Nutria2016
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Posts posted by Nutria2016
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I'm experiencing this same issue. Seems SL's reflection probes can't handle large rooms, and I really hope this is temporary.
Currently working on a PBR store interior, and after adding a reflection probe to cover the entire store (63m x 63m), the corners started flickering with different lighting.
And so I had the idea to split the reflection probe into four parts, but that only results in incorrect reflections, and it didn't make the flickering go away.
https://gyazo.com/c33ea7f7230077cecf1153e34b86d80c (Textures are placeholders)
To add, it's impossible to edit reflection probes once they've been set in place; I have to go into Firestorm and edit it there instead. Is this a bug, or an oversight?
I seriously hope they intend on fixing these issues soon.
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3 hours ago, arton Rotaru said:
Search for STATUS_PHANTOM. That is a flag that is either in llSetStatus(STATUS_PHANTOM, TRUE), or in llSetPrimitiveParams/llSetLinkPrimitiveParamsFast functions. Wherever you find it, set it to FALSE.
That was it. Thank you so much =]
I searched for phantom before on the script but forgot enable Case Insensitive, lol...
Thanks everyone.
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Okay so I found out what was causing the problem. The spa light that was linked to the rest of the set was causing it all to set itself to Phantom. It's using a third-party full perm script, and I know nothing about scripting, so I'm not sure what in the script could be making it set itself to Phantom. I tried searching for VolumeDetect but it wasn't in the script.
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I'm working on a hot tub that's built with plenty of linked mesh objects, including spa jets. I set the spa jet's Physics Shape Type to NONE, but doing so causes the entire hot tub to set itself to Phantom after being rezzed, or just randomly afterwards.
The root prim, and all other linked objects, are set to Physics Shape Type PRIM.
Is this a known bug or is it intentional?
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Never mind; I think I have a good idea of what I can do. Thank you =]
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A delivery HUD sounds intriguing, but I've never seen one in action. Are there any examples I could look into?
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I'm working on a product that needs to have plenty of folders, and subfolders for the sake of organization. In total, there are over 200 objects. Problem is it's not letting me copy the main folder to my marketplace listings, but it is letting me copy the individual subfolders.
What's the limit on how many objects can be in a marketplace listing folder?
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There are plenty of other services that send you the money INSTANTLY for a tiny fee. I don't understand why it takes these people an average of FOUR DAYS to process credit.
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Looking for an experienced copywriter with excellent marketing skills to write out product descriptions. You will be given a free copy of the product inworld to get a full sense of what's being sold.
Please send me a notecard inworld with your current rates, and any examples of past work.
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22 hours ago, Whirly Fizzle said:
If you enabled Particles under Develop -> Render Metadata, you'll see all the particle settings in floating text above any particle emitter, if that helps.
Didn't even know that existed. It helped; thanks =]
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Dang =[
Thanks anyway.
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A full perm script that I have includes a particle emitter, but it uses its own format. I'd like to take these particle values and edit them into the traditional particle script, but since I have very little experience with scripting, I have no idea which values go to which line in the script.
Here's an example of the format it's using.
list STEAM_PARTICLES = [0, 3, 1, <1.00,1.00,1.00>, 2, 0.10, 3, <1.00,1.00,1.00>, 4, 0.10, 5, <1.50,1.50,0.00>, 6, <2.00,2.00,0.00>, 7, 8.00, 8, <0.00,0.00,0.00>, 9, 8, 10, 0.60, 11, 0.10, 13, 0.50, 15, 5, 16, 1.80, 17, 0.01, 18, 0.07, 19, 0.00, 21, <0.00,0.00,0.00>];
Any ideas?
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It's just Windows Defender. Just found it odd that this one time it thinks it's a problem.
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Thanks for the info. By the way, this is unrelated to the issue and I'm not even sure if you're the right person for this but I got a virus warning from the recent 64 bit beta. Never happened with the previous versions. Just thought you should know.
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This has been a common occurrence. Whenever I create a thin mesh with a gap in it, the physics mesh will change and fill in the hole that avatars need to able to go through. When it's stretched, the physics mesh changes to its intended shape.
Example below. Left is the stretched mesh, and right is the original.
Physics mesh.
Is creating a larger mesh the only solution? How do walls with doorways handle this issue?
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AO baking isn't inherently bad. Also, I do agree baked shadows shouldn't be used. Gloss and AO baking is fine though. Some creators overdo it, and others don't. Shouldn't refuse to do it and shame the people who do just because of a few bad apples.
On 11/19/2017 at 7:35 AM, Klytyna said:The CORRECT way to have uv'd that would have been with 3 512x512 maps that would download and rez faster than the 1024, a plain seamless 512 wood, used on TILED uv mapping for the wooden parts, a plain seamless 512 metal, and a matching 512 'end of the door knob' map, LESS downloading LESS texture memory, LESS texture thrashing, AND for all of the surfaces, HIGHER Pixels Per Polygon, less lag, better quality.
I disagree with this very much. Although you do get a higher pixel density, you're also saying goodbye to any basic lighting, shadowing, and additional details such as imperfections (scratches, dirt, worn edges) that make the object look more realistic. Lots of professional developers today bake the standard AO and lighting to add more detail.
Final Fantasy XIV, a currently popular MMORPG which I like to play, does this for example, because even though the game supports advanced lighting and shading by default, all assets look better with some baking involved.
You'll achieve much more detail by baking. It's pretty much the standard today.
Blender recently got a new shader for PBR textures, and they look fantastic when baked into an object for SL. Baking textures is a great workaround. Plus, it sells.
Creators just need to be more cautious when baking and not overdo it (adjust the lighting and AO values).
Seamless textures have their place in large objects. If you want to achieve great detail with smaller objects such as furniture, bake and edit your textures.
11 hours ago, Klytyna said:1. In a recent thread about who uses ALM, most ofthe replies said they did use it.
How many of the thousands of SL users participated in the thread?
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Let's face it, SL is an ugly, outdated looking virtual world without the Advance Lighting Module enabled and the proper materials. Considering most users have this disabled due to using old computers, creators will use baked textures so their products can look nice for people who have it off. It's true, some people overdo the baked AO, but IMO it looks better than a flat seamless texture with no additional details added.
Seamless textures work great on large buildings, especially if you add another mesh layer on top of the floors/walls with baked AO.
However when it comes to smaller objects such as general decor and furniture, I believe baked is the way to go. Older video games did the same due to limitations.
I'm hoping the Advanced Lighting Module becomes the norm someday soon.
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Somewhat unrelated, but most of the performance issues could be solved by letting people have the option to only render objects within the single parcel they're in. Just a suggestion for any devs that may be watching this thread.
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Well thank you all for your responses. I've decided to do some revisions to the project I'm working on for the sake of the user. As much as I would like to see my objects as detailed as possible, I understand that in the end it's performance that matters.
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I'm wondering, modern computers have advanced a lot through these past 10 years. Is it really bad if someone exclusively uses 1k textures for objects such as furniture and decor? In fact, most games today have moved on to 2k textures.
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Thanks, but I meant the file size itself, not the dimensions of the image.
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Since SL automatically converts PNG images to JPG, is it possible to examine an uploaded texture on SL to check the file size for optimization purposes?
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I figured it out. All I had to do was use solidify so the inside keeps the same UV map.
[PBR] New Issues in latest release
in Building and Texturing Forum
Posted
Oh I didn't know about this option. Thanks!