Jay Taggart
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Meshes, Textures and Sculpts wont load
Jay Taggart replied to Jay Taggart's topic in Second Life Viewer
Yep, it was my internet filter which had www.lindenlab.com blocked. So evidently that is the domain from which all the content is fetched from. Thanks for everyone's help. -
My internet filter is blocking the URL/Domain/Http that SL uses to stream meshes, textures, and sculpts from. I hope someone can tell me what the URL/Domain/Http is so that I can unblock it. i.e. "http://www.slstream.com/" If the servers are kept a secret for security reasons then I will have to stop making content for SL because my internet filter is staying installed. I asked in the Viewer subforum but havent yet had a response so I'm trying here. Thank you for your time. :) EDIT: Thanks Rolig but it isnt my firewalls or antivirus. It is my internet filter. For example when I first installed my filter I couldnt even run the SL viewer because my filter was set to block www.secondlife.com altogether. I unblocked that and it allowed me to run the exe. But when the switch was made to load meshes via http, my filter is blocking meshes and textures from rezzing. Wherever that content comes from is blocked by the internet filter. If I had the "http" server I could simply unblock it. Here is the link to my topic in the Second Life Viewer subforum: http://community.secondlife.com/t5/Second-Life-Viewer/Meshes-Textures-and-Sculpts-wont-load/td-p/2780704 EDIT 2: WOOH! Thanks guys, it looks like it was www.lindenlab.com that was blocked. I unblocked it and everything works as normal! Thank you very much! :)
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Meshes, Textures and Sculpts wont load
Jay Taggart replied to Jay Taggart's topic in Second Life Viewer
Oz Linden wrote: That points to your filter as being the problem. Character and mesh data can only be fetched with http. You didn't say what sort of filter it is, but whatever it is is way too aggresive. That's the way I like it! Like I said I can unblock watever URLs I need to if I just knew what the http address was for this content. I only need the domain. Hopefully it isnt top secret -
Meshes, Textures and Sculpts wont load
Jay Taggart replied to Jay Taggart's topic in Second Life Viewer
Thanks, updated -
Meshes, Textures and Sculpts wont load
Jay Taggart replied to Jay Taggart's topic in Second Life Viewer
I disabled "http textures" and "http inventory" and sculpts and textures rezzed for me. My character and meshes dont show yet. Interesting. EDIT: Tried Firestorm, same thing. -
Hi guys, I recently reformatted my computer and reinstalled SL. When I log in, everything is grey and no meshes, sculpts or textures load in. Neither does my character. I've tried reinstalling as well as clearing my cache. I fear this may be due to my internet filter. Correct me if I am wrong but all the objects are now streamed in from a website, no? If that is the case I think my filter is blocking that website, thus blocking these items from rezzing. I could unblock the website if I had the url, but dont know where I would find that. Perhaps it isnt my internet filter though. Any ideas? CPU: Intel(R) Core(TM) i7 CPU 920 @ 2.67GHz (2673.28 MHz) Memory: 6135 MB OS Version: Microsoft Windows 8.1 64-bit (Build 9600) Graphics Card Vendor: NVIDIA Corporation Graphics Card: GeForce GTX 570/PCIe/SSE2 Windows Graphics Driver Version: 9.18.0013.3788 OpenGL Version: 4.4.0 libcurl Version: libcurl/7.24.0 OpenSSL/0.9.8q zlib/1.2.5 J2C Decoder Version: KDU v7.0 Audio Driver Version: FMOD Ex 4.44.31 Qt Webkit Version: 4.7.1 (version number hard-coded) Voice Server Version: Not Connected Built with MSVC version 1600 Wired connection (I have used this computer with SL for 5 years now, using multiple different viewers--it is not a hardware issue) Thanks
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Second Life 2.0 - suggestions - what you wish?
Jay Taggart replied to MaxTux Wonder's topic in General Discussion Forum
1. GUI-based simple script functions. Swinging door, sliding door, touch for sound, object rotation, etc etc. All built into the build menu with simple check boxes and number inputs. So that for basic scripting you never have to touch a line of code. More advanced stuff would obviously require actual scripting. But the basics would be there for us noobs. 2. Better sound and sound options. Again, GUI based sound scripting with controls for reverb, delay, range, volume, looping, etc. 3. Larger parcels with lower tier and higher land impact. If the game is written properly using new and modern techniques and technology these things *should* be possible. 4. A second UV map channel for either layering decals or baking lightmaps. 5. Better terraforming and terrain painting tools. 6. Features included to somehow make SL more of an actual game. How that can be done, I dont know lol. 7. Oculus Rift support from the get-go. 8. A dedicated viewer supplied camera object for making videos. Capabilities for dolly shots, crane shots, what have you. 9. If voxels must be included to build with, please do not make them the only building option. They will always look bad. An expanded and optimized primitive(as in prims) building system will work fine for most things, and mesh is confirmed already. 10. Simplify the permission system so that merchants dont have the headache caused by the whole current process. 11. Viewer-level support for proper vehicles and vehicle physics. I'm talking built in functionality. 12. Better sim crossing(somehow). I could probably go on and on but I'll spare you. -
Something I'd love to see: Object List
Jay Taggart replied to Jay Taggart's topic in Building and Texturing Forum
Hah, would you look at that lol. You learn something new every few hours as they say. Thanks! -
Something I'd love to see: Object List
Jay Taggart replied to Jay Taggart's topic in Building and Texturing Forum
Interesting, I didnt know there was something like that out there. I tend to stick to the official viewer. Maybe the Lab will implement it someday. -
Second Life needs to add something to the build menu or somewhere that gives you a list of all the objects on your sim/parcel. Then from that list you can select whichever objects you like(in a build you are making for example) and you can move them, link them, delete them, take them, whatever. It would tell you who is the owner of each item, and have an option to filter the list so it only shows your objects. You could also have a check box beside the objects that defines which one will be the root prim in your linkset. This would also be a handy way to unlink elements from an existing linkset. Say you are working on linking a huge build made of multiple objects. As it is right now, you pretty much have to cam around and shift-click each and every object. It is very easy to accidentally de-select the whole selection, accidentally move the build, accidentally forget to select certain objects, or worse. I find it to be one of the worst parts of building in the game. With this new system, linking a build would be as simple as opening the list and shift-clicking the objects you want to link(no big deal if you mis-click), checking the Root Prim box, and pressing the Link button. I'm sure there would be other benefits that I havent thought of. Thoughts?
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I got it sorted out. This machine has an internet filter and the service was doing some updates to their infrastucture today. Its all good.
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Yeah it looks the same as your pic for SL with "Full" and "On." Thanks again.
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Thanks for the help. The last Windows updates are from mid-March. Nothing from last night or the last few days. Hmmm. I cant figure this out. Maybe I should try the beta viewer.
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So far I have tried these steps: -Changed my login location -Cleared my cache -Reinstalled the latest official viewer -Uninstalled SL and Reinstalled the latest viewer -Restarted my pc -Rebooted my router(twice) -Checked my firewall. SL and SLVoice both enabled -Capslock is not on(saw this in the support knowledgebase) -Tried to submit a ticket but there was no appropriate category pertaining to my issue -Tried a different viewer (CTRL-ALT Studio Viewer) Still not working.
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Today I cant log in to second life using the official viewer. When I first load it before logging in, none of the usual links show up on the main screen(destinations to visit etc). When I click to log in it quickly tells me my system clock may be wrong or to check my firewalls. My system clock is set to the right time and timezone and my router timezone is the same. I dont know why my firewall might have blocked it, nor do I really know how to check. I use mcafee btw. I would say it is due to the latest viewer release but I was able to log on last night after it updated.
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All the bells and whistles are turned on. The thing is, the whole skybox is fullbright so lighting doesnt affect it. This is my demo skybox for customers to see and if they see it the same as I do, they wont get the right impression of how it looks. My in-world store is also affected by this. EDIT: If I turn off atmospheric shaders, the fog goes away but of course I lose shadows.
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3rd pic: Sunrise setting.
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It isnt clouds. I know the difference. I have tried to disable the clouds. The FOG isnt affected. The clouds go away, but the FOG doesnt. I have a skybox and it looks like if is filled with smoke. The only thing I can do is make a new sky setting and turn the density mulitplier down, but this leaves the sky looking like garbage. So there are only 2 people with this problem then? 2 pics attached. 1st one, midday settings. It didnt look like that before the last viewer update. Foggy. See? 2nd pic, midnight settings. This looks more like it should.
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Since the last official update, my land has rediculous amounts of "fog" after a certain height. I checked with a Chung and the region settings were all at default. The only half-bearable thing is to swithc my lighting to midnight. Is this a bug, or new feature due to the materials project? People logging in with different viewers dont see the fog, only the official viewer.
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Materials Support and Tips
Jay Taggart replied to Creator Linden's topic in Building and Texturing Forum
I'm having a random problem. I have been updating some older builds with normals and specular. Sometimes the UV vertical offsets reset themselves as soon as I close the build menu. Very frustrating. Is this a known bug? -
Thanks guys, I'll give it a shot and see what I can do.
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Hi guys, absolute scripting noob here. Can anyone point me in the right direction on how to script this?: Basically I want a button that when clicked will change the texture repeats/offset of another prim object. Basically 2 settings. 1, the default repeats/offsets and 2, a custom texture setting(not a new texture). I only want the button to affect the scaling of the texture, not the texture itself. I dont know how clear that was. If anyone wants to make a bit of money to script this, feel free to message me. I would imagine it will be an easier script to do. Thanks. :)
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Normal & Specular Maps
Jay Taggart replied to Nalates Urriah's topic in Building and Texturing Forum
In 3dsmax, I can crank up the "bumpiness" of my normal maps, to make them pop out more or less. I think something similar would be nice in SL, so we can tweak the 3d effect on the fly. The same feature would be useful for the specular map. This way you dont have to tweak the map in an external program, upload, check, repeat. I'm super stoked about all this btw, I even went ahead and started making normal and spec maps for many of my textures (yes they will need tweaking and alpha channel stuff done, but I'm too excited not to!) -
If we are talking Nvidia 3D Vision, no, it will not work. 3Dvision only supports directx and unfortunately Second Life is OpenGL
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There is a setting in the render to texture dialog that is called Edge Padding which will eliminate the seams. I imagine you are doing what I was for the longest time, which is to save the render result as your baked image, which does not have the edge padding. There is a section in 'render to texture' below where you select the type of map (complete map, specular map, etc) where you can save the rendered output as a tga. This tga will have the edge padding on it. I was tickled pink when I found that hehe. Setting the edge padding at 2 will do the trick(2 is the default) No more seams!