Kwakkelde Kwak
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Everything posted by Kwakkelde Kwak
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Poenald Palen wrote: Linux is not so easy, they say it is and for some it will be. But, some people get stressed when they see words and jargon, but these are the proper words and they need to use them because they have a more complex task to do sometimes. Why? Well, windows used to wip ethe whole drive, if all linux distro's did this and had all drivers available for thier system from manufacturers then this would be easy for ubuntu and ubuntu could be exactly as easy as windows to install. It's been a while, but that's not how I remember things. Besides, if the OP "is stuck on XP", I'd say a dual boot is preferred over a wiped (I assume you meant wiped not wipped) hard drive. The download is in iso format, so you do need to have the software for that, but aquiring that isn't exactly rocket science. The only problem I ever had with my Mint 13 was the lack of driver support for my wireless adapter, so I had to replace that. Video drivers are available through the "start menu" (can I call it that you Linux freaks? ). SL itself doesn't even need to be installed, it runs just fine from the download folder. Linux is a bit different from Windows, but I don't think it's "not so easy" at all. Just stay away from that scary terminal.
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http://wiki.secondlife.com/wiki/Linden_Lab_Official:Snapshot_and_machinima_policy#Copyright_Licenses so..it depends
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I have one old computer running, which had (and still has) XP as operating system. I stopped using XP years ago though and installed Linux on the same machine. On startup I can choose between XP (too lazy to delete it) and Linux. So if you want to keep using or have to keep using XP (with all its security issues), you could do the same. I don't use it for SL, but SL is installed and last time I checked it worked just fine, if I'm not mistaken I have Singularity on that machine. It's a computer from 2006-2009, AMD Athlon X2 6000+, NVidia EN9600GT, 6GB. Medium graphics aren't an issue. So if your computer is anywhere near that, you should be able to run SL just fine. EDIT.. Linux isn't as scary as it sounds
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ok:) good to hear that, what exactly was the problem and how did you fix it?
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Did you start with a new object? Did you change your exporter too? In the video I see all kinds of warnings/errors, one of them saying you're not using an official exporter. I also notice you UV unwrap the box, flatten the UVs, then stretch them out again, that is completely unneccecary, you end up with what you started with.
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The problem is you are using 7 sub-materials in your multi/sub-object material. Click on the "Set number" and change it to 6. Additionally, you do not have to set the channels for the box manually, the default 3ds Max box already has 6 separate channels. I'm not 100% where it goes wrong, but the 7th material confuses either 3ds max or the exporter. You can see in you SL upload window every face on the cube is duplicated 6 times.
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prim count glitch? / land impact
Kwakkelde Kwak replied to mobiusonemasterchief Infin's topic in Building and Texturing Forum
Chic Aeon wrote: Rolig is on the money. I had that fun phenomina last eve. I had a simple building made with hollowed cubes and one path cut, some regular cubes. It was 12 prims (LI). I wanted to save some LI and it didn't matter if it could be entered as was just for show, so switched to Convex Hull and got 5. THEN I decided to turn it back to prim and it was a whopping 57! On the plus side sometimes you get some GREAT bonuses linking mesh to prims or very simple mesh to mesh. Not quite a mystery but still I get surprised. Any time you "torture" a prim the server has a lot more difficulty rendering it. Hence the cost. You might try turning the whole build into Prim-O-Mesh (third party viewers). Rolig WAS on the money. So I'd like to emphasise that it's usually the physics shape causing the drastic increase in LI. Rendering isn't directly taken into the LI calculation at all. Download weight, which is often closely related to render load is however. Torturing a prim can change the basic shape, making a box hollow makes the amount of triangles rise from 108 to 270. However, applying a very small taper will decrease the amount from 108 to 12. (And a hollow box with a taper has 42 triangles). Other modifiers will not change the basic shape at all. All in all the chances of the download weight getting higher when a prim is tortured are high, but the effect won't be as drastic as the change in physics weight. To illustrate, a box which is hollowed and twisted from -180 to 180 degrees: A normal (0.5x0.5x0.5) box has a physics weight of 0.1 and a download weight of 0.1 (and 108 triangles) The tortured box has a physics weight of 90.4 and a download weight of 1.0 (and 1898 triangles) So the download weight (calculated as mesh) of the tortured prim has risen by a whopping factor 10, but the physics weight by a mindboggling 904. -
Is this campfire meant to do this?
Kwakkelde Kwak replied to bebejee's topic in General Discussion Forum
You're a bit of a masochist aren't you? Or did you love the fact you could shake them off by running into the water? btw, some people seem to be quite sticky too. Most of the time, just like with the bees and fire, moving to another region solves it, although some are more persistant... is Snugs waterproof? -
Is this campfire meant to do this?
Kwakkelde Kwak replied to bebejee's topic in General Discussion Forum
The fire must have been scripted in such a way that it either attaches some item to you which contains its own flamescript, or more likely (since you didn't mention RLV which would make auto-attach possible) the campfire rezzes a new object and lets that follow you around. That would also mean the flames should stop as soon as you leave the sim. -
Is this campfire meant to do this?
Kwakkelde Kwak replied to bebejee's topic in General Discussion Forum
Yes that campfire must have been set up to do exactly that -
Baloo Uriza wrote: It's your video drivers. Reinstall those. Or a failing graphics card altogether. Either way it sounds like the graphics card is not working, so SL uses the integrated graphics processor (CPU or motherboard). If it's a laptop, it might even be a power saving setting. Lucie, can you post yor system specifications? You can find them in SL, in the help menu on top of the screen, select "about Second Life"
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I'd say 6 years is pretty old for a processor. However I do agree it should be able to handle SL just fine if you don't expect all the bells and whistles. A 7 series graphics card doesn't sound like a good match though if you ask me. The motherboard won't support PCIe3, so you won't reach the card's full potential. I also doubt the motherboard will support 16MB and even if it does, it doesn't support DDR3 and the question is how fast it will let the DDR2 memory run. For bang-for-the-buck I'd say keep what you have and get a second hand 5-series card (GTX560-570 for $50-100), with the suggested powersupply upgrade. I wouldn't invest in extra memory until you run such a system and can see if your system runs out of it. (I rarely see more than 3-4GB in use when running SL and that's out of 16, Win7 systems with less memory use less memory as far as I know). It would still only be a patch, so buying a new computer seems a more logical choice to me, especially since you have some money to spend. £700 is not enough for a new top end computer, so buying a second hand system (i7 3000 or 4000 series, NVidia 600-series) is a valid option. Look on ebay (UK), systems with a GTX660 are easy to find for under £600. I'm sure you can find a nice one with a GTX670 or 680 if you have some patience.
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IvanBenjammin wrote: Low LI modular pieces that can be linked together is the most efficient way to build environments. Linking makes no difference (AFAIK?) to the render load, but it can reduce total LI if you use pieces that are less than 1 LI - 2 pieces that are 0.5 each unlinked will use 2 LI of a parcel's allowance, but only 1 when linked. You can milk the system even further, for example: If you have mesh objects with a LI of 0.7, - six separate pieces would cost you 6 in LI - one linkset would cost you 4 in LI - three linksets of two would cost you 3 in LI
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The UUID might be different, it's still the same asset. The UUID can't be identical for all mesh objects, since that contains texture information, transformation data, creation date, creator name etc. So for the network load I am positive about the benefits. What I thought you were asking about, and what is still not answered, is the renderload. With my limited google-knowledge about rendering (in openGL) I understand it is possible that part of the rendering itself can also be duplicated, so this would be local and would affect your graphic card load. Anyway, I am curious about that myself...
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Autodesk Maya - How to decrease the deformation for LOD?
Kwakkelde Kwak replied to Alejandro Harrop's topic in Mesh
Zed Tremont wrote: Impact on Li goes significant up on the lower LODs meaning: more triangles in LOD1 don't weight so much on Li LOD2 adds, while in LOD4 adds on very fast. That depends on the scale of your object. If you use a 64x64x64m model for example, only the highest LoD will ever be seen. Therefor the other LoDs won't have any impact. Drongle made a graph about size and influence on LI a long time ago, if he reads this, I'm sure he can provide a link. -
From what I understand, the benefit of using duplicates in SL lies not in rendering load, but in the network load. The mesh model (but also sculpty maps and textures) are transferred once from the asset server to the simulator and once from simulator to your local cache. Since everything in SL needs to be streamed, this means a great advantage. I'm not sure if SL uses duplicates of the vertex calculation in the render process, so hopefully someone else can answer that for you.
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I really don't understand your procedure with uploading the skeleton, I've never heard of a "source" in the uploader, maybe I missed something; I don't use the latest viewer. What I do, and what seems to work just fine, is to upload just the object, which is rigged to the fitted mesh skeleton in 3ds Max. All the information SL needs about the skeleton is in the object (in your case the sweater) itself. Just tick the "include skin weights" and you should be fine. The uploading should be exactly the same as for non fitted mesh, the only difference is in 3ds Max, where you rig to the collision bones instead of the skeleton bones. If that doesn't work, I suspect something (probably not rig-related) went wrong in 3ds Max.
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Could you be a bit more specific in how you approach uploading your item and what it is? You say you have a problem exporting, but are then talking about importing in SL, which indicates you have an exported model to work with. Uploading your skeleton seperately from your model is not the way to upload items, you upload your model, with (custom skeleton) or without a skeleton (the default skeleton), this you can choose in the upload options.
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For under 100 faces (96 triangles) you get the torus on the left. I can understand that might look a bit blocky to you, but if you ask me it's a very convincing torus nonetheless. The one in the middle is 192 triangles and looks considerably more smooth. Personally I wouldn't go any higher than something similair to the one on the right, which has 384 triangles. It's still not perfectly smooth, but you have to consider the fact we're not building items for static renders. Every object has to be rendered 10-60 times a second. You could rezz a prim torus next to it for comparison. I don't think anyone will say that the SL torus isn't smooth enough, but if you zoom in you'll see it's pretty blocky too. That being said, your 1200 triangle torus is still better than a sculpty:) (assuming the LoDs are similair)
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I don't work with Maya, so I can't give you (=OP) the commands. Selecting every second loop, in both directions, sounds like a good start. With 1600 as a start you would end up with 400 triangles. Do it again and you'll end up with 100. Of course you can select every third loop or every second and third loop. For a simple reduction like this you could try out the automatic reduction (decimate in Blender, optimize in 3ds Max). There was a recent thread here in the mesh section with the Maya version of it mentioned. Anyway, I'd build a small torus with 6 sides for the section and maybe 12 or 16 sides for the path. You'll stay under 200 faces with those numbers. A very small torus maybe 4 x 8? Just try out what works for you. EDIT...duh:) The "recent thread" was the very thread the OP mentioned....
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I'm glad you solved the problem, but let me be annoying for one second and point out your polycount is nothing short of insane. 1600 triangles should be enough for a house, a pretty detailed one at that. I would say 100 is plenty for a ring (assuming it's not very large), a very smooth one maybe 200.
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Chic Aeon wrote: In theory (I have never done this) you can use the DECIMATE modifier to simplify the mesh within BLENDER (I am going to guess there is something like this in other 3D programs). If you are concerned about UPLOADING rather than file size, the uploader can simplify but it will likely not upload optimally. Isn't the simplifying in the uploader LL's version of decimate (which is a pretty stupid term btw)? It's not a modifier I'd ever use without some serious editing afterwards. I usually don't use "optimize" as it's called in 3ds max, it's a lot more rewarding, logical and easy to build your model as simple as possible from the ground up (don't use 32 sides on both a 1 millimeter and 10 meter cylinder for example). Not to mention you will keep a clean topology, something none of these modifiers seem to be capable of.
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gustav2005 wrote: The reason why I need to upload the same object several time is, well, sometimes I just want to change its UV mappings finding out the other better solution or such. Well there you go.... So you aren't uploading the same file then. Like any xyz vertex, a uv(w) vertex will take memory (filesize/LI). So you want to use as little duplicates as possible, that way you normally have the extra benefit of less wasted texture space/memory too.
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Meshes Not Uploading with Textures from 3DS Max
Kwakkelde Kwak replied to Grey Warbaum's topic in Mesh
I'm not sure it was on earth to be honest...