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Loki Eliot

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Everything posted by Loki Eliot

  1. OSX Lion has caused alot of issues for me, i cant blame LL for them all though. Lion was released just as they were rolling out Mesh and so its a double whammy of bugs for LL to sort through which i can imagine is like trying to find luke skywalker in the garbage disposal. In June the Mac viewer was working the best i've ever had it, now it's taken a step back but while reading the Jira reports it seems the LL team are working hard to fix things while also trying not to break things further. I'm usually the first to groan and moan at the Lab when my view of SL becomes a stuttering mess, especially when a few months ago it was so perfectly rendered at 40 frame per second and cast in beautiful shadows. It feels like i ws just teased at whats possible when the viewers code is right. But allas the timing of Mesh and Lion seems to have broken all the hard work. Past experience leads me to expect that the viewer wont work properly again untill this time next year, just before apple release another updated OSX..... Of course there are those out there on Macs who swear the viewer works fine. Also there are some issues that arnt just Mac related, the implementation of mesh has caused quite a few issues, so maybe it'd make sense if they concentrated on those before working on specif OS issues. I dunno, i'm as frustrated as the rest, but 6 years of SL has taught me to push through constant crashing, slow texture load times, Broken VBO support, Stuttering frame rates, no Shadow casting. They'll fix it eventually. Im a Mac, and i use Second Life regardless
  2. Here are Two Machinimas showing two events held in Second Life to celebrate Escapades Island surviving a whole year on the grid :) I think they show well the contrast of atmosphere one can get in Seocnd Life. 1. The Mad Hatters Tea Party 2. Pirate Party & Fight
  3. Here are Two Machinimas showing two events held in Second Life to celebrate Escapades Island surviving a whole year on the grid :) I think they show well the contrast of atmosphere one can get in Seocnd Life. 1. The Mad Hatters Tea Party 2. Pirate Party & Fight
  4. These are all great things. Im enjoying the new focused Lab. Hope you guys will start working on making the viewer more stable now that mesh is out.
  5. Following has now been added to Sl Profile feeds, but would be great if they could do that right from the SL market page
  6. While working through my marketplace stuff today it became apparent two options that would be very handy right now. 1. where it says 'share this item' it would be very handy to be able to post to my SLfeed for my followers to see. Would boost community generated promotion. 2. Allow a 'FOLLOW THIS CREATOR' button or 'VIEW CREATORS PROFILE' to allow people to follow the creators feeds for further updates. Both these features would boost the usefulness of the SL profile Feeds as tools to promote and inform friends and followers of great content in SL.
  7. I got onto the Beat Grid, but the Mesh enabled areas were down
  8. @TaraLi : You can have alot of sides to texture, And you get more flexibility on how to unwrap the UV to texture so you can be alot more detailed. Mesh will make for some very kool interesting new things, but the classic old Prim will always be at hand to help Mesh. Here is a vid showing how Mesh allows you to make a proper Cave with just one object and texture. All the houses, the cobbled street and the Ancor on a chain are also mesh. And this is my 37 Prim airship
  9. Thanx for that, after leaning about replacing all mesh Physics with Prim Physics i managed to get my Airship back to being 37 PE again
  10. Just now realised something that i had'nt noticed before that will prevent me from selling my Mesh Airship. Static = PE 37 Moving = PE 107 So highly impracticle DOH!
  11. They did fix it for a month then broke it again, but this time it seems to be affecting all systems, mac, windows and Linux. The Jira for the 'stutter bug' is here they are working hard to re-fix this issue.
  12. One more question on the Vehicle stuff. On land, does the Land count PE of a vehicle or the Physical weight of the Vehicle?. Most kind people i know have left 30 prims spare for Vehicles to cross over. Will my 38 PE airship get STOPPED trying to fly over a place with only 30 prims count left, or does land only count physical weight?
  13. Thanx for the Tip, i now know that my airship has a physics weight of 5.6, well below 32.
  14. Well i dont get it on my version. Im using latest Mesh Viewer on a Mac.
  15. Finished upgrading my Aiship to Mesh, this is the forth itteration of my Icarus Airship. The previous version was made from Sculptys & 1 Mega Prim and came in at 24 prims. This Mesh Airship came in at 38 PE and could go higher once i place Sit pose pims into it. I've been told as long as the Physical Weight of the object is below 32 it does not matter about the PE for vehicles. There does not appear to be anywhere to find out an Objects Physical Weight post Uploader so i'm just adding more and hoping for the best at this point . While creating this Airship i learnt alot more quirky things about mesh. I assumed complex Mesh shapes would have higher PE, but infact parts like the Ships wheel and the engines came in at a far lower PE than say the Baloon. It's not the complexity of the shape, its the size of it. Just enlarging the Ship by an inch can cause the PE to rise considerably. I also did alot of playing around with the uploader now that i understand the LOD layers and the Physics part of it. The Lowest LOD layer can always be set lower and some parts of the Airship could use the lowest LOD's Physics shape almost as if it was phantom. Things im still not sure about is the difference between 'Prim' & 'Convex HUll' Physical settings, whats the perpose of these two settings?
  16. So there is no simple way to find out the Physics Weight after uploading & constructing your object?
  17. So..... how do i fond out how much Physics weight of my object is?
  18. Ive been working on a new version of my Airship trying to keep prims under the golden rule of 30 prims. Has the rules changed for mesh because i accidently found out i can have a vehicle moving with over 30 prims now. Is this a bug, or a beta grid only feature, or are be now allowed over 30 prims to use on a vehicle?
  19. I'd Ad Alt, Borked, Cloud, greygoo, LOD, PRIM, Plywood, Return, self-replicating Squatters, TP,
  20. I've been learning how to create Mesh objects for a couple months now and by jove it's not easy. The creative side is ok, it's just the technical side is SO fragmented and this is NOT Linden Labs fault. The 3D modelling world as a whole is a nerdy one and is no way in a position for mass uptake by the general public. You have major 3D package software that i cant afford to use, so cant comment on wether Z-brush, 3Dstudio max or what ever else has a more complete and user friendly work flow. For the Mac there is also cheaper solutions such as Silo andAC3D to consider but the majority of newbs to Mesh will no doubt find their way toBlenderas its FREE. The problem with Blender though is its currently very slowly going through a transition of being ridiculously lousy with UI (2.49) to a more intuitive easy to use UI (2.5). I found it easier to get to grips with Blender 2.5, thats the whole point of Blender 2.5 but when it comes to using it for making SL Mesh you will soon discover vital features that make Mesh easier and more efficient are strewn between the two version of Blender making it a very frustrating experience to learn. Although it is free and they guys working on it are doing it out of their own pockets and through donations so Kudos for them really....... just wish they worked quicker to implement the missing features :-p I have found that to make a good prim efficient Mesh for SL, i have to use multiple applications, porting from one to the other. These 3D apps do not seem to have all in one. Some Like Silo don't even support the Collada format, others lack Poly reduction, and whats worst is that these programs have been around for years. So anyway, if you are thinking of making Mesh in Second life, i have made a list of subjects i've had to learn regardless of which 3D software i've been using. 1. Learn how to create Mesh objects, learn about extrude, vertices, faces, edges and manipulating them. 2. Learn about subdividing and modifying. 3. learn about unwrapping UV's, texturing & multiple faces. 4. Learn about Levels Of Detail (LOD) and how to decimate/reduce faces on your model. 5. Learn how to weight your Mesh and rig it for wearing. 6. Learn about Mesh Physics and how to apply it to your mesh. 7. Learn How to use the SL Mesh Uploader and how it deals with LOD and Physics 8. Learn how to keep Prim Equivalence LOW. (not as easy as you may think)  Lets not delude any SL users here, it's not as simple as rezzing a prim, texturing and linking , you really do have to learn 3D video game modelling. There are university courses lasting two years teaching the stuff you have to learn here. But there are some amazing talented and generous Users in SL who have given me a lot of help and advice to learn on the SL Forums. 
  21. i dont spend enough time on beta grids to know, but will i still have all the test money LL gave to use on the beta grid. My interest being that with mesh costing a lot more than other uploads, its good to test wether it all works before spending money uploading on the main grid.
  22. A question for the Lindens sealing with Mesh. Will the Mesh Beta grid be available INDEFINITELY for those who want to practice and make sure their Mesh Objects will upload correctly before paying to upload to main grid?
  23. Yes the pin function is in Blender 2.5 but wen i unwrap, i get a big triangle in the uvmap editor, so i guess work flow does not work in Blender 2.5.
  24. Vivienne Daguerre wrote: In your UV map window, select all the UVs and press "P" to pin them. Now you can remove vertices and unwrap again. The new UV map will be laid out as before, minus the vertices you removed. Gaia, I did not think to check the scripts!! Doh! I will have to try that. Where you referring to Blender 2.49 with this advice?
  25. Blender 2.49 gives me such a head ache, i hate using it. But i did use the poly reducer, no idea what all the extra numbers and stuff in the poly reducer window meant but managed to export another Tog that retained its texture when changing LOD layer. Unfortunately it added TWO extra Prims to the Togs PE, so i guess more experimenting is needed. Thanks for the advice The Whole Blender 2.49/ 2.5 issue is such a pain in the ass for newbs.
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