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Nutria2016

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Posts posted by Nutria2016

  1. 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.

  2. 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.

    • Like 1
  3. 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?

  4. 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.

  5. 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?

  6. 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.

  7. Think I figured out the problem. I filled in the faces at the bottom of the physics mesh, and used the Analyze tool. I'm able to go through it now, but oddly enough the viewer still shows the hole covered up. Doesn't matter now I suppose.

    84630435_example4.thumb.jpg.0882c1246199df61382937484fc328e4.jpg

     

    614790864_example3.thumb.jpg.8645977894cb9f9ddba70146880ece6c.jpg

  8. 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.

    1498991428_example2.thumb.jpg.c8e143f2f8a6526252b94e69a3160ade.jpg

    Physics mesh.

    2003728045_example1.thumb.jpg.9fcc5ab8266842415955b44a176dc753.jpg

    Is creating a larger mesh the only solution? How do walls with doorways handle this issue?

     

  9. 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.

     

    v01_m0398b0001_d.thumb.jpg.15a89ee938ef49c25541084561492980.jpgaEcVEAXA-y7-s7l81nak2aACr4.jpg

     

    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?

  10. 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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