Jump to content

Kyrah Abattoir

Resident
  • Posts

    2,296
  • Joined

  • Last visited

Everything posted by Kyrah Abattoir

  1. The official/planned tablet/phone viewer will be a chat-only client for what I understand, where your avatar doesn't actually rez anywhere, so strictly for IMs
  2. I agree they absolutely should have rolled it out, then, but hindsight is 20/20, the main reason they have so much trouble adapting the system is the huge potential for punishing people for doing things "they were never told not to do" (feigning ignorance is bliss). I do know that, the legacy renderer IS on the chopping block tho, but like Arctan the real question is "when?"
  3. If we go strictly on a "triangle to screen space" sense, you should absolutely use no more than the head it will go on. But then, our favourite head creators are not exactly shining examples of conservative triangle use either.
  4. Please doubt all you want, I have been consistently lowering my texture resolution project after project since I've shifted to materials. You will always have creators that have extremely bad practices (I'm looking at you, creator of "that public payphone" with 24 1024x1024 textures), just because some people have bad habits, and just because we can't publicly shame them for doing so on this forum, doesn't excuse not knowing better. Baked houses that eat 300Mb of ram in textures just to burn a few shadows on what was a perfectly valid tiling texture set do not require higher texture resolutions and surely have no repercussion on the overall user experience. Materials have been introduced at the very least in 2012, realtime shadows have been available since around 2006. The abysmal performances we get in SL falls squarely on bad content creation practices. It's long overdue to stop dragging our feet and clinging to the past. Doom3 pioneered most of those features in 2004, and for 2004 it was cutting edge. Today it is the bare minimum. I'm not going to change your mind, after 16 years in SL I know that people will just keep doing what they've always done, until the heat death of the universe. But it doesn't make it right.
  5. How about you show us the mesh? It's a bit hard to shoot in the dark.
  6. We can't really help you but LL doesn't typically justify why they delist items in more details than the canned reason you received. You should file a ticket. That being said they are most likely consistent with their policy as this is more or less using the sl marketplace as a distribution platform and not the store it is supposed to be.
  7. Of course they are supplementary maps, however you get a more "visual appeal" in ALM at a fraction of the vram budget, because you let yhe GPU do its job instead of pre-baking everything into a texture that has to be much larger (and cannot be reused) as a result. And even with baked materials, you typically don't need as high of a resolution.
  8. Trying to avoid overlapping alphas is a common game design problem. You don't need to heavily overlap alphas to make good looking hair, if you do it just means you're doing it wrong. Remember that Game modeling isn't so much about reproducing reality accurately, but about giving the illusion that you did and do it cheaply.
  9. I do it the other way around usually, first I model my high poly, and then I create a low poly model by hand with surface magnet mode active.
  10. Agreed, unfortunately as scripts grow in size and complexity, it becomes difficult to keep one's sanity without some QoL features.
  11. The problem is that it is not actually helping them because the larger textures are, the more ram/vram it uses, and if they can't run ALM, it is unlikely that they have ram/vram to spare either for the increased resolution requirements. Not what I implied at all.
  12. Why removing your question >_<
  13. I was assuming that you were at least doing that.
  14. First obvious thing, everything has to be quads or triangles, treying to upload ngons will lead to unpredictable results. You need to clean up those ngons that your holes created. Second, this is multiple objects, strongly recommended to merge and only upload one.
  15. Anyone with common sense knows that making a new color doesn't take that much work and that selling colors separately is just there to "hide" the price.
  16. I feel your pain. Theory here is that store manager account is actually the same person, they are just choosing when they are available for support during the day by switching account? I tend to answer people whenever I can (thank god for IM to Email), even when I'm not online, but I don't think I have the sale volume the big stores have, so probably nowhere nearly as much customer support?
  17. It's a great idea, but in practice, why lower prices for group A and raise it for group B, when you can just raise it for A and B?
  18. Pretty much. Some creators have released their collection of work fullperm when they left, it is very nice of them however what ended up happening is that people simply call it their own and put it back for sale, more often than not with more restrictive permissions. Every piece of code I ever released for others to build upon, I end up finding in overpriced items, completely unmodified.
  19. Those license fees are pretty steep tho.
  20. Sidenote, each avatar has a fixed number of unique BoM maps available. In addition, keep in mind that textures are filtered from pixel to pixel, what you see in your painting program is not exactly wht you will see in-world.
  21. How about you don't sell things as gachas maybe?
  22. Personally, my store is pretty compact so you're not going to walk much to get what you want. That being said, given my store location, I don't think I'm commiting a sin by having a landing point, since falling or getting stuck in the ceiling is probably not a good experience either.
×
×
  • Create New...