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Wulfie Reanimator

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Everything posted by Wulfie Reanimator

  1. Wulfie Reanimator

    Modeling

    I assume you mean 3D modeling, in which case you will need to use some kind of third-party modeling software like Blender. You can ask questions here: https://community.secondlife.com/forums/forum/303-mesh/
  2. That said, as a general rule when talking about something like avatar attachments... no single item you can wear should reach 100K triangles, not even mesh bodies. I base this opinion on the fact that other games can do even better with less, even when we afford some margin of leniency due to SL vs other renderers. The earlier examples of 120K dress, 60K shoes, 15K T-shirt are almost certainly excessively detailed in terms of triangles. It is common for SL clothing creators to make the inner surfaces (facing the avatar's skin, impossible to view normally) solid, wasting rendering time for no practical reason. Removing those alone would almost halve the tri-count.
  3. As originally explained, this can be bypassed with gestures. You have gestures that are triggered with the number keys, which send a chat message, which is heard by the script. This is a common technique for combat. Problem with this is you can't know whether they were manually pressed or if a macro (programmable keys or gestures that say the exact sequence) was used. I've no clue how I would get around that myself, besides using left/right/fwd/back sequences and determining the avatar's aim direction via their camera.
  4. You're right, it's not just FPS. There are many kinds of lag, so defining what we're talking about is important or else we're all confused with different contexts. The fact that you aren't able to move isn't something that can be fixed by optimized mesh. You can replace all the mesh with simple cubes (or derender them, as you did) and still be unable to move, because that kind of lag has a totally different cause.
  5. Firstly: What do we mean by "lag?" For my post, I assume it to mean viewer framerate. Complexity calculations are currently pretty demonstrably broken and LL is working(tm) on reforming it. Complexity should be ignored as a metric for mesh. Land Impact is not really indicative of how heavy the mesh itself is. There are more factors at play. What's important is the number of triangles, number of textures, and the size of those textures. The exact numbers are very subjective. A "couple thousand triangles" is not a lot, objectively, but if we were talking about 20K triangles for something like a single ring, that would be excessive and we'd call that laggy, because that amount of detail simply couldn't be seen from a normal distance. Same applies for 1024 resolution textures on any small item, or using 10+ (my subjective example) textures for an object.
  6. I would say it's a question more toward the streaming service you're using. Second Life isn't doing the streaming. Every user visits the URL as individuals and the data goes straight to you, not via LL's servers. However, piracy (which illegally streaming a movie to people is) is against TOS.
  7. You would just add a new cube to the scene and export it, then add it to the "Physics" tab of the importer. (There's an option to "Load from file") I can tell from the wireframe that you probably used a Subdivision modifier, which is fine since it gives that smooth look, but a real-time environment like SL, the model should be optimized to get rid of as much geometry as you can. For demonstration purposes, I made a similar plate from a cube: You can select entire "loops" with Alt-Click. (Hold Shift to select multiple) The easiest place to start reducing geometry is in the flattest surfaces, like the top rim: You can press X for the "Delete" menu, and select "Limited Dissolve" so Blender will try to delete things without breaking holes into the surface. It doesn't have to be perfect quads (squares) either when you're optimizing. If you open the command search (Space for me, not sure what the default is), you can type in "Select Linked Flat Faces" and then "Merge" (Alt-M) whichever way works best. For example, here I would just merge at center: TLDR on how to optimize: Step 1: Select loop. Step 2: Delete.
  8. You might also need a physics model, which could just be a (flat) cube. The physics model created by the importer is not great. What does the Edit view look like? As far as I can tell from the shading, that plate looks to be in the tens of thousands of triangles. Edit: Oh, you can tell from the lower-right corner. 15K triangles is very heavy. You should remove most of the edge loops from the plate as there's too much detail in that plate that won't ever be noticeable.
  9. For those who miss the joke: Dunkey is a comedy/satire channel.
  10. It does the exact same thing as regular C/C++ compilers. You can try this in any online compiler for example. If the value is signed and negative, it pads with 1s. integer i = -777; // Binary: 11111111111111111111110011110111 i = (i >> 1); // Binary: 11111111111111111111111001111011 llOwnerSay((string)i); // Output: -389 #include <stdio.h> int main() { printf("%d\n", -777); // "-777" printf("%d\n", -777 >> 1); // "-389" return 0; } If you have more questions, make a new thread (or PM me) and I'll be happy to answer them.
  11. Firstly: SL definitely allows logical right shifting. integer i = 4; // Binary: 0100 i = (i >> 1); // Binary: 0010 llOwnerSay((string)i); // Output: 2 Secondly: You've entirely missed the point of the exercise. I'm not trying to have a practical solution -- a working script -- with any number of integers or any large lists. I'm very aware of everything you've mentioned and pretty experienced with bit-twiddling. This is a purely technical examination. I was trying to figure out "at which point does the internal server compile error happen?" The more things I try, the more convoluted the error gets. For example if I add a function call into state_entry, the internal error shows up until the predefined list length is satisfied. Otherwise it doesn't show up, except for the syntax error at the limit I originally found.
  12. I looked into this, and found more weird things. If a global list has more than 4998 elements or a local list has more than 4995 elements, you will get a syntax error before the next comma. (Of course, the script crashes long before these limits are reached, due to stack-heap collisions on or before state_entry.) Here's a reference script. If you stay within that limit, but too many for a predefined list, you'll get the internal server error. That said, I have no idea what exactly causes the internal server error. It doesn't happen when I have 4800 integers (75KB) in a single list. I can't say if it's caused by some kind of memory limit or another problem.
  13. As a very non-exhibitionist furry (not that I'm judging or innocent), everything I saw on the search results is pretty standard for any furry-specific places, or ones that also target furries. Sandbox, hangout, club, it's all mostly the same with people hanging with their bits out or otherwise unmodest outfits, other places just have a higher concentration of them. Full-on sex in public is not that common though. I also don't think companies care about furries. Just the graphic content in general. You can find just as many weird "human" places that heavily focus on more realistic taboos and degradation, but including all the kinks furries are into.
  14. Receiving a refund is no reason to remove a bad review. It does not matter what the circumstances are. If your opinion of the product is poor, getting your money back should not change your review as reviews are intended to help others determine what the product is like. The actual rating (1-5 stars) is extremely subjective and shouldn't be looked at too closely. What you have to say about the product is important. If a piece of clothing has no demo (and I was still thinking about buying it blind), seeing a review telling me that it has rigging issues is very valuable information.
  15. A friend of mine just showed me something weird. This code, which is 1040 lines long, compiles fine. But if you add one extra element to the test list, it refuses to compile with the error "Internal server compile error." The working code reports 14628 bytes of used memory before and after touching the object, so there's no stack-heap collision or impossible memory requirements. There are 43278 characters in the code, so it's not hitting the viewer's default limit. I don't know whether this "internal server" is internal to the viewer or internal to the actual server-server (technical term). Pre-post edit: The working test list has 1023 elements (last index is 1022). 1024 elements seem to break it. If you start another list, you can keep going just fine. Appending an element to test list in the touch_start event works just fine, even though the list starts at 1023 elements. I'm posting this because 1) it started as an interesting problem and 2) it turned out to be a seemingly undocumented quirk. It's not listed in the Limits page of the wiki. Real edit: Yeah, there are no hard limits beyond that besides the memory limit itself. It's actually possible to compile a script that will run out of memory immediately on state_entry. The maximum predefined list length may vary based on the data type, obviously this code only used strings.
  16. Fortunately you won't have to see your inventory if you're using local textures. They are in their own tab, no folders, and they are removed every time you log off. Very clean in a way you can't mess up.
  17. The head literally has the Omega system pre-installed. You won't need a relay, all you need is an Omega applier. (I have the head -- it's a great one.)
  18. I'm pretty sure Animats agrees with you... Those were examples of "worse things." The same customer base that allegedly abandons a store for a 5% raise in prices?
  19. The script shown in this thread has a couple bugs in it too. It requests permissions when the script starts. It will not check whether or not the object is attached to an avatar. It does not rely on the run_time_permissions event. It will assume the script will be automatically granted permissions. If the an object with that script in it is rezzed on the ground, it will make a permission request and try to play an animation 1 second later (because of the timer), causing an error that repeats every second until the permissions are accepted.
  20. The people (like moi) who are giving their opinion that it's practically impossible (which does not mean literally impossible) don't decide what actually happens. You're allowed to talk about what you want and I'm allowed to respond to you with whatever opinion I have, but ultimately LL can (not) do whatever they want.
  21. This is just a "lore-dump." It translates to "our system has multiple factions," it does not translate to "some of our players just don't respect rules." Your club has been the target of entitled people and/or just griefers who happen to also play in those systems. You shouldn't slam Progeny/whatever-else just because someone using that system is causing you trouble. You deal with those people as individuals and that's all you need to do. That said: lol vampyrs r still dum in sl
  22. Matty Luminos Resident doesn't sound so bad. (Also yes, some MMOs allow spaces in names. For some reason that's not a common convention.)
  23. It means inside the solid volume. More specifically, the ray will only hit the side of a face where the normal is pointing. A ray will never hit the "back" of a face, which is how it can "penetrate out" of an object. That said, I don't know what's going on with the floor. Have you tried a visualizer or starting the cast higher? Is the trailer available inworld?
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