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Kwakkelde Kwak

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Everything posted by Kwakkelde Kwak

  1. Melita Magic wrote: I've known actors who were starving enough to work a phone sex line...as a woman. And they were male. So... Interesting, I think the OP's frustration could have been caused by this.
  2. I never had any issues with the (vertex) weights themselves, the avatar moves as it should when you rotate mBones or scale cBones. It's the bones that are messed up in the dae and fbx file. Envelopes were probably never used to rig the SL avatar. That doesn't mean you can't use them, but you'll never get the exact same results as in the dae files. Not that this matters, since the SL avatar itself isn't rigged this way, it uses only the mBones. The rest of the deformations are done by morphs. So your "fitted" creations will not perfectly deform with the avatar anyway. The easiest way I think
  3. I think the possible origin of the name Ruth you posted is no more likely than any of the other ones Alec or I posted, that was my whole point. They are all pretty far fetched (although ours were intended to). I remember the reel to reel tapes...I played some last week.
  4. irihapeti wrote: the point is who named her and what was the motivation for the name. like why that name?? and not another which you conflating with the fact that she does have a name that you keep arguing about it dont add anything. I think you arguing with yourself really Funny, the best description of intelligence I have ever been given is "the ability to argue with yourself". am not sure why you arguing about the timeline either. Robin Linden said what i said it was Linden World as a proof of concept. Then they got the money. Then they redesigned for a avatar in the alpha whic
  5. AlecDeBoeuil wrote: Alec - to be helpful, but rarely succeed Well you did today. Wire modeler Ruth in SanFran tops my list now at 2% plausible.
  6. I'll take it over MTV. Believe it or not that name and the school crossed my screen earlier today. I must be bored today.... ...and slow, not picking up on the wire model earlier. ...or lazy, for not looking at the wiki.
  7. You know I stopped responding to you since it has always been pointless. Right now you're the only one that seems to make any sense though. I think Ruth is named after the biblical Ruth. According to one of the new testament books she's a forefather of jesus. Jesus is not exactly god, although the roman cathoholics catholics might disagree. Wouldn't that be the most plausible explanation to anyone with a god complex? Or is Ruth named after the steak house close to Linden Lab? Or is Ruth called after Ruth Street? Didn't someone in the waaaay old forums say he thought that maybe someone onc
  8. If settling for a rumour is good enough for you.... sure. If you want to know, ask LL or Steller. Everywhere on the forums, wiki etc, Linden World is called alpha. When it turned beta it was renamed SL, possibly slightly earlier. ____ "Originally, during the Alpha period, the grid was known as Lindenworld. As we were getting ready to launch the Beta, we decided we needed a name that would convey the expansiveness, involvement and complexity we hoped would characterize this world as it grew. We started by debating the merits of a 'place' name versus a 'descriptive' name. We believed a place
  9. Eliminating certain possibilities is a way to find the answer, or at least a way to get rid of rumours and myths...Giving random answers is not the same as providing a solution. Your suggestion can't be right either since there has never been a second life alpha. There was Linden World, which had the primatar, I'm not sure if Ruth was introduced before the world left alpha stage. There was of course a beta To my best knowledge, Steller is still working at the lab, so why not contact them if you're dying to know if she was called Ruth, and if so, why. Alternatively, ask her directly.
  10. If it was the code name, it certainly wasn't invented by any resident, let alone numerous residents who all thought the same. And that's the truth..Ruth. or the entire thing:)
  11. Drake1 Nightfire wrote: On that note all rezzables, like buildings, cars, boats and the like, should be forced to list Land Impact or they can't be listed. Information is always useful, but what exactly needs to be listed? It would be quite a list to get experienced users some useful data, so big it would be useless to most people. Not only LI, but also the size, not only the draw server, download or physics weight, but also the amount of vertices, triangles, UV vertices/islands, texture amount/size, script count/memory etc. If you make only LI or only draw weight mandatory.... well, we a
  12. Medhue Simoni wrote: See, most people interested in virtual worlds were a product of the 80's and early 90's, Where did you get that information? It's just a small survey, but it shows something completely different. So does this this data released by LL in 2008, which shows most residents were from the 70's and 80's. This one shows the 80's. I don't know how the numbers are collected or processed, but I suspect the age ranges 18-24 (especially) and 25-34 include a lot of younger people. Anyway, according to the wiki, Ruth was the code name for the default avatar, so it wasn't the r
  13. Medhue Simoni wrote: No, that was not my logic at all. 1 of those is just a set of random letters, and the other is an actual name. As I don't know the first 1, how would I know if TMP is an actual name, or just an abreviation? As Perrie, LL is generally pretty strict about calling out products or companies. Random letters? It's an abbreviation alright, but one that is more widely used than the actual name. How are you supposed to know who they are? Google "TMP second life" maybe? (Which gives me 3 times more hits than "slink second life" btw.)
  14. I don't see how that applies to what is going on in the current discussion, at all. If my comments were meant to be personal and negative, they would be directed towards LL anyway for allowing those creations, not towards the creators. As I said, the "lag-fest" items are wide spread.
  15. Of course they have a female and a male body, and they might have updated their models between the time you and I acquired them. Also, there seem to be different versions, from base to deluxe (which has more texture options, so more copies). Mine is called BETA, no idea if it ever came out of that stage. The hands are hard to get a hold of in the edit menu, but I managed: They are 1436k tris (this includes several copies for texturing and for handposes). The body was not as bad as I thought, although it's still the lag-part of the set with 330k tris (copies for texturing). The feet are
  16. The viewer closest to the official one, but supporting RLV, is possibly the one by the RLV inventor. You can find it here.
  17. Medhue Simoni wrote: Now, TMP, I have no idea who they are, but S_____ is a name everyone knows. So you should probably adjust the name. What kind of warped logic is that? Because you don't know a certain product, nobody does? Because you know a product everybody does? Because some product is better known than another we can't discuss it but we can discuss the other? Not that everybody in SL looks at these forums (to say the least), but anyone who does, has a right to know how bad certain products are in general, or how bad they can be. Most people are oblivious to the fact they bought t
  18. Qie Niangao wrote: Obviously we're not supposed to talk about individual products in the forums like this, but I suspect our moderators have had some of the same miserable experiences everybody else has had with TMP. I have voiced my opinion about this avatar many times on these formums, never by name though, but since we're at it.... I wonder how bad the others are. Slink has 157k triangles for the entire headless avatar. Not nearly as bad, but not exactly the benchmark for low poly modeling.
  19. Medhue Simoni wrote: Why doesn't someone say something to them? What makes you think I haven't?
  20. The download component takes the LoD models into account. I'm pretty sure they are set to the bare minimum for at least the lowest two LoDs, so the download weight doesn't represent the highest LoD in any way. Especially for avatars and avatar attachments this highest weight is very important, since people tend to flock together, showing their highest detail to the rest of the group. In the develop menu you can open the "show info -> show render info" console which will tell you exactly how many triangles and verts objects on your screen have (by selecting them). I don't know all the numbe
  21. TMP bodies not adding much geometry to the scene? I wonder what kind of scene you are talking about if a handful of million triangles doesn't add much geometry. One of those bodies would be responsible for half the geometry on my screen... and that's on ultra settings. On low settings it would be far more than half.
  22. ChinRey wrote: As for why Windows 10 is free, I suspect the reason is simply MS figures they'll save a lot of money by getting as many users as possible over to the same OS version rather than having to support a myriad of old versions for ages to come. That... And the fact that MS disabled all privacy settings by default. Many people won't change those settings so MS can gather anything they want, then use that information pretty much any way they like. Let's call it "the Google way".
  23. Medhue Simoni wrote: I didn't mean that someone would morphs a human into a dragon. I meant that people are going to make dragon avatars, and other avatars, and those are all unique meshes, no different than what I proposed. And we have mesh clothing, mesh hats, mesh whatever. They are the exception though and usually not as polygon heavy as an avatar. While completely different avatars would likely be more polygon heavy than small attachments, they would still be an exception. Not in any way the same as a unique avatar for everyone. Even with the current mesh avatars it's not that big a
  24. Medhue Simoni wrote: What I'm suggesting is no different than everyone wearing a unique mesh. So, I don't see the problem with that. Yeah, it's not the ideal thing for a game, but it's going to happen like this anyways in a virtual world like we are talking about. If you don't think this is good, then you should also be against making dragon avatars for this world, or a bear, or a centaur. At least with this technique, most avatar meshes would have the same topology, and UV mapping. I think I clearly explained what the downsides of unique meshes are. If you want a new world that will b
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