Jump to content

Kwakkelde Kwak

Resident
  • Posts

    2,879
  • Joined

  • Last visited

Everything posted by Kwakkelde Kwak

  1. I understood your post just fine:) Maybe my answer wasn't clear, I don't know. You can overload someone's computer. People who can't see the realtime occlusion, will have a relatively underpowered computer. So it's in their best interest to keep the texture load to an absolute minimum. If it's possible to replace a single diffuse texture in a build with a single baked one, the load will be the same. But as I explained, you have repeats per face, repeats per object and repeats among several objects. The repeats per face can almost never be done with baked in lights or shadows. So if you have to replace a 4x4 repeated texture with a single texture, you either lose 16 times the resolution or will end up with 16 times the memory use. That's your worst case scenario. I understand the commercial point of view: "everybody does it so why can't my build look that good with nice lighting and all no matter what people's setting are?", but it is just bad practice from a logical point of view: "slow computer, keep the load as low as possible" and "fancy computer, fancy graphics."
  2. Chic Aeon wrote: Repeating a 1024x1024 texture five times, causes less load than using five unique 512x512 textures. Agreed that you can't have your cake and eat it too but also wanted to note that a 1024 texture is FOUR times bigger than a 512 texutre ( I know YOU know that but some folks aren't that good at the math thing) so that while there is a difference, it isn't all that great. The difference between a single 1024 and five 512's isn't that great, but the resolution is twice as high, that's why I used it as an example:) With a texture repeat (per surface) the differences can be far bigger of course. A 10x10 meter wall will look perfectly fine with a 256x256 brick texture repeated twice both horizontally and vertically. To get the resolution just as sharp with baked in AO, you'll need a single 512. (which uses, as you say, four times more memory). You can repeat this baked texture throughout the build, but it still needs four times the memory. If you can get away with a 4x4 repeat on a surface without a tiling effect, the difference will be 16 times.
  3. Charlotte Bartlett wrote: not sure what application you are using but recommend baking the Ambient Occlusion to give some shading to your textures. Texture lag is becoming epic in SL as more builders put on multiples of 1024 unique texures over a build (even long established builders). I'd say your recommendations are good, but in the above there's one (somewhat understandable) flaw in your logic. The best way to keep the texture load down, is to repeat textures throughout a build and throughout a collection of builds. Repeating a 1024x1024 texture five times, causes less load than using five unique 512x512 textures. Repeating textures with baked in AO is a lot harder than repeating basic diffuse textures, using baked in lights/shadows is even harder. It's certainly impossible to do it a lot of times in the warehouse as displayed. So using baked in effects will in most cases, including this build, result in bigger textures and more of them to keep the same texel size (resolution).
  4. Cerise Sorbet wrote: The only boolean operator keyword that does anything is NOT. I might have had that in mind then, my bad.
  5. Sassy Romano wrote: Right, now search for "mesh shirt" and see what you get. You'll get anything with "shirt" and anything with "mesh". Search is so utterly crap that it's next to meaningless. You can search "mesh AND shirt". (no quotation marks)
  6. Poenald Palen wrote: So, while I think and sometimes say "Just pull the side of it, it'll run cooler" Better watch your temperatures when you do that. My previous computer ran 10 degrees cooler with the side off, but this was while it was standing under my desk with little room for exiting air. It has more room now and I added a front case fan. Like my current computer, it now runs warmer if I take the side of.
  7. It's better than setting the object phantom in most cases. If you need something to bump into, obviously you need a physics model.
  8. When I tried it, I detached and selected "wear". So I think the thing went to the same attachment point. Maybe it was a glitch. The way you describe it, with a new attachment point, certainly resets the rotation, which if you ask me is a serious issue when the hud is flat.
  9. I logged back on to send the box, now it does stay rotated. No point in sending it I suppose. I've seen this behaviour before though, it might be some server lag or something.
  10. If I'm not mistaken Second Life had those textures in the past. For performance reasons they were scrapped. This is SL, the place where people would build objects covered in mirrors if possible, overloading the most powerful computers in a heartbeat. You could ask around if it's possible to "look over your shoulder" by controlling the camera with a script.
  11. I just made a box, gave one face a colour so I could identify it, attached it to my hud, rotated it, detached it, attached it, only to find out it was in it's original rotation of 0,0,0. What can I say?
  12. Also make sure all your favorite programs have Linux support. For example, most if not all my Autodesk applications will not run under Linux.
  13. Sassy Romano wrote: Kwakkelde Kwak wrote: To me it makes not the slightest sense to make an item that needs editing every time it's attached. Better to do things right from the start. On top of that, I'm sure lots of people would be confused about not seeing a hud on their screen when they attach it. On top of THAT, what Leprekhaun said. I sure can't edit through inventory. Fair enough, I didn't even know that such an obviously useful feature wasn't in the standard viewer but either way, there's no need to set it each time. It's just an attachment, position is saved when detaching so as far as i'm concerned, MY point for me remains, I don't care about orientation, I just make, set, detach and give. It's then in the right orientation for the customer. You should get onto LL, ask them to implement some more useful features They then should also add the functionality where the HUD doesn't flip back to its default orientation every time you detach/attach it. So unless your rotation is set by script on attach, all your non (I presume) Firestorm clients might have a rotated hud, right out of the box. I don't want LL to add such functions btw. To me the Firestorm viewer has always been an overcoded clutter of useless features. If I have a new tv installed, I'd like it to face the room, not the wall. It takes 30 seconds to turn it around, but, as you said, to each their own.
  14. I run Mint 13 without much issues on an older machine, but to me the following picture is a bit disturbing: In comparison, XP has had support from 2001 to this date.
  15. To me it makes not the slightest sense to make an item that needs editing every time it's attached. Better to do things right from the start. On top of that, I'm sure lots of people would be confused about not seeing a hud on their screen when they attach it. On top of THAT, what Leprekhaun said. I sure can't edit through inventory.
  16. You'll have to admit not having to do this is a whole lot easier
  17. Kenbro Utu wrote: SL twitter has over 37,000 followers. I don't know how many total users the forums have, but I don't believe it is anywhere close to that. There are well over 37,000 users posting here about adult past time in Dubai alone, and frequently too.
  18. If I remember correctly (some) huds will attach at their default rotation. So if you have a flat hud, it will be invisible if it's orientated the wrong way. Kind of hard to rotate something invisible:)
  19. Where did I mention primitives? I was talking about 3d objects vs 2d objects. On a HUD these two will look exactly the same. The hemisphere is 480 tris, the filled circle only 30. You could use a single quad with circular texture too for the button, depending on the desired "editability" inworld. And as I said, you could use a single quad for the entire HUD. _________ A single prim can have up to 7 faces if I'm not mistaken. A hollow cube has 6 sides and one inside. They won't be facing the same way of course. As you said, up to five can face (almost) in the same direction. A tortured cube doesn't have more faces than an untortured cube btw, quite the contrary, A normal box has 108 tris and 96 verts.If you "torture" it by setting the taper to 0.01, it will have 12 tris and 24 verts (like a mesh box). The 5 sided prism has 216 tris and 184 verts. So on a "per visible face" level, the prism is actually better than a collection of boxes.
  20. LepreKhaun wrote: If using 3D objects in the components, manually remove the back faces (those which point in a positive X direction). If more than 8 faces are required, make more mesh elements and link them inworld. On upload, only the highest LOD is of any importance for a HUD, squash everything else, including the physics. The thing is, why would you use 3d objects on a 2d HUD at all? The triangle count reasons were already pointed out. While one object with 3000 or so triangles won't cause lag for anyone just by itself, it does add to the massive triangle pile the user has to render. As an alternative, you could use a script that senses where on the texture you click. So you could even make a fully functioning HUD with just two triangles. The downside to this method is you won't be able to edit the appearance of the HUD without changing the entire texture. (you can't change one button) Since it's a HUD, it doesn't matter what the numbers for LoDmed-lowest or the physics are. Those are never used so they don't cause any server, network or viewer load. Nothing wrong with skipping all four, but (assuming you never drop it on the floor) apart from possibly saving one or two lindens on upload, there are no benefits either.
  21. I am not going to repeat myself again. I already told you how I feel about the chances of hyperinflation vs the bitcoin bubble and already told you twice why I won't sell short. Doing so would prove that I believe in what I said. It wouldn't prove anything else. Tulips bubbled every year, "dotcom" did. How well did that end?
  22. The fact is, it is a bubble, since a bitcoin has no real value. I am sure it will burst eventually, leaving a lot of users empty handed. I just can't predict when it will burst. Like I said, I don't speculate. Not with stocks, not with bitcoins. I play the lottery once a year, that's enough for me.
  23. Orca Flotta wrote: What you absolutely need: - a case (d'uh) - power supply 500+ watts - motherboard (no "gaming" stuff) of decent quality - Processor - Graphics card (nVidia GTX 6xx or 7xx series, models upwards of x6x) - RAM DDR3, 8 - 16 GB - hard drive 1 TB 7.200 RPM - cooling solution. Aftermarket fans are often much more sufficient and quiter than the stuff that comes with the original parts Nice to have: - SSD Frills: - sound card - integrated wifi adapter/modem/router Pretty much what I'd suggest, just a few details and pointers.... - Some cases come with a power supply, so be careful not to buy one of those plus a separate power supply. - If you get a beefy graphics card, 500 is most likely below the recommended wattage. I'd suggest 600W. You can look at the graphics card's manufacturer's site for reference. - For a processor, don't spend extra money on an i7. Unless you want to do some serious video editing or 3d modelling, an i5 will do just fine, you won't notice any difference in SL. - 8GB of RAM is plenty. - Avoid 32-bit operating systems.
×
×
  • Create New...