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Porky Gorky

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Posts posted by Porky Gorky

  1. Good question and answers, I noticed the exact same thing, I've always zoomed right in to check the alignment of 2 prims, especially ones that have been cut as I learned long ago that you can't trust the numbers and everything needs to be perfect. I just assumed I had borked up my viewer settings as I've not been able to zoom in as far for quite a while now. 

    I think Chosen Few should render up a few hundreds mini copies of himself so we can all carry one around in our pockets, It would make life so much easier. Would be more useful than Google.

    Porky "how on earth am I going to network my washing machine to my router?"

    Chosen "Well, you simply have to ....(insert ridiculously concise technical explanation here)...."

    Porky "Gee Chosen, thanks, your amazing!!!!!"

    Chosen "Yes. Yes I am"

    :smileywink:

     

     


  2. Medhue Simoni wrote:

    The only person that thinks this is a mesh vs sculpty thing, is you. I'm gonna use whatever is the best to use. Having said that, I will likely never make another sculpty. Why waste my time? Besides getting more prim savings with mesh, I can use mesh in any world, and any program, and it is the exact same. I could even sell it on IMVU, BM, Unity, and Dazstudio. There are probably more, and all the SL related worlds.

    Toy is not the only person who thinks this is a "mesh vs sculptly" thing. When creating content for commercial gain in SL the number one factor for allot of merchants is prim count.  Im now at a point where I have designed a large 100% mesh build in Max, it will fit snuggly on a 4096sqm plot. Once I import it in with "acceptable" LOD levels, the LI is outrageous when compared to a build of that size made with standard prims/sculpts. After spending weeks trying to optimize the model in Max to lower the LI, I am at the point now where I'm breaking the mesh model down into smaller segments, removing lots of parts with the intention of replacing them with sculpt and standard prims once the build is put together inworld.

    After months of trial and error I have to agree with Toy, large scale mesh cannot compete commercially with sculpts and prims. Im sure the 100% mesh version of my build would sell to a few people, even taking into account the huge LI. However I need to justify spending 50 + hours on designing a prefab and I justify that by creating content that will appeal to as many people as possible and will sell over and over again. Prim count/LI has to be a major consideration with any products I release as that is a major factor that drives consumer spending. 

    From a creation and artistic point of view Mesh is a godsend to SL and will be fantastic if LL manage to balance the cost of it correctly. However, my continued existence within SL is driven purely by profit, and in its current form, Mesh is only commercially viable for clothing, Av's and smallish objects IMO. I would consider any large 100% mesh build that I released right now to be niche product and would not expect it to sell as well as a hybrid mesh/sculpt/standard prim equivalent as it just cannot compete on prim count or LI or PE or whatever they are calling it this week.


  3. stickam wrote:

    everyone complains about my outfit....

     

    I've been here 8 years and I still look like a noob so I wouldn't worry. Just shove a paper bag on your head and get a freebie outfit from the marketplace. You'll be fine.

    Welcome to SL :smileyhappy:


  4. Lucinda Bulloch wrote:

    It seems that is the way all is going, will be worst when people dont need land for the xstreet boxes and all is in our inventorys, they must know this.

    I don't think Direct Delivery will make any noticable difference, it only takes a couple of prims to host boxes. I doubt people are keeping land in-world right now just to host their MB's, if they want to close up shop they will just rent MB hosting space or borrow a couple of prims from a friend for now. I can't see the abonment of land increasing when they make DD mandatory.

    However the existing problems of yet another useless inworld search engine, Global financial crisis and a buggy laggy platform that has barely ever been promoted to the outside world will continue to drive in-world business to the marketplace and cost LL in tier.

    No idea if that is the reason that Duggy is giving up his sim, but whatever the reason I am sad to see him go, I've visited a few times and like your style. 

    Duggy Style.....:smileyhappy:

    Best of luck to you.


  5. Chosen Few wrote:


    Porky Gorky wrote:

    I don't hit the
    enter
    key after tabbing You never used to have to do that, just tabbing would copy the numbers across.

    For what it's worth, I'm actually glad they made that change.  It helps prevent accidental edits. It also brings SL's behavior more into alignment with how tabbing and entry work in a lot of other programs.

    While it makes deliberate take edits one keystroke longer, which might seem less efficient if you're used to the old way, it does actually make more logical sense this way.  Logically, simply tabbing from field to field shouldn't change any of the data in the fields, even if multiple objects are selected.  The Tab key is just for moving the cursor.  Entering data is what the Enter key is for.  The tab key only serves as an entry tool, if it's pressed after new text has been entered into a field.

    Yes, I agree, I often used to make editorial mistakes by being a bit TAB happy. TAB ENTER makes much more sense.

    I really cannot believe that I have missed this for all these years. Seriously, I have spent thousands of hours building in SL, I even worked full time in SL, building custom regions between 2007 and 2010 and in all that time it didn't occur to me to try TAB ENTER. 

    It beggers belief !


  6. Alicia Sautereau wrote:

    I think this might be an issue with the viewer your using
    :/

    I`m used to building like that aswell and just tested it to be 200% sure and it works (select all identical faces -> select pre-aligned face tabs+enter)

    That last word in your post is the winner. I don't hit the enter key after tabbing You never used to have to do that, just tabbing would copy the numbers across.

    Oh well, it's only been 5 or 6 years that this problem has been bugging me. Thanks for solving it :matte-motes-big-grin:

    This reminds me of when I first started building and selling prefabs in 2004. I was in business for over 6 months before I suddenly realised that you could edit the properties on a select face of a prim . This was like a revelation to me.

    I seem to be a master of missing the bleeding obvious!

    Thanks very much.

     

     

  7. Fair enough, I guess I shall remain annoyed.

    I have a completely unrelated question that I am going to bung in this thread to save starting another. I've been meaning to ask this question for years.

    I select a prim, then shift select a second prim, then click on the texture tab. This displays the texture properties for the 2nd prim selected. In the the old days you used to be able to highlight the first number in the repeats field then just click tab repeatedly, cycling through all the fields on the texture tab. This would then apply all the properties from the 2nd prim to the first prim selected (repeats, rotation, offsets etc). This was a very quick way of copying the texture properties from one prim to another. Nowadays I need to copy and paste the data from each field individually on the texture tab, or type the numbers in manually.

    It's annoying!

    So is this a client side problem, am I just missing something or using the wrong viewer?

    Or did LL just break this function somewhere along the line?

    Cheers.

  8. Greetings.

    Here is an issue that has been bothering me lately

    When using shift ctrl on a prim it brings up the bounding boxes (dunno if that's the technical name) that can be dragged to change the size of the prim.

    Here is a pic of this being done on a prim that has the dimensions 0.5m x 0.5m x 0.1

    Image 1.jpg

     

    Here is a pic of this being done on a prim that has the dimensions 0.5m x 30m x 0.1

     

    Image 2.jpg

     

    As you can see the bounding boxes in the second image are huge compared to the first. If I zoom in on a prim like the one in the 2nd image and press shift ctrl I find it tricky to grab the green box on the Y axis especially if I am looking at the prim from a side on 2d perspective. With enough camera tilting I can grab it in the end but doing so annoys me and disrupts my workflow.

    So what can I do to reduce the size of these bounding boxes on prims such as the one in the 2nd image?

    Thanks.

  9. I forgot about Tringo. I bloody loved Tringo. Before the days of TP's people use to gather on the border of full regions that had popular Tringo games, waiting for someone to log out so we could all make a mad dash into the sim.  

    I've always been a premium member so still get my L$500 weekly stipend. Since they lowered the price of annual membership I actually make money every month just from staying premium. It's cool, It feels like LL are giving something back to those of us that have helped support them all these years. 

     

  10. If people stopped moaning and complaining on the forums there won't be anything left to read.

    There internet is good for 3 things.

    1) downloading stuff you havn't paid for.

    2) looking at furry front bottoms.

    3) moaning.

    enuff said.

    :matte-motes-wink:


  11. Alicia Sautereau wrote:

    8 years... now i`m starting to feel young again
    :D

    SL went into open Beta in April 2003 so there maybe a few Av's still around that will be 9 this year! Maybe a few that already are 9 if they were involved in closed beta.

    I have a couple of old grid maps on my HD, I'll paste them in below.

    AGNI Grid 2002

    SL AGNI Grid 2002

     

    AGNI Grid 2003

     

    SL AGNI Grid 2003.jpg

     

    The grid has definitely grown a tad more since then.


  12. LillyBeth Filth wrote:

    My account (This one) was created in April 2004, so 7 years old this April.

     

    Hi LillyBeth, you will be 8 years old this April :matte-motes-big-grin:

    I remember buying my first ever set of textures from you, must have been the end of 2004, maybe start of 05. It has been interesting watching your business develop over the years and I i'm really happy to see that you have turned it into a career, especially now you have moved into working in the games industry. Kudos to you.

    The OP neglected to mention Dwell. We used to get paid L$ when people visited our land. The trick was to keep people on your land to take up as larger % of their inworld session as possible so they would generate more dwell for the land owner.

    Happy days!

  13. This has kind of been done before, in 2006/7 there was the SLBB Second Life Business Bureau, although LL forced them to change their name, I think they chose the Virtual Business Bureau or something similar in the end..

    I was a member, I think it cost L$1000 one off payment to join. I hoped it would offer some level of credibility to my business as a lot of merchants signed up and the group seemed to get some results. Their purpose was to try and keep businesses in check and offer consumers somewhere to turn when a business failed them... Mainly due to the fact that LL would generally not get involved in any disputes between residents. I got a sign to stick on the shop wall to show customers I was affiliated with a reputable group and they did help me with a few copyright issues when copybot was first becoming popular. I had no idea about DMCA;s then and I used the SLBB as an "official" front to contact the infringers and successfully persuade them to take the content down.

    In the end the group failed though. They had a founder and 7 or 8 board members and they controlled the whole group. Although members were able to submit proposals and supposedly vote on other peoples proposals, this never really happened and it was the few select board members that got to control the group, It felt a bit Clique like.

    I also remember there was a bit of nastiness at one point with board members posting private IM's in the public group channels and general arguing and bitching between members and the board. Some peoples feelings got hurt, some people left the group etc etc.

    Ultimately I think the group failed to uphold some of the ethics and principles that it was founded upon and ended up failing. Also I think they didn't have any real power as LL were never involved in any way. This group had effectively appointed themselves an authority within SL which is obliviously never going to end well.

    I realise this is different to the group you propossed, I just thought I would share a few of the fragmented memories my brain managed to retain from SL's first attempt at a BBB.

     

  14. I closed all my rentals at the beginning of 2010 as they were no longer profitable enough so I can't comment on how much the going rate for space is nowadays.

    However, regarding "true traffic" I thought I would add to what Tari said. Allot of people who rent space commercially, do game their traffic as traffic is one of their key selling points. A good way to find out the true traffic and potential passing trade for a specific rental spot is to bring in an alt, put a radar on it and leave the alt floating above the rental spot. Set the radar for about 20 to 30 mtres or so, basically far enough to cover the rental spot you are interested in plus a few on either side. Make sure the radar reports the presence of other av's either via IM, email or just in the alts local chat window. Leave the alt to go idle then log into SL with your main AV and go about your business. When you check back on your alt you should have a list of everyone that's that's been within spitting distance of the rental spot during that period. Log in at a variety of times and days to get a better picture.

    I found this to be a really effective way of determining the true traffic for specific sections of a mall. I found some incredibly busy and profitable rental spots using this method in the past.

  15. If we have a separate category for mesh, then the Mesh category would need all the same sub categories that exist on the current marketplace. We couldn't just have one category called 'Mesh' for all mesh products, a year from now there will be many thousands of mesh items, it would become a mess very quickly as more and more mesh content is added. LL would need to double the amount of categories they currently have or effectively create a new marketplace just for mesh. I can't see either of these things happening.

    I think a filter as others suggested is the only way to go.

  16. HI Robert.

    I find it a bit disconcerting how many of our fellow prefab creators from "back in the day" have gone now. I bet there are less than a dozen prefab businesses left that started when we did. Some of those that are still here seem totally inactive, they have land and sell stuff but haven't added any new content for years. I stumbled upon one of my old favorites the other day, Modlife owned by Rem Koohaas, he built all those cool white modern builds that seem to spread across the grid  in 2005/6. It was really cool seeing his stuff again, it all seems really retro now and bought back some fond memories.

    Anyway, glad to see some other old timers are still around and planning for 2012. Best of luck to you :matte-motes-big-grin:


  17. Lasher Oh wrote:

    I get tired of having my  legitimate 'Mesh' clothing items which were here way before 'Mesh Sculpties' were even thought of in SL, being flagged by trigger fingered snitches who have adopted a technology with a similar name.

    ^L^

    I've had the same problem. I sell textures on another AV and for years have been selling a set of Scifi wall and floor tiles. They have a metallic frame with a mesh material in the centre. They have been flagged 3 times in recent months as they are not "mesh". Have given up selling them on the MP now, cant be bothered with it :matte-motes-big-grin:

     


  18. Harm Xue wrote:

    I can relate to the MP search problem.

    I hate flagging items in the MP, but seems the use of the word "mesh" in keywords is getting totally out of hand with some people using it in all their items. Not even partial mesh used.

    It depends on your definition of Mesh. Mesh has been in SL for a long time, the ground you walk on is mesh, avatars are mesh, sculpties are technically a mesh too. Mesh is such an ambiguous word, especially in a place like SL where you have professional 3D designers working alongside amateurs and hobbyists. The term Mesh means different things to different people. I think it will lead to allot of confusion especially when it comes to people flagging items on the MP.

    For example, If you flagged an item claiming to be "mesh" and it consisted of 4 standard prims and one sculpted prim, I think the seller should appeal and try and get the item re-listed, as they are technically not in the wrong. The item does contain mesh.

    Maybe merchants need to use more specific terminology such as "polygon mesh" or "rigged mesh". This will make things allot more black and white.

     

  19. Thanks for the explanations, I actually now understand this problem after all these years.

     


    Chosen Few wrote:

    Once again, people, there is no such thing as an "alpha layer".  It's an alpha CHANNEL!  Layers and channels are entirely different things.  This forum is the only place in the known unviverse in which people, for reasons I simply cannot fathom, insist on using the two words interchangeably.  Not only does this make it very difficult to have intelligent conversation on any number of related subjects, it makes things incredibly confusing for newbies who are trying to learn graphics concepts for the first time.

    This goes out to everyone: If you want your contributions here to be meaningful, use accurate terminology, each and every time you say anything.  Thanks.

    Horay....I correctly made reference to the alpha channel in my opening post, I can officially declare myself no longer a noob :matte-motes-nerdy:

  20. Thanks for the answer Immy.

    I have played around with 1-bit alphas in the past and they can work for shadows or lighting effects , but as you said, not really suitable for detailed textures. Oh well, we'll just have to keep on suffering.

    Happy new year and what-not  :matte-motes-grin:

     

     

  21. Hello.

    If you put a texture on a prim that is saved to the alpha channel, then layer multiple copies of that prim one in front of the other then you get a flicker as you move the camera.

    Is there a fix or work around or trick to avoid this?

    I asked this question about 7 years ago and didn't get a satisfactory answer. Since then I have muddled through and accepted it as just another SL quirk. 

    Today it's really annoying me! So I thought I would ask again in the event I had missed something. :matte-motes-big-grin:

    Cheers

     

     


  22. Pussycat Catnap wrote:

    Opinion. Not necessarily fact. And be careful with your tone there, this isn't [certain 3rd party forums] and you might notice certain argumentative names no longer posting here while others have been (or trying) toning themselves down...
    :)
    You probably don't mean to provoke, but starting out with 'wrong' as a sentence can end up baiting people.

     

    LIke Rene, I have been away from the forums allot of last year. Can you explain further what's been going on please?

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