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Josh Susanto

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Everything posted by Josh Susanto

  1. I'm trained as a music theorist, so I actually do a lot of thinking in base 12 rather than base 10. I only mention prime numbers (my favorite numbers) as being an obvious problem in order to encourage further illucidation here. It also occurs to me that exponents of 3 should be about as equally problematic for basically the same reason; such numbers, as collections, are maximally dissimilar from exponents of 2, as a collection. If its a question of distributing one pixel of color data across a line, the Fermat primes might even work out better than might any exponents of 3 which are in nonsuperparticular relation to the next exponent of 2. Does the algorithm happen to work in such a way that it simply favors numbers whose factors include fewer numbers other than 2?
  2. Yeah. A machine that accumulates money while I sleep. That AND I consistently make more money than I spend in here How many US companies can you say that about lately?
  3. I even used to grab sculpts by putting them on a regtangular prim and cutting out a snapshot of that.
  4. Wasn't SL at some point doing 384 and 768? It seems to me that is was when I was still using Emerald, at least. In any case, I absolutely concur about making one's own adjustments as much as possible. In principle, images with prime numbers of pixels on each side should distort the most... correct?
  5. Viewer2 is like a great way to promote Imprudence.
  6. Listing enhancements will work great when everyone else has stopped buying them. Oddly enough, I CAN wait for that.
  7. Checking again, it seems you're correct. Temp images on Imprudence load as 768 and load out as 768; not so for permanent SL data. This doesn't explain, though, why the imagas loaded to SL as 768 should be any clearer than those loaded as 512. If an image is already 512, there shouldn't be anything to compress... am I right?
  8. the more time i spend adding items to my inventory while i'm awake, the more money they make for me while i sleep i spend as much time on this as i like. not more. sometimes less. but the more time i spend, the more profitable it becomes to spend time, so even my wife has ceased to ridicule me for making imanary rocks and logs
  9. the more new items i add, the more demand there is for the old items if your products are good, more products are more presence dividing products between 2 accounts divides your presence and weakens brand recognition
  10. The verts on the sculpt always have to be somewhere, so if you use PS or something like that to push the color data around on an enlarged version of the sculpt image, you can actually tend to retain the shape while concentraing more verts in the contour regions that need more shape resolution. This works better if you start with a sculpt that is 128, though, as it has more resolution that what will rez, and you can take some advantage of that when you squish the image. For example, if you want more resolution on the upper half of a sphere that is resolved to 128, you can stretch the upper half of the sculpt map and either shrink the lower part or just leave it as-is. Because the color data corresponding to the upper half of the sphere takes up more of the map, it will also take up more verts (resolution domains). You still get a sphere, but the resolution equator has moved north. Another effect of this, though, is that the surface image also bunches northward. You can compensate for that by applying the reverse stretch formula to the surface image if you like. Stretchiness is not a totally soluble problem, though. It's a major reason why I sculpt textures instead of texturing sculpts, and a major reason why I make textures specifically to be sculpted out. With something like velvet, specifically, I can very strongly suggest first getting the surface image correct for the total object (at 1024 as the case may be) and sculpting the object out from there by using the RGB data. If you need help figuring out how to do that, ask me. I have no secrets, and I'm pretty good at this, I think.
  11. If it's a no-permissions sculpt, you can often get a pretty good copy by stretching the texture window really wide, taking a screen shot, and then cutting it out. Not that I would ever stoop to such a thing, naturally.
  12. >Just to be clear, so nobody gets confused, 768 and 384 are not directly usable texture sizes. I tested that. Files saved at 768x768 actually look clearer than files reduced to 512x512. Also, they load back out at 768 with more of the original data left to manipulate. People have also told me it's stupid to load sculpt maps as 128, but I tell them they can always shrink it to 32 and then enlarge back to 64 if that's something they think is really necessary to optimize. Otherwise, I can always load my 128's back out and cut them into several smaller sculpts, etc. It's a lot easier to subtract excess data than to replace lost data.
  13. >As you can see people want LL to fix search Almost. I want them to fix it or not fix it. It's the in-between thing that's creating the main problem.
  14. Lunapic isn't even a file. It's a website, so you can basically use it anywhere without loading anything to the computer.
  15. My best suggestion would just be to at some point stop screwing around with how the system functions. If there is an efficient way for merchants to use it, they will figure it out. But, if, by that time, you've changed something yet again, there's basically no way they can keep up with you. Barring my little pipe dream of possible system stabiliization, though... 1) Changes that happen for a reason need to be explained, and the reason for making them needs to be explained. 2) This needs to be done in advance; a plan must be stated and the plan must be followed. Leading with a bunch of apparent bait-and-switch examples just encourages merchants to behave in the same way. Is that what LL really wants?
  16. My most important thought on this is that full permissions items sort of have a life of their own, whereas other items sort of don't. Where do you want your items to be in 100 years? Do you prefer to imagine they will somehow survive without being transferred and/or copied? Do you prefer to imagine they will inevitably continue to compete without being allowed to improve in some way? Do you even care?
  17. my most important observation is that it's usually worth the effort of cropping natural textures to dimensions that SL actually uses for textures. if a stone surface image (for example) is 800 on one side, i'll tend to cut it down to 768, since SL is just going to squish the pixels into each other anyway usually there's some corner of the picture that doesn't contribute much value to the total image, so cropping the edges that converge to that down to 1024,768,512,384,etc is often an intrinsic improvement on top of the mitigation of data drift
  18. I'm using Lunapic online for free to create seamless textures. Ask me how if you care.
  19. Well they had to fix it, Pamela. It was one of the few things that were not broke.
  20. I just relisted an ancient stone wall relief thay had been delisted because I described the stone guy sitting between 2 stone women as a "pimp". I guess I asked for that. But I also got another ancient stone relief delisted apparently for the word "escorted". "Escorted"? Seriously?
  21. water under the bridge. there are enough persistent and recurrent problems that i'm not very interested in fixing something that might have happened back then
  22. >Why on earth would they do a STUPID thing like that??? The longer it takes people to cash out, the more money LL doesn't have to give up abruptly, preventing a "run on the bank", and making capital more reliably available for LL to use for their own purposes. I used to do business with a bank that would "hold" checks for 1 business day, although the bank on which the check was written would show the check as processed. So if the money wasn't in the account of the person drawing the check, and not in the account of the person cashing the check, where was it? It was in an account owned by the bank itself, being used as if it were the bank's own money.(They're still in business; and they're one of the major banks; look into it more if you're sure you want to know). This isn't exactly like that, but the idea is not essentially different. The Linden money you cash out is money that is no longer in your SL account, so if it is not in your paypal account... where is it? To be fair to LL, the situation is somewhat different because Linden money is ultimately their own intellectual property licensed to us in the first place.It's like a chip at a casino, almost. No one is forcing you to play, but if you break the house rules, you don't get to cash out, regardless of what happens to the chips. If you hate it that much, I suppose that you can always create your own grid with its own currency. Heads up, Linden; this is not as unlikely as you might think.
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