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Alisha Matova

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Everything posted by Alisha Matova

  1. The trick to building collaboratively inside SL is using the group "share" button. And keeping everything full perms until the final version. This solves inworld perms issues but can be a little dangerous(anyone in the group can mess with shared objects). You may be able to use group "share" to assist your store managers too. Test it carefully first though. As far as outside file sharing goes, I suggest a private forum, both for planning and file storage/backup. Personaly, I think collaborative building in sl is really fun and rewarding, despite the issues. Leaning on each others strengths makes really awesome products. And it's kinda what sl is all about. =D
  2. * runs out onto a limb Unless we want to guess the LI of a kettle(lol sorry Gaia =P), I think we should start guessing Dain's chopping board weight. =D I'll start! 1 LI.
  3. I want more guesses noa! *pouts!
  4. Does your big wheel have the mandatory flat spot on the front wheel? =P. Mine always went *thunk thunk thunk* as I went down the sidewalk. =D My guess is 2 LIs. I like the front wheel texture detail. Did you draw that in your photo app? Or is that a fancy bake from your modeler?
  5. I'm going to guess 1 LI again. =D
  6. Great bag! Love the details. I will start the guessing at 1 LIs. =D
  7. Wow! Thankyou! How did I miss that? I knew the spacebars old functionality had moved to Shift A, but had not hit the spacebar yet. I can't wait to get home and try it now. Sounds like just the tool I need. Thanks muchly!
  8. Hiya! I've been working in Blender for, gosh, over 7 years now. I am extremely fast and efficient working in the older UI. Knowing most if the tricks, hotkeys and workarounds. I installed 2.6 yesterday and poked at it for an hour or so. I had to google or dig thru the blender site for soo many simple things I gave up and went back to my trusty 2.49. That said, I do like the new UI layout and the node texturing stuff looks awesome. Does anyone know of a site that lists the differences? Especially the hotkeys. I'm a hotkeyer, and rarely use the menu UI buttons. It's one of the things that makes me efficient. Or.. Is there a way to set up new blender to use the old hotkey arrangement? And any other tips that will help me transition would be über helpful! Thanks Bunches in advance! Ali
  9. I am still using an older Blender(yes I know, I'll get with newness soon), but I do use multiple UV maps all the time. Usually one "main" uv map, which is the uv used to render the final texture. And one "projection" map for each material, to set the repeats(u and v). Each map has a couple options. Use for render, set active, ect. You shouldn't have to delete your projection maps before exporting. I'm not familiar with newest blender, but, some combination of those settings will upload model with the correct UVs.
  10. Odd! That is the result you'll get when you "reset" your UV. But you must have UV mapped it neatly to bake that texture. My only guess is something odd happened when exporting to .dae. Any magic "yes retain UV" buttons on your export option screen?
  11. Try uploading a simple mesh cube. Scale it to the size of your tree trunk and link it as the root. Last, set all but the root prim to physics shape "None" (from the features tab of edit). This should result in the same LI and let people bump into the tree. One way to build this into your model would be to make the trunk a seperate mesh with the same cube for its physics shape. Then use the same linking and physics setting tricks once inworld. Leaving the other branches set to "None". HTH
  12. Even though this thread has shown an optimized version of this particular object to be close to same count as its sculpt equal, I think it's unfair to compare sculpts/prims/mesh LI counts. Each was introduced to SL at different times with varying levels of efficiency and forethought. For instance, even though prims are poly heavy their geometry is sent to the viewer in smartly effecient batched data sets. Something that isn't possible with mesh or sculpts. Making even large groups of prims far more network friendly. (obviously not including textures). I'm sure there are other efficiencies each type has as well. I would, however, like to think the more complicated LI count that applys to mesh(and new physical stuff) is the most accurate count yet. Helping us actually make efficient(both networkie and renderie) objects, and not just abuse the system to achieve low prim counts.
  13. I've always called it Blue Moon too. Freudian slip, I suppose. =P (as I logged in there only once in a blue moon)
  14. The bottom surface of your countertop won't cast a shadow because of normals. The same reason it(the backside of a poly)is invisible in SL makes it invisible to Blenders lighting. That's why it doesn't cast a shadow when facing downward. There may be some neat workaround I'm not aware of, but I suggest baking your textures with those faces flipped, and flip them back before uploading the model. You may have to doctor the texture in your image software anyway, as those flipped faces will be to bright. Or, You could leave the normals alone and add extra geometry to cast the shadow. Which opens up all sorts of possibilities of baking neat details into your textures. =)
  15. I have a couple blind guesses. Does your mobo have more than one slot for you gpu? One may be faster. Same with the memory slots. Have you tried any other games yet? It's remotely possible you recieved a bad gpu. /blind guessing
  16. I hit this error once too. The solution in my case was to scale up the model in blender before uploading. No idea if that will solve your particular issue, though.
  17. Here are some things that desperately need attention. First agenda: put the local/world/reference dial Back in the edit window. Please. Or give us a keystroke option. =). I know it sounds minor, but hiding it in the options window is a Giant workflow killer. Please put it back. Second agenda: extending permissions for full perms sellers. We have next user perms now. What we really need is next-next owner permissions. This way FP creators can control the permissions of their creations after they are transferred to the end user. Ie: full perms kit is sold to inworld creator> inworld creator builds and sells item with full perm parts> when item transfers to end user "next next owner perms" kick in. This will help protect FP creators across the grid. Textures, sculpts, animations, mesh, etc. Third, and out of the scope of creation, in a way. Please give us an option of using the old pie menu. Once learned, pie is 100 times more efficient to use. Also, unlike the new file menu, it actually pops up under ones mouse. Where as the file menu pops up where ever it feels like(due to where you right click). Forth: and extremely important. Bring back the ability to "mouse hover change" the tabs in the edit window. Ie: I should be able to drag something to the contence(or texture)of the edit window, and automagically change the active tab by briefly hovering mouse over that tab. Another huge workflow killer that drove in with v2. ETA: once the above are addressed, I'd love to see, materials, normal maps, bump, object rigging, etc. added to mesh. And.. someone should look at Qarl's magic prim alignment code.
  18. I think you answered your own question. A HUD each user wears with an almost Augmented Reality way of displaying your hologram in the scene, would allow control over each users view. I haven't seen AR used in SL, there may be some limits I'm not aware of. But it sure sounds neat!
  19. Example 1. The sign. You can do it with particles. As they always face the viewer. Just time them to emit and die at around the same time, so there is always a particle sign to look at. You may be able to extrapolate that into example two as well.
  20. Sopa overreaches and removes due process. It will be abused. I'm all for ip protection, but there needs to be normal legal checks and ballances. Handing power directly to corperations is a choice we will all regret. I pray it doesn't pass.
  21. Well I spent a couple hours beating on my machine. New partition with fresh windows install. Very latest drivers and latest viewer installed. Sadly, same issues. Viewer logs in great Once. Then proceeds to crash the drivers from the second time onwards. I looked into my mobo specs and my 790i doesn't have an onboard graphics chip. From evga's site. "Onboard Video Onboard Video Chipset None" Oh well, it was worth a try.
  22. " I just don't buy that driver viewer compatibility angle". I'm really not trying to be difficult. But it's the viewer. Because I can fix it by using a pre 2.7 viewer. Or by dropping back to drivers from October of last year. If it still happened in older viewers, I'd agree with you. but older viewer never hung the drivers to the point of crashing. I've tried every trick in the book. Even forcing windows to wait 10 more seconds before restarting the driver. Maybe viewer is trying to use chip instead of actual gpu... I dunno. Sorry to eat up your time.
  23. I built this rig. No one to call. It plays most games at over 150+fps across triple monitors. =D. And kicked butt on SL till 2.7. I can, however, make it kick sl's butt again. By reverting to old 260 drivers. But then other games don't work right. Also, I can also run pre 2.7 viewers(but am forced to run latest mesh viewer to work) on ultra with shadows and ao. Any newer viewer, I can't even turn on basic shaders without black screen driver crashes. Anyhoo that's my experience. Others' milage may vary.
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