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Vick Forcella

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Everything posted by Vick Forcella

  1. Tali Rosca wrote: Vick is not entirely correct. <snip> Notice the " solely for the purposes of providing and promoting the Service". That is the critical part. Ah darn. However .. it does match my short version
  2. Rya Nitely wrote: And I'm sure I'm not alone here....or am I :matte-motes-bashful-cute-2: You are absolutely not alone. I did read it, so I can give you the short version: "The clients have no rights whatsoever, Linden Lab has the right to do anything". You can quote me on that. More towards the OP. There are two rules applicable here. One is the TOS rule where CG fell over, that was in the TOS before. The second one is just as tricky: "we" need to own *all* rights before we upload or create. That was also in the old TOS. That basically means we never *had* the right to upload any textures from CG. HTH
  3. That part of the SL TOS was there long before the latest revision. Doesn't anybody read the TOS?
  4. Pamela Galli wrote: Can someone explain the difference between glossiness and environment? And what effect making the numbers larger or smaller has on each? The one increases, decreases the depth of the normal map. The other the reflective value of the specular map.
  5. I have made some stones. Here is one: https://my.secondlife.com/vick.forcella/snapshots/51c725e0d96c873afd000001 There appears to be a problem with the specular map. It's bitty/ boxy. The specular map I made consists of just a few shades of grey. The light reflection suggests bits of a different shade, but there aren't. I have looked it it with different settings, from mid to ultra. I can not make that 8 bit effect go away.
  6. Vick Forcella wrote: arton Rotaru wrote: Try the current Release viewer instead. The 3.6.0 version? ( I wonder why V3.4.5, that I have installed, doesn't request to be updated) Yay! This works! Look here: https://my.secondlife.com/vick.forcella/snapshots/51c7016411f8552a86000001 Thank you Arton!
  7. Cerise Sorbet wrote: What happens if you use the textures from the wiki? I have uploaded the box maps and applied them on the surface without any effect, except that any shiny effect dissapears. The in-build bump-maps however do work.
  8. arton Rotaru wrote: You are running a broken viewer. 3.6.1 has serious issues with openGL 3.3 cards. It fails to enable the shaders for you. That explains a lot Try the current Release viewer instead. https://jira.secondlife.com/browse/MATBUG-195 The 3.6.0 version? ( I wonder why V3.4.5, that I have installed, doesn't request to be updated)
  9. Cerise Sorbet wrote: A few of steps in the crate example were a little bit muddled, I think the recipe should work now. Thank you Cerise. It won't solve my problem but makes the article a lot better. My intenion was to gather all Material related articles and combine into an easy manual. Can't do that if the viewer doesn't allow shadows for my system
  10. Drongle McMahon wrote: As Cerise said - the alpha options are greyed out if you texture has no alpha channel. ok, sounds logical. I have tried different normal and specular maps. Home-made and others. No effect whatsoever. I thought that alpha mode was to blame. I discovered something much worse that causes this. This viewer ignores my settings and refuses to show shadows at all. Also I suddenly can't make projectors any more. This viewer thinks I have a crappy computer setup.
  11. Vick Forcella wrote: Cerise Sorbet wrote: Vick Forcella wrote: Is there a server requirement I'm not aware of? It is a client hardware and settings requirement. You must have Advanced Lighting Model enabled in the viewer's graphics preferences, or those parts of the build floater will be disabled. I had all to the max and had everything enabled. As you can see here: https://my.secondlife.com/vick.forcella/snapshots/51c6c2ac16ccc54f4a000001
  12. Cerise Sorbet wrote: Vick Forcella wrote: Is there a server requirement I'm not aware of? It is a client hardware and settings requirement. You must have Advanced Lighting Model enabled in the viewer's graphics preferences, or those parts of the build floater will be disabled. I had all to the max and had everything enabled.
  13. Dowloaded the Beta viewer. Rezzed a prim and tried to make "the box" with the textures available on the wiki. Can't get it to work. The Alpha blending pull down menu remains greyed out. Other standard available bump maps are visible, not the one I uploaded. Is there a server requirement I'm not aware of?
  14. arton Rotaru wrote: That's by design actually. The WIKI article and Torley his video are in contradiction. Torley speaks of one prim, one prim, one prim. So I get the message that one prim remains one prim.
  15. It has been reported that round prim objects inflate (explode) the LI value when Material shading is applied. The promise was that Material would not cost LI. I am now unable/ scared to apply materials on my builds. People should be warned NOT to apply material shading on buildings without making a backup first. When will this bug be fixed?
  16. Sybil Hallison wrote: Vick Forcella wrote: You prove my point. There was and is only one place where L$ is transferred into us$ and therefore the fees did apply then, as they do now. Only now you can see it more clearly. Third party exchanges were not a charitable organisation. Using them you would pay double exchange fees. Once for LL and once for the other exchange. No, I think you got it all wrong. You don't pay double fee. You pay the exchange fee only once, with no additional fee for currency exchange, and you pay that to TPE. There was and is is only one place where L$ can become us$, and that is the same place where us$ can become L$.
  17. Sybil Hallison wrote: Kahlie Niven wrote: Well, calculation isn't done like this... Madeliefste Oh stated it to me and I received confirmation after I received my money xfer to paypal. Paypal commission is paid by the sender, not by the receiver, which means here Linden Labs. As they trade a huge amount of USD, they have a very low commission rate, so LL finally included it into Lindex 3.5% commision. When you sell L$ to USD through Lindex, you pay a 3.5% commission. When you xfer USD from Lindex to your paypal, you pay 1USD whatever the amount. When you convert USD to EUR through paypal, paypal takes 4 cents as commission based on the EUR/USD value. (that means that if EUR/USD is worth 1.29, you'll get 1€ for 1,33 USD) Now maybe your bank has better currencies exchange rates and then it could be interesting to open a bank account in USD, and do the exchange directly at your bank. About CC cashing out fees, normally rates are very slow, if not equal to 0 at some banks (though I know for example neteller prepaid card is interesting to pay merchants , but has insane comissions when you try to get cash with it). Main issue still remains delay yes. Thank you for clearing that up. I feel a bit more relieved now by also hearing that LL are trying to resolve this issue by implementing more currency options in the future. *Fingers crossed* Vick Forcella wrote: Just to add some fire to the discussion:) The Third party exchanges also have to pay the fees, they mixed it all well hidden in the bundle you received on your payment. You won't loose more as with another exchange unless they could create money. Can't blame LL for transparency on their fees. I totally disagree on that, I used only virwox. You prove my point. There was and is only one place where L$ is transferred into us$ and therefore the fees did apply then, as they do now. Only now you can see it more clearly. Third party exchanges were not a charitable organisation. Using them you would pay double exchange fees. Once for LL and once for the other exchange. A 3PE exchange could play better on the LindeX. Time and bulk means they had a better deal with a limited sell on the LindeX.
  18. Just to add some fire to the discussion:) The Third party exchanges also have to pay the fees, they mixed it all well hidden in the bundle you received on your payment. You won't loose more as with another exchange unless they could create money. Can't blame LL for transparency on their fees.
  19. Is't fixed. Easy proof is in this link https://marketplace.secondlife.com/products/search?utf8=%E2%9C%93&search[layout]=gallery&search[category_id]=&search[sort]=price_asc&search[per_page]=12&search[keywords]=&search[price_low]=&search[price_high]=&search[prim_count_low]=&search[prim_count_high]=&search[copy_permission]=0&search[modify_permission]=0&search[transfer_permission]=0
  20. We tend to forget that sculpties are just one prim and make perfect sofa's since they are viewed at close range. Mesh is perfect for larger builds that require a physical shape, doors and windows. I am surprised that many creators import Mesh while many times a sculpt is a better option.
  21. The statement is clear: Thank you Volenteers for your hard work, linking Jira's, producing work arounds, verifying and helping to report and solve problems so that Linden Lab can make SL better, but GO AWAY AND LEAVE US ALONE ! Pesky residents, always thinking they are smarter and know better. Poohoo, you can't see, you can't touch cos we can. Don't ever forget who is god. Hahahaha.
  22. Annalena Yoshikawa wrote: It is Googles http 2.0 Thanks for the link. As I know Linden Lab I place my bet on them making their own implementation. That way they can tweak without having to worry about copy-write stuff, and making connections more secure as a side effect.
  23. Ayesha Askham wrote: @Vick There is a problem with your link. ow http://community.secondlife.com/t5/Tools-and-Technology/Project-Shining-to-Improve-Avatar-and-Object-Streaming-Speeds/ba-p/1583465 Hope this one works
  24. Nyxnue wrote: this is an SL issue Nope. Suppose this would happen to other objects in SL. That would turn SL upside-down and cause a public outroar. I suggest you contact the creator of the horsies. Since LL won't be able to help you with this.
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