Search found 40 matches

by Zed deTremont
Wed Oct 09, 2019 2:15 am
Forum: Other Support
Topic: uploading MESH
Replies: 8
Views: 168

Re: uploading MESH

yeps, forgot a major issue, if for example the columns are the same allover the building (eventually other elements too) it is good to reuse those inworld. The engine will look at the "parent UUID", it will save you a lot in data that has to be send over to the client. Consider it as some instancing...
by Zed deTremont
Wed Oct 09, 2019 2:12 am
Forum: Other Support
Topic: uploading MESH
Replies: 8
Views: 168

Re: uploading MESH

Hi Alexina, I'm sorry to say but you indeed can't upload a mesh building just like that. You will have a extremely heavy build where your physics are absolutely incorrect working, which will be hard to texture depending how the UV maps are made, and where I have the impression no texture faces exist...
by Zed deTremont
Thu Sep 26, 2019 6:40 am
Forum: Scripting
Topic: multiple particle streams or beams
Replies: 4
Views: 118

Re: multiple particle streams or beams

Sorry Meghan, rl is keeping me a bit busy the last month, missed your reply. As mentioned before I'm in no way a scripted. but since the geometry is in principle very simple you do can work with a "doubled" mesh of which specific texture faces can be made alpha/none alpha. Also you can enlarge a mes...
by Zed deTremont
Sun Sep 22, 2019 2:42 am
Forum: Scripting
Topic: multiple particle streams or beams
Replies: 4
Views: 118

Re: multiple particle streams or beams

Hello Meghan, I'm sorry I'm in no way a scripter so I'm in no way the person who can help you with this issue. On the other hand I was thinking about the issue and am wondering a bit why you use particles to recreate this effect. They tend to be quite demanding on the rendering system. In the end, a...
by Zed deTremont
Sun Jun 30, 2019 7:30 am
Forum: Other Support
Topic: Default Permissions
Replies: 8
Views: 1326

Re: Default Permissions

Super, thank you Oren, just tested it with a mesh, works perfect now
by Zed deTremont
Fri Jun 28, 2019 10:41 am
Forum: Other Support
Topic: Default Permissions
Replies: 8
Views: 1326

Re: Default Permissions

Hi Nathalie,

I have the same problem with AO's UV's etc. Those also need to be FP and never had a problem when I relogged after uploading and before "boxing things up". Works perfectly fine really.
by Zed deTremont
Fri Jun 28, 2019 3:05 am
Forum: Other Support
Topic: Default Permissions
Replies: 8
Views: 1326

Re: Default Permissions

Hi Nathalie, I noticed that when you first upload actually meshes and or textures they never come in with the correct permissions as you've set in the viewer. When you just relax and look at them then. All will be correct. In the beginning I also went through the tedious process of changing the perm...
by Zed deTremont
Wed May 22, 2019 1:59 pm
Forum: Building and Texturing
Topic: Object centre moving between Blender and OpenSim
Replies: 14
Views: 2011

Re: Object centre moving between Blender and OpenSim

Hello John, For good order and if somebody else would have similar problems a short review of our communication. If you set the tetrahedron with it's geometrical centre at point <0,0,0> of the grid in your 3D application you can use the same trick as described above. Make a two superposed edges from...
by Zed deTremont
Wed May 22, 2019 7:27 am
Forum: Building and Texturing
Topic: Object centre moving between Blender and OpenSim
Replies: 14
Views: 2011

Re: Object centre moving between Blender and OpenSim

Hi again John, right, there are those situations where solutions are so simple that you don't see it at once. Can bang my head on the wall that it took so long. Since the pivot is calculated compared to the axis and not the actual geometry. 1. I kept the pivot centered under the top of the mesh 2. c...
by Zed deTremont
Wed May 22, 2019 3:08 am
Forum: Building and Texturing
Topic: Object centre moving between Blender and OpenSim
Replies: 14
Views: 2011

Re: Object centre moving between Blender and OpenSim

OK, I also get a off centre pivot point and had to think why it does this. The only way I can think of is that for one way or another it doesn't calculate the pivot point according to the geometry as such but according to the cartesian axis. Actually never noticed this before since it's never so obv...