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Kwakkelde Kwak

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Everything posted by Kwakkelde Kwak

  1. I never got the textures to upload from a 3ds max dae. Just upload them seperately and you'll be fine.
  2. I'll need something to fit my human feet into your square clogs. Maybe some of those "under the ankle socks"
  3. Are those the very special jeans inside pockets? I definitely need some of those! Does the fatpack include some socks?
  4. DJCryonic wrote: My internet connection looks like this: http://www.speedtest.net/my-result/3447325624 And its fast enough. It is fast enough, but there's more to it. Is your connection wired or not, is your connection shared or not, do you get a lot of packet loss etc. I'm no expert at this by any means, but the more information you post, the more others might be able to help. And yeah i expect SL to be even better at using the new hardware than all other new games like Thief, BF4, Watchdogs and what ever is coming out right now. Then you have completely false expectations. SL content is built by hobbyists at best, and therefor completely unoptimised. Furmark is based on OpenGL/OpenCL and as you can see, the R9 270 is just a bit faster than GTX 760. My own score is 2611 points. Its a bit lower than expected, but still fast enough for rendering and other OpenGL/OpenCL based games & programms. I am not going to have a pissing contest over nothing, but I have a GTX670, not a GTX760. So if the SL viewer can use the full power of the CPU and the GPU, i should be able to get my 60 FPS average... I think you're right. The question is if SL in fact can use the full power of the processors. If you ever figure it out, please post about it. My old computer has the same issue, the GPU at 50% max. This one reaches 100% when running SL, well, sometimes.
  5. DJCryonic wrote: Trying an empty sim or staring at a wall is not what i want while playing. I need the stable high FPS under load... To figure out what's going on means you will have to do some testing, I didn't suggest to spend your days in an empty sim. I just expect SL to use multithreading and work great with hyperthreading on 8 cores on my i7 and it should be able to use the amazing OpenGL power of the AMD GPU (its not highend, but SL is also not the newest and best looking game out there). Again, without some investigation, your expectations will stay expectations. They might be spot on or they might be a work of fiction. Your CPU has 4 cores btw, 8 threads. AMD GPU's have far worse OpenGL performance compared to NVidia, going by every single post on these forums about that subject. Sure if i fly around and try different locations, crowded and empty, FPS will jump around. But i expect at least 60 FPS at maximum load that SL can produce. I mean i can play BF4 on ultra with 40FPS minimum, 60 average (with Mantle on), the rig is powerful enough. Never ever make the mistake of comparing SL to a professionally made game. SL puts, despite its looks, a far bigger load on your computer, I've seen plenty of places with over 2 million triangles on screen and a matching amount of texture data. However, your computer should be powerful enough for higher framerates. The last thing i can do is to overclock my CPU (but not the best cooler on top, so it will be around 4-4,2GHz max if i`m lucky. Alpenfohn Brocken2 is quiet, but not so powerful) to get better singlethread performance, but come on... Just tryed and monitored anything - CPU load is not high, none of 8 cores is even close to 50% load.. something is going wrong - my CPU and GPU dont get enough data to work with. Even installed the viewer on an SSD to provide maximum bandwith for loading things - still the same bad performance... Can you give some more information about your internet connection? Don't expect 60fps on a busy sim with any type of computer, that's, no matter how much you think your system should be able to handle it, simply not going to happen. (btw I misread the type of GPU, I thought you had an R7, with enough overclock the R9 might be a bit faster faster than the GTX670, although going by the difference in stock performance I really doubt it)
  6. You don't have to extract the morph targets, you can download them. If I'm not mistaken you can also extract them from the *.llm files, if you know how to open those. How the collision bones move and scale with the sliders (and the mBones, and how the morph targets are used with the sliders) can be found in the avatar_lad.xml file.
  7. Just a long shot, but the 10-20% CPU load might indicate the viewer is only using one thread out of the available eight. I had this issue with my previous computer, well the low GPU load anyway. It might just be the places you visit; low CPU and GPU load might mean they aren't processing a whole lot. Maybe your computer just isn't getting the data in fast enough because there is so much. The laggier a place is, the lower my fps obviously, but also the lower my GPU load. I have the predecessor to your CPU (i7 3770k) and a faster GPU (GTX670), in places that aren't crowded the fps can go over 100 on ultra settings. In laggy places it will max out at about 30. Since recently, fps drop dramatically when there are a lot of particles on screen, no idea what's that all about. That didn't happen before to my best knowledge. So try an empty sim, temporarily turn off your VSync and see if that will put your GPU under full load. That way you can at least rule out a problem with the video card.
  8. Psistorm Ikura wrote: On another note, if anyone knows anything on how to add custom bones to the skeleton - i know it can be done, ive seen rigged talkjaws on various avatars before - then I would also appreciate it greatly. I'm trying to make a "Chin" based bone in 3dsmax, but have yet to figure out how to correctly set up/export it Gaia already answered the first part of your post and I'm afraid I have more bad news. What you describe cannot be done. The SL skeleton is the SL skeleton, simple as that. There are some tricks, such as using the anim format for your animations instead of bvh, which (if I'm not mistaken) allows you to use the bones at the outer edges (Toes, Skull). You can't add bones to the rig though. It's discussed here.
  9. A lot it actually IS a vertex by vertex procedure. You can select multiple vertices/normals though, copy/paste values and average values. It's not possible (at least not in 3ds max 2013) to select loops or rings. So it's far from perfect. This is the modifier: It often needs a bit of set up, since the copy paste function needs a reference of course. So for the object in question, I link a box to the object, with sharp edges so it has orthogonal normals. then I select one of the normals of the box, for example facing in the positive X direction, copy the value, select all faces on the object facing in the positive X direction and paste the value. So for this object it's 6 times copying a value, 6 times pasting, for the total of 42 vertices. Rotating by hand is possible, but so counterintuitive I don't do it often.
  10. I bet that's as good as it gets. Not bad considering an SL cube is 108 tris. Still it's a whopping 2.4 times more than the one with single bevel, which looks slightly better.
  11. The sharper the edges, the less it will be noticable, (and I unintentionally cheated a bit, the edges on the right model were a bit sharper than on the other) but the difference in triangle count isn't exactly marginal. Your "final" object could be slightly further optimised without changing the lighting I think, but will always have a lot more triangles.
  12. And to make it complete: On the left the object with edge loops added, 360 tris. On the right the object with a single chamfer/bevel and corrected vertex normals, if you ask me it looks a lot better since you don't look at strongly rotated normals (the dark lines). The triangle count is 80.
  13. You can find all the morphs here: Avatar Databank
  14. I figured as much, didn't want to read the entire thing though as I said
  15. I didn't read the article (did open it to find it too lenghty to my taste ) and I don't know if this is the complete answer, but: It looks like the face normal and angle are taken into the calculation. If the angle in a tri is 90° (left picture), it will have the same affect as two tris with a 45° (right picture). You could imagine variations with even bigger and smaller angles, but as long as the shape of the object stays the same, the vertex normal in the center won't change.
  16. And that is why vertex normal editing can be such a resource saver: Obviously a side view, on the top left a corner with added edgeloops, on the top right a 2-step bevel (or chamfer), on the lower left 1-step bevel with edited normals and on the lower right a 2-step bevel with edited normals. You can see why the bevel won't result in a nice rounded, isolated corner. The (face) normals will start bending on the very left and very bottom. By editing the vertex normals, you can either save geometry (and get rid of the sharp geometrical corner), as shown on the left, or as shown on the right, a very convincing rounded geometrical corner with correct face normals. For all the Blender users I hope this option will be available soon.
  17. ObviousAltIsObvious wrote: Kwakkelde Kwak wrote: Somewhere buried deep in my far too big inventory, I have some linden plants with a creator name on them of someone I once knew. No idea how he did it, but apparently you can upload them yourself somehow. Wouldn't surprise me if you could make some changes. those are standard plants, you get your own name as creator if you drop them from the build menu. most people probably take them from the library because the build menu gives you a random species. the species definitions are viewer side, there really is not a way to propagate new species without a viewer update. Learning something new every day! In all those years I've never used the build menu for them.
  18. ObviousAltIsObvious wrote: it is a special kind of legacy object with its own code paths and unique behavior, like the ability to conform to the terrain. the geometry and textures for each species are defined in the viewer. these plants can be modified by editing some XML, but only you would see the changes. Somewhere buried deep in my far too big inventory, I have some linden plants with a creator name on them of someone I once knew. No idea how he did it, but apparently you can upload them yourself somehow. Wouldn't surprise me if you could make some changes.
  19. Coby Foden wrote: LOL, that looks funny. It would need nose and mouth; then it would be just perfect! :smileyvery-happy: :smileytongue: That would be the Special Edition: or did you mean the very hard to come by Limited Edition? Some might prefer this custom built one:
  20. 4-11-2014 Kwak heads out, only to miss the red haired woman selling asbestos shoes by 5 minutes. 4-14-2014 Kwak gets the warmest welcome ever at the McMasters residence. 4-15-2014 Madelaine opens a marketplace store, offering a single pair of charred sneakers. People wonder, as they often do when it concerns Madelaine, "where did she come up with this stuff?" Oh wait, wrong thread...
  21. Snugs McMasters wrote: Kwakkelde Kwak wrote: Madelaine McMasters wrote: Kwakkelde Kwak wrote: Madelaine McMasters wrote: Are there any left? I think most are right. I know they often escort those on the right, but can we be sure that's also their persuasion? Might they be from the left, and nefarious? You doing anything this evening? ;-) For the right price I'm up to anything, this evening or what's left of it. I'll swing from left to right and might even twist. Maddy's from neither the left nor the right. She prefers to sneak up from behind. So note to self 1... wait for door-to-door shoesalespeople note to self 2... stay close to the walls....or do you mean she sneaks up from behind you?
  22. Dresden Ceriano wrote: Just ask first. If you ask them if they'd be interested in visiting your shop, then they'll have the chance to say, "Sure," (in which case you give them the LM) or, "No, thank you" (in which case you don't). That sounds like "can I have a moment of your time to talk about God's good news" or "can I interest you in our super cheap insurances?". I can (and will) decline, but it's still pretty annoying.
  23. Uh-Oh Well Cathy, that almost worked The downloaded files I have are, as far as I know, extracted from the avatar files. These files are the ones from the wiki, from the avatar bank with the morphs and the one generated by SLAV. The default shape (new shape) is an exact match with all those files, except for one big thing and some minor ones. The files I have have a butt size of 30, where the butt size of a new shape inworld is 25. Also the area around the eyes and the lower side of the head (above the neck and under the jaw) aren't the same. According to the avatar_lad file, the value should be 25. The avatar_lad file in the SLAV folder has this value too (value_max="1" value_min="0" value_default=".25") and it would only make sense that the plugin uses this file. Any idea what's going on?
  24. Perrie Juran wrote: Kwakkelde Kwak wrote: Dillon Levenque wrote: Kwakkelde Kwak wrote: For the right price I'm up to anything, this evening or what's left of it. I'll swing from left to right and might even twist. Uh huh. Meet up with Maddy and there's a good chance you might do just that. In the wind. Exercise caution. I'm not much of an outdoors person, I might pass this time. Maddy has a fire pit in her living room. I suggest asbetos soled shoes should you venture there. Any idea where I can buy those? Preferrably a bit stylish?
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