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Alisha Matova

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Everything posted by Alisha Matova

  1. Jup I know. So is my sli gaming rig. Which also crashes the display drivers on anything but the first login. With same error message. I'm guessing toggling chipsets is resetting or restarting the drivers some how. Wish I had that option =\
  2. You need to set them even lower. Basic shaders Off. =\. You can try turning them back up later? If yer lucky. Or try some tpv. Or pre 2.7 sl viewer. Or roll your nvidia drivers back to 260. If they don't cripple your lappy. Wish I had a better answer. I have had similar issues for months. To work I either use snowglobe. When I need to work with mesh i get to enjoy pre-windlight SL. =\. And I have puter specs that would make most gamers jealous....
  3. I'm not a Mac, so I'm only guessing. Try moving Blenders output and temp folders to your desktop, or any location you can safely write too. Windows can have the same issue with a combination of poorly placed folders and a non administrator account. Not sure if Macs work the same way, though. Any errors or hints in the console?
  4. You do not have my vote for king. You do, however, get my full support for the position of court jester.
  5. A combination of the very latest nvidia beta driver(2.85 something) and this mesh viewer http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/mesh-development/rev/242181/index.html seems to have cleared up the OpenGL bug for me. No idea which fixed it, I changed both at the same time.
  6. There are a lot of ways to go about this. I have another suggestion. More a global idea, than specifically aimed at this frame. Since SL is full of textures, why not uv map in a way that alowes us to use them. A simple example would be materialing and uv mapping a mesh cube to take textures like a prim cube would. Extrapolate that into a house UVed to accept normal textures, and it behaved like the prim houses everyone is used to(texture wise). Of course in a complicated build this method is trickier than clicking the auto uv map button, but, will make for a much more useful in world object. The only downside of this method, baking shadows or rendering textures in your modeler gets confusing. My two cents, though I don't mean everyone needs to redo their uv mapping. Just an idea I have been playing with.
  7. With prims, copy selection uses havoks physical bounding box(and a bunch of math) to locate the next "copy selected" prim. Every time they change havok versions copy selection breaks in some way. I would guess that the feature still relies on your objects physical shape. I have also seen some complications with mesh physics shapes. When a shape is uploaded with a model, they line up by sharing the same center point. This gets complicated when your model is asymmetric. I suggest reuploading your model with no physics and uploading the physic shape separately, make it alpha, use the edit window to align perfectly inworld and link. This should align physics shape and the model. Just go back and set the visual model parts to physics shape "none ", and PE/land cost will be the same. If that does not work, definitely jira worthy. Point at Simon, he is master of copy selection fixes.
  8. Oh dear Wolf. I saw similar issues I few weeks ago, which eventually decayed into a local ISP outage. I hope yours recovers faster than mine did. Call your ISP. =)
  9. Re lod of multi mesh object: with full control over each LOD level, all sorts of neatness is possible now. Your mountain could be a much much simpler model at that level, or a facade, or invisible, or even a bunneh rabbit (lol), only growing into a detailed mountain when people are close enough to see them. Very fun to play with. For instance I made some simple grass that is invisible at lowest lod and grows progressively as you walk up to it.
  10. Good. I never said otherwise. Just passing on what I have learned. My point was, LL was very smart weighting mesh heavier(and only slightly heavier if modeled smartly) than existing content. If mesh was cheaper a whole lot of existing non mesh content would be devalued. Secretly, I'm just trying to convert you.=P. Mesh has sooo many advantages over sculpts it is not even funny. You are obviously creative, you'll find a way to get 4000 verts in for reasonable prims counts. Hint. Since you are making large objects, they will send their Highest LOD to people's viewers more often, thus cost more prims. So... Make your large terrain objects out of smaller meshes. Upload as a scene with clean physics file. Boing! Low PE large mesh.
  11. Have you tried uploading a mesh yet? PE/land costs are much lower than your guesstimates. I am wondering, though. How would this thread be going if mesh was cheaper than sculpts and prims...? Or to put it another way, maybe they weighted mesh heavier to keep existing sl businesses in business.
  12. No. All I said is, it is better to model in an optimized way, rather than trying to optimize last. Honestly, just try uploading something. All will be obvious once you start playing with it.
  13. MESHANISTSA here! Lol The point of mesh is to not wind up at high 16000 vert models and then optimize. Rather, it is to build your model in a low poly method that saves 1000s of verts. Search YouTube for low poly. There are some final optimization steps for uploading into SL, LOD levels and physics shape. But these won't turn a vert heavy model magically into a low prim/land cost object. Your low poly workflow controls that.
  14. Machinamatrix.org is Gaia and Co's blender tutorial website. Since we were taking about forums, I took the liberty to poke her about starting one connected to their site.
  15. "Machinimatrix-forum ? Realy ?" Well yeah! Not here on these forums, but connected to your site. Forgive me if I am underestimating the scope of driving a forum. But, I think it be great to have a place to ask questions about your tutorials or pose subjects for more tutes. I'd certainly read and contribute. PS@ Void. Not yet, but I'm hoping! Worst case, we bribe Bloggy Linden to make us a "Dear Gaia" section here. =P
  16. You know what would be awesome? A machinamatrix forum! Hint hint! * cough*. @Gaia.
  17. Thanks! That must be what happened. Something I've never seen before. I mean I've had failed uploads before but don't remember ever being paid back. Nifty.
  18. Has anyone ever seen this entry in their transaction history before? Source: SYSTEM Linden Adjustment L$10 I am wondering what i did to trigger it. I have been uploading meshes and thingies, and don't remember any uploads failing last night. I have 3 of these adjustments almost in a row, with a customer purchase between two of them. Any ideas?
  19. Not a bad idea! Though, it still relies on the honor system. I actually think we need a new permissions button. Next next owner perms. This setting would allow full perms kit creators to control their products. For instance: full perms creator sells a skirt kit full perms (but with next next owner perms set safely) Then in-world creator purchase the skirt kit. The skirt remains full perms for this creator. However, if the skirt is sold or transferred, it takes on Next Next owner perms. This removes the honor system from full perms kits and items. This is not an original idea. I read it somewhere around tge metaverse years ago. But I do really think the added complexity would be well worth it.
  20. The grid status message means save builds you are currently working on. Not rezzed out builds. As there is small chance all your changes won't be saved in the last sim state before your sim is rolled. At least that is what I think it means.
  21. http://www.bchynds.com/2009/06/17/blender-25-featured-feature-4-split-view/ Try "four viewport". This gives you 4 windows, top, side, front, and 3D(camera). The trick is to work in the first 3 viewports and watch progress in the 3d view(which you can pan around without disturbing you other viewports). This takes some getting used to, but is 1000 times faster and more efficient than constantly panning around trying to find the right angle to select something.
  22. If you haven't used blender before, this could include a steep learning curve. http://blog.machinimatrix.org/3d-creation/video-tutorials/sculpties-older-tutorials-page/texturizing-sculpties/ Depending on the complexity of the sculpt there are some ways to fudge things. If I need to work fast, I will do a quick Ambient Occlusion bake on my sculpt. This will leave shading which I use as "landmarks" to make the texture in my 2d image software. Guess it comes down to what software you have. I don't have it, but the latest photoshop has a 3d paint section. Which is probably much simpler to use that the methods I mentioned above. Hope my ramble helps some. ETA: my ideas will only work if you can download and import the scupt into blender or PS. Ishy is spot on with the Tex by numbers trick, if you don't have perms to DL.
  23. I wish I was more familiar with Maya. Ruling out lod and viewer issues does point at your modeler/exporter. Could there be some loose verts? Or maybe a camera or light sneeking into your .dae? Does Maya have any "export only selected" tricks... If not, though it sounds like a pain and dangerous, try selecting Every face or vert you know you want to export, then use select inverse(to select everything but your model) and delete. This will catch any loose verts, cameras, lights, etc. No idea if this is a viable answer for maya, but is a schnazzy Blender trick.
  24. Is it possible that this is a viewer problem? I think you are looking at a lower LOD level(generated during upload). Try fiddling with the object detail slider in preferences. If you think you can't see the highest LOD try making an LOD test model. Create 4 cubes in Maya. Export. Then delete one. Export again, etc. Until you have 4 files. Then import to SL using the 4 cube file as highest and the 1 cube file as the lowest. Can you see all 4 cubes? My best guess
  25. My 460s work ok. Maybe try some different drivers? Also, try updating your network drivers. I know it sounds unrelated, but something big changed networky wise at the beginning of the mesh beta. For me, new network drivers was the only fix that worked.
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