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Everything posted by ChinRey

  1. I don't doubt you. I didn't look very closely, I jsut checked sa few of the best known house stores. But Marianne, I get the impression you're putting far too more meaning into my posts than there's room for in them. I was jsut trying to illustrate the actual value of having the house not included in the parcel's regular prim quota. That all there was to it. Except, if it's as hard to find good low land impact houses as you say, I think I'll take a look at houses again and maybe upload a couple more models. But that has nothing to do with the new Linden Homes.
  2. A little bit more disruptive? I didn't know Americans did understatements! But if you can improve sim crossings, it's more than worth it, so keep up your good work!
  3. No, it's not. I've seen the simulator performance drop drastically even in a region where I was the only avatar and the only scripted item I was wearing, was a standard AO. It doesn't seem to be scripts only either. I've occasionally managed to catch the frame time stats just as the region froze and it isn't always script time that is peaking, it can be anything really. Nor am I convinced it's about server capacity as such. 100 ms agent time for a region with only one fairly low lag and not very active avatar - that seems more like faulty software than sheer lack of capacity. The only thing that is certain, is that the servers are struggling hard these days to handle workloads that didn't cause them any problems whatsoever a year or three ago.
  4. The c. 40 LI houses I listed are also made for LOD factor 1 but I wasn't going to criticise LL for that. It's on their prim quota and if they don't see it as a problem, it isn't a problem. What I was talking about, was what you should expect for a house of similar style and quality if you had to cover the prims yourself and the answer to that is 20-40. It's relevant in this context only because it shows how many prims you actually save by getting the house at effectively zero LI.
  5. Hmmm, I had a quick look at the Winchester model Linden Home. It's about 16x16 m so I think that counts as a cottage. Here's a not too different one at 26 LI: https://marketplace.secondlife.com/p/Romantic-cottage-Chin-Reys-Windermere-Cottage-04/8444681 This one is 20 LI: https://marketplace.secondlife.com/p/Four-room-large-cottage-Chin-Reys-Windermere-Cottage-03/8444679 Much larger and more elaborate at 48 LI: https://marketplace.secondlife.com/p/48-PrimLI-Solid-Mesh-Family-Home-four-bedrooms-Chin-Reys-Coniston-Villa-01B/7413588 Yes, these are all my old houses but i really thought others had caught up by now. I'm not up to date with what others make since I stopped uploading my houses to SL years ago but I would have thought at least some of them would have caught up by now. As for a house with a single open room, if you can't get it below 15 LI, you're definitely doing something wrong and even that is a little bit too much.
  6. I've been waiting for somebody else to reply to this thread since I don't really feel I know enough about this myself. But sinde nobody else has answered, here we go. What happens is that when textures are viewed at a distance, the pixels are merged into fewer ones. That of course affects their alpha values and you may end up with more fewer transparent pixels than you want. You can usually adjust this with the mask cutoff. Try to find a good compromise between what looks good up clsoe and what looks good at a distance. I'm not sure, but I believe that textures that are sharply masked to begin with are less prone to "blockiness". When you edit in Photoshop, try to switch antialiasing off and set the Hardness (or whatever it is called in Photoshop - I use paint.net myself) to 100%.
  7. It's very interesting to see how many people say that since they're not really the kind of houses that are suppsoed to be popular in SL. I too prefer this cleaner style with a bit brighter colour and more discreet shading but I didn't expect that to be a common view among SL'ers and it's very different from what the most fashionable house makers do. It's actually very texture heavy. But texture lag isn't a linear curve. It doesn't cause any problems worth mentioning until the load reaches a certain point but once it goes beyond that "switch point", it can get bad really fast. The real test comes when those houses and gardens have been filled up.
  8. There are two reasons why professional architects and designers can't use Second Life as thei work platform and neither has anything to do with the modelling software they use. One is SL's TOS. By uploading a model to Second Life, you give Linden Lab quite extensive rights to use your work, far mroe extensive than what is possible for a professional architect or design bureau to accept. The second reason is that SL requires game assets while RL design requires CAD models. These are two completely different branches of 3D modelling. You should never subsitute one for the other and no professional modeller would ever even think of doing so. As for what software to use, it doesn't matter much as long as it can produce clean meshes with no superfluous polys or vertices. Good game assets creation is 99.9% the technical skills of the creator, 0.1% the functions of the modelling software.
  9. That's true but a house like the ones at the demo (I haven't seen the official released sims) can easily be made at 40 LI or less so it doesn't really make that much difference. I do believe that people really aren't as concerned about the prim amount anymore and for good reason. Even ten years ago good builders could make rich, complete scenes. Since then we've got larger prims, mesh, a revised land impact system and extended prim quotas - all features that allow us to add even more content.
  10. I think it's more correct to say the majority is against other people's ban lines and security orbs but for their own.
  11. I think it will mainly be people moving from their existing mainland homes and a few increasing their tier to have both. But not only of course and besides, ony time can tell. We're all only guessing at this stage. One thing I find interesting is that I've seen people comparing Belisseria to Bay City. It seems the new continent has caught quite a bit of attention from the BC SL'ers. It's particularly interesting that nobody's yet mentioned what is supposed to be one of Bay City's biggest selling points, the double prim tier. The new continent doesn't have it of course but that doesn't seem to matter at all.
  12. Yes but that may be a two-edged sword. We have to assume that if people have ban lines or aggressive security orbs on their land, it's because they want them.
  13. Yes, but as Wulfie said, it would slow things down a bit. A very riught estimate is that with 5 MB/s it'll take about 8,000,000,000,000,00,000,000,000,000 Vigintillion years to upload it all and the universe wasn't really supposed to last that long. I'm not sure if they'd grant us an extension so we can finish the upload.
  14. That may be a problem too, especially since it turns out I made a slight mistake in my calculation. I mutliplied the number of possible color variants for each pixel with the number of pixels in each possible texture size but that's not right. It's the number of color options to the power of the number of pixels. That means that even with all the optimisation techniques I mentioned in my last post, there are still more possible textures than there are elementary particles in this universe and that may be a little bit too much for the CDN servers to handle. I suppose we have to put the project aside until we find a universe with a more generous elementary particle quota then.
  15. It's hard to predict the future of course but I believe the new homes will mostly be populated by people who own their own 512 or 1024 on Mainland now. There will also be some moving from the old Linden Homes and from the islands but probably not nearly as many as LL seems to hope and the private estate owners may fear. The mainland rentals are probably the part of SL that will be the least affected. Those are mainly occupied by people who are not premium members and I can't believe many wil sign up for premium if they aren't already.
  16. Oh no, it's not that bad. SL only supports power-of-two pixel resolutions and that makes it a lot easier to handle if you are a computer. You start by making all the 4,294,967,296 possible 1x1 pixel textures. Then you pair them up to make the 8,589,934,592 different 2x1 textures, pair up the 2x1 textures to make 17,179,869,184 2x2's and so on to get all the textures with y resolution smaller than or equal to the x resolution. Finally, you take all the textures with different x and y resolution and rotate them 90 degrees to make the ones with y higher than x. Come to think of it, maybe it's better to skip that last step. Rotation can be done in-world of course and we don't want to laod down SL with more textures than necessary. Ideally want to elminiate all but one of the monchrome ones too, and also the ones that are just pixel inflated or repeat inflated versions of lower resolution textures, and the ones that are just mirrored and/or rotated versions of others and all the color variants that can easily be done by in-world tinting. It'll take a little bit of extra work identifying all those superfluous textures but it shld be worth it for the sake of optimisation - we don't want to encourage inefficient content of course. It'll reduce the upload cost a bit too of course and every trillion saved is a trillion earned.
  17. This thread is only for those who really have too much time on their hands. Within the format limitations of SL it is possible to create 17,996,810,618,404,900 unique textures (including sculpt maps, normal maps and specular maps). How long would it take for a computer to generate them all, how long would it take to upload them and would LL give us a quantity discount on the upload fee? The last question is rather crucial since at the regular rate it would cost a bit more than seven times the real world's total economy and I don't think that's very realistic.
  18. That's because SL itself is so dead serious nobody can handle it unless they are able to take a break and let their inner child out every now and then.
  19. Hmmm... different dictionaries have very different definitions of the word "childish". But I've corrected my post to avoid any misunderstandings.
  20. Not being afraid of being childlike is high on the list.
  21. I misunderstood you then. But I still stand by what I said and even if it isn't relevant to your reply it still is to the thread as a whole.
  22. That can be difficult sometimes, yes. I'll take the chance to post my view anyway. If people are offended, well, so be it. Let me try with a story - it may be a longish one. About year or two ago I was lucky enough to meet and become friends with one of the oldest, best, most creative and most popular of the old plant creators - who is also one of the builders I admire the most. During one of our long chats he started telling me the basics of making mesh trees. I didn't wnat to say anything, I jsut gave him a couple of my oaks to show him I already knew the basics. He was absolutely shocked. Not in his wildest dreams had he imagined it was possible to make SL trees with that much detail at such low land impact and lag. That was a rather nervous moment for me, when you stand on the shoulders of a giant it's generally a good diea not to flaunt to him how high you can reach. Fortunately this was a very gentle giant and besides, he had plenty of other things to flaunt himself so it all went very well - except we both lost a night's sleep ina 12 hour marathon chat. I have a lot of admiration for the Grand Old Builders of the past. The worked miracles to build this virtual world and they created the foundation all current good content creators work on. But so much has changed the last ten years and so many of them have not kept up to date with the development. Why should they? As one of them ocne said to me, people buy anyway. Even worse, many of them honestly believe they are up to date and know what is and what isn't possible to do with sculpts and mesh and materials and you-name-it and because of the authority they earned from their past works, people tend to believe them.
  23. One thing about land impact is that with well made content you should never really run out of it unless you have prim babiaes or a lot of breedables. Say you want to furnish a Linden Home for example. Most pieces of furniture can easily be made at 1 LI each these days - that's with good solid LoD. Some more elaborate ones need two or three or even four or five. How much furniture do you have room for inside that house? When it comes to landscaping, it is possible to fill up a whole sim with good looking dense base vegetation at 250 LI. Add another 250 for some special features and it's still only 500. Houses... Small cottage 1-10 LI Cottage 10-30 LI Small house 20-50 LI Family house 30-80 LI Mansion 100-300 LI That sounds about right. All of this is with proper LoD that holds up well at any view distance even with LoD factor set to 1. --- To put this into a bit of perspective, take a look at this: https://greaterconiston.blogspot.com/2019/02/the-village-of-kintyre.html Or if you want to see the build, not just the pictures: http://maps.secondlife.com/secondlife/Buttermere/64/182/3011 The Village of Kintyre is a rather elaborate little town in a quarter sim sized skybox. It is currently located at a mainland region but originally it was designed to make use of some of the spare prims of a homestead sim that was already fully decorated at ground level. Think about that: this is what they had room for on a homestead prim quota after they had filled up the ground with everything they wanted and needed there. And as if that wasn't enough, this was back in 2013 and it's all done the old way, no meshes, only prims and sculpts, and no land impact manipulation, just good old prim count. And of course, this was before LL increased the region prim limits.
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