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ChinRey

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Everything posted by ChinRey

  1. Just to add a bit to Rolig's explanation. Mesh disintegrating into triangles or becoming too noticeably distorted at a distances is faulty mesh and the ideal solution is to replace those items with properly made ones but that's not always an option of course. A lot of the content in Second Life is created by amateur builders who build for their own pleasure and it wouldn't be fair to expect professional quality from them. Unfortunately, even more content is created by people who think of themselves (and market themselves) as skilled builders even though they don't have the basic technical understandings and skills needed to do a proper job. The result of this is inefficient, laggy content and the dreaded breakdwon-at-a-distance effect you mention. There is a cheat that may help. The viewer has a function called "Object Details" or "LOD Factor" or "RendeVolumeLODFactor" that allows you to override the LoD system and force everything to be rendered at a higher level of detail. That seems like a good idea at first but it comes at a high cost. Increasing the amount of details adds a lot of work to your computer's graphics processor causing a significantly increased lag. If you set it very high it may even backfire and make the problem with disintegrating mesh even worse. As Rolig said, the viewer always starts with the lowest LoD model and then moves up through the models until it reaches the one it's supposed to use and if the graphics processor is too overloaded, it may never actually get to the end of that process and everything get stuck at a low LoD level. You can check if graphics overload is the cause of your problems simply by reducing the graphics settings and see if that helps. As Alwin said, a poor connection can also cause similar problems. What happens in those cases is that the data for the model is lost in transfer. I doubt that is the cause in your case sicne you say they items do render properly when they are close enough but yes, you should check that too.
  2. I'm not sure if I understand your question but if you expected them to arrive as U.S dollars but got Euros instead, it'll have to be because your PayPal is set up with that currency.
  3. Ethan Aubin wrote: I have a problem from time to time with llceflib_host.exe the system show to me a popup window telling: "llceflib_host.exe has stopped working" anyone knows how can I fix this? Have you checked if it's blocked by a Firewall? Very important if you want to run Second Life on a computer with a Firewall installed: make exceptions in the firewall setup for: The viewer itself win_crash_logger.exe slplugin.exe and llceflib_host.exe If you use multiple viewers, you need to do this for each and every viewer separately. I'm surprised some people still don't know about this btw. Configuring the Firewall is so important to SL's performance Linden Lab made absolutely sure they gave all users clear and consise info how to do it earlier this year when they added the llceflib_host.exe to the list. That is, they were thinking about telling people about it ... probably. It's just that with Sundays every week and summer holidays every year and all that they sort'a forgot.
  4. Innula Zenovka wrote: Was there, in fact, an RC channel roll today? Yes. I actually managed to log on just as the gong sounded. That was definitely a surprise. I don't know what happened but considering the time of year I think we can make an educated guess: The Linden who usually posts the warning messages was on vacation and whoever was trying to do his job didn't have all the routines down and forgot about it. I do agree with the OP and others that this shouldn't have happened but all things considered, if it was just a one time slip I think we should be generous enough to forgive them. It's a different matter if it happens again of course.
  5. Sassy Romano wrote: Pixieplumb Flanagan wrote: Zoran mentioned that some of his products are 3D models - I thought that with rezzable items they needed to be rezzed in world to change the next owner perms properly? They do... and that is a very important point to remember! You can change permissions of a rezzable item in your inventory but those changes will only be effective after the item has been rezzed. If for example you have a full perm item and change it to copy/mod in inventory before giving away or selling a copy, the next owner will still be able to transfer copies to other people if they like. I think Linden Lab actually calls this a feature but a bug by any other name is still a bug and this is a particularly nasty one.
  6. I don't know if this is the problem but do you have the "Do Not Disturb" function on regularly? Everything you buy when taht is on, is automatically rejected and deleted.
  7. Probably because you look so young. On the Marketplace, first check that you are logged on, then change the maturity level menu to whatever you want. In-world, check and change (if necessary) the maturity level in the General Preferences. That should fix all such problems. If not, your account data has been corrupted and you will have to contact Linden Lab via a Support Case to fix it.
  8. sirhc DeSantis wrote: We ended up referring to them as the 'Easily Led Idiot Trainee' set. LOL. I'm beginning to suspect that in this particular case it may have been done on purpose though. Maybe they couldn't come up with a reliable enough method within the "Casual Internet Entertainment" framework so they used the old infotainment trick, making a fake one deliberately rigged to give roughly the same result as known serious tests.
  9. Pussycat Catnap wrote: The whole point of such a test is to test your instinctive result. The sudden confusion switch is intentional in that it prevents you from having the ability to think beyond your bias. Yes and they got it right that far. But a serious test of this kind will always alternate back and forth several times between the two among other things for the reason you give: the confusion switch. The Harvard implicit bias test is explicitly made to minimize the confusion during the "white is nice" part and maximize the confusion during the "black is nice" part and that's not a good methodology. Pussycat Catnap wrote: "when, where? What kind of race-exclusive enclave in RL do you live in where people like me are not 30-50% of your everyday all the time experience?" Ummm... you mean where in the world can you find places where more than 70% of the population belong to the same ethnic group? Believe it or not, there are a few such places. Don't forget that although SL's culture is very U.S. dominated, most of the users are actually from other places in the world.
  10. To answer the question in your title: yes, everything. You might as well ask if there are any shoes that are compatible with your hands.
  11. angeliclightning wrote: I've been curious how it is that LL chooses which creators and stores to endorse and advertise for, is it by how much money they make in SL I wonder? I actually know the answer to that, or at least I have an answer from LL. Not sure if I'm allowed to post it here but why not simply do what I did: open a support case and ask!
  12. Look up GHR on the map. Seems the Moles have already started on a follow up to Horizons. Hard to tell much at this early stage but the sims are M rated and it looks as if the build is going to be a bit smaller than Horizons.
  13. Theresa Tennyson wrote: As far as I can tell, this simply doesn't happen. No, it does happen. I see it fairly regularly in SL: items at practically point blank range and clearly in view suddenly vanish and then reappear when I cross a sim border. It may be particularly noticeable at Coniston since I have house rows along streets crossing sim borders there. It's very hard no to notice when the houses you're walking right next to or the road under your avatar's feet suddenly disappear. I can't say if this is related to the sim crossing vehicle breakdown though. It may be a completely different issue.
  14. I may be a bit confused by language here. My own Visa card is what we'd call a debit card in Norwegian since it only gives me access to the money I actually have on bank account, but it's certainly verifiable and definitely accepted by Linden Lab - they charged it for a big chunk of land tier only two days ago. It may not be what credit card means in English though.
  15. Visa offers several kinds of credit and debit cards and for security reasons Linden Lab won't accept all of them. I'm not exactly sure about the rules and limits there but I think credit cards are always accepted and debit cards only if they are linked to a verified bank account.
  16. Rolig Loon wrote: More likely, they are experimenting with new anti-spam routines. I am always glad to see that sort of fiddling, even if it has temporary annoying side effects. Yes I can agree to that but they're sure in no hurry to finish the job. It's been two weeks now.
  17. JasonClandestino wrote: Sculpts really are great & efficient within a context of rendering requirements. Yes, sculpts can still be very useful and I think most good builders have a more balanced and realistic view on the sculpt-vs-mesh issue these days. But... ummmmmm.... you did notice that the post you replied to is almost three years old, didn't you? That's a long time in SL and besides, it was in the early part of the Age of the Holy Mesh.
  18. Qie Niangao wrote: But the rendering is on the viewer, not the sim, so the mystery is why the visual (non-physics) complexity of a mesh vehicle seems to matter when crossing sim borders. I don't actually know if the sim is involved in it, it may well be all client side, but it's easy enough to see that the entire scene is redrawn at sim crossings, adding considerably to the overall lag and mess and also often causing annoying render failures. Move one meter towards a sim border and the viewer makes some minor adjustments to the scene. Move one more meter across the sim border and suddenly it has to recalculate the entire scene from scratch. I can't understand why it happens, there shouldn't be any need for that.
  19. BlueBerry Jenkins wrote: when I did stretch it out thou it became 137 prims for a regular size club with only 9 objects thou... Yes, that sounds about right for a raw, non-optimized building of that kind. There is no magic trick to reduce the land impact (we shouldn't call it "prims" when it's mesh btw) but a lot of techniques that each helps a little bit and together can give drastic improvements. First you need to understand what land impact is. If you open the edit window for your building, you'll see a link called "More info". That opens a window with a list of number. Three of these numbers matter for the land impact: Server weight: How much work it is for the assets server to find the items. Physics weight: The complexity of your physics model Download weight: The amount of data that needs to be transferred weighed towards an estimate how often the data will be needed. These weights are estimates how much work the object gives Linden Lab's servers and connection lines. (There is a fourth weight, render weight or draw weight, that is an estimate how much work the objects gives our computers but LL doesn't care about that so that weight is not included in the land impact calculation). If you want to optimize your build for the lowest possible lag, you want to reduce all four weights as much as possible but if it's only a question of getting the land impact down, you should focus on the highest of the first three because that is the one that becomes the LI. Server weight depends on the number of meshes, prims, sculpts and active scripts there are in the linkset. Each mesh, prim and sculpt adds 0.5 to the download weight, each active scripts somewhere between 0.2 and 0.4 (0.24 if I remember correctly). If you uploaded the whole thing as a single mesh, there's no need to worry about reducing this weight. Ideally you actually want to icnrease it since splitting a big mesh into several smaller ones generally gives a lower download weight. Physics weight depends mainly on the number and the size of the triangles in the physics model. Strangely, larger triangles add less to the physics weight than smaller ones and long, narrow triangles are the worst. I can't imagine the physics weight can get as high as 137 though so you need to look at the... Download weight, that's nearly always the LI decider when it comes to mesh and the first thing you need to work on there, are the LoD models. What the LoD models are? In a typical SL environment you don't actually see many items the way the creator made them, instead you have different simplified versions called LoD models. Which LoD model you see, depends on the object's size and how far it is from your camera position. This makes sense because you don't see all the small details on distant objects and downloading and rendering everything at full resolution would have caused so much lag nobody would be able to use SL at all. You want to make the LoD models as simple as possible to reduce the download weight but on the other hand, you don't want them to be too simple. Ideally you only want to remove the details that aren't visible at the LoD model distances at all, in reality you will usually have to make a few small sacrifices in visual quality to keep the LI manageable. There aren't any hard rules about what is acceptable quality reduction for the LoD models but no matter how you look at it, you do not want to keep unnecessary details and throw away necessary ones. The uploader can generate the LoD models automatically for you but it can't really know which details are the necessary ones so it always gets it wrong. Good LoD models are crucial both to the object's land impact and how it actually looks in Second Life so it's important to get them right and even a mesh newbie can make much better models manually than the uploader's autogenerated ones. First thing you need to do is determine the switch points, the distances where the viewer switches between the LoD models. There is a formula for calculating them but the easiest way is perhaps to do a test upload to the beta grid and look at the item at different distances. When you check, make sure your viewer's LOD factor is set to 1. If you use Firestorm, you'll find it in the Quick Preferences, in the official viewer, set the graphics preferences to Mid. (The LOD factor is a way to "cheat" by overriding the switch points, forcing everything in the scene to be rendered in higher details. It's tempting to increase it of course but should never really be necessary and it adds a lot of lag.) Once you have found the switch points, well, it's time to decide which details are needed for each model. Open your Blender file and create a separate dae file with the unnecessary details removed for each LoD model you need. That's the basics. There's a lot more to it than that of course and besides, LoD control is only the first step to creating truly efficient SL mesh. But the first step is always the biggest one and if you spend a little bit of time making the LoD models, you should expect a much lower land impact and probably also a much better looking build. From then on, keep experimenting, studying, building, learning. There are always ways to improve your building skills. Oh, and if you want an advanced lesson in LI optimisation: https://community.secondlife.com/t5/Mesh/Mesh-tricks-for-low-LI/m-p/3085220#M35555 Edit: Rereading your original post I think I can actually tell you exactly how to make the LoD models in this particular case. If it's an enclosed skybox made as a single mesh, all you need for the LoD models are the outside walls since nobody's ever going to see the interior at a distance anyway. You have to keep one triangle for each face inside though because all LoD models need to have the same number of faces. About your questions about Blender render vs. Cycles, I wouldn't really worry about the time difference since you only have to do it once and you can always take a break while your computer is working - or even get it running overnight. However: Textures = LagThat's how simple it is really. The textures add so much to the render weight of a scene that usually everything else about the fixed objects (not avatars, they can be render heavy anyway) are trivial by comparison. The basic rules are: Use modern tileable textures whenever possible and old style custom baked textures when necessary Keep the texture resolutions as low as possible Reuse textures whenever possible What "possible" means here is up to you but always remember this final Golden Rule: No matter how powerful our computers become, they will never ever be strong enough to handle a virtual reality scene as well as we want them to. Creating good content will always be about making the most out of limited resources.
  20. Well, as I said it's probably all about working styles and perhaps habits. Those copy/paste buttons are actually one of the the main reason why I won't use Firestorm to build sicne they mean I can't tab directly between the entry fields. It may actually be a question whether you prefer to use keyboard or mouse button for operations that can be done both ways. (Except to me it's not really a question of preferences but necessity, I spend so much time in front of the computer I had to make it a habit to minimize mouse use to keep my arm from falling off from fatigue. ) Anyway, go for whatever floats your boat but do not for a minute think that your preferences is the right for everybody else.
  21. ethan Renfold wrote: For me, building as I do in mesh means being able to copy rotation, size, and location. I use those functions daily, and it is unthinkable now for me to do without. Oh, in that case I can assure you that although the standard viewer doesn't have fancy buttons for it, ctrl+C works just as well.
  22. entity0x wrote: I'm very confident they can figure it out technically.. Of course they can, anything can be repaired. But as an instrument repairman friend of mine once said to a customer who brought in a particularly battered up cello: "Yes, it can be fixed but it's cheaper to build a new one". One part of it is the stereotypical programmers' tendency to regard web and database programming and design as "second class programming", grossly underestimating the complexity and importance of these two specialised branches of their field. I know that's more of a cliche than reality but LL did suffer from it for a long, long time. All LL's web applications and pages and most of their database systems are horribly amateurishly made although few are as bad as MP. (It's the same syndrome that hits the UI and documentation btw: the stereotypical Dilbert style programmer who simply can't comprehend that the code you write in C++ only is 20% of the full product. ) The second problem at the core of MP is that it wasn't originally a part of the SL system. Various people had the idea of making an internet store for SL merchandise. LL saw this and thought it could be a good source of income so they bought the two biggest and forced the others to close down. The Marketplace has never been Linden Lab's baby, for them it's just a milk cow adding to the revenue. Add to that that it's a web site, not "real programming", the general lack of targeted development at LL around the time they bought MP and the general problems integrating two wildly different software systems and it's easy to see why MP went off to a bad start. As if that wasn't enough, for some reason it was decided that the MP software should be written in Ruby. Now, Ruby is a good programming language and well suited for a task like this, so there was nothing wrong with that decision in itself. But Linden Lab didn't actually have anybody familiar with the and they weren't going to hire anybody else just to write something as trivial as a web application. The result was that Linden programmers were struggling to learn the basics of a new language whilst they were writing some really advanced code in it. That's a recipe for disaster. I think we've seen a very good example of the result of this mess recently. The fairly minor update to MP search should be about a month's worth of work for a good programmer, possibly even less. Grumpity is a very good programmer and he even seems to be especially good at cleaning up messy code. The job still took him almost a year. It is of course possible the reason was that he was kept busy with "more important" work but it's more likely he had to spend most of that time code cleaning.
  23. Nova Convair wrote: - The LL viewer is not useable for building. You can try of course but all TPV's have addons that are mandantory from my point of view. I've heard some builders say similar things and I've always wondered why. I use all kinds of viewers myself under different circumstances but I never use a third party viewer for building except when I need one of those hacked prim shapes and that happens about once a year or so. The only additional feature I see any need for myself is automatic the map aligner and I simply wrote an lsl script to do that job. The other addons I only see as a nuisance. I suppose it's all about your work method as a builder.
  24. This is one of the few occasions where a cache cleaning may be the solution. In the standard viewer: Me->Preferences->Advanced click on "Clear Cache". And while you're there, check that the cache size is set to 9984. The two most likely causes are corrupted cache files or not enough cache space. If that doesn't help, check the images themselves. How many pictures do you have there and what resolution are they? It doesn't take that many 1024x1024 resolution images to overload even the strongest graphics card. Remember, the otufits gallery is not a photo album and not meant to be a photo album, it's just a set of thumbnail images to help you remember how the outfits look. Also, check if the image files themselves are corrupted. After you've logged on and before you open the Outfits Gallery, open your inventory and locate and open one of the images there. Does it still look fuzzy? If so, it's the file that's been corrupted and the only solution is to take a new picture. Edit: While I completely agree with Nalates' warnings about cache clearing, in a case like this there are two possible causes than can only be fixed that way. Each texture and other asset that is cached is flagged as such and the viewer uses the cache file from then on rather than download again every time that asset is needed. Unfortunately, sometimes that flag is triggered to early so the cache ends up with only the low resolution preview, whilst the viewer belives it's the complete picture. When that happens (and that's a when, not an if), the only solution is to clear the cache to force the viewer to download a fesh and (hopefully) complete copy. Cache files can also get corrupted over time and the viewer doesn't always notice when that happens. It's very unlikely corrupted cache files are the problem here but incomplete downlaods may well be. But yes, I shouldn't have mentioned it first because it is the last thing to try if everything else fails. You still should open the preferences and check the cache size though. the more room there is there, the better.
  25. This may be the strangest problem I've seen in SL. It is probably something you wear that causes it but it is also possible there is some item in your surroundings that forces a deformer animation onto your avatar. When you say you have tried different avatars, have you changed everything? Here is a very long-winded process to eliminate all possible causes: First, make sure you use the official Second Life Viewer, not Firestorm or any other third party viewer. It is possible somebody's playing some kind of RLV joke on you and the official viewer is the only one that is always immune to that. Go to an empty water sim such as for example Carmichael: http://maps.secondlife.com/secondlife/Carmichael/89/157/2 Log off and then log on again. Do you still get the deformation? If you do, it's caused by something you wear. If not, it's triggered by something in your house. Assuming it's caused by something you wear: Type ctrl+alt+Q to bring up the "Develop" menu In the Develop menu, select Avatar -> Character Tests -> Test Female. This will give you the one of the "cleanest" avatars you can have in SL. One of the ugliest too but don't worry, nobody will see you. This shouldn't be necessary but just to make absolutely sure, in the "Me" menu, choose "Appearance" and select the "Wearing" tab. This brings up a list of all the components of your avatar. The list for the Test Female avatar shuold have 11 items, one is named "Ponytail Brown Hair", the others have names starting with "Girl Next" or "GND". Stand or walk around for a while to check that the problem doesn't occur with this avatar. Once you are sure your avatar is clean, find your regular avatar and add the parts for it one by one until you have identified the cause. I hope this helps. If not, let us know. You can't add a reply to this thread but you can edit your original post with new info.
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