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Kwakkelde Kwak

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Everything posted by Kwakkelde Kwak

  1. And they should, that does in no way mean people can now use copyrighted textures. That piece of law will not apply in all cases. Imagine I put a sign on my door saying "No shooting allowed", then someone decides to stab someone else in the neck.... You can't honestly believe I would be responsible .... EDIT... English not being my first language makes it rather difficult for me to completely comprehend the text..but from what i understand the quiz..the quiz I mentioned doesn't make any difference. It is not a way to stop people doing anything. It is simply making people aware of what's legal and what is not. It's extra. People can't use ignorance of the law as an excuse for doing illegal things. You might have a point when it comes to the payment info, since that makes it much easier to identify a person. Anyway, we agree LL should implement the quiz for all uploads. If you scroll back you will see I was the first to post that in this thread. And Charlar agrees aswell, so chances are it will happen.
  2. Yes but the limit has been 255 since I can remember...that was before 2007... anyway, if you don't need more than 32, don't use them:) And 30 1024 textures all in one worn object?! how immense would that object be? it sounds outrageous to me..a single 1024 will look fine if it fills your entire screen...
  3. And they would do that because....they took extra precautions for mesh? that doesn't make sense to me. Even for textures and music you have agreed to the ToS, for mesh you simply had to do something extra, so there can be no mistake about the fact you actually read them. It's a piece of mind for LL and good education for the community. Even without agreeing to the ToS one is still responsible for their own actions and their own crimes. So legally it really makes no difference at all.
  4. Masami Kuramoto wrote: Tateru Nino wrote: It provides an additional legal protection to Linden Lab. (ie: It can't be shut down for being negligent about this) On the contrary. The fact that LL has developed a means to deter infringing uploads but chooses to apply it selectively is a perfect display of negligence. The argument that mesh "sticks out more" and is more worthy of protection absolutely won't fly in court. Images and music are not minor forms of intellectual property. Treating them like second-class citizens (when there is no need to do so) is a lawsuit waiting to happen. You are completely missing the point with the "sticking out". Nobody has ever said mesh should be protected more than any other IP. I also really don't understand what you mean with "it wouldn't fly in court". Are you suggesting anyone who has to go to court for stealing a texture will defend him/herself with "hey it's just a texture, at least i'm not stealing meshes". The thing with mesh is, it can be very rewarding for infringers. As I said before, one could upload all contents of a game in notime and put it on sale as their own. The original creators are more likely to spot these things quickly, so LL needs to be able to direct them to the person who is responsible. Yes I know if you search for "mickey mouse" you will get hits aswell, but the point is it's so much harder to find a stolen texture in SL than a stolen model. I'm pretty sure out of a good part of all 3d games, there are textures uploaded to SL...good luck finding them though...
  5. Again, it worked for me..in the Netherlands, I can't imagine you Germans are treated any other way. Use the support channel, get in contact with a Linden. That will give you a definitive answer whether it is possible or not to get verified without the card. Maybe you are just missing something obvious.
  6. With paypal you should be able to get your verification. It's how I got mine afterall, just paypal, no physical or even virtual card. You do need to buy Lindens I think in order to make it work, the minimum should be sufficient, which is maybe a dollar, two dollars? If it doesn't work, use the support channel, you're more likely to get any satisfying results there than on the forum...anyway, good luck!
  7. There used to be a 27 (I think) prim limit on physical items, this was raised to 31 then 32 to my best knowledge. A linkset can be 255 prims, doestn't matter if it's worn or rezzed. Maybe you once had a 31 prim linkset and a prim too far away so it wouldn't link...or you are confused by the 38 attachable items on an avatar. That's all I can think of from the top of my head.
  8. hmm no time to test it before hitting the hay..but wouldn't it be possible to set texture repeat to .996 (1020/1024) to get rid of the two pixels which bleed....and making that area a "void" .... you'd have to make the 2048 texture slightly smaller ofcourse, but it won't be noticable.... Am I clear? I don't think so:) ...I mean if there are two 1024s next to eachother..the third column from the right of the left texture would line up with the third column of pixels on the right texture...hmm yes that's it... btw..31 prim limit....eeeh?
  9. Need a hug Chosen? You can have one..YES YOU WERE RIGHT..... THAT WAS THE PROBLEM! As insightful and complete your answers often are, we, the rest of the SL forum dwellers, do not stare at the screen to wait for any of them to pop:) EDIT..well crap sometimes I do...
  10. Marcus Hancroft wrote: Drongle McMahon wrote: @Marcus ... If he made the textures by cutting up a larger one, then I guess the should automatically join properly across the cuts, even though not seamless in the usual sense? I think they would have to be rotated and "flipped" properly to make them actually seamless though. At least that's one of the ways to make a texture seamless in Photoshop or Gimp. I think you missed the comment it was a texture cut up into 4 pieces, that makes it line up alright..well that's what one would expect anyway:)
  11. One other thing it could be.... is lighting. The textures seem to be tiled correctly. It just looks as if the light hits all edges differently. Are the four objects boxes, sculpts, mesh? I have had a similair issue with local lighting before, but only when the prims aren't the same size.... oh edit..the textures do NOT seem to line up..... still it looks like the light hits the edges differently..I would expect this behaviour in sculpt boxes....both lighting and non matching textures. Anyway..personally I'd do it like Chelsea suggested..Hi Chel btw!
  12. I agree, and there's really no reason to use 4 1024 textures, expecially with one looking as blurry as the one shown. That's just an overkill in memory use.
  13. Masami Kuramoto wrote: Kwakkelde Kwak wrote: Fact is this: a model from a game is easily recognizable as that model from a game, so chances LL gets a legal division after them is a lot bigger than with textures. Would you have trouble recognizing Mickey Mouse on a texture? Would you have trouble recognizing a popular song triggered by an avatar gesture? What makes those types of copyright infringement less recognizable so that LL can afford to turn a blind eye to them? I was comparing ripped game textures to ripped game models. On top of that the modelling in a game (including the textures) took the creators a lot more time, efford and resources. I got the point about the double standards alright....and I didn't and won't deny them. All I am saying is this: Why is filling out some simple quiz such an issue? It would make sense if LL would let us fill out that thing before being able to upload anything. My guess is LL doesn't want to change any "old policies". It's the same with the outrageous 1 prim for a sculpt. As said a couple of posts up...it's about risk for LL, looks like with mesh the risk got too big.
  14. Imnotgoing Sideways wrote: The key reason it's growing is because SL residents keep finding ways to put Linden Lab in legal and financial risk. Exactly, and mesh sticks out by a mile....
  15. Mircea Lobo wrote: @ Kwakkelde: The difference between meshes and sculpties is not that huge. With meshes you can import a model by just converting it. But even with sculpt prims, you could segment a basic mesh into separate sculpties and import it. It would be harder to do and quality would be much lower, but the mesh could still be recognizable. I don't believe quality affects legality either. Also, even if this wasn't the case, there are scripts or modded clients that can convert meshes to shape prims (some using boxes for triangle faces). They were ugly and laggy, but I remember testing them in OpenSim and they looked interesting, especially with low-poly meshes. So if we go as far as possible in speculating and interpreting, those infringements cannot be prevented unless the grid gets totally policed. Which I don't doubt most users would actually support. Ofcourse quality doesn't affect any legal matters. But it does affect other things, things that matter to LL. If you have a 1 to 1 copy around, people will easily recognize it as a copy, making chances much bigger LL "gets into trouble". And if they do they want to be able to have the opportunity to direct the claim to the person doing the actual crime. As I said in an earlier post, this is also the case for textures. Difference between mesh and sculpt? I won't change my opinion on that. If you found a way to rip models froma game, you could more or less upload that entire game into SL in day...Try doing that with sculpts. You'd have to be fairly good at sculpting to even get 5 nice models uploaded in a day.... To LL it's about lowering chances of getting into any issues.... They can't prevent it, but they can't just stand by and wait for a ton of lawsuits.... I'd say be happy you only have the extra few steps you have to take to be able to upload mesh...I wouldn't blame LL if they did it for all uploads.
  16. Masami Kuramoto wrote: Chosen Few wrote: you'll immediately dismiss any attempt at legitimate explanation for why and how things actually work I have yet to see a plausible explanation for treating mesh different than all the other uploadable asset types. What is the difference, from a legal perspective, between uploading a Mickey Mouse avatar and uploading a Mickey Mouse T-shirt texture? What is the difference between uploading a Half Life 2 character and uploading a collection of Half Life 2 building textures? I'd argue that there is none. Yet the Lab continues to give texture thieves a free pass while putting all mesh creators under general suspicion. It's an obvious double standard, and the OP is right to point this out. In that case file a JIRA why you only have to read the TOS instead of doing a summary TOS quiz for the mesh alone and NOT for the other things.... The only reason i see why LL does it this way is so mesh uploaders can in no way claim they have checked the "Yes I accept..."box without reading the contents. I wouldn't be against such a quiz for all residents who want their upload options unlocked, any upload options. Fact is this: a model from a game is easily recognizable as that model from a game, so chances LL gets a legal division after them is a lot bigger than with textures. If you are serious about mesh...why care about 5 minutes of your time?
  17. Mircea Lobo wrote: Sorry for the double post, but I just realized something. SL already has free mesh support for years, called sculpt prims. The new meshes are basically the same thing... except they're of higher quality, rigged, and support UV mapping (if I'm right about those features). So basically, this is just a higher quality implementation of something already there, not a whole new possibility. Till now, anyone could have converted an "illegal" mesh to a bunch of sculpt prims in Blender, despite the low quality and limits that would have. Yet another reason why this whole thing is senseless, unless they police sculpties too (which would be very wrong). Seriously LL... please change this >_> I could find numerous arguments against anything you say or claim, but in this comment you are missing the point to such an extent I just have to comment.... If you want to claim a sculpt is the same as a mesh, you can also say a collection of prims is just that. Mesh is nothing like a sculpt, other than the fact they are both 3d models. It's impossible to turn a copyrightprotected 3d model from any site or builder into a sculpt without losing its looks and behaviour. It would also have to be a complete rebuild (ofcourse just as illegal, but that's not the point). With mesh it is possible to download a model, more or less directly upload it to secondlife, then sell it as your own. I agree it is somewhat remarkable LL added the quiz just for meshes, but better late then never and better for some items than for no items. As has been said by various people...move on...go to OpenSim...then when they have the userbase SL has now...I'd be happy to hear if they changed any policies..
  18. I ment they won't show in the rendering cost, didn't know they still showed on screen. Thanks for correcting that..btw I had your name in my post as the person who could verify it, but I hit backspace a couple of times:) My point was, the bigger the object, the higher the impact of higher LODs on the cost. (both graphical and primcostwise, which are of course linked)
  19. For Windows XP it is found in: C:\Documents and Settings\[uSER]\Application Data\SecondLife\logs The file is called SecondLife.log and you should look at the bottom right after you forced the error.
  20. The lowest lod taking the biggest part in PE isn't completely the case. For big objects the lowest LOD will never show, so it doesn't cost anything to my best knowledge. You can calculate this using the LOD algorithm. Anyway, for most objects you are right so it really pays off to give those models extra attention.
  21. I completely agree with the different treatments for different "scales" the way you described. A more precise appraoch than "scale" would be "use" though I think. For example.. I think everyone will agree a building should be visible from the outside at every LOD and also recognizable as a building. This means the lowest visible LOD should be modelled. The interior of that very same building, which ofcourse has the same scale, can go invisible at let's say 10 or 20 meters, depending on the interior size. There is no need to peek through a window from two sims away. Sidenote: For a lot of objects it's very rewarding to make imposters for the lower LODs. I made a parabolic chain (5x5 meters and 47 links) with two types of imposters. The lowest is a render from the front/back which is 4 triangles (plus 2 for the higher LOD materials) and LOD low (and I think even medium) are around 20 with renders from the sides and from the back. This allows very high detail for closeups and the chain is still only 2 PE. Actually modelling the chain links at any lod lower than highest will look worse because the links will look squarish.
  22. I'm not sure about Maya, but I think the option is called "remove history". That will delete all modifiers and leave you a nice clean mesh (model mesh I mean, not SL mesh). I'm sure Chosen Few can tell you exactly what and how...
  23. I'm pretty sure a mesh post well built will be less than one prim/PE/LI... not to mention You win a tremendous amount of rendering time....
  24. I would say Yes, yes yes..to all your questions. As long as you couldn't have known the items were illegal, you can't be blamed though. If his might ever happen and you lose content, all you can do is claim your investment and resulting losses. But that's something you will have to do and I'm not quite sure how helpful Linden Lab will be finding the person you bought from.
  25. First of all it's not the PE/LI that determines whether your boat will work or not, it's the physics cost itself (I understand even a working boat is not very desirable at that high a cost). A couple of pictures and details on your build with the stats for different LODs, number of objects in the linkset etc will help figuring out what's the matter. It's really just a guessing game at this point so if you want this fixed please offer more information.
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