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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. 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...
  3. 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
  4. 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
  5. 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.
  6. 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?.
  7. 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
  8. 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.
  9. 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...
  10. 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.
  11. 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?
  12. 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
  13. 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?
  14. Indeed there is! And indeed they would go out of business or raise prices which are very modest as it is, to enable "SL scale" of prices compared to RL. You can't just look at the final product of a painting and its upload from, say, a RL work. There are many works that involve 3D scenes, sculptures, mixed media, etc. that have all kinds of uploads on the way to creating them.
  15. I would, but I'd have to raise my prices. I already sell for dirt cheap compared to the time I spend creating all original one-off works, but if it did cost 64L more I'd simply mark up by at least that to cover the added upload.
  16. Yup. And as an aside, the textures I upload for my artworks are 1024x683 (as all my work is done is a 3:2 format for SL). I spend a lot of time on my original works getting the textures right, I don't want them pixelated.
  17. Yes but I have to point that with Jennifer's suggestion a single 1024x1024 would still be cheaper to upload than four 512x512s so it still makes sense. I do agree that it's too late to change this now though and there certainly are more important performance issues to work on. A 1024x1024 is still 4MB VRAM though. It doesn't take more than a few thousand of them before even 8GB VRAM is insufficient. What??? I don't know about Snowglobe but I'm pretty sure Snowstorm based viewers do that already, although it's fairly late in the rendering process. @Beq Janus, can you confirm this? That's not entirely the viewer's fault since it's all done by a third party library. However, LL switched from Kakadu to OpenJPEG a few years ago. According to fastcompression.com Kakadu's decoder is almost twice as fast as OpenJPEG's for lossy compression images so maybe that change was a bad move.
  18. I got over 200 fps before EEP, now more like a hundred. Not at most places of course but at MINE because I tried to keep things viable for the folks that don't have 3070 cards :D. I keep my distance at 120 or so and have shadows on high quality but no DOF except for photos as I don't like it for "living". A higher charge (more than a decade too late as someone noted) wouldn't help much. When you look at the cost of texture uploads compared to the time and effort it took to make something (hopefully original work) it matters not for most folks. And a 1024 PLANNED texture as noted only makes one call to the server rather than a handful if using small textures. Small textures are fine for jewelry and small things and yes the folks that upload a 1024 texture to go on a "diamond" say are either clueless or lazy or just don't care. No one could even tell the difference. We HAVE made progress getting creators to make better LODs (and physics for the most part) but I doubt that anything will change the way they use textures. For many folks a 1024 texture looks better. And it does, I agree. But for me there needs to be a point where "looks" are balanced by "usability". As long as the highly textured and often dense mesh items sell --- I doubt seriously that many creators will make a change.
  19. There are several Sims dedicated to art, full of art galleries run by SL artists. I doubt all of these would continue if suddenly it cost 64L to upload a 1024x1024 texture, that already is reducing the resolution of the original quite a bit.
  20. There are already tons and tons of textures on the marketplace and in inventories. It is too late to regulate things with upload fees. I agree with Coffee, LL should have done a lot of optimization through the viewer by now. But I will not hold my breath until that will happen. LL for instance allows the moles texture extravaganzas in Bellisseria, without bothering about lag.
  21. without the creator's texture then it being one face only you will have to try and reverse engineer the texture, which will take some effort to work out the mapping once you work it out tho then you will be able to do the transparent thing that arton mentions while working on this, use Local in the Texture Picker. Local means the texture is picked from your local hard drive and you can see it in the viewer. Everybody else present inworld will see the Local texture as grey. Once you have a texture that works for you then upload it for L$10 on the rare occasion I have ever done this then I start by making a line grid on the texture and number the grid squares, then see where the numbers appear on the surface when apply the grid texture. Then follow with coloring in the squares and see how they match
  22. Halloween dress up time. I need a party to crash.
  23. 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
  24. Alpine Pass Full Homestead at Willowdale Estate Our new Alpine Pass landscaping is designed for larger homes or even a village. It uses the newest mega sim surround 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. 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 Visit the Willowdale Estate Land Store for landmarks: http://maps.secondlife.com/secondlife/WILLOWDALE/61/192/23 We offer 9 different landscaping designs for our full homesteads: Alpine Pass New England Charm Forest Retreat Pebble Beach Mountain Lake Scottish Hebrides Beach Tropical Primal Tropical Castle Rock Tenants can have the landscaping on their homestead changed to any of the designs we offer. You can view our homestead landscaping designs on our website - https://www.willowdaleestates.com Visit the Willowdale Estate Land Store for landmarks: http://maps.secondlife.com/secondlife/WILLOWDALE/61/192/23
  25. No one is saying that they may or may not seem happy. But I think our point is, some people just take advantage of others. Knowing full well what they are doing is wrong. That and some don't follow the Safe Sane and Consensual moniker at all. Which is what bugs us. If done right, the sub wouldn't be ruined financially. That as well, people upload actual money. So yeah it could ruin them financially RL too. Which I think people also take advantage of that.
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