primstar 0.9.28-git

First released: 19 November, 2009 - 11:01
Download: primstar_0.9.28.zip
Size: 175.72 KB
md5_file hash: bbabe1a4d38403e6d357c5a61c842cfb
Last updated: 19 November, 2009 - 11:01
Size: 175.72 KB
md5_file hash: bbabe1a4d38403e6d357c5a61c842cfb
Last updated: 19 November, 2009 - 11:01
Minor fix to allow 8192 pixel sculpt maps to be created from add sculpt mesh and sculptify. eg 23 x 11 with 1 level of subdivision and Clean LODs off. This used to work, but got broken during the implementation of sculptify due to a silly mistake on my part - I'd set the pixel limit at 4096. So all the 'organic' map sizes should work again now (64 x 128, 32 x 256, 16 x 512) with the correct maximum size of 8192 pixels.

Comments
What happened to the output scale in the Console window?
I noticed that the output scale is gone. I like the feature "Keep Scale" and all, but that makes really crappy bounding boxes, and I prefer the output numbers to be in the console for Blender. It's a lot easier to follow that than to have a huge out of place bounding box... Big bounding boxes = problematic for resizing to a bigger size. :\ If there's a way to get the numbers for the size of the sculpt in the console window, please tell me. If not, please re-add that. It's very frustrating having a really "loose" bounding box, or really huge one for that matter.
Console scale output
This won't be readded. It was only ever a temporary feature from before LSL scripts support was added. The console is only normally displayed on Windows machines, so it's not a cross platform solution to providing the scale info.
Use Export - Second Life LSL after baking, this provides all the information you need about the sculptie in an LSL script you can use to recreate the object inworld.
Besides the scale, rotation and location information, it'll also take the information from a UVTex layer to provide texture scaling info, and of course both the sculpt map and texture names are included in the script.
If your object is made of multiple sculpties and you parent them together in Blender, then the entire linkset will be in the LSL script rather than one script per object.