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Kyrah Abattoir

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Everything posted by Kyrah Abattoir

  1. Is it a bump map you added yourself? Some meshs have an odd bug where materials can't be applied to them, I get them now and then and have no idea why.
  2. I came from there.com after getting fed up with their heavy fees and content validation process.
  3. Back in the days there used to be a region dedicated to some simple life-type creatures, there was plants that had would shoot spores and new plants would sprout from those spores, i supposed it's some kind of breedable, but it wasn't really a money scheme, just a fun experiment.
  4. One of the key elements in Prokofy Neva's talks is that he never has to back his point with proofs and facts, you on the other hand have to.
  5. I typically avoid them but i suppose it works enough to justify the trouble?
  6. I don't see how it curbs content stealing...
  7. Gachas should have to go in the 'used item' section.
  8. Prokofy why do you hate mother Russia so much?
  9. Yeah but yesterday I saw "original mesh" on something ripped from GTA V. So you know...
  10. Could it be related to "no payment info" accounts?
  11. You didn't have problems until now because no one bothered to go through your items. This system entirely rely on user reports. Ex: When I see a store that is abusing keywords (I hate keyword spam with a passion), I will go through their ENTIRE store and report every single item that breaks the listing rules. If you behave badly with one of your products, it's very likely that you are doing that on your entire store, so it's worth checking it out.
  12. I figured this could be the good category to have a discussion on this topic. Even as far as 2003, anytime Linden Lab established some limits when it comes to content, creators have found ways to circumvent them. Back when I joined, using multiple scripts to bypass built-in cooldowns placed on expensive script functions was already commonplace. People exploited the fact that "temp on rez" prims didn't count against their land allotment to constantly re-rez temporary structures, making them essentially permanent at no cost. The "no pushing" parcel flag had to be implemented once people figured out how to fling other avatars so fast that falling back down would take hours. After flexi prims came out, hair creators took it to the extreme and only became more conservative when LindenLab implemented a client change that makes it so the more flexi prims you use, the worse they look. Even today you can still wear almost a third of a region's prim count allotment on your avatar (255 prims x 32 slots). LOD scalping is becoming more and more common to drop down L.I and Complexity. The new L.I calculation was a step in the right direction, however it is mostly taking in account the "server"'s point of view and ignores completely the texture usage. This does nothing to encourage people to make good lods, or use textures more conservatively, if anything it has led to an extremely aggressive quest for "low land impact" at the expense of everything else (you know, those objects that turn into mush if you take two steps away) which is really rooted in the sculpted furnitures days where creators where promoting the "just raise your object detail to see my product properly" mindset. Complexity on the other hand is typically ignored for rezzed objects since it doesn't count against anything, and while it should be a reasonable metric for avatars and their attachments, in practice, grossly favors rigged meshs (if you wondered why things that have no reason for being rigged are rigged anyway?) and lod scalping (due to a flaw in their rendering code, rigged meshs almost never use their lod) Please Note that I'm not bashing on all creators here, SL is full of good people who genuinly want to make SecondLife a better place. But there is also a lot of people who are literally flooding our world with pretty, yet horribly made content, and they are NOT going to change their ways just by being told "it would be better if you...". At this point, a lot of products in SL are not designed with actual use in mind, but solely to look good for the storepage or in blogger screenshots. In summary We currently have two metrics that matter at all in secondlife: L.I: Only matters for people who own land, only considers serverside performances. Complexity: Only matters for attachments, only considers clientside performances. Neither of them is doing a good job at encouraging quality content, how do we fix this? How do we make it so properly made content is the only way to get a low L.I or Complexity?
  13. People forgot to link Normie. https://marketplace.secondlife.com/p/UTILIZATOR-Normie-Head/13071631
  14. XYtext hud would be pretty slow rezzing anyway unless you buffer the textures on a hidden face but then you are still carrying around a lot of vram.
  15. I know you don't keep this on a single machine, but remember that SL is 5+ years old now. Pretty sure the asset server ran for a while on a single machine (if all the asset server scaling problems we had in the first couple years are a hint of that)
  16. This is wrong section. But here is an answer anyway. A still render is taken from a single point of view, all the lighting is computed from that single camera. A texture bake is taken per pixel and the camera is in a specific projected position according to your rendering cage, for each pixel (it's probably not exactly how it works but it's the "idea"). Don't even think about getting the same glossss and reflection as you get on still renders for the simple reason that glossyness depends of the surface orientation to the lighting and cameras, while reflections depend on the surface orientation of the camera and whatever is being reflected. Baking is "normally" not used to capture a complete render, it's mostly used to capture specific light/camera/relflection independent aspects such as normals, specularity, or the diffuse color of complex materials. If you want to capture a complete render you're gonna do a lot of material tweaking, plain faking and simplification to achieve an acceptable result.
  17. To clarify my point, SL indentifies everything on a 128bit UUID system so LindenLab will never have to worry about filling it or even random UUID collisions (I've been running a script that tries to create a collision, for years now). The asset server is terrifyingly large (and today probably spans across many physical machines), every time you upload something, everytime you copy an item, everytime you compile a script or save a notecard, a new entry is created and is kept essentially for ever, and deleting something simply removes that reference from your inventory. The asset remains and you can still access it by script if you know the UUID. Then all of this has to be backed up regularly because hard drives do fail. Sure, we aren't at the "Google class" when it comes to size, but this is pretty massive for a company like LindenLab..
  18. It never did but I've never seen SL as some kind of "low cost" service. Even today they essentially offer a rather unique product that simply doesn't exist anywhere else because any company looking at creating a virtual world is purposely trying to AVOID the madness that LindenLab created. Sure there are opensim grids but none of them has attained such a longevity, popularity, or reliability. Despite all the problems SL had and is having it still outperforms all competition. I always considered that the costs of owning land are basically subsidizing all the infrastructures nobody is paying directly, like the centralised asset storage which appears to (almost) never delete anything that has ever been created in the last 14 years.
  19. If they move regions to an "on demand" kind of system i wonder how this is going to affect scripts, since a lot of them are supposed to run all the time. I mean... what about my prime numbers?
  20. While Aditi is NOT made for this purpose, the avatars there aren't kept in sync with the main grid (usually), your L$ account on the beta grid is effectively separate and not really persistent.
  21. Incorrect, they absolutely could punish you for what you do outside their network, if they can identify you, but they wisely chose not to take that road.
  22. I wish there was a way to enshrine this topic so it never goes away.
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