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Six Igaly

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Posts posted by Six Igaly

  1. There are no rules for when to start with a shop...being proud and wanting to share should do.

    Even if you have just one item to sell, set it for sale! Find a nice road side parcel on mainland and go for it! Why mainland? That is still there tomorrow when you log in again. Also, high traffic sims can be abandoned tomorrow, don't focus on that too much.

    Set up your marketplace, if you did not already, and also set up your inworld shop.

    On your marketplace, include a link to the item in world (See item in world), where potential customers really end up in front of that item, not just in front of a box with the same image you used for your marketplace listing. And when you can't afford to have all your items rezzed at the same time, plenty solutions for that!

     

     

    • Like 3
  2. For me SL has always been, and still is, a way to express myself, to let my creativity flow. And yes, I too learned myself how to create nice and funny stuff out of some basic shapes. And now, in this MESH era, I feel like a dinosaur as it comes to building and creating. I can't coop with al those highly talented 3d artists. I tried several times, followed several classes, used payed and open source software but no, that will always stay a dream. Unless I start spending all my time trying to learn and getting better in it only to find out later that SL has changed again. Well and I'm changed too over the years. But I realized that what's still the same, is my urge to visualize my silly ideas. And that is what I do for myself in the first place. So I'll continue with using the old techniques. It is not totally gone..

    • Like 3
  3. When I'm logged in with the official viewer I have 6361 items. When I'm logged in with FIrestorm I have 9270 items. But that is because the debug setting 'NoInventoryLibrary' won't stay on 'True' in that viewer. I have boxed all the other 38967 items and have no clue where I left them. Probably iin some organizers which I either can't find.  :S:D

  4. 15 minutes ago, Whirly Fizzle said:

    It's a known bug that isn't fixed yet.  It appears to be specific to Nvidia graphics & only reproduces when you are up at a high altitude.

    VWR-28962 - Skin face texture showing on the sky
     

    Ah I see. I searched the forums for this issue but could not find it. Just now I promised myself to (finally) get to know the Jira. I can't even remember why but in the past I had difficulties understanding it somehow. :S I always tried to avoid it since. Thank you :).

    • Like 1
  5. 6 minutes ago, Klytyna said:

    Nope, I've had it in Catznip, which is what I use most of the time, hence why I thought it *might* be a core 'merge code' bug, but I still think it's more likely to be an RC server code glitch, where it's sending your 'system head bake' as a world texture for a fraction of a second before fixing it when you move the camera and thus update the 'render list' sent from the server.

    Wonder what Super-Whirly will make of it, she sees all, knows all, and has the details on behind the scenes code changes... ;) 
     

    Hmm I see. That is, I think I understand what you say here. As long as it is not my computer graphics I can live with it..:)

  6. 1 hour ago, Qie Niangao said:

    You've tried deleting texture cache?

    (It's been years since I've seen this, so maybe it's something more complicated.)

    No I did not. I just use this laptop for a couple of weeks now so what should be wrong with that in this short while? In 10 years iMac it never happened.

  7. 1 hour ago, Klytyna said:

     

    .. It vanishes pretty quickly, fraction of a second in my case, when i move or cam round after landing, that yours persists long enough to photograph might be because of the graphics differing settings we use slowing yours down slightly.


     

    It vanishes as soon as I cam around so if I stay put it lasts. As far as I can tell it only happens in the LL viewer..

  8. I have a new laptop since a while, and ever since when I log in and teleport to my sky platform my skin is projected on the sky/water. It acts like a giant blue screen somehow. It disappears when i Ctrl-Alt Zoom (out). It only happens when I'm just logged in. Here are the specs:

    Second Life 5.0.4.325124 (Second Life Release)
    Release Notes

    You are at 183.9, 154.0, 601.5 in Noguri located at sim10367.agni.lindenlab.com (216.82.51.17:13011)
    SLURL: http://maps.secondlife.com/secondlife/Noguri/184/154/602
    (global coordinates 262,072.0, 232,346.0, 601.5)
    Second Life RC BlueSteel 17.04.26.325839
    Release Notes

    CPU: Intel(R) Core(TM) i7-6700HQ CPU @ 2.60GHz (2592 MHz)
    Memory: 7987 MB
    OS Version: Microsoft Windows 8 64-bit  (Build 9200) compatibility mode. real ver: 10.0 (Build 10586)
    Graphics Card Vendor: NVIDIA Corporation
    Graphics Card: GeForce GTX 950M/PCIe/SSE2

    Windows Graphics Driver Version: 21.20.0016.4526
    OpenGL Version: 4.5.0 NVIDIA 369.59

    Window size: 1920x1051
    Font Size Adjustment: 96pt
    UI Scaling: 1.25
    Draw distance: 256m
    Bandwidth: 500kbit/s
    LOD factor: 2
    Render quality: 6 / 7
    Advanced Lighting Model: Enabled
    Texture memory: 512MB
    VFS (cache) creation time: March 20 2017 08:31:56

    J2C Decoder Version: KDU v7.2
    Audio Driver Version: FMOD Ex 4.44.31
    LLCEFLib/CEF Version: 1.5.3-(CEF-WIN-3.2526.1347-32)
    LibVLC Version: 2.2.4
    Voice Server Version: Not Connected
    Packets Lost: 0/3,460 (0.0%)
    May 03 2017 22:30:28

    And an image to show my "problem".

    Any ideas about this?

    skinglitch_001.png


  9. ChinRey wrote:


    Six Igaly wrote:

    So what I wonder now, based on what you say, I should always make a physics shape regardless the model?


    Under no circumstance upload without specifying a physics model at all. Make your own "standard" physics model(s) instead, you onyl have to do it once, it only takes a minute or two and it will reduce the physics weight significantly.

    Good, one thing more I understand now :)

    As for the physics as you described, the one triangle, that's something for me to play with..


  10. I take screenshots of my upload with the snip tool and put it in the file with the mesh (a great habit to get into I think) so I know I am uploading the same settings from my end.

     

    I'm not sure about what to do with the settings, I mean, there are not much settings to remember IMO. Just pick the same files to upload. But then again, I'm still a noob mesh wise, I have some stuff to learn yet. Besides that, it is a good habit, way healthier then one of my habits :matte-motes-nerdy:

     


    For me (and I haven't been concentrating on this) the mesh comes in higher on Agni than the beta grid. For small things, not enough to matter really, just noticeable.  The tunnel was the biggest difference and by far the biggest item I have uploaded in a long while. Not sure if size has any importance, just mentioning.

     

    As you can see, now that I've used my own physics shape (simple cube) on both grids with both viewers, the model's numbers are all the same.

  11. It is a 64 bit viewer yes..

    Your other post: // Yeah, the question is, was it the same viewer to do the upload on both grids? And if it was Alchemy on both, who knows what it's doing with the physics shape each time? //

    I did it again to be sure.. display weight is the same now..( I guess I goofed up myself somewhere yesterday)

  12. I went to both grids again to upload the model again, with both the viewers. To my surprise the display costs are the same now. Physics are still different. It turned out this is not the grid but the viewer since on both grids the differences are the same.

    

    There is a slight difference in the physics shape too. (Note, again I did not used the physics tab in the uploader, so default physics.) What is really different is the way both viewers display the physics shapes. The model I uploaded with the LL viewer shows way different (transparant with small box inside), this is on both grids

  13. Mm ok, I think I'm getting to understand a bit more and yet I don't at the same time. What stays is that the pillar on the beta grid has a physics weight of 2.5 while on the main grid just a 0.8 (which is better I guess) while it should be the same since I did exactly the same on both grids..uploading the four .dae files and leave the physics tab untouched = default physics (right?).

     

    /me wonders if he gets to understand it all before SL comes to an end :smileytongue:


  14. If you used your own low LOD, with default physics, then that should have been the same result on both grids for the default shape. If you weren't using the default shape, it would depend on settings. For this model, I would use a simple cube phsyics shape (which will get stetched to fit by the uploader) and click "Analyze", which should always give you a physics weight of 0.36. 

    Ok, will try that next.

    I never thought about making a physics shape simply because it is not a building or anything walkable. So what I wonder now, based on what you say, I should always make a physics shape regardless the model?

  15. I made my own LOD models and used them. I did not make a  seperate physics mesh ( is this the same as collision model?), that's something I'll try next then.


    Drongle McMahon wrote:

    The download, physics and server weights are now calculated by the server. The beta grid is where LL test changes to the server code. So there is no guarantee that it will always be the same as the main grid. 

    Ok, so basically on the beta grid I can only test the way my models look. Got that.


    Drongle McMahon wrote:

    As far as the display weight is concerned, I don't know whather that's calculated by the server or the viewer. You observations would suggest the latter.

    Ah of course! I guess that must be it!

  16. I mean, I do my best to (learn to) create decent mesh objects. So I read a lot and practice a lot, just as I'm doing today. I was about to upload a simple object when I realised I was on the main grid, so I logged off and re-logged on the beta grid. Then I started the upload process again only to find out the numbers where totally different then on the main grid, especially the physics weight is very different on both grids. It puzzles me. Here is an image that shows it all. Besides for saving Lindens  I don't see much use for the beta grid to test my mesh like this. Do I miss something?

     There also is a small difference in display costs between my used viewers on both grids.

    

     


  17. ChinRey wrote:

    I prefer to start with the detailed model and simplify it. I think most builders do it that way but I know of at least one who does the opposite. I think that is more a question of personal preferences than right or wrong actually.


     

    That sounds plausible yes. So far I don't know yet but I think starting with the detailed model is what suits me best.

     


    ChinRey wrote:

    Not quite. The dae format isn't a strictly formalized file format but rather a variant of xml, that is a text file describing the mesh. Different programs describe the same mesh in different ways and that can have a huge impact on how well SL's compression algorithm can handle it. Drongle once did some tests demonstrating how you could make significant changes to a mesh's LI simply by changing the order the triangles were listed in in the dae file. I don't know how "SL friendly" Cheetah 3D's dae files are. But generally Blender doesn't perform particularly well there so I would assume a program with such a lovely cat name will do as well or even better.


     

     

    I really can't tell how SL friendly the Cheetah models are, in most cases they kinda look as expected but that does not say anything about how friendly they are.

     


    ChinRey wrote:

    You never know, there may still be undiscovered prim shape treasures. As far as I know the equal sided prim pentagon wasn't discovered until two or three months ago (I'm to modest to say by whom) and there may well be others too.

    As for sculpts, if you actually need all or most of those vertices, if you want smooth normals all the way and if you can find good solution for the LOD, UV map and physics shape issues, a sculpt is usually a better option than a mesh, That seems like a lot of ifs but it's amazing how often it actually fits the bill when we're doing nature. (One thing that really makes me sad btw, is seeing how many great sculpt tree makers have switched to mesh recently, often producing trees with less details, worse LOD and higher LI than their own old sculpt masterpieces.)


     

    Interesting. I'm getting to understand that in some ways mesh is overrated, hence builders switch to mesh simply because the mass wants mesh.

     


    ChinRey wrote:

    I can give it a try with a simplified example: Let's say you have a mesh with 4 LI, you check the exact weights and find that the download weight is 3.7 and the server weight 0.5 (let's ignore the physics weight for this example). Now, link it to seven cube prims, each with a download weight of 0.06 and a server weight of 0.5. The result is a linkset with 4.12 download weight (0.06*7+3.7) and 4 server weight. That gives a land impact of 4, the same as the mesh had on its own. Seven prims to play with and no LI added!


     

    I think the word I've chosen was not the most appropriate one. Maybe I should have said something like: "That was clear!" This simplified example however cleared it even more. And yes I've noticed this when I was experimenting, about the LI staying the same, I just didn't understand why.

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