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SatguruS1488312156

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  1. Has anybody tried out Project Spark from Microsoft? http://welcome.projectspark.com/ Looks like one can create one's own world and its all free
  2. Coaldust, Thanks for the clarifications. Found your page at http://wiki.secondlife.com/wiki/Suggested_BVH_Joint_Rotation_Limits to be very informative . Nice of you to have taken the time and effort to put it up. Wish Linden would put in some more effort into their documentation. With them it is like "we will build all these great tools for you but will not tell you how to use them. You have to figure them out yourself" I dug some more and found few more interesting pages Joint Names http://community.secondlife.com/t5/Mesh/Joint-names/td-p/810861 Linden Skeleton Definition http://wiki.secondlife.com/wiki/Avatar_Appearance#Linden_skeleton_definition_file Speculation on animation changes http://blog.nalates.net/2012/02/14/sl-animation-changes/
  3. nice article on Second Life http://www.gamesindustry.biz/articles/2012-03-15-linden-lab-the-weirder-the-better http://massively.joystiq.com/2012/03/15/linden-labs-second-life-extremely-profitable-company-looking/
  4. I use blender. How would bvhacker help? For just changing bone names bvhacker might be an overkill
  5. It looks like that the Rig used for creating Rigged Mesh based Avatars cannot be used for creating Animations for the same. I created a .bvh animation file using the same Rig which was used for creating the Mesh Avatar but got an error message while trying to upload it. The error message was Unable to read animation file. Incorrect root joint name, use "hip". I then manually edited the .bvh file , replacing all the new bone names with the old ones and was then able to upload the animation. Can someone confirm if this is how this is supposed to work? Is this documented somewhere? Would this change in future? It is surprising that one can't use the new bone names for animation too.
  6. 3d games and SL like virtual worlds are on a convergent path 3d games have started incorporating SL like features and SL has started incorporating Games like features. More and more Game Companies now allow players to "mod" their games. Take for example the latest hit - Skyrim It is a gorgeous, addictive, immersive game. The graphics are stunning. Sometime, like I do in SL, I just walk around in the game, examining and admiring the world. That kind of graphics with that kind of frame rate is currently impossible in SL. It is not a multi player game but has a great AI and the NPCs and AI makes it very immersive. Now Skyrim provides something called a "CreationKit". A PC game owner can download this for free. It is a powerful, versatile IDE for making mods for Skyrim It provides for path finding, navmesh, scripting language, story manager etc It allows the gamer to build their own world, using any of the thousands of professionally created assets which comes with the game. Structures, items, avatars, animations, voice overs, NPCs with built in AI Amateurs can easily build there own 3d games/worlds On the other hand SL has started adding Game like features. Mesh is already here. Path finding, navmesh , NPC characters are in pipeline. Then there was the recent LittleText People acquisition - some kind of story manager? Now SL has something that most other mod kits, game kits, 3d systems do not have. It has this great in world creation capability. In most other system, there is a build system and then there is the run system - a design time and a runtime system. You build your world then you load it somewhere to see how it would run/appear. In some system it is easy to switch between the two, in others it is cumbersome. SL does not distinguish between the two. Your design time is your run time environment. Because you are building inworld you always know what your build will look like. It is as if its not you but your avatar who is doing the build !! And that is powerful. Many people have tried to make 3d creation system which are intuitive and easy to use. The SketchUp group( now owned by Google) had the goal of making 3d accessible to everybody, Unity3d was started to democratize 3d game making. Both have done a great job but none of them come close to SL as far as ease of use is concerned. Where else can you just point to the ground, rezz a primitive, torture it, slap a texture, apply material, apply colors, turn physics on, add particle effect, add scripts A pre built terrain and sky Then of course you have networking built in - chat, multimedia, voice - multi player system becomes no brainer Then add inventory system, asset ownership , commerce, virtual exchangeable currency, a great professional looking market place.(Both Sketchup and unity have their marketplace but they pale in comparison to that of SL) Amazing stuff, enough to make a Game designer drool. But few things need to be fixed - speed sucks After playing a game like Sykrim (with it 40-50 fps) SL feels like walking through molasses. With official viewer 5-10 fps, with a TPV like Cool VL viewer or Firestorm maybe 15-25 fps and this on Linden created place like Linden homes or Linden quest game - land price and prim limits like somebody pointed out it is high time the land price went down and prim limit went up 128 prim !! come on! Get on the cloud like kitely.com. On kitely for few dollars a month you get a whole region for yourself with 100,000 prim limit !! Imagine what you can do with that kind of prim limits - default animations the default animations make my avatar look like a retard !! when was the last time the default animation was changed? 10 years back? - terrain texturing system creating simple paths in SL is a pain would be nice if we could just "paint" paths on the terrain like in other system I am sure others have their own pet peeves
  7. You got my vote. I like the first option. Save space and also makes the viewer look more like a standard window application, internet browser
  8. If you are on version 1 then check out Cool VL viewer. It is based on version 1 and supports mesh. The new Phoenix version (the one which supports mesh) has borrowed code from this viewer to support mesh. The viewer is pretty fast too. I think it is the fastest
  9. Linden should work with AMD/ATi and get them to fix these performance issues. I am assuming Linden lab is big enough to have some leverage over them.
  10. I think the problem is with ATI cards. It seems that ATI cards do not have good OpenGL drivers and SL uses OpenGL (rather than DirectX) I recently got a ATI HD 6570 card and the FPS was horrible. I then came across this article http://spressie.com/2011/10/10/second-life-computer-guide/ I had a couple of years old nVida card (GeForce 7900 GS) lying around. I tried that and got much better FPS (nearly double of what i was getting with the newer ATI card). So I am dicthing my HD 6570 and getting an nVidia (GTX 550 Ti)
  11. I have 5 adjacent 512m2 parcels on sale. 4 of these are on sim's edge with protected Oceanview. See http://maps.secondlife.com/secondlife/Coda/16/102/81
  12. I have created a bug report for this. see jira bug report : constant CLICK_ACTION_ZOOM not defined for function llSetClickAction() And also a new feature request see Feature request : Ability to set camera position and rotation with CLICK_ACTION_ZOOM and llSetClickAction() Please vote if you think this is worthwhile.
  13. Nice workaround. This, ofcourse, limits you to just one camera angle and position and does not provide hint that the face is zoomable but in the absence of any other alternative , not a bad idea.
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