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ChinRey

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Everything posted by ChinRey

  1. Yes, it's from Latin italicus which indeed means "Italian".
  2. This forum could really do with a "hug" reaction option. I think you've done what can be done, except AR he person of course.
  3. No, looks more like somebody who's been taken in by the advertising. Haven't we all heard how easy it is to become an SL content creator and make a ton of money? Remember the essential reality check: if it's that easy, why aren't everybody doing it?
  4. For some reason I get a feeling you're not completely happy about Optimo's replies here. Unfortunately, although he may have been a bit blunt about it, he's absolutely right. What you're asking for here is essentially the 3D modelling equivalent of how to handle an F1 car before you've even taken your first driving lesson. That's a bit too much. As for why he posted one more reply after he said he'd quit, he had one very important point to emphasize since you seem to have missed it the first time: uploading a model you haven't made yourself is a HUGE no-no on this forum. If you give the impression that's what you're up to, you can just forget about getting any practical help here. The fact that so many other "content creators" cheat that way doesn't mean you should and it certainly doesn't mean any of the forumites are willing to assist.
  5. It may be a little bit easier to sort out if we remember that there is no logical connection whatsoever between the security breach allegation and the discrimination allegations. It's quite possible one is true and the other false.
  6. There are three different answers to this, depending on what kind of lag you have in mind: Script memory and script time are all on the server and affect the entire sim equally. Visual effects run by scripts (rezzers, moving objects, texture changers etc., etc.) will affect you only if they take place within your draw distance. All objects within your draw distance will affect your performance regardless of whether they are hidden or visible. However, hidden objects will have considerably less impact that visible ones.
  7. I'm not familiar with 3ds Max either but as Fluffy said, the basic principles are the same regardless of what software you use and very simple, much simpler than how Penny describes it: To make good efficient LoD models, you need to remove all the details that aren't noticeable and keep the ones that are. To achieve that, you need to: know what the LoD swap distances are. (You can find them either by calculating or by trial-and-error) use a 3D modelling program that allows you to edit and delete individual vertices and polys do reality checks (preferably on the beta grid to save Lindens) before the final upload and - of course be willing to correct the flaws you notice. Those are the absolute requirements. Nobody but nobody is able to make decent LoD models without all those three in place. But once you have them sorted out, you should be able to make better LoD than the SL average right away.
  8. Is New Zealand the antipode to the entire rest of the world??? It certainly is to Norway and I do have am SL friend in New Zealand (who hates it when I call him an Aussie ) so that's the farthest geographically. Culturally... well, I have lots of friends in the USA. Americans can be really strange - often strange in a good and interesting way but strange all the same.
  9. That's not fair. I've lost count how many times I've been mad at Linden Lab for not delivering the quality they ought to but I've never ever doubted their good intentions. I know for a fact that all LL employees and contractors involved with Second Life genuinely love SL and only want to do what they think is best for this virtual world.
  10. And don't just type some random letters without checking if you've accidentally hit a genune RL name. I'm speaking from (pre SL) experience here.
  11. Isn't it rather about lack of data than bad data? I haven't really looked at this myself since I'm not a programmer but Whitecore claims to handle. If I understand right, their solution is to make the sim aware of its surroundings so it can keep handling objects and avatars effectively for a short time after they've left the region.
  12. Well, maybe it didn't exist before the universe was created but even as early as during the Big Bang, the potential of a function for setting default permissions in the SL Viewer existed. I'm not saying the universe are completely deterministic but some things were invetiable right from the start and this is clearly one of them.
  13. It has always been standard for al viewer, including the official one.
  14. Don't forget that the premium sub comes with 15,600 L$/year of stipend too so the actual extra tier cost only amounts to about 10,000 L$/year. On top of that, with two premiums you can also have 200 m2 extra group bonus tier. You can get 100 m2 group bonus on top of a 1024 tier too of course but there's nothing you can actually use it for in a double prim sim.
  15. I agree that it should be mentioned in the land for sale search results but the areas with double prim parcels are: Bay City Nautilus Horizons At least some parts of Zindra To some users it is but not to most. I speak from experience here. I'm running some rentals where I let people choose how many prims they want (and are willing to pay for). If you want 2000 prims for a 64 m2 parcel, that's all fine by me. In reality the vast majority of the renters need less not more prims than they would have had with a standard inflexible prim/area ratio. I had to assign a few parcels to stacks of skyboxes just to put some of the spare prims to good use. It's also worth noticing how popular homesteads sims with drastically reduced prim limits are. The double prim parcels also come with several limitations that make them less attractive to the average users. One is that since the prim limit for the sim as a whole is the same, more than half the sim is assigned to low prim public space - streets, parks etc. Most of them have flat featureless ground that can't be terraformed and they are usually designed for one specific theme. In Bay City people even tend to follow the theme.
  16. ChinRey

    LoDs creation

    I don't really feel I can comment much on it since I don't use Maya and I don't make fitted mesh. Judging by the description it looks like a really good project though.
  17. The store itself remains but all the listings are removed since all deliveires are from the wtore owner alt's inworld inventory.
  18. Yes, it's really weird. Ebbe talked about it during the NWN interview in April this year (https://nwn.blogs.com/nwn/2019/04/ebbe-altberg-linden-lab-sansar-second-life-social-vr.html) They're aware of the situation and they see it as a huge problem but they believe there's nothing they can do about it when in fact their actions (or lack of such) are by far the most significant factors.
  19. As you're perfectly aware of, there ain't nobody gonna tell no Mole how to build because they always know best. So they have to figure it out for themselves. Yes, they still need to learn the basics how to make efficient LoD models and physics models but this diner is still a big step forward from any Mole meshes I've seen before. Perhaps most important, the texturing is back to old Mole quality. Well, maybe not quite but then again, the texturing skills of some of the early Moles - Crazy Mole in particular - were spectacular. Very few content creators anywhere can match that.
  20. So you combine alpha masking and blending? That's a really clever trick that can be useful for other items too and as far as I know, it's a brand new one. Great work! When you're dealing with the alpha sorting bug it's important to keep in mind that the viewer sorts the alpha surfaces according to the distances not from the srufaces but from the center of each object. You can reduce the problem significantly by splitting the mesh into several linekd one, each with its own carefully chosen center.
  21. Yes. SL doesn't use dynamic routing so there's no chance to get it lower than that when you live as far away as we do. Some are much worse off. Interestingly osgrid.org does use dynamic routing and although their server aren't that much clsoer to us (they're in Canada), the ping time is considerably lower. The bit ping time peaks (there's been a lot of that recently) are usually caused by the sim servers. I thoguht maybe it was the Ookla server in Tucson that was acting up but I also found a non-Ookla server in San Francisco and it was pretty much the same. The other locations I tested at the same time were the town closest to where I live (exactly where is classified info), Trondheim, London, Dublin, New York, Houston and Montreal. Most servers were Ookla but not all. Houston was a little bit slower but not nearly as slow as Tucson and SF. There were only minor differences between the other six.
  22. The "cheat" I was talking about, is one of the three fitmesh LoD bugs. A fitted mesh is of course automatically scaled to fit the avatar. So the size you upload it at doesn't matter to its looks or actual render cost. You can make it as small or big as you like, it's all the same. The calculated render cost, however, only takes the upload size into account and ignores the scaling done by the rigging. It also ignores the fact that LoD is usually effectively disabled for fitted mesh. That means, that if you upload the mesh at a very small size and with very low poly LoD models, you can trick the viewer into beiieving it is far less render heavy than it actually is. The best way to estimate the actual render cost (or rather what the render cost would have been if the calculation had worked the way the Lindens intended), is to wear the item and get somebody using Firestorm to cam in close to it, inspect it and check the triangle count (you can't inspect items you wear yourself). Multiply that number by six and you have the base render cost and the rigged mesh multiplier. Then, if you want a more precise answer, add 384 for each 512x512 texture and 512 for each 1024x1024. (There are also a few other factors that may add to the render cost but the base render cost and the rigged mesh multiplier are usually the big ones.) For example, if the head has 40,000 triangles and three 1024x1024 textures, the render cost would be at least 241,536. Compare that to the render cost figure the viewer gives you. And now I'm shocked myself. This is the first time I've actually done the math and even though I knew it was bad, this is far worse than I expected.
  23. Yeah but those who choose to stick to their old mesh body weren't going to buy a new one anyway. We'll never know for sure of course. This was just a thought experiment.
  24. 40,000 triangles is actually about the same resolution as our 150,000 triangle mesh avatar/head combo and developing one wouldn't be any different from developing a fitmesh body. How hard it is to implement it is another question. It depends on how much spaghetti there is in the code. In an ideal avatar focused virtual world I think the solution would be something like: A LoD system similar to what we have for rezzed objects but slightly tweaked to fit the size of an avatar as well as possible Up to 60,000 triangles for High Lod Probably 15,000-25,000 for mid LoD 10,000 or less for low LoD 5,000 or less for lowest LoD An "even lower than lowest" LoD level using standard 12 tri impostors (with server side baked textures) and an adjustable update frequency to replace both the current avatar impostors and the jellydolls. More adjustable parameters Full access to all 256 possible values of all parameters (some of the old ones coud need a wider range, others smaller steps) Recalibration of some of the old parameters An "advanced" body modifier option with direct access to the individual "hidden" parameters. Re-evaluation of some of the existing parameters, especially the all-but-useless clothes and hair related modifiers. For something like that, expect one or two months of planning, up to two weeks of modelling and, unfortunately, an unknown but probably very big chunk of time to re-write the software for it. The end result, if done right, should be: Resolution/visual quality at least as good as current fitted mesh body. Lag/load maybe a little bit higher than the current system avatar (depending on how much the LoD models could be simplifid without any noticeable effect) but much lower than any mesh avatars. Modifiability (is that a word?) covering everything possible with the current system avatar and all existing "standard human" mesh avatars and much more. Percise alpha masking for mesh clothes rather than the big chunks mesh bodies have to settle for. System clothing that doesn't look like it's painted ontot he avatar. (Not nearly enough flexibility to replace all mesh clothing of course but still enough to cover enough needs to be worth it) Very happy mesh clothing creators who only had to relate to a single universal rigging. Indifferent specialist mesh body (furries, animals, petites etc., etc.) creators since their products and markets wouldn't be affected very much. Very unhappy "standard" mesh body creators since their products and markets would be marginalized over night. Very happy, indifferent and very unhappy users for various rational and irrational reasons. But that's the could-have-been - some would say should-have-been. What will be, is completely different.
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