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Klytyna

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Everything posted by Klytyna

  1. You didn't name a single thing that originated in Project Stupid and migrated to SL, not one. Sl isn't suffering from too many texture calls, it's suffering from over sized textures that take too long to load, and rez... Combining a bunch of textures into one massive "idiot-tech" image that takes forever to download and rez, and then making that image something that gets rebaked and re downloaded every time any object on the sim is added, removed, or altered is, and I'm going to use a technical description here... A gratuitous example of the unlicenced possession of illegal quantities of WEAPONS GRADE STUPIDITY... The skin effects on my body uses 2 textures... Upper Body, and Lower Body, exactly the same as a system avatar... On the rare occasions when I wear a tattoo, it's 4 for skin... Not sure where you got this 5+ crap from... Did you listen to tech-illiterate people at the worthless beta grid meeting ? Of course that doesn't include materials maps, but then neither does BFoM... Perhaps you should read the thread that was started over a year ago by the BakeFail proponents from those meetings, and then read the BFom Feedback thread, from start to finish, and point out all the many times when "they assured us" that Materials will be included, or even the "many times" when the people who proposed BFoM, made posts about how they always intended it to have materials support... ... You talk about this stuff as if you spent 5 mins reading about it on yahoo answers, while stoned...
  2. don't patronise me with that "I'm a guy and you are just a chick so I'll talk down to you and call you dear..." I'm not your dear, the idea makes me nauseous. And the vast majority of SL's texture usage are not where it would be useful. ... in areas where they were bloody useless, which is why they are never used in most of SL... In fact the areas where it would be useful are so insignificant in SL, that there is NO justification for mucking about wasting dev time and budget crowbaring in some piss poor badly designed automatic system to generate them, at all. If you find a place where it would be useful, make the bloody thing your self by hand. You think Project Stupid is a wonderful thing that's contributed many great ideas to Sl, but so far haven't named any... you are easily pleased. I expect them to knock it out in it's current worthless form and then ignore it... The only reason they might NOW be talking of adding materials, is because... Of the overwhelming calls for materials, and statements that BFoM without materials was bloody useless... BFoM isn't Evolution... It's a giant leap backwards to 2008... You are too clueless about SL, and its clothing layers, avatar uv maps, mesh bodies and appliers to even know how many textures there are , resulting from a Bake..., Or used on an avatar's head and body. I don't despise it because "it's not perfect yet lol", but because it is was and almost certainly will be forthe foreseeable future, a complete and utter waste of limited resources on a bloody stupid idea, designed to only appeal to accounts over 10 years old who want to wear their 1 million arc flexi skirts with their 10 year old glitch pants again (and thats 1 million arc in non Black Dragon viewers that report mesh bodies in the 50-200 k range).
  3. This is the second thread where after spouting tech-illiterate nonsense, and receiving a bloody goodand well deserved technical asskicking all up and down the thread, you have tried to laugh it off as "just teasing" and tried being patronising, with such lame tactics as calling me dear... I'm not your dear, I have higher standards. Better than you do. Not hysterics, and because what you are suggesting it for is what it's no bloody use for. Atlassing is for easy handling of lots of very small images all made by the same team, in the same static envioronment, it's NO BLOODY USE for handling 512's and 1024's from multiple content creators, on objects owned by multiple users, in a dynamic environment. You use BakeFail mk 3 to assemble a bunch of 512's and 1024's into a single larger texture... How large? 2048 simply won't cut it, no where large enough to make the idea worth while. Imagine if you used an atlas texture large enough to make the idea useful... oh, say 20480 x 20480... How long would that take to download and rez... And what happens when somebody clicks one oftheir in world objects, and uses it's menu to change the colour? The whole massive atlass has to rebake and reload for everyone... Cue "world of grey that never goes away". Stupid idea. The closest you'll find to texture atlasing in SL is images used to texture hud buttons. which is a small part of Sl's texture usage, and frankly one of the least laggy. Do not , in your tech-illiterate state, confuse cookie cutter uv mapping with texture atlasing, they are NOT the same thing, despite that crappy wiki page wrongly including a "make human" uv map in its sample "atlas pictures". Which isn't often enough to make it worth while crowbaring in some moronic BakeFail spinoff to handle it. No, you are talking nonsense... No it wont, I don't have any use for this collosal failure at all, in any way. I don't have a vast stockpile of 512 textured system skins and clothing I desperately want to distort by badly rebaking at 1024 onto my Maitreya. I have exactly NO use for a system that doesn't support materials.
  4. The only reason they mention adding material support now is because for most of the last 20 months, people like, well myself, and Fi, and many others, have repeatedly said "BakeFail with no materials is a GIANT leap backwards in avatar rendering technology, that only appeals to failed merchants whose businesses, based on 10 year old system layers, have died, and to old fossils who refuse to let go of their 100,000 item plus collections of 2006-2009 glitch pants". And who exactly is "they " in your "they are talking" anyway... Vir? Or users unhappy with BFoM, desperately trying to get it patched up before it's too damn late. It's NOTHING I ever wanted. Before you blather about mesh bodies, go and learn about them, most mesh bodies have... THREE onions... Tattoo, Underwear, Outerwear. So, now you are talking about a single layer being removed, and the remaining layers being bakefailed to use those "classic 2006-2009' era system rags many of us simply do not have or want. But you'd prefer it if we just bakefailed, and left the onions for "hella kewl sfx" which almost certainly means alpha blended glow etc., two of the worst gpu performance hits in SL's rendering engine... You spouted tech-illiterate crap about combining several 1024's onto a single 2048... NOT combining hundreds of 16x16's onto a 2048... In case your memory is failing you... In addition... Your typical SL scene, contains assets made by many different people, and often owned by many different people, baking all those textures into an atlas, would need resolutions a lot larger than 2048, say 10 times larger? Can you imagine how slow a 20480 x 20480 resolution image would load and rez? And if somebody rezzed something, or clicked a texture change option in an object, THE WHOLE damned atlas would need to REBAKE, and REDOWNLOAD. Your idea is insane. Texture Atlas is a technique most often seen in STATIC uses... The pictures for troop type icons in a strategy sim, never change in play, there's lots of them and they are SMALL so you make an atlas of them. Trying that with 512's and 1024's in a dynamic environment is bloody pointless. That isn't a Texture Atlas, thats LOW Quality cookie cutter uv mapping, it has exactly NOTHING to do with atlasing... The 'pieces' are NOT accessed using an indexing system, they are assigned areas of the meshes UV map it's self, and frankly using cookie cutter uv's is EXACTLY what I meant by pixel wastage. You know naff all about 3D modeling, uv mapping and texturing, and apparently naff all about texture atlas techniques, and the pros and cons. You've done almost no research and still refuse to accept that it's a bloody dreadful idea. One that would cause massive amounts of performance degredation... Oh and you are a few years late to the party... Go search the MP for a product range called "It's not mine...", doesn't require BakeFail or Atlasing at all.
  5. Yes, I know, I knew when i said "clueless Tech-Illiterate Bollocks". If you are going to hide your tech-illiteracy behind a wiki link, at least do me the courtesy of READING the bloody page before trying to hide behind it... "a texture atlas (also called a sprite sheet or an image sprite) is an image containing a collection of smaller images, usually packed together to reduce the atlas size" Forthe tech illiterate, that means that some of your sprites might be smaller than the 'standard sprite texture size, so a sprite of a man standing at attention isn't as wide as one of somebody pretending to be a tree... In Fonts, this is called kerning... It is in NO way applicable to "saving texture space", on UV mapped textures in the manner you suggest. "In an application where many small textures are used frequently, it is often more efficient to store the textures in a texture atlas which is treated as a single unit " In your posts you are NOT talking about storing large numbers of very small textures, you are talking about shoving a few large textures into one larger texture. "Storing textures in an atlas reduces the overhead of a context switch " SL doesn't really do a lot of "context switch" on most uv mapped textures, it doesn't rapidly switch between 20 or 30 16x16 pixel 'wall textures" on your house. It doesn't rapidly switch between 20 or 30 16 x 16 pixel textures on your mesh car, rather the menu might swap a couple of 1024's when you change your D-Type Jaguar from sky blue with a white stripe to British Racing Green, I'm fully aware of what they are and what they are used for, and indeed have used them in games mods,that's why I don't see that many actual applications for them in SL, and certainly not enough to justify waiting a year or two while LL replace BakeFail Mk-2, with BakeFail mk-3 just for you based on your misunderstanding of just about everything, that's why I found your suggestion to be... "Clueless Tech-Illiterate Bollocks"
  6. Personally I would prefer the phrase "Clueless tech-illiterate Bollocks" myself. The BakeFail Propaganda crew originally claimed it would eliminate ALL 'onion layers', they were told they were wrong, they kept on claiming it, and... Now it seems they were wrong. If you check the first post in the BakeFail feedback thread, and the official BakeFail wiki page, there is at least one claim made for BakeFail that is complete bollocks... Namely that it will "eliminate the need to sell full perm mesh templates", for example. One of it's leading proponants was called on their making BakeFail tutorial videos, showing how to use BakeFail that included features that BakeFail didn't have and still doesn't have and almost certainly will never have.. Treat BakeFailer claims with some doubt... One of the issues that cropped up regarding the bake servers was... They were designed to handle 512 bakes, and somebody *cough* asked if the increase to 1024 bakes would have a serious effect on performance of said servers with every bake now handing 4 times the data, and adding more baked layers... A Linden said they would be watching it to see, an answer that didn't inspire much confidence. Not with the current BakeFail system they won't... It doesn't do what you want. what you are asking for is an entirely different system of BakeFail, and they have already said no to 'other systems' already. WARNING: Clueless Tech-Illiterate Bollocks detected... No they do not, ever... Arranging 3 crappy "only 60% of the pixels used" 1024's in 3 of the 4 corners of a 2048, means you are using 60% of 75% of the pixels, MORE wastage not less. Quite the reverse... Meh... How about NOT using over blown, inefficient, pixel wasting, bandwidth hogging, laggy crap on the sayso of somebody who appears to know naff all about 3D modeling and UV mapping, or texture memory usage in rendering engines? ...
  7. Realistically, the "best use " for BFoM is wearing 10 year old system clothing on modern mesh avatars... That isWhat it was originally requested for. You are still assuming atlas textures are a "really good thing" and frankly, that's questionable, you increase pixel wastage %, and that increases vram consumption which increases texture thrashing... And since all textures are stored in jpeg2000, which has a progressive preview loading feature, you increase the overhead for those reduced quality previews, and that slows downloading and rezzing. A single 2048 x 2048 will take FOUR times as long to download as a 1024... With smaller textures you get faster rezzing. If you are using TILED uv's for efficient texturing, then you don't even need 1024's most of the time. Assuming that there is some magic benefit in taking 3 piss poor cookie cutter uv'd 1024's and slapping them into 3 of the 4 corners of a 2048, is, utterly wrong. At your age you should know that anything a Linden promises isn't true until it actually happens... If it happens...
  8. No... You misread his post ENTIRELY [MODERATOR EDIT: PROFANITY REMOVED} What he basically said is "Everyone who plays SL has a smart phone and a decent pc and fast broadband, and drinks overpriced designer coffee, and can easily afford to cut down by 1 $5 cup a week to buy L$ with the credit card everyone has, and so theres no need for anyone to grind at some crappy low payed job in SL..." This follows from another post he made in a different thread where he stated "There are no poor people in SL", and then sort of recanted a little by reluctantly admitting there might be "people on fixed incomes", but without admitting that those fixed incomes might be very low.
  9. That is not what you asked, you asked if a bakefail texture (max resolution 1024 x 1024) would be more efficient that using a regular texture (max resolution 1024 x 1024) The answer to your original question is "Hell no, it makes absolutely no damn difference at all..." You... Have... ONE... Set... Of... Bakes... Anything you texture with "lower torso, will always be whatever colour your system skins lower torso is, plus the lower torso layers from any system clothing and tattoos... Always... Original BakeFail was thus, no bloody use for ANYTHING but worn mesh avatars, eventually, it was discovered that BakeFail Mk-1's propaganda was fraudsulent, and they revised to BakeFail Mk-2, before mk-1 was even officially released, mk-2 involved creating "auxilliary tattoo layers". Everything textured with aBakeFail Mk-2 aux tat, will be the same colour... So yeah you *could* paint your house with an aux tat... But...The SAME texture will be used on your Aux-tat coloured car, and your Aux-tat coloured airplane, and your Aux-tat coloured left arm (so you can have different tats on each arm). And if you EVER remove that House coloured aux-tat, your bake-set rebakes and all your houses/cars/left arms/airplannes all get coloured in some different pain... As stated the problem with BakeFail is, it is instant and universal... EVERYTHING textured with a particular BakeFail texture will be the same colour, and will all change together every time you change your outfit. As a 3D modeler, I've always found that shoving 4 sets of cookie cutter UV's into the corners of one double sized texture isn't that efficient at all, because you just end up with an even bigger percentage of wasted pixels. Oh and SL's MAXIMUM texture resolution is... 1024 x 1024... So making your own 2k texture atlas, basically means that all your hardwork making the textures gets junked as they are put through an extremely poor texture resizer, and reduced to a cluster of 4 fuzzy 512's jammed on a 1024... No not really... All you've done is layer a bunch of 1024's over eachother, it doesnt arrange them side by side, it layers them over each other, the only way you could use Bakefail to make texture atlass style composites is ... Make your 4 2048 textures, only paining into 1 /4 of each... Upload to SL which will Auto-fubar, your 4 2048's in to 4 1024's... Bake fail your 4 fubared 1024's into a single super low quality bakefail 1024, that will be removed from whatever you textued the moment you change your outfit in the viewers appearance tab. ... This seems to be your biggest handicap BakeFail textures are NOT permanent, they change EVERY TIME your outfit changes. Take your system shirt off, and SL REBAKES your house car and helicopter, and your chest. Bakefail doesn't do any of the stuff you hope it will, and almost certainly NEVER will, it's already overbudget and behind schedule. and the fundamental concept behind it makes it inherently unsuitable for permanent texturing of anything. It's a system DESIGNED to temp texture an item WHILE you wear the system layer concerned, take that layer off, kiss your texture goodbye!, it's gone from the object you applied it to and replaced with the NEW BAKE. How hard is that to understand...
  10. Theoretically, almost anything, mesh or prims... Realistically, almost nothing... Any account has exactly ONE set of "baked textures", just one, so yes, you *could* make a system skin with the textures for a mesh helicopter on it, One of the bakefail-on-mesh propaganderists has already demonstrated this, but... The same helicopter textures would be applied at the same time to your mesh body and mesh head... So, if you used a BakeFail-on-Mesh skin to texture a helicopter, your mesh avatar would become helicoter coloured, and it's highly unlikely that the helicopters UV layout is going to match the avatars UV's so the chopper textures won't even line up right. So then you wear a different BakeFail-on-Mesh skin, that's more... Human, to retexture your mesh avatar, and your helicopter ends up flesh pink with your crotch spread across the side of the hull about 6 feet wide. No they couldn't... A bakefail texture at 1024 resolution is no more efficient on a build than a regular 1024 texture from your inventory. No...
  11. No it won't, if some moron with more $ than braincells wants to waste an extra $100 a year on Super entitlement Club, so they can strut around their SSP Suburban Ghetto, wearing a 10,000,000 RCI Fashionista Avi, with the Duckwa head, with Maxi-Lip Extenders, and a crapton of over poly built 'denim hotpants'... Let them... I won't have to look at the worthless buggers. And the more those idiots pay the less need there will be for LL to raise sales taxes on the rest of us.
  12. The fact that you assume EVERYONE in SL has ANY of those things let alone all of them, shows you are projecting YOUR lifestyle onto everyone else... It's like those idiots who mutter that obviously EVERYONE can buy linden, because $500 pc's and a $15 a day designer caffeinated mud habit... Same crappy arguments trotted out every damn time, "I assume everyone lives where I live, and has my income and computer hardware setup, therefore why can't they do what I do..." Most people in the Realms were NOT there for fun, any more than the people sitting on 5 ls an hour camping chairs, or doing crappy 25 ls an hour greeter jobs are. You remind me of a TV show here in the UK many years ago. They took a rich divorcee with a 11 yr old son, and swapped her live with a single mum on welfare with a similar aged son for two weeks... The most telling comment on the whole exercise came at the end of the show when the rich kid, was asked for his thoughts... "It had never occurred to me that people might choose what to eat based on how much it costs rather than what it tastes like..." Welcome to reality, we don't ALL have 1k+ smartphones, 750+ pc's and 100mb unlimited broadband, or credit cards, or bank accounts, or good health, with perfect 20/20 vision, or any number of things you might have and assume are normal.
  13. Well done! One of the loudest proponents of BakeFail-on-Mesh WAS a skin vendor, with a huge stockpile of old system skins that weren't worth making appliers for... Another planned to produce the Grids FIRST specifically designed BakeFail Compatible mesh body, and corner the market on BakeFail Day and drive all the other brands out of business. fortunately for SL, THAT worthless buffoon has buggered off to Project Stupid, pretty much permanently. One of the loudest ARC Bigots is a Furry, who wears a customised low poly, low detail fursona, based on rigged mesh thats about 5 or 6 years old, baggy trousers, baggy hoody, trainers, and seems to hate people in tight fitting clothing who look remotely HUMAN, and even seems to hate OTHER furry avis who don't use the same mesh base as them... Others, who have complained about Brand X Bodies being "too high in ARC" are... Associated with brands that almost nobody buys... ... THIS is why I LOATH these 2-from-5 person suggestion based Beta-Grid features, and the bloody meetings that produce them. Somebody with a FAILED store goes to a meeting, shouts about "the evils of..." and convinced a Linden who should know better, to implement some bloody awful idea that exists purely to revive the commercial fortunes of the Beta-Grid shouter.
  14. Something needs to be done, but simply encouraging the tech-illiterate witchhunts based of meaningless numbers isn't what's needed. Nor is encouraging a large chunk of SL's slowly declining user base to rage quit all in a rush with heavy handed, poorly planned, poorly implemented, new draconian gulag rules what's needed either. A new render engine? Hard to make sure all the viewers get updated correctly by changeover day. Run some amazing new automated lod generator through the entire asset database to re-lod everything. Not going to happen any time soon, time and money and technology prevent this. Close SL, delete 95 % of it's users and assets, and spend 12 months re-writing it as an Unreal Engine based MMORPGFPS combat simulator on the SonTendSoft PlayCubeTwo for the console peasant market? Let's not and say we did. Switch to 128 bit Trinary based Quantum computers using FTL Galactic Broadband, hmmm the "subject to availability" terms on that seem to exclude our planet for now. Hard to say what the right answer is... But that doesn't mean we can't spot the WRONG answer when it has a sign over it in 10 ft high neon letters saying "Clueless Rubbish", which seems to characterise most of the ARC bigot suggestions so far. EDIT:
  15. Being British, working class, and old, I can easily think of far more appropriate terminology, but... The Forums Auto-Censor, being PG-Murican, wouldn't allow 95% of it...
  16. Seriously though, this whole "lod bug witchhunt" thing really annoys me... Much as I might roll my eyes at people making crap mesh with bloody awful auto-lods... ... Your old 2003 system avi doesn't really display any lod effects at all... But we weren't happy with those and started adding prims to ourselves, for shoes and hair and skirts... And eventually we added unrigged mesh pieces, and those DID LoD, really badly... People made LoDs for things but even so, you'd find that your unrigged mesh short bob cut hair would LoD to invisibility at less than 15 m range, unless people around you had their lodfactors set to 4, so... Content creators started linking small unrigged mesh pieces that would Lod out of sight on their own to bloody great alpha blend root prims, to DELIBERATELY avoid, evade, and circumvent the lod system. And the 2-buttholes-from-5-nobodies said NOTHING... Along came rigged and then fitted mesh... The Lod Levels NEVER displayed on these... So some creators figured, "What the hell, they don't do anything and increase storage size and bandwidth usage, leave them out", and nobody cared, because the stuff loaded and thus rezzed slightly faster without that unused 75% lod overhead. And the 2-buttholes-from-5-nobodies said NOTHING... Now, admittedly, some (many?) mesh makers were putting way too many tris in their base meshes, BUT, NOT including the lods that were never used, ACTUALLY made things better not worse, as you weren't downloading an extra 75 % of those too-many-tris in the form of never used LoDs. As the system existed, and still exists, NOT including never-used-lods in a fitted mesh is actually the RIGHT thing to do, from a purely technical "don't waste storage and transmission bandwidth" standpoint. NOTE: Correctly leaving out never-used-lods is NOT a justification for using too-many-tris. But then along came "Autoblob", and meaningless RCI scores... and Now we can't get the 2-buttholes-from-5-nobodies crew to shut up. ... And RCI scores ARE meaningless... The RCI for a naked bald ruthed system avi is... 1000 Export that avi from SL, and reimport as fitted mesh, minus the hair, eyes and the dreadful "onion layer" skirt mesh. Wear the untextured fitted mesh system-avi-reimport over your system avi with an alpha The reimported SL avatar, cut down in tris, has an RCI of about 1700 Add 3 textures, head upper torso and lower torso, less than the number used on a system avi, and they are supposed to carry a 1000 rci surcharge per texture So, wearing 90% of a system avi, reimported as mesh, with 50% of the textures carries an RCI penalty of what? 4700 ish? Compared to the utterly fraudulent 1000 claimed for the system avi it's self. Same polygon density, same textures, with noticable reductions in both tri count and texture usage, and its 4.7 times harder to render? ... The RCI Autoblob feature with added "tech-illiterate ARC bigots" Witchhunts (tm) is one of the most MORONIC and over abused features in recent SL history... So lets give a big thank you to whoever the 2-buttholes-from-5-nobodies were, that suggested this rubbish in the first place. I remember AutoBlob Day well, I had been using Black Dragon, so I'd seen and discovered how bloody worthless autoBlob was back in January that year, but come summer and the "Official Release" in the SL Viewer and FS... Suddenly the Grid was filled with people screaming "mah viewer r broken! ur all blobs!", and it was people like me who had to EXPLAIN this crap and how to deal with it to them, because the documentation, and announcements were EVERYTHING we've come to expect from LL's release of 2-from-5 BetaSnob suggested anti-features.
  17. ... In 2020... Worthless Linden wrote: "Welcome to NEW IMPROVED 2020 Edition SL! We here at the Lab, working closely with the two loudest assholes amongst the 5 nobodies at the weekly waste-of-time meetings on the Beta Grid, have revamped SL with a Hella Kewl NEW Feature! As of now, ALL the mesh you spent tens of thousands of L$ on over the last 5 years is now ruined forever, your avatars will look like crap, even if textured with Bake-Fail-on-Mesh, so since you had already taken a giant leap backwards in rendering technology with BFoM... Now is the time to return to the caves, and dress the way The Blessed St. Philip intended... Ruth the World! ! ! ! ! ! For those of you who INSIST on wearing avatars designed LESS than 15 years ago... Eventually new improved LoD mesh might become available from the merchants who didn't give up in disgust and ragequit from the Grid, please feel free to spend tens of thousands of L$ buying such items if and when they become available. Especially as we increased MP sales tax to 30% and outlawed in-world tax free shopping to help cover the loss of land revenue caused by 50 % of the population rage quitting at the destruction of their wardrobes... ... We here hope you enjoy our new look for SL..." ... Some noob wrote: "Argh my eyz r bleedin, wot r dees gaym char ment 2 look lyk, dis r so suk, it look lyk it r frum 2003, dis gaym r suk, i go bak to mah Sontendsoft PlayCubeTwo an play 'Italian plumbers vs the Croco-turtles of Doom 27' wot r a tripple A title from real gaymz compny hoo noing wot dey r doin" ... Meanwhile back here in 2018... Yeah SL has problems, but... Concentrating on the almost unfixable instead of looking for better solutions, because some clueless, self important, Beta Grid Butthole convinced a Linden to propose a feature that was poorly conceived, poorly planned, poorly implemented, and poorly documented... Like for example the bloody awful mess that was "RCI JellyDoll AutoBlob with Inaccurate Nagwear... "Warning - SL has detected you are WEARING A HUD... Huds may have textures on... Danger!" What bloody idiot made THAT rubbish a standard RCI post login notification? or "Warning, you have removed a system clothing alpha layer (rci impact zero) and replaced it with a different system clothing alpha layer (rci impact zero). Your avatar RCI has changed! DANGER- Some avatars near you might no longer be able to see you properly because of this..." All this worthless crap did was unleash a tidal wave of tech-illiterate arvc bigot vigillantes, clamouring for blood... And encourage that whole 2-assholes-from-5-nobodies group to suggest even more insanity. Meh...
  18. The one they closed down and replaced with this current crap?
  19. For many people the OLD LR was a game... A crap game that became boring about the time you finishedthe last of it's "plot left hanging" mini storyline quests... The only reason you went back was... One shiny L$ for every 10 lumps of orange rock you handed in... One hour got you the seed money to upload 5 textures, to put on your home made home scripted prim products, another hour in the Realms got you a weeks rental on a stall in some forgotten mall where you could sell your stuff... A few more hours kept your stall open until people noticed your stuff, and bought some, so you could rent a shop, upload more textures, make more stuff, grow your brand... The Realms were ALWAYS work... Hardly anyone went there because "it's a game". By your definition, being a homeless beggar on a street corner, trying to scrap together enough loose change for a burger is a "game"...
  20. Back about 12 years ago, I knocked up a silly 3D freebie for people who were unhappy with their local roof raiding overweight housebreaker... The Sleigh-Slayer Mk VI 15mm Home Defence Cannon... Just for laughs... Sing along when you know the words... "He better watch out... He better take care... He better wear a 'chute... When he's up in the air... Santa Klaws is being shot down! Santa Klaws is being shot down! Santa Klaws is being... Shot Down!"
  21. One of the reasons most SL scripters don't really do that well at Experience coding is... It's hard to practice and experiment with stuff you can't actually compile, because you are NOT an Entitlement Club member, with your own Experience key... Makes it a lot harder to play with the stuff... That's why Experiences are used nowhere near as often as LL probably hoped they would be.
  22. Oh Dark Gods of the Grid... If the "heavier" items you are wearing are a mesh body hud and a recent OC collar build... And you are "popping up on lists" of Scripted Lag-Monster Enemies of SL, then, unless you have done something really really foolish, the "Lag-Monster detectors you are popping up on are worthless badly scripted trash owned and used by complete bloody idiots. ... Possibly, but, what you said, unqualified by any reference to NUMBERS... To a new person... It's like telling a learner driver that "Speed Kills - Slow Down" without pointing out that driving at 10 miles an hour isn't "too fast"... Useless trash, I never fail to be amazed, for example when I tp into some CRETIN operated venue, that whines about avatars using scripts in its greeter message, and then spams people with "Moron-tech scripted lag meter Hud - please wear" AND "Moron tech scripted OCC Visitor HuD please wear" AND "Moron Tech scripted IC chat hud, please wear"... I might know which were which, I wouldn't advise a noob to mess with it however... Mesh bodies and heads generally don't contain vast numbers of scripts that don't do anything... You paid 5000 ls for a Bento head thats omega friendly, the scripts are what make the mouth open and close, blink the eyes, allow adding makeup, etc., deleting them all basically leave you with a 50 ls static mesh head... Actually you should look at who made the board, and in what decade... I've seen boards that screamed blue murder if you had 40 scripts, using more than 1.5 mb of script memory, and others that wouldn't bat an eyelid if you had 140 scripts and were using 4.5 mb of script memory. In addition, as Phil said ALMOST correctly... Scripts compiled as old school lsl are usually reported at their actual memory use if it's over 8kb. Scripts compiled as Mono are ALWAYS reported as 64kb by "script lag detectors", despite the fact that they certainly do not always use 64 kb. This is why script memory name and shame boards are... Useless "SL-Fossils of 2007 Edition" trash... Script time for an avatar as a whole can be pulled from the servers via a script, and in some ways it's FAR more important than script counts or "script memory guestimates". Which is bloody useless, if the item is NO MOD... Because you can't add the damn script to remove the others, and it's a bit like weeding your flower bed with a bulldozer... It doesn't discriminate as to what scripts it removes, "useless ones" or useful. On the about Land panel, bottom left, script info button, the tab for your avatar, theres the list of what scripted attachments you are wearing... Screen grab that list, post it here, and I'm sure that there are many technically clued up people, who ACTUALLY know what they are talking about, who will be happy to look over the list, and tell you what you are "doing wrong" ... IF... If you are doing anything wrong... DO NOT delete all scripts randomly from your attachments just because somebody spammed you with generic "don't really know" advice from 10 years ago.
  23. ... badly and then charge through the nose for, which everyone will quickly learn to hate and constantly complain about...
  24. There is a significant difference between telling people that their system layers are unfashionable, or that flexi prim hair is unfashionable, and telling people that 95% of the boobs, butts, hands, feet, hair, bodies, heads, clothes, shoes & boots, jewelery, naughty bits, etc., that they have purchased over the last half decade are "many millions of arc and OUTLAWED!". Four years ago when Project Stupid was announced, and touted briefly as SL-2, the fact that there would be no content transfer, and that content makers would "have to redo their entire store over from scratch for SL-2" was enough to drive a lot off the grid, as they didn't want to start over. ... Self Important amateur Render Police Vigillantes running around screaming about "resource hogs "destroying SL" while initiating pogroms against anyone not wearing brand new 2020 edition "Arc Bigot Approved" mesh? ... Rigged/Fitted mesh hairs will behave like unrigged mesh hairs, that is, vanish at relatively short distances unless linked to fugging huge alpha blend textured invisible prim cube root objects to dodge the LoD systems failings... ... Causing virtually all worn mesh to degenerate into a mess of twisted triangles at comparatively short ranges causing new user retention to plummet even lower than it already is because "wow da grafix are crap, dis game r so suk, i r leevin"... ... On the upside, such a cost would force LL to abandon Project Stupid to save money to pay to save SL to save LL... There are limits, even to SL, telling a very large percentage of the population that almost every mesh based avatar construction item they have bought in the last 5 years is OUTLAWED, could well be one of them... ... Realistically, the "cures" are WORSE than the disease, and time would be better spent finding ways to improve the systems ability to render what we have, rather than wishing that it had all been made differently years ago and too far back and too common, to reasonably change at this point.
  25. Ahhhh... I see you have visited an Info Hub before... And this is why SL doesn't have Virtual Smell code...
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