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Astrid Kaufmat

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Everything posted by Astrid Kaufmat

  1. This is half true half false. Agreed in the past with XP and previous verion of Windows having a ram disk was worth to use it as a space where to move the browser cache to load faster . Now Games too get the benefit to load files they need quicker and faster from a well written ram disk software. A ram disk now can allow you to load not only the cache faser but aso the files that your game needs as it's shown in this image that is made to explain how a ram disk used in steam community works. you could read more about it here. After all many high end gaming mother boards are now giving this options in a few msi mother boards that I mounted on clients pc's I saw their ram disk software and was a nice thing. In the previous list of ram disk that I posted you can see also an asus and an asrock suit. While the asrok is made to work only with their branded motherboards, you can test , as said on that blog I mentioned above, the asus suite similar to dimmdrive, that is a quicker way to set up without to many commands to use and move to a ram disk all your game files and cache and of course programs like photoshop too. Of course you could just create the ram disk ad move just the cache there using second life properties. Don't you think it's useful to move to a ram disk (if you use an ssd) the applications that are updated more often?Of course you get benefits moving there other applications and their cache too especially graphic softwares if you don't have a scratch disk or if it's not fast enough. About SSD there were so many flase myths like the taboo of using defragmentation tools. Now it's well known that you can defragment them, however for how they're built it's always better to defragment them less than a rotating one and use more the trim. Like MR President would say here: No here I disagree you're fake news. 1)for SL ram disk you don't need more than 2 GB ram disk. Nowadays compurer have a lot of ram. A middle range pc come with at least 8 GB ram and a decent low cost gaming pc has at least 16 GB ram if you are buying or building an architecture that lasts a few years .So nothing to worry about. We had ram disks with XP when the maximum ram on a pc was 2 or 3GB (hence it didn't see more than 3 if run in 32bit) 2)about reloading it everytime you reboot it's not completely true either. As I said in the bottom of the guide you can save your created ram disk and it's folder , before rebooting or shuting down the machine ,on a secondary drive or a pen drive as an iso file.When you turn on the pc again you have just to launch the ram disk application and load the saved iso file (where you could even keep not flushed the folder of your cache files, if you need).Done. You would just have to overwrite and update the iso you saved before shutting down and when you update your SL,bt that's not a big effort.
  2. In this quick guide I'll try to show you how to set up a ram disk for second life. I hope that this helps those who are telling me that now rezzing in world is somehow slow. This guide supposes that your pc has enough ram to do it. Remember that now windows 10 can use almost 3GB ram so you need at least 8GB ram even better a system with 16GB ram ( that is now the standard for most pc's of middle range).The size of the ram disk for SL and maybe cache of your browser( this is another chapter not discussed here) is just 2GB more and less. I also recommend you to disable windows automatic update for graphic drivers and stuff Keep just the updates for patches and security but don't make your windows mess the drivers of your boards and pheripherals(this might be another reason what some people can see a sudden slowness in windows 10 after updating it: it has the bad habit to update drivers of your boards too without asking you ). Windows 10 after Vista is the dumbest piece of software ever written, they made it too much automatic, forgetting always that computers are powerful but dumb, it's the brain behind them making them useful and smart. I recommend you to follow this guide here to mitigate a few this iussue that can mess up your graphic driver and other drivers of your boards and peripherals. have you ever been in your office and been screaming because a fax and a printer and other stuff all of sudden stopped working with an update of windows 10? Well that's the reason.Another hint is when you install graphic driver for your card just avoid all that useless stuff, if you don't use it drop the telemetry and audio drivers included in graphic drivers package, run a custon installation instead. For Nvidia I never install all the useless stuff but just graphic driver and physics. Many people now have already got the m2 ssd that are superb comparing their performances to the classic SSD ( Slc ,Tlc, Mlc). However their price is not always affordable , not all the residents have an hardware supporting it or just want to keep their heat away from a small case. In all of these cases to speed up your programs you can use your ram and a handy trick by then by Xp times and that still now has very decent scores. To do this first of all we need to use a program to create a ram disk if in windows. If you use linux ambient then it's a way easier : you don't need external stuff. Just follow the guide here For windows we have a few softwares that can do the trick you can choice the one that you like the most among these. I like a lot soft perfect ram disk (however it's no more free). To use the free version you must download an older version from this site. Bear in mind that it works great with windows 7, but with windows 10 because of some changes now you can allocate no more than 4 GB per each ram disk(which is still more than enough to run SL from it).However among the ones showed in the site I proposed are very good to be free, that you can download from here as older version. To create your ram disk it's very quick and intuitive most of the proposed programs above have a short guide and a very intuitive interface.Just remember when you create it to use an NTFS file system . Here I leave for you a visual example of configuring a 2 GB ram disk, using soft perfect ram disk. Anyway more and less all of them have such a simple and intuitive interface.Select the letter of your ram disk, select the size, select the file system and click ok.Then the new ram disk appears among all the other disks.The pc won't make any difference with the others but the write/read speed would be so far faster than SSD, as you can also see from the benchmarks posted in the site I linked above. Once created the ram disk we need to move to the step two which is making a portable app of our SL (this works good for all the viewers like the classic SL viewer and others that don't force you to download the files using the executable. in that case you can still avoid to install them tricking their pity way to get installed using a virtual machine and then copy the files, but this is another chapter). So download SL viewer and use a free software like 7zip to unpack it to a folder .Done this you can even customize that folder copying in its paths the xml files for windlight or some fonts that you might miss in the classic sl and want to take from other viewers. Alright done now you have it customized and ready to be zipped again to be kept on your disk as a "portable app" to copy to your ram disk any time you create it. Before we launch SL we don't want it to make mess in our folders either, like for many other programs you can move the settings folders elsewhere too. To do this we use a trick that comes handy with any other painting software or 3d software or games :we are going to use a Junctions. This is a way to decept our windows system and let it belive that the folders are still on our main disk while truly they're located on our scratch disk. Ok let's start our deception Sl has some folders located to this path C:\Users\your_pc_account_name\AppData\Roaming C:\Users\your_pc_account_name\AppData\Local If you don't see those folders it might be because your system is not showing you hidden folders. Enable it from your folders options in control panel. here is one of the ways to do it now it's time to create our new paths for our sl settings folders. This will help to keep the OS disk (especially if it's an ssd clean and not fragmented). Let's imagine that our scratch disk is named M: Fine let's create in our M disk a folder that will allow us to keep handy all the files we'll move and call it whatever you like for instance mysettingsl. now within this folder (mysettingssl) we move one after another the sl folders that we have in our C:...Roaming and in our C:...Local folders. How to? My hint for you is to have visible the adress bar in your windows folder. If you don't follow this 1) Open File Explorer. Click the View tab on the ribbon. You’ll see the the Options button on the right-hand side. Click it to open the Folder Options dialog. 2) Click the View tab. Locate and tick the checkbox named “Display the full path in the title bar Now open a Note and keep it on your windows ( in this note we will copy and paste the original and the final locations of our folders, just to keep them handy). So move to the path C:\Users\your_pc_account_name\AppData\Roaming\SecondLife From the adress bar of the window copy the adress and paste it in your note. Now cut the folder "SecondLife" located in C:\Users\your_pc_account_name\AppData\Roaming\ then Paste it in the folder of your M: scratch dsk that we called (mysettingssl) in your M disk navigate to the SecondLife folder just pasted there and from the adress bar copy it's path it will look like something like this M:\mysettingssl\SecondLife Now time to get our hands dirty a bit with the command prompt (launch with administrator rights). mklink /J “C:\Users\your_pc_account_name\AppData\Roaming\SecondLife” “M:\mysettingssl\SecondLife” Here is where the Note where copied and pasted folders locations from the adress bar will come handy now; instead of typing them all you just paste them when you run the mkdisk command The syntax and the logic is always the same anytime you want to use this command so: mklink /J "C:\the original path" "M:\the new path" where M can be any other of your disks for scratch or partitions (or even a ram disk if you decide to move there also those folders and save the whole ram disk created as an iso to launch each time avoiding to use a scratch disk for settings too). If you did the command well you will read in your command prompt something like this: Junction created for C:\Users\your_pc_account_name\AppData\Roaming\SecondLife <====>M:\mysettingssl\SecondLife and in your folder "Roaming" located in C:\Users\your_pc_account_name\AppData\Roaming\ you will see the icon od SecondLife folder appearing with the short curvy arrow meaning itìs now a junction.the system still belives that it's there, but physically it's not there. Now repeat the same steps also to move the second life folder that you have in in your C:\Users\your_pc_account_name\AppData\Local in your scratch disk M go to the folder you created and named "mysettingssl" within it create another folder named like "Sllocal" or whatever you wish and move there with the Junction method I showed above the SecondLife folder that you see in C:\Users\your_pc_account_name\AppData\Local. In our Ram disk let's create a folder and call it for instance cache (or whatever you like for SL cache). Done now we just need to move to our Ram disk ,once created it , and copy there our zipped "portable secondlife app" then unpack it in our ram disk. Assuming that you call your ram disk something like N: Make a link of your SecondLifeViewer.exe (that is in your second life folder unzipped in your ram disk) by right mouse click menu and paste it somewhere in your ram disk. now right click on the file you just pasted named for instance "SecondLifeViewer.exe - link" go to properties and where you read "destination " we will specify some paramethers to force the cache to our ram disk most of those commands are shown in the wiki page of sl that you find here. In our case we just neeed a simple string like this. --set CacheLocation N:/cache --set NewCacheLocation N:/cache (if the ram disk you created has a different letter change N with the chosen letter for your ram disk paste this string after the SecondLifeViewer.exe in the destination path of the secondlife.exe - link properties window, that you just created. That destination pat in that window will look like something like this N:\Second_Life_6_2_4_529638_x86_64_Setup\SecondLifeViewer.exe --set CacheLocation N:/cache --set NewCacheLocation N:/cache (don't forget the space between SecondLifeViewer.exe and the string you created to force your cache there and to specify cache paths in parameters use the slash instead of backslash, like in the example above). If you want as a trick to not repeat this anytime you start your pc you could move to your ram disk also the settings folders that in the example above I showed you how tomove to a scratch physical disk. Then save the whole ram disk as an iso file to load by your ram disk program. bear in mind each time you update sl viewer you may need to refresh the iso putting there the new version of your "zipped portable sl". Now you're running your second life and its cache and settings from a ram disk. Ok the short lecture is done I hope you didn't fall asleep. Coucou
  3. Yes thanks Whirly and Oz. Today I finally found time to install and test the fix. It seems working no more psychedelic-allucinated screen when I use Quit button. No need to wait for a fix. I belive next version will include this fix too. At least now I can still make it work as I used to and make of it also a portable app with custom cache and settings path to run from other disk/s.
  4. Thanks Whirly I'll take a look at it. I am going to test your shortcut too as soon as I get at home. Wish I never put this damn 1903. Got to see how to download an older version or even better use a LTSB much more stable and reliable (which I often used for tests but I don't want to use on a pc to avoid to activate it with some sith powers :P) I found another kind of workaround too for thos of you who have installed it and want to wait for a fix. What I do is instead of X button to exit use the Task manager so ctrl shift esc and manually terminate the prcess SL either it would crash the system.
  5. After some changes in my pc I had to install again windows. I thought to use windows 10 last downloadable vesion which is the famous may update 1903. In the past after a few SP you would have expected a real stable system. With Windows 10 it's not like this anymore. For sure I can tell you That during my tests for pc fixing I installed and run a windows 10 1803 and it was running SL just fine. Now with windows 10 1903 anytime I open the sl viewer if I close it using the X button at the top right corner of the viewer the whole windows Sistem becomes depixelated of all colors and I barely can see the button to reboot or do it from keyboard. When I say close second life I mean not after logging In I haven't logged in yet. This because each and everytime I try to do the settings then close the viewer using the X button to save them I get that problem with the whole windows interface messed up. I tried to close then the viewer not using the X button but terminating the proces from the classic task manager and yeah this way it worked. I can close it without crashing windows 10 (yet this wouldn't allow me to save settings before terminating the process). I've tried several versions of drivers also the same older version I used on windows 7 but nothing helps. It seems windows 10 1903 code name 19h1 that sounds like a flu virus is worse than a virus for your pc: more troubles than goodies. Is there Anyone else has installed windows 1903 lately and is having iussues like this? In forum I found an similar iussue in the past and I am having something like this a rainbow windows closing SL by X button. Maybe it's that pity new feature to edit screen light at night I am trying to see how to disable it or even better kick it out from my pc.
  6. Probably people here think I was born yesterday or that I can't read stats or use bencharks programs. I have been assembling pc's for years and always made them work at top.Probably they think I am allucinated or on crack. Not at all. As promised I made more tests. I tried old viewer I also tried to import some files or settings from old viewer to the new ( with the needed modifies) no big result. But when I log again in the viewer version I said above I keep getting huge , monstrous difference in FPS. Here is my last test anybody can repeat this. Facts not words here is how to repeat the test and how to verify it: 1) Viewer version used : Second_Life_5_0_6_326593_i686_Setup.exe (to use older versions you need to edit the properties just right click and in the path add --channel "Test 123" after secodlife.exe).It's not harder than setting custom paths for SL viewe as specified here http://wiki.secondlife.com/wiki/Viewer_parameters 2) To allow anybody to repeat the test I used Ruth without ao and any other item worn (but the difference in fps even with a mesh avatar and ao wouldn't change at all).To ruth yourself you need to go to develop/character tests/tests female. 3)then lower your draw distance to 30 which is good deal als o for exploring dancing and so on (unless you need to make pictures or movies or test your building, we're talking of eveyday usage with best performances).To do this for those who don't know how to in classic viewer go to advanced menu/ show debug settings and type in the blank space : renderfarclip , then set as value 30. And I made the test in a linden welcome center so we can't use as justification "hobbists made pieces of furniture and avatars".No no no no no that's not it.The viewer rocked till 1 year ago even with "hobbists" stuff around ( with all respect for "hobbists "after all who made the self saying themself professional profssionists?) Here are the proofs of what I say How comes I still see in the version viewer ( Second_Life_5_0_6_326593_i686) more than 260 fps when I go around which allows me to be also in busy places with other avatar and losing a few fps I still have 180 160 Fps with prople around so smooth like hell? With the new viewer you get 110 Fps (the avarage) in a sandbodx and alone but if you go to clubs it's not normal anymore getting on knees with 30 -40 fps or even lower if the builder has used really laggy pieces of furnitures. Oh yes with 30 pfs I should consider myself lucky especially if I walk like in a slow motion movie feeling my feet in a soup. Attention please we're not talking of 2 different versions of viewers like comparing viewer 6.x to 1.x to 2.x .In that case you could call me alucinated. We're talking of version 5.x that was around last summer (more and less) and this loss of FPS has been there for a year. In the past this happened yes. but after 1 at least 2 versions update the viewer got back there again as good as it was before.There haven't been big releases of new features either to justify this lag between the two versions. that I know the nly big new thing is now animesh. But this happened also before animesh came out( few months ago). Someone above said that we expect fps to be lower, if I remember well. I remember that in the old SL world I used to have the same pc with a 9800 GTX and fps never went low this way and they've been high for years (9 10 years I used the older pc).What's that programmed obsolescence? now that Sl is on steam it works like other games there? Some persons I assemble pc for tell me some steam games give them discounts if I put in their pc a specific card.Then what should I think we make you obsolete so you get new Nvidia cards? Is it possible?Or is this some new feature or some shaders that are no more working to be turned off ( I heard of some problems with pfs in phoenix viewer too but they resolved doing a manual setting for specular shaders).
  7. Thanks for letting us know the updates from lab toughts about fps. 10 FPs I think is really low to say it's liveable (wonder why then if I go reading blogs of gamers pcand games they all care to have at least 60 fps to enjoy it). But if lindens say so it explains a lot. From old school viewers I have always been known 25 fps is the minimum to have a decent movement . I know of people who brag to have 2-5 fps and yet they pretend to do stuff like competitions in SL but I mostly think they do to scoff others" hey I kill you even if I am a zombie".Most of the fps I saw were probably a glitch but I've never been under 60 in clubs,using earlier versions of viewer. I went to a party where a friend as DJing and I was having less than 15 fps .Once again all this didn't happen with earlier viewer versions like Second_Life_5_0_6_326593_i686.To make it liveable if I go to a party now I must derender and mute everyone. It could be programmed obsolescence.France has been hardly beaten by law and judges ;about this now many products there have to declare better informations about it. I never saw hardware gettting so old in a couple of years, considering that my previous pc with a wolfdale a bit overclocked to 3800 ghz and a 9800 gtx has been giving me decent result for almost 10 years (I usually make machines that must last at least 10 years or more) .Then if there is a secret complot to make us buy new and more hardware I don't know . Of couse about the human delay and synapsis delay around (0,12 msec) reasonable to explain why having extreme low ping or extreme fancy keyboard and mouse is "useless". But this aspect impacts more in the delay you'd have hitting the button and seeing the strike. Another talk,another book (physiology).At least before we complain about this I'd first need very smooth movements ,that are failing lately with recent viewers.Then comes all the thoughts and discussion about delay. The real question stays do you test the viewer I said(Second_Life_5_0_6_326593_i686)? do you notice the huge difference in performances and FPS? why is that happening? which feature( if a feature is ) could cause it? Anyway thanks I'll try to make more tests with settings and stuff and, If I get anything good ,I let you all know.
  8. Yes thanks for pointing tat out I remember in the past too fingering with settings there were some to not touch. Today I installed again the whole viewer again cleaning anything included registry. I checked those boxes for basic shaders too.Nothing changed with last settings if I hang out alone I have a range of 100-120 FPS. Agreed good to hangout. But if I move to places where they even do a party with less than 20-30people I drop down to 20 fps or lower which is annoying cause under 25 fps you get that moonwalk feeling (of course keeping settings low). With the oldest viewer (Second_Life_5_0_6_326593_i686) I was telling above that now could be used just forcing the login changing the parameters as shown in wiki, In discosteque and such places I used to get 80-100FPS at least. In the past( not so far away ago,we talk of July -August 2017) with the viewer version I mentioned above in places like dcs area I used to get in arena and similar places 280 300 Fps (tweaking a bit more the settings with extreme ways like 24 fardistance no particles and stuff) and camming away from avatar it raised up even to 380 fps . About the bandwidth yes I changed it, as you suggested too yesterday, I see it was high , but making a fresh clean installation I realize that it was 3000 bandwidth cause now the linden viewer has as default setting that value.We got ask the programmers why they raised up bandwidth that much. I tested these new viewers on my actual pc and my office one that is similar more and less a part certain pieces but no difference. I don't know if this is related just to SL viewer or to the whole new code/versions of all the viewers.Tho I'd love to keep using just SL viewer.
  9. not sure if that value is there by default in new viewers or I have accidentally changed it. I use to delete all my settings folder before any new installation. But it was worth a try so I logged in using a bandwidth once 1000 and once again lowered to 800 even with a bandwidth below 1000 no change. I would sure see differences( and I saw it only if I force the login in the oldest version I said above in the past doing tests) no matter what settings you'd use.
  10. CPU: Intel(R) Core(TM) i7-7700K CPU @ 4.20GHz Memory: 16384 MB OS Version: Microsoft Windows 7 SP1 64-bit Graphics Card Vendor: NVIDIA Corporation Graphics Card: GeForce GTX 1060/PCIe/SSE2 Windows Graphics Driver Version: 25.21.14.1735 OpenGL Version: 4.6.0 NVIDIA 417.35 Window size: 1024x768 Font Size Adjustment: 96pt UI Scaling: 1 Draw distance: 64m Bandwidth: 3000kbit/s LOD factor: 2 Render quality: 0 Advanced Lighting Model: Disabled Texture memory: 512MB VFS (cache) creation time: December 23 2018 08:07:41 J2C Decoder Version: KDU v7.10.4 Audio Driver Version: Undefined Dullahan: 1.1.1080 / CEF: 3.3325.1750.gaabe4c4 / Chromium: 65.0.3325.146 LibVLC Version: 2.2.8 Voice Server Version: Not Connected Packets Lost: 0/4,490 (0.0%) December 23 2018 11:00:22 here is the help menu. As you can see, I usually hang out at low settings unless I need to take pics or build and see effects.
  11. cpu i7 7770k Gpu nvidia gtx 1060 (with nvidia drivers always updated to newest version) Using windows 7 and ubuntu 18.10. I used Sl both way classic installation and also on a Ram disk moving all on custom paths nothing to helps it.All the newer versions from that one keeps making me slower.That's why I supposed maybe they no longer suport direct x11 or maybe not as good as in the past.
  12. Hello. I have been using second life viewer for years. Lately I notice that it's incredibly slow even if I use an high-end pc. In detail I can tell you that the last good viewer I used was the version "Second_Life_5_0_6_326593_i686". The next updates had as result a consistent cut off of fps ( about 3X less fps than the fps I got with the viewer version I mentioned above). I've been waiting since August 2017 for a better viewer or something that run smooth like the version Second_Life_5_0_6_326593_i686,I opened a Jira, but nothing. What is still strange is that looking in the wiki there are ways to run older versions of the viewer and I did this when the first newer versions with lower fps appeared. The result was each time I used the earlier vesion(Second_Life_5_0_6_326593_i686) my fps were raised up by 3X than the fps I get with the newer versions of the viewer. My question is. What has changed in sl since the release Second_Life_5_0_6_326593_i686? that I know by then animesh and bake on mesh were still at embryological state of projecting Is it, by chance, that newer versions support only directX12?
  13. Reading of baking on mesh it leaves in my mind some excitement about possbilities but also many many doubts. If i understand well from all the examples the mesh should be mod to use this feature . I also saw the "workaround" in mp that already allows somethin similar to bake on mesh even on no mod meshes. I have a proposal but surely (even if from my point of view it seems more efficient) I doubt it would happen to be made. I think that to avoid onion built meshes we just need a new featture that allows us something that any 3d software already does: adding more layers (with different blending) to the diffuse channel of a material applied to my mesh. Then allow us via LSL to have new feature to apply textres via uuid also to those channels. The chance to have just 3 or 4 extra layers with overlay blending to apply to my texture( diffuse channel) could be enough to solve all the fussiness with laggy onion built meshes and can also grant many easy low lag applications for other mesh items,not just body parts, as previous pages keep focusing on.
  14. Yes I confirm the page where it's showed the upload mesh quiz is working again It shows my stats so It started working again. It seems that was their server error and not that they wanted us to make the test again ( useless in that case:P). it seems fixed, let's hope it stays so, before writing the this I've been waiting a few hours, tested a couple of minutes ago too and it's still all fine.
  15. It al depends by the fact that SL has backface culling always active. Lindenlab could add an option to turn it off in case you need. Due to this the polycon is seen only on one side ( the one where the normal is) the other side is seen as transparent. If for instance you wear an oldbie skirt made by the classic sl templates you could see that skirt being ttransparent too. After all also that skirt is a mesh we just applied our own layers to it and it didn't have folded edges. The folding edges I do it too helps in many cases. In the specific case of skirts, due to animations and stuff rather than a single folding edge could be better closing the hole under the skirt. Some adopted this solution. Why aren't all the makers doing this many reasons. As it was told you above some might be using layers from other makers: for instance they just make the texture for an appplier of a mesh body that in most cases I saw is done without any folding edge. The folding edge could represent according to the geometry( mostly it doesn't) a problem behaving like a kind of holding edge The same that you get in any 3d program when you apply a subdivision surface and want to preserve some details by some edgy cuts. Blhea well forget all this tecnical detail. Other reason I may thing of is the fact that many things I see still around are like those marvelous designer meshes not at all retopoed when I hit ctrl alt shift r to go in wireframe and inspect what the hell is going on if I ffeel lag I see a very intricated mesh like made by spiders on LSD or on LSD plus crack and in that case folding edges becomes a puzzle , to not talk about UV MAp and precision rigging using numbers consoles rather than rough weight paint by brush
  16. Mikka, I am sad to hear that this "bug" is affecting also the main grid in your case. After your message anyway I wanted to see what was going on and tried to make again a new fresh test this time in Main Grid. I made a simple cube (this is what I use to avoid other possible errors due ot other things) then I uploaded it: in maingrid and all is working fine, till 2 minutes ago . In my case I checked the dashboard and for main grid I still have on profile the payment info and the mesh upload tutorial done. What I can see is ( at least in my case) the betagrid dashboard has lost the page where were stored my mesh upload test tutorial and, as I said above, it's impossible to load the page to try to do it again. Honestly I see a new TOS I copied and pasted it on pc I'll read all that burocratish later. Making us all even experienced one run it again it's madness pure and simple mmadness ( and a part this the page to run that test doesn't load either). Don't forget to tell your friends too to go to jira and vote this iussue the BUG-9448, as showed by Bellri above. This is the only way to get lindenlab's attention and the bug fixed soonish so they know it's a bug. https://jira.secondlife.com/browse/BUG-9448
  17. Here is the error. It is not only me tho having this. I had IM from friends getting the same trouble. I suggested and did myself the upload of a simple cube. but it's definitely something that has to do with the upload test. It's gone from aditi profile and you can't run it. I did another quick test few minutes ago and I still get that pity error too.
  18. Ivanova Shostakovich wrote: I have uploaded many a mesh logged into ADITI. Today, I can't. I get a client message "Error while requesting mesh upload permissions." [Edited after testing] I notice now that there are separate IP tutorials for AGNI and ADITI. I really don't remember having to do this twice, but meh. When attempting to do the tutorial now for ADITI, the webpage: https://secondlife.aditi.lindenlab.com/my/account/ip/tutorial.php, fails to display properly. I managed to get it to show a couple of times but clicking the "Let's get started." link, takes me to the questions page, which failed utterly to display anything in both Firefox and Chrome. Something's broken. If only we had a "local meshes" option when in AGNI. Exactly. I was fine yesterday as I told it all stated one hour before I wrote my message here. What's going wrong Idk . For sure I know it's not my fault if I don't load well the upload test page. Anyway WTF lindenlab made this mess after the new TOS, porbably it is concequence of kiddos bringing in SL protected games content, but all this sounds like when USA have a trouble somewhere "oh we have an intelligent bomb it kills just the bad ones " sure they throw it and millions more innocent dies HAHA. Another bad thing that I notice is when you log out after trying to do the upload test again you get this error message. I hope their site is not compromised. Maybe it is the NSA messing with games again as months ago notices leaked out about employees working to spy games like SL WoW and so on hahaahaah
  19. Yoruthecrow wrote: I have an issue with the mesh upload status in adati. It doesnt allows me to pass the IP test, I gave all the correct answers and succesfully finish the test, but when I go to my Mesh Upload Status, it keep saying that i need to pass the test again Also the payment information takes me to a broken page I have my mesh upload status correct on the normal second life, also I have tryed to reset my password on second life beta, but keep happen the same error ¿Someone knows how can i fix this? For now while they fix this bug, because it stinks like a kind of bug, unless you have to upload fitted mesh use open grid or inworldz to test the model.
  20. Sin Ying wrote: Just in case - You know you have to do that (same ) quiz seperately for Agni and Aditi? If you only did the 'normal one', the Aditi one is there: https://secondlife.aditi.lindenlab.com/my/account/mesh-landing.php' It's not that. I know that I was aallowed to do it in both grids. yesterday I made my last test for builds and betagrid was working. Just one hour ago I went in betagrid to test a model I made and I was't able to upload. I started getting that silly error " error while request mesh upload permissions" I looked for the possible cause and the wiki and forum talked about the not completed mesh test. The huge problem is when I go to the aditi login page and try to do the mesh upload test again I click to the mesh upload status , but the page takes forever to load and in the end it doesn't load at all. I tried several browsers with it. I tried disabling all my usual scripts and stuff. I tried installing again java. It doesn't seem my iussue. The fun thing is that in main grid the mesh test information didn't disappear at all.
  21. some little help from blender community to make simplier editing vertex normals, if the classic standard ways built in blender won't work. http://blenderartists.org/forum/showthread.php?259554 This simple scripts can copy the vertex normals from one object to another. As you can see in pictures showed in that forum it can help to fix some odd distortions. http://blenderaddonlist.blogspot.co.uk/2014/05/addon-transfer-vertex-normals.html
  22. Alex, I forgot few steps from my office I wasn't able to login 3d or check all my notes, herer anyway if I guessed what you want to do, this can helphttps://community.secondlife.com/t5/Mesh/Blender-to-import-in-second-life-open-grid-mesh-rigged-in-other/td-p/2913115
  23. I finally found five minutes to find all the files I used a few months ago while in open grid together with other residents I've tested other softwares to rig. I'll show here a few steps that I follow to get the job done Before we import the fbx, we need to open one of the blender files from the folder second life wiki fitted mesh.First of all we need to import in blender the fbx we saved from other softwares. Be sure to have properly done settings for measures between blender and the other software, so both softwares are working with same scale and all. then when you go to the menu file/import/fbx do the following settings. If needed you can tick manual orientation and get it properly oriented in world or also see what scale you need using the scale slider below it. Now that your mesh from other softwares has been imported you should see something like this.Of course some bones look fancy sized because we're converting joints into bones. For mbones there is no iussue at least with new versions of ths importer, you could also use them to animate your mesh. Some leaf bones like the breast ones and the eyes get rotated, you can fix that, but not needed for what we are doing. Previous versions of FBX for blender were a mess, they didnt read well many fbx files. You can see the green avatar ( the one that I imported and the grey one from wiki. Now do the following things: in object mode select the imported dress mesh then apply rotation, location, scale by going in object menu apply or shortcut ctrl select the imported armature in object mode and do the same, apply rotation, location, scale.This is something I do because without it, when you do next steps, you might get the mesh pushed out of view and huge. Next step is : select your mesh, then the armature from second life avatar given from wiki that you have in this scene (the one without stick bones, ignoring the one with octaedral bones.Parent now the dress with the sl armature using ctrl P and select from menu Armature deform. Now you can delete the old armature, the one with octaedral bones and also the avatar mesh that you importe with it, that is its child. Select then the mesh that you've bound to the other stick bones and go to modifier tab , there you can delete the armature modifier without association ( the one that has a red bar without associated armature).That modifier looks like this: Now if you select the armature and switch to pose mode hitting tab or from the switch menu on the lower bar you can see that the mesh is perfectly working following the deformatiions of all the bones. By doing the steps above after all we have been keeping the original weights and the groups that the mesh had once imported as fbx from other softwares. Next step is select the mesh dress and hit shift D to duplicate it then LMB to confirm, paying attention that they stay in the same place with same coordinates. Rename your new copy something like "new copy" or whatever you likeSelect the new copy of your dress, go to the modifiers tab and delete the armature modifiers.Select the new copy of the dress then in object mode SHIFT select the armature and hit ctrl P, use this time bind with empty groupsNow select the original mesh of your dress and hitting tab go to weight paint mode, then from the outliner SHIFT select the copy of your mesh dress.Hit T if you don't have the tools menu open and then from it, in tools tab, hit transfer weight. From the bottom left corner of your Tools panel use for the transfer weight option the following ones.Group= ALL, Method =vertex index, replace= ALL (nearest vertx does good job too). Now if you check the vertices in both dresses you can see that they kept the same weight. An alternative to this to transfer weights is to use this script showed here. This because blender lacks a way to save weight groups as tiff or as note. For other software s if you plan to work in group or in a team for your building, then you can see this post, that was made using maya and cinema. Now you can see your mesh have same weights see images below Now you can delete the original dress, from outliner and keep just the copy. At this point you're good to go to export your dae. Remember to set the metric scale from scene ( to avoid to bad proportions once uploaded so you can check the right scale), remember to tick the open grid box option in you collada exporter options and it's done. This is a bit tricky but it helped people who in open grid wanted to rig and didn't know blender . For maya you don't need this madness at all. It worked for standard rig, but also for collision bones rig for fitted mesh., The big iussue with fitted mesh is that in blender like in other software I have a not complete bone deformations poses. After my first prototype I used avatar_lad. xml to build a serie of poses deforming the cbones with second life proportions and using also the same morphs.What I lack for now and I am going like a mad from xml to xml isthe sizes that those bones get when the sliders that control them are at 0%. Read here for more about it.I used to try this workflow with people who had modo(still some iussues for weights), maya, cinema, max sharing the same mesh, simulating a situation of working in team or having blender as interpreter. I haven't had way to find people who have cheetah to test it but they can always take this example and do it by them self. For maya and max it's really not needed they can export dae for sl ( even if max needs some manual tweaks that other residents could explain better). This comes handy for softwares that own a dae exporter not fully compatible with second life, if they're not fully familiar with blender. About the blender fbx export if you want to use it to send a mesh from blender to other softwares now it's working better without strange errors that once were due to bad bone roll.The dae is also allowing to switch from bones to joints when you send the avatar to other softwares see the 2.73 release notes for news for dae. Read here for some more experiments that I did by blender 2.72 and using the hint that they gave me in that post plus some bone roll fixes https://developer.blender.org/T42295 . Now the fbx seems doing better job when I go from blender to other softwares the new dae that converts bones to joints is nice new too, check 2.73 release note.
  24. It is possible not only from maya but from any other software you want to use to rig to bring your mesh in blender then use just the SL provided files for fitted mesh with the custom properties added to export it in second life working good. Maya doesn't need that kind of hack cause its exporter is so far better than blender. What you need to do is set up your other program maya in this case and blender to use the same scale both for the other software and blender. I set blender in metric scale from scene tab. The whole strategy that will allow you to do this is ismple: you use the vertex groups and the weight added from other softwares in blender, binding with just armature deform your mesh to the blender bones. Anyways to make it short. Your problem is to keep the same weights that you aded in maya ( say maya or another software of choice that has a not compatible dae for sl like maya has) .Once you've imported it in blender then select the clothes in object mode ( if you have a wrong rotation rotate it on z axes it may happen) then apply rotation, appply scale apply position (ctrl A or object menu/apply), this is very essential for next step to not get your mesh too big . When you've done this just select your cloth mesh then the armature that you have in blender (not the one that has been imported)and ctrl p and choice among the options provided by the pop up menu bind witharmature deform, this allows you to bind the clothes to the armature that you have in blender but keeping the weights that you assigned to the vertices of the clothes in your other program of choice. When I say the armature that you have in blender , I mean that first in blender you open one of those avatar that you download from second life wiki then you import your mesh from other softwares, having already that blender scene and sl avatar in the scene. This is also essential because those files have already the custom properties added to a proper export import in SL, which is not needed for the most advanced experter that you find in maya. Now delete the other files that you've imported any null object and the armature from maya. We don't care if skeleton it's imported good or bad or if there is any distortion, we just need to bind the mesh from the other software keeping its weights to the bones that you have in blender. Now you can export using blender just like a translator like the software between, to import in second life your mesh rigged in softewares whose dae is exporter is not fully compatible with sl. Somewhere else In the forum I already made a thread where I showed how to bring in maya rigged fbx from other softwares (read here), by then I was not playing with blender settings, just with files that people sent me to rig or rigged. These are settings that quite often worked with fbx, you can also play around with them. With blender 2.72 there was a problem of orientation going from blender to other software s that was somehow fixable as I saw later with better bone orientation.in the 2.73 this was fixed plus they aded new dae exporrter that converts bones to joints, read here http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.73/Addons. In blender 2.72 I had some errors as showed here https://developer.blender.org/T42295, but Those were fixing playing with the bone roll before esporting, now with the new version of 2.73 blender I am not having that iussue descrivbed in that thread. What is really a great new in blender 2.73 already working in its beta is the new dae that doing proper settings allows you to transform the goddam bones into joints when you go to other software. Just patience a few tweaks and tests and you will get in SL or elsewhere your rigged mesh. If you have maya just get mayastar and avoid all this madness. Other option, if you're stubbon like me and want it to be riggable everywhere without chains and leashes to plugins, just find a way to get the list of the sizes of all the bones in all the states of the sliders that control the collision bones and then it would be really free for all. We'd just need the sizes for the smallest(0%) states of those bones, as I showed in this thread.
  25. I can't see the problem, I see no texture uploaded, maybe you could take a picture for us,it could help us to help you better. For now I can see just your text very clearly, As ramdom guess from the iussue you expose I might suggest you to make a new mask. if you own the mesh and can bring it in your 3d program then select the polygons that should be filled by your mesh, go to UV editor fill them by a color and export that file to use to buuild your alpha. if you don't own a mesh you can still do something. download the Robynhuffaker's oldlayers and upload them, wear then like a skin, wear your mesh too and use those guides to see how to paint in gimp or photoshop your alpha If that's a rigged mesh and maybe fitted mesh that is showing some more bugginess, then its all another talk.
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