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Furholio

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Posts posted by Furholio

  1. Great threat, its about time SL offers something new here. Sim-surrounds are nice but can't grow larger then 2048m (lack of usable megaprims) and since viewdistance is capped at 1024m  they hardly make sense anyway. I created a jira request many years ago for SL to add a "skybox"-feature to textures that would for example enable you to build a spacestation, put a starfield texture right on the windows and it would appear infinite far away (when you look at it while moving). Doom from '92 can do it, so 30 years later SL should be able to do it. 

    • Like 1
  2. On 2/26/2022 at 1:03 AM, Ardy Lay said:

    Make it a reliable handshake protocol.   If I don't show up intact at the destination tell the origin to retransmit the missing parts.

    Or how about a "limbo-mode" where no connection to a sim is required at all, but you still have access to your IM sessions :), receive group messages, ... ok ok i better stop, lol

  3. Hey guys, sorry, I know I'll get lots of flak but this post/vent/rant was overdue.


    Whats the current state of SL, and what are the future plans for this platform?


    I joined SL in 2009 and had lots of fun but the last recent years I saw nothing but decline (at least in my peer groups).
    Sims/Sandboxes day and night full of people driven by curiosity, creativity and inventiveness, always up for a chat and instant partys are fading memories. 
    Big meeting points disappeared along with their regular visitors and all that remains appear to be afk'lers (or bots?) and disillusioned old farts like me, roaming around trying to rediscover the joy that is lost (heck  ... even watching a griefers attack would be a joy now since it would show at least SOME sort of life around ... sounds crazy I know)


    Many good bloggers called it a day along with valuable contributors like Tyche Shepard who said good bye as well.
    Bugs that should have been fixed long ago still persist (group chat? really? in the day and age of everyone's instant 4k streamability, SL still cannot handle few lines of text? ), no further technical developments were announced for a while. I know LL may need to regroup after the recent losses and structural changes, but anyway. Its far too quiet over there. I find it increasingly difficult to justify paying for my sim in a VW that hardly offers anything anymore and shows no signs of change.

    So what happened?

    or is it just the usual attention span of maybe 2-3 years of the average SL resident that makes people disappear

    or did marketplace & mesh kill the shopping-tours and modding events?

    Please share your thoughts

    • Haha 1
  4. I'm all for LL trying to rebuilt the whole client from scratch since I have the impression they totally lost overview and thats the reason for the recurring bugs and the hesitation to add new features. There is that fear that changing a detail 'here' could break something 'there'. I can't think of another reason for missing basic features like skybox textures. Imagine putting a skyfield texture on the window of your spacestation, tick the 'make skybox' checkbox and the starfield will look infinitely far away. Its a feature thats been around since Doom from '93 and I bet its dirt cheap concerning rendering costs and would aid alot to immersion. But where is it? 

    • Like 2
  5. 41 minutes ago, RowanMinx said:

    If it's a sim surround, you should be able to see it perfectly fine at 1024 draw distance.  I've used them and since you can only extent YOUR item out to a certain distance, there is not reason to have to see any further.  What happens is, poorly made items don't rez well at a distance.  It wouldn't matter how far you could see if the item is low quality.

    depends on the sim-surround. Maybe most are based on a 1024m megaprim and there the 1024m dd is enough. The one I made is ~ twice that size ... 

  6. 18 hours ago, Wulfie Reanimator said:

    What I meant by "exact units" was basically "integer offsets" but on second thought I'm not too sure on the exact details (like the fact that objects are scaled to unit-size volume, etc), so I would disregard that thought.

    Anyway, yes, the SL world is metric. Can you show an example of the actual model you're trying to make work, and where (what height) the gaps appear?

     

    This is not the connection made by Profait. It's true that trying to align 3.124m with 3.876m is going to be basically impossible (by hand), but that has nothing to do with the minimum object size of 0.1m. You can certainly have verts closer together than that.

     

    I made this real quick:

     

    The two planes are separate meshes, with one edge positioned exactly on top of each other. In SL it looks totally fine at 4000 altitude. (The seam is on the left side in the below picture, the camera is extremely close to where the gap would appear. No gap is visible regardless of camera angle.

     

    Hello Wolfie,

    thanks for the effort. I meanwhile remodeled to avoid the problem. But before I had it the same as you did. I reduced everything to 2 simple faces which were the 2 objects. I even looked into the .dae file to check the positions, and the regarding vertices had exactly the same positions down to the very last digit. But still I was able to see the gap in SL. I tried at different locations on the sim but it didn't make any difference. I tried more stuff like applying all object transforms in Blender and not using the scaling option in the uploader (which I did before) but nothing helped.

  7. 1 hour ago, Profaitchikenz Haiku said:

    Bear in mind also that the minimum dimension of an object on any axis is 0.01m, so if you have two pieces supposedly abutting but one is 3.124m width and the other 3.876m width you will not get them to align, no matter what altitude you position the build at.

    Hello Haiku,

    I don't really understand. I don't see a relation between the min. size of an object and the precision of vertex positions ...

     

  8. 7 hours ago, Wulfie Reanimator said:

    The further you are from <0,0,0> (ground-level corner of the sim) and if your object's vertices aren't at exact units, the more likely you are to see gaps. This is caused by rounding errors in the rendering process and has always been the case, long before mesh existed.

    Thanks for that hint. I wonder how to get the verts to exact units. I assume whats important is the bounding-box center as reference, and from there I need to snap the verts into exacts units? Can I assume metric unit for SL? 

    I'll just play around some ... 

  9. Hello,

    assume the following simple scenario: (in Blender) we create a simple plane, cut it in 2 pieces and make each part an separate object. These 2 pieces have no gap in Blender since they are perfectly aligned. When we now select these 2 objects, export them and upload into SL, then I can see a small gap when I'm close with the camera. 

    Is this normal? I thought I tried this some time ago and it worked perfectly in SL (no gaps). 

    (I'm running into this since I wanted to to cut a larger object into smaller ones for LI optimization ...)

    What is your experience with this?

     

    Many thanks in advance.

  10. 4 hours ago, Gabriele Graves said:

    I get this after most TPs and have done for the longest time but this is how I quickly fix it too.

    yes, wireframe-toggle seems to work fine. So I'm not the only one out there suffering a lot from this. I really wish LL would take a deeper look at it. Is there a way to push the regarding jira tickets or anything else we could try?

     

  11. 49 minutes ago, Kade Huntsman said:

    It's not really anything near a showstopper - just mouse scroll zoom out and then reset view.

    that doesn't work for me. I just tested again. What makes objects appear is: richtclick, toggleing drawdistance to 0 and back (firestorm chat command) and changing any Graphics settings. 

    I did some more testing: when porting to my place, 3 out of 4 times I have major props missing ... for me its very very annoying.

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