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Dacy

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Everything posted by Dacy

  1. Sometimes effects linger, but. Skies are among the most difficult items to find without the "Current Room" function. So. I hope you only have one room, or you will have to repeat this for each and every room. On the left, you'll see the selections for "Create Room", "Pick Style", "Place Item", and at the bottom, "Current Room". Click on that, and slowly look for the Asteroids sky. Look at the words, because I've noticed of late that sometimes, the picture is wrong for the item, but the word description is not. You should not even see a picture for a sky, anyway. If you can find it there, delete it. Leave the base, let it reset (be out for 6 minutes at least), come back, see if you still see the asteroids. From the description of where you are seeing the asteroids, I'd suspect that the actual sky's placement is below your base somehow, or inverted, if that's even possible for that piece. If you can't find a sky that's been placed somewhere, I'm happy to come take a look and see if I can spot the problem. -Dacy Update: I went into a base and placed a Meteor Fall, which is the sky's name. The first thing I noticed was that it doesn't have a box. Every other sky up to that one has a defined box. The Meteor Fall, Sky Vortex 1 and 2, do not. These seem to be much larger fx; I know from a previous base I made on test, it's possible to get out of the range of this sky vertically, but it seems to have a wider area of effect than the other skies, so I'm not sure how far you'd have to go on the same plane to get away from the fx. The second thing I noticed was that the effects did not go away once I deleted the sky! I revise my former statement, tho, you definitely do get meteors streaming through the same level the fx is placed, so it's not likely below your base. So back to the "fx didn't stop" bit: As soon as I realized the fx were continuing, I went to Current Room to make sure I'd deleted it, and left the base for 10 minutes. When I came back, at least so far, no meteors. But I have no idea if the fx might have lingered if I'd left it in place longer, or if they may randomly show up like they do for you. If they do show up, we probably have a bug that needs attention. I really hope that you do have a hidden sky somewhere, and when you delete it and let the base reset, it goes away! Otherwise the both of us may be waiting on a bug fix to get rid of the silly things.
  2. I have made a habit out of holding ctrl even when I'm not moving an item off of the floor, for this very reason. Items, when you lose track of them, usually have found some surface of the sort they are set to attach to, but I wouldn't have thought it would have gone to the inside of a filled base. However, I do know that they have messed with that programming, because you didn't used to be able to fill the entire base, including the entry room, and now you can. So there's apparently some loophole now that treats that area a bit differently. And, for some reason, ctrl/z does not, has never, worked on storage units of any sort. -Dacy
  3. @ShardWarrior, thanks! Yeah, I have to think a lot of people are using those pieces now, they're just too pretty not to use! Looking forward to seeing yours. I really didn't want to put a mesh in between the grid lines, but, darn it, the glass just doesn't line up right. Oh, for triangular pieces!!! Or large circles. But I did try and make each floor a bit different. Hey, I think that error where the item won't go the full upright or flat on one side might have been fixed! Have you noticed? -Dacy
  4. Heh, I love this concept! Very nice. πŸ™‚ Of course you can steal the coffee maker. And the fridge. And the stove. This is why I posted exactly what you'd need to use to make them. πŸ™‚ I show more details in my "Kitchens!" video, in the video guide. I'm putting this in here; this is not something I made, but rather one of the new objects that, when I saw it, I was like, how/who in the world could use THAT? Well...I did. This is the Hamidon husk. For scale, note the trees in back, and the base portal in the near left. I put the (bug themed) base inside the husk. It was a bit challenging in places, as the husk has structures you have to work around on the inside, as well, but I was really pleased with the aesthetic, overall. Got any pieces that, when you saw them in the editor, thought, "No way, how could anyone use that?" And then you did? -Dacy
  5. Nice! Love the patterns you made, @Flashtoo, and that staircase is beautiful! You have a great eye for putting pieces together to make something much more pleasing. πŸ™‚ @ShardWarrior, just incredible work. I know how long detail like that takes! πŸ™‚ Just made a base for someone on Excelsior. This is A-Rise, ARISE2512-3725. Tech style, Night Ward sky, with central entry/portal room, outlying medical/buff, workshop, and a library. Main entry. The game machines made a nice, self-explanatory destination guide for teleporters. πŸ™‚ A Magical portal and a black hole on the opposite side of the circle serve for magical/alternate dimensions destinations, and hazard zones. A view from above, central hub in sight, looking at the medical unit/empowerment buffs. The workshop area. It did not have to be large, as the storage requirements were minimal. Salvage bins are in the taller containers between the data computers, which house IO storage and the Merit vendor machine. IO work tables center. Library. No actual services, just atmosphere. πŸ™‚ -Dacy
  6. Not at this time. You can build above the base and set the lighting to β€œoutdoor”, however, and this will lose the walls. -Dacy
  7. D'aww, you guys make me smile so big! I'm so glad this is helping! Thanks for taking the time to tell me about it! -Dacy
  8. And, the promised video on creating different levels in your base: -Dacy
  9. 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. πŸ™‚ -Dacy
  10. 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
  11. 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
  12. This is very cool, I adore it, and they are taking it away. Change is on test. -Dacy
  13. 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. πŸ™‚ -Dacy
  14. 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
  15. 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
  16. See "VIdeo Guide to Base Building" in this topic, but yeah, here: -Dacy
  17. 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
  18. 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
  19. 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
  20. @Acroyear, I really appreciate it when people tell me that this helped or they appreciate it! It keeps me going! πŸ™‚ 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
  21. 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. πŸ™‚ -Dacy
  22. 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. πŸ™‚ -Dacy
  23. 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
  24. Thanks, @ShardWarrior! πŸ™‚ 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
  25. Then the answer is yes. Change the teleporter of choice’s attachment with f5 to place as desired
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