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Kyrah Abattoir

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Everything posted by Kyrah Abattoir

  1. The MAV BLOCK error type typically suggest to check the viewer log for more details.
  2. Your safest bet is to ensure the LODs look proper at the stock Linden viewer setting (1.125) when it is rezzed rather than being worn.
  3. Lod switching thresholds. 150 and then 576 meters. Ouch.
  4. Tried using a different viewer? Is the object collisions set to "prim" ?
  5. OP The weave is not as important as getting the general "feel" of denim right, the way the color wears out on seams, recurring creases and around stitches. You can probably airbrush a color mask on your high poly and blend your base blue color and a faded white.
  6. Upload costs are never going to be a deterrent. All that matters for rezzed objects is the LI. All that matters for wearables is the complexity, and even then, that's only compared to similar assets. You can bet that if most mesh bodies after complexity calculation adjustments skyrockets to 500K complexity, people aren't gonna stop wearing it, 500K will be the new acceptable value. What is truly needed for wearable is an actual, enforced cap. Either per object as is being deployed with animesh (but that wouldn't truly solve it) or for the entire avatar. The latter would certainly bring everything avatar related under control but the risk is to open creator competition on "whose stuff gets to be worn at all" and that unfortunately will bring in the perceived "prestige" of this/that brand, which seem to be a pretty nasty can of worm to open.
  7. I still do texture recycling wherever I can, because just ignoring it is something I can't do without feeling grossly incompetent.
  8. More power to the user would be awesome but given the sheer amount of nomod products out there I'd wager that a lot of creators would be against it.
  9. I know, that's why pretty much every residential area hits you with 200Megs of texture per house, for that same "off white" look. I'd love to have lightmapping in SL, but the last time I requested it, i'm not even sure the lab had a look at it before they closed as "won't do. And to be fair it's the only proper way to do this stuff, lightmaps are wayyy more efficient and it's what every game designed to run on a potato uses. I've asked several times if LL had any plans on axing the non material renderer, just so everyone sees the world the same way, and also so the entire grid has to face this problem instead of toggling it off. But this idea seem to throw the Lindens into a small panic. I love this quote and i think it's fitting, even if it's from a movie: To me that's where the "quest for profit" has led us in SecondLife, complete unashamed misuse of tools and ressources to "one up" eachothers. And in a way it's just a mirror of real life really. We are destroying the world we live in because making a buck now is the only scale of success.
  10. The thing is, realitime shadows, while they are a little more taxing on the GPU (depending on model complexity really) are overall a more efficient way to do thing than making every single object textures unique by burning shadows into them. Houses and skyboxes in SL use ridiculous amounts of texture memory because people bake everything on many many 1024x1024 textures. And yeah other engines have lightmapping but how lightmapping is actually rendered is completely different from simply burning shadows in textures. The problem with turning advanced lighting off is that it is like switching to a completely different rendering engine. It is also encouraging creators to ignore materials for their detailwork and to keep using oversized textures with baked shadows and fully detailed meshs, both of which are what typically sends the viewer over the edge when turning advanced lighting on. A self realized prophecy basically. I work on a game project in Unity in my spare time. These tedious aspects are not really a SecondLife exception, it's just that when making your own game you can pretend that there are no constraints. Until they hit you in the face. EDIT: I'd like to add that you can point to engine X and Y all you want, however they are just that, engines. What matters is what ends up happening when people have built a full blown game on top of it. Because that's what SL should be compared to, not an empty engine.
  11. I rent to a couple friends but I make absolutely no profit on it, it just offsets some of the fees, I could have used a 15% off on grandfathered yes. But oh well
  12. Same, but i'd put it down to the fact they where never finantially attractive.
  13. I like the justification, cause it's not like they haven't dropped openspace and homestead
  14. So we have confirmation that this doesn't affect grandfathered regions at all?
  15. Yeah so it would essentially show like: It's Kyrah Abattoir
  16. As much as i would really enjoy writing my own shaders that's really not related to BoM which is more like I dunno, A simplified substance designer. (Also optimo i filed a jira on ambient occlusion lightmapping in 2004, guess where it went?)
  17. Even today Miss Croft's clothes are still painted on for the most part. Don't be too harsh with old Lara, it was different times where hardware acceleration did not exist and where the Playstation had ~2Mb of ram and no FPU, it's not so much the designer's fault as them doing the best they could with what they had.
  18. Maybe this is just due to how I see SecondLife as its own microcosm, but if LL wanted to allow people to use abandoned land for non profit projects, it should be projects that are relevant to secondlife and its residents, not real life.
  19. At the moment bake on mesh has no script functions to insert textures in the stack, it's all using legacy "garments" I believe, so this is not an option (yet?)
  20. Do keep in mind that SL doesn't do pointers so the list passed to your function is effectively a copy of the original and you can't affect the original (directly) as a result.
  21. I trick them into violating the local laws and have them tried for a crime they did not commit. Then they have to work the coal mine until they repaid their debt to society.
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