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Kwakkelde Kwak

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Everything posted by Kwakkelde Kwak

  1. Dilbert Dilweg wrote: My 9800GT enjoys the challenge "not" lol At least it can enter the challenge, unlike my 670 Should I plug in my old 9600GT with 64 shaders instead of the 1344 in the 670?
  2. Yes so for rendering in cycles, you want the 480 or 580. I'd like to see the fps while modelling though Or while running SL. If you mainly use Blender for SL, the rendering times will be less critical than when you use it for very high resolution stills with tons of lights and reflections, or even movies, with a whole lot of frames. When modelling performance is more important, and I suspect that's the case for most SL builders, I'd make that the priority. Any card mentioned will give good results, unless you are building an entire sim in Blender. If you are a texture maker and do morebaking in Blender (assuming the render in cycles does that aswell) than modelling, it's another story.
  3. Yes that does sound interesting, but I'm not going to chuck out the thousands of dollars worth of software I'm familiar with to use Blender instead Anyway, the iray render uses CUDA, in fact it was designed specifically for it. It's just that the new Kepler ones can't be used yet. Iray works fine on the 500 series CUDA cores, that's what's makes them so much faster in some very specific cases. I think NVidia has their update already, it's autodesk that still needs to update their part. I'm not sure, but will keep looking. Such a pain the NVidia forums are closed.
  4. Both the high end 500 and 600 series will run SL just fine. I suspect you won't have any real performance issues with a 470 either though. I don't know the specifics, but the CUDA cores in different families of cards (8-series, 9-series....500-series, 600-series) are not the same. It's just a name, but the 500 cards use Fermi cores, the 600 cards use Kepler cores. As I said, not all software is optimised or even compatible with the new Kepler cores. So while they are probably faster and you have a lot more of them in the 600-series, some programs can't use all that extra power. When the software "heavily uses" the CUDA cores, that can be a major issue. Again, the reason I bought the 670 was for iray render, which can render on a CPU, but is designed for the GPU's CUDA cores. With iray and the Keplar cores unable to communicate, that leaves me with CPU rendering only, which I estimate to be about 10 times slower. Optimised for gaming? That means the card will simply push out more fps. Faster memory, faster processing overall. That's a pretty vague statement by the Blender devs btw, I have no clue how the CUDA cores are utilised in Blender. For on screen performance I suspect the 600 series will outperform the 500 series. Only very specific tasks will be slower with the 600, until Kepler is fully supported. For 3ds Max, the only thing I know of is the iray plugin.
  5. A 740 is an onboard chip from what I read, it won't be nearly as fast as the high end 600 ones. In fact you can't even compare the two. A problem with the cuda cycles in the 600 series might be what I myself am facing, too new a chip for the software around. I especially bought the 670 to use the cuda cores for 3ds max Iray render, turns out it doesn't support Iray at all, for now. Both Iray and the 670 are NVidia, so they will fix it eventually, they said this summer, but it will be before december, when they release their professional card with the same chiptype. Anyway, in theory the 680 should be superior when it comes to cuda, it has 3 times the cuda cores the 580 has. No idea how Blender utilises those cuda cores. For gaming purposes (if I played any besides SL) I'd pick a 680 over a 580 anytime, as long as the funds is there. A 680 isn't exactly cheap at around 500 bucks or euros. The 670 is the wiser choice I personally think (apart from the render debacle). Hey at least SL runs like a dream. Compare GTX580 to GTX680 btw, this is the first time I bought such a high end system, since it's my workstation. I would never go so high end for a platform like SL. I even capped my framerates because they were through the roof in most places. You really do not need 100 fps, ever. With that in mind you can go a lot lower than a 580, 670 or 680 and still have amazing framerates.
  6. Try one of the high end 6 series NVidia cards, you'll get a lot more than 50 fps under normal circumstances.
  7. Yes that's what I said in my first answer:)
  8. With the official Linden viewer you can wear multiple alpha's. Instead of "wear", choose "add". I suspect most viewers have that option, maybe not the V1 based ones though. Ofcourse you can always IM the creator and ask for a full perm version of the alpha.
  9. chrisbreitling wrote: Well if the knee doesn't move that would be strange. It should move with the walk ... You didn't mention it was a walk. ... but the knee itself must remain in the same angle it has between the upper leg and lower leg. Don't know if there is a way to specify that angle either. Simply don't animate the knee, put it at a certain angle in the second (first frame of your animation) frame and keep it like that. Specify what? The only walk I can think of with a knee that doesn't rotate, is a walk for a pirate with a peg leg. Then the rotation would be 0,0,0.
  10. Although I agree it won't hurt the creator to make something like the alpha for some clothing full perm, I really don't see your problem with the second pair of jeans. If you wear another pair of jeans, use the alpha that goes with that. What good will the full permissions be if it doesn't match the other pants? Why would it need to be full perm to begin with?
  11. Ok, since obviously nobody has answers unfortunately.... Can someone have a look at the dae files I am creating? Or can someone post a dae file I can try to upload to see if it works? A simple rigged cylinder would be enough. That last thing should narrow down the search. If possible a dae not created in 3ds max. I found something in the logfile that looks promising: 2012-08-18T12:08:46Z INFO: LLFloaterModelPreview::initDecompControls: Simplify Method - 2012-08-18T12:08:46Z INFO: LLFloaterModelPreview::initDecompControls: Retain% - 2012-08-18T12:08:46Z INFO: LLFloaterModelPreview::initDecompControls: Detail Scale - 2012-08-18T12:08:46Z INFO: LLFloaterModelPreview::initDecompControls: Combine Quality - 2012-08-18T12:08:46Z INFO: LLFloaterModelPreview::initDecompControls: Method - 2012-08-18T12:08:46Z INFO: LLFloaterModelPreview::initDecompControls: Decompose Quality - 2012-08-18T12:08:46Z INFO: LLFloaterModelPreview::initDecompControls: Close Holes (Slow) - 2012-08-18T12:08:46Z INFO: LLFloaterModelPreview::initDecompControls: Simplify Coplanar - 2012-08-18T12:08:46Z WARNING: LLView::getChild: Making dummy class LLCheckBoxCtrl named "Simplify Coplanar" in Model Preview2012-08-18T12:08:46Z INFO: LLFloaterModelPreview::initDecompControls: Cosine% - 2012-08-18T12:08:50Z INFO: display_stats: FPS: 43.602012-08-18T12:08:52Z WARNING: LLView::getChild: Making dummy class LLComboBox named "preview_lod_combo2" in Model Preview2012-08-18T12:08:52Z WARNING: LLView::getChild: Making dummy class LLComboBox named "preview_lod_combo3" in Model Preview2012-08-18T12:08:52Z INFO: LLFloater::openFloater: Opening floater Model Preview2012-08-18T12:08:52Z INFO: LLFloaterModelUploadBase::requestAgentUploadPermissions: class LLFloaterModelPreview::requestAgentUploadPermissions() requesting for upload model permissions from: https://sim3005.aditi.lindenlab.com:12043/cap/f8443088-bcd7-003f-889e-fa2fec305fdc2012-08-18T12:08:53Z INFO: LLModelLoader::doLoadModel: Collada Importer Version: 1.4.12012-08-18T12:08:53Z INFO: LLModelLoader::doLoadModel: Dae version 1.4.12012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mPelvis"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mTorso"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mChest"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mNeck"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mHead"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mSkull"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mEyeRight"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mEyeLeft"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mCollarLeft"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mShoulderLeft"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mElbowLeft"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mWristLeft"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mCollarRight"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mShoulderRight"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mElbowRight"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mWristRight"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mHipRight"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mKneeRight"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mAnkleRight"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mFootRight"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mToeRight"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mHipLeft"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mKneeLeft"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mAnkleLeft"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mFootLeft"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mToeLeft"2012-08-18T12:08:53Z INFO: LLModelLoader::isNodeAJoint: Created node is NULL2012-08-18T12:08:53Z INFO: LLModelLoader::isNodeAJoint: Created node is NULL2012-08-18T12:08:53Z INFO: LLModelLoader::processJointToNodeMapping: Node is NULL2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mPelvis"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mTorso"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mChest"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mNeck"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mHead"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mSkull"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mEyeRight"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mEyeLeft"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mCollarLeft"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mShoulderLeft"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mElbowLeft"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mWristLeft"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mCollarRight"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mShoulderRight"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mElbowRight"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mWristRight"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mHipRight"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mKneeRight"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mAnkleRight"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mFootRight"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mToeRight"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mHipLeft"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mKneeLeft"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mAnkleLeft"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mFootLeft"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mToeLeft"2012-08-18T12:08:53Z INFO: LLModelLoader::isNodeAJoint: Created node is NULL2012-08-18T12:08:53Z INFO: LLModelLoader::isNodeAJoint: Created node is NULL2012-08-18T12:08:53Z INFO: LLModelLoader::processJointToNodeMapping: Node is NULL2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mPelvis"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mTorso"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mChest"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mNeck"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mHead"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mSkull"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mEyeRight"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mEyeLeft"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mCollarLeft"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mShoulderLeft"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mElbowLeft"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mWristLeft"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mCollarRight"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mShoulderRight"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mElbowRight"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mWristRight"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mHipRight"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mKneeRight"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mAnkleRight"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mFootRight"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mToeRight"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mHipLeft"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mKneeLeft"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mAnkleLeft"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mFootLeft"2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mToeLeft"2012-08-18T12:08:53Z INFO: LLModelLoader::isNodeAJoint: Created node is NULL2012-08-18T12:08:53Z INFO: LLModelLoader::isNodeAJoint: Created node is NULL2012-08-18T12:08:53Z INFO: LLModelLoader::processJointToNodeMapping: Node is NULL2012-08-18T12:08:53Z WARNING: LLView::getChild: Making dummy class LLCheckBoxCtrl named "confirm_checkbox" in Model Preview2012-08-18T12:08:54Z WARNING: LLAvatarNameResponder::result: LLAvatarNameResponder::result 1 unresolved ids; expires in 120.0 seconds2012-08-18T12:08:54Z WARNING: LLAvatarNameResponder::result: LLAvatarNameResponder::result failed id 00000000-0000-0000-0000-0000000000002012-08-18T12:08:54Z WARNING: LLAvatarNameCache::handleAgentError: LLAvatarNameCache get legacy for agent 00000000-0000-0000-0000-0000000000002012-08-18T12:09:00Z INFO: display_stats: FPS: 48.002012-08-18T12:09:10Z INFO: display_stats: FPS: 59.902012-08-18T12:09:17Z INFO: LLFloater::openFloater: Opening floater floater_my_inventory2012-08-18T12:09:19Z INFO: LLFontRegistry::createFont: createFont SansSerif size Medium style 12012-08-18T12:09:19Z INFO: LLFontRegistry::createFont: -- matching font exists: SansSerif size Medium style 12012-08-18T12:09:19Z INFO: LLFloater::closeFloater: Closing floater Model Preview2012-08-18T12:09:19Z INFO: process_money_balance_reply: L$, credit, committed: 41615 512 02012-08-18T12:09:20Z INFO: display_stats: FPS: 59.002012-08-18T12:09:20Z INFO: LLFloater::closeFloater: Closing floater toast2012-08-18T12:09:27Z INFO: LLInventoryModelFetchDescendentsResponder::result: Inventory fetch completed2012-08-18T12:09:27Z INFO: LLFontRegistry::createFont: createFont SansSerif size Small style 02012-08-18T12:09:27Z INFO: LLFontRegistry::createFont: -- matching font exists: SansSerif size Small style 02012-08-18T12:09:27Z INFO: LLFontRegistry::createFont: createFont SansSerif size Small style 12012-08-18T12:09:27Z INFO: LLFontRegistry::createFont: -- matching font exists: SansSerif size Small style 12012-08-18T12:09:27Z INFO: LLInventoryModelFetchDescendentsResponder::result: Inventory fetch completed2012-08-18T12:09:28Z INFO: LLInventoryModelFetchDescendentsResponder::result: Inventory fetch completed2012-08-18T12:09:30Z INFO: display_stats: FPS: 60.002012-08-18T12:09:40Z INFO: display_stats: FPS: 59.902012-08-18T12:09:49Z INFO: LLFloater::openFloater: Opening floater toolbox floater2012-08-18T12:09:49Z WARNING: LLView::getChild: Making dummy class LLView named "RenderingCost" in toolbox floater2012-08-18T12:09:49Z WARNING: LLView::getChild: Making dummy class LLView named "Permissions:" in General2012-08-18T12:09:49Z WARNING: LLView::getChild: Making dummy class LLUICtrl named "Group Name" in General2012-08-18T12:09:49Z WARNING: LLView::getChild: Making dummy class LLUICtrl named "Cost" in General2012-08-18T12:09:49Z WARNING: LLView::getChild: Making dummy class LLView named "label texture" in Features2012-08-18T12:09:49Z WARNING: LLView::getChild: Making dummy class LLView named "textbox autofix" in Texture2012-08-18T12:09:49Z INFO: LLViewerMediaImpl::navigateInternal: media id= cc660add-1f05-9fdf-3a07-be35068bbd6d url=about:blank mime_type=2012-08-18T12:09:49Z INFO: LLViewerMedia::getCurrentUserAgent: SecondLife/3.3.4.262321 (Second Life Release; default skin)2012-08-18T12:09:49Z INFO: LLViewerMediaImpl::loadURI: Asking media source to load URI: about:blank2012-08-18T12:09:49Z WARNING: LLUICtrl::initCommitCallback: No callback found for: 'Media.ResetCurrentUrl' in control: current_url_reset_btn2012-08-18T12:09:49Z INFO: LLViewerMediaImpl::navigateInternal: media id= cc660add-1f05-9fdf-3a07-be35068bbd6d url=data:image/svg+xml,%3Csvg xmlns=%22http://www.w3.org/2000/svg%22 width=%22100%%22 height=%22100%%22 %3E%3Cdefs%3E%3Cpattern id=%22checker%22 patternUnits=%22userSpaceOnUse%22 x=%220%22 y=%220%22 width=%22128%22 height=%22128%22 viewBox=%220 0 128 128%22 %3E%3Crect x=%220%22 y=%220%22 width=%2264%22 height=%2264%22 fill=%22#ddddff%22 /%3E%3Crect x=%2264%22 y=%2264%22 width=%2264%22 height=%2264%22 fill=%22#ddddff%22 /%3E%3C/pattern%3E%3C/defs%3E%3Crect x=%220%22 y=%220%22 width=%22100%%22 height=%22100%%22 fill=%22url(#checker)%22 /%3E%3C/svg%3E mime_type=2012-08-18T12:09:49Z INFO: LLViewerMediaImpl::loadURI: Asking media source to load URI: data:image/svg+xml,%3Csvg%20xmlns=%22http://www.w3.org/2000/svg%22%20width=%22100%%22%20height=%22100%%22%20%3E%3Cdefs%3E%3Cpattern%20id=%22checker%22%20patternUnits=%22userSpaceOnUse%22%20x=%220%22%20y=%220%22%20width=%22128%22%20height=%22128%22%20viewBox=%220%200%20128%20128%22%20%3E%3Crect%20x=%220%22%20y=%220%22%20width=%2264%22%20height=%2264%22%20fill=%22#ddddff%22%20/%3E%3Crect%20x=%2264%22%20y=%2264%22%20width=%2264%22%20height=%2264%22%20fill=%22#ddddff%22%20/%3E%3C/pattern%3E%3C/defs%3E%3Crect%20x=%220%22%20y=%220%22%20width=%22100%%22%20height=%22100%%22%20fill=%22url(#checker)%22%20/%3E%3C/svg%3E2012-08-18T12:09:49Z INFO: LLMediaCtrl::handleVisibilityChange: visibility changed to false2012-08-18T12:09:49Z INFO: LLProcess::LLProcess: SLPlugin.exe (3508): launched cd "C:\Program Files (x86)\SecondLifeViewer\llplugin": "C:\Program Files (x86)\SecondLifeViewer\SLPlugin.exe" 523062012-08-18T12:09:49Z WARNING: LLViewerParcelMgr::requestParcelMediaURLFilter: can't get ParcelMediaURLFilterList cap2012-08-18T12:09:49Z INFO: LLPluginProcessParent::receiveMessage: plugin version string: Webkit media plugin, Webkit version 2.02.52502 (QtWebKit version 4.7.1)2012-08-18T12:09:49Z INFO: LLPluginProcessParent::receiveMessage: message class: base -> version: 1.02012-08-18T12:09:49Z INFO: LLPluginProcessParent::receiveMessage: message class: media -> version: 1.02012-08-18T12:09:49Z INFO: LLPluginProcessParent::receiveMessage: message class: media_browser -> version: 1.02012-08-18T12:09:50Z INFO: display_stats: FPS: 59.602012-08-18T12:09:55Z INFO: LLSLURL::LLSLURL: SLURL: secondlife:///app/openfloater/object_weights2012-08-18T12:09:55Z INFO: LLURLDispatcherImpl::dispatchApp: cmd: openfloater path: ['object_weights'] query: 2012-08-18T12:09:55Z INFO: LLFloater::openFloater: Opening floater object_weights2012-08-18T12:09:58Z INFO: LLFloater::closeFloater: Closing floater object_weights2012-08-18T12:09:59Z INFO: LLFloater::closeFloater: Closing floater toolbox floater2012-08-18T12:09:59Z INFO: LLFloater::closeFloater: Closing floater media_settings2012-08-18T12:09:59Z INFO: LLProcess::kill: killing SLPlugin.exe (4460) Sorry about the long post, what caught my eye especially was the 2012-08-18T12:08:53Z WARNING: LLModelLoader::getChildFromElement: Could not find a child [translate] for the element: "mPelvis" and everything alike. (It's in there three times because the object has three pieces)
  12. The data pushed through your graphics card doesn't have to be downloaded I guess. If that was the case I (and everyone else) would be waiting and waiting and waiting as it is. When running SL, my card uses the 512MB alright according to GPU Tweak. I don't know any of the technology behind it, but I am sure I didn't download those 512MB. A 1024x1024 texture uses 4MB (I guess mipmapping brings this down?) and we all know how 1024-happy a lot of builders in SL are. At 4MB though, it adds up quickly. Cerise made a good point with the new material system that's hopefully around the corner. When every object can have multiple textures, the memory use will increase. Not sure if that's a real problem as long as your card can push the data in and out fast enough, but at a certain point what's on your screen will be more than the 512 we can use now.
  13. Rodford Steinbeck wrote: We could use viewers for iPad 3, since it has a quad core GPU and the Nexus 7 has 12 cores in its GPU. We can definitely handle the graphics. I agree with the first statement, I am sure it would give the grid a boost. The second however.... The number of cores is completely irrelevant, but if you want to look at those, the minimum requirements say you need a 6600, which has 8 processors, no idea if those have multiple cores. I am pretty sure though the iPad GPU is nowhere near the requirements for SL as it is now (or the cpu or the amount of relatively slow DDR2 memory, plus the fact it is wireless which doesn't help). I'm confident LL will be able to make a viewer, but it will be a whole lot harder than simply porting it to the tablet. Someone else had a go at it, I hope it doesn't burn the electronics on a tablet, I haven't tried it myself: lumiyaviewer It's a start.
  14. Do you want to keep the knee at the same position all the time or do you want it bent the same way throughout the animation?
  15. Alt Lexington wrote: Its just a pity the vid says that each face thats missing in second life must be selected in Blender in order to flip them, trouble is they show up just fine in Blender so it'll be quite difficult to find the faces outside of second life. That's why I posted the second video, that will hide the backside of all faces, making them appear like they will in SL. It's called backface culling. Do that first, then find the flipped normals.
  16. Ok, definitely flipped normals then, you will have to flip them back in Blender before upload. Here's a tutorial on how to do that: You can turn on backface culling in Blender to show the 1 sided geometry like SL does:
  17. I wouldn't use a texture changer, I'd change the alpha instead. For the communication use a listener in the tongue and a simple llSay in the hud, on some obscure channel.
  18. First of all I'm going to wave my finger and say you used way too many polygons. The detail on that thing is not something you should ever use in a real time rendering environment like SL. Going by the way the texture looks on your model, it looks like you have two duplicate models, on top on eachother. But with the faces on your model so small, it could simply be a corrupt or missing UV map. Can you at least post what program you use for building and for exporting to .dae and how you constructed the item?
  19. Urzul wrote: so we cant link phantomprim again so sculp and mech are uselees it cost the same to make the sculpt in prim (prim cost) No, you can't link phantom prims again, but you can do what Innula said, then the landimpact will be only slightly higher. Depending on the size of the sculpted prim, the landimpact will be between 1.3 and 2.0 instead of 1.0.
  20. Innula Zenovka wrote: As I understand it, if the sculpt is set to type none, it shouldn't cost more than 2 LI at most, and usually less. Yes physics won't count anymore, server weight will be 0.5 and the download weight will be between 1.3 and 2.0. So the download weight will always be the highest of the three. Objects with a radius bigger than 1.67 meters will have a download weight of 2.0, that's a 1.9m x 1.9m x 1.93m box. Here's a small table: Radius(m) Box (m) Weight (LI) .262 .302 1.4 .723 .835 1.5 .989 1.142 1.6 1.197 1.382 1.7 1.374 1.587 1.8 1.530 1.767 1.9 1.672 1.931 2.0 I used boxes to get to these figures, so there will be some small rounding off errors.
  21. phaedra Exonar wrote: When I first read your post I was hoping we could use the new LI to reduce avatar draw cost but doesn't look like we can. Hadn't checked mine in months so don't have any thing to compare to the changes the roll out may have caused. Those physics settings aren't going to change the draw weight, worn items have no physics. Draw weight is the new (well not exactly brand spanking new, but still) avatar rendering cost. So only visuals are taken into account. This is based on the number of faces on objects (not texturable faces, but trianglular faces that make the shape), their opacity, glow etc. Scripts or physics or server weight have no impact at all. The only way to tune down your draw weight is by actual reducing.
  22. As far as I know that can happen yes, but not if you put the already permissionless texture in your object, then sell it. What should happen then is you not being able to sell the object in the first place. It can happen when you put such a texture in an object the other already owns, or a texture you made with the wrong permissions. I just tried it to be 100% sure, if you texture a copyable prim with a selfmade texture set to no mod no copy (the upload default), then give it to someone else, it is perfectly copyable. This has been my experience for the past 6 years.
  23. Alt Lexington wrote: When I rotate the camera around the build in Second Life parts do dissapear like only visible from one angle and not another. Yes that's normal behaviour, are the parts that show as holes in your picture visible from the other side though?
  24. Are you monitoring your cards? I can imagine they get terribly hot. I would expect your entire system to crash then, not just SL, but it really doesn't hurt to take a look.
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