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Coby Foden

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Everything posted by Coby Foden

  1. Ceka Cianci wrote:the LL viewer says 1.55 meters and the firestorm viewer says 1.75 meters..now i am all kinds of confused on what my height is =( LL says i am 5.09 feet tall and firestorm says i am 5.73 feet tall..that is a big difference =( I made a comparison about what different things tell about my height: Below is a picture with two prims on the sides of my avatar. The red one on the left is exactly the height of my shape 1.803 meters. The green one on the right is exactly the height what Linden Lab viewer tells for my height 1.620 meters. What Linden Lab viewer tells for the height is the "Agent Height". The agent height is shorter than the actual avatar mesh height is. Phoenix viewer and Firestorm viewer try to calculate the mesh height. And they get pretty close to the true mesh height value. Unfortunately there is no direct way of getting the mesh height (at least as far as know). Phoenix and Firestorm calculation is based on the Agent Height with some correction factor to get close to the true mesh height. Only Agent Height is well defined in SL, mesh height is not defined. Therefore mesh height must be measured with a prim or alternatively use calculation based on Agent Height to get a close approximation. The fact that viewers tell different height for avatar height is very confusing for most of the users, and leads to all kinds of arguments who's right and who's wrong. Something should be done..
  2. Lorraine, you might find this thread helpful to get started with mesh clothing: http://community.secondlife.com/t5/Mesh/mesh-clothing-tutorials/td-p/1221275
  3. Karl Reisman wrote: Also don't forget that this is Mesh so you can apply up to 9 different materials per single mesh object, and that might help as well. But your steps are correct. Where did you get the idea of nine different materials? It's up to eight different materials per single mesh object, not nine. At least that's what is stated in many places. Eight materials work fine, I haven't even ever tried to include nine materials to one mesh.
  4. How about using: Ctrl-0 => zoom in Ctrl-9 => reset zoom to normal Ctrl-8 => zoom out When you press Ctrl-0 few times and then Alt cam closer, you can get really big close view of the tiny items.
  5. Pamela Galli wrote: That is why I am also sharing data with my customers about the relative speed of viewers. The official LL viewer is the slowest, I believe, or among the slowest. I use both Firestorm (3.2.2) and Linden Lab latest viewer. For me both run well with good frame rates. No noticeable performance difference between the two. Which is quite logical as both have the same rendering code in them.
  6. Viewing the world in wireframe mode (Ctrl-Shift-R) helps also in finding things hiding inside other objects and things underground. In wireframe mode it's often even possible to select the object inside other object and then pull it out. Back to normal view: Ctrl-Shift-R again.
  7. angelkiss Fizzle wrote: why cant i down load second life again when i d it comes up all black i been on 2nd life ffor 5 yrs What do you mean that you cannot "down load second life again"? We don't download Second Life. We download a viewer which we use to log in to Second Life. There are Linden Lab viewers and there are third party developed viewers (often referred as TPV). Naturally we can download the viewers as often as we want. Linden Lab currently supports: • Second Life Viewer version 3.2.5 (247236) • Second Life Viewer version 3.2.4 (246439) • Second Life Beta Viewer version 3.2.6 (247329) You can download any of the above from here: http://wiki.secondlife.com/wiki/Supported_Viewers Active Viewer Releases The following Second Life Viewer versions are still active on the production grid, but are not formally supported by Linden Lab Customer Support: • Second Life Viewer version 3.2.1 (244864) • Second Life Viewer version 3.2.0 (244443) • Second Life Viewer version 3.1.0 (243176) • Second Life Viewer version 3.0.3 (240895) • Second Life Viewer version 3.0.0 (238864) • Second Life Viewer version 2.8.3 (238392) • Second Life Viewer version 2.8.1 (237758) • Second Life Viewer version 2.8.0 (236429) • Second Life Viewer version 2.7.5 (235722) • Second Life Viewer version 2.7.4 (235167) • Second Life Viewer version 2.7.2 (233432) • Second Life Viewer version 2.7.1 (232828) • Second Life Viewer version 2.6.9 (231165) Some of the above can still be downloaded, some not. The oldest viewer available for downlowd is now version 3.0.0 See here: http://wiki.secondlife.com/wiki/Old_versions Then there are third party viewers (TPV): http://wiki.secondlife.com/wiki/Alternate_viewers#non-linden If Second Life looks totally black with your current viewer, you might want to try some other viewer instead. There are lots of viewer choices as you can see.
  8. I like the present day SL much more than what it was in 2007. Lot's of improvements has happened. The graphics are a lot better now than what they were back then (remember the "water" before Windlight?). Mesh is great thing too. It's about the time to finally say good bye to viewer 1.23, it isn't so great anymore. V3 is not perfect yet, but it sure is heading towards the right direction. I'm eagerly waiting what enhancements the future brings us. I love that SL is not static but improves gradually.
  9. Sweetie1987 wrote: I bought this yesterday Real Pregnancy Tummy Talker Twins NEWEST! And I can't get it to work on my avatar. Any ideas how to? This is excellent news! (Anybody don't tell her how to get it work...). :smileyindifferent: Just joking Sweetie. :smileywink: Anyway, be aware that many might get annoyed if your tummy is constantly flooding messages letting everybody know every minute detail what's going on with the pregnancy. After a while it could get really annoying to listen the same things over and over again.
  10. Kwakkelde Kwak wrote: Is everything besides you oversized or are you, as the only "object" not matching, undersized? People 2.4 meters long visiting a place built around avatars like you and me will feel the exact opposite thing, then are they oversized? or is the sim undersized? Proportions matter, and not a scaling factor or unit. Recently I built a powerplant with parking lot, including a couple of cars and trucks already scaled up 25%. That looked pretty good to me. that was until someone in some insane car drove up, bigger than the truck. I didn't look at the person inside very closely, but even if the avatar was 2.4 meters long, that car was far too big. It made the entire build look freakishly small, or at least the parked cars, the ones that were oversized already. Finally we can agree about something. Proportions do indeed matter. The unit what SL uses could be called what ever. Even Blurp. One region is exactly 256 x 256 blurps. Ok? Scale, hmm... even you noticed that the car you saw was " far too big" and " the entire build look freakishly small". So there were out of scale compared to each other. Or out of proportions, if you like. What I really don't understand is that why there is a need to make avatars 2.4 blurps tall? Or even gigantic 2.6 blurps tall? Those avatars need huge houses, many many blurps in all directions. Making free square blurps on the land very few. Wouldn't it be nice if avatars were more proportionally related to the land measuments 256 x 256 blurps? And more in scale (or in proportion, if you like) to each other? Let's say for example: • Male human avatars form 1.7 to 2.0 blurps on average • Female human avatars from 1.5 to 1.8 blurps on average Who really would need a human avatar 2.6 blurps tall? For what purpose? To be bigger than the next guy? There should be a declaration: Anything bigger than 2.0 blurps tall is not a human avatar. Sizes above that are reserved for monster non human avatars. Just my thoughts... :smileyvery-happy:
  11. Orabelle wrote: My spoon is too big! :matte-motes-shocked: When building things, size really doesn't matter, as you can always resize everything to your liking once finished. Glad to hear that you got some insight here Orabelle. Our discussion here was not in vain. :smileyhappy: But, but... Orabelle, the size in building does matter. We cannot resize other people's stuff. I'm sitting right now in one public place. Evertyhing is oversized. Interested to come and try resizing the oversized couches here where I'm sitting? I'm drowning in these... :smileylol:
  12. Kwakkelde Kwak wrote: Welcome to SL building 101...make your items mod so people can scale it to their surroundings:) /me looks at Kwakkelde with unbelieving eyes (o.0) ... ... goes back sitting on the oversized couch which she cannot resize as the couch is not her property ... :smileysad:
  13. Chosen Few wrote: As for the SL "meter", everyone, it's just a unit. It could have been called anything. The fact that it happens to share the same name with a unit used in RL doesn't mean it has to be the same thing. But whether it is or it isn't doesn't really matter. That sort of accuracy simply isn't what artwork is for. It's all about the feeling the imagery evokes. If a build "feels right", then it's a successful build, no matter what its measurements. If it feels wrong, then its a failure, even if its measurements happen to be 100% perfect. Chosen spoke many wise things here, as usual. Anyway, I'm afraid now that many will interpret this wrongly thinking: "Ah, we were right, scale in SL really does not matter. We knew it! Chosen even confirmed it." I vision the following happening: 2.6 meters tall avatar will go happily building stuff which feels right for them. Cool! :smileyhappy: 1.5 meters tall avatar will go happily building stuff which feels right for them. Cool! :smileyhappy: After a while 2.0 meters tall avatar comes to see their work. He has this strange feeling that nothing is really right for him. Not so cool. :smileyfrustrated: This time I do hope that I'm wrong in my vision.. :smileytongue: EDIT (added): /me sits in the lovely soft couch in SL pondering things. She has this nagging feeling that the couch is far too big for her.. :smileysurprised:
  14. Peggy Paperdoll wrote: First you have to remember SL is metric. If you are using feet and inches for your perspective (like I do) an easy way to get your bearings is that 39 inches equal 1 meter. The size of a meter is more or less arbitrary........an SL meter is larger than a real life meter when you take into consideration the terrain. It's not very important really. Hmm... I cannot keep my nose off from this subject, sorry.. :smileyfrustrated: Officially imperial to metric are defined as: 1 inch = 0.0254 m (exactly) 1 foot = 0.3048 m (exactly) From the above we get: 1 m = 39.37007874 inches 1 m = 3.280839895 feet The size of the meter is not arbitrary in any way. It is exact, it is important. Meter is a meter everywhere - even in SL, it's the exact same meter we use in RL. Meter does not change its size "relative to something", not even in virtual world. Claiming something else is denying the fact. The claiming that SL meter is not the same as RL meter has led to lot of confusion among those who don't know the facts. Everybody just listen to Penny Patton. She knows the matter of scale, and she explains everything you need to know about scale in SL with clarity and great detail.
  15. Kwakkelde Kwak wrote: .. I don't see how a factor 1.25-1.5 would have a great impact. Surely building oversized has a huge impact how much free land is left. Let's say you build a house to 1:1 scale. Let's assume it is 14 meters long and 10 meters wide. It has an area of 140 square meters. Now you build another house 1.5 times larger. It will be 1.5 x 14 = 21 meters long. It will be 1.5 x 10 = 15 meters wide. It will have an area of 315 square meters. Put the 1:1 scale house in a 512 square meters parcel. Put the 1.5 larger house on a 512 square meters parcel. Compare these setups side by side. With the 1:1 scale house you still have 372 square meters of free land for landscaping. With the 1.5 bigger house you have only 197 square meters of free land for landscaping. Which is better? My realistically sized avatar surely would prefer the 1:1 scale house, and would be very happy with more free land on the parcel. :smileyhappy:
  16. That is the avatar mesh distortion. The avatar mesh is so badly designed that it distorts very easily in that location (and many other locations too..). It's not a viewer problem, it's the avatar mesh problem. Nothing we can really do about it. Only way to avoid it is to check AO animations with very critical eye before buying them. I have noticed that even a simple stand animation can break the mesh in that particular location. But there are also good stand animations where this problem is not present.
  17. Penny Patton wrote: The one problem I have with mesh hair is that it has this odd graphical glitch that makes it look like there's an invisiprim around the whole thing. Not sure why or how but it sticks out like a sore thumb. Right Penny, I have seen the same problem in two mesh hairs what I have tried. My guess is that in the mesh textures there has been used some textures with alpha channels. So against certain kind of background one sees the alpha surrounding the mesh hair. Very similar effect as with invisiprims in shoes for example. My guess is that the only way to avoid that effect is not to use textures with alpha channels in mesh hairs at all. Buying mesh hair is a bit tricky now. In the shop it might look ok. But then when looked against water for example, one might see what Penny described, if alpha channel textures were used in the hair.
  18. I must say that I kind of like that there is some feedback when somebody types in general chat. I find it odd if a person types and there is no indication of the typing going on. When we speak in RL, we make gestures at the same time, the lips move, the head moves, and often the hands move too. Why there is a need in SL to hide all the feedback? That's what I don't understand.
  19. That's a lovely face Clarissa. Congratulations, very good work. For example the shape of the eyes is really nice, I love those. As for the pointy cheeks, I guess we just have to live with it. The avatar mesh is what it is, too few polygons, we cannot make it look perfect. However, a good skin will help in hiding the imperfections of the underlying mesh. Anyway, I think you did a very good job on the face. :smileyhappy:
  20. leliel Mirihi wrote: How could it be an OpenGL problem when it's not OpenGL that's sorting the alpha faces? It's the viewer that's messing up the sorting. The alpha sorting problem is an age old OpenGL issue. To prevent it in any real time renderer is nigh impossible. You can read it from here for example: http://www.opengl.org/wiki/Transparency_Sorting
  21. Phoenix viewer has it (Firestorm not yet).
  22. newsue wrote: In the properties of my coat it says, 'No Modify', I am trying to stretch it but am not sure if that is the correct or best way to try. Sue If it's 'No Modify' then you cannot resize it, nor edit the individual prims on it. Only thing what you can do is that you can move it. Some no modify items have a resizer script however which can do the resizing. Personally I try to avoid 'No Modify' items. One can get always better fitting if one can modify manually the individual prims.
  23. When adjusting clothes or appearance I tend to go to some area where nobody else nearby. In longer adjusting sessions I prefer to go high up in the sky on a platform. It looks a bit silly if somebody does it in a crowd of people. Changing clothes with outfits is a snap however, so I often do that anywhere. Only "danger" in that is if the rezzing is slow people might see a quick glimpse of "naughty bits". :smileysurprised: :smileyvery-happy:
  24. Alicia Chenaux wrote: I would recommend SLink because with some of her more current releases, there is a skin blender tattoo that helps greatly with the look of the fit. Now as you mentioned SLink and the skin blender tattoo I can heartily recommend to try that. I recently got SLink's rigged bare mesh feet and the colour matching with avatar's skin is really superb. If they use that same skin blender tattoo on the shoes + feet the result is great. Even greater still if the shoes + feet is made of rigged mesh. Then they move and act just like the avatar's own feet do. That's how the rigged mesh bare feet work. Rigged mesh is just superb, not possible with sculpties.
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