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Porky Gorky

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Posts posted by Porky Gorky


  1. Toysoldier Thor wrote:

    Ohhh and for Gavin Porky and you that all are hoping that LL will force Merchants to reveal their RL identity in order to participate in SL activities - your hopes go against the CIO of LL that has a very strong understanding and holds a very high importance in the ability for SL Customers to remain anonymous.  He has made several presentations on the reasons why.

     

     

    Why should merchants be allowed to remain anonymous when they are taking real money from people? This isn't a game, this is business and LL continuing to allow Merchants to operate and take money from people with zero accountability is wrong. If you don't want to register at least PIOF with the company that hosts the platform you make your money from then don't sell content. Go and be a normal resident and remain anonymous. There is room anonymity in SL but not when it comes to selling content for real money.

     


    Toysoldier Thor wrote:

    As for Porky's belief that all Merchants must be a Premium account to be a Merchant.... sorry - I dont see any value in this and in fact all it does is not only reduce the Merchant population of possible "evil doers" it will also reduce the Merchant community size of legit merchants that do not want to be premium account holders.  There is very little value in being a premium account holder - this would simply be a tax grab for LL.

    Copybotters and all other evils will simply sell more of their stuff inworld where an annual Merchant Fee is not required.

    You all need to stop with the "life would be so much better if there were more Merchant fees and controls and and and" theories.  Put yourself in the shoes of most of your customers.  They dont care about your theories of what makes them buy products.....  PIOF and Premium accounts etc. doesnt do any of this.

     

    My suggestion was made with the goal of improving accountability, streamlining the merchant community, reducing the amounts of old content that is no longer supported by innactive creators, reducing the amount of content theft and increasing LL's revenue, helping to support the company directly that has allowed us to make a shed load of money over the years. Too many people get away with running a near 100% profit operation, no land, barely any overheads to be paid to LL other than the % they take on MP sales. I know this does not describe everyone, but it does describe a significant percentage of SL. They just want to take take take without giving a damn about helping to sustain the company that made it all possible. They are here for a free ride.

    As for your statement

    "Copybotters and all other evils will simply sell more of their stuff inworld where an annual Merchant Fee is not required."

    I said In my previous post that I wanted it to be mandatory that only premium accounts can sell content on the MP and inworld. for the specific purpose of not giving content thieves any easy ride within SL..

    I want it so that people need to register their PIOF, subscibe to a premium account, After their account is 30 days old (or maybe 60?) they can register as a merchant but not before filling out a lengthy questionaire regarding copyright infringement. Then and only then will the "sell" button be available to them in the viewer in-world and only then will they be able to list items on the marketplace. This won't eliminate content theft, of course not, but I bet you every penny I have ever earned in SL that it will help reduce it.


  2. Kwakkelde Kwak wrote:

    With the exporter you are using you can't. I dont know of any exporter for 3ds max that does.

    I have the same issue. Assumed I had the wrong version of the plugin or something. Is there any workaround for this? Such as exporting to another program and importing the DAE from there with textures included?

     

  3. I completely agree with Gavin here. In fact I would take it one step further and change it so that only premium account holders could list and sell content on the marketplace and in-world.

    The anonymity currently afforded to merchants in SL has also helped drive up the amount of copyright infringement we see in SL today. There needs to be more regulation and better accountability in this multi-million dollar market.

     

  4. I've generally been trying to ensure that all my LOD's fill up the bounding box to the same extent as the highest LOD model. So each LOD is proportionally the same size but with less geometry the lower I go.

    Now I think of it I think this may have been a self imposed rule as I can't remember where I read it. 

    I'll stop doing that then. 

  5. Something I learned recently that wasn't obvious to me at first.....if you manually create all the LODS in Max, then you need to use the exact same materials as you did in the original model. However, each LOD model can be uv mapped differently.

    So I am assuming that if your lowest LOD model is just a rectangle for example and you didn't want anyone to see it, you could put a 100% transparent texture on all the outward faces of the rectangle Then just include a hidden set of triangles or faces somewhere out of sight to host the other materials . You would also need to make sure that your other 3 LOD models also contained the transparent material hidden somewhere. I haven't tried it out yet, just what I learnt on these forums.

    Take into account this information has gone through the Porky Filter so could have come out on this page as being complete bollocks. :smileywink:

  6.  


    Johan Laurasia wrote:

    Don't confuse physics with clipping.  

    I've never even heard of clipping so no danger of me confusing it with physics. Where is this clipping setting? I shall investigate further. Cheers.

  7. Wow Robert, have you really gone back and updated all your older content to take adavantage of convex hull linking? I am proud of you :smileyhappy:.

    I've got over 70 prefabs ignoring all other content, Just the mere thought or relinking and repackaging all those builds makes me want call in sick.

    I think I may adapt a couple that were are too high prim count by old standards but I can't face optimising all the old content, there is too much. The plan is to just rebuild everything in Mesh, I should be finished by 2019 based on the speed I work:smileyhappy:

  8. Yes I am loving the freedom that mesh brings, have been struggling with getting my models fully optimized for SL but learning more tricks every day and feel like I am finally getting there. I took most of last year off from creation so missed the open beta and a lot of other info. Just playing catch up now. It's all groovy. :smileyvery-happy:


  9. TatianaDokuchic Varriale wrote:

    I was actually glad that all my doors are stand alone since that means I can optimize the other linksets that don't contain scripts using Convex Hull.

     

    Oh yes, I hadn't thought of it that way. I guess keeping windows and anything else that has a script in as separate linksets is the way to go. I will have to test out the script weight question when I am next inworld. If adding more than one script doesn't increase the LI it would be worth linking the doors to the windows, tp's and anything else scripted so you have a minimal number of linksets containing scripts. With the bonus of being able to convert standard prims types to convex hull we should avoid linking any sculpts into a convex hull linkset. When creating a hybrid mesh/sculpt/standard prim build I think segregating the different types of "prims" into their own linksets is the way to go, all the while trying to isolate any prims with scripts in so they can be grouped together.

     

  10. Something I have been thinking allot about this past week is how I am going to handle documenting and explaining to customers the LI changes that occur when you package a mesh item in an auto aligner such as Rez Faux. When I package up a build in Rez Faux I need to put a positioning script in the root of every linkset. This is obviously going to increase the LI for every linkset. All the linkset's then go in the anchor prim. When the end user rezzes the build it will come out of the anchor with the higher LI as the linksets still contain all the positioning scripts. Once the end user positions the build and clicks the 'save' button in the dialogue menu, then all the positioning scripts will be automatically deleted, thus lowering the LI.

    So there will be 2 LI figures customers need to take into account, The "out of the box" LI and "final LI" once the position has been saved.

    Where posible I will do away with auto aligners and just try and link the mesh parts together, but I like making big builds so not allways possible. Being able to make our own physics shapes is helping as I was forever using phantom linkets on sculpts which obviously can't be linked into the rest of build. 

    I need to think about doors too. MIne are all unlinked as i've allways used auto aligners, I don't know how to link doors to a build and make them open and close properly but I am sure it can be done.

    Does anyone know exactly how scripts increase LI? Does a large script cost more than a small script? Does the quality of the scripting have any bearing? Or is it just a set weight per script?

     

  11. Thanks very much again Maeve. I visited the build and read your tutorial on how to create the floor, all very informative. I am definitely going to incorporate the idea of modular interiors when designing builds. 

    I still can't see how I could effectively create a 100% mesh exterior for a build of that size without pushing the LI through the roof . As someone in the thread mentioned, splitting the whole exterior into modules would result in them appearing at different LOD's as you moved around the outside. I definitely think there would be room for using standard prims here for the main flat surface of the walls then use mesh for everything else like doors windows and any other smaller features. Definitely lots of experimentation to be done I think. 

    It's great. I feel excited about building content here again. After nearly 7 years of building in SL it had become routine and restrictive. Sculpts offered a certain level of liberation but I always felt I had one hand tied behind my back throughout the design process. 

    I was also worried that the prefab market would be flooded with 3D models "acquired" from the internet, but clearly you can't just upload any old house model into SL and expect to sell it competitively. Those models are going to need to be pulled apart and optimized which is allot of work and in my experience content thieves don't like doing the work bit. I am pleased about that too :smileyhappy: 


  12. Maeve Balfour wrote:

    I hope this helps - have fun! :matte-motes-smile:

    Your post was incredibly helpful, thank you.

    WIth Drongles technical explanation of how LOD scales (with pretty shiny graphs to boot) and your advice on how best to take advantage of this scaling, I now have a completely new plan on how to break down and import buildings into SL.

    I normally like to use allot of large open spaces in my builds, especially the modern ones which sometimes need to feel light and spacious. I now realise that the house models I have right now are not suitable for SL without allot of adaptation as they were built for animation and far too 'heavy' for SL. I think for SL I am going to need to plan interiors allot more intelligently and try and guide the camera as an AV moves around the building, so as to not expose the camera to anything that is too far away.

    I have a question about this part of your post.


    Maeve Balfour wrote:

     IF occluded by the outside structure, you can be REALLY savage on their subsequent LOD2-3-4 meshes - simple flat triangles (one for each material) are often all that are needed

    I understand that you need to have the same number of materials on all 4 LOD's, but when you say "simple flat triangles" do you just mean you need to create an object that has enough faces to accommodate the number of materials/textures used? If so, does this need to be about the same size as the main mesh or can it be tiny and hidden as the intention is it wont  ever be seen at lower LOD's?

    Thanks again for taking time to post your advice and I would love to be a nosy parker and have a look at your mesh builds some time if you are not apposed to visitors. :smileytongue:

     

     

  13. Thanks Charlar and Med.

    I need to take a step back i think. I've been trying to get a big house into SL that I built for a non SL project and have been alarmed at LI costs. Over this past week I've been learning lots about LOD's and opimising my models but i've clearly been overlooking simple things like the physics. I stupidly asusmed that as I know how to 3d Model I could just import into SL with minimum effort.

    More the fool me :smileyhappy:

    I shall now stop and do lots more testing as each new thing I learn seem to help bring my LI's down. 

    Then i'll start on small items and work my way up to large.

    Out of interest do you think it would be better to upload large models in smaller parts? i.e. a building that has say a 30m x 20m footprint, should i bring that in as a single mesh or maybe 6 meshes each 10m x 10m. I'm interested purely from an LI point of view here.  

    Thanks.

     

  14. Oh. yeah that makes perfect sense :smileyhappy:

    I assumed it was uploading with no physics as the drop down menu on the physics tab said "choose one". Although why I assumed it had no physics is a mystery as I am stood next to the bloody things and couldn't walk through them.

    OK we'll put this down to a blonde moment and say no more about it. 

     

    ETD this sudden realization is really going to help me get my prim counts down lol.

    I shall start making my own custom physics boxes.

  15. I've not really played with physics yet but noticed some oddness when uploading some mesh last night so did a little test and am really confused now. 

    So I have imported the same .dae file twice. The first time I didnt change anything in the uploader settings, I let the LOD tab auto calculate the levels then imported. That is the plant on the left. The LI is 20

    Then I uploaded the .dae again. Again I let the uploader LOD tab calculate itself, but this time I went into the physics tab and on Step one: level of detail I selected 'lowest'. Then imported. This is the plant on the right. The LI is 6

    Pysics question.jpg

    So the only difference between the  two uploads was the right hand one had physics LOD set to lowest and that reduced the LI by 14!

    I don't understand, If anything I was expecting the LI to go up when I added physics. Now I am completely confused.

    BTW I repeated the exact same test with the same results so wasn't a random fluke.

    Someone please explain to me why adding low level physics reduces the LI by over two thirds?

    Cheers.


  16. Faye Feldragonne wrote:

    Does anyone know why *Skyboxes* get listed on Market Place under *Building Componants?* Just curious because it's a lot of them, not just someone who liisted wrong.

    Hope everyone is having a good start to their weekend.

    As far as I know, prefab buildings have always been listed under building components. So I would guess you can thank Apotheus SIlverman for that who opened SL exchange in 2004. When LL purchased the site in 2009 they left that category structure in place. The first time I ever listed a prefab must have been Dec 2004 and I remember being baffled at the time by the building component category. Still am to this day.

  17. You might want to check the stability of your internet connection, I remember having a similar issue when uploading to Blue Mars a few years ago, Turned out I had bad packet loss on both upload and download due to old antiquated cable running from my house to the main cable line. A friend of mine had the same problem a few weeks back when trying to stream live a BF3 game. His cable company just upgraded the cable and his connection is perfect now.

    There are websites and free tools out there that can test your connection stability over a sustained period.

    One thought is, if you are using a wireless connection then try eliminating that and plugging in. If you are already using a wired connection then maybe try uploading on a different connecting altogether and see if that helps.


  18. Pamela Galli wrote:

    This is good news.  I have been heavily promoting mesh (which Nacy and I made in collaboration) to my customer group since Phoenix was mesh enabled. I see some mesh promotion in the trending feeds. :-)

    Have you released any 100% mesh prefab buildings yet Pam?

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