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  1. For years, I have read in the forums about how use of large textures causes more lag, and about how common it is for people to use large ones when smaller ones would work as well. Recently, I was thinking about this, and it occurred to me that the is no direct incentive to not do that. Many uploaders don't know how large a texture they need, and don't want to take the trouble to figure it out, so I think they just upload a 1024x1024 to be safe, since it costs the same. Generally, people respond to incentives. I don't know how much it would help, but I'll bet it would help if there were a significant difference in cost, something like this: 1024x1024 L$64 512x512 L$32 256x256 L$16 128x128 L$8 64x64 L$4 32x32 L$2
  2. Full homesteads at WILLOWDALE ESTATE EM Rights - you can restart your own sim, change the terrain texture and anything else that can be done from the Region/Estate window Landscaping - keep the landscaping or return it and do your own thing, we will upload your raw file if you have one Covenant & Restrictions - absolutely no restrictions or covenant of any kind - you can do whatever you want on your full homestead Style Changes - if you get bored with your homestead you can request a style change to any of our other styles - you don't have to move 5 of our 9 designs are Season Change. Tenants are given a special HUD to change the seasons themselves whenever they want. It's fun and very easy to do! Seasons really help keep your land interesting. Visit the Willowdale Estate Land Store for landmarks: http://maps.secondlife.com/secondlife/WILLOWDALE/61/192/23 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Alpine Pass - Season Change This is the layout for builders who need more open space. It's great for sharing as well, it will fit several good sized homes. There are plenty of great details and features as well, including a very long (2 sides of the region) walkable beach with a large swimming area, a waterfall that flows into rapids and a river, a cozy wooded area and a pond with a party-deck on an island. Our newest Alpine Pass landscaping is designed for larger homes or even a village. It uses the newest and only mega sim surround on the grid which really gives a feeling of being in the Mountains and it appears huge! There is a natural river that runs through the entire valley, a beautiful raised area, and a good sized swimming area with a cove beach. This is a 4 Season Homestead. Tenants can change the seasons themselves whenever they want using a special HUD we give you when you purchase from Willowdale Estate. Visit the Willowdale Estate Land Store for landmarks: http://maps.secondlife.com/secondlife/WILLOWDALE/61/192/23 Pebble Beach - Season Change This is the layout for builders who need more open space. It's great for sharing as well, it will fit several good sized homes. There are plenty of great details and features as well, including a very long (2 sides of the region) walkable beach with a large swimming area, a waterfall that flows into rapids and a river, a cozy wooded area and a pond with a party-deck on an island. Visit the Willowdale Estate Land Store for landmarks: http://maps.secondlife.com/secondlife/WILLOWDALE/61/192/23 Scottish Hebrides Archipelago- Season Change A mostly low-lying land with plenty of building space. If you're familiar with the Outer Hebrides Archipelago there is plenty that you will recognize here from St. Kilda to the low cliffs, the marshlands and a small beach for a brisk swim. Visit the Willowdale Estate Land Store for landmarks: http://maps.secondlife.com/secondlife/WILLOWDALE/61/192/23 Mountain Lake- Season Change The Mountain Lake layout has a flat open land area big enough for a mansion, castle or even a little village as well as a huge usable water area with a natural bottom deep enough to satisfy the Merfolk and even do a little boating. Visit the Willowdale Estate Land Store for landmarks: http://maps.secondlife.com/secondlife/WILLOWDALE/61/192/23 Forest Retreat- Season Change Visit the Willowdale Estate Land Store for landmarks: http://maps.secondlife.com/secondlife/WILLOWDALE/61/192/23 New England Charm This coastal layout uses only 1040 prims which leaves a lot for you but it's also packed with features! The raised area is big enough for a huge house with a basement. There is also a flat beach area big enough to hold a second house. Ocean waves and surf surround the whole sim but you can also drive a boat all the way around the land and a little motorboat and dock is included! The incredibly realistic lighthouse is usable, you can go inside and walk up the stairs to the top. If you like beach that is NOT tropical, this is the layout for you! Visit the Willowdale Estate Land Store for landmarks: http://maps.secondlife.com/secondlife/WILLOWDALE/61/192/23 Primal Tropical If you're used to tropical in SL you'll still be surprised with this homestead. This isn't your typical tacky tiki tropical - this is primal and lush with plenty of places to climb and explore above and below the water and plenty of prims left for you to make it your own. Visit the Willowdale Estate Land Store for landmarks: http://maps.secondlife.com/secondlife/WILLOWDALE/61/192/23 Beach Tropical This is the layout for beach lovers! Lots of sand, lots of open building space as well as a lagoon to swim in! If you love the beach, this one has it all - even a little island sunning area! There is a lot you can do with this very flexible design to make it your own. Visit the Willowdale Estate Land Store for landmarks: http://maps.secondlife.com/secondlife/WILLOWDALE/61/192/23 Castle Rock This very unique layout comes with a castle that you can either keep or return. There is a large flat building area large enough for your own enormous castle or a little village. There is a large swimming area in a calm lagoon as well as a turbulent water area. It uses 1000 prims without the castle so there are plenty left to work with. Visit the Willowdale Estate Land Store for landmarks: http://maps.secondlife.com/secondlife/WILLOWDALE/61/192/23
  3. When Uploading its fine but when i go to actually edit the mesh I cant change ( copy , transfer...) ticks off and on....... and if i do its just insta select off and Cant set for sale.... and rez on the floor........im the full owner made this mesh myself just cant.... edit it...
  4. 2008 there was also a different problem after the crash that made it more difficult to get a home.. Before the crash people only needed things like 6 months of good credit.. They were practically pushing people into loans, doing about anything to make the loan happen, and buyers making promises to themselves that they couldn't keep.. 3 car loans and a house later.. Not to forget how easy it was for people to get credit cards that ended up with the users juggling from one to another to pay the minimum while they used them to borrow from peter to pay paul..I remember a zillion different credit cards for stores.. hehehe After the crash,one of the things you had to have was, you had to have squeaky clean credit for years before they would consider a loan.. I can't count how many people I knew that were doing debt consolidation or bankruptcy after the crash. Hit so hard that they were taking loans out each week on their paychecks doing check to cash just to get their check before payday, and then paying the guy interest on their own paycheck. So when you go in to give the guy your check, you have to bring the fee as well.. Then there are the places I called loan shark companies that will borrow people anywhere from hundreds of dollars to thousands.. then put them on weekly payments..miss a payment and they have you for a long time hit with crazy interest. Talk about a trap. People that were living high on the credit hog back then, were looking for jobs because they were scarce and places to rent because they couldn't buy one on credit anymore. Where right now it's more the opposite.. plenty of jobs , no place to rent. A few reasons prices are up today is because of reasons that sellers would increase the prices..Things like lower interest rates, Government subsidies, building material prices causing construction cost to go up, trends in buyers.. Where 2008 was the result of one of the largest greedy cluster F's ever that pretty much most from all levels had a part in the blame, from buyers to lenders to investment banks.. This is a different scenario today.. I remember people back then being so cocky with huge egos and saying things like, Cash is so last decade, omg you don't have a credit card! o0.. All while they didn't own a thing, but they had plenty of stuff on paper they were paying off, acting like they owned it all. Sooo much cringe.. In my area, the prices have been going up for the past few years because of so many coming from out of state.. As of two years ago, you can't find a place to rent other than an apartment around here.. We bought a second home in town few years ago as an investment for under 100k.. It's market value right now is over 160k and still going up.. This is in a small town, nothing fancy of a house either.. 3 bedroom, 1 bath ranch, about as basic as it gets.. Since covid hit and people have been crammed up in their living spaces, there has been an increase from people just wanting to get out of overcrowded cities and overcrowded suburbs and apartments and into homes in much less cramped areas.. Honestly I think that trend has been going on a couple years before Covid, because our area lit up fast, but Covid helped boost it even more.. There is a good concoction of things going on in the current market that I don't think we'll see a bubble burst or anything like that, but probably will drop and level out. Interest rates are going to start to go back up when inflation hits us a bit harder.. We may start to see a drop kick in around then..Also someone is going to end up filling the jobs at some point that is causing so much demand in so many areas right now.. When that happens prices on many things may start to drop as well.. Things kick other things off and start the push in directions.. This is more natural market things happening right now, where 2008 was something that was going to come to a head and blow sooner or later and leave so many bodies laying around hurting, because it was pure scam. I think I remember hearing something like only like 40 people went to jail from that whole thing too..The sacrificial lambs probably.. When really,there should have been a culling of those crooks back then.. If there was ever anyone I wanted to see jump out of a window, it was those bastages getting away with it all..
  5. hi all just wondering is there still a way to do the temporary image upload to test thinks on body placement before actually uploading the image??? i know used to be one but cant see it on fs viewer anymore? thanks Jace freedom
  6. That reminds me of the time I'd been out drinking with some friends and got on the night bus home, and promptly fell asleep. I came to at some point and just hopped off the bus, I recognised the name of the village (my family lived there until I was around 2), and I figured 'it can't be that far - Uppland (my home province) is only so big! (12,813 square kilometres ..)'. So I decided to start walking back along the road figuring I'd be home within an hour or so. Two hours later and I was nowhere near close to home. Mind, it was late autumn, there was frost on the fields, and it was far away enough from the city that it was pitch black. So, I decided to stop at the next bus stop and just sit down and wait for the morning bus as I was much too tired to keep walking. When I arrived at the next bus stop I found the bench had been kicked to bits, but there was a church just next to it so I figured I could go sit on something around that instead. Just as I made it past the cemetery gates, a deep, diabolical laughter echoed over the fields. I almost soiled myself. So I quickly scurried back out onto the parking lot, and ended up spending the next few hours trotting around it to keep warm, and every so often that laugh would echo over the fields. The morning bus finally arrived and I could get on it, find that it wasn't that far to get back home (if only I'd walked for another hour or so). So I stumble through the door around seven in the morning, my mum is up making her morning coffee and is surprised that I wasn't already at home. I just briefly tell her what happened and go to bed. When I woke up a few hours later my mother told me that she'd figured out what that laughter was - she actually knew some people in that village who reared fallow deer, just through the woods around the church, and their rutting call .. Well .. https://upload.wikimedia.org/wikipedia/commons/f/f0/Fallow_Deer_(Dama_dama)_(W1CDR0001444_BD17).ogg
  7. This might need further work as I tried the url Molly typed above into the Pi400 Chromium web browser out of curiosity, and it played at once, but when I had earlier tried it in the Firefox browser on the Windows machine it came up with "content not available in the EU" report. Qie was able to play it, I wasn't able to play it all all in the first few regions, it was only in the last sandbox that it actually opened up and gave me the error popups. It's looking like it's not just the url but the region in which the request is being made, as well as the type of browser/requesting app. ETA Tested, ( the URL now plays in the Firefox browser without the location error I got earlier.) The following viewers played the url with no issues Catznip R12.3 Firestorm 64531 Singlarity Beta 8419 SecondLife Performance viewer 564530 But... The latest Linden viewer 564172 gave the crash. The details of the error box that I forgot to expand earlier are Problem signature: Problem Event Name: APPCRASH Application Name: SLPlugin.exe Application Version: Application Timestamp: 614c5aeb Fault Module Name: libvlc.dll Fault Module Version: Fault Module Timestamp: 002000a9 Exception Code: 40000015 Exception Offset: 000000000000b918 OS Version: 6.1.7601. Locale ID: 2057 Additional Information 1: 91eb Additional Information 2: 91eb63789ceb1b042f28b3e946a956ff Additional Information 3: ad97 Additional Information 4: ad975bb7a47d10ab9caac2b5eba6e3c1 This does rather point the finger at something in the Linden code. https://jira.secondlife.com/browse/BUG-231356
  8. Hello, everyone, i am looking for help because i would like to import a 3D car shape info SL but i really suck at it, when i import it, it's bigger than a house and it's around 600 prims heavy. lol I don't know how to make it lighter and smaller. Thank you
  9. im using firestorm and i have 16gb of ram at 2333 mhz, and an rtx 2060 super with 16gb of vram and yet firestorm crashes almost every time i go to more than one populated place without restarting first, say for instance i go to one populated event, and then go to another right after i will usually crash and its always llvbo memory pool, ive tried everything from max settings to lowest settings, is there something causing a memory leak or is my computer's ram not fast enough to handle the game? what should i do for memory settings in firestorm as well.
  10. If the fate of SL art truly depends on whether a texture upload costs a nickel or a quarter, it's doomed and best to put it out of its misery already. (Also, IMHO, SL art would be vastly improved if it weren't so focused on 2D textures anyway. Sure, there are accomplished SL image artists, but in general the genre so underappreciates the medium.) That said, I have no idea if the proposal would have the desired effect. Certainly there are plenty of occasions where a 1024x1024 image is simply needed, and certainly there are many more where it's a complete waste of download bandwidth (whatever it does to rendering, which seems much less a problem than everybody fusses about: un-downloaded textures render fast enough, but it's not very satisfying). Someone mentioned the beta grid being inaccessible for a long time, which was indeed annoying, but for the purposes of testing textures there's almost always an option of using local textures without any upload cost—nor delay: after it's incorporated in a practiced workflow, it's both faster and more convenient to use local session textures. I found this confusing. All SL textures are converted on upload to power-of-two resolutions, so a 1024x683 image will be stored at 1024x1024. I'm not sure now if the original aspect ratio is stored with the texture when the uploader performs the conversion; that might make this worth doing even though I'm skeptical that uploader scaling is as good as the several options offered by Gimp.
  11. Random Stranger: “For some reason, your avatar isn't rezzing. You're all grey.” Me: "Oh, no, I'm just using a temporary upload file so I can make skins." 99% of my interactions in a nutshell.
  12. One idea that I have proposed before is to give all the sizes for a single upload fee. Given that (excuse the broad sweeping generalisation here .....) most people upload at the highest resolution, the space cost of providing all the lower power of two textures is an extra ~33%. How does this help? It allows people in one fell swoop to upload a texture and try the lower resolutions out to see whether the full size one was really needed or not. At the moment, those of us who try to be sensible with textures will do this either through local textures or perhaps the beta grid. More often than not we'll just upload a range of sizes and try them out. Making them readily available would be a big incentive to creators to try them out as they have not incurred additional cost or upload time/hassle. Perhaps we could even buy items that allow us to pick the texture resolution we'd like to have in use?.
  13. Even with that, I still don't think we should impede creativity. By basically penalizing them and making them spend more money to even upload a texture. I mean if it were handled like a mesh upload, the costs of uploading textures would be exponentially more.
  14. Greetings everyone, there's something that is really bothering me for some time now. I have an Avastar female rig in blender that is really driving me crazy. When I check the animation in Blender, everything looks fine, as i upload it in world something odd starts happening. The feet and the hands, that are configured as IK bones and are supposed to stay still during the entire animation, start following the rotation of the Tinker bone. Is this caused by any export option I might have mistakenly activated?
  15. Right, but it's really not the user's machine, either, nor the network connection. Texture downloads take longer the bigger the textures being downloaded, even for the fastest hardware on the fattest pipes. Yes, one big texture beats many little textures (especially after download, when rendering) but there's still a problem that many SL textures are way higher resolution than they'd be if designed by the Central Committee of SL Graphics Excellence, long may she wave. And in lieu of that Committee, the proposal is an economic incentive to only spend pixels where they matter. Would it work? Probably, but would it work well enough to justify all the development and drama? I'm dubious. But would it constrain creativity? Meh. Does Land Impact accounting constrain creativity? Sure does. And it's the nature of the medium now. If texture-upload economics were tweaked, it wouldn't affect the medium as much as the raised LI limits or last tier pricing change. But if it actually changed anything, I'd be interested to see how creative SL artists would take advantage of the proposed lower fees on very small textures. Wouldn't you?
  16. 2008 and after saw a housing price crash that made them much more affordable. Question is whether the current price increases is a speculative bubble or a longer term trend. If long term trend then wages are going to need to increase to make housing affordable to new home buyers because at todays rates, those young families looking to get their own home are not going to be able to.
  17. I agree completely .. the cost to upload as it stands is simply there to act as a tiny brake. I would still like to see these sinks removed as part of the premium package. They're not as some believe, a source of income for LL. L$ is a token they create and destroy on the fly, it's not money.
  18. Fairly often, I need a plain, colored texture for something. I just make one and upload it. It occurred to me that tens of thousands of us must be doing that. Is there an in-world repository somewhere, where people deposit them for other people to get free copies? That would make better sense than all of us paying to upload one every time we need one. If there is no such repository, we should start one, or, perhaps, sell packs of them for L$0 on Marketplace.
  19. It's not the worst idea. Remember that texture uploads aren't revenue for LL directly, they are removals from the system of Linden dollars which tighten the money supply -- which they artificially control. Yes, there is a way even on the regular SL viewer to see whether a texture is 512 or 1024 or 2048 for that matter, but it's cumbersome. It involves finding and going through various screens and is not instant. So when something is not instant, it's hard to justify charging for it and forcing people to use it not to be clipped. The texture uploads add up terribly. In the month of Fantasy Faire when I was uploading tons of textures making my amateur goods badly (and while the beta grid was broken then I would not likely have gone to it anyway because it's yet another annoyance to find and do), and because search is broken and I had to do a lot more ads, portals, sign posts, I racked up a whopping 1,700 texture uploads as I could see on "My Accounts" on the Excel sheet. That's 1700L x 10L = 17,000L or US $68. That's a significant chunk of change. Enough to make me now pause before embarking on another amateurish struggle with all those UV maps and shades and whatnot on some piece of furniture. No one needs me to do that except possible mesh model sellers and texture sellers. Most people won't have that many but even for casual users changing a texture or making a photo or art easel in world, it adds up. The Lindens were going to have this Premium Bonus Account which I would have bought which promised a discount on bulk uploads. Is that harder to do that these other things mentioned here? Meanwhile, if you like Vita's 3D ground textures, which are really the best I've found, you quickly discover you can't put them on an island or homestead using the SL viewer, as it will only take 512 on terrain, and simply not let you upload 1024, apparently on the grounds of lag. But if you switch to Cool Viewer or another 3rd party viewer, you can upload them. I haven't found them to be laggy or slow rezzing whereas other things are, like certain big trees. Profaitchikenz has a point that makes me think of something else: back in the day when this "law" was articulated and we dutifully followed it (at least some of us did), there were only 10 meter prims. So if you made a building 40 m x 40 m, you would have to use 4 boards on each side, and texture each one, and that would add up. Now if you put a texture on a 64 m once, does that affect the lag/rendering issue? I should think it would. Yesterday I went to an art show opening on this fabulously detailed sim reconstructing a dilapidated German port. And for the 45 minutes I was there, the paintings never rezzed, and much else didn't, either, including the guests' outfits. So it seemed rather purposeless for me except to chat and listen to the DJ's music choices. I came back this morning and I could now see the paintings properly, but the sim was still a long time in rendering, it's quite a building job. I could come back on Cool Viewer, which can make scenes like that render faster, at least for me. Or sit in parts of it and wait for it to render. I find I spend a lot of time waiting for things to rez...
  20. There are a lot of different standards out there for the aspect ratio of different media, and understanding what it's all about is an important aspect of both pictures and videos (/machinima) when working with digital imagery. It's one of the first and most fundamental issues when it comes to photography, filmmaking, as well as building in Second Life, so I thought it's a matter worth having a bit of a deep dive into (even if I have brought it up several times in the past). So what do those terms mean? Aspect Ratio is, simply put, the height of a picture divided by the width of the picture (or vice versa; divide the smaller number by the larger number). For example, a 1024 x 768 image is in a 4:3 aspect ratio (calculation: 768 / 1024 = .75, we then want to multiply it until it becomes a whole number, in this example, .75 x 4 = 3, and there you have the aspect ratio; 4:3). Note: the most common aspect ratio for computer monitors is 16:9, although 16:10 and 3:2 are also fairly common - old monitors were usually in 4:3, same as older television monitors. Resolution is the amount of pixels in the picture, and can either be denominated by the larger axis (4K for example is named as such for the pixel count being close to 4,000 on the width, although in media for home use it's usually actually 3840, with 4096 pixels being the standard when it comes to projectors), or in megapixels ('million pixels', which is achieved by doing the opposite of calculating the aspect ratio; take the width and multiply it by the height, the total is the amount of pixels, which are then presented in millions - a 4K image in a 4:3 aspect ratio for example is then calculated as follows; 4096 x 3072 = 12,582,912 = 12(.6) mp). Note: most modern computer monitors adhere to the standard of 1920 x 1080 pixels (unless it's a 4K monitor), which means that, if there are any more pixels than that on display, the image is being compressed. Also note that neither of the two have anything to do with the file size in terms of data. That's a much more complex issue of file type, with different file types using different methods of compression. As far as SL photos go, you can pretty much always just default to the PNG format, which is a compressed lossless file type - JPEG, on the other hand, is a destructive compression, which may be a lot smaller in terms of file size, but can potentially ruin the finer details in your pictures. Okay, now how do we apply any of this information practically to our SL photography? It's really up to each photographer to decide what sizes and formats to use for their pictures, of course, but personally I've stopped using the really huge sizes that are available in Firestorm; a 6K image just probably never will be viewed at 100% zoom* by people either on Flickr or on the forums, as that'd mean that it would be roughly three times as wide as most people's monitors are in its native** resolution (6144 / 1920 = 3.2 times as wide .. Then there are, of course, the monitor size differences, but let's not go there, eh†). *'100% zoom' = native resolution. **'Native resolution' = the picture being displayed in such a way that it is uncompressed and unstretched. Some people do enjoy having a larger resolution of their pictures as it makes it easier to edit certain things, as you can manipulate finer details much easier - but on the other hand, a few pixels in an eyelash being off is probably not going to be noticeable by most viewers, and personally I figure that for as long as it looks good on my end when looking at the bigger picture. But if you do want that high resolution for making editing easier, you can always downsize the image when you're done (and possibly have to give the edits another do-over in case the changes turned out too stark). Another thing to note is the limitations of image size when uploading into SL; a texture (image) can't be larger than 1024 on either of its axes, and it will only divide that by twos (i.e. 512, 256, 128, 64, 32, 16 .. Not sure about 8, 4, or 2, the default 'blank' texture is 16 x 16 anyway). So if you're taking a picture that you want to upload into SL (profile pic or wall art for example), going above 1024 isn't really necessary (if you try to upload a picture that's too large, the viewer will either say 'nope' or squish it down for you). Unfortunately when it comes to profile pics for Firestorm users, that means that your profile pic will be compressed (the profile pic display is at 4:3, but you can't upload a texture of that aspect ratio; it must be either 1:1 or 2:1), but at least when using textures for pictures we can place a blank canvas behind the picture to achieve an uncompressed 1:1 upload that we just put to 0.75 repeats on the short axis to hide the blank bit .. But then there's the whole issue of what camera angle, position, and zoom people use when looking at the picture and how it's never going to be 100% right anyway .. Unless you make an art installation with an experience or HUD for people to move the camera angle to the 'correct' position for viewing the images or something such .. Nothing I've come across so far in SL myself, but who knows. At that point it feels much easier to just make a gallery on a website. Shrugs. You also could cut the image into 12 1:1 sections and put 12 square faces next to each other in a 4 x 3 pattern and upload 12 separate pieces of the texture .. Buuut I honestly can't think of a time where that would be useful except for if you want more than 2 mp of texture detail for a larger build. But I'll leave that sort of stuff up to the builders. So anyway. /rant ... ... †Okay, let's go there. You have both Full HD and 4K monitors in different physical sizes - so how does that work? Do 24" monitors have a lower sharpness than 18" monitors? Yes! Because a 24" monitor is (usually, roughly) 20 inches wide and 12 inches high, and if it's a Full HD monitor it's 1920 pixels divided by 20 inches = 96 pixels per inch (PPI - not to be confused with DPI .. Okay, everyone already really only use DPI, even Windows, even though they're technically two separate things, so .. Meh?), but that 18" monitor also has 1920 pixels in width but only divides it by 15 (ish, I'm a bit too tired to do a whole Pythagorean thing here††). ... ... ††Okay, monitor sizes are given on the diagonal, so an 18" monitor isn't 18 inches wide or tall. Assuming the monitor is a 16:9 display, and it's 18" on the diagonal, it's ... c² = 324, so, a² + b² = 324. 324 / (b = 16 + a = 9 = 25) = 12.96. 12.96 x 16 = 207.36 √207.36 = 14.4" 12.96 x 9 = 116.64 √116.64 = 10.8 324 / (116.64 + 207.36 = 324) = 1. ... 14.4" wide ... Are 18" monitors even a thing though? Okay, for reals. /rant
  21. Charging different rates for texture uploads isn't about making a profit, it's about changing the behavior of creators. Where does the average SL resident learn about the importance of using the right texture? It's buried on the internet and will never be seen unless sought out. I don't think a price change should be necessary though. Just a little pop-up message every single time you upload that either explains the need for good texturing or links to a website.
  22. I've hunted around for an answer but can't seem to find anything. My situation is that if someone has sat on my object and is being animated and they TP somewhere else before standing, crash or just log off, the next person trying to sit gets the llStopAnimation error as it can't find the person to stop for and comes up with the error pop up. I did read somewhere perhaps running a timer to check if they're still there but seems an overkill especially if i have 50 of these running on a sim or more for lag. Wondering if anyone has a solution or if that can't be handled, is there a way to stop the error showing and quietly get on with letting the next person sit?
  23. The complaint is that that's the only way to scale. You can't even use the scaling factor widget in the upload panel (allegedly) -- you have to re-export a different DAE file.
  24. interesting, i tested by removing the llStopAnimation all together and no more errors and also seems to go through each animation for each sitter, get off, crash and a new sitter, all works. So no idea what llStopAnimation is for then It's a new pose stand i have for my store that lets people sit and it puts an outfit on for them and lets them go through poses to see how they look in that outfit. So there are multiple stands in the store. who needs to grab a demo anymore lol. Finaly past this point and on to the next annoying bit thanks everyone for the help and advice. appreciated
  25. Doesn't seem to matter what i do i keep getting the llStopAnimation: Script trying to stop animations but agent not found error looks like the llGetAnimationList is only for the person on it at that time so it's always true when anyone sits. At a loss here. would be easier for there to be stand event even when they crash or log out or, just mute the error dialog?
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