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  2. Now the Carpathia Antiquity and Bohemia Antiquity placed on Harmony region. Carpathia Antiquity on ground: http://maps.secondlife.com/secondlife/Harmony/127/131/23 and Bohemia Antiquity on sky: http://maps.secondlife.com/secondlife/Harmony/169/126/3805
  3. Thanks for this script! but what if i would like to remove two objects forward/reverse option and keep only one object slideshow/texture preload and speed menu? What should I remove and keep?
  4. Compact Motel, overlooking the sea Same price for furnished and empty50L a week for 100 LI/prims / Open access to public road / auto-invites / Public amenities / Sub tenancy Rates negotiable http://maps.secondlife.com/secondlife/Glaurung/122/176/35 Central Park 40m x 40m, both land and skybox included500L a week for 1000 LI/prims / Open access to public road / auto-invites / Public amenities / Sub tenancy Rates negotiable http://maps.secondlife.com/secondlife/Glaurung/206/181/49 Glaurung Road Apartments / Dollyta Circuit ApartmentsFrom 100L a week for 200LI/prims / Open access to public road / auto-invites / Public amenities / Sub tenancyhttp://maps.secondlife.com/secondlife/Glaurung/121/26/43 http://maps.secondlife.com/secondlife/Black Drake/136/233/53 Glaurung HilltopFrom 100L a week for 200LI/prims / Open access to public road / auto-invites / Public amenities / Sub tenancyhttp://maps.secondlife.com/secondlife/Glaurung/189/172/48
  5. I think @Zeta Vandyke was volunteering. 😉
  6. They have implemented things like fitted mesh, and other things. Before it was fully done, they just kinked it out, and tweaked it over time. We are their best testers, as we are on the forefront and do play SL. I would rather see a working one, not a fully done one.
  7. Wow, can't believe you made an old home look so good.
  8. 𝐌𝐈𝐍𝐈𝐒𝐓𝐑𝐘 𝐨𝐟 𝐓𝐑𝐚𝐧𝐜𝐞 is 𝐇𝐈𝐑𝐈𝐍𝐆. We're currently hiring Trance DJ's and Hosts. Wanna be working at the only pure Trance club in SL? Fill in an application form and we get back to you as soon as possible. DJ APP: http://bit.ly/Dj-app HOST APP: http://bit.ly/Host-app TAXI: http://maps.secondlife.com/secondlife/Crystal Rock/153/249/25 Ministry of TRance Management
  9. Hello! iI found this script and i want to remove two objects -forward/reverse option and leave only one object slideshow with texture preload option, maybe even with speed menu. how to do that and remove this option? Preloading Slide Viewer Script // PRE-LOAD and VIEW SLIDES // Script by Sendao Goodman, 2007 // Modified by Rolig Loon 2009, 2010, 2011, 2012 //-------------------------- // Installation note: This is to be used in a linked 3-prim object. // By default, slides show on face 2 of the root prim (the screen). // One child prim, which must be named "forward", is the forward button. // The other one, which must be named "reverse", is the reverse button. //-------------------------- // Drop this script and any images into the root prim and it will cycle every 10 seconds // Owner: Touch the root prim (viewer screen) to change slide speed or turn it off. // All Users: Touch the "forward" or "reverse" prim to change slides manually float gPace = 10.0; integer gReload; list gPics; integer gLen; integer gSlide; integer gChan; integer gLsn; loadPictures() { gPics=[]; integer i = llGetInventoryNumber(INVENTORY_TEXTURE); if( i > 0 ) { while( i > 0 ) { i--; gPics += [llGetInventoryName(INVENTORY_TEXTURE,i)]; } gLen = (gPics !=[]); llOwnerSay((string)gLen+" pictures loaded"); gPics = llListSort( gPics, 1, TRUE ); // put them in order llOwnerSay("Slides are now set to advance every "+ (string)gPace + " seconds."); llSetTimerEvent(gPace); } else if( gReload == 0 ) { llSetTimerEvent(0.0); } } string getSlide(integer slide) { return llList2String( gPics, (slide+gLen)%gLen ); } default { on_rez(integer sp) { loadPictures(); gSlide=0; gReload=0; } state_entry() { gChan = (integer)("0xF" + llGetSubString(llGetKey(),0,6)); loadPictures(); gSlide=0; gReload=0; llSetLinkColor(LINK_THIS, <0,0,0>, ALL_SIDES ); llSetLinkColor(LINK_THIS, <1,1,1>, 2 ); // Slides displayed on this face are visible. All other faces are colored black } listen(integer channel, string name, key id, string msg) { llListenRemove(gLsn); if(msg == "OFF") { gPace = 0.0; } else { gPace += (float)msg; if (gPace <= 0.0) { gPace = 0.0; } } llSetTimerEvent(gPace); llOwnerSay("Slides are now set to advance every "+ (string)gPace + " seconds."); } changed( integer ch ) { if( ch & CHANGED_INVENTORY ) { gReload = 1; llSetTimerEvent(2.0); } } touch_start(integer num) { if (llDetectedLinkNumber(0) == 1) // The root prim (viewer screen) { if (llDetectedKey(0) == llGetOwner()) { gLsn = llListen(gChan,"","",""); llDialog(llGetOwner()," \n\nSlides now advance every "+(string)gPace+ " seconds. Select a new speed.",["+2","+5","OFF","-2","-5"],gChan); } } else if (llGetLinkName(llDetectedLinkNumber(0)) == "forward") //The forward button { if( gLen > 0 ) { integer i=6; while( i > 0 ) { i--; llSetLinkPrimitiveParamsFast(LINK_THIS,[PRIM_TEXTURE,i,getSlide(gSlide+(i-2)),<1.0,1.0,0.0>,ZERO_VECTOR,0.0]); } gSlide = (gSlide+1)%gLen; } } else if (llGetLinkName(llDetectedLinkNumber(0)) == "reverse") // The reverse button { if( gLen > 0 ) { integer i=6; while( i > 0 ) { i--; llSetLinkPrimitiveParamsFast(LINK_THIS,[PRIM_TEXTURE,i,getSlide(gSlide+(i-3)),<1.0,1.0,0.0>,ZERO_VECTOR,0.0]); } gSlide = (gSlide-1)%gLen; } } } timer() { if( gReload == 1 ) { gReload = 0; loadPictures(); llSetTimerEvent(gPace); } else { integer i=6; while( i > 0 ) { i--; llSetLinkPrimitiveParamsFast(LINK_THIS,[PRIM_TEXTURE,i,getSlide(gSlide+(i-2)),<1.0,1.0,0.0>,ZERO_VECTOR,0.0]); } gSlide = (gSlide+1)%gLen; } } }
  10. Today
  11. I just finished adding some example articles to my post that demonstrate what this "information" would look like. Never mind that when you actually try to talk to the biggest offenders, they scoff at you with "it's MY ART, I decide what's good, I don't care what you think." when their "art" is literally detrimental to everybody's experience, even if those affected don't realize it. They might even be in denial and say something like "I paid for this, it is high quality", "maybe you should just get a better computer then", or "I don't care."
  12. I'm saying that nobody can make informed decisions unless they have actually been informed.
  13. Red Light Center Utherverse Virtual Vancouver Eros Island All the same place. https://www.virtual-vancouver.com ~tor
  14. If you made a collision model that is already as optimized as possible, do not hit any of the buttons on the collision mesh tab, those are only really for when you are asking the uploader to generate "something" (bad usually) for you, from a mesh that wasn't designed to be a collider.
  15. I don't understand what you're attempting to say here. The users are "allowed to make informed decisions." What about the follow-up sentence? What does that imply? Are you saying that users can't make informed decisions? Does that mean the average user shouldn't be allowed to upload mesh into SL? Edit: Or are you saying LL should be the one to explain what's bad? I would agree with that in principle, but I find it hard to imagine LL has the resources to write out a very long article on what makes a "good model," considering how much of an open platform SL is for different ideas. (As open as the rest of the gaming industry as a whole. More on that below.) I don't know how much of that is paraphrased or what they were comparing SL to, but SL is absolutely identical to a regular game development environment. Making LODs and physics models by hand is a real thing -- even if some of it can be automated like in SL -- and other games can easily have thousands and thousands of assets being rendered at once. There is no distinction between SL and any other 3D game when it comes to asset creation. Paraphrasing these articles: https://docs.unity3d.com/Manual/ModelingOptimizedCharacters.html https://docs.unity3d.com/Manual/HOWTO-ArtAssetBestPracticeGuide.html https://gamedevelopment.tutsplus.com/articles/3d-primer-for-game-developers-an-overview-of-3d-modeling-in-games--gamedev-5704 https://blog.viromedia.com/https-blog-viromedia-com-asset-pipeline-optimizing-3d-models-ar-vr-arkit-arcore-d0fb61627aaf "Poly-count is important. Keep your model in tris and quads." "Too many triangles/polys is bad. Reduce them as much as possible while keeping the silhouette intact." "Remove faces the user can't see." "Don't remove too many though." "Use as few materials as possible." "Make LOD models by simplifying your model or removing parts of it." "I search for models under 10K triangles." - Viromedia "For desktop platforms the ideal range is about 1500-4000 polygons. [1500-8000+ triangles] Reduce if necessary." - Unity "A model needs to be optimized/rebuilt especially when sourced from high-poly applications. [Marvelous Designer, Zbrush, Poser]" - Unity All of this is the exact same, general advice LL would write on a wiki page. It offers few if any specifics that are highly subjective. And when everybody is making their own highly subjective models that might fit for their needs, we end up with the situation we are in now where someone's wide-spread "art" plagues SL with bad FPS for everyone, even those who don't want to have anything to do with it. Edit 2: Some "big title" numbers (keep in mind that these are for highly controlled environments with focused efforts) : https://gematsu.com/2014/12/final-fantasy-xv-detailed-famitsu "Each character made up of at max 100,000 polygons. The inner hair alone has about 20,000 polygons, which is five times the previous generation." https://www.technobuffalo.com/horizon-zero-dawn-eyes-on-preview-post-post-apocalyptic "Thunderjaw is 80 feet long, 33 feet wide, [...] 550,000 polygons." https://www.dualshockers.com/the-numbers-of-killzone-shadow-fall-revealed-40000-polygons-per-character-683334-building-blocks-and-more/ "Each character was made of about 40,000 triangles, with four times as many vertices and four times as large textures as in Killzone 3." https://www.artstation.com/artwork/1b2V2 "Highest LOD is 23K triangles." Since there is no way to automatically analyze an object and determine if it's "ready-made" or "unoptimized," the best alternative is to -- again -- close to doors on uploading mesh from the vast majority of people, including most of the biggest body/clothing brands on SL. The only other alternative change that makes sense is to make the restrictions even harder. Fewer vertices, lower resolution textures.. there would be a revolt and it could be ultimately worked around anyway, potentially making things even worse. Okay, I actually agree. It just woosh'd over my head at first.
  16. So we need to go out to a club and celebrate together!!!! For me it took 1 year and 485 posts... that was a lot of SaraVendi to inflict upon you guys!!! 😬
  17. Spent the evening re-working my bedroom area. Slowly getting there..
  18. I am not able to find this sim, can someone give me a link? Thanks so much! Never mind found it! http://maps.secondlife.com/secondlife/Chouchou/180/163/22
  19. A positive from this is that there are old homes available in much nicer spots now. My main account abandoned and rechose a few before picking up one in a nice sim on the side of a hill with seating out front. The build is still basic but much nicer than where we were before surrounded on all sides.
  20. Hello, Yesterday I finally purchased my first Animesh horse, a Warmblood from Water Horse after a week or more worth of researching all the animesh options available at this time. I know there are two other stores out there that sell animesh horses but with not so many customization options. I wish to purchase a Teegle as well but I am unsure of the differences/similarities between the two. And without further introductions, this' my Stallion boy.
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