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About ChinRey

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  1. I suppose you know you should never change permissions on items in ivnentory - rez and change instead. Apart from that, the only explanation I can think of is the one Chich suggested: SL acting up.
  2. Aww, aged wood textures are some of the trickiest ones. Be prepared to spend some time to get the hang of it. Sometimes you can be lucky though. This is pretty much a straight photo. I made it tilable and removed some unwanted grafitti but that's all. (Adding a "watermark" to it. Unlike the texture in my previous post, this is one I'm actually selling) Not only does it look great as it is, it takes recoloring brilliantly too: But as I said, this was a very lucky shot. Don't ask me how many wooden house walls I took pictures of before I got something I could use at all. I lost count.
  3. Yes and no. Any reasonably advanced image editor allows you to combine multiple layers in different ways, giving wildly different results. Here's a list with explanations of the ones Paint.net offers - that's the image editor I use most of the time. This is pretty much standard for all image editors. Photoshop of course has even more options. Gimp does not have Overlay for some reason. That's a pity because in my experience that is the msot useful one if you want to liven up a flat texture. Multiply, Color burn and Screen can also do wonders but generally they're not quite as useful for this as Overlay is. Here's an example. This is a quick-and-dirty FilterForge texture: Maybe I should have used an example with colors but oh well - it was the first texture I could find. Add a layer of Perlin noise clouds on top of it: With a bit of transparency to the cloud layer you'll end up with something like this - not a pretty sight: However, change the Blend mode to Overlay: and you immediately see the two layers interacting with each other in a much more "organic" and interesting way. A little bit of transparency again: And here you are: Actually I would have toned down the cloud layer quite a lot more if it was a texture I was going to use but you get the point. Edit: Awww, it's no good, I can't leave a half finished texture like this here! A plain desaturated cedar wood texture at the bottom, two copies of the panel texture added on top both set to multiply and no opacity and finally, the cloud layer - Overlay Opacity 148: The big problem with this, is that ocne you start playing around with all those options, it's hard to stop.
  4. Those maps don't actually add anything you can't embedd onto the textures themselves. What they allow you to do, is add nuances that change with view angle and lighting. This is going to be very generic, theoretical and technical: That means you've already learned an important lesson: Photorealism is not SL realism! It sounds a bit counterituitive but sometimes you want to reduce the dynamic range and maybe even add a slight amount of blur to a texture to make it look more "real" in SL. The reason is that we need to blend it into the SL environment. A texture that is significantly sharper or "richer" in colour than the surroundings will stand out like a sore thumb. Saturation and Contrast are the basic tools for adjusting dynamic range. You're bound to have lots of other more advanced methods too but which depends on what software you use. Perhaps the most important factor if you make textures from photos is to choose the right photo. I suppose it goes without saying that pictures taken with bright sunlight are generally useless for textures but there are also several other factors and some of them aren't apparent until you start working on them. With a bit of luck and experience you might be able to make a decent texture from one photo out of ten but don't bet on it. Increasing the dynamic range might help but it's very hard to do wihtout ending up with an exaggerated contrast "pop art" look. One really useful trick I learned from the gret Jubjub Forder is to add a grayscale cloud layer to a texture. Layer opacity set very low, layer opacity prefably Overlay but Multiply and Color Burn can also work. What this gives you, are subtle shading nuances which can add a lot of depth to a texture that is too "flat". Be careful though, if you overdo it, you end up with a mottled look. That doesn't make nearly as much difference as people believe. Maybe because we never get to see other people's flops. I think it's fair to say that even the best texture artists have more failures than successes. They just don't show anybody. You should also keep in mind that very few people make their textures from scratch. Most use a seed texture where somebody else has done all the hard work. I don't think that should matter in this particular context but it's such a good advice for many other reasons so yes, well said!
  5. Don't do that! I got one of my alts to withdraw a few square metters from my group to get a point-5 number. 154,085 m2 donated tier gives 169,493.5 m2 with the bonus. That is rounded up to 169,494: At least it is according to FIrestorm. The numbers on the website hasn't been updated yet and I suppose that's what really matters. I don't belive there is a difference though. So the answer to the OP is that you Group B can have 512 m2 more land if you do it the right way. However, look at the max tier in the screenshot: 1023 m2 for a premium member. That may mean you'll have to make sure you fill Group A with 3724 m2 first or you'll be 1 m2 short for Group B. Correcting myself, the grace time is actually 7 days. http://wiki.secondlife.com/wiki/Groups_and_Land Btw, this is the first time I've made money from replying on the forums. It turns out the latest changes in the tier ladder means I can save 23 dollars a month by redistributing tier between my alts. I didn't know that before I checked the figures for this post. Yay! I'm not sure if I'm allowed to give the details since LL is a bit reluctant to publish prices for tiers above afull region but anybody who has full sim tier(s) on one alt and more than 1/8 sim on another should check their land fees.
  6. I'm not absolutely sure when it comes to private estate but I think it's you as the land owner, not the estate owner. It's charged every Tuesday. It's more than enough: 64x64=4096.
  7. I didn't think of that. Yes, it actually the answer if you take the question literally. There's also the group tier grace time. You are allowed to keep a group under-tiered for a little while. I don't remember if it's 24 or 48 hours but in any case, it's more than enough to transfer some of tier back to your account, purchase land and deed both tier and land to groups. That's the way's I've usually done it. I really hope some Linden sees this and replies. The difference between 496m2 and 512 m2 effective tier is of couse rather significant.
  8. I have six active accounts and I suppose that technically they are all alts since my original SL account is long lost. I don't know if it's still in LL's database but even if it is, there's no way to recover it. I use my alts mainly as store owners on MP so I see no point in keeping them secret. (If anybody really wants to know who else I am in SL, simply do a store name search for OPQ there.) I also use my "junior" alts when I don't want to be disturbed in SL but that doesn't happen very often.
  9. It's a little bit more and it turns out to be a very interesting question. Deed 3724 m2 to Group A and 1396 m2 to group B. That means you have 511.6 m2 to spare for group B. Is that rounded up to 512 or down to 511? I don't know and it may be rather important. I think we'll have to ask a Linden. @Dakota Linden usually knows everything but maybe this is more @Dee Linden's field. Edit: The error in Qie's calculation is that he forgot to add the 10% group bonus to the 464 m2 "spare" tier.
  10. Yes but it's those parameters that are flawed, VirtualKitten. GIGO - Garbage In, Garbage Out - that is one of the most fundamental principles of computing. If you're not willing to correct the errors before you export the model from Blender, there is nothing that can be done. Not dae, daes in plural - there are two of them in that post. What you show is the physics model, it's not supposed to look like the visual one. It's interesting though. What you tried to do, was include two complete dae files in a single document and it turns out that Blender then ignores the first one and only processes the second. That can be useful to know. To finish this off - for my part at least - here are four rules of good mesh modelling in Blender for SL: If the values in the location fields in Blender are anything but 0.00000, there is something wrong with the model. If the values in the rotation fields in Blender are anything but 0.0°, there is something wrong with the model. If the values in the scale fields in Blender are anything but 1.00000, there is something wrong with the model. If you model a mesh in a wildly different size from what it's going to have and rely on in-world scaling to change it, you do so at your pwn risk and neither LL nor the SL software nor the SL community can take any responsibility for any unwanted results. I can't think of any exceptions to those rules.
  11. It's a one minute build. And re-reading this thread, we may have found a significant error we should keep in mind here so in the end it may be well worth the time and effort. If I understand correctly, the dodgy rotation and scale values VirtualKitten got was caused by Mesh Generator. If that is the case, it is indeed a bug - not in Blender or in the SL software but in Mesh Generator - and it's a potentially serious one. I pointed out earlier that SL's mesh uploader and mesh rendering code have no way of knowing the original prim parameters so there's no way they can take them into account when resizing the obejct. Mesh Generator does have the raw prim parameters though and it should take them into account. If it doesn't, people can get into far more serious than this. Imagine working in Blender on a mesh object compiled from several prims, each with its own rotation and scale values. Scaling or UV mapping something like that will be a nightmare! Solution: Either make it a habit to always apply scale, rotation and loction before doing any editing or maybe, even better - use Mesh Studio instead.
  12. I'm not going to but that's not because I doubt you, it's because I believe what you say and don't need to check for myself. But, as Kyrah just said, you model is flawed before you even upload it. That's what you need to fix. Here you are dae for all LoD mdoels: <?xml version="1.0" encoding="utf-8"?> <COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1"> <asset> <contributor> <author>Blender User</author> <authoring_tool>Blender 2.78.0 commit date:2016-09-26, commit time:12:42, hash:4bb1e22</authoring_tool> </contributor> <created>2019-07-13T20:34:54</created> <modified>2019-07-13T20:34:54</modified> <unit name="meter" meter="1"/> <up_axis>Z_UP</up_axis> </asset> <library_images/> <library_effects> <effect id="blinn3m1-effect"> <profile_COMMON> <technique sid="common"> <phong> <emission> <color sid="emission">0 0 0 1</color> </emission> <ambient> <color sid="ambient">0 0 0 1</color> </ambient> <diffuse> <color sid="diffuse">0.64 0.64 0.64 1</color> </diffuse> <specular> <color sid="specular">0.5 0.5 0.5 1</color> </specular> <shininess> <float sid="shininess">50</float> </shininess> <index_of_refraction> <float sid="index_of_refraction">1</float> </index_of_refraction> </phong> </technique> </profile_COMMON> </effect> </library_effects> <library_materials> <material id="blinn3m1-material" name="blinn3m1"> <instance_effect url="#blinn3m1-effect"/> </material> </library_materials> <library_geometries> <geometry id="o2jm1Mesh-mesh" name="o2jm1Mesh"> <mesh> <source id="o2jm1Mesh-mesh-positions"> <float_array id="o2jm1Mesh-mesh-positions-array" count="39">-25 0 0 -1.50502e-6 -0.216504 -0.124996 -1.50502e-6 0.216504 -0.124996 -2.5034e-6 0 -0.2499949 2.5034e-6 0 0.25 1.49012e-6 -0.216504 0.125001 1.49012e-6 0.216504 0.125001 25 0 -0.25 25 -0.216504 0.124996 25 0.216504 0.124996 25 0 0.2499949 25 -0.216504 -0.125001 25 0.216504 -0.125001</float_array> <technique_common> <accessor source="#o2jm1Mesh-mesh-positions-array" count="13" stride="3"> <param name="X" type="float"/> <param name="Y" type="float"/> <param name="Z" type="float"/> </accessor> </technique_common> </source> <source id="o2jm1Mesh-mesh-normals"> <float_array id="o2jm1Mesh-mesh-normals-array" count="18">0 0 1 0 -0.8660317 0.4999893 0 -0.8660317 -0.4999893 0 0 -1 0 0.8660317 0.4999893 0 0.8660317 -0.4999893</float_array> <technique_common> <accessor source="#o2jm1Mesh-mesh-normals-array" count="6" stride="3"> <param name="X" type="float"/> <param name="Y" type="float"/> <param name="Z" type="float"/> </accessor> </technique_common> </source> <source id="o2jm1Mesh-mesh-map-0"> <float_array id="o2jm1Mesh-mesh-map-0-array" count="48">0.5 0 0.666667 0 0.666667 1 0.5 1 0.666667 0 0.833333 0 0.833333 1 0.666667 1 0.833333 0 1 0 1 1 0.833333 1 0.333333 0 0.5 0 0.5 1 0.333333 1 0.166667 0 0.333333 0 0.333333 1 0.166667 1 0 0 0.166667 0 0.166667 1 0 1</float_array> <technique_common> <accessor source="#o2jm1Mesh-mesh-map-0-array" count="24" stride="2"> <param name="S" type="float"/> <param name="T" type="float"/> </accessor> </technique_common> </source> <vertices id="o2jm1Mesh-mesh-vertices"> <input semantic="POSITION" source="#o2jm1Mesh-mesh-positions"/> </vertices> <polylist material="blinn3m1-material" count="6"> <input semantic="VERTEX" source="#o2jm1Mesh-mesh-vertices" offset="0"/> <input semantic="NORMAL" source="#o2jm1Mesh-mesh-normals" offset="1"/> <input semantic="TEXCOORD" source="#o2jm1Mesh-mesh-map-0" offset="2" set="0"/> <vcount>4 4 4 4 4 4 </vcount> <p>4 0 0 5 1 1 8 1 2 10 0 3 5 1 4 1 2 5 11 2 6 8 1 7 1 2 8 3 3 9 7 3 10 11 2 11 6 4 12 4 0 13 10 0 14 9 4 15 2 5 16 6 4 17 9 4 18 12 5 19 3 3 20 2 5 21 12 5 22 7 3 23</p> </polylist> </mesh> </geometry> </library_geometries> <library_controllers/> <library_visual_scenes> <visual_scene id="Scene" name="Scene"> <node id="Root" name="Root" type="NODE"> <matrix sid="transform">1 0 0 0 0 0.02309426 -8.74228e-10 0 0 1.00948e-9 0.02 0 0 0 0 1</matrix> <instance_geometry url="#o2jm1Mesh-mesh" name="Root"> <bind_material> <technique_common> <instance_material symbol="blinn3m1-material" target="#blinn3m1-material"/> </technique_common> </bind_material> </instance_geometry> </node> </visual_scene> </library_visual_scenes> <scene> <instance_visual_scene url="#Scene"/> </scene> </COLLADA> Dae file for physics (you have to set it to Phantom or physics shape none inworld of course: <?xml version="1.0" encoding="utf-8"?> <COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1"> <asset> <contributor> <author>Blender User</author> <authoring_tool>Blender 2.78.0 commit date:2016-09-26, commit time:12:42, hash:4bb1e22</authoring_tool> </contributor> <created>2017-11-06T00:11:11</created> <modified>2017-11-06T00:11:11</modified> <unit name="meter" meter="1"/> <up_axis>Z_UP</up_axis> </asset> <library_images/> <library_geometries> <geometry id="Plane-mesh" name="Plane"> <mesh> <source id="Plane-mesh-positions"> <float_array id="Plane-mesh-positions-array" count="9">-1 -1 0 1 -1 0 0 1 0</float_array> <technique_common> <accessor source="#Plane-mesh-positions-array" count="3" stride="3"> <param name="X" type="float"/> <param name="Y" type="float"/> <param name="Z" type="float"/> </accessor> </technique_common> </source> <source id="Plane-mesh-normals"> <float_array id="Plane-mesh-normals-array" count="3">0 0 1</float_array> <technique_common> <accessor source="#Plane-mesh-normals-array" count="1" stride="3"> <param name="X" type="float"/> <param name="Y" type="float"/> <param name="Z" type="float"/> </accessor> </technique_common> </source> <vertices id="Plane-mesh-vertices"> <input semantic="POSITION" source="#Plane-mesh-positions"/> </vertices> <polylist count="1"> <input semantic="VERTEX" source="#Plane-mesh-vertices" offset="0"/> <input semantic="NORMAL" source="#Plane-mesh-normals" offset="1"/> <vcount>3 </vcount> <p>0 0 1 0 2 0</p> </polylist> </mesh> </geometry> </library_geometries> <library_controllers/> <library_visual_scenes> <visual_scene id="Scene" name="Scene"> <node id="Plane" name="Plane" type="NODE"> <matrix sid="transform">1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</matrix> <instance_geometry url="#Plane-mesh" name="Plane"/> </node> </visual_scene> </library_visual_scenes> <scene> <instance_visual_scene url="#Scene"/> </scene> </COLLADA>
  13. The two are directly related because that rotation itself adds a huge margin of error, not only in SL but in Blender and all other 3D modelling programs I know of too. But you still haven't given any reason why you scale it up in-world. Why don't you make it at full size in Blender?
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