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Tonk Tomcat

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About Tonk Tomcat

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  1. I use Casper since about 10 years. In all those years you can count issues like this easily with one hand. When something is not working, you get informations in groups very fast and they also update regulary whats going on. Also, all payments in the meanwhile are catched and stuff will be send out as soon as the system is back to work, the money is not stopping to flow, and the "economy" isn't hit or something. Some ppl just have to wait a bit till stuff is deleivered. So, i think some of you in here are on a hatetrain against Casper, but what you say has nothing to do with the reality.
  2. Has Max something similar to Mayas "delete history" or "freeze" to apply and delete modification history? Maybe that could help. I also would try to export your object as .OBJ and re-import. Then try export to sl again.
  3. I had similar things happen when i used multiple UV sets in Maya for the same object. Deleting all UV sets but the one for the export fixed those issues for me. Other thing that sometimes can happen: Did you maybe duplicated your mesh and accidently upload 2 the same meshes, one with UV's and the other without and because they are in the same place, you get this issue? And my last idea: Try to delete some faces and check if you don't have faces behind those faces. This could happen when you extrude faces and accidently don't pull them out enough, or you undid the extrude, but one ste
  4. The script wiki for http_response says in the caveats: It is not guaranteed that there will be an http_response for every llHTTPRequest(). So my question is: Does a script somehow gets a timeout code for a failed http_response or is it just failing silently and you don't get any response to the corresponding http_request? In my case i used a counter to see if my request was answered before sending other requests and somehow the counter was not reduced everytime. So i guess some responses failed, maybe. If there is a code to catch those failed ones would be nice, if n
  5. You forgot half the work: You have to retopo the marvelous designer object, then unwrapp the uvs there. Do not upload stuff from md (except you already reduced density there extremly , but it doesn't look like that in the screenshot). Only ppl that have no clue about mesh for games do that (yes i know, even most "big brands" have absolutely no clue). So, if you are still learning, please do it the right way. Here is some help:
  6. You should switch to wireframe mode and i guess you will see what is causing the lag. Even with the best machine sl is unable to run really smooth as soon as some ppl are arround you, because the most of the wonderful creators think it is high quality to use as many polygons as possible and so a simple avatar can have more complexity than an entire scene in a current AAA game. Set the allowed avatar complexity to somewhat about 30-40k and blacklist all objects with a dense mesh to the render blacklist will help.
  7. Don't forget to retopo and use normal maps to save polygons: How to Bake Perfect Normals in Blender - Tutorial
  8. Sadly not only beginner are doing this. Nearly all the "famous" creators sell non optimized, highpoly mesh that should never exist inworld. None of them is spending the time that is needed to create game ready mesh, but as long as it works in sl and the clueless customers are buying it, they probably will never change, because if they would do it right, they couldn't be on 5 events a month and would loose money -.- I would say 90% of the sl mesh content should not be in sl. It may look nice, but thats all. It's mesh for doing pictures, but not for using in a game, especially not in a massive m
  9. Thanks everybody I managed to get it to work with the open source grid persister from Latif Khalifa. I set it up to my own google app engine and use the server object uuid as persistent key. This key is sent to my client object together with the google app url and after a sim restart the server and client contact the google app to magically be able to find again. So i guess the url is not stored anywhere, but the scripts on the google app help to generate a http url with the persistent key, so both items are able to communicate again. With "the thing" i mean to register the url t
  10. Yes! Thats exactly what i want to do. Isn't the thing from Latif Khalifa doing this?
  11. Hey, one question: If you set-up the app for persistent grid URL made by Latif Khalifa on your own google app engine, is it somehow possible to request one persistent key without the need to use a website interface and put that key into your script by hand? If so, can someone give me a little hint on what i should wrap my head around? It's my first time doing something like that.
  12. Most times you can't really do anything, because most creator sell their mesh items with absolutely zero game optimization in polygone and texture usage. So your computer has to render more polygones like in some recent computer games whilst you have to download gigabytes of textures at the same time.
  13. That's what i though, now im sad 😃 I think it would be a nice feature to be able to do so.
  14. Hey, is it possible to somehow get the texture size or the vram of a texture from an object? I'm currently working on some id badges and want to prevent ppl to upload and apply unneccesary 1024 textures to customizable faces of the object. I did not find anything in the LSL portal, so probably the only thing i can do is to offer templates in a small texture size and hope ppl will use those to create their own, or am i wrong?
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