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Tonk Tomcat

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About Tonk Tomcat

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  1. Don't forget to retopo and use normal maps to save polygons: How to Bake Perfect Normals in Blender - Tutorial
  2. 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 multiplayer environment, where stuff should even be more optimized.
  3. 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 to a webserver. I'm not sure if that is what happens with Khalifas scripts, because i'm not familiar with using Phyton. But i think that code just use the input persistent key to generate a http url and send this back to the objects after a request.
  4. Yes! Thats exactly what i want to do. Isn't the thing from Latif Khalifa doing this?
  5. 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.
  6. 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.
  7. That's what i though, now im sad 😃 I think it would be a nice feature to be able to do so.
  8. 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?
  9. Rigging = Weights painted on each vertice of an object telling them with what bone they have to move with. So, if you want to rotate and move an object, how should that work? Idk if it's possible to dynamically apply/multiply/some mathematic way of computing the rotation/scale/position to all the vertice weights to have it still move the intended way with the sl skeleton.
  10. Tonk Tomcat


    Also make sure to look for blender tutorials NOT especially made for second life (modelling wise), because if you do so, you will most likely find tutorials how you should not do it (extreme highpoly non-game optimized content). For rigging questions it's okay tho.
  11. Because it's nearly impossible to find those informations in the wiki: 1. Does invisible mesh somehow has an impact on the performance (rendering/serverside)? [i.e. parts of clothings that are hidden]. I could imagine that from serverside the user of the invisible mesh will download the mesh anyways, but hows about others seeing (or better, not seeing) it? 2. For buildings: I remember in the past when those mega prims appeared first, there were some issues when too many ppl walked on the same prim (or was that only rumours?) So, for mesh buildings, is it better to use a mesh ground with physics applied or to use an old fashion prim (max. size?).
  12. Be careful, people don't want to hear about limits in here
  13. I just can laugh when i read this Depends how complicated the item is (i'm talking about clothings), if you do it right, you do 1 release per month, at most you do 2. Thats when you retopo by hand to optimize things. And believe me, the bigger brands don't need more than that. I will not call any numbers how much a single item will bring, but if a big brand attends on more than 2 events per month and don't have optimized content, thats just greedy, and not because they need to do that.
  14. Don't do that for clothes. It's like using twice the polycount of your object and it's totally unnecessary. Retopo your object by hand, so you only have one solid hull. For the holes in your cloth(like the neck and wrist areas) just build the thickness and do like 1-2 rows of polys in the inside, then extrude one time and merge verts to center. So you close the hole. Make the texture black on that area and fade it out to the outside. That way you simulate the shadow from the inside fading to the outside. Try to avoid having polys where you can't see them.
  15. I'm glad you're having fun. As in any game, there are only a few things to improve performance. And for sl that are polygon count and texture usage. If you cannot apply limits, then there is no way to improve anything. Now enjoy your brickwall, because that is you who don't want to realise that there are no other options to improve. Or please show me other options if you think you have to laugh about mine? I did not see any other solutions.
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