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Tonk Tomcat

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Posts posted by Tonk Tomcat

  1. 7 hours ago, HunniHope said:

    This is no "fix". If someone is that determined to make highpoly mesh, all they'd have to do is break their item down into a few pieces, each one being under a set limit, and uplaod that way. inworld its a linkset but it can still have several hundred k making it all up. There are some who already do mesh this way, both clothing and decor.

    Fix for workarounds like that: Just put a general poly limit per object, so you can't link as much as you wanted. Let's call it something similiar like landimpact (e.g: polygon impact, mesh impact, complexity impact or something else), so ppl have numbers to orientate on. And yes, it's totally possible to do this, because in no other game/platform it's possible to use that high poly meshes like you can in sl.

    • Like 1
  2. Idk what the problem should be? Every "normal" user will probably never get banned. If someone gets banned, there most times are reasons. Yeah, if someone sells crap and want to get rid of negativ reviews, it's uncool to block ppl. But ppl are still able to flag and report stuff. If i as a creator decide to not listen stuff at the mp at all and block ppl from my sim, they are also not able to buy from me. And yes, blocking/banning is a good thing, especially if other creators buy your stuff to analyse and imitate your items. I had a a more or less known other creator who did that and even made his mp listing with my brand name in his keywords. Another thing is, fake accounts with stolen creditcard infos. I had that a lot, when LL take back huge amounts of LS, but all the stuff that was sent to other accounts will not come back. So banning those accounts gives you at least a minimal way to protect yourself.

    • Like 3
  3. On 5/20/2021 at 12:08 PM, Spider Mycron said:

    3dsmax is not good for second life it always bring your model in high prim

    Are you sure you know how 3D works? You can use whatever program you want and retopo your highpoly mesh when you're done to get your lowpoly mesh for a game.

    • Thanks 1
  4. Ahh now i understand the problem. Wow. I never thought every rigged item really comes with the skeleton instead of just a table of weights for each affected vertices. Wouldn't it make a lot more sense to have just a single skeleton and each item says what vertice move with what bone? At least thats how i would try to do something like that.

  5. Yeah, it all adds. But, let's say, you layer optimized rigged meshes, the impact should be way less, no? Because the rigging in the end is the weighted paints on all vertices. Less vertices = less weights = less impact on performance. If you wear high-poly rigged meshes, there's a ton of rigging information for that mesh, so in the end, the polycount is a significant source of lag for the rigging again.

  6. 30% bad mesh is like, very unrealistic. I never see anybody who's wearing optimized mesh. You can go to every event you want and check the meshes there. Or go to all "famous" stores and inspect their meshes. There are a handful of the more known creators who really create optimized meshes, but the majority rushes out highpoly sh*t only. And you can inspect all the avatars running around to see the polycount: 100-300k tris in the shoes, 100k+ tris pants, 150k+ tris tops, + avatar + hair + a ton of accessories. It's easy to see avatars with over a million polygons and way over 500mb of textures. And to just have a clue: A current triple A multiplayer game character has close arround 100k tri count, per character. So yes, the meshes are lagging down everybody, and thats something LL can't fix with "improving" anything in the background, because every single thing we see has to be rendered by the graphics card. The majority of SL meshes does not belong in here or anywhere else. It's a nice to see thing for taking some pictures and take off after, but def nothing to run around and forcing others to have to render all that sh*t on their machines. And yes, in my eyes that's the main problem. Compared to the earlier days of SL we was able to move and walk around, even if there was more than 10 ppl around. The only thing besides some rubber-banding was the grey avatars. Nowadays my computer sounds like a starting aircraft when i go to some events, and thats all because of highpoly meshes.

    • Like 1
  7. 6 hours ago, animats said:

    However, published numbers are in the ranges we see for SL avatars.

    So, published numbers show that this does NOT belong into SL nor into any other multiplayer 'game', same as 90% of the current mesh content in SL, that is nothing more than a lag producing high-poly ddos-like attack to every SL user.

    • Like 1
    • Thanks 1
  8. 4 minutes ago, Candide LeMay said:

    Is it even correct to call such people "creator"? More like destroyer

    Most "creators" are like that, sadly. I mean, it's okay if you start doing mesh, everybody started at some point and learned how to do it. But if you are a "famous" brand and still create high-polygon sh*it, there is no excuse. That's just greedy money making without caring about performance to everybody else. So yeah, there are a lot of destroyers, easy to identify, because they take part in nearly all events per month to just make money. Good mesh takes time to create. Without a team working for you, 1-2 events per month is probably the maximum you can do if you create optimized game ready mesh.

    • Thanks 1
  9. Of course, i IMed the creator and told him, but yeah, the answer is what you see in the textbox and thats literally all he said. I guess all his new items will be pretty much the same.

  10. On 4/28/2021 at 12:26 AM, ChinRey said:

    Kill your darlings!

    Ah well, i wish more than 1% would at least try to do so. For clothings nearly nobody do any optimizations and as long as they don't have to care about land impact, they think it's not a problem, because the uninformed and/or ignorant customer will buy it anyways, no matter if it's game optimized or not. Best example: Thats an attachment i found on one of the big events, the lower textbox is the answer afteri told the creator that this sh*it is the reason why sl is a lag-fest. I removed names, so i hope thats okay with forums rules.

    sl.jpg

    • Sad 2
  11. That's because all of lovely high-poly absolutely zero optimized mesh stuff that mostly every well-known "famous" big brand sells to you. They are lagging sl to death because of profit. Doing good mesh takes time, but, uh oh, they have to take part in 10 events per month, so there is no time, because time is money.

    • Like 4
  12. Don't worry, even with the best computer sl will never run great. That's because 99% of all mesh content is made very badly and it's not game optimized low-poly at all, like it is normally in every other game. If you want to run it smooth, get your own sim and only add optimized content. Otherwise we sadly have to live with it that one avatar comes with more polgons like a triple A game whole screen scene and is nearly 1gb of texture data.

    • Thanks 1
  13. Let's be realistic. SL will never be on a mobile phone with the 3D environment, as long as phones can't run Crysis in 120fps. Without any limits on meshes and as long as "famous big brands" upload shoes with 150k polygon count and 500mb textures it's just technically impossible.

    • Like 2
  14. Sadly you even can have a high end computer and sl will not run smooth on it. That's because the majority of the so called creators upload mesh objects in here that would never exist in any game. And because we have nearly no limits while uploading something, this will not change, because uploading those unoptimized meshes is easier and most of the users still buy it, so it's quick profit with costs of good performance for everybody. 

    • Like 2
  15. And please, if you watch tutorials made for SL, don't create the mesh like you see in those tutorials. Google how to create mesh for games, especially the retopo part is very important. Using ZBrush zremesher is not how to create low poly mesh for games, but sadly all SL amateuer tutorials are like that.

    • Like 1
  16. True, a good creator will optimize polygon count and minimize texture usage as low as possible and still showing a decent amount of details. A simple furniture with 22 textures is a huge overkill and if you want to use it for more than just taking a picture and put it back in inventory, then optimize it. Nobody has to zoom close to anything and still be able to see every scratch in the material. If you want to have this, do a movie with a close up zoom, but don't put it in a multiplayer game like sl.

    • Like 2
  17. 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.

    • Like 3
  18. 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 step less and the extruded faces still sit on top very close.

  19. 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 not, my idea would be to save outgoing http_requests with id + unix-timestamp into a queue list and check this list via timer if there is any timestamp older than a minute. If yes, i would asume that this request failed and send it again. Any scripting pro in here with some feedback? :)

    Btw.: I did not move out from the sim during the http_request. Is it only possible to fail while moving out of the sim before the response happened? Or could that also happen will still on the same sim?

  20. 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:

     

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