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Kwakkelde Kwak

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Posts posted by Kwakkelde Kwak

  1. If you abandon your Linden house, you can go and find any available 512 sqm place you like on the mainland, free of tiers. You'll have to buy the land, but that is rather cheap nowadays. You'll also have to build a house yourself. Well, or you could place a tent, palace, shack, bunker, treehouse.... anything you want.


  2. Darkwingz99 wrote:

    The first link on the mainpage is the marketplace. It doesn't really look at all like a free to play model.

    Eh wait... you mean THIS mainpage?

    

    EDIT...

    If you want to build for free, search (ctrl-F ingame) for "sandbox". That will limit you to the inworld building tools since uploading things costs a couple of cents. Free textures you can find in the library part of your inventory.

     

    If you want a real free try of SL building, try the beta grid. You can upload and build anything you like over there and it won't cost you a penny. Of course the "experience" there is near zero.

    Not to kick off the "SL is not a game" debate again, but SL is not a game, it's a virtual world. I never found any tutorials in RL on how to make money or on "what to do next". You need to educate yourself a bit to be able to get around.


  3. ChinRey wrote:

    If we couldn't study and learn from what they did, we'd be just stuck reinventing the wheel over and over again.

    Although I agree with your post in general, this is just not true. First of all, LL reinvented the wheel themselves with their building tools; mesh is a lot older than Second Life.

    More importantly, a lot of people who are used to SL and not to mesh modeling are very limited in their way of building, trying to "prim build" in a 3d program, something that makes no sense at all from any perspective. If you want to move forward in SL building, the last thing you want is to look at how things were done pre-2011.

  4. Touche..maybe the Mona Lisa isn't the best example.

    but

    Adding doesn't necessary mean changing. So, as long as no damage was done to the underlying layers, which I seriously doubt, no changes to the original were made, only additions. If one was to remove that awful smirk and paint a real smile, we'd have a true change. (which can't be undone).

  5. I deal with history and authenticity in RL quite a lot. We can't compare RL to SL though, even if the same sentiments are shared between the two towards authentic history.

    If one wants to change the Mona Lisa as mentioned, the original is gone, probably forever. In a virtual world this is not the case, the original (assuming it remains on the LL servers) will always be the original. (BTW how original is an SL build anyway if there are multiple copies around?)

    To be short, you keep authentic objects unchanged as long as they serve their purpose. If that purpose is showing a true old SL build, not a thing should be changed, not even the physics calculation method. That way it will tell a story, it might show why certain decisions were made, it will show the limitations or possibilities there were. If the purpose is showing how SL looked in the beginning, you could change the entire build, converting it to mesh without changing its appearance..

    Don't forget that anything we nowadays see as "authentic" or "original" is nothing of the sort. As soon as the environment (take this term any way you want) changes, the object changes. A car from 1890 was groundbraking at the time, today it's old fashioned. You can still use it, but not in a world where riding trains, riding horses or walking are the main means of transportation. A modern kitchen from 1920 is hopelessly outdated even compared to the most basic one you get at the discount store today. You can preserve them, but they will be museum pieces, something I would not qualify as "authentic". Even if every single molecule in such an object remained untouched, it wouldn't be the same. Objects lose their true authenticity as soon as they are built.


  6. Nalates Urriah wrote:

    Also, the import format for SL is Collada. That measn you'll need AutoDesk's FBX converter.

    You can use autodesk's DAE exporter without a problem in 3ds Max 2013. As far as I know this will work for 2016 too.


     ...and be aware that things are changing. Project Bento is changing the basic avatar. You can see what is happen with that project by attanding the User Group meeting in SL. See
    .

    I can't imagine Bento will break or change anything for clothes meant for either the default avatar or current mesh bodies available today. Think of the four years of broken content that would mean. The only changes I can think of off the top of my head are added abilities for movable parts, using the extra tail and wing bones (Ruffles moving inthe wind for example). But that's a bit out of the scope of "normal" clothing, since it means adding extra scripting and animations.

    @OP

    Creating clothes with 3ds Max for SL works the same as creating clothes for anything else. Just make sure you use the correct skeleton.

    Mesh/Exporting a mesh from 3ds Max

    Under the download links you can get the skeleton files. The DAE and/or FBX file will work in 3ds Max, although the bones are all squashed to little cubes. What I did was rebuilding the skeleton, not a lot of work really.

  7. When an object moves out of view, it is still selected. If you press ctrl-Z (for undo) the object will pop back into its previous position. Just make sure you don't click on anything else, which will deselect your lost object.

    You might have to deselect the "limit select distance", not 100% sure about that.

    Naming your objects in advance will help you find back your object with the techniques already mentioned. It might feel a bit annoying, but it's really 3D modelling basics to do so.


  8. ChinRey wrote:


    Syo Emerald wrote:

    So there is nothing extraordinary happening here, that hasn't happen in 2010, 2008 or before.

    Actually there is. You should have said 2011 and you'de be right.
    ;)

    Because 2011 was the year SL's decline began and it's been shrinking at a fairly steady rate of about 100 sims a month since then. So if you've been away for eight months, you come back to a grid with about 800 fewer sims and that's noticeable, very noticeable.

    Going by user concurrency, 2008 is the year. The SL grid size graph is a bit biased for the simple reason the sims before 2009 or so were all full sims. You can see the drop after 2008 then a climb, most likely because of the new homesteads and open spaces, then in 2011 the start of a new, almost steady drop.


  9. Spica Inventor wrote:

    Constant price pumping by LL, particularly in regards to land costs has kept tons of 'marbles' (read customers) out of the game.

    As far as I can find, the land fees haven't changed for the past decade at $295 a month for islands and $195 for mainland sims. The setup fees have come down quite a bit even. The setup fee for an island in 2007 was $1675, now it is $600. How is that price pumping? Price pumping to me means increasing the price constantly. Do you just mean land is expensive?

  10. What Alwin said, for the regular viewer it's

    C - Users - [username] - AppData - Roaming - SecondLife - Giha Salmson

    IM converstations are stored in a .txt file with the name of the person (for example Kwakkelde Kwak.txt), open chat is stored in the chat.txt file.

    • Like 1
  11. I'm not sure if it is the only time when that error message pops up, but the only times I encounter the issue is when one of the lower LoD models has a different amount of materials than the highest LoD. I'd search for the problem in that area. Is it possible that you have used either several textures/UV's/materials or that you have a very high poly mesh?

    You can use bone translations in your model, you need to check the "include skin weight" and "include joint positions" boxes. Since you didn't check those, the avatar you built conforms to the standard skeleton. If you can't, something is wrong with your skeleton. Since your skeleton looks only slightly modified, you could use the standard one and make a shape in SL to offset/scale the bones. That will take some trial and error of course.

    Small sidenote... Gaia Clary (the Blender "Guru" over here) noticed issues with a combination of rigging to the collision bones and including joint positions. This looked Blender related though and by now they might have fixed it.

    It also looks like you have a weighting problem in the right foot, or a weird bone transformation.

  12. The mix between single and repeated textures is quite common in SL. I repeat or tile when I can and don't when I can't, so I mix all the time.

    What would be great (and what is used in most games I suspect) is a blend map. With those you can add tons of variety using tiled textures. On the other hand, given the way a lot of SL creators use their textures (as many large textures as possible), I'm glad we don't have that option. Maybe in the future?

  13. If I understand your question correctly..this video might help you.

    Using repeats is always "better", your pixel density will increase without using more memory. For the best results using a single repeat (or no repeats really), make sure you use as much of the UV map as possible. If you're not sure if this might be an issue inyour case, you could post your current UV layout.

    Questions don't sound stupid, well not often anyway :) The only dumb question is a question not asked they say...

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