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Pixels Sideways

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Everything posted by Pixels Sideways

  1. So I found his link on a PBR reddit discussion (below) that is a pretty comprehensive guide to PBR, lighting and probes. It's not like you can rez a sofa and use your own preferred windlight like ALM, Between the environment adjustments and rezzing probes for different objects and trying to find a balance between PBR and non PBR objects, it seems like a lot of unnecessary extra work to see the textural subtleties or reflections of PBR objects. Why wasn't PBR standardized in to make it less complicated and more user friendly? One button general setting and more standard windlights capability and less probing? PBR feels more like a creator benefit than an average user benefit. Sure, PBR it looks nice but I think most folks just want to rez their stuff without having to futz with all this extra work involved. I can't imagine being new to SL and this is what you are faced with. ALM may lack he nuances of PBR but it's significantly easier to use. An on/off radio button and a variety of EEP/windlights. Especially for those who can't use PBR for whatever reasons. While ALM does add extra hot sauce to my lapdoggy, I cannot do shadows - that's like the last hot sauce on the Hot Ones - my gpu does not like it. Anyways, this how to PBR probes, etc., guide looks very helpful for people moving into using PBR and it's easy to follow so will share. Kudos & thanks to the author, Kristi Aurelia. https://docs.google.com/document/d/18ut5mR_S9sAYDwWvFHNpRqrJ31y2hpqVSZHd8sbeua4/edit#heading=h.2jbb6oy7k2oq
  2. I can't imagine anyone wants their face reflected on that thingy, 😁
  3. It's technical terminology for challenged builders like myself. 😁
  4. It wasn't an ask. It was an observation and as was noted in a reply after, the market will determine what people will buy. Which is why I don't buy PBR only things. There is still an overwhelming amount of content that is not PBR only and has both PBR and legacy textures and just legacy textures/materials.. PBR only will become a problem when sim experiences become substantially PBR and a lot of foks won't be able to enjoy those experiences.
  5. I use ALM. On & off, though, depending on the place / environment. . And I know others who do as well but are not using PBR viewers yet. I also create stuff with materials so need to use it for that. I'm not all fancy pants bing ping pong baked channels etc. I just genera simple texture maps. Hopefully there will continue to be builds and content everyone can experience.
  6. That's a totally different issue. If, for example, a place in SL uses a mix of PBR only and PRB with backup materials or materials only, if people are unable to use a PBR viewer for whatever reason, theyu will not see textures on the PBR only objects. So people who can't use PBR viewers can't fully experience the build.. . So it goes beyond purchasing objects. As was noted, the market will determine how people move forward with purchases but there is nothing they can do about PBR only sim builds if they can't use a PBR viewer as they won;t be able to see anything. And for a lot of those folks, upgrading a computer that runs viewers with PBR smoothly and low / no lag is not an option.
  7. Why would I buy something I can't see? Just pointing out that as was noted earlier in the topic by Quartz Mole, objects that have both materials & PBR can be viewed by both PBR and non PBR viewers so pretty much everyone in SL can see them. Other people on this topic have brought this issue up as well.
  8. So back aways on this discussion, Quartz Mole said that as long as creators use materials first then PBR effects everyone would be able to see textures rendered on PBR and non PBR viewers so not to worry. All would be fine.. Apparently that advice seems to have been discarded as I am seeing more content being created with PBR only rendering it useless to people who don't use or can't use PBR viewers. As I've already seen on this discussion, some people are not able to upgrade their computers so if PBR only content proliferates, their SL experience will be greatly diminished and if viewers get deprecated and new versions with PBR are mandatory, it may shut out people who have long supported SL. There should always be legacy viewers that can accommodate less robust older computers. And creators might consider this when making content. I hope Linden Lab is paying attention to this.
  9. okies i was putting it in the wrong place as in deleting the other part. Then trying o add it back. All good. Works great. thank you much, Frionil. xoxo
  10. TY Frionil I pasted that in but this piece below was excluded from my original script and your original music player script - and when I played the music it stopped after the first sound file. So where does this go assuming I need this timer to play the files sequentially.? I tied adding this but keep geting error messages when trying to save the script. timer() { string s = llList2String(sounds, snd*2); float d = llList2Float(sounds, snd*2+1); llSetTimerEvent(d); if(s) { llPlaySound(s, 1); snd = (++snd)%llGetListLength(sounds); s = llList2String(sounds, snd*2); if(s) llPreloadSound(s);
  11. derp thank you. Quistess. . that fixed the particles but it's still starting the music player back up or sumpin is after unsit. Any idea why that is?
  12. Hiya Folks! I'm running into some issues with these scripts. The main controller script sits and animates an avatar then tells a music box script to play a song, and particle scrips to spawn their particles. >> On my wish list: I'd also like to add additional scripted objects like the particles one that would rez an object(s) and a fader that would make a transparent object sowly appear then vanish, all tied to certain points in the song which I'm been using sleeps to do the timings of. All scrips that work together are controlled by a unique channel and say word. I put sleeps in the particle gen scrips so they sync with the music, I have a sleep in the main controller that is the length of the music so the avaar continues the animation until the song ends then is unsit. There is also a stop command for the particles to stop. However, the particle won't stop and for some reason when the script says stop, the music starts back up again. I have a unique channel and unique say word to start the whole shebang and that channel and word is in each receiving script for the nusic player and particles I also noticed when I had two of these set up in the same area, when an avatar sat, it started their music player and started the adjacent ones even tho I changed the channel numbers and say word differently on each of those. I thought having specific channels and words prevented this issue? Here are the scripts: CONTROLLER SCRIPT: >> As a side note, would love to be able to add code that would play a second or third or more animations that starts at different time points in the song. integer channel = -76543; default { state_entry() { llSitTarget(<-0.57042, -0.37938, 2.70104>, <-0.05166, -0.00952, -0.99220, 0.11308>); } changed(integer change) { if (llAvatarOnSitTarget() != NULL_KEY) { llSay(0, "READY TO FIRE DANCE? LET'S GO!"); llSleep(01); llSay(channel,"FIREDANCE"); llRequestPermissions(llAvatarOnSitTarget(), PERMISSION_TRIGGER_ANIMATION); } } run_time_permissions(integer perm) { string anim = llGetInventoryName(INVENTORY_ANIMATION, 0); if (anim != "") { llStopAnimation("sit"); llSleep(03); llStartAnimation(anim); llSleep(160); //change this to the length of the song llSay(0, "stop"); llUnSit(llAvatarOnSitTarget()); // unsit him } } } MUSIC PLAYER SCRIPT: The music box script - this is Frioni's neat little music player script from the forums here. With my listen mods. //THIS IS THE LISTEN AUTO PLAY ON SIT VERSION list sounds = [ // pairs of sound name/UUID + length, given length is shorter than actual sample length "flamedance-9.9s--01", 9.9, "flamedance-9.9s--02", 9.9, "flamedance-9.9s--03", 9.9, //"soundN", 9.9, "", 0 // list terminator that stops looping, would start over otherwise ]; integer snd; default { state_entry() { llListen( -76543, "", NULL_KEY, "" ); } listen( integer channel, string name, key id, string message ) { if ( message == "FIREDANCE" ) { llStopSound(); llSetSoundQueueing(TRUE); } { llSetSoundRadius(3); snd = 0; string s = llList2String(sounds, snd*2); float d = llList2Float(sounds, snd*2+1); llPlaySound(s, 1); llSetTimerEvent(d); snd = (++snd)%llGetListLength(sounds); s = llList2String(sounds, snd*2); if(s) llPreloadSound(s); } } timer() { string s = llList2String(sounds, snd*2); float d = llList2Float(sounds, snd*2+1); llSetTimerEvent(d); if(s) { llPlaySound(s, 1); snd = (++snd)%llGetListLength(sounds); s = llList2String(sounds, snd*2); if(s) llPreloadSound(s); } else { llOwnerSay("You totes brought the heat!"); } } } THE PARTICLE SCRIPT default { state_entry() { llListen( -76543, "", NULL_KEY, "" ); } listen( integer channel, string name, key id, string message ) { if ( message == "FIREDANCE" ) {//SL19B WATER-P1 { llSleep(95); //added sleep to start particle at certain points in song llParticleSystem([ PSYS_SRC_PATTERN,PSYS_SRC_PATTERN_ANGLE_CONE, PSYS_SRC_MAX_AGE,0., PSYS_SRC_BURST_RATE,0.002519, PSYS_SRC_BURST_PART_COUNT,41, PSYS_SRC_BURST_RADIUS,2.210227, PSYS_SRC_BURST_SPEED_MIN,3.945094, PSYS_SRC_BURST_SPEED_MAX,4.131247, PSYS_SRC_ACCEL,<0., 0., 0.00257>, PSYS_SRC_ANGLE_BEGIN,0.768418, PSYS_SRC_ANGLE_END,2.654429, PSYS_SRC_OMEGA,<0., 0., 0.>, PSYS_SRC_TEXTURE,(key)"ce59afae-e3e9-9cb0-15c2-45687d718203", PSYS_SRC_TARGET_KEY,(key)"", PSYS_PART_MAX_AGE,0.50683, PSYS_PART_START_COLOR,<0.66585, 0.32731, 0.07477>, PSYS_PART_END_COLOR,<0.97418, 0.9927, 0.99857>, PSYS_PART_START_ALPHA,1., PSYS_PART_END_ALPHA,0.14454, PSYS_PART_START_SCALE,<0.37682, 0.42065, 0.>, PSYS_PART_END_SCALE,<3.53706, 3.14143, 0.>, PSYS_PART_FLAGS,PSYS_PART_BOUNCE_MASK | PSYS_PART_EMISSIVE_MASK | 0 | PSYS_PART_INTERP_COLOR_MASK | PSYS_PART_INTERP_SCALE_MASK | 0 | PSYS_PART_FOLLOW_VELOCITY_MASK | 0 | 0 ]);} } else if ( message == "stop" ) { {llParticleSystem([]);} //turns off particles // STOP not stopping particle and starts up music player - why? } } } THANK YOU FOR ANY HELP YOU CAN PROVIDE xoxo pixels
  13. Let's hopeThunes drives SL financial transactions better than Toonces drive a car.
  14. Frionil: TY!!!!!! It was th missing PI and took off the neg negative. Added PI and it works great 🙂 llSetTextureAnim(ANIM_ON | ROTATE | SMOOTH | LOOP, 5,0,0,0.0, TWO_PI, 0.02); Thank you all for your help xoxo pixels
  15. Hiya: Using this: llSetTextureAnim(ANIM_ON | ROTATE | SMOOTH | LOOP, 5,0,0,0.0, -1.0,-0.02); and the texture still does that visual jerk back whiplash that totes blows the smooth seamless rotation continuity. Has this been fixed or there is a work around to stop the abrupt jerk reset? Thankies pixels
  16. I still can't log into this new Jira replacement feature. Still caught in a llogin loop that bounces me back in forth to same pages o login to but when I login it goesback to previous page and when I click the link to add a to the Jira thing, I am asked to login again which I already have done.
  17. TY for replies. Logged out and tried to log back in to the feature request and still caught in a loop. I'm using the Firefox browser - I'll try Safari and see if have same issue.
  18. So I wanted to reply to a feature request on the feedback portal and it said to log in and I did and it took me back to this page: And that has a link to the official feedback potal which takes me back to here: https://feedback.secondlife.com/ and wants me to login again and takes me back to bug report page and that link I noted I'm caught in a loop that won't let me log into the feedback portal. I'm logged in as you can see here. What's up with that? I wanted to add Jira nfo to a similar/same feature request which I put on the Jira a couple years back, Weird,
  19. I had a similar issue this month - was using older 10.11 Catalina on a 2014 MACBOOK AIR and when FS had mandatory update, could not log into FS or any viewer update I installed on my laptop. I had to update to Catalina 10.15.7. FS works for now. I should update to the next level 11.0000 I think Big Sur. That is as high as my 2014 MacBook Air will go. Here are some helpful links on macworld This one has list of macs and what OS they can run https://www.macworld.com/article/673697/what-version-of-macos-can-my-mac-run.html This is the list of all the mac os versions https://www.macworld.com/article/672681/list-of-all-macos-versions-including-the-latest-macos.html Hope that helps.
  20. Thanks, Scylla. So no change then. Hope all creators get this anf texture likewise.
  21. Curious - what does the PBR material layer over the Legacy materials look like on a Firestorm Legacy viewer? I think that is the key concern. From what I read, there is no change for Legacy viewers - it looks like Legacy Materials with no white-out ot texture degradation. And to get the full effects of PBR on PBR viewer, you need to set EEP to super dark settings? I often use neutral or anon optimal WL setting bc it smoothes out skin tones but that bright wash of light would kill PBR effects, yes?
  22. Thank you, Charlotte. I appreciate the thought and work you've put into this. I am a huge fan of your work so I will rez the PBR house to see how it looks with my non PBR Firestorm viewer. It seems throughout this topic a lot of folks don't know they can layer both materials and PBR so objects are fully textured and visible to all viewers. As I noted to Quartz, LL should have a GIANT DO THIS > How To Use Both BP & PBR on their PBR page / wiki to make this clear to all creators so texture visibility should never be an issue to any viewer.
  23. There are conflicting posts so maybe this needs to be explained in a simple How To.Texture PBR Objects And Make Them Visible To Non PBR Viewers. As in Step one - do this first... and so on so everyone knows they can create content in the PBR viewer that is visible to PBR and non PBR viewers. It sounds like you add BP materials to the base textured object first then add the PBR next and that solves the viewer issue for creating and makes he textures visible via any viewer, yes? Or no? But if you can do both types of texturing effects in the PBR viewer, why doesn't the graphics settings have the same setup as the previous non PBR version with an added choice to turn PBR on or off and turn ALM on/off, or neither, etc.? That would make sense. Then you could turn off PBR and check the BP materials visibility after adding PBR without having to switch viewers. And for non creators, it's also an option if PBR becomes an issue for whatever reason. As I noted in my first reply, there are times I need to dial down my graphics settings to move better/faster and so on. So if PBR is more complex and demands more from graphics cards/processing than ALM settings, that will also be an issue as you can'y go a step back to ALM. Also someone wondered if PBR will increase LI cost like when you apply materials to a prim. Will it add to that?
  24. So why is the ability to do both not included in the same viewer to ensure that all bases are covered? As someone noted above, they have to open up a separate viewer to do the Bing Bang Ping Pong aka ALM to apply materials then open up a PBR viewer to apply PBR on top. This seems counter productive. Having the ability to do both in the same viewer would make it a lot easier for content creators to apply both which would then be visible to all viewers / residents. And being able to select what you want to see - PBR or ALM or neither would make sense as well. And TY for all the fun stuff you all create. Just need to nibble the ankles of LL programmers to fix this and make it multi-user friendly from nutin applied old school to Bing Bang Ping Pong/ALM materials to Peanut Butter & Jelly/PBR all in the same viewer.
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