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Imnotgoing Sideways

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Everything posted by Imnotgoing Sideways

  1. Calls SL a "game" + is disappointed in SL = typical. It's just like people who complain about crazy lag and textures never loading being on DSL/Wireless. Sure, correlation is not causation, but 99.9999% of the time I've assisted someone over lag and loading issues, they were on DSL and/or wireless. Not to say there aren't dozens of other people with no DSL issues. I've used DSL and even hotel wireless to get on SL trouble free. () It also appears you still have no understanding of why or how rigging is used. You're putting too much energy in being offended over 'gamers' being some sort of slur instead of referring to people who call SL a "game". (By the way, you never told me what level you're on.) () As for my store, you should see it. It's quite janky and still made up of the prim cookie jar I made in 2008. Though, I am selling 1 rigged mesh item lately. Mind you, one made compatible with the Kemono avatar, given its anime theme. It would be interesting to see how I'd actually have anything to gain by pointing out that rigging is how knees and elbows work. Even then, we're still miles away from the actual definition of "conflict of interest". ()y Now, time to go use my toaster in a way the store has told me not to... Hm, bathtub? Small woodland creatures? (>.>)
  2. Rigging is what allows items to bend with the body. Legs and arms must be rigged so that shoulders, elbows, hips, and knees actually behave like shoulders, elbows, hips, and knees. For un-rigged attachments to do the same, every body part would have to be a separate piece and have some form of "doll joint" at each pivot. I don't want doll joints unless I'm actually making my avatar into a doll. () For more stationary items such as bracelets and glasses. Sure, don't rig. There's nothing to bend on those anyway. Otherwise, rigging is a necessity for many visual effects. () Also, I'm confused. What game are you playing? What level are you on and have you had any good bossfights lately? Over nearly 10 years, I've noticed that people to tend to refer to SL as a "game" also tend to be the most disappointed in it. (=_=) Gamers also tend to be the least aware that content creation isn't a one-way street. Builders in SL aren't just like you and me, they ARE you and me. There is no secret Cabal of staffed content creators. Just randos with talent and the will to exploit their talents. Some even expect to be reimbursed for it. Making stuff is work and work has value. You paid for what the maker sold, permissions and all. Want something different? Make it yourself or pay someone else. ()y
  3. If anything, it should be anyone on the Sansar Hype Train who should be offended. Much like many other MMOs, it sounds like he's targeting an effective "dumbing down" of the experience to attract a more casual market. () Second Life does genuinely have a steep learning curve that the Lab has long since failed to address. They've tried a mentorship program, introductory locations, supporting volunteer communities (to a limit), and pretty much fell flat on their faces every step of the way. Therefore placing the userbase of SL deeply in the realm of brainy-oddballs-who-can-actually-sort-this-mess-out-for-themselves. () What it does really say is that Sansar is going to put limits on SL's historicaly unfettered creativity. Which just makes this geek leaning toward sticking with SL. ()
  4. SL is very intolerant of network faults. If you're on wireless and/or DSL, there are likely issues with dropped and latent data throwing your connection with the server off. (._.) While inworld, press Ctrl+Shift+1 to bring up the statistics window. Check out the stats for Packet Loss and Ping Sim. An optimal connection should have 0% packet loss and roughly 50ms or less ping times. If packet loss exceeds 10% or Ping Sim goes beyond 200ms, you're bound to have issues. (>_<) One method for softening the blow is to dial down your maximum bandwidth. In Preferences >> Setup, there is a slider for it. I reccomend 1400kbps for DSL, 2000kbps for cable over wireless, and 4000+ for cable over Ethernet. ()y I strongly reccomend against DSL over wireless. It's not impossible, but when supporting the worst connectivity issues, it's practically always that configuration. (>_<)
  5. Black Dragon is from a person modding his SL for better graphics. He just shares it with everyone else and does a fine job at it. ()y
  6. By all means, no. The client is open source and visual modifications are somewhat common in the Third Party Viewer community. Particularly the Black Dragon viewer. () That said, is what you're referring to an actual ENB from Boris V. or graphical enhancements which resemble his work? () As for "ENB" being an acronym for anything... Even Boris himself hasn't made any statements to clear up the topic. So, ENB is ENB without any given words attatched to the letters. ()y More information here: http://enbdev.com/
  7. In saying "animals with their junk" is that RL animal photos or drawings? Is the "junk" in question Casper's & Arby's content? I ask because it seems the Lab has not-so-recently drawn a hard line on four-legged-finagling. (._.) Mattress moralism strikes again and virtuality is being treated like reality in twised ways. Pretty much jot this down as a lesson in thought policing 101. (>_<)
  8. Just to quell some early morning boredom, I whipped up a script which will do the maths accordingly. Just set the description to the values separated by commas. So, 4x6 at 50% of the screen will have a description of "4,6,0.5". ()y default{ state_entry() { string descContent = llList2String(llGetObjectDetails(llGetKey(),[OBJECT_DESC]),0); list eachItem = llParseString2List(descContent,[","],[]); integer itemQuan = llGetListLength(eachItem); if(itemQuan < 2) { llOwnerSay("Description Err"); return; } float hudVertical = 0.5; //Default Height float imgVertical = llList2Float(eachItem,0); float imgHorizontal = llList2Float(eachItem,1); if(itemQuan >= 3) hudVertical = llList2Float(eachItem,2); float hudHorizontal = hudVertical * (imgVertical / imgHorizontal); vector primSize = <0.01,hudHorizontal,hudVertical>; llSetLinkPrimitiveParamsFast(LINK_THIS,[ PRIM_ROTATION,ZERO_ROTATION, PRIM_SIZE,primSize ]); } on_rez(integer StartParameter) { llResetScript(); }} ***Not saying this is a good or right way. Just bored and had some time to fill. =^-^=
  9. Uploads will always be powers of 2 and most clients will set the aspect ratio accordingly. So 512x512 will default to 1:1 and 256x512 will default to 1:2. Your mileage may vary depending on the viewer they're using. If you want to achieve any aspect ratio by 'force' you'll need to apply the texture to the face of a prim. A HUD attached cube can work well. () When scaling a HUD, the size in meters becomes a percentage of the vertical in-world window. So, say you're after a 4x6 portrait to fill half the screen. Set vertical to 0.5 and horizontal to 0.33 (Vertical and horizontal can be any combination of X, Y, or Z depending on rotation). ()y
  10. ATI/AMD has had a long history of what I'll call "Microsofting" OpenGL implementations. That is, getting most of the open standard right and applying their own ideas which often break from said standard. Older issues such as the black-star-sky were a matter of LL following OpenGL as a set standard and ATI's drivers dictating skewed functionality. Mind you, that's becoming less of a problem lately. But, more thanks to the Lab and others scrutinizing configurations and following the skew accordingly. So, while all GPUs have their issues, AMD remains guilty of intentionally breaking content. (>_<)
  11. Land is allocated using a grid of 4M squares on a 2D plane, 16M2 at a time. As such, a land allotment of 512 will require 32 4x4 squares. The 2D layout of these squares can be anything from a 4x8 rectangle to a 1x32 strip or anything in between. () You can view this arrangement both by opening World >> About Land, World >> Show >> Property Lines, and World >> Show >> Land Owners. All will provide a measurable representation of the land you have alloted to you. ()y
  12. I primarily stick with the default LL viewer and only resort to TPVs of the current update introduces any crashyness. Firestorm is popular because it's bloated with feature upon feature. But, given I rarely if not never use any of those additions, they're nothing more than extra fluff to me. (>_<) So, unless you genuinely NEED the lists upon lists of 'features' like tools to stalk people who have unfriended you or flashy particle selection beams, consider something lighter like the default LL or Alchemy client. () List of other alternative viewers here >> http://wiki.secondlife.com/wiki/Third_Party_Viewer_Directory
  13. *Update: I just uploaded a 'jaw move' anim and found that the default avatar face doesn't follow. Rigged and attached items will move, but, the bone and the avatar's actual jaw aren't connected. (>_<) So, a rigged chin can move, the default avatar chin can move, but ne'er the two shall meet. (._.)
  14. Yes and no. (._.) From what I'm seeing so far, if the chin is moved by an uploaded animation, the jaw bone follows. But, if it's being moved by an in-client deformer (Open Mouth emote asset or voice chat) it appears not to. (._.)
  15. Given how pervasive lag can be and that physical movement is a server-side function we have little control over, someone offended by a bump or two is simply a fool. () Though, if I get 3 or more bumps from the same avatar, I start questioning the situation. =^-^=
  16. Inworld media is presented using the Chromium engine, but it's not likely to be considered an 'offical' Chrome browser. If anything, Netflix is protecting itself from edge-cases which could be percieved as theft. Not saying anything has been stolen, but much like most janky 'Digital Rights' solutions, this could be what's preventing you from watching it. Note that SL isn't relying on any other installations of browsers. The Chromium code is built-in. So, updating other apps shouldn't affect SL's browser performance. As for others being able to access media controls, there are some properties in the texture tab when selecting the face used as the browser. You'll find options for browser bar visibility, access and such. ()y
  17. Theresa Tennyson wrote: Interesting. What particular errors would demonstrate this link? Would a vampire, say, use an incorrect preposition with a transitive verb? Is it bad that I see what you did there? ()
  18. I'd sooner expect a link to Mad Cow Disease. Given vampirism's proximity to cannibalism. () For illiteracy, I'd seek out "voice-only" profiles and TXTish chatters. =^-^=
  19. ChinRey wrote: Contrary to what Immy said early in this thread, LoD models aren't that common in 3D design and when they are used, LoD factor is set individually for each object. Contrary to what? I'd risk to say it's non-existent in 3D design. The closest thing we get to LOD in Blender is multires modifiers and it's all but missing from Solidworks and Fusion360. On the other hand, LoD modelling is an absolute unavoidable necessity in 3D rendering. (>_<) But, in rendering environments like games, it's an absolute necessity. There's often no predicting where a viewer's/player's camera will be at any moment. The core method to control visuals to avoid overwhelming a system's resources in a dynamic environment is LoD reduction. Without it, 3D rendered gaming simply wouldn't exist. LoD falloff still tends to be simplified by single measurements. They're usually defined more by screen space usage than virtualized distance measurements. It would be too labourous to define LoD for every single object. Looking into the configuration files of games like Skyrim and Fallout, you'll see LoD values set for objects, lights, shadows, characters, and the one near individual of trees. Categorically defining visual ranges for knowingly optimized models. SL doesn't have the luxury of knowingly optimized models, so, they had to settle for something. When the grid was all prims, it was relatively easy to maintain simplified forms of each. Come sculpts and mesh, the potential complexity of any solution grew exponentially. The Lab had to pick a balance between unrestrictive support for careful creators and reasonable limitations for the careless.
  20. SL is what it is because of us, the users. Unlike games which come with built in constructs for activities and roles, SL is a virtual world which requires us all to start from scratch. So, what you're observing is the result of tens of thousands of people starting from scratch. As such, it's a rather decent cross-section of attempts to be someone or something online. For a long time I've kept company with people who tended hang out at arguably sexual locations... Yet express no interest or respect those of no interest in acting out. They've been great friends who I've perceived to be intelligent and non-judegemental. The presense of sexuality can be easily overlooked depending on the individual and their social circle. Over time my monsterously horrible personality has driven them all away, but they're no less great people within SL using the platform for true friendships. I can only blame myself for my current state of isolation. Not my friends. Not SL. Not any other randos who just happen to cross my path. And I suggest you look into your own approach to see how you've come to the state you're in. Maybe adjust your focus and aim to see a side of SL you can better appreciate.
  21. What if they were 'inspired' by Howard Stern? () Taking note that my own mixer board lacks a Cough Button. (>.>)
  22. There's no actual setting, but, the cilent is going to 'remember' the search window's state at logout. It's only a yes or no value so even if minimized (see small icon in far corner of window) it will be remembered as 'open'. So, be sure you have no instances of search on your screen while logging off. Be it window or minimized floater. () If that doesn't work, your settings file may be glitched. As found in the following path: C:\Users\[user name]\AppData\Roaming\SecondLife\[avatar name]\settings_per_account.xml There's a key called "floater_vis_search" which will have a boolean of 0 or 1. For no search window to show, make sure it's 0. One thing I've noticed is that the client saves it in different ways. If saving as 0, it'll be an integer. If saving as 1, it'll be a boolean. So, I'll paste 2 samples below. The line directly below "<key>Value</key>" will be the determining factor. () Search will show: <key>floater_vis_search</key> <map> <key>Comment</key> <string>Window Visibility for search</string> <key>Type</key> <string>Boolean</string> <key>Value</key> <boolean>1</boolean> </map> Search will not show: <key>floater_vis_search</key> <map> <key>Comment</key> <string>Window Visibility for search</string> <key>Type</key> <string>Boolean</string> <key>Value</key> <integer>0</integer> </map> Final note: the "<string>Boolean</string>" line seems to never change in spite of the tags getting renamed. (>_<)
  23. For some dumb reason, it seems the words "animated" and "animation" automatically make an item Moderate. I have an AO script that I couldn't get to go G for no matter what. (._.)
  24. LOD (Level of Detail) Is a standard practice in 3D rendering to allow for scenes which cover a distance to exist without overwhelming computer's graphics hardware. When an object is only using up 30x30 pixels on a screen, it would be wasteful to expect the GPU to continue calculating 2k to 3k vertices. Depending on the maker and the tools used, LOD can be managed in different ways. Prims have fixed LOD models which generally maintain each prim's rudimentary shape. Sculpts have specific grids of vertices which are removed. Mesh gets a bit complicated. There are 4 distinct models. If the builder is anything worth their while, they'll prepare a design for each model which preserves the form they're after while sensibly reducing detail to keep LI low. Otherwise, they may leave the lower models to SL's automatic decimation which can't interpret or predict the maker's intent while removing a set number of points. When dealing with objects which look like crushed newspaper from a short distance away, I opt to keep note of that maker's name and vow to never buy anything from them again. As for what you can do. There's a debug setting called RenderVolumeLODFactor. It gauges the scale an object has to be before dropping in detail. It's popular to increase it to help defer bad builders' practices. But, it comes with a cost of increased rendering load per scene. Feel free to increase it if your computer shows its capable of handling the extra load. I personally set mine to 4, but, advise against it because I went way overboard when building my computer. ()y
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