Jump to content

Dacy

Members
  • Posts

    859
  • Joined

  • Last visited

  • Days Won

    14

Everything posted by Dacy

  1. And, the promised video on creating different levels in your base: -Dacy
  2. Different people are, well, different! Some, if they have the time, will do things for free. Some might ask for whatever you feel it's worth, some may have figured out a fee schedule. Your particular request is on the easier side of the spectrum, wouldn't take long to knock out, and so, it shouldn't cost too much even if you went with someone you paid. I would venture to say that with just a little info on how to use the editor, you could likely do a good bit of it yourself. 🙂 -Dacy
  3. I've heard a few people complain about the base entry problem where you get stuck in the entry portal, and /stuck doesn't help, so I remade my Base Commands video to include that, along with what I hope are more complete and concise demonstrations of base editing controls. A look at building stairs and multiple levels coming soon! -Dacy
  4. You can edit away from the entry room by typing /editbase 1. Then you will find you’ve been moved to the entry room. To get back to the portal, type /stuck. You need to move the portal. There is a bug where it will make people get stuck when they enter the base, and typing/stuck does not help. This is usually because it is either not on something that the base recognizes as a floor, or it’s being interfered with by another object. You may have to move it other times as well; the error can be persistent. You are right to think that the rez unit won’t work because you removed power/control items. To confirm, look at the upper right bar of the base editor and/or the item window while in editing mode. If it’s red and flashing, it needs power and/or control. Power and control items can be anywhere in the base plot and still work, they don’t have to be interfering with your base design. You can sink them into the floor or put them far away. Also, don’t place a Rez unit too close to other things that teleport; I didn’t remember to note that in the video, but it’s a bug I discovered once. I’d get stuck when I rezzed, and I wouldn’t even be at the rezzer. Turns out the game gets confused as to which device you should be coming from, because my Rez unit was right next to my teleporters. Even though you don’t come into the base through the teleporters, they are a transportation type device, and the game apparently was having some problems with that. I don’t know what the minimum distance is that you have to have to place them successfully, but if you have problems getting stuck after you have powered your rez unit, I would definitely move it farther away from the entry portal or teleporter devices. For more details and a guide on how to do things you want, I would recommend my video guide series on base building. -Dacy
  5. This is very cool, I adore it, and they are taking it away. Change is on test. -Dacy
  6. Thanks for the kind words, @Tahliah, I'm so glad the vids were helpful! Isn't it a great feeling when you realize there's an easier way to do something? Of course, that's tempered by all the frustration you built up trying to accomplish something that was being difficult! I've had more than my share of "doh!" moments, trying to do something the hard way, myself, so I know what you mean. Thanks, @Votiga, yes, if you want to use the base decorating abilities, the only real way is by making rooms, or at least, raising walls in the one big room, which you can do, too. The nice thing about doing it that way is, you don't have those blank spaces where corners of rooms meet, where you can't place a doorway, but the base walls are so very thick, they are a bit cumbersome, and you can't raise part of a wall, it has to be all the way to the top of the room. However, I remember a base from Live that used those open spaces and created stairs going down under the base, to levels they'd build below the base. Most of the base was built above, so it was a neat trick, one it took me a long time to figure out. There is no way to create an open space like that otherwise, that allows someone to go down below the plot, within the walls of the base. But that is a very limited application, and this was before you could use a really huge room. The huge room avoids the problems of having gaps you can't build in, because you can't build in between rooms if there's no doorway, as I pointed out in the video. And you can place the big room, but still only build a little house or structure, and have the rest be atmosphere or even just blank, if it's above or below a base. But, again, it all depends on your plan. I've built a spaceship around a fairly small room, and used larger pieces to cover the walls, so that I could still use the base lighting inside, but not have to try and hide from a base that was still in the picture, looming above or below. From the outside, it looked like a space ship. Inside were three levels, for the most part, and on top of the base, I put a lounge/restaurant/bar with a view of the stars, and the space port/dock, which was how you could get out to see the outside of the ship, if you wished. It got out of hand in terms of memory use, with all the fx I used, so I'm going to remake it using some of the newer pieces, at some point. Hopefully I can make it with less of a memory bog, or else, just skip all the storage and function and have it only for looks. But I dislike doing that, a base should be functional as well as cool, imo. To get the narrowed effect in the front, the entry room is in the middle at the front of the plot. I chose the smallest plot I could that was rectangular, tho you could choose a bigger plot and create whatever pattern of rooms you wanted to build around, I suppose....my goal was to not let it get too big so I kept the room as small as I could, and according to item count, I was doing fine, but the fx still bogged down the memory use. So, well anyway. That's an example of a small base plot, where I built in and on the base itself, but extended large items out so they covered the outside of the base. More pictures can be seen in a topic here, Spaceships, Space Stations, Moonbases? so I won't clutter up this topic with more shots. 🙂 -Dacy
  7. Thanks, @Votiga! You included some information that I did not, such as filling out the sg form, and placing several rooms in a base, vs. placing the one big one, and also the fact that you can come back at any time and change the size of you base plot. Good work! Next video in my series is up: Building Windows You Can See Through, plus more! -Dacy
  8. Two more vids, one is a quicker, shorter, less informative version of "Getting to Know the Base Editor", focusing just on the bugs/problems with the editor and any solutions I've found for them: One is a look at how my kitchen appliances are made, and overall how I put together my kitchens. Video on making see through windows coming soon. -Dacy
  9. See "VIdeo Guide to Base Building" in this topic, but yeah, here: -Dacy
  10. Latest video covers problems, including this. When grabbing, click and hold mouse in place briefly before moving. It lets the editor confirm which object you have. If your editor prefers a certain object, you may have to check your target in the object window, and change position so you camera view gets past that other object. Hope this helps! Watch my latest video for other problem workarounds. 😊 -Dacy
  11. Hi! Would folks be interested in seeing how I put my kitchen items together? Or anything else? Like the stairs to next floor transition, windows you can see out of in a house, terraforming, etc? -Dacy
  12. You can sink them into any floor by using shift and mouse to control where it goes, just hit f3 to enable clipping. Watch the video I just uploaded on Getting Familiar With the Base Editor to see how I worked around items not laying flat. If you still have questions, I’ll try to help. -Dacy
  13. @Acroyear, I really appreciate it when people tell me that this helped or they appreciate it! It keeps me going! 🙂 Thanks. My latest video is an attempt to deal with some of the quirks and bugs we've seen in the editor. Editing is much easier when you understand the editor! Bugs, workarounds, tips, it's longer than the others, but it's got a lot of information! Thanks, everyone! -Dacy
  14. Right, on the inactive logs; this was in a base where I was hiding base services in an apartment setting, so you couldn't tell it was storage, or combat logs, or the Icon NPC, etc, which was why that one was green screened, and why I included the fact that it didn't need to be, but yes, there are other ways to get a grey screen. 🙂 -Dacy
  15. Hi, I've got an editing bug. When trying to rotate an object when it's first placed on a floor, if it's rotated towards the south, it will not go 90 degrees. That is, if it's lying down, it won't go upright, and if it's upright, it won't totally lay down in that direction. It will go the other way, but not towards the south. If you rotated the item, that inability to go 90 degrees stays with that side. This of course means that, if both sides are the same, you can turn the item around and it will lay flat, but if the side you want to rotate has a particular feature you're trying to get into that position, the job becomes much more challenging, as every rotation axis will include that error when it comes to getting to perfectly horizontal or vertical. This is consistent through every angle snap degree and whether or not you are running the 64bit or not. You can, however, position a one sided object the opposite direction from where you wish it to end up, and use right click to rotate the object, and it will go to vertical then, but that's the only way I've found to work around this very annoying bug. I have had one instance of editing when that bug did not appear to be in effect, and nothing had changed; it was after many sessions of experiencing the bug. I don't know why it decided to not have the bug at that time. Otherwise, the bug has shown up every time I've edited, which has been many, many times. I tried to make a video, but it was too large, so pictures included to show bug. Item placed and rotated top towards south from initial position. Won't lay flat. Item rotated top towards north from initial position. Lays flat. Item returned to upright, rotated 1/4 turn via right click, then attempted to lay flat again, rotating top towards east. Won't lay flat. (Same side as wouldn't lay flat when trying to rotate towards south). Object with one side different than the other, lays flat on floor when initially placed. This is an attempt to rotate to upright, northern side turned upright north to south movement. Won't go vertical. However, bringing the side pointing south upright works fine (south to north motion). However, using either axis to try and rotate this to upright with the end that is now pointing down turned so it is now pointing up, perpendicular to the floor, will result in an angled item once again. This is especially aggravating, when you want a particular side of an object, and it WILL not stop on the upright or horizontal position you need, and you have to figure out how to position the object so that clicking will turn it to where you need it to be. Please fix. 🙂 -Dacy
  16. Definitely, @ShardWarrior! Unfortunately I’m sure it’s not a high priority right now. Things like that seldom are. But I’m willing to be proven wrong!😁 -Dacy
  17. Thanks, @ShardWarrior! 🙂 The two categories with rocks are Landscape and Nature (farther back in Nature, those are newer items). There is a surprising divergence in color choice for rocks: some are mostly white, with black markings, some are grey toned, some are dark, some are brown, some are tan. Some can be tinted. I haven't done a guide yet on building a cave, but it would be similar to building a room, only, using rocks. I'd lay the floor first, decide where you want things and how much space you're going to give them, and then put in walls. Ceilings are best left until last, because they interfere with your camera view, and can hinder item placement, but otoh, you often can get your camera view from inside the rock. It's not like they're actually solid...and your view is clear because the polygon is only one sided. And then...just make it look like you imagine a cave to look! Typically, caves don't have much by the way of right angles and smooth walls, so the main focus of placement will be making sure you still have enough room in the cave. I'd try to stay within the same color family; there are some rocks that blend well with other sets, but some definitely stand out if placed with a different type. Cliff Rocks, in Landscape, have a nice size variety. Angle them a bit to blend sides to ceiling, and you should be good to go. -Dacy
  18. Then the answer is yes. Change the teleporter of choice’s attachment with f5 to place as desired
  19. I have experienced this, but it seems to be exclusive to when I've tried to catalyze things inside the base. It doesn't do the same thing outside of a base. So now I step outside if I want to catalyze something. Or respec. I've heard it's a bad idea to respec in a base. -Dacy
  20. I've seen/experienced that frequently. It will teleport you across the base, in whatever direction you're facing. Especially annoying when working outside of the base, say up or below, and it tps you into the base, quite the distance. I don't know what triggers it, and it does get frustrating. -Dacy
  21. I don’t really understand your question, I’m sorry.
  22. Three other ways to place the skeleton: Place on ground, shift to lift it to place, use ctrl to maneuver it where you want once it's at the right height. Stick it with attach to surface, then change attachment to floor, grab skeleton while holding ctrl. It will reorient to the floor, ie, upright, and you can then move it to where you want it to go. Attach to surface, use ctrl+alt or shift+alt to angle down (depending on which one was controlling that axis). Ah, the day I discovered that I could simply hold shift to lift and lower!! Almost as good as the day I realized there was an undo, which was a game changer. Hope this made you as happy as it made me when I found out how much easier the new controls are. 🙂 -Dacy
  23. Hey, posting a few things (will be featured in another video, heh). But: Someone asked for a coffee maker? Mostly items from the new Medical and Science tab. The bowl of the pot is an upside down Florence Flask #4. The black rim is a colored Petri dish, and the top of the pot are two stacked clear Petri dishes. The handle is a toilet roll dispenser from Bathrooms. It's sitting on two upside down Portable Equipments, lined up so they go far enough back. The drip funnel is a surgical light arm 3, and the overhead water basin is a Refractometer (tintable). Since this was an outside wall, I couldn't seem to go through it at ALL, so I had to use things that stayed "in bounds", so the column of the back of the coffeemaker is made of upright Portal Corp Keyboards, and the pot sits on an upside down Bunsen Burner 1. The red button is the lid to a Bottle of Vodka (room details), and the lid in which to pour the water are two upside down Chinese food boxes (shopping). The very top, as the Refractometer has no bottom, are two more Portal Corp Keyboards. My stove: Top, bottom, and back panels are Plasma TVs from Tech. Bottom stand of tv is covered with a 4 ft. wall panel from Bathroom. Controls on back panel is upside down and angled Praetorian Computer 1. Burners are upside down Bunsen Burners from Medical and Science, of varying sizes, yay, now I can have differently sized burners like on my stove. 🙂 Knobs are Enriche bottles, laying one way for the knob, laying the opposite way for the flange of the knob. The handle is the edge of a Large Square Wall Vent, in Wall Details. The griddle in the middle is the top of a Standing Lamp (off). Microwave is a combat log, with the green panel covered by a bathroom wall panel. My refrigerator Two up ended Operating Tables from Tech Medical, then one on each side. Baton 2 from Weapons makes up the handles, two for each handle. I used Urinal Stall Panel Divider (because it's on a wall and a longer panel would go through that wall). There are cables, but I'm tired of fighting base shift with those. Larger objects often shift less, or you can angle them to look the same (especially in a small presentation like this) after they've shifted. The top is simply matching letter I from alphabet. Whole Kitchen: (well, dishwasher can't be seen from here) -Dacy
  24. My video guide will demonstrate how to move and place things. -Dacy
  25. Actually, Emmy, in YouTube, that video has no views. What happened was, I’ve uploaded three different versions, trying to get the dang editor to work right. There was one version that I told it to delete, and it kept it up, public; that one had two views. That was full of mistakes, Which was why I was editing it, but it didn’t seem to have compiled back together after I edited it correctly, so I tried to delete it. That maybe the version you got. But, I did succeed in deleting that one finally, and I have the corrected version up now. You might try downloading it again and watching it and seeing if the sound is better now! 😊 thank you for the input! -Dacy
×
×
  • Create New...