Search found 231 matches
- Fri Jul 03, 2015 12:15 am
- Forum: Worlds Support
- Topic: Cannot select root prim
- Replies: 2
- Views: 2804
Re: Cannot select root prim
A possible cause might be the "limit select distance" setting in the Advanced menu. You could try making sure that's disabled.
- Fri Jun 19, 2015 8:58 pm
- Forum: Worlds Support
- Topic: Object not loading contents
- Replies: 12
- Views: 9002
Re: Object not loading contents
I get this problem pretty frequently in objects I've created and changed, and have done for years. It seems to be a perennial OpenSim problem, and I've never figured out a way to reproduce it.
The simplest workround I've found is to take a copy of the object and delete the original.
The simplest workround I've found is to take a copy of the object and delete the original.
- Mon Jun 01, 2015 11:24 am
- Forum: Scripting
- Topic: "Fixed rotate" script?
- Replies: 15
- Views: 15255
Re: "Fixed rotate" script?
You're welcome. I had to make sure my understanding was correct, especially since one of my products (the swing system) revolves around llTargetOmega() (pun intended).
- Sun May 31, 2015 10:58 am
- Forum: Scripting
- Topic: "Fixed rotate" script?
- Replies: 15
- Views: 15255
Re: "Fixed rotate" script?
OK, I've made a simple test object and placed it on the path outside my shop (near the lake) here: https://www.kitely.com/virtual-world/Handy-Low/Handys-Tools . It's free to copy and modify. It's a two-prim object, with the root (red) base prim stationary and the child (green) tall prim rotating; th...
- Sun May 31, 2015 12:33 am
- Forum: Scripting
- Topic: "Fixed rotate" script?
- Replies: 15
- Views: 15255
Re: "Fixed rotate" script?
Yes, I'll have a look at this soon and report back.
- Sun May 31, 2015 12:00 am
- Forum: Scripting
- Topic: "Fixed rotate" script?
- Replies: 15
- Views: 15255
Re: "Fixed rotate" script?
Then the documentation is incorrect?
http://wiki.secondlife.com/wiki/LlTargetOmega wrote:If the object is not physical then the rotation is only a client side effect and it will collide as non-moving geometry.
- Sat May 30, 2015 10:15 pm
- Forum: Scripting
- Topic: "Fixed rotate" script?
- Replies: 15
- Views: 15255
Re: "Fixed rotate" script?
Only in physical objects, surely?
- Sat May 30, 2015 6:53 pm
- Forum: Scripting
- Topic: "Fixed rotate" script?
- Replies: 15
- Views: 15255
Re: "Fixed rotate" script?
How can this be, when llTargetOmega() is a client-side effect?Ilan Tochner wrote:Please make sure to only rotate phantom objects, otherwise your constantly rotating objects will create high CPU load for your sim.
- Sat May 30, 2015 6:52 pm
- Forum: Scripting
- Topic: "Fixed rotate" script?
- Replies: 15
- Views: 15255
Re: "Fixed rotate" script?
[EDIT: Never mind, I was thinking about animation rotation when I first wrote this post]
- Sun May 17, 2015 8:40 pm
- Forum: Building and Texturing
- Topic: region land texture scale and offsets?
- Replies: 3
- Views: 4922
Re: region land texture scale and offsets?
I think that the application of textures to land is entirely handled by the viewer, so you'd expect that a given viewer would render identically between SL and OpenSim. All the server does is store the values you see in the region properties (textures and height ranges, etc).