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JackTheOtterFox

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Everything posted by JackTheOtterFox

  1. Yes, however it shouldn't be a concern to the server, and we are talking about the download impact here.
  2. Okay, I can kind of see where that is coming from, but the viewer still caches the model, so the server really only has to send it every once in a while and when they first join... Even with that reasoning though, it feels like the increase in download impact is not justified, at least not to the extend it it is currently implemented.
  3. Short answer: Yes, I'm sure. Longer answer: I'm creating my textures using substance designer, I want to get more familiar both with the software as well as with the workflow of creating 3D objects, preferably for other platforms as well (Thinking about Sansar and Unity, possibily others). What I did was that I created a set of 9 stones which are spread over the 8 allowed materials (the two small rocks use the same material because they are so small). Then I took each individual stone into SP and created a material for them. What I like more about it this way as opposed to just using tileable textures is that you have a lot more control over the appearance, you can add things like cracks and geometry dependant effects. It might be utter overkill for the overall simplicity of SL, but it helps me understand these processed tremendously, and I also really, enjoy it, which is why I'll stick to it for the time being.
  4. Yes, it is, and I would really prefer not to change that fact because that would mean having to re-bake all textures once again... Is there a way of disabling this? It's really stupid, especially because the game doesn't tell you about it (which in my case cost me actual money without even understanding why...)
  5. The colisions are set to prim, and I did not to the analyze thing. It seems like it's still wrong though. I'll also probably postpone this whole thing until I get access to the beta grid (just submitted a ticket), because I'm paying waaay too many upload fees for these failed attempts.
  6. Thank you, and yes, I had that in mind. Speaking of the other two weights, I'm having a problem with the physics part of it as well. First you can see the collission in-game, second you can see the collision plane I provided. It seems like the game just completely ignores my physics object and replaces it with it's own, even though it showed up correctly in the upload window. Any idea what could cause this?
  7. All right, I suppose I will experiment around with it a bit more, one last question though: The uploader shows you a very specific compesition of the land impact, however when I inspect an element in world it always displays the land impact as an integer. Does that mean that it always caps the number? So for example if I had an object with 1.49 (or 1.99 depending on if it rounds or caps), it should show up as "1 Land Impact" in the game, right? And since 1 is the minium achivable LI value, shouldn't I always try to split a larger object into smaller objects that come as close to "2" as possible?
  8. All right, that kind of doesn't make much sense though, does it? I mean, it's not like the actual space the object takes up is in any way influencing the download impact on the server, thats impacting how the object is rendered by the individual viewers, at least I would think that... Anyway, is there a formular of how to calculate the optimal size for the object so that it takes up the least amount of download impact? 18 LI is way too much for what the model is supposed to resemble, but I could easily split it up into multiple objects. (Even though at least the way I see it that would actually increase the stress on the server because there are multiple individual objects, but whatever :P)
  9. All right, so I have discovered a behaviour I can't quite understand when uploading mesh models. First off, I created two models for testing, one is basically a smaller version of the other, made with the same tools and workflow. Here is what I get for trying to upload the small model: Looks about right, 0.649 Download impact for 1501 Vertices, I can live with that. (I've turned down LODs for this example to make sure they don't influence the calculation) Next off, here is the bigger version... Woops, now that can't be right. I've gone up from 1501 Vertices to 7239, so the model increased in complexity by ~4.82 times. The download impact however seems to have increased from 0.649 to 18.579, so by ~28.63 times (!). I don't know the exact formular of how SL calculates this number, however this seems too extreme of a difference to be correct. For another example, the source .dae file of the small model is 219.616 Bytes in size (measured from windows properties panel), the file of the big model is 1.053.387 Bytes, which is an increase of ~4.8 times, roughly matching the increase of vertices between the models. Since downloading a file is literally just pushing the bytes of the model over the network I can not understand this unreasonable increase in Download Impact, but then again this is my first upload where I actually pay attention to these numbers, so maybe I'm just missing something obvious here. I hope someone can help me clear this up, thanks in advance for that! Best regards Jack
  10. Thank you for the explanaitions, this should fix my problem. I will keep an eye on the Alpha layer when baking textures
  11. Hello and first of all thanks for taking the time to read through my problem. I have been trying to get into content creation for SL, starting with smaller tasks and working up. I decided to try to create a nice looking rock/stone, complete with generated textures and bumpmap UV-unwrapped onto the model. I have however come to the problem that after the import into SL, the mesh seems to stack the render layers incorrectly when viewing from certain angles. (Like this) I would try to fix the problem myself, however even after quite some searching on the web I could not figure out what causes this issue, so I'm asking here now. I would greatly apreciate any help regarding this, best regards and thanks in advance, Jack.
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