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Charlotte Bartlett

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Everything posted by Charlotte Bartlett

  1. One thing that may help, dependent on what you are looking for, is to search for only copy/mod items (and remove transfer). Once you have done your search - on the left hand side you can scroll down and then refine search with permissions, ticking Copy (and Mod if needed). Gacha items are mostly transfer. It will take them out of the search results. Not ideal if you are actually looking for a transfer item, but for general clothing, furniture, houses etc there would be many that are copy / non transfer. Doesn't solve the original issue, but may help for specific searching.
  2. The Firestorm team solved this for me so I will just put it here in case anybody else ever has. Somehow the prim I was standing on had had media enabled on it, but no media. I had to in the texture window switch to media then remove media and then my issue went away. So if you ever get a floating toolbar check a prim near you doesn't have media on it :) Example Picture here (1) First 10 seconds (2) as it fades out. This has only just started to happen and half the time it blocks the screen etc. I have it both on Firestorm + LL Viewer. I can't find a floater type method to drag it up to the top. Am guessing I did something wonky in preferences but can't find the option to lock it / stop it happening. Note I have done full clean installs, updated drivers, security patches and even Flash just in case. Added Viewer Info here: Firestorm 4.6.9 (42974) Dec 12 2014 10:34:12 (Firestorm-Release) with Havok support Release Notes Second Life Server 15.05.28.302161 Release Notes CPU: Intel(R) Core(TM) i7-4980HQ CPU @ 2.80GHz (2800 MHz) Memory: 16384 MB OS Version: Mac OS X 10.9.5 Darwin 13.4.0 Darwin Kernel Version 13.4.0: Sun Aug 17 19:50:11 PDT 2014; root:xnu-2422.115.4~1/RELEASE_X86_64 x86_64 Graphics Card Vendor: NVIDIA Corporation Graphics Card: NVIDIA GeForce GT 750M OpenGL Engine OpenGL Version: 2.1 NVIDIA-8.26.28 310.40.55b01 RestrainedLove API: (disabled) libcurl Version: libcurl/7.24.0 OpenSSL/1.0.1i zlib/1.2.8 c-ares/1.10.0 J2C Decoder Version: KDU v7.5 Audio Driver Version: FMOD Ex 4.44.41 Qt Webkit Version: 4.7.1 (version number hard-coded) Voice Server Version: Not Connected Settings mode: Firestorm Viewer Skin: Firestorm (Grey) Font Used: Deja Vu (96) Draw distance: 256 Bandwidth: 1550 LOD factor: 1.5 Render quality: Low (1/7) Advanced Lighting Model: No Texture memory: 512 MB (1) VFS (cache) creation time (UTC): 2015-4-10T19:37:8 Built with GCC version 40201 Packets Lost: 22/3027 (0.7%)
  3. Ditto. I think tweeking workflow will be key for dual use of assets once we know more. I do Unity3d development and can only hope I can leverage some of that too. I also remember uploading in Cloud Party it was different but I used the same assets and just forked my workflow when I reached materials. It is perhaps worth looking at the asset store for Unity3d to get an idea of how other platforms approach it.
  4. I am looking forward to it, but I always like a new shiny Implementation I can imagine will be hugely challenging, but personally having the chance of SL remaining (or becoming more!) relevant is how it will compete to me. Right now it's competing with a million other ways I can spend time and having something that offers the opportunity to grow even more years with SL, to me, is worth the pain of transition if successfully managed. I have never stopped loving making SL thingies since 2006 so whilst I am nervous about how this will be delivered, I am hopeful for what it can bring. I hope LL are also considering: (a) Art direction as a key dependency to the critical path in delivery of the new world. (b) Robust Alpha under NDA with survey for sign up so a good section of the user approach / technology used etc are tested for. © Early and Often! A method to identify the key stakeholder groups in the existing customer base (e.g. Merchant, Land Renter) and devise a way to solicit very focused feedback (e.g. detailed surveys) not on the solutions we want in the new world, but specifically today what are the problems we see that inhibit us using/promoting/enjoying/staying in SL more. This may be helpful to add to the lessons learned to help craft the requirements if there are common themes through them. This however should not be done at the expense of losing sight of also why people do stay connected to SL and those drivers.
  5. You should be fine with MeshWorx, he is a professional creator (outside SL) so his builds are well optimised / I have never seen any lag with them at all. I would keep an eye on the furniture you add (the texture count/sizes) to keep it efficient
  6. I think you are getting confused. You will be issued a 1099K IF you have over 20K and 200 Lindex sells. LL can ask for your ID/Tax information at any time if you are cashing out (in any amount) - they are now registered with FinCEN and are a MSB. Other websites e.g. Turbosquid ask before your account is set up (I hope LL move to that so you can indicate you want to open a merchant account and get all the ID and tax information sorted up front). Just fill out the form it takes less than a minute send it in and you are done - your money unfrozen etc.
  7. I think you misunderstood my post as I was not very clear apologies. I was referring to those who use say 50 x 1024 UNIQUE textures. Not those who repeat the same 1024 texture. Hopefully that makes more sense! I think it's a balancing act - and it's just something to take into account as I think for the OP it would help add value to his build to not have flat textures. Worst case, use for the walls a texture with "shading" takes 2 seconds to do in photoshop and repeat that. I am not sure how many people can use the AO in world as it's requires advanced lighting - so against a balancing act. I think the difference to me is he is asking what to price it / whether we would buy. So my feedback relates to a commercial approach I guess. .
  8. Hi Greg It's a great start. I think you can do some minor tweaking to your textures and you will be on your way. I think you can sell it once ready. You may want to consider an introduction price etc to get it up and running - tbh it's hard to give a price - personally I price my items at a range dependent on the level of effort,design,uniqueness etc. Perhaps look at marketplace to see what a range of merchants price at and choose something you feel comfortable with. I would do it mod and copy. Additionally, below you may find some other mesh build information (perhaps useful, rubbish or things you are already considering): 1 - You can bring that LI to a lower number by playing with separate meshes , with custom physics (don't use the generated from SL loader) etc and using separate meshes for the interior walls to external walls with LODs. Low LI is very important for stores as merchants will tend to need to use a lot of their prim allowance for all their vendors. 2 - Materials- not sure what application you are using but recommend baking the Ambient Occlusion to give some shading to your textures. If you want to take it a step further add lights to the interiors and bake the illumination too. I think most people would expect for mesh to have AO baked in. 3 - To keep the build efficient remove unused faces before uv unwrapping and uploading. You will already have done this if you model with planes (but I know some SL builders like to model like they do in SL). 4- Consider the scale of the building and rendering cost (number and size of textures will be part of that). Texture lag is becoming epic in SL as more builders put on multiples of 1024 unique texures over a build (even long established builders). This is a really poor practice for game/SL assets. You can google Penny Patton she writes up a clear approach for builders/designers about this at Digital Pastures.
  9. Personally, I suspect as Linden Research Inc is now a bona fide Financial Institution due to their MSB status - this is just the start of the enhanced reporting/goverance those cashing out will see. Not a bad thing imho - but timing / implementation is going to be key for them.
  10. Your best best is to call by phone and speak to Billing. You can call free using Skype even if not in the US. Number is Toll-Free (US/Canada) 800.294.1067 Otherwise you just unfortunately will have a guessing game.
  11. I agree with you Jo. I viewed him postively. As always Second Life is always a bit wonky, a bit wrong (this is why so many Second Life creators have become a very unique bunch of experts of developing products working around the multiple "strange" implementation areas related to it). Sometimes Linden Lab can be frustrating (but I am weird I like beating the challenge and working around those frustrations). But I think well of him, and wish him all the best in his new endeavours. I don't know how much involvement he had in the implementation of the TOS - but I hope whom ever comes in next - takes a more holsitic viewpoint in balancing legal need along with corporate risk with retaining user/creators strategy etc. There is so much potential within Second Life and it's future development - I hope the new CEO taps into that and works with it.
  12. I tried and it didn't work perhaps just me though! There are plenty of sandboxes though with build rights on Beta and mostly empty - the one I use has 12K prims avail. They seem to have 24 hour auto return on so you need to back up. Example Sim: Mesh Sandbox 1 Recently I have found my Beta Linden balance gets updated without a password reset (which synchs up your main account to your beta account updating inventory etc). It seems to top up when I get below 5K. So handy for mesh testing.
  13. Edit as it appears I can't comment after I raise a question. I found a pre-materials version of the LL Viewer so switched to that. Testing so far doesn't create the crashes. So my workaround is upload on pre-materials viewer the mesh and images. Then switch to the materials viewer (LL or Firestorm I use both) to apply the normal and specular maps and complete workflow. The bug isn't just Firestorm LL has it too. I have a consistent issue across the LL Viewer and Firestorm. Only difference being Firestorm churns an error message when it occurs - LL one just dies. (a) Uploading a image. Upload screen starts to flash. Buttons stop working on mouse click. Viewer crashes. Occurance 9 times out of 10 takes multiple relogs to get the image inworld. (b) Upload a Mesh Model - Data gets populated then the dreaded flashing starts. Viewer crashes. Occurance 7 times out of 10 on average and always on first attempt after log in. Error messages have included: Error Message ERROR: llrender/llimagegl.cpp(1451) : createGLTexture: LLImageGL::createGLTexture failed to make texture ERROR: llrender/llvertexbuffer.cpp(781) : drawRange: Wrong index buffer bound. I have JIRAs open on Firestorm - but no resolution or cause has been found yet - early days. This started to occur circa 3 months back (nothing has changed on my end) and as consistent across both viewers something with my Mac has started to not like the viewer code I suspect. But it's got worst with the latest viewer update from LL so it's near impossible to use. It happens regardless of coverflow being activated on a Mac, I am using Lion not Mavericks, and it is consistent even with low preferences activated during uploading activities. I am using a hardwired connection versus Wifi. I am at a loss what is causing it - wondered if anybody had simliar issues they have solved for (e.g. any advanced settings I can disable). Viewer detail as example: Firestorm 4.5.1 (38838) Oct 28 2013 02:01:33 (Firestorm-Beta) with Havok support Release Notes Second Life Server 13.12.20.285035 Release Notes CPU: Intel(R) Core(TM) i7-2675QM CPU @ 2.20GHz (2200 MHz) Memory: 16384 MB OS Version: Mac OS X 10.7.5 Darwin 11.4.2 Darwin Kernel Version 11.4.2: Thu Aug 23 16:25:48 PDT 2012; root:xnu-1699.32.7~1/RELEASE_X86_64 x86_64 Graphics Card Vendor: ATI Technologies Inc. Graphics Card: AMD Radeon HD 6750M OpenGL Engine OpenGL Version: 2.1 ATI-7.32.12 RestrainedLove API: (disabled) libcurl Version: libcurl/7.21.1 OpenSSL/0.9.8q zlib/1.2.5 c-ares/1.7.1 J2C Decoder Version: KDU v7.1 Audio Driver Version: FMOD Ex 4.44.18 Qt Webkit Version: 4.7.1 (version number hard-coded) Voice Server Version: Not Connected Settings mode: Firestorm Viewer Skin: Firestorm (Grey) Font Used: Deja Vu (96) Draw distance: 64 Bandwidth: 1050 LOD factor: 1.5 Render quality: Low (1/7) Texture memory: 256 MB (1) Built with GCC version 40201 Packets Lost: 0/244 (0.0%)
  14. I would skip. I would however bake gentle soft shadows just to give some depth / lightness from windows etc.
  15. It's because of bones versus skin rigging. If you want to see somebody who went through the same C4D challenges and has a great blog I would take a read of: http://blakopal.blogspot.com/ It's really informative in terms of the challenges and how they were overcome.
  16. Whoever the merchant was they missed a trick not taking your feedback I have done baked shadows (there are people who wanted them) but also I either add a texture pack so they can switch it to none, or have scripted them on and off so people can switch them on/off, offered two versions ones with soft shadows and one with baked in light maps etc - and they are always mod/copy/designed in a way so people can fiddle and even retexture etc on mesh and so on and so on. Merchants/Customers evolve. Right now a lot more people want just the soft shadows than the hard baked in ones so that's what I am doing. People's kit to seems to be generally upgrading but there is a still a core on old machines who can't use shadows who love the format. The other day a customer told me they hate MLP and gave me reasons why - I switched back to Perfect Sitter and people were delighted even with less poses. Listening to your customer is key always.
  17. It's the order (if I am understanding correctly). I name my materials and objects with a coded name and numbering system then edit the .dae sorting externally then pasting back in. Not pretty - but I think it's a known "feature" of C4d with Collada unf. I am also hopeful somebody else comes along with a workaround as it's pretty annoyng.
  18. I don't know - most merchants I know are registered and pay tax on their income. The hobbyists - perhaps not so much. Your accountant is expensive! I use a small firm in Shoreditch and pay about 350 PA but I do a lot of it myself so probably why - they are however worth every penny as they get my deductibiles all in reducting my tax exposure.
  19. Wasn't those vendors using a TPE though to wash your payments - I thought I read that but I could be wrong? I would not think that using (one example) - Google Wallet directly is the same thing - it's not an exchange however if using for GBP and UK Customer- it is regulated by the FCA and defined as a electronic money institution (same as PayPal is). Basically they are approved for the regulated activity of issuing electronic money. Again a merchant would not need to charge VAT until they reached the threshold or can do so voluntarily prior to that. For other countries yep then more complicated but vague memory is Google Developer lets you set the VAT and display it for each country in a simple configuration - takes a few minutes in the overall set up process. Then when a customer has an account it knows location and displays/prices accordingly. It's not transmitting money through SL in my opinion whilst the product may be delivered in SL. The pament and processing are fully done in Google Wallet external. The vendor would bring up a web link the user clicks on, links to their Google Account, submits the payment, get's confirmation, and in SL a product is there fired off to them. The only SL interaction is the vendor checking the payment was made then sending a product to the customer. Again the biggest con however in RL data, not only is the merchant RL information provided, the customer's is too - and that's why regardless of the above I suspect this is never going to be feasible. People don't want to give out RL data to any random merchant.
  20. Pros: Keep customers who don't have credit cards on PP and no longer can buy Linden. If there is a good way/vendor in SL that can link to multiples of payment options. I would like to see the same at minimum that a famous blog software beginning with W marketplace plug in supports. If a vendor could find a way to link into a famous blog software beginning with W Marketplace that would be awesome imho. That way we can display items on our blogs, but also in world. Even better if somebody could develop a wider famous blog software beginning with W plug in that is a marketplace with SL specific functions (like a merge with Caspervend). Cons: RL versus SL. It needs to be linked to the RL name. Most wallet systems will require the company name and secure RL data. So all your customers get your RL details. (I have no issue with that personally).
  21. Porky I asked the same questions a while back as there are now so many different viewers / set up / machine grades etc it was hard to know where to pitch a model. The link kindly put above was one example I took forward. Both techinically are baked, but one with visible sunlight and the other with just soft lighting and a little AO and bump mixed in. Both have used global illumination to create a little more "interest" into the materials. I also did the meshing so people can retexture the build per their own preferences. One model I scripted the baked lighting to come on and off - but it was a LOT of work (and I was worried about having scripts all over the place) on a complex build hence I went to the two model option. I may switch back to the scripted option once I have more time to test the performance. I think this will change again once we have normal maps etc but for now people have been quite positive to the two options so hope this helps you for your own choices
  22. How you tried Botha, they are very modern. I don't think they are inworld anymore but they still have a marketplace - example here - https://marketplace.secondlife.com/p/Botha-Vienna-House-DEMO/3601833
  23. Actually I need to revise that statement. ETA The popped mesh has no alpha. However part of the build has windows with TGA textures on 32bit channel; the mesh it self was imported with the TGA textures applied to the materials. Some of those windows are part of the linkset.... So I just reinstalled the viewer and did a clean install. Guess what - now ok. /me bangs head.... so it's viewer related so technically good news as my work is intact again.
  24. Thanks - it also impacted the original upload and 12 versions I had worked on since yesterday and today - so not just the one "rezzed". Weirdly I had also given one to a friend to test and his was fine yesterday. So I'll check in with him later to see if his has popped too. SL confuses me sometimes
  25. I have a Mesh building. And it was all aok until an hour ago. Now it's gone to a weird wire format when you click on it with the script error yellow triangle. Has anybody experienced this, I can raise a bug report but I wanted to see if I was alone first (or it was my own actions). I got this twice yesterday on uploading (at a cost of 10 bucks a pop as I was uploading with textures on a complex build). However this one had successfully uploaded and been in world at least 24 hours before it popped!
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