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MIstahMoose

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Posts posted by MIstahMoose

  1. 1 minute ago, LittleMe Jewell said:

    I'm at 60.0.2, 64-bit, but on Windows 10. 

     

    I've had not issues in Chrome, though the odd part that irritates me is the backspace issue is not an issue on any other web page in Firefox.  

     

    I don't think any computer issue has ever befuddled me as much.

    This is one of those so specific and odd things that if I was at work I'd just tell you to back everything up and reformat if you wanted firefox bad enough xD

    Maybe the forums backend got updated and has a compatibility issue with firefox.. There could be a million thing espc if its just website specific.. 

    I am a huge fan of firefox, even though I only use it to watch movies and chrome for everything else. (That 99999 media cache and buffer just toooo yummy)

  2. 9 hours ago, LittleMe Jewell said:

    This is only happening in these Forums, not on any other webpage or anywhere else on my comptuer, and only in my Firefox browser, not in Chrome - and it just started today.  My backspace key is not deleting text.  If I'm in a 'reply' box, pressing backspace does nothing.  If I'm in the typing box on a new forum post (i.e. just like this question post), hitting backspace goes back a page.  I also noticed that the 'go back a page' behavior also happens if I hit backspace in the Title type area - at least until I figured out how to disable that behavior in the about:config settings, though that still doesn't make the backspace key actually back up and delete text here in the forums.

    Question - Is anyone else running into this problem?  Does anyone have a clue how to fix it?  

    Yeah, this maybe belonged in one of the Answers categories, but it seems like the various People sub-forums get more focus on the weekends.

     

    From what I've read I'm assuming you've already changed the about:config browser.backspace_action to 2, Yet you're still unable to backspace in the secondlife forums?
    Are you on the most recent version of firefox?

  3. On 6/23/2018 at 1:05 AM, Alwin Alcott said:

    won't work if you indeed have no billing ifo added :) and you can perfectly have billing info without using the Lindex.

    Ah my B, Thought there used to be a case where you can't do certain things without having ever bought lindens.. Maybe thats withdrawing not Adult sims...

  4. On 6/20/2018 at 10:57 AM, SnowdropFrost said:

    Hello.

     

    I am looking for a custom mesh creator that could remake a version of a very old prim that that I currently have to be mesh [and bento if possible] and a mesh version of a serpent like head [more info for those willing to give me quotes].

     

    I don't have a timeframe I am looking to get it completed but would love to get something done as soon as possible will still keeping the "rights" to the items made. [ie. they aren't sold elsewhere and files are for me to keep for future use that would remain personal only]

    Drop me an NC in-world and I'll discuss it with you :)

  5. A mesh avatar from scratch is gonna cost some dolla dolla bills, but if you can find a similar mesh avatar with addons and just needs to be re-textured it will save you some a lot of money.

    Just a suggestion ^.^ Im sure you can find someone much easier as well if its just retexturing

    • Like 1
  6. On 6/9/2018 at 11:06 PM, Zoxin said:

    I'd throw down on it but hell if I can get my hands on the body mesh to even start doing so.

    If you've submitted an app drop Gryphon Ronas a message or NC and let them know :) It will bump you up and get you a kit faster.

    Alternatively this message is old so you might already have a kit..

    And to reply to the actual thread..
    I have some goth stuff I really want to make, and I really love that fashion style.. Its just not supppeer popular right now so I'm hesitant >.>
     

    • Thanks 1
  7. 8 hours ago, OptimoMaximo said:

     

    Indeed i NEVER spoke about monetary costs you seem so attached to for your artist standpoint of earning an income, if you read the example code it's about LI or RenderingCost AKA Avatar Complexity. Making the rendering cost 8 times higher would constrain clothing makers from the easy solution that exploits the avatar LoD switch, a calculation bug for which there is an ongoing project btw, booming the rendering cost so high that their customers would have their viewer crashing within a few minutes, resulting in complaints to the creator. Since it's all about customer demand, they will comply or find themselves orphaned of their customers. 

    I never claimed you did, I was just stating that as an example of a penalty that wouldn't work, not as one you claimed.  "you seem so attached to for your artist standpoint of earning an income"  I mean I am just giving you other ways of looking at this and seeing the community who is developing content in SL but yeah I can get bitter too "You seem so attached to your optimization standpoint and neglect what secondlife is actually about"


    I think this topic is too complicated to be looked at in just one view. Theres a lot of money on the line for any action LL Takes and I just don't believe they can heavy hand any sort of optimization based change.

    And to your rendering cost ... I don't believe LL would do anything to intentionally crash viewers.


    IE You say we're orphaned by our customers but if LL Does something where someones inventory becomes almost completely unusable, I think they are more likely to leave SL than continue to purchase new content where that content is no longer guaranteed not to crash their viewer.

    • Haha 1
  8. 15 minutes ago, OptimoMaximo said:

     

    And this is why i agree with CoffeeDujour about some way to penalize the shortcut takers in a way or another, as also proposed and mentioned by Elizabeth Jarvinen at the content creators meetings. I can't see how "artists" can make the comunity happy with content that breaks performance and clearly only caring of the $$$ you mention. Yes, this would also slowdown their production, because if fast production rate = crappy performance content, the platform suffers from consequences.

    A large portion of SL right now is based around Character photography and people isolated in their own parcels (Able to have a ton of bad performance things without terrible frames), SO high detail models sell well compared to performance optimized ones. Jump in any fashion or shopping group and eventually you'll hear someone complain about lack of detail or exclaim about how much detail is in a model. I think it's going to be hard for LL to transition away from this, and even with a $$ penalty It may just be worth paying to upload regardless. Its very rarely I hear about people complaining about lag outside of completely packed sims, and usually that lag is server side rubberbanding rather than frame drops. Though I get theres probably comments about how much the server has to send and receive of these crazy detailed models. 


    Alternatively you do tend to find a lot more performance optimization in RP areas, but that demand is catered to separately because they want large environments with little lag. As well as being a much smaller part of overall sales in SL and not likely to be what you see in most sims.

    I didn't quote your LOD comment, but that would be a better solution than monetary penalties. Though it still wouldn't work for constraining clothing designers

  9. 7 hours ago, Kyrah Abattoir said:

    I work on a game project in Unity in my spare time. These tedious aspects are not really a SecondLife exception, it's just that when making your own game you can pretend that there are no constraints.

    Until they hit you in the face.

    EDIT: I'd like to add that you can point to engine X and Y all you want, however they are just that, engines. What matters is what ends up happening when people have built a full blown game on top of it. Because that's what SL should be compared to, not an empty engine.

    I don't think comparing SL to a game is as easy, because you have full control of what goes into your game. I just advocate for as much automation as possible because there is no control over who is creating content and what quality of content is going into SL So if you can control at least a small fraction of that then you'd hope to see a small performance boost for newer content. 
    I think its fair to point to other engines, because LL has had plenty of money and time to continue to develop SL, even without "Game breaking" engine changes they should be a lot further along by now. The promises they made years ago still have not become reality.

    Alternatively they could have just sunken it all into sansar which is fair, but sansar is not quite ready or attractive enough to users yet. Plus I am expecting this whole argument to happen over if sansar ever does take Second Life's place in the social game world.. Since sansar has no restrictions either it appears 

     

    11 hours ago, OptimoMaximo said:

    The main problem is that people should work with what they're given and following the provided workflow, like it or not. Don't like it? No problem, go create on those other engines then.

    It doesn't matter if the younger artist wants an easier shortcut to earn some money, if you take it seriously as any job should be, it all boils down to expertise = proportioned payroll. A 3D generalist whose job is to model secondary assets for a game's environment will get a substantially lower pay than the main characters rigger/animator, proportioned to the level of responsibility for the main "in the user's face" content and know-how they contribute to the production. If your manager says "do this, this way" you can't simply skip the annoying/bothering/tedious steps because all you want is your payroll and your name in the credits. 

    I know that other engines have pretty much solved a lot of these "issues", but for the example you bring up from UE4, you should also consider that upgrading every time a new version comes up means taking the big risk of previous work within the project getting broken and in need of a rework. Therefore many developers seriously ponder this chance for a long time before they blindly go to the newer shiny featured version. And this is for individual games, which SL can't compare to for the sole fact that its servers are full of content from every stage of its life that might get broken: it's thousands of assets of any kind on a marketplace (and likely in someone's inventory) from a multitude of different people, quite a lot different from a downloadable patch that replaces files in one game, limited in assets numbers and people working at its development. This latter case allows for a sanity check and working order testing, with the ability to rework and fix what's broken before the new version is shipped to the users. LL doesn't have access to such level of control over the content, and even if they would, it's no feasible task prior to an eventual new release.

    You're right, it doesn't matter if they want to take a shortcut.. Because they can and they will. I don't think content creation can be treated the same as payroll. More content + more community = More money. More time spent doing tedious things that slow down rate of content = less money
    I agree with the fact that people should do a required workflow for a game engine, but when there isn't one in place.. Well can't really fuss at the artists who are making the community happy. And that community giving LL $$$

    Thats why I feel these things should to be automated. That, or figure out a way to create an approval system. Though even with automation people will find ways to get around the constraints and shortcut things.

    I didn't suggest this as an overhaul of every piece of content on the server, but rather just a new system in place to force new models to at least fit constraints a bit. So maaaybee the community can see a small performance boost.

    Also if they could delete everything from before mesh that would be nice too..  

     

  10. 4 minutes ago, Fionalein said:

    Works great if you don't have to tile it, making processed photos seamless is such an annoyance that starting with some simple geometry in Inkskape, rastering it and throwing filters at it until it looks like a fabric sounds easy again...

    Try looking around if there are some free or affordable PS or gimp fabric tiles around that allow commercial use... I bet there are.

    Was actually heading back here to say that : D Theres tons of free seams that tile and even better ones that you have to pay for.

    Alternatively if you know Zbrush well enough to sculpt seams yourself you can bake out Height maps that you can combine into your textures to create seams

    https://help.poliigon.com/other-3d-packages/using-brushes-in-zbrush-blender-or-substance

    The Video towards the bottom goes over using Substance designer to create a really neat and efficient way of doing seam work :D

    • Like 1
    • Thanks 1
  11. Denim is super challenging, especially when it comes to all the seams and threads. If you're working in 1k texture sizes its extremely frustrating to get everything to show up properly. The store that start with a V uses 4 textures maps per product and that allows them to get a very high resolution on their models. 

    That being said, you're right on the money. Spend more time in photoshop. A lot of the best denims are samples from real pictures and pieced together in PS.

    Alternatively you can do the same if you are seeking to learn programs such as substance painter, You can fill the model with a base jean texture and do a lot of hand painting.. and brushes that create seams.. but again with as complex as jeans are right now.. Photosampling seems to be a strong method

    IE: Add layer filled with jean texture
    Grab stitches off RL clothing -> Create Seamless version -> Desaturate and create B/W version -> Multiply and manipulate ontop of texture to create pocket seams etc.

    Theres not too many great resources for this online, which is odd since it seems to be something that gets asked a lot. 

    • Like 1
  12. On 6/2/2018 at 3:05 AM, OptimoMaximo said:

    You have to use Avastar's feature "use bind pose" that, quite long time ago when i used Blender for SL, i asked @Gaia Clary to implement. It's a common feature in many 3D softwares but Blender's native architecture doesn't handle by itself. I'm tagging her here hoping she could give you more detailed explanations as per how to use this scripted solution of hers, as i'm not that up-to-date on Blender that much.

    Bind pose currently doesn't work in avastar  

  13. I think understanding that the content creators that will come to SL, especially as of late are younger artists who want to create and earn income without being tied down to the difficult tedious things that have been solved in other engines already.

    (Yes I get the argument that this isn't a 100% solution but its better than what SL currently provides. I'd rather LOD generation that worked, than have one that didn't or have to do hand made LODs everytime.)

    https://docs.unrealengine.com/en-us/Engine/Content/Types/StaticMeshes/HowTo/AutomaticLODGeneration
     

  14. 7 hours ago, Plato Novo said:

    QAvimator released a bento beta for PCs not long ago, with the hopes of eventually having one for Macs. I checked moments ago, and I it looks like they do now have one for Macs, (this has changed in the time since I wrote the original post,) but there's also the mention of several bugs I'm not willing to deal with yet, so I'm sticking with the old one until the new has moved further along. That said, the issue I'm having is with the original version. The box and torus were there for a long time, then suddenly gone. I just want them back, and uploading the program again doesn't fix it.

    Also, if you want more info about it, here's a link to a post from this past March. I read somewhere else the current developer, Fig, has had some issues with his hands, so updating is taking longer than expected. For the time being, I just want the original version to work the way it did the first few years I had it :/

    https://bitbucket.org/QAvimator_Team/qavimator-beta/wiki/Fig's Progress Report

    I am interested in learning to make animations in Blender, but with everything else about Blender having taken so long to learn, I'm a little stressed about the idea. Guess it's time to start looking at Youtube videos and putting my Avastar files to use :/

    Thank you for your reply, even if it wasn't the answer I was hoping for!

    Ah it laid dormant so long I didnt think to check, looks like there's a new dev cool! I still recommend blender as it's quite easy, and im not so sure the bugs chic mentioned. I do know its definitely a lot easier with avastar,  and ive had no difficulties with animations so far.

    • Like 1
  15. On 5/17/2018 at 11:03 AM, Aquila Kytori said:

    Looked like inverted face normals but was actually a problem with clipping in the 3D editor when in Edit mode and Orthographic view. ( Was ok in Perspective view. ) Changing the Clip Start and End values had no effect.

    The fix for the imported mesh ( from Autocad.Dfx file ) was the following :

    1.thumb.png.3160ebd91c2fe7348af3bc38ee09c84c.png

     

    2.png.83d5f1e8103a53f99d4348160790fdb8.png

     

    3.png.886850b7020c0fc216f7d6ad65055fbb.png

     

    4.png.8cacc5764c8f89d4f4731fb7677d132a.png

    Note: The mesh had been imported with the Unit Scale at 0.001 so that it would be the correct size in Blender, approx 13 x 15 x 4 meters. The working unit in Autocad must have been set to millimeters.

    Ah wow, never thought of that. Good info, not much of an auto cad user minus fusion for specific things in 3d prints. Ty for this post

    • Like 1
  16. 3 hours ago, Alekso Minotaur said:

    I've been following the discussion so far, Moose. All i get from your wish list is something that was explained over and over why Second Life can not afford that, but you keep insisting. Your two points don't make sense at all, if it's not a professional platform, then why you and all the other creators who pump the models so much act like if you were? LL doesn't provide a efficient tool? Professionals buy the tools they need, and MooTools Polygon Cruncher is excellent for that.

    Maybe Optimo is a bit stubborn and harsh in making his point across, but he's right. I talked to him last night and it's a matter of math used to convert the mesh text file (.dae). The text file has no limitation for what concerns values and numbers, but the binary conversion is limited to a specific range. And he's right saying that Lindens have stated more than once that they wouldn't mess up with the mesh asset architecture.

    So we all get your point of wishing something from the Lab, Optimo himself said he would like that too if he didn't know what impedes it. What i would wish more than a raise in vertex limits, though, is a more relevant weight for the lower lods. Low and lowest vertices count affect the final LI too much which, to me, doesn't make much sense.

    At some point with Optibro it became less about having an actual discussion and more about him being a condescending self righteous jerk.
    Things from my wish list were never explained, He never even asked what I was referring to when I stated my original thoughts. I get it though, I do, I get why they want things to be more optimized.
    SL Is -not- a professional platform. It just isn't. You don't have to go through a process to get your models approved. There is no requirement for professionalism, period. Yes people who make a living on here act professional with their business, but that doesn't qualify the whole platform as professional. The amount of people I know who make content exclusively for themselves is a higher number than the ones that are selling it everywhere. Just take a look at flickr, as well. Half those small stores in big photogroups are doing this for -fun- and you can't demand someone spend their free time doing something unfun like LODs, unless LL makes it a requirement or LL provides better tools to those people. Because in the end anyone who creates (Outside of the big bois) is usually doing it for fun. 

    I never said he -was- wrong. I only ever stated how creators are thinking and why they're doing, and what I wished LL would do about it. I defended that point to have a discussion, but instead got treated like I knew nothing and made fun of, so I will probably never respect optibros professional opinion after that. 

    I don't believe that theres anything that impedes it, other than LL themselves. I believe if LL had sunk all the money they took for sansar into actually developing proper tools and improving the engine for SL that we would already have it. I agree, That doesn't make sense and is also a huge part of the problem, especially with how sims are developed. Maybe rather than total land impact there is jsut an overall "Max Server Usage" So those with crazy complex designs can't have many things on their land and those with optimized ones can.
    Because if Microsoft can manage to mess around with windows despite how terrifying the inside of that OS is, then I think LL can figure their engine out and maybe add some comments so they're not so lost when developing it.

     

    • Thanks 1
  17. 15 minutes ago, Chic Aeon said:

    It doesn't have to be terribly laggy if folks would use SMALLER than 1024 maps which most that I have seen do not).

    BUT I am with you (probably the only thing that you said that I agree with LOL)  on the maps and Windlight (R) and that is why I seldom use them. We have NO control over the lighting other are using. This is not a platform where we SET the lighting (we can "suggest" that folks use our lighting but that is all) and personally I am almost always using my own Windlight (R) settings. Under some lighting conditions both normal and specular maps (even carefully made ones) can look truly horrible and not something you would want someone to think you made. 

    In Cloud Party we DID set the lighting for everyone and I believe that is the case in Sansar if I read the articles correctly. But not here. Here we have FREEDOM, freedom with our sky and water settings, freedom to upload heavy mesh with lousey LODs and bad physics -- FREEDOM. And freedom while I am all for it, comes with a cost.  That's the trade off.  

    Actually from what you have said on this thread it seems like you might prefer Sansar (and that was not a snide remark). 

     

     

    I don't agree with a lot that I've said here either, Just stating what its like in most creators head and what I personally have to abide to be competitive in the clothing market. 

    I would have loved if Sansar was...actually good :\ Lots of money siphoned for a practically VR-only experience with terrible user interaction and avatars as of now. Not sure if they decided to let us upload our own avatars yet.

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