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stacee // User Search
stacee // User Search
Oct 14, 2005, 11:45am
I've noted that at the location you give (648N 793E) in AW Teen, that the
spectrum that was set up does not include much in the way orange, blue, and
red. I did a few variations on the red/orange theme, and they seem to match
up to their respective color codes. I'm not so sure this is a matter of
coronas having a limited spectrum as much as not all colors are being
supported in the display that was set up.
Btw, neat idea for a display :)
~Stacee
[View Quote]"Siliconmana" <d4 at siliconmana.com> wrote in message
news:434ef8bf at server1.Activeworlds.com...
> Have set up a corona spectrum at awteen 3 648N 793E
> This is to show that corona colours do not match html colours and that the
> spectrum is lacking in orange blue and red, with majority in yellow,
> (light) green and pink range.
> Asking for others to look at and test these settings to see if they can
> get better results.
> Or have any idea why coronas do not match colours.
>
> Siliconmana
>
|
May 27, 2003, 7:31pm
Ah, the joys of Truespace. *laughs* I don't know how many times I've
wanted to yank my hair out from Truespace telling me it "can't" do something
I needed it to! Not to mention the times it goes and does something I don't
want it to do and then tells me it can't "undo" it. *grins* Lady M has the
best suggestion so far. In the end though, depending how complex the object
is that you are cutting into, or of the one you are using to cut the hole,
TS sometimes will not cut the hole. My best advice: experiment with
different approaches to see what it will allow. Sometimes it won't allow you
to cut with an object composed of small objects glued together, but if you
boolean them with union, then use the subtraction boolean, it will work. If
the object to be cut is made up of individual pieces, unglue them and
boolean them separately. Sometimes, just moving either object slightly will
allow booleans. For TS, booleans are one of the hardest things for it to do
right..... UV mapping is it's second. It comes down to mostly trying to
outsmart TS and work within it's limits. Keep at it though....and always
save before you do any boolean (I had to learn this one the hard way...many
times). I hope it works out for you :)
[View Quote]"dlp anne" <anne at dreamlandpark.com> wrote in message
news:3ed30905 at server1.Activeworlds.com...
> is it possible to cut holes in objects using rwmodeler?
>
> I know how to do this in true space, but true space can't open a rwx file,
> so I used AccuTrans to convert the rwx to a cob file so I could load it
into
> true space and cut the hole.
> But when I do this, true space wont cut the hole in it saying.
> The object is not a solid.
> Can't do boolean operation.
> Change the relative positions of the objects or change the boolean
> precision.
>
> Any ideas?
>
>
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Jun 11, 2003, 11:53am
As for the "blurring" you referred to, it almost sounds like you might have
Mipmapping on. Mipmapping tends to blur things a bit, instead of the
"sparkling", crisp effect you were used to. Go up to Settings, find
Performance and check to see if "Use Texture Mipmaps" is checked. Uncheck it
if it is.
As for the lines that you see through objects such as pictures, that is a
z-buffering issue---a conflict of rendering two objects whose surfaces are
close to each other, such as when 2 floor panels overlap each other. I'm not
sure of the exact technical reason for why it seems worse in this version,
but nonetheless, you will always, unfortunately, have this issue in the 3.4
version. (It seems to be particularly bad on older video cards, such as the
Voodoos). If you move the pictures away from the walls a little more, it
will help limit the "lined" effect, but nothing will totally get rid of it.
*smiles* I know you said you were having trouble posting to beta. If you
have any other problems, bugs, etc that you would like to report, please
email support at activeworlds.com :)
[View Quote]"lady nighthawk" <dmurtagh at starband.net> wrote in message
news:3ee70f04 at server1.Activeworlds.com...
> I'm having a "blurring" problem in build 490 (beta 3.4 browser). At my
> alphaworld lot, my grass looks blurred now, but didn't in previous builds
of
> which I've used 483, 485, 486 & 487. In previous builds it looked somewhat
> sparkly, as did all the trees, etc. Now all are rather blurred and not
> nearly as nice looking as before.
>
> Also in 490, all wall pix and signs have horizontal, vertical or diagonal
> lines in them. You have to get right up close to them for this effect to
> fade. I did not have this problem in previous betas I've tested either.
>
> Sorry to post this here, I tried to post to beta list but was denied
access.
> If someone would forward there I would appreciate it. My alphaworld build
is
> at 599s 396e facing NW. that whole side of Lady NightHawk Ln has been
built
> on. The front area has a sign on the corner, follow LNH Ln down
(NorthWest)
> to get to a building I'm working on, inside that building is the wall pix
> where you will see the effect I'm talking about ... again I'm on build
490.
>
> Thanks for reading...
>
> Lady NightHawk
>
>
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Jun 18, 2003, 11:47am
Darn, I know I've had this problem before, but I can't remember what the
cause of it was. I even tried duplicating it by deliberately "breaking" an
avatar in different ways, but no success. It almost sounds like a hierachy
glueing error, but I can't be sure. I'll keep at it though :)
[View Quote]"guri lady" <GuriLady at sbcglobal.net> wrote in message
news:3eee695a$1 at server1.Activeworlds.com...
> Hello, everyone;
>
> I converted an AW Avatar to modify in TrueSpace4. I used AccuTrans to do
> this. I had to redo the hierarchy of the avatars body parts and rename
them
> so they work with AW sequences. This I did correctly according to AW's
> guidelines on CobDUMP3's help page. I also used the avatar that was
> provided in the CobDump3 zip file to use as a reference for the hierarchy
> and the axes location of each body part.
>
> My problem is this: When I did the axes for each part of the body somehow
I
> did not get the location for the torso's axes correct. The torso acts as
if
> it's is not connected to the pelvis. When the av stands in it's wait
> sequence, for example, the torso slides off the hips. Trying to see if I
> could solve the axes problem, I then took the orginal avatar and converted
> it to cross check the location of the axes on it's torso. I adjusted it
and
> the av still doesn't move right. I relocated the axes a few times trying
to
> tweek it with no success.
>
> Help! I'm all confused and now frustrated to boot! LOL
>
>
>
>
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Jul 15, 2003, 11:45am
*one eyebrow goes up and she gives all the guys a sly grin* I'd hate to
think you'd try to steal my avatars ;:)
And btw, the cheat avatar......wicked hard on the hardness scale lol He's
got a really odd shape
[View Quote]"mike zimmer" <mike at remmiz.com> wrote in message
news:3f0f411e at server1.Activeworlds.com...
> And it's really that hard to bypass...it is called downloading WinZip 7 or
> something along those lines. It doesn't understand what a password is, lol
> --
> -Miek Zimmer
> *Mike
>
> "carlbanks" <CarLBanks at insight.rr.com> wrote in message
> news:3f0f34b6$1 at server1.Activeworlds.com...
passworded.
be
the
read
flash
> some
dont
> used
its
>
>
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Jul 15, 2003, 6:21pm
LOL! : D
[View Quote]"themask" <admin at themask.3dhost.net> wrote in message
news:3f145527$1 at server1.Activeworlds.com...
> Yep, hes got an odd shape allright.. Though can't talk english for
> crap...'douglass..douglasss....douglass?...douglass..'
>
>
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Jul 15, 2003, 6:22pm
Shaped kinda like an anvil....or is it a cheese....or maybe it's a cheesy
anvil...
[View Quote]"themask" <admin at themask.3dhost.net> wrote in message
news:3f145527$1 at server1.Activeworlds.com...
> Yep, hes got an odd shape allright.. Though can't talk english for
> crap...'douglass..douglasss....douglass?...douglass..'
>
>
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Jul 16, 2003, 12:45pm
For a list of the animations you can have for a special avatar, and how to
set them up in an OP, go here:
http://www.activeworlds.com/help/aw34/special_avatars.html
But, there is an alternative method, although rather undocumented. It is
possible to put special avatars in the .dat file just like any other avatar
and give it normal seqs. Here's how I've gotten it to work: A normal avatar
entry in a .dat is on the left; the modified entry for a special av is on
the right:
avatar
special
name=Peter
name=SpPeter (probably don't need the "Sp")
geometry=peter.rwx
geometry=peter.rwx
beginimp
beginimp
walk=qwalkf2
walk=qwalkf2
wait=qblink
wait=qblink
endwait=qendwait
endwait=qendwait
endimp
endimp
beginexp
beginexp
Turn_Around=g_turn
Turn_Around=g_turn
Wave=qwave
Wave=qwave
Jump=qjump
Jump=qjump
Spin=qspin
Spin=qspin
Yeeha=qyes
Yeeha=qyes
Yes=yes
Yes=yes
No=no
No=no
endexp
endexp
endavatar
endavatar
Test it out and see if it works for you. If you notice any bugs or problems
let me know. We'll try and get this info into the help files.
[View Quote]"themask" <admin at themask.3dhost.net> wrote in message
news:3f14fec8$1 at server1.Activeworlds.com...
> I was wondering, what the main sequences to a special avatar are?
>
>
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Jul 16, 2003, 3:25pm
Darn, it mixed my carefully typed out letter into a mixed up mess! Sorry
about that. Let me try this again: :)
This time, normal avatar entry is on top, special avatar entry is on
bottom.....I hope ;) It's just one of those days ack! lol
[View Quote]"kf" <none at junk.mail> wrote in message news:3F156780.237B at junk.mail...
> Umm - what exactly is the difference between the normal and the special
> avatar in your example? :-)
>
>
> stacee wrote:
to
avatar
avatar
on
problems
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Jul 25, 2003, 8:25pm
*jabs Bowen in ribs* Shh!
The Lady, did you HAVE to show Starfleet that? Now he'll never stop eating
that stuff! Aiy! lolol!
[View Quote]"bowen" <Bowen at andras.net> wrote in message
news:3f215a96$1 at server1.Activeworlds.com...
> starfleet wrote:
>
> Please don't post in HTML (that means do not format your post with
> colors, text sizes, etc). Since you're in OE, go to Fromat and make
> sure plain text is selected. It is very rude to post in HTML, in fact,
> more rude than my inline/bottom posting.
>
> Content-Type: text/html;
> charset="iso-8859-1"
> Content-Transfer-Encoding: quoted-printable
>
> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
> <HTML><HEAD>
> <META http-equiv=3DContent-Type content=3D"text/html; =
> charset=3Diso-8859-1">
> <META content=3D"MSHTML 5.50.4916.2300" name=3DGENERATOR>
> <STYLE></STYLE>
> </HEAD>
> <BODY>
> <DIV><FONT face=3DArial color=3D#ff0000 size=3D6>PIZZA RULES THE=20
> WORLD!!!!</FONT></DIV>
>
> <DIV><FONT face=3DArial color=3D#ff0000 =
> size=3D2></FONT> </DIV></BODY></HTML>
>
> --
> --Bowen--
>
> No of SETI units returned: 44
> Processing time: 36 days, 0 hours.
> (Total hours: 864)
> www.setiathome.ssl.berkeley.edu
>
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Jul 25, 2003, 8:21pm
Psst, this is from last year.... ;)
[View Quote]"legion" <jonsavel at juno.com> wrote in message
news:3f21a387$1 at server1.Activeworlds.com...
> http://www.macobserver.com/article/2002/07/26.9.shtml
>
> (Suspicious and distrustful of "Mac Community")
>
> --
> Legion
> "Mac sucks" - Windows fans who are now suspicous and distrustful of Mac
> fans....
>
> "I think, therefore I am" - Rene Descartes,
> 17th-century French philosopher, Earth
>
>
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Jul 28, 2003, 7:39pm
lol Whoa, whoa, before we go beating anyone, take a look at this ;)
http://host.activeworlds.com/bill/mac.wmv
You gotta love it lol!
[View Quote]"brock" <BrockL at iceflare.net> wrote in message
news:3f21e8fa$1 at server1.Activeworlds.com...
> No more like he's a computer illiterate fool that should be beaten with a
> lead pipe.
>
> --
> Brock - 308723 - DE Leader
> "joeman" <joeman at bootdown.com> wrote in message
> news:3f21cf8a$1 at server1.Activeworlds.com...
> people
them.
> and
> mean,
together
like
of
>
>
|
Jul 28, 2003, 10:42pm
*blushes* Ack, sry. Okay, here's my disclaimer: " This video may contain
some strong language. Please use discretion when viewing"
[View Quote]"themask" <admin at themask.3dhost.net> wrote in message
news:3f25b82a$1 at server1.Activeworlds.com...
> "You come back with norton and it just yells at you because YOU HAVE A
> F*CKING MAC!"
>
>
|
Aug 14, 2003, 1:45pm
Ack! Not the Kromaggs!!!! 8 O *gets out her stick to beat them back into
the portal* No,no,no,no!!
[View Quote]"joeman" <joeman at bootdown.com> wrote in message
news:3f3ba149 at server1.Activeworlds.com...
> ... wait... that doesn't work. If you're dead... then... you can fight,
> unless you're from that crazy zombie universe that comes through the
portal
> in my closet every night and tries to take my eyes...
>
> -Joe
>
> "starfleet" <Starfleet at Command.com> wrote in message
> news:3f3ae9ae$1 at server1.Activeworlds.com...
dead.
> We go into
> remember,
the
a
> did I
>
>
|
Sep 3, 2003, 6:15pm
lol Now THAT was a good blonde joke for once *grins*
Sep 4, 2003, 1:33pm
lol Hey, I'm only PART-blond! :D
[View Quote]"ihnk" <awihnk6 at yahoo.com> wrote in message
news:3f565802$1 at server1.Activeworlds.com...
> *shows everyone Stacees brown haircolor bottle*
>
>
> "stacee" <nospam at activeworlds.com> wrote in message
> news:3f564bc9 at server1.Activeworlds.com...
>
>
|
May 1, 2003, 12:09pm
*looks at the list of worlds that tourists have access to, and in some
cases, building rights* And here you made me think that AWGate was the only
place they could go ;) I think they have more access to AW then I do on
any demo for a new game....I feel jipped!
[View Quote]"mrbruce" <A1CTWorld at aol.com> wrote in message
news:3eb0f6e8$1 at server1.Activeworlds.com...
> I am not sure why I am responding to this post, but by chance someone will
> listen, I respond to this post with facts that I know.
> Being the owner of a big world here in AW for close to 21 months, I have
had
> alot of contact with the staff at AW.
> I too was hurt when AW totally banned tourist entry to AW all together and
> after a month of protesting, we convinced AW to reallow toursts back.
> Trouble was, they were locked in at the gate. It took a few of us
concerned
> world owners to shell out $60.00 USD to give them some room to breath by
> opening our privately owned worlds to them.
> I have asked all the members of management at AW about removing the
> restrictions on tourists, all have told me the same thing over and over
> again. Tourists use up band-width, numbers show that when AW allowed
> tourists free access, yes the universe numbers were high, sometimes
hitting
> 300 people, with the most in AW world. But out of those numbers, most were
> tourists!
> According to Tom (FLAGG) AW made more money when tourists were totally
> banned from AW altogether, then they did, or have since tourists were
> allowed back in.
> Also it still stands that many could not afford AW when it was $19.95 a
> year, because most are teenagers who can not afford AW, or can not use a
> credit card. The same goes now, but prices are higher.
> But whats worse, is the punks in AW who get great pleasure out of
dystroying
> a tourist's hard work and discouraging them from even considering a
> citizenship, its those people who hurt AW the most and to think they say
> they like AW...hmmmm shakes my head in wonder.
> My tourist enabled world was mercilessly was striped of tourist builds
> daily! No wonder AW is dying who cares to stick around when 5 hours of
hard
> work and creation are wiped out by some punk in 30 seconds.
> Just a real life point here, my son PSXferarri started out as a tourist,
all
> his work was destroyed by some punk and the time I bought him a cit, he
lost
> any fether interest.
>
>
>
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May 27, 2003, 11:58am
*rolls eyes, giggles, and pushes the guys out of the way* Would you guys
leave him alone!!!! lol Shesh!
Pine, I have to say, I loved the 4 videos you made before (my favorite is
the first one). I'm kinda excited to hear you're making a 5th one....can't
wait to see it! :)
[View Quote]"pineriver" <pineriver at thenett.com> wrote in message
news:3ecfec4b at server1.Activeworlds.com...
> I am right in the middle of creating the active worlds video 5.
> Other videos can be seen at aw31.netfirms.com
> If you would like to submit your place or world to have a chance of
> appearing on the video, e-mail pine at awtaz.net or just replay to this post.
> (Note the place or world has to be on a public object path)
> Preview coming on the webpage soon
> --
> Pineriver
>
>
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Jul 18, 2003, 11:05am
Well it's a throwback texture from the Alphaworld path, so I'm guessing it
was used on one of those objects, but I'll be darned if I know which one
lol
Happy hunting!
[View Quote]"calhoun" <coen at charter.net> wrote in message
news:3f111966 at server1.Activeworlds.com...
> on the Megapath there is a texture for an object but I can't find the
> object? is it there?? and if so what is the object name?
>
> Texture Name: monolith
>
>
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Jul 17, 2003, 4:54pm
O....M.....WORD! THAT was the coolest video you have ever done! Pine, you
are just incredible......I am absolutely blown away! Everything in there was
just.....perfect! The music, the scenes, the way you presented
everything.......you have an incredible talent there. I sure hope you get to
use those skills in RL :)
*is still sitting and watching it in awe and with this big silly grin on
her face* Wowsers!
[View Quote]"pineriver" <pineriver at thenett.com> wrote in message
news:3f15771a at server1.Activeworlds.com...
> http://aw31.netfirms.com
> This is a video that I have done to promote active worlds, check it out :)
>
>
|
Jul 17, 2003, 4:06pm
lol Nope, someone put an "x" in the beginning of the texture name ....old
trick for making something not load. Someone just turned the sun off for
awhile I think ;)
[View Quote]"tony m" <tony at homeunix.uni.cc> wrote in message
news:3f163947$1 at server1.Activeworlds.com...
> Warning: unable to download
objects.activeworlds.com/aw/textures/xc_sun.jpg (file not found)
>
> Looks like someone accidentally deleted a texture
>
> sw comit wrote:
>
it was gone O_O
>
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Aug 20, 2003, 4:00pm
lol They do exist, and she's only half-betazoid. Course, so am I ;)
[View Quote]"john" <john at 3d-reality.com> wrote in message
news:3f429f49 at server1.Activeworlds.com...
> I thought betazoids didnt exist
>
> ~John
>
> "starfleet" <Starfleet at Command.com> wrote in message
> news:3f4269db at server1.Activeworlds.com...
> email
>
>
|
Aug 29, 2003, 8:34pm
If indeed you are talking about the megapath, you are right, stars1.jpg and
stars2.jpg are fireworks. I'm not quite sure how those got in there, but I
decided to leave them as they are and I have now added the stars textures
you were looking for to use as cloud textures. The texture names for them
are stars1_strat.jpg and stars2_strat.jpg
Ty for letting me know about this
[View Quote]"calhoun" <coen at charter.net> wrote in message
news:3f4ef185$1 at server1.Activeworlds.com...
> ok, I want to know what the stars texture is for the clouds I've tried:
>
> stars1
> and stars2
> but both are filmstrip fireworks and I was told those are the textures but
> they aren't they are filmstrip fireworks does anyone know the name of
these
> textures?
>
>
|
Sep 2, 2003, 12:00pm
lol! Which is why he called me SueU ;) *pats Joe on head* That's okay,
we understand your confusion
[View Quote]"joeman" <john at fakeplastic.com> wrote in message
news:3f538bae$1 at server1.Activeworlds.com...
> Easily.
>
> -Joe
>
> "strike rapier" <strike at Rapiercom.freeserve.co.uk> wrote in message
> news:3f537eef at server1.Activeworlds.com...
>
>
|
Sep 2, 2003, 7:16pm
Ooh!Ooh! Didn't someone post awhile back an object set that they had poured
their heart and soul into (and it looked absolutely fantastic!) that was
kind of militarily based? Might be something to check into. Now if only I
could remember who it was or find the link....
[View Quote]"baro" <baronjutter at shaw.ca> wrote in message
news:3f54e8ca at server1.Activeworlds.com...
> Here's the most importat question about your game, as the gameplay sounds
> very thought out.
>
> Is the world and object path as thought out as the project, or like so
many
> high-concept projects in AW, everyone is too busy with the "important
> stuff" like the bot, so use horrible aw path style buildings and world
> design?
>
>
|
Sep 8, 2005, 4:50pm
If the object itself is off-center ( it does not sit at 0, 0, 0), then yes,
when you change the scale, it will affect it's position or distance from the
0,0,0 position.
[View Quote]"SW Comit" <sam at usamedia.tv> wrote in message
news:430543d2 at server1.Activeworlds.com...
> Well, not exactly higher res...
> One of the new features in the AWE 1.1 beta is that is scales up the
> ground objects in Alphaworld to make it so you can't see the backdrop
> color 'till you reach higher altitude. This, of course, made the textures
> stretched out and get all blurry. So I simply increased the UV.
>
> However this seems to have a side effect of making z buffer more likely to
> happen as you distance yourself from the ground object. A common, long
> time graphical restriction - the farther away you are from two objects
> near eachother, the less precise their position is and they are prone to z
> buffer with eachother. More likely to happen on cheaper or older graphic
> cards.
>
> My question is if this has anything to do with the UV count, or did it
> have to do with the scaling? And, any suggestions on how to fix it?
>
> - Com
>
|
Nov 15, 2005, 3:30pm
The servers were rebooted. Normally they put up a universe message to let
everyone know...they didn't this time. As for AWTeen becoming unstable....I
can't help you there.
~Stacee
[View Quote]"Gnu32" <simplaza at simplaza.net> wrote in message
news:437a09a2$1 at server1.Activeworlds.com...
> The AW servers have just died and restarted, and apparently it has
> happened 3 times. Also, worlds like AWTeen are becoming very unstable,
> terrain issues and slow connection.
>
> Whats going on?
|
Jan 6, 2006, 10:57pm
Have you changed any fog settings in this world recently, and what world is
this? Since it is only happening in one world for you, I almost think it
might be something in the world. Maybe I can come and see :)
~Stacee
[View Quote]"Shalimar" <shallie at charter.net> wrote in message
news:43bc6069 at server1.Activeworlds.com...
> For a couple of days, in one of my worlds I keep seeing random flashes. It
> looks sometimes like a gray box bouncing off the side browser and at other
> times, just flashes of brighter light. I have no idea what it is.
>
> This evening, I went into another one of my worlds and all of a sudden I
> can see the line of every seam, sides and top, of the skybox. The same
> skybox has been in there for 3 years!
>
> What is going on? Anyone know?
>
|
Jan 26, 2006, 12:31pm
..rwx, .cob, .scn, and .dxf are the file formats supported by AW (.dxf is the
renderware format I believe, the others were added by AW). As someone
pointed out though, you do need to write the file format used at the end of
the object name when it is not .rwx, which is the default file format that
the browser looks for.
~Stacee
[View Quote]"John Tirado" <rancidnihilism85 at yahoo.com> wrote in message
news:43d80857 at server1.Activeworlds.com...
> Okay, in renderware 3 the format rwx was dumped for the dxf format. Of
> course if they reset all the worlds because of this AWI had to add code
> that would make it so you could support rwx, otherwise maybe some people
> would of been upset and left. So anyways to the question does AW support
> DXF right now? I was going to try it the other night, but I got too lazy
> to zip it and upload it
>
|
Jan 26, 2006, 1:23pm
I need to correct myself. This is why I shouldn't answer these things in the
morning.
It was pointed out to me that .dxf is an old autocad format...not
renderware. The appropriate extension is .dff (as someone told me, remember
it as "dumb file format") for renderware. I also should note that .rwx is a
renderware format, and that .cob and .scn are Truespace formats that were
added to use in AW. While at one time, long long ago, there was a converter
for .dxf formats, it was not adequate for the job, since .dxf often lacks
critical information such as UV values and has issues with inverting polys.
Sorry for the confusion. Thanks to those that helped me catch my mistakes
;)
~Stacee
[View Quote]"stacee" <stacey at activeworlds.com> wrote in message
news:43d8dd4b$1 at server1.Activeworlds.com...
> .rwx, .cob, .scn, and .dxf are the file formats supported by AW (.dxf is
> the renderware format I believe, the others were added by AW). As someone
> pointed out though, you do need to write the file format used at the end
> of the object name when it is not .rwx, which is the default file format
> that the browser looks for.
>
> ~Stacee
>
> "John Tirado" <rancidnihilism85 at yahoo.com> wrote in message
> news:43d80857 at server1.Activeworlds.com...
>
>
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