Jump to content

Nalates Urriah

Advisor
  • Posts

    8,851
  • Joined

  • Last visited

Everything posted by Nalates Urriah

  1. There are several causes. The primary is your connection to the SL servers. Having a good Internet connection does NOT mean you have a good connection to the servers. Test the connection to SL: http://blog.nalates.net/2011/10/26/troubleshoot-your-sl-connection/ If you have a high ACI avatar, it makes it harder to successfully TP. Check your ACI. Less than 350k is good enough. Lower is better. The next problem is your script load. How many scripts are you wearing and how big are they? Over 3MB od script memory starts to be a problem. You can get free script counters and script weight meters in the Marketplace.
  2. In Preferences you need to enable voice. Preferences (Ctrl-P)->Sound & Media (tab)->Voice Chat (checkbox) enable. Without a mic you can't talk, but you should be able to hear. Generally you do not have to worry about which output device to use. If you hear the ambient sounds and voice gestures, your viewer has found the sound output. There is an additional setting that may be a problem. In the upper right hover your cursor over the speaker-icon. You should see a drop down with: Master Buttons Ambient Sounds Music Media Voice The sliders should be at the halfway/50% point, at least to start. Then adjust to suite your self. You can also enable disable voice chat in the drop down. You say 'Group Chat' but you probably mean local chat, nearby people. General "Group" communication does not include voice. It is text only. But, there is a conference voice chat, which is different. If that is the issue, it should resolve using the same steps. In many places people are going into private chat (IM), text or voice. You have to be invited to join and listen in.
  3. As Rolig said, all the textures, prims, and meshes have to be full permission, copy, mod, and transfer. To export you need a viewer like Firestorm. I know it will export somethings. I'm not clear on whether it will export mesh objects. Look here: http://wiki.phoenixviewer.com/collada_export There is an asumption that the owner of a mesh already has a copy outside of SL, since all mesh items have to be imported. So, only prim builds need to be exported. Most of the export tools are for prims/linksets. As Linden Lab takes no responsibility for uploaded mesh, you are proably better off to find a 3D model site that has free public domain models.
  4. The last information I have on Linux is here: http://blog.nalates.net/2015/04/25/second-life-losing-the-linux-viewer/ You should probably look for a third party Linux viewer. Third parties are providing the new fixes and upgrades. I suspect very VERY few are using the Linden Linux Viewer as I suspect it lags well behind all other viewers. That means few can tell you how to fix a problem.
  5. What kind of issue? Does it give you an error message? Alwin is right, the cache has nothing to do with the password. He is making a good guess at how to fix a password problem. But, you haven't told us enough for us to know if it is your problem.
  6. Moving from a modeling program into SL has several gotcha's. Read through http://blog.nalates.net/2013/04/23/second-life-shape-export/ AvaStar handles most of these problems. When you get the mesh's vertices correctly positioned your next problem is getting the weighting of your item to match the weighting of the avatar. Even if you create identical meshes and perfect in every way but with one just a tiny bit bigger, you'll likely have poke through. If your vertex layout is different in the two surfaces, it is almost impossible to get it to work well. Trying to figure out how to average together the influence of four bones and weight a vertex to work with 3 or 4 nearby vertices is way tedious. A well laid out mesh just isn't going to ever move in exact parallel with the less well made classic avatar body. The problem is in how the animation system handles mesh. Each vertex is a separate calulation with no consideration for nearby vertices. In Blender you can do cloth and have the system consider 'surfaces' (nearby vertices - cloth collision) to avoid poke through but, the processing time per frame can be minutes. That feature is not in the SL viewer. Also, the math used limits precision to speed up calculation. Vertices closer together than the math precision error range tend to appear behave a bit erratically. Round off is a problem. It is an almost impossible task to keep close mesh layers from poking through each other because of the way the math works that moves the avatar and your items. The solution is alphas. In the days of old... clothes makers used glitch pants to hid avatar poke through of prim clothes. So, pants made of the same texture as a skirt, which sort of hides the poke through. I haven't seen anyone doing that with mesh clothes. But, it is possible. You will see some very close fitting mesh not poke through and not have to use alpha. That is done by using the exact vertices layout in both surfaces with the exact same weighting and making the outer surface larger by just more than the error range. Various designers are better at this than others. I see this working best with mesh bodies of those brands that provide the basic body vertex layout and weighting to clothes makers. Those brands have better fitting clothes. Well fitting clothes are the rage in the RLV community... well, 'rage' may overstate it. But, because the Firestorm viewer allows individual mesh items on an avatar be 'derendered' some want their nude avatar to be available without the alpha holes. So, well made clothes are in demand. The best fit is with a mesh body and clothes made specifically for that body. The clothes and body pretty much need to have the same vertex layout. Then the wearer can forgo using alpha layers.
  7. There is no way to transfer things from ADITI to AGNI. Things in AGNI are automatically copied to ADITI. As previously posted, you upload a new copy of your ADITI experiements to AGNI. It is the ONLY way. FS and Singularity have some additional features for downloading Full Permission things. Those can then be uploaded to AGNI. Scripts may have to be copy pasted from ADITI to a document on your computer then copy-pasted to a new script on AGNI. I have a copy of everyting I've made for SL in my computer.
  8. Rolig gave a good answer, precise. I will add that it is best if you white-list both the viewer's install folder and cache. While it may sound risky, remember, the files coming from SL have already been scanned on their end when the files were uploaded.
  9. You can make SL life easier for yourself by understanding how attachments work and making some changes. Avatars have 'Attachment Points'. When we attach head, hands, feet, and/or body we are using an attachment point. Attaching clothes can use the same attachment points. Thus the collar pops your head off. How appropriate for Halloween. You can right-click any attachable item in inventory, like head or collar, and select the attachment point. You'll see 'Attach To...' and 'Attach to HUD...' The first is for attaching things to the avatar and gives you a list of the attachment points. You can see which are used and which are open. You can attach 38 things. If you want, you can put them all on a single attachment point. Depending on your viewer you can WEAR and ADD attachments. Wear generally removes anything on the attachment it plans to use then attaches it self. ADD adds the attachment to the attachment point leaving anything already attached to that point. So, for things that use the same attachment point, you have to remember to use ADD. However... you can change an item's designated attachment point. Right-click and use Attach To... The item will remember to use the new attachment point. Prim and sculpty attachments have position offsets. Those offsets are based on distances from an attachment point. If you change a prims attachment point it move the prim to a new place. So, attaching prim shoes to your hand puts the shoe on your hand and the shoes movs with your hand, not your foot. Rigged mesh items are rigged to specific bones when made. No matter where you attach them they appear in the right place. Rigged/fitted shoes will appear on your feet and move with your feet even if you attach them to your nose. So, for RLV use it is smart to let prims use their default/original attachment points. But, you can attach head, hands, feet, body, and other rigged/fitted mesh items to less used attachment points. Currently RLV programming has made little acknowledgement of the changes in how avatars work since the introduction of rigged mesh. So, mesh body parts and RLV tend to be a problem. I've made it tolerable by change my mesh items' attachment points.
  10. Without more information I don't know. If a region/simulator needs to reboot, it will it will tell you leave the region. If a viewer has a problem, it can tell you to log off. I could keep listing things but, that gets tedious. Give us lots of details about what is happening and what you are doing when you see the notice, so we do not have to guess. Also when asking a question that may have technical aspects, click HELP->ABOUT... in the viewer and paste that info in with your question.
  11. You are making everyone guess... tell us about your computer and video card. If the viewer won't run, use CPU-Z and GPU-Z to get the information we need to help you. They are free. As suggested, read the System Requirements.
  12. What viewer are you using? The control is there in FS, Linden, and other viewers I use. Remember to add a texture and the projection comes out the negative Z axis. You have to have ALM and Shadows-Moon + Projectors enabled. See: Second Life: The New Facelight, which I wrote and made the videos for just a couple of weeks ago.
  13. In response to your request for some advice... For now Blender-AvaStar and MayaStar are the only 'maintained' SL specific animation systems AFAIK. I expect more to be developed but, Sansar may limit developer interest in such programs for SL. For now Blender-AvaStar (US$25+/-) is the cost effective solution. It gives you the ability to animate everything provided by Bento and to use the added features of using .ANIM files. Maya is going to get that capability. A Linden is writing the Maya .anim export feature on their own time. Both AvaStar and MayaStar are developed by SL peeps that are invested in SL. So, we are likely to have ongoing support, tutorials, and updates. I use AvaStar and I suppose I am a bit basied toward it. Cathy Foil, MayaStar dev, is great and apppears to be doing an awesome job with it. So, the cost of Maya is the ONLY negative thing I can say about MayaStar. Otherwise, I try to recommend it to any Maya user that asks or I come across. Blender has a learning curve. I think it is less than once upon a time. I don't know about Maya's learning curve. Both have lots of online tutorials. But, once learned, you can do about anything done in the 3D modeling world. AvaStar, and I think MayaStar, greatly reduce the learning curve, especially for the SL gotcha's. Some time ago I wrote How to Export SL Shape. One of the problems you'll learn about in the article is the scaling difference between Blender and SL. With AvaStar you'll never have to learn about that one. There are also X,Y,Z differences between SL modeling and animation and the same tasks for other platforms. These differences we have to account for in Blender, which is geared more toward standard modeling. These are are annoying differences but, AvaStar handles those. Getting the SL skeleton and avatar mesh into Blender are handled by AvaStar. As are XML shape files. Just the reduction in learning is worth the cost. I suspect you'll eventually want to do things Qavimator can't do. So, you may want to start changing over now. PS: I agree with Medhue on what will happen with new mesh hands and heads from Slink, Belleza, and others. If you have been following my blog and Strawberry Singh's you'll see mesh developers are including HUD's to animate their products. We have a few Bento products with beta releases out . So, we can see that they are doing now. The HUD's and animations are sold with the hands/heads as part of the product. We don't need to speculate and what will happen. We can see it happening now.
  14. I'll give you the TL: DR answer. There are things you do NOT want scripts to do to your avatar without permission. But, in a game (experience) the repeated requests by individual objects becomes highly annoying. The "Experiences" idea is a way to grant permissions to a group of scripts and avoid the repeated requests. Also, you can revoke ALL the permisions for a given experience with one click.
  15. Heart may be right. SL uses a lot of bandwidth. Some colleges block access to SL to reduce their bandwidth use. Depending on how good their IT department is, there may or may ot be a way around it. If you have a class that uses SL in their teaching, you may have to ask your Prof to have IT grant you access. Otherwise, you'll have to find a way to connect to the Internet without using the collage's network. You could use Google's Remote Desktop to connect to your home computer. Access it via the dorm network and have the home computer access SL via its commerical network. You'll have more lag, but it is very doable. With a good connection in both places it may not even be noticable...
  16. Please only ask once and wait for someone to answer you. See your previous post.
  17. The viewers can export avatar shape. See: http://blog.nalates.net/2013/04/23/second-life-shape-export/ You'll notice there are some scaling issues. Once upon a time the viewers could export the shape as an OBJ file. AFAIK, that is no longer possible. I've asked in the three main groups likely to know and all say no OBJ export. There are some 4 year versions of viewers that still have the feature and some custom 3rd party viewers. Rumor is Singularity can do it, but I haven't tested that. Blender has no idea what to do with the XML information. So, you probably wonder what it is and how to use it? Many things in SL are parmeteric, shaped by a set of numbers. The shape sliders are adjusting the percent of morph being applied to the avatar. A saved shape is a list of those percentages. That list is what is being exported to the XML file. You can manually sort out the file, import the SL avatar (files in SL Wiki) and apply the morph percents. Very tedious and error prone. A shortcut is to use AvaStar or MayaStar... someone is building a 3DMaxStar (I don't know that will be the name). These addons to Blender and Maya provide an SL compatible skeleton and rigged mesh connected to a set of sliders that mimic the Appearance Sliders in SL viewers. They also provide an importer that decyphers the XML file and applies the values to the SL compatible avatar in Blender or Maya. No easy way to get a shape into Blender without Avastar or MayaStar. You can try asking someone with either to do it for you...
  18. Alwin is probably right. It would be a good idea to pick a new location for login by using the web based Destination Guide. Clicking Teleport will open the viewer and set a login destination. You can check with your Alt that the region you want is online and working. I also wonder if you have mistyped the ID or password. ID formats changed, but that was more than a year ago. Depending on the brand of viewer the ID format trips people up. Then there is the problem of a good Internet connection but a poor connection to the SL servers. You can test that: http://blog.nalates.net/2011/10/26/troubleshoot-your-sl-connection/
  19. One of our big problems is we do not know how many poeple in SL are running with ALM and AO enabled. We have been asking at various UG meetings with Lindens present. We just haven't gotten an answer. It isn't that they don't want to. They just don't know. Answering the question is just not a priority for the Lindens. So, it has gone unanswered. THe Lindens do not see SL as we do. I think it is important for designers and creatives to know how their products will be seen. Creatives are already having to make multiple copies of everything they sell for varous reasons. Not knowing if a person will have ALM and AO enabled sort of requires one bake shadows and AO in for one and provide another texture without the shadows and AO. Show up at the Tuesday and 2 Thursday UG meetings and cry on a Linden shoulder. UG Meetings Bring friends. Lots of them. Do that every month for a while and we'll probably get an answer.
  20. We need lots of information when you ask a tech question. Most of what we need to know is in the viewer's HELP->ABOUT... copy and paste that into your post and with any tech question in the future. I can think of a number of possibilities for what "my mesh" could be. Explain... something you bought? Something you made? Somthing in your inventory's Library? Are you playing with any of the Bento beta items showing up in the market place? Bento requires use of a special RC version viewer. Have you seen this behavior in different viewers, ie, Firestorm and Linden? Did this mesh ever look right before? What changed two days ago? Friday the RC versions of the viewers changed. If you are using an RC version that is a likely problem.
  21. Nalates Urriah

    Cant Run

    When you ask a tech question like this we need lots of information. Otherwise, we just guess. You then get to spend time trying our bad guesses and not solving the problem. Most of the information we need is available via the viewer's HELP->ABOUT... Copy that information and paste it in with your tech question. Use OPTIONS in the upper right of your post to edit it. How are you trying to start running? Two quick taps and hold 'W" key? Is the avatar moving faster and just scooting or making walking motions? If so, you may not have a run animation available. Who's AO and what version? Have you looked in its contents to see if there is a run animation? Is it a HUD or built into viewer AO? What do you mean 'adjust' AO? Do you see this behavior in different regions? Are you using a human avatar? Have you checked your viewer stats (Ctrl-Shift-1) to make sure the sim is running OK? Time Dilation at or near 1.0 and Servr FPS at ot near 44. Are you dropping packets? See % lost packers which should be 0 or near 0. Is PING <250? Lower is better. Higher at about 500ms we start to see problems. ...
  22. Log out. Wait 5 minutes. Use the web page Destination Guide to start your viewer and log into a different region. With the viewer closed, not running, click the guide's teleport button. You viewer sould open, let yuo login, and tp you to the selected destination. Does the 'stuck' problem persist? You need to give us detailed information so we can figure out the problem and avoid guessing, which is what I am doing. Use the viewer's HELP->ABOUT... to collect the tech info we need. Paste it into your post. Use OPTIONS in the upper right of your post to do that. A stuck avatar is almost always from a bad connection. Having a good Internet connection does not mean you have a good connection to the SL servers. Test it: http://blog.nalates.net/2011/10/26/troubleshoot-your-sl-connection/ But, it is also possible for the avatar to be inside something. You can usually tp out to another region. But, a region having problems may prevent that. Logging into a different region should clear those problems.
  23. When you ask a technical question we need lots of detail. Desktop, laptop? Video card? Viewer brand? Get most of the information by clicking HELP->ABOUT… Copy paste that info in with your question. To edit your post click OPTIONS in the upper right. The first thing is to use the Linden default viewer. Log into a Linden region like Furball. Then try switching to the Test Male/Female avatar. Press: Ctrl-Alt-Q to open the Develop menu item. Then click Develop->Avatar->Character Tests->… I suspect you are having a problem with classic and mesh avatar bodies. But, you haven’t said whether you are trying Library outfits or outfits you made. You haven’t said if you are ADDING outfits, REPLACING outfits, or WEARING outfits. You haven’t said what you are trying to ‘detach’. Skin has to be replaced as it cannot be detached. Several parts of an avatar are that way. You haven’t said how you are trying to detach. Are you clicking in inventory or right-clicking the avatar and selecting detach? You most likely are doing something wrong. But, a problem region can cause this type of problem. A poor connection can cause this type of problem. Restarting the viewer and computer, perhaps using a different viewer, logging into a different region, and selecting a test avatar should clear any attachment problems. Moving to a new region eliminates any region problems. The Linden viewer has no bug that causes this. That leaves connection problems. Having a good Internet connection does not mean you have a good connection to the SL servers. Test that connection: http://blog.nalates.net/2011/10/26/troubleshoot-your-sl-connection/ After all these tests, if you still have a problem, answer the questions, provide lots of detail on what you are doing then we may be able to figure out the problem. You may want to look in the wiki to see how to do a clean install. I doubt it but, you may have a problem with the installed viewer. If you are using the Linden viewer I suggest you install the Firestorm Viewer and see if the problem persists. If it does you have eliminated most of the possible problems on you side leaving connection and server issues. If the connection tested OK then it is likely support ticket time.
  24. The easy way is to look and see what is in Second Life. For that go look to see what people are renting out. Find something you like. Right-click and select properties. Look for the creator's name. Then search for that person. Look in their picks to f ind their store. Search generally does pretty well for me. But, are you using in-world search in the Linden viewer or legacy search in the Firestorm viewer or search from the web page? Or forum search? Marketplace search? Or wiki search? Or Google, Yahoo, Bing...? Give us some details. Give us the keywords you are using and whether you have it set to G, M, or Adult. The page I see searching for 'rental' is: http://search.secondlife.com/?query_term=rental&collection_chosen=all&sort=&isLeftColOpen=true If I search on house and filter by Buildings I get 35,481 hits. Adding the word mesh it cuts it to about 5,900 hits. House Mesh The Classified ads show luxury rentals. The general results lists 9991 hits.I have a hard time understanding how you can't find what you are looking for. You could visit Insilico and rent an appartment there. Those are some awesome places. But, I could rent a quarter SIM for what they cost, did last time I checked.
  25. Es gibt in der Welt Geschafte und Marktplatz Läden. In-Welt konnen Geschäfte gemietet werden. Verschiedene Personen und Gruppen mieten Geschäfte. Sie konnen billig (L $ 100 / Woche) oder teuer sein. Diejenigen, die viele Menschen haben zu Fuß durch sind in der Regel teuer. Je mehr Prims erlauben sie im Shop desto mehr kostet. Ihre einzigen Kosten sind Shop-Verleih. Marktgeschäfte sind gebuhrenpflichtig, Prozent des Verkaufs. Die Provision ist 5% des entsandten Preis. Siehe: https://marketplace.secondlife.com/listing_guidelines Wenn Sie das Geld aus der SL nehmen gibt es eine weitere Gebuhr. Wie vom 5. April 2016 lädt Linden Lab eine Gebuhr in Hohe von 1,5% des Transaktionswertes , mit einer Mindestgebuhr von $ 3 (USD) und einem Maximum von $ 15 (USD). Google Ubersetzer… There are in-world shops and marketplace shops. In-world shops can be rented. Various people and groups rent shops. They can be cheap (L$100/week) or expensive. Those that have lots of people walking by are usually expensive. The more prims they allow in the shop the more it costs. Your only cost is shop rental. Marketplace shops are fee based, percent of sale. The commission is 5% of the posted price. See: https://marketplace.secondlife.com/listing_guidelines When you take money out of SL there is another fee. As of April 5, 2016, Linden Lab charges a fee of 1.5% of the transaction value, with a minimum fee of $3 (USD) and a maximum of $15 (USD).
×
×
  • Create New...