // Owner: Touch the root prim (viewer screen) to change slide speed or turn it off. // All Users: Touch the "forward" or "reverse" prim to change slides manually float gPace = 10.0; integer gReload; list gPics; integer gLen; integer gSlide; integer gChan; integer gLsn; loadPictures() { gPics=[]; integer i = llGetInventoryNumber(INVENTORY_TEXTURE); if( i > 0 ) { while( i > 0 ) { i--; gPics += [llGetInventoryName(INVENTORY_TEXTURE,i)]; } gLen = (gPics !=[]); llOwnerSay((string)gLen+" pictures loaded"); gPics = llListSort( gPics, 1, TRUE ); // put them in order llOwnerSay("Slides are now set to advance every "+ (string)gPace + " seconds."); llSetTimerEvent(gPace); } else if( gReload == 0 ) { llSetTimerEvent(0.0); } } string getSlide(integer slide) { return llList2String( gPics, (slide+gLen)%gLen ); } default { on_rez(integer sp) { loadPictures(); gSlide=0; gReload=0; } state_entry() { gChan = (integer)("0xF" + llGetSubString(llGetKey(),0,6)); loadPictures(); gSlide=0; gReload=0; llSetLinkColor(LINK_THIS, <0,0,0>, ALL_SIDES ); llSetLinkColor(LINK_THIS, <1,1,1>, 2 ); // Slides displayed on this face are visible. All other faces are colored black } listen(integer channel, string name, key id, string msg) { llListenRemove(gLsn); if(msg == "OFF") { gPace = 0.0; } else { gPace += (float)msg; if (gPace <= 0.0) { gPace = 0.0; } } llSetTimerEvent(gPace); llOwnerSay("Slides are now set to advance every "+ (string)gPace + " seconds."); } changed( integer ch ) { if( ch & CHANGED_INVENTORY ) { gReload = 1; llSetTimerEvent(2.0); } } touch_start(integer num) { if (llDetectedLinkNumber(0) == 1) // The root prim (viewer screen) { if (llDetectedKey(0) == llGetOwner()) { gLsn = llListen(gChan,"","",""); llDialog(llGetOwner()," \n\nSlides now advance every "+(string)gPace+ " seconds. Select a new speed.",["+2","+5","OFF","-2","-5"],gChan); } } else if (llGetLinkName(llDetectedLinkNumber(0)) == "forward") //The forward button { if( gLen > 0 ) { integer i=6; while( i > 0 ) { i--; llSetLinkPrimitiveParamsFast(LINK_THIS,[PRIM_TEXTURE,i,getSlide(gSlide+(i-2)),<1.0,1.0,0.0>,ZERO_VECTOR,0.0]); } gSlide = (gSlide+1)%gLen; } } else if (llGetLinkName(llDetectedLinkNumber(0)) == "reverse") // The reverse button { if( gLen > 0 ) { integer i=6; while( i > 0 ) { i--; llSetLinkPrimitiveParamsFast(LINK_THIS,[PRIM_TEXTURE,i,getSlide(gSlide+(i-3)),<1.0,1.0,0.0>,ZERO_VECTOR,0.0]); } gSlide = (gSlide-1)%gLen; } } } timer() { if( gReload == 1 ) { gReload = 0; loadPictures(); llSetTimerEvent(gPace); } else { integer i=6; while( i > 0 ) { i--; llSetLinkPrimitiveParamsFast(LINK_THIS,[PRIM_TEXTURE,i,getSlide(gSlide+(i-2)),<1.0,1.0,0.0>,ZERO_VECTOR,0.0]); } gSlide = (gSlide+1)%gLen; } } }
  3. Do you have a project that requires custom 3D meshes props or LSL scripts? Let me help you help you create the props or scripts that you need to make your project a reality. Whether you know exactly what you want or need help figuring it out we can work together and I can guide you through the process with 8 years of experience creating mesh props and 2 years of experience with LSL scripting. If you do not know exactly what you want I can help you with my design consulting services. Together we will discuss your project in detail, research as needed, and come up with a solution to, or design for, your project. After you are happy with the results all the collected information will be packaged in a neat and organized system and given to you to continue using with me or to take to another creator that can help you finish the project. If you do know what you need then I can help with that too. There is still a process where we discuss and research as needed similar to a consultation but much shorter. It is so that I can understand what it is that you want created. Once we are on the same page, I will use my years of experience to create high quality meshes and LSL scripts that are optimized for Second Life. You will be updated regularly along the way so you know what is going on and so you have any opportunity to give your input on the results. After anything is considered completed then we will review it and changes will be made accordingly. My clients have always been happy with what we have made together and I hope that I can help you on your project and make you just as happy. If you have a project in mind send me a message and we can make it a reality. Email me at brownboxstudio@gmail.com, an inworld message to BrownBoxStudio, or reply to this thread and I will get back to you shortly. Visit the links below to see my work in and out of Second Life. Projects that I have done in and out of Second Life Literary Lunch Box (Second Life): https://imgur.com/a/OEESeKS? Concrete Art Deco Pier Park and Pier House (Second Life): https://imgur.com/a/TVr08b6 Various Props for Second Life: https://imgur.com/a/oUj6bYm Title Card for Twitch: https://imgur.com/a/XV4TCev Various Props not made for Second Life: https://imgur.com/a/ayXpGtx I also have a handful of scripting projects I have programmed that I can show in world if requested. I have programmed games like skeeball, other carnival games, and even an advanced texture change system described and shown in the Various Props for Second Life project above.
  4. hi! i am making a script which will zoom texture in and out. but it zooms in too close and out too far. how to fix it? i need approx. 2x zoom only and 1x1 zoom out. default { state_entry() { llSetTextureAnim(ANIM_ON | SMOOTH | SCALE | PING_PONG | LOOP, ALL_SIDES , 1, 1, 0.05, 1.0, 0.1 ); } }
  5. Hello! Everyone knows texture changers / installers for vehicles. You place them near object and it changes texture. I am looking for such a script or the installer itself, allowing you to change all three types of textures diffuse normal specular (materials). Tell me where I can get it? Is it hard to write such script?
  6. Hey. I'm trying to create or find a ready-made script that changes the textures of certain faces of certain prims in the linkset when placed in the linkset or as a rezzing installer. (Like the one used for vehicle livery appliers etc). I found such a script, but I don’t see where to put numbers of prims. so I doubt that this is what I need. maybe I just misunderstood the description? If somebody can read scripts, please tell me is it what I need? Help! TEXTURE CHANGER WIKI
  7. The alpha mode is set to blend on both of them. They're each the exact same PSD file, each alpha channel was made the exact same way, and saved the same way. Why is one uploading differently than the other? The only difference is I'm adjusting the radius of the glow from one to the other (see second image for psd file). Is there a limit on how small the glow field can be? Video: https://screencast-o-matic.com/watch/cqfvhxZpfm
  8. So I am trying to learn how to create emissive masks. I've gotten everything just about done: I chose a test texture, created a mask in Photoshop (all parts show up as red that I do not want to glow in-world, and the vice versa for white), and saved as a targa (.tga) file. I have tested it in-world and... no emission, I can't even use the menu to change it, the dropdown is grayed out. What am I doing wrong? Can I get some advice? I am not new to texturing but I am new to this type of texturing. I have a feeling I am quite close to having this figured out, but I do not understand why it's not working in-world.
  9. Hello! Does anyone know where to get water texture of sl? that endless texture of water.
  10. Hello! I was wondering if there Is a way to lower the opacity of an already applied tattoo via script. I am trying to improve a tattoo applier HUD so I could apply the tattoo with it (already achieved), but then also add 2 buttóns scripted to lower or increase the opacity of the texture, or maybe 2 or 3 buttons with fixed opacity levels (100%, 75%, 50%). Many thanks in advance for any suggestions!
  11. AndreaHope

    Hair Textures

    Hello, I've got some textures for hair from a freebies place and i've tried to use them on a few different hairs but my problem is i'll right click the hair > Edit > texture > .. i will press the new one and have "apply now" ticked but when i press "ok" it goes back to the old one. what is happening?
  12. Hello everyone! So I have finally acquired my own Region! I am trying to get the soil texture of mine to ONLY be under the water line so the "lakes" I have made into the ground using terraforming will have the soil texture below the "water line" I am having quite the struggle trying to do this as the dirt is showing up on hills and area above the limit I set the textures at...but I don't think I have fully grasped how the terrain texture editing works yet. This image below is what I'm working on so far. Damn you DIRT! I want you BELOW the water line HAHA!
  13. Hello, I am having the following issue since the last few hours. I make a tattoo in Photoshop, save it with 60% opacity as PNG, then upload it to SL and open the texture, transparency looks ok. Then I set it as the texture of a prim cube... the tattoo image appears 100% solid. But if I save the same tattoo with a 49% opacity as PNG and apply it... the transparency appears to be fine. Repeat the process, but with 50% opacity... solid tattoo once again. 😤 Further tests: 33% opacity = Working fine 66% opacity = working fine 70% opacity = Solid tattoo 75% opacity = Solid tattoo with some extra black pixels on the borders And I find this even more confusing because up until yesterday I was making tattoos with 50%, 55%, 60% 80% 85% opacity in Photoshop, and all of them looked and are still looking fine when applied to the prim cube or my skin. 😧 Thanks in advance for any advice in this matter!
  14. Hello! Sometimes I encounter such a problem on a firestorm when uploading a mesh and textures made in a blender. everything seems to be done correctly, but it turns out an absolutely black surface in the game. The texture looks fine, baked in a blender. reworked several times. reassigned materials. checked the amount of materials. really do not want to redo everything again. What can be wrong?
  15. I am looking for somebody who can do me good quality meshing for lingerie specifically, and evening wear (dresses). I would like it rigged for Maitreya, Hourglass and possibly Belleza. I am willing to pay well. Contact me please Also the texturing too please.
  16. Hi! I have some doubts about the textures with transparencies. Mi ontention is to create hair with tufts drawns on a texture, but as they have transparencies, when superimposing some over others, the most common occurs: that they become opaque or become invisible. I have been researching on the web and trying to study the hair that I bought in the market (how they manage to make textures with transparencies overlap without interrupting each ohter), but I can't find those results. Some say that it is due to the viewer, others that it is to use PNG format instead to tga format. It can't be the first because I have many hairs with strands that do not become invisible when overlapping and I don't think it is the format since I use .tga. This is driving me crazy. Whoever has the patience and kindness to explain me, thank you very much.
  17. I'm not sure if I'm posting this in the right place, so apologies if I am not. I've had my account for a long time but only now getting into it regularly, and finding that I'm abominable at shopping. I don't know the right devs to search for, so any and all suggestions are welcome. I'm looking for realistic looking hair in blonde tones, with or without roots, and also with or without base hair (babyhairs). I'm using a Catwa Catya head. Forever grateful if you can help a girl out :)
  18. hi, I need help with a script, I would like a prim to change its texture after the price has been paid on that or on a linked prim. The texture must take it from the content. and after a timer, reset the texture to the one that was there before, can someone help me?
  19. Hello everyone! [ My knowledge with LSL Scripting is at a beginner level, so please bare with me! :) ] Recently, I purchased a texture changing script from Renderworks, I'm not having trouble with creating a HUD with texture changes. However, I was wondering if it was possible to add to the script an option to control the visibility of a particular face of a mesh and/or combine two faces for one on and off toggle.
  20. Hello! Is it possible to alter the script of the aviation speedometer, showing the horizontal speed in the speedometer, showing the vertical speed by rotating the texture?
  21. Hello! I am looking for somebody who can possibly texture current meshes that we own, and if you mesh then also texture the meshes that you create for us. I am also looking for somebody who can rig to the following bodies: Maitreya, Slink hourglass, Belleza Freya/Isis, Belleza Jake, and Signature Gianni. Please message me inworld to discuss prices.. I can send you pictures of the types of meshes that we are looking to have created.
  22. I'm looking for somebody who can help me. I have many ideas for creating mesh nails, but I am unsure of how to make my own mesh nails on blender, and texture after. I have photoshop and blender. Im interested in having a custom mesher do these things for me and possibly teach me in the process, and I will pay well for this if possible.
  23. We've seen a number of questions already arising about a "debug setting that miraculously improves texture quality". I'd like to explain the background and the underlying facts. Firstly though, let's establish a couple of facts. There is no magic button or debug setting to improve the resolution or quality of all textures. There is no way to display textures of a resolution greater than 1024x1024 in Second Life So what is all this muttering about and is there any substance to it? The "muttering" stems from some investigation by @Frenchbloke Vanmoer that was published by @Hamlet Au on his New World Notes blog with the title "How To Display Extremely High-Res Textures In SL's Firestorm Viewer" and in spite of the headline's conflict with the facts listed at the head of this post, yes there is substance to this news as it happens. I'll keep this post relatively short. If you want to see more rambling on how and why @Frenchbloke Vanmoer hit upon something interesting you can read about my subsequent investigation in my blog post, compression depression - tales of the unexpected. The bottom line is that whether by luck or by judgement the Second Life viewer uses a bilinear resampling algorithm when it resizes images. Until yesterday I, like many other, and I would suspect most of you reading this, had somewhat slavishly followed the generally accepted advice that bicubic resampling gave better results, more specifically that bicubic-sharper was the ultimate "best for reduction" choice. The evidence that Frenchbloke stumbled upon goes contrary to that advice and, in all my tests so far, for the purpose of texturing in SecondLife where you typically want to retain high contrast details bilinear gives better results. I should re-assert here, you do not need ANY debug setting. The original article used an obscure debug setting but it was only a means to an end, you are in general far better off and have far more flexibility if you use your photo tools as you always have. So what are bilinear and bicubic and why do we care? When you downsize an image, information (detail) gets discarded, deciding which information to keep and which to lose is behind these choices. All resampling methods try to decide which data to keep, or how to blend the data into some kind of average value that will please most people. Put simply a bilinear sample takes the 4 nearest points to the current pixel and produces a weighted average of those as the new value for the resulting output pixel. Bicubic takes this further, using 16 adjacent points to form its result. By virtue of the larger sample you get and smoother average which ultimately is why it fails us when we want to preserve details. On the flip-side of this is that for smooth gradients you may find more "banding" using bi-linear sampling. Why should we not use the debug setting? Firstly, as a general rule, debug settings are not a good thing to go playing with. They can frequently have side-effects that you do not realise and we often find that people tweak some random settings because "XYZ person recommended it" and perhaps it achieves their goal at that time, or as is often the case, it seems to fix things but doesn't really. In any case, they forget the changes and move on. A week or so later they are furious because things don't work anymore, they've forgotten all about the debug changes of course. More importantly in this case, if you use the max_dimension setting to force the viewer to rescale for you, then you will only see the benefit in 1024x1024 images. 1024x1024 is appropriate to large texture surfaces but not so much for smaller objects. If you can use a 512x512 you are using a quarter of the memory of a 1024x1024. That can make quite a difference to the performance of a scene. Many people remark that using a 1024 is the only way to get the detail that they feel that they need. I urge you all to take the lesson here as an opportunity to increase the clarity and sharpness of lower resolution textures by resizing from the large form originals directly to the target size in your photo tool of choice. Don't forget, and this may sound obvious, You need to have high-resolution images to start with. You cannot create something from nothing and whatever you do don't save the resized image to disk as JPEG before uploading, use TGA or PNG both of which or lossless. Give it a try today, and raise a glass to Frenchbloke while you marvel at the increased detail. A quick example My blog post above shows a worked example, but I thought I would show you another on a natural scene. Here, an original high-resolution image has been resampled down to an SL friendly 1024x1024 using both methods (entirely within photoshop to avoid all doubt around various other compression factors). First is the bilinear https://gyazo.com/545a21efb514ed16051f791ea9d527c4 Second I give you the bicubic https://gyazo.com/a969ec986746ced323e6f2f0ddbda0e8 On their own, they don't look that different, but the bilinear shows a lot more detail which is most noticeable in areas of high contrast such as the steps on the hillside
  24. Greetings. Some time ago I am trying to create makeup for the whole face, that is, with eyeliner, eye shadow, blush and lipstick in a single texture, but when trying it on the avi it looks pixelated, especially the lipstick. I use a 1024x1024 pixel canvas because I do not want the image to be so heavy. But I always see how another creative makeup looks so sharp. I would like to know how they do. Any advice will be welcome. Thank you.
  25. Hello! when baking textures in a blender, *blocky* jaggedness appears, how to remove it? texture resolution 2048x2048. I use blender render, selected to active normals/ao baking method, and these are my settings: I even tried 4096x4096 and changed the interpolation option on the Image node from "Linear" to "Smart" but it didnt helped.
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