Rhiannon Arkin

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About Rhiannon Arkin

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  1. Speed is not relevant, just annoying. Also I thought there must be something wrong watching a script taking MINUTES to read a already digital content of a text file. It's not a magnetic card reader, but a file, already code. so what does take so long ? reading a notecard should be a matter of milliseconds not 10 minutes. So I just thought i am doing something wrong. but i guess that's the speed it goes. I think it's all set up as fast as it gets right now. thanks for all the input.
  2. Iis this the bento skeleton? I am looking for that too. Thanks
  3. oh great. it saved me 160kb.
  4. I would have guessed that one texture might be less data handling then many small ones. But you have good points about tiles. they are quite useful at times. I have not yet had issues with mixing transparent and non-alpha parts in one texture, using png and alpha blending. I turn it off for the non-transparent material and leave alpha blending on for the transparent one. Seems to work ok. And i don't think that png is never not having some sort of alpha in it. i could be wrong.
  5. Hi I was just wondering, artistic choices aside, is it load weight wise better to make 1x 1024 texture to cover lets say various parts of a building or to have 16x 256 textures? or is it just the same ? R.
  6. Related to efficiency, if i would use the same texture file in two different items, but rezzed on the same sim, would sl be clever enough to load this texture only once?
  7. That's kinda what I'm doing. So far it's been two textures for the house. I can compress it even more, the glass will be just 2 or maybe 3 variations, each very small, the wood as you say all fits into one texture. there will be some wall structure and some addtional things that all together will fit into another texture. I wasn't planning on baking textures for this one. We'll see.
  8. I will explore this material solution a bit more. I dont think i will need 8 materials. My current way of splitting a mesh into meshes is based on uv space, or better said, based on how much of texture info i can fit into a 1k image. Another thought is transparency needs, so i keep transparent, or alpha blended items separate from meshes i wouldnt need alphas for. I am still exploring the art of packing as much data into a texture file as possible. So it sounds i might be able to make one mesh with only one phys object but still have my split intom3 textures. Very cool R.
  9. Thanks. yes. i think that is what happened. I wasn't aware I need to make a phys object for each of my objects within an dae file. I thought the one phys object I assign to the upload is the phys object for the whole collection. So while the phys object might have worked for one of the meshes, the other two meshes default to convex hull and closed the door again. So it seems that I will end up with as many phys objects as I have meshes within one building. seems like a waste in a way, because now i need to have overlapping phys objects on top of each other. Because I need to have separate meshes for logical (texture) groups of the building. I was successful in creating the door after using the naming convention correctly and upload each mesh individually with it's own phys model. So thanks for all the help so far. R.
  10. Hi I did manage to log into the beta grid yesterday. yay. seems it's a spotty grid. However, other then standing at the welcome station i didn't quite know what to do there. need to find some sort of sandbox i guess. but it worked. so i'll explore. thanks R.
  11. I have not considered the amount of cubes vs the amount of objects. but I tend to combine logical groups of objects into one mesh (combined). so this house is 3 mesh objects uploaded as one dae file. The physics layers is a number of cubes, which do intersect and are then combined to one mesh and exported / uploaded in one dae file. So i think here is clearly something i didn't pay attention to. Are you suggesting that the phys mesh should also consist of 3 mesh objects as the house does?
  12. I did find a few items i'm baffled by: -- some animals... if i look at their LI it says 2, under 'more info' the numbers constantly change, as if these things permanently download. ? -- a disco ball: same as above. dynamic, constantly loading something. not sure what. -- a few palm trees with 8 and more 1k images as leaves. ... -- some terrain images were 1k too. i changed them to 512s. removing those helped for sure to reduce what we perceived as lag. and my red bar in the viewer corner has gotten a lot calmer too. I still feel there's even more i can do. If I have this flashing/dancing red bar in my viewer. is there a way of seeing what actually is loading in a more detailed view?
  13. thanks I do own the sim, but i can't find an option to turn off pathfinding. where would that be?
  14. that's basically how i do it too. And it worked fine, except that I never managed to get doors/openings working. never yet. i must be doing something different. It looks correct in the uploader preview. But I usually do analyse based on info i found here on the forums. Do I have to NAME the phys model in a particular way?
  15. I switched it to "prim" but in my last uploads i didn't have that option anymore. strangely. I am building the collision object out of cubes, is that an issue ?