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Cackle Amore

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Posts posted by Cackle Amore

  1. On 10/24/2019 at 10:37 PM, Selene Gregoire said:

    Demos are usually no mod so I usually tick the little mod box. I make liberal use of the copy/mod/tran check boxes.

    I pretty much always check mod/copy when shoppin stuff on MP. I've got rather passionate strong opinions against items being no mod, plus it helps clear up like 90% of gacha spam as well.

    • Like 1
  2. On 9/16/2019 at 4:24 PM, Aquila Kytori said:

    Thanks.

    It never occurred to me that you were using 2.79   :)

    Next time try to insert your images directly into your post. That way others will find it easier to solve similar issues :)

    Well, should be safe to assume most will still be on 2.79 as it's been the main version of blender for the last few years, and with the rather drastic change of UI 2.8 has, some will probably still prefer working in 2.79 till they get better acquainted with 2.8.

  3. On 9/12/2019 at 8:30 PM, m0ld said:

    Right... thanks for clearing that up Arton! it also doesn't say what you would name a high LOD mesh. Would that be _LOD3? so, paw1_LOD3, paw2_LOD3 and paw3_LOD3? Or does the highest LOD not need to be named as such? It looks like i should be naming my lowest LOD paw1_LOD0 etc., so I will give that a shot today.

    Well, the "high" is the main model itself. but ya, I think what ya wrote should be the way to do it with adding the _LOD2 at the end of the object names. Paw1, Paw1_LOD2, Paw1_LOD1 and so on.

  4. Honestly, I see no problem with using jpg, most programs these days save them pretty well these days, gimp even has a slider for the quality of it's compression to still keep it lookin good.

    Plus, even if you did find a way to scrub any hidden alpha a program might of added, SL seems to add it back itself from what I've seen.

  5. 24 minutes ago, OptimoMaximo said:

    I'd buy a noise suppression headset for the screaming that it would cause 😂

    If people want triangles, they'll have to make their own triangles!

    But honestly though, I'd like to think it would at least help give a bit more of a stronger and harder to get around incentive if people couldn't just rely on SL's lackluster auto generate anymore to skimp by.

    • Like 1
  6. Well, like I said, there can be exceptions to the rules, the rest of the texture for the locket itself probably won't need more than the 128x range, but the face for the picture can be just left as a big plain square sized face to let peeps put what ever pic they like on it, course me personally, I'd probably try to keep what ever picture I'd put there still within the 512x at max.

  7. Optimo's approach might be a bit rough sure, but not exactly wrong, there is WAY too much stuff on SL with 1024x textures that shouldn't be 1024x sized textures, and in some cases, even 512x would still be too big for them. 1024x should be saved for the biggest parts. Buildings for example can reasonable get away with a couple of 1024 for the major parts of it. And for avatars, that would be the body, unless that body is split apart into multiple UV's like the ol "standard" which is split into threes, then go lower.

    The face, while contributing to a smaller portion of the overall size is an exception to the rule since it's arguably the main "star of the show" in a way with character models, so it staying somewhat close in size to the body isn't entirely unreasonable, otherwise for the SL body, the ideal sizes would be 512x for the upper/lower body sections, and 256x for the head, but as I said, since the face is a main attraction, it can stay at 512x as well, but for any other parts of it's size compared to the rest, it should normally go smaller.

  8. Well, I do remember there being some like vendor reselling sort of things in the past, [forgot the exact name] but don't think I've really seen em around in quite some time though, Basically random Joe places a vendor he got from so & so store and they get a small cut of the profit of purchases through it.

    Now the closest you'll find to that is Gacha Resellers

  9. Honestly I can't really blame em, the base account name is often a rather hard coded in thing, and the idea of "name changing" freely wasn't really a thing way back in the day when SL was born. So account names for it is something most likely buried at the heart of the games code. Discord and Battle.net have a number attached to your account, letting the name be more freely changeable, though battle.net charges a fee for it. And Steam and Secondlife just simply have a display name that goes over the account name.

    I think Ubisoft might have a sort of invisible number ID, but you also have to go through support to get a name change. They had to change up their system to make it work cause you couldn't get an account name change on it long ago and it sounded like they had the game keys and the ID sort of intertwined from the rough recollection I recall being told when I tried asking about an account name change long ago. All the older games I had on that account would of been lost basically because of how their system used to be if I got a name change. 

     

    Basically, ya gotta remember that to the code, an account name isn't just a simple name, it's part of the foundation of the account itself.

    • Like 3
  10. 4 hours ago, Gabriele Graves said:

    My prediction is that *unless* LL enforces limits, upping the numbers for ARC will make little difference to the majority of avatars out there, they will just shrug carry on even if the number is in red or if some cannot see them.  Staff at even the laggiest, fullest clubs I have been to do not tell people to take anything off currently, they just tolerate it, if they even have ARC display turned on that is.  I hope LL are treading on eggshells with this because I too am certain that there will be much wailing and gnashing of teeth.  Efficiency is not that important if a swath of people lose interest in the platform all over again.  Even for me it will depend on how aggressive these are enforced because currently my avatar is exceptionally efficient if you go by current numbers, if that still means I have to ditch even a large part of what I currently wear because it isn't possible to use it any more, it will curb my interest in buying more.  I mean why buy anything else to wear if in a short while the numbers and limits are manipulated again and it becomes junk.  I for one wouldn't want to play that game.

    At one of the last content creator meet ups I had been to, they talked about how they want to start doing new tutorial type videos again, and use those to help guide people along in preparation for the ARCtan thing. Like how to identify good and bad optimization was one example they said.

    • Like 1
  11. 4 hours ago, Teagan Tobias said:

    It took me a long time to go from the Classic Avatar to a mesh avatar, but the one thing that pushed me over the edge is getting rid of ALPHA CUTS.

    To me, alpha cuts are for the Classic Avatar and if you need them for a mesh body, your doing something wrong.  I have loads of clothing that fits.

    If I see clothing with an alpha I will look long and hard for something else rather than add an alpha to my body, that is what I spent loads of Linden$ to get rid of.

    That is how “I” look at alphas and mesh bodies.

    It's a perfectly legitimate method used in countless video games with character customization to just have the body split into chunks and hide em or selectively slice up to match the clothing worn.

    While not impossible, majority of the time you're not going to get 1:1 weights and polys between a base body mesh and the clothing going on top, so the simplest and most effective way is just slicing out the body underneath.

    Usually the only main way you can ever get the topology and weights nearly 1:1 is by slicing it out of the body itself, but that can only go so far depending on how altered the end result is.

  12. 53 minutes ago, Theresa Tennyson said:

    When one of the bake channels (i.e. the head) is being used on an attachment, the corresponding part of the default avatar is automatically kept from displaying without needing an alpha to do that. For instance, if you wear a head that is using the avatar head bake, the head of the default avatar is automatically erased and the texture that would have been on the avatar head is instead sent to the attached head.. This means that the head you wear can use any UV map and you don't have to worry about the default avatar at all.

    And for any left over parts of the base skin not in use, you can just wear a alpha set to hide the specific chunk

  13. 5 hours ago, Gael Streeter said:

    What is the purpose of the new AUX channels ?
    I am afraid that each creator would do his/her own use of these channels and bring to incompatibilities between products.
    Do I miss something ?

    Well, that's pretty much the purpose of those channels for now, short for auxiliary.

    Just some extra slots for what ever use people may find of em, probably going to be some heavily contested real estate that's for sure.

  14. 7 hours ago, Ai Austin said:

     

    Ya, sadly the thing only lets you toggle on the BoM thing when it's worn, as for selecting pesky rigged mesh, instead of trying to right click at it in-world, go to it directly in the inventory and right click on it there and you can pick the edit button in there.

    image.png.6483c8cd0687ddf9714478f4b73b1ba7.png

    • Thanks 1
  15. 5 hours ago, VivianWord said:

    Do we need a new version of a mesh body to be able to pop an older systems dress on? Are they out?

    How do alpha layers fit in?

    If you got a mesh body that's moddable, you can toggle it on without having to wait for the maker. In the window you apply the textures, there should be a new option for bakes on mesh next to the local upload button.

  16. 4 minutes ago, Chic Aeon said:

    I meant creators of BOM PRODUCTS , not the mesh bodies :D.    I would assume that all the mesh body creators have been working with the beta to be prepared. That only makes sense.  But if there are no products that people want to buy, there is really no reason to have a BOM body --- that was what I was getting at. 

     

    Hence  my other comment: "If there aren't that many creators making system layer type clothing and such, I can't see it being a jump on the bandwagon type thing. "

     

     

    Technically speaking, "BoM products" already exist. And we were using them before mesh bodies took over.

    • Like 6
  17. 26 minutes ago, Selene Gregoire said:

    Where were you when mesh clothing first hit the grid? How could you have missed the huge uproar over women having to constantly change their shapes to fit the early mesh clothing? Rather than being able to resize the clothing we had to resize our system bodies! It went on for months, years even, until rigged mesh. O.o

    No no, that's what I was talking about by the "not having to worry about needing this size or that size, or body a or body b" As we do now and when mesh clothing first started to crop up, we just simply had texture clothes and occasionally some additional bits and pieces to accent it. clothes for guys could be worn by gals and vice versa, no built in bulky shoulders or boobs. Just simply textures with some small bit of range of deformity and trimming via the sliders for em.

    • Like 1
  18. Just now, Selene Gregoire said:

    I know what BoM is... I just want to know if it's going to be something I have no choice in dealing with.

    Ah well I mean, I guess that'll depend on the creators and market.

    We didn't get much of a choice in not dealing with lots of things added to SL over time by Lindens and content creators, but BoM I'd argue would be more of the more beneficial ones to deal with in the long run.

    • Haha 2
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