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Dictatorshop

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Posts posted by Dictatorshop

  1. Hi all,

    I understand that it is possible to increase the prim count for a region by paying an additional monthly fee.  My question is this, do we get any server increase with this to help offset additional scripts and whatnot?  Or is it just the exact same server configuration with just more prims?  Is there any increase to the robustness of the sim when you pay to have this increase or am I just borrowing more lag for everyone if I do it?  Anyone know?

  2. Hi again,  thanks for the replies.  I am exporting OpenGL, I am exporting only Diffuse, Specular & Normal maps and I am not trying to bake "shadows" per se.  What i have been trying to do is make a proper bumpy looking leather texture.  To do that, the little specular highlights need to be baked onto the difuse, otherwise in sl if someone doesnt have their advanced lighting on the texture just looks like crap.  

    @Dassni, I sent you an IM in world, thanks.

    @Cube Republic I am not sure how to do this, could you please explain?

  3. Hi all!

    I have Alegorithmic's Substance Painter application and it is so great for getting great looking items... that is until I TRY to get the darned things into SL - then FAIL.  The app has a "baked light" filter that gets some detail on but you really don't get that fully baked thing going on.  I have been banging my head against this for weeks trying to find SOME way to get these great textures OUT of SP and into SL.  Has anyone found a way - that does not require the use of Blender - to get the textures rendered out looking anything like the originals?  I am a Maya user.

    This is so @#$ frustrating I am ready to go back to Photoshop and give up on rendered textures.  Anybody have a Maya-Substance Painter-??fill in the blank??-Second Life workflow that doesn't require gyrations, hair pulling, and the burning of rubber chickens?

  4. I have to say I disagree that this is bad.  Yes it is a bit self serving for LL, it ties us in to our sims beyond the six month time horizon when sansar will go into beta.  Frankly, that doesn't bother me one bit.  I have a sim for business and one for a large long running club.  I have been pondering how on earth I would afford to have my stuff in both places.  

    I have no intention of just releasing my sims the moment sansar opens because, personally, I feel that there will be a rush of people over there, but I KNOW intuitively that a goodly portion (maybe even a majority) will NOT be giving up their SL that fast.  Their inventories are here, their established friends.  They know their computer RUNS the current SL.  Sansar is probably going to work best on high end computers and a huge portion of SL residents do not have those high end grafics needed to do it justice.  

    As for reducing tenant lease rates, start in six months when the buy down is paid for, nothing lost for you then.  They should understand.  If they up and leave you the moment sansar opens, well you still havent lost anything from the buy down.

    Plus the *content* in Sansar is going to take a looooong time to ramp up.  Even if it opened its doors to us tomorrow, it would be months or even a year before its really useful and the bugs are shook loose. For me, this means I am going to be paying tier on my two SL sims for *at least* another year or longer.  USD$ 1200 saved per sim for that year... yeah, I'm good.  Chances are pretty even that I will just turning around and dropping that money into Sansar for two sims over there in whatever land arrangment they have come up with.  

    But that's just my take on it.  I am really glad they did this.  And you know, I havent noticed the big land barons doing much to their prices.  They have always had lots of grandfathered sims, and that never seems to have affected the rates people (over) pay.  But if you want to give up your land for feeling that your tail is in a twist. That is up to you, of course.  Nothing says you have to buy down, it's not like they are making us do it.  Me, I couldn't get it done fast enough!

     

  5. I would hazzard a guess that the most recent changes have been due to more people selling lindens to pay for the new tier buy-down.  At $600 for regular estates or $180 for homesteads per sim, that has to have a lot of people cashing out more than usual.  I did.  I expect it will die down when summer settles in on us.

  6. Hi, 

    Let me give you an example.  Let's say I sell a canopy style bed and it is already done and for sale.  Then I decide I would like to offer canopy curtains as an extra add-on. I would like to be able to have the user be able to rez the curtains on the bed and just have them move into place automatically.  They wouldnt be part of the bed, just an extra bit.  I dont want the user to have to fiddle with getting them lined up themselves.

  7. Hi all,

    This probably exists but I cannot seem to find it.  I would like to have a way to have one item check for another when rezzed and position itself in exactly the right position relative to the first item.  Is there an easy way to do this?  I dont want to use a buliding rezzer, too complicated.  I would just like to be able to have a one time move and position.  Anybody know any solutions for me?

    Dee

  8. Hi All thanks for reading!

    I am looking for some highly skilled professional artists to do some contract work for me and are willing to sell me the .dae or .bvh files for the contracted work (i will only sell inside my own products, never as full perm to anyone else).  I have a variety of projects needing fabric based mesh items (furniture, pillows, etc) and also for custom animations.   I am willing to pay commensurate with experience and quality.  

    If this is a fit for you and are interested, please send me a notecard in-world with the following information:

    * The special skills you bring to the table.

    * Your rates for the kinds of work you do.

    *  Your mp store link, or where I can see samples of your work. 

    *  Anything else you think is relevant :-)

    I look forward to hearing from you!

    Dictatorshop Resident

     

  9. I have to agree on the 'boner bone' - I think it would be VERY handy for explicit animations where angle matters.  Not all males have control of "tilt" on their attachments and then you end up with anims where there is some seriously distracting poke through.  

    I really hope that in project Sansar LL finally attacks this issue and makes male genitalia*standard issue* and makes attachments unnecessary.  Surely if they did it that way, they could figure out how to hide them in pg areas lol - an extra bonus.  Oh xcite could still make attachments - same way we have hands and feet already but slink makes attachments and makes them look better.  

     

    LL if you are reading this, please grow up and quit pu$$yf00ting around and star making the men of second life (or project sansar, as the case may be) whole!

  10. Hi All,

    I use Maya and Mudbox (no not interested in Blender).  I have been trying for ages to figure out if there is some trick for handling multiple texture faces on a single object so that I can paint it in Mudbox and manage to get it into SL with the textures in the right place.  Anybody doing this?

    I have figured out how to move the different textures into different UV spaces so that they are side by side rather than on top of each other.  However, when exporting them and trying to get them into SL the textures are not mapped right anymore.  Short of moving all the uv spaces back to the default spot (on top of each other again) I cant seem to get it to work.  

    I was thinking that perhaps there could be a Maya script that could do this for me, pull all the textures back to the default UV space before exporting them.  My biggest problem here is I am not sure if I am explaining the issue well enough to get help.  Anybody understand what I am talking about and or know a fix?  Is there some trick for using mudbox this way?

  11. Thanks for your answers so far.  I know how to do the "usual" texture assigning but in order to get the maya -> mudbox integration I followed this tutorial http://www.digitaltutors.com/tutorial/688-Multi-Tile-Texture-Workflows#play-14430[/url]  which has you make a layered texture with the texture tiles assigned to it.  This appears to be how it needs to be set up to be able to pass it back and forth.  Unfortunately maya and mudbox then start using it all like it is one big tile not six separate ones.

     

    I have the kludgey work around of going and selecting the UVs convert selection to faces and assign an empty lambert.  BUT that breaks my integration and then I cant re-edit in mudbox without having to go and do it all again.  I am just not that patient.  I am trying to figure out how to keep the mudbox integration for editing AND get my six texture faces exported.  

    Any ideas?

  12. Hi All,   I appear to have gotten too fancy and have run into trouble, I hope someone out here knows what I am talking about - here goes.

     

    I am using Maya & Mudbox (2015).  I have created a cave that is approximately 12x15x6m with one single 1024 texture it was horribly stretchy and my attempts to make the top of the cave multiple pieces was equally unsatisfactory.  So, I figured out how to make six UV tiles UV Faces u1v1-u3v2  for the top of my cave.  Everything is working wonderfully with the layered texture and six texture tiles, UNTIL I try to upload it to SL. On upload the six faces become a single face in sl, so using the various tiles simply doesnt work.  

    I tried saving it as dae directly from Maya, and also saving as fbx and using the autodesk converter to turn it into dae, neither seems to work.  The only thing that DOES work is if I go in and reassign each texture face to a NEW lambert before I upload.  Unfortunately the texture faces are not all one piece and by trying to select them to reset them i keep moving the uvs and then i have horrible seams.

    Is there some TRICK to getting a layered multitile mesh into SL without having to do all this hoop jumping?

     

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