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Posts posted by Naiman Broome
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Ok solved, the solution is to have all items inside the object prop to be used also copy and trans.
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yes props are cop transfer and have the right script inside... the whole item works fine for me or other owners when in my sim but now to other people on different owners .
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1 minute ago, So Whimsy said:
Have you checked if it works on another sim other than your own?
Yes I checked on other sim , it works only for owner.
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1 minute ago, So Whimsy said:
The user has to allow it to be attached via the pop up menu they get.
they do .
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Hello I made some items with Avsitter that allow users to dress props when pressing a button , the item appears and slides into the hands of the user and plays an override animation in it like drink or eat ... now it works fine for me and who is using in my sim , but when its in the hands of another users it doesnt work and the item appears but gets stuck floating , so doesnt attach to the hands or animate... Any idea why this happens?
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mm I use 3dsmax.
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Lag checking
in Mesh
39 minutes ago, arton Rotaru said:Low framerates can be caused by many things. Rendering a number of 5k items all at once can have an impact on it's own already. Even if those are just lowpoly objects.
Then there might be overdraw from alpha blending textures. Grassfields and other large plants which are set to alpha blending are the worst offenders here.in My sim I use hundreds of plants ( mine ) and I have 0 lag, in upper sky I used lot of vases bought on mkt and there I have lag.
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Lag checking
in Mesh
are there not any king of limits to stay alert ?
I tend to use 10k polys for detail items that are quite close, then I use lods to scale them down to very few and a maz 5k items that need to be scattered around frequently.
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Hello , for those who do not know me I make environment items , I would like toknow if are there any sugestions to improve my advertizing , that so far is limited to a group notice and a paid add on marketplace ...
Thankyou for any sugestions!
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Lag checking
in Mesh
How can you do to check what items are causing possible lag ?
I know aren't my items in the place I have built, but I have bought some time savers from marketplace and spammed around , they are highly detailed items but not sure why should cause more lag then my items, I do lods and all and all items use material maps etc, so I guess those are no different... so how can I do to check why in a specific area of my sim I have massive lag?
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On 10/8/2021 at 10:48 PM, Brick Swansen said:
I have not. Do you mean say having the floor as root prim, then within that prim are all of the shapes needed for the other links? I typically create a physics link for each link that needs physics.
depends on your needs but you have something simple you do not need tomake a physical shape for each linked item if they will be linked inthe end, you can just have one based on the root prim , this shape will stretch to the borders of the root prim and cover the whole prim , if you go in feature and click on the little eye when you import the itmes you can see their physical shape and if they overlie on each other, you can sure add a physical shape for each linked item if is usefull for u or save some using only one , in some cases they could be conflicting with each other.
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On 10/10/2021 at 11:09 AM, VirtualKitten said:
lol try the new shader in 2.92 its lovely
What is?
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2 hours ago, Quarrel Kukulcan said:
Normal map goes in the normal texture RGB. If your source looks like raised bumps are illuminated with green light from the bottom of the screen, invert your green channel.
Smoothness/roughness/microsurface goes in the normal texture alpha channel. If it's roughness, (black = smooth, white = rough) invert it. If you don't actually have a normal map, make one with a default RGB color of (128, 128, 255).
Reflectivity goes into your specular texture RGB (even if it's grays).
Metallic isn't straightforward. If you want those spots to also have a polished chrome/glass look, put it in the alpha channel of your specular texture. Separate from that, you might need to produce/alter your specular texture so the high-metallic areas are the same color as the diffuse texture and the low-metallic pixels are grayscale.
AO needs to be manually merged with the diffuse texture.
What you would sugest for leaves / bark ?
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It can also happen for data hidden in mesh itself, you can rreset the mesh sometimes by adding a reset xform modifier on 3dsmax or an equivalent modifier on other tools.
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Have u tried setting the main physic shape to the root prim and leave the others to none?
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What is the best corrispondence between PBR Material maps and Secondlife maps?
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Ok one problem I saw is that multiple mesh linked need have different collisions, but if you want u can use only one collision to be the main one of the link prim , this though will stretch it to cover its entire dimensions , you can put the other collisions to none though to not intermix with the main linked prim if not needed of course.
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On 9/22/2021 at 5:46 PM, Lindal Kidd said:
Try the Winamp application. Use it to search for stations. It has one category called "decades" that returns stations specializing in 30s, 40s, 50s, etc. music. Look for stations using the MP3 format. When you are playing a station in Winamp, go to File > View File Info to get the station URL. Copy and paste that into the media stream URL box in your About Land window, or give it to your SL "radio" appliance.
Get Winamp for free at https://winamp.com/
Thx I will try !
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On 9/19/2021 at 5:31 PM, Emma Krokus said:
just tried and it doesn't on my parcel either... I'm not entirely sure all stations are 24 hour - so maybe it is off air right now...
BUT it does look as though maybe the paste went wrong ? it is just - http://s6.voscast.com:11312
nothing after the 11312
and you paste these into your audio stream on the about land tab
both of those I told you about are working right now...
nope not working ... Weird I can't find anything for radio stations 20s - 50s...
I found some on Shoutcast but I don't know how to get the streaming link.
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-Ok the problem I notice is that the uploader splits my model into two submeshes linked together, dunno why does that but thats what it does and so one has the collision and the other has a weird shape I couln't model or control , so if I unlink and put one model with correct collision the other phantom when I relink they get back to have a mixup of both weird collisions, how can I fix that issue?
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No sugestions? ...
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Lag checking
in Mesh
Posted
I am finding though that the problem is not much the texture sizes, because those once loaded are in your cache dir so are downloaded, but the number of polygons of items , this seems to be to me the biggest cause of lag ... What you think?