Xen Akula Posted March 3, 2015 Share Posted March 3, 2015 Search for "Aleph" on the map and take a look . . . How was that done? Link to comment Share on other sites More sharing options...
LlazarusLlong Posted March 3, 2015 Share Posted March 3, 2015 The usual way. Link to comment Share on other sites More sharing options...
Xen Akula Posted March 3, 2015 Author Share Posted March 3, 2015 In other words, you're completely clueless. Link to comment Share on other sites More sharing options...
LlazarusLlong Posted March 3, 2015 Share Posted March 3, 2015 No, but from your op, you obviously are. Link to comment Share on other sites More sharing options...
KarenMichelle Lane Posted March 3, 2015 Share Posted March 3, 2015 That took a lot of patience to do. 32 - 8m x 256m strips sitting at the magic height of 300m or so with that picture ribbon sliced 32 times on the top surface of the strips The apparent resolution is 1x1m 65536 individual color cubes Kewl Beans! Link to comment Share on other sites More sharing options...
Xen Akula Posted March 3, 2015 Author Share Posted March 3, 2015 Thank you kindly, Ma'am. That does indeed answer my question. Link to comment Share on other sites More sharing options...
LlazarusLlong Posted March 3, 2015 Share Posted March 3, 2015 KarenMichelle Lane wrote: Kewl Beans! Did you know Marina is an Essex girl? Link to comment Share on other sites More sharing options...
Qie Niangao Posted March 3, 2015 Share Posted March 3, 2015 That sim is diagonal from The Corn Field, so it might not be done "the usual way". I'd just note that Tyche's Grid Survey page for this sim has UUIDs for Objects and Terrain maps, neither of which currently show the picture, although those may be from the most recent survey, done a week ago. The map for that region that's currently returned by subnova, UUID="66e95ef0-02ae-7aa3-cdc6-a04b5ffc8f9d", looks quite different, just one of the standard-issue island raw terrains. Link to comment Share on other sites More sharing options...
LlazarusLlong Posted March 3, 2015 Share Posted March 3, 2015 You may be right, Qie. I seem to recall a notice about a piece of performance art that was being planned which involved 256 chairs being placed at the intersection of four sims, with coloured pieces of card underneath the chairs, so that when 256 avatar attendees sat down and, at a signal, used an AO built in to the chairs to hold up the pieces of coloured card, they formed the mosaic image of Troi. Then, at another signal, they turned over the pieces of card to form another image: Link to comment Share on other sites More sharing options...
Qie Niangao Posted March 3, 2015 Share Posted March 3, 2015 KarenMichelle Lane wrote: The apparent resolution is 1x1m 65536 individual color cubes Not so fast. Only get 15K prims per sim. IIRC, the map data averages color across all sides of the prim (or mesh), but if those are independently addressable (and they very well may be), then that resolution would be well within 8 * 15,000. (FWIW, the vertical striations in the image do seem to me like artifacts of the "usual" object pixel approach.) Link to comment Share on other sites More sharing options...
KarenMichelle Lane Posted March 3, 2015 Share Posted March 3, 2015 Qie Niangao wrote: KarenMichelle Lane wrote: The apparent resolution is 1x1m 65536 individual color cubes Not so fast. Only get 15K prims per sim. IIRC, the map data averages color across all sides of the prim (or mesh), but if those are independently addressable (and they very well may be), then that resolution would be well within 8 * 15,000. (FWIW, the vertical striations in the image do seem to me like artifacts of the "usual" object pixel approach.) Oh I agree with you. The 1m x 1m color cubes [based on the map image pixelization] I suggested would be laid out on each of the 8 - 256m long strips. I can't resolve from the picture what the actual number of supporting objects is nor the actual texture resolution on the surface of the platforms. I assumed that the vertical striations defined the width thus the 32 - 8m wide strips estimate. I can imagine that the texture on each of the supporting objects has no less than 8 - 1m x 1m color cubes each. We can go there and see it in person to settle this small quandary. 64 - 8m x 8m platforms would do it nicely with 64 color cubes per texture making the total of 65536 individual color cubes for that apparent image resolution. I have done something less ambitious with 32m x 32m platforms in the past. Link to comment Share on other sites More sharing options...
LlazarusLlong Posted March 3, 2015 Share Posted March 3, 2015 KarenMichelle Lane wrote: We can go there and see it in person to settle this small quandary. Forum trip! [More like a flash mob actually...] Link to comment Share on other sites More sharing options...
KarenMichelle Lane Posted March 3, 2015 Share Posted March 3, 2015 LlazarusLlong wrote: KarenMichelle Lane wrote: We can go there and see it in person to settle this small quandary. Forum trip! [More like a flash mob actually...] Alas, Aleph & The Corn Field remain locked away with no access to either that is not granted by the powers that be. The water surrounding each is non-navigable so no sending in the Marines either. The shroud of mystery shall forever remain. We can Flash Mob somewhere else perhaps? Link to comment Share on other sites More sharing options...
Bree Giffen Posted March 3, 2015 Share Posted March 3, 2015 I'd be more impressed if it was one pixel per Sim. Link to comment Share on other sites More sharing options...
Jenni Darkwatch Posted March 4, 2015 Share Posted March 4, 2015 Qie Niangao wrote: KarenMichelle Lane wrote: The apparent resolution is 1x1m 65536 individual color cubes Not so fast. Only get 15K prims per sim. IIRC, the map data averages color across all sides of the prim (or mesh), but if those are independently addressable (and they very well may be), then that resolution would be well within 8 * 15,000. (FWIW, the vertical striations in the image do seem to me like artifacts of the "usual" object pixel approach.) Correction: You can get 30000 prims on a sim, if you link them in pairs and set them to convex hull. Just a small nitpick. Link to comment Share on other sites More sharing options...
Qie Niangao Posted March 4, 2015 Share Posted March 4, 2015 Oh yeah, good point. Thanks! Link to comment Share on other sites More sharing options...
Rhys Goode Posted March 4, 2015 Share Posted March 4, 2015 Bravo! Good job, even! Link to comment Share on other sites More sharing options...
KarenMichelle Lane Posted March 4, 2015 Share Posted March 4, 2015 Jenni Darkwatch wrote: Qie Niangao wrote: KarenMichelle Lane wrote: The apparent resolution is 1x1m 65536 individual color cubes Not so fast. Only get 15K prims per sim. IIRC, the map data averages color across all sides of the prim (or mesh), but if those are independently addressable (and they very well may be), then that resolution would be well within 8 * 15,000. (FWIW, the vertical striations in the image do seem to me like artifacts of the "usual" object pixel approach.) Correction: You can get 30000 prims on a sim, if you link them in pairs and set them to convex hull. Just a small nitpick. - Love it - Well do ya think they did this for this project? It's been my experience that LL Employees will usually try to do things the easy way with the least amount of steps. Then again that's my experience. Others mileage may vary. Link to comment Share on other sites More sharing options...
Kelli May Posted March 21, 2015 Share Posted March 21, 2015 I'm a bit late to the party on this one, but I've just had chance to go in-world and look at ways to do do this. My best was a cut & hollowed prism, which give 5 faces visible per prim. Linked in sets of 8, they have an LI of 4 (no physics or convex hull). That gives 10 separate visible faces per LI, so you could do a whole sim at 1 pixel/sqm for 6554 LI. Well within budget. I've no idea if a mesh could be built with more visible faces and a lower LI. The next question for me would be: did they colour each face manually or use a script to send the RGB values? Link to comment Share on other sites More sharing options...
Qie Niangao Posted March 21, 2015 Share Posted March 21, 2015 I'm not sure I've tried a 5-faces-up prim (there are at least a couple ways to do that, one with a prism, one with a twisted cube), but in my tests an 8-faces-up mesh seems to get colored as a single thing when shown on the map -- but I already forget whether it's the "average" of all the faces as one would get with llGetColor(ALL_FACES) or that of a single face. Link to comment Share on other sites More sharing options...
Madelaine McMasters Posted March 21, 2015 Share Posted March 21, 2015 Kelli May wrote: I'm a bit late to the party on this one, but I've just had chance to go in-world and look at ways to do do this. My best was a cut & hollowed prism, which give 5 faces visible per prim. Linked in sets of 8, they have an LI of 4 (no physics or convex hull). That gives 10 separate visible faces per LI, so you could do a whole sim at 1 pixel/sqm for 6554 LI. Well within budget. I've no idea if a mesh could be built with more visible faces and a lower LI. The next question for me would be: did they colour each face manually or use a script to send the RGB values? Here's how I might do it. I'd construct a 5 face prim as you described, dupilcate it and link them as a pair. That's 10 faces and LI=1. I'd drop a script in the root prim that receives an llGetStartParameter() from a rezzing script that encodes the X/Y location it should move to on the sim. llRezObject() doesn't reach far enough to allow rezzing across an entire sim, so the rezzed prims must move themselves to their target positions. I'd drop that linkset into the contents of a rezzer prim along with a script that calls llRezObject() and passes the location parameters to each prim as they're rezzed. In this way I can rez a grid of objects across an arbitrary portion of a sim. Once all the receiving linksets are rezzed, I can start llRegionSay()ing the image as messages that contain grid location and RGB values. Each of the rezzed receiving linksets will respond only to those messages matching its location. That's a solution that requires three prims and two scripts. If, as Qie states, the 5 face trick won't work, that doesn't affect my method of deploying the prims and the image data. The real question remains... how did they get that many apparent pixels? Link to comment Share on other sites More sharing options...
Kelli May Posted March 21, 2015 Share Posted March 21, 2015 I tested the five-face prisms and they did get picked up by the map, albeit with some distortion. The lines on the lettering were all one metre square single faces on flattened prism prims. The upright on the K has vanished somewhat in the distortion, but it shows that the map images read single faces more or less indiviudally. It's not like the Aleph image was flawless in that respect. For reference, the grey-green splodge is a mesh island, and the red blur is a seaplane. Link to comment Share on other sites More sharing options...
Madelaine McMasters Posted March 22, 2015 Share Posted March 22, 2015 Neat, Kelli! So we've got a 6553 LI way to do it. Who's got 6553 prim allowance to spare? ;-). Link to comment Share on other sites More sharing options...
Qie Niangao Posted March 22, 2015 Share Posted March 22, 2015 Cool. So now I'm re-testing with the 8-faced mesh, as well as both the prism and the twisted box. If the mesh does work, we get 16 pixels per LI -- not that I have that many prims to spare either. Link to comment Share on other sites More sharing options...
Kelli May Posted March 22, 2015 Share Posted March 22, 2015 Madelaine McMasters wrote: Neat, Kelli! So we've got a 6553 LI way to do it. Who's got 6553 prim allowance to spare? ;-). Not to mention an entire region to lay it out on. And perhaps just as important... what image would we use? Link to comment Share on other sites More sharing options...
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