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Juliana Lethdetter

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About Juliana Lethdetter

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  1. I was able to contact Alberto Forero (the former Alberto Linden) through his account on Flickr, and he verified that he is the author of that map in particular, and all the maps in that similar style that were distributed by the Lab during that period. Cool tidbit about Eric's role versus Ryan's in the creation of the telehubs. I wonder about the version that Daniel encountered at SL10B, though-- in his picture, the map is clearly visible on the OUTSIDE of the hub, not hidden inside. So that one was different in some fashion, or whomever placed it found the map inside and moved it out...
  2. There doesn't seem to be a way to edit my previous post, so just wanted to add: Marianne McCann (on SLU forum) wrote: Just because a prim was made by someone does not mean that the textures on the prim were created by the same person. Else I'm sure many can send you some TOS Violating LOLcubes "made" by Philip Linden... She's right, of course. Given the context of what we're describing, the distribution of a map that everyone seems to be able to agree was official, I'm sure she means the griefer angle as anecdotal. But Alberto Forero/ Alberto Linden was cited in that discussion as one likely author of the documents. There's no foolproof way of determining (for example) whether he or someone else might have done the texture, or whether it was Ryan Linden himself who placed it on Ryan Linden's prim! edit: Whoops! Cross post. Got it! Thank you!
  3. ChinRey wrote: Juliana Lethdetter wrote: Anyone remember first-hand where these came from or specifically who made them? The one you could find at Yadni's was on a prim created by Ryan Linden so it's definitely an authentic, official LL map. It's likely Ryan made the texture too but hard to say for sure. Interesting! I've never seen or heard of any copies created by Ryan Linden; the specific one I cited was made by me from the Oz Spade textures, and the other ones in the collection that come from the Junkyard were created by YadNi Monde himself. That's a pretty good confirmation of provenance as far as I'm concerned. Bino Arbuckle is a friend; I've spoken to him a few times over the past 3 years, and he's graciously shared such information and maps with me as he possessed at the time. He's also a member of that self-same SL Historical Society. I can't vouch for his whereabouts or the presence or absence of his website, though. And you're right: I should go look at his map museum in Boardman. I'm interested in getting some clarification re: your remarks about "a forgotten rim inside one of the Telehubs." I've got a parallel thread about this running over at SLUniverse, where Essence Lumin cites Daniel Voyager as having photographed this specific map at a copy of the Clanis Telehub in SL10B, citing a Nov/Dec 2003 date. (I've also engaged in a discussion about why I think that date he cites is likely wrong-- but either way, it seems like what you're saying could be related.) @Magnus Brody: It's my pleasure! You're very welcome.
  4. Thought I'd crowd-source this one out to our Residents of a Certain Age: Below is an example of a VERY early map of Second Life, dating from June 2003 (though not the earliest):  There are a handful of others like it, all dating to around the same period. Because they are some of the first maps ever made of SL geography at the regional level, and because they bear the Lab logo and font, I have always assumed that they were made by the Lab, and authored by a Linden. But it has been called to my attention recently that this IS an assumption; I don't actually know for sure. I acquired the map in the picture as an in-world object from YadNe Monde's Junkyard in Sansara. I also have copies of these maps as textures, uploaded by Oz Spade, who is the founder of the Second Life Historical Society group and the Second Life Historical Museum in Phobos region; given that provenance, it seems likelier that he uploaded them to preserve them for posterity than that he was their author. Anyone remember first-hand where these came from or specifically who made them?
  5. I do have SSR turned on, Coby-- I activated it intentionally at some point in the past, because I liked the effect it gave during photo shoots, then never turned it off again because there didn't seem to be a need to. Now that I know it's what creates the issue, I'll be turning it off for sure. I might have discovered all this sooner, except that outside of those photo shoots, I normally wander around with ALM on, Shadows off and CalWL windlight, conditions under which I don't see many Material reflections. (In fact, I started experimenting with specular maps in the first place because I have a favorite leather steampunk jacket that becomes bizarrely and unfortunately reflective under normal Windlights due to the bug, and was trying to figure out how to fix it! :matte-motes-bashful-cute-2:) Thank you again, everyone, for your assistance and quick replies!
  6. Drongle: I thought that some degree of specular reflections on the sides of the cube and the bottom of the sphere were to be expected when things were working correctly, provided that the environmental light was coming from any direction except straight down. I don't know where it's coming from, if that's not the case; I'm sure there were no light sources in the environment except the sun. I also didn't notice that the alignment of the "correct" and bright highlights were significantly misaligned-- but then, it's hard for me to determine what's normal or expected, as I've never tried working with this aspect of Materials before. As I described for Arton above, my viewer is Firestorm, and the bright highlight and its associated issues seem to be a previously reported bug. The normal map for all surfaces of the objects in question was the "Blank" normal map, created when you click in the texture window, and then push the Blank button in the following sub-menu.
  7. You're absolutely correct, Arton. I'm not using the official viewer; I'm using Firestorm x64, and it never occured to me that it could be a Firestorm-specific bug. I checked their Jira, and it's been reported by other users, in association with a feature called Screen Space Reflections. It's unresolvable, and will be "fixed" by the elimination of that feature in a future release. http://jira.phoenixviewer.com/browse/FIRE-13180 Thank you for the help!
  8. I'm trying to understand the nuances of specular maps, and was curious: are there occasions where unavoidably, the SL sun overrides the level of reflectivity dictated by the maps? Take a look the objects shown below. All of them have a flat black diffuse texture, a blank normal map, and a checkerboard specular map consisting of alternating black and white squares. All have Glossiness set to 51, and Environment to 0. The lighting is region default SL lighting, approximating Midday, with Advanced Lighting Model and all shadows on. There are no local light sources. The reflections seem to work as intended as long as one is viewing the surfaces at oblique angles-- but that bright highlight reflection from the sun visible on the sphere is smack in the middle of a "black" zone where the specular map specifies zero reflectivity. It starts to happen on the cylinder and cube, too, as you change the camera angle: As camera angle shifts, the reflection from the SL sun begins to overtake the map-designated reflectivity, and then replaces it. I would understand why this was the case if the Environment setting on the objects was set to any positive value-- but as I mentioned above, it's firmly at Zero. Lowering the Glossiness just makes the objects look awful, without solving the problem: Changing the reflected light to grey dims out the specular map reflections, but doesn't affect the sun highlight: Is there some aspect of Materials or setting I'm unaware of that's causing this effect? Is there a way to eliminate the issue, short of using two different textures and turning reflectivity off altogether on one of them? I can't figure it out...
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