Jump to content

arton Rotaru

Advisor
  • Content Count

    2,200
  • Joined

  • Last visited

Community Reputation

917 Excellent

4 Followers

About arton Rotaru

  • Rank
    Cost Effective Resident

Recent Profile Visitors

1,327 profile views
  1. I think you are talking about the added feature that we can upload meshes with more than 8 materials, which will spilt the model into multiple objects. Actually, that's something completely different than the still existing "material split".
  2. Actually there hasn't been any fix done for this. It's like this from the beginning. The only thing that has been done, is that Gaia modified Blenders Collada exporter to generate DAE files with triangles, at some point in time. Exports from 3ds Max, or Maya, for example, were always working fine with the Triangulate checkbox ticked in their collada exporter.
  3. Make a custom physics mesh. For small objects I usually upload just a box as the physics. That limit applies only to DAE files which reference geometry as polylists. DAE files which reference geometry as triangles work fine with more than 21k triangles. Even Blender is capable to create such files, when the Triangulate checkbox is ticked in the exporter.
  4. It's the number of vertices which count against the land impact (download weight). A vertex can only hold the data of one position coordinate, one UV coordinate, one normal vector, and some more types which aren't relevant for SL though. A UV split doubles the vertices along the split. A material boarder creates duplicates as well. Same for hard edges. So the strategy is to split UVs at hard edges, and on material borders if possible, to save resources. Because, if you have duplicates from hard edges already, the UV split, or material border won't create any further duplication there. You may notice a different vertex count in the viewers import window.
  5. Unlink the object, and check each part for it's download weight. Then you see which ones the most expensive are. Since you upload a group of individual objects all at once, and just use the automatic LOD generator of the viewer for all of them (at once), I can imagine that some pieces are heavier on their low/lowest LOD than they should/could be. Making all custom LODs for all pieces (that's what I always do), or uploading each part individually with appropriate triangle settings should make a difference.
  6. Yeah, it's the objects in the scene who have to follow the naming convention. I should have mentioned that, because the Knowledge Base description is still misleading.
  7. In step 2 the triangle based mesh will be decomposed into a set of convex hulls. It's something completely different than what a triangle based mesh is. Triangle based physics work best with very few, and very large triangles. Like in your house. However, the smaller the triangles get, the more expensive they will be. That's why tirangle based physics change their physics weight when scaling the object smaller/larger. Decomposed physics will keep their weight consistent regardless of their size.
  8. Chic is correct, it's the llTargetOmega (TARGET_OMEGA) function which does this on triangle based collision meshes. A door script without that function will do.
×
×
  • Create New...