Search found 219 matches

by Mike Lorrey
Tue Jan 29, 2019 4:21 am
Forum: Scripting
Topic: Bug report: Dynamic Texture bug
Replies: 7
Views: 500

Re: Bug report: Dynamic Texture bug

Mike, you have 255 for the alpha parameter in osSetDynamicTextureDataBlendFace. Our existing code (which works fine) uses 0 for that parameter, and "alpha:0" in extraParams. Hi John, I already tried making that parameter 00, and, like setting zero on osPenColor alpha, and in the extraParams, it mak...
by Mike Lorrey
Mon Jan 28, 2019 2:43 pm
Forum: Scripting
Topic: Bug report: Dynamic Texture bug
Replies: 7
Views: 500

Re: Bug report: Dynamic Texture bug

ok found a solution. There's two bugs in the dynamic texture functions wrt alphas. Firstly, they won't do complete transparency, you have to have a value of at least 01 for the functions to execute properly. Secondly, in addition to specifying the alpha in the osSetPenColor function, in the osSetDyn...
by Mike Lorrey
Tue Jan 15, 2019 11:37 pm
Forum: Scripting
Topic: Bug report: Dynamic Texture bug
Replies: 7
Views: 500

Re: Bug report: Dynamic Texture bug

John Hopkin wrote:
Sun Jan 13, 2019 4:54 am
What is the Alpha Mode setting on that surface?
Alpha blending.
by Mike Lorrey
Sun Jan 13, 2019 12:30 am
Forum: Scripting
Topic: Bug report: Dynamic Texture bug
Replies: 7
Views: 500

Bug report: Dynamic Texture bug

osSetPenColor as documented allows us to set pen color by a hexadecimal value that includes a two character value for the transparency preceding the six digit hex color value. So 00 = transparent and FF = opaque, such that 00000000 is transparent black and FF000000 is opaque black. However this not ...
by Mike Lorrey
Tue Jan 01, 2019 7:12 pm
Forum: Content
Topic: Please Help Me - Script with UIDs
Replies: 5
Views: 2353

Re: Please Help Me - Script with UIDs

Go ahead and put the textures into the contents of the window object. Just referring to a UUID in the script does not protect textures against a person using another script with llGetTexture() to grab the key, then apply that key to a flat surface to take a snapshot. You can have your scrip.t use ll...
by Mike Lorrey
Tue Jan 01, 2019 4:50 pm
Forum: Kitely Market
Topic: Product won't list due to "missing texture"
Replies: 42
Views: 14440

Re: Product won't list due to "missing texture"

So this issue has not been fixed in the past year?
by Mike Lorrey
Thu Aug 09, 2018 6:44 pm
Forum: Building and Texturing
Topic: How to correctly upload mesh
Replies: 23
Views: 8259

Re: How to correctly upload mesh

You can Mike using Cycles render instead of Blender Render. You set up your materials in the material tab assigning the mesh to each one. Then for each material you use the Cycles nodes to create the result you are looking for and bake that result. Creating the materials and getting them mapped rig...
by Mike Lorrey
Thu Aug 09, 2018 2:49 pm
Forum: Building and Texturing
Topic: How to correctly upload mesh
Replies: 23
Views: 8259

Re: How to correctly upload mesh

ya and baking is buggy and painting takes time. I haven't tried ezbump - is there a link? I tried a couple of online normal map makers which no longer seem to exist and the Nvidia plugin for PS. I ended up paying for CrazyBump, which is somewhat crashy but saves a lot of time if the normal map shou...
by Mike Lorrey
Tue Aug 07, 2018 12:39 am
Forum: Building and Texturing
Topic: How to correctly upload mesh
Replies: 23
Views: 8259

Re: How to correctly upload mesh

I took a brief interest in hard surface modeling so I could get things like buttons and belt buckles looking better. There's a lot on the subject, most of it for Max or Maya but the concepts are the same as Blender. Short version: set everything to smooth in Object mode; you can try flat shading on...
by Mike Lorrey
Tue Aug 07, 2018 12:37 am
Forum: Building and Texturing
Topic: How to correctly upload mesh
Replies: 23
Views: 8259

Re: How to correctly upload mesh

Ok once I got the outrigger flight decks separated from the midsection of the ship, I uploaded the midsection, and it first showed up as 49k verts, but as soon as I hit "generate normals", it dropped down to 22k, which is still twice the 11k verts of the model in Blender, but I am curious as to why ...