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shaniqua Sahara

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Posts posted by shaniqua Sahara

  1. sl introduced jellydolls or firestorm? i thought it was firestorm.

     

    i know i'll get ripped for this but........

    personally i don't see the point. yeah i get all the "reasons", but the logic seems to me to be "hey i know how to reduce lag, lets not render everything completely". how much inspired thinking did that take?

    that's actually counter to the idea of a virtual universe.

    that is so far from an elegant solution to the problem of lag, in fact it is no solution at all.

    so you spent all those lindens on avatars, clothing and jewerly just so others can't see it?

    sure lag is an issue but jellydolls just create another issue, some crap i'd rather not look at. is it any different than when avatars used to load as gray bodies?

    i remember when LL came out with server side baking and what have you, bragging how now you won't see anymore gray avatars(turns out in reality you don't see anything where prior at least you know someone was there), jellydolls are now essentially the same thing of a different color.

     

     

  2. my two cents. most people who upload a lot of meshes have to take Lindens into account. it is often ten times more costly uploading meshes with lower LODs than not. less prim count, cheaper price = a must do for most.

     

    while i'm here i'd like to also mention that most "content creators" are people trying to have fun making things, their not trying to be artists or have the know how to make everything as otptimal as it could be. they just want to have fun and be like "oh wow look what i just did". to try to attemp somethings they never thought they could, push themselves to the edge of their abilites and stuff like that. i'm almost always working on things that are just over my head because that's where i find excitement, so for sure a lot of the things i do could be better done, but that's not the point.

    we have to accept poorly optimized things because it's part of the average.

    i say turn up your LOD settings to where you can, make what you like how you like and go to town. eventually some will get better at it and others won't. that's sLife. we're all different sorts and stripes in it together whether we like it or not.

    • Like 1
  3. no don't give up on SL because of that, especially since you have so much invested now.

    not sure i can offer you much because i've never used slink anything other than seeing a friend's HUD.

    but i can sympatize with you because i felt the same way, it is so confusing for someone just starting to transition to mesh.

    i was complaining about that to someone once and they said "maitreya avatar and omega appliers, that's it".

    it felt like they just cut to the chase so i took their advise and they were right. it was smooth and easy and then it was like a cloud of confusion just lifted and went away.

    when i saw you went with slink i was like "uh oh" because when i went to look at them(before my friend advised me) i found them to be very confusing.

    anyway there are a lot of people using slink so it's not like you bought crap, with a little paticence you'll get it sorted out somehow as others have. it'll work out in the end and then you'll have some stories to relate to others coming along.:)

    you can think of it as just another SL adventure you're in the middle of.

     

     

  4. yes it's true about the lower prim cost forgot to mention that.

    why is it "very bad" advice to set LOD to 8? i know others say that too like **bleep** catnap above me, but why?

    i'm not trying to argue it, just asking because i's like to know the reason.

    i've had it like that for years and no issues i can detect. in fact years ago most everyone had up at 12. i know you get a warning if you go past 8 that it might cause some issues so i don't go past it. but i have noticed that lower than 8 causes some scuplties to be rendered at a lower LOD not many meters away.

    no one i know that keeps it at 8 seems to have issues.

  5. I found this very cool script of yours Rolig. thank you for sharing:)

    would you be able to modify it so that the child prims move only when the root prim is touched instead of any prim? I found a novel use for it and I'd love to use it if you can. this script is a lot of fun.

     

    float fTimer = 10.0; //how long to go the entire distance
    integer iSteps = 200; //how many steps to go from start to end
    vector vAxis = <1.0,0.0,0.0>; //axis to move along. <1,0,0> is x-axis, <0,1,0> is y-axis, <0,0,1> is z-axis
    integer iStep = 0; //control variable, don't change
    integer k;  // ON/OFF switch
    integer toggle; // Reverse direction of slide
    list gHome;     // Starting positions of child prims
    
    default
    {    
        touch_start(integer num)
        {
            integer i;
            k = !k;
            if (k)
            {         //ON
                for (i=2;i<=llGetNumberOfPrims();++i) 
                {   //Loop to get the starting positions of all child prims
                    gHome += [llList2Vector(llGetLinkPrimitiveParams(i,[PRIM_POS_LOCAL]),0)];
                }
                iStep = 0;  //Set slide position at zero
                llSetTimerEvent((fTimer/iSteps));
                llOwnerSay("on");
            }
            else
            {   //OFF
                for (i=2;i<=llGetNumberOfPrims();++i)
                {   //Loop to reposition all child prims at their starting positions
                    llSetLinkPrimitiveParamsFast(i, [PRIM_POS_LOCAL, llList2Vector(gHome,i-2)]);
                }
                gHome = []; // Empty the home position vector list
                llSetTimerEvent(0);
                llOwnerSay("off");
                //  llResetScript();
            }
        }
        timer()
        { //remove un-changeable axis-parameters from scale
            vector vScale = llGetScale();
            if (vAxis.x == 0.0) {vScale.x = 0;}
            if (vAxis.y == 0.0) {vScale.y = 0;}
            if (vAxis.z == 0.0) {vScale.z = 0;}
            if (iStep >= iSteps)
            {
                toggle = -1;                       
            }
            
           else if (iStep <= 0)
            {
                toggle = 1;       
            }
            integer i;
            for (i=2;i<=llGetNumberOfPrims();++i)
            {   // Loop for all child prims
                llSetLinkPrimitiveParamsFast(i, [PRIM_POS_LOCAL, llList2Vector(gHome,i-2) + (vScale / iSteps)*iStep]);
                iStep = iStep + toggle; //add 1 or -1 to step
            }
        }
    }

     

     

     

     

  6. this is how you can do it. it is not that difficult at all.

     

    take the ruth head into Zbrush. get rid of all the junk inside the head like the teeth and eyeballs.

    sub divide it one time, then delete the lower sub division level.

    you now have a ruth head with enough polygons to do what you like and the UVs are intact.

     

    sculpt it if you like or since it seems you have already scultped a head, use "project all" in the subtool pallette to project the details of your sculpted head to the ruth head. project all, then smooth, then project again. keep repeating until the ruth head looks exactly like the sculpted head and you're done. a mesh head with SLUVs.

     

     

     

  7. many, maybe most Meshes are uploaded with the lowest two LOD levels turned down to the lowest settings so the upload will be more practical linden dollar wise.it can be the difference between a 150L upload vs a 13L upload for the same mesh.

    the idea being people with very weak machines are not going to have their graphic setting turned up high anyway, and those that have a powerful enough machine will have their RenderVolume levels turned up high anyway.

     

    i would turn my RenderVolume up to 8 and see how that performs for you. if you notice more lag than usual, then drop it to 6 and if need be then down to 4.

  8. I am very close to releasing my own mesh avatar. it will be maitreya compatible, meaning you can wear all mesh clothing, shoes/boots and jewerly made for maitreya.

    it uses SL UVs and will come with tattoo and clothing layers. as well as being copy/mod.

    you have to have your own skin and tattoo textures to use the applier that comes with it.

    Luci Ohmai and Penny Patton you both are welcome to be testers if you like. just IM me inworld.

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