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  1. 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
  2. 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
  3. 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
  4. Halloween dress up time. I need a party to crash.
  5. 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
  6. 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.
  7. Full prim regions available now, won't last long! Standalone regions with either 20,000 prims or 30,000 prims. We have decorated these to make them move in ready, but you are welcome to clear everything and do your own vision as well. - full estate rights for you and up to 13 of your friends - no rules - no covenant - name changes can be arranged - private, not attached to other regions - we can upload terrain file if needed Stop by our Land Store at Second Norway and have a look! http://maps.secondlife.com/secondlife/SECOND NORWAY/107/25/25 Some photos to stir the imagination:
  8. with the Linden viewer when RevokePermsOnStopAnimation is True (the default) then it all works out of the box, regardless of unsit method. Stand, teleport, teleport to same region, llUnSit(), crash, menu: Avatar\Stop animation (which unsits the avatar) if TPVs aren't doing this already as well then they should be soon. It might even be that this debug setting came out of previous TPV work i have always wanted to be able to llRequestPermissions(NULL_KEY, 0) to set the script permissions to 0 we can request zero permissions and obtain this, but we need a agent id which is present on the region to do it
  9. 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
  10. I've been having a weird issue that's been getting worse over the years. When I move items in and out of the Marketplace, the viewer freezes for 10 seconds, goes white, then pops back to life. It doesn't sound like a lot, but if I'm moving dozens of items, it adds up. Worth noting: My Marketplace inventory has ~ 2000 active listings and ~2000 inactive listings. My inventory has 35k items, but they're well organized so I don't have tens of thousands in one folder No problem with my machine specs, I have 64 gigs / ram, good CPU & GPU (it's Windows for what it's worth) I tried this on my Mac and it works fine, no crash (that said I didn't do an extensive test, nor do I use my Mac a lot so who knows). Sadly this isn't an option, SL turns my Mac laptop into a small nuclear furnace. Tried cleaning my inventory cache etc (even tried it with a brand new install with all remnants of the Tried both Firestorm and the official viewer. Same results That's it. Logic says it's a bug with the Windows viewer. Mostly I wanted to know if I was the only one. I can deal with it until it gets discovered and fixed, I just want to make sure it's not something I'm doing. Any ideas? edit: actually more like 20-30 seconds. I never really counted until now
  11. When searching in either Google or YouTube you can specify a date range. Look at the last year, then last 2, then 3.... easiest way to find newer tutorials. For Draw Distance (DD) use what gives you the background you want. For closeups change the camera's focal length, Ctrl-8 for wider angles, panoramas, and fish-eye closeups. Use Ctrl-0 for narrow angle telephoto which is BEST for low distortion close up work. Use Ctrl-9 to return the camera to its default zoom (50mm). I don't consider the computer or performance when putting together a shot. I know people with really old computes that shoot Ultra-graphics and long DD That pull their system down to 2 or 3 FPS. But they get great images. I, and I think they, use graphics presets for changing their camera to and from a performance setting for setting up the shot to a quality setting for the actual camera snap. I shoot most of my images at 3,000px wide and whatever high from the standard ratio. Images uploaded to SL are limited to a max of 1024x1024. Flickr lets you upload whatever size you want. I suspect SL and game images are some of the smaller images on Flickr. I tend to upload 1024 and 2028px wide images on Flickr, which is probably just some OCD on my part. Then I can grab whatever size image I need for a post. Click Flickr's download for the image then select View All Sizes. Then pick a size and right click the image to copy the image link. That link can then be posted in the SL Forum to display the image without a file size restriction. If you examine the images on the SL Forum you'll find a number of them are hosted on Flickr. When you down size an image and use DOF you must plan for the downsizing and increase the DOF blur beyond what looks right. Downsizing tends to sharpen the image which removes some or all of DOF effect. I tend to add my DOF effect in Photoshop where I can see what I am doing in real-time and easily tweak it. There are places with backgrounds on display. Some of those places allow you to use them for SL photography at no cost. Search in-world for backgrounds. How well they work depends on your imagination when putting the shot together. Some of us use green-screen shots and then insert a background we like. Like: When using a green-screen in SL use a freeze frame to lock the avatar in place. This will allow you to take a COLOR shot and Depth Map shot. The depth map can be used to mask out the avatar. Green screen does present some color-cast issues. So the SL backgrounds are often an easier and simpler choice, plus everything can be done in the viewer. Otherwise you get into post production work in Photoshop.
  12. In SL a single mesh object, when rezzed inworld is composed of 5 different models. 4 LoD (level of detail) models, High, Medium, Low and Lowest and a separate Physics model. When uploading your car object into the High LoD slot you have the choice then to let the Uploader auto generate the 3 lower LoD models or you can upload your own custom model in each of those lower LoD slots. In the Physics tab you also have a similar choice for the Physics model. Auto generated lower LoDs for something like a car will always be bad but if you don't care about how they will look then simply manually reducing the tri counts using the sliders for each LoD slot can reduce the Li cost a lot. Ideally you should be optimizing your High LoD model in your 3D editor before uploading, reducing the tri count to what you think is the minimum and also creating your own lower LoD models so that you have full control overh both the way the car will look as you zoom in and out and and the Download cost ( LI , "prim" cost). A car model should consist of a collection of different objects, for example the outer shell object, wheel objects, door objects and the interior of the car object. Each should have their own lower Lod models ...................... getting complicated now :). Here is an example from an earlier thread: Read the text and note the tri count for the complete car (15250) and the tri counts for the shell of the car (3550) and for each of its different lower LoD models, (2350, 218, 24,) If I remember correctly the final LI cost for the complete car was around 45 when rezzed. ( the car shell by itself would have been ...........a little less than 20 LI)
  13. To add .. SL's mesh LOD woes are also a product of creators trying to get around a hard limit. LOD meshes impact an objects Li score. Li is an accounting and billing tool. Everyone wants content that is finically cheaper to rez. This leads to overly aggressive LOD settings with the goal of reducing an arbitrary Li value (ive made a thing, things should be about 7 Li .. yes, that sounds right .. no one will buy a 12Li thing). The solution is to unbundle LOD meshes from Li and in most cases default to the viewer generating them on demand based on the users graphics settings. This also has the side effect that incremental improvements to LOD generation can be shipped with viewers and we're not beholden to whatever junk the creator decided to upload on the day because their thing needed to be 3 fewer Li.
  14. I crash on more than 50% of teleports, from some 12 hours now.
  15. Something dawned on me. If the .anim file format is SL's own internal animation storage format, and .anim files coming out of Avastar are mathematically simplified down to a set of estimated keyframes, does that mean SL does that kind of stripping-and-detail-wrecking too when you upload a .bvh file?
  16. 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.
  17. Same, but for me, setting shadows above 2 tended to crash the viewer while capturing the image. While troubleshooting and searching information at various SL based forums many people said higher shadow detail settings caused similar issues, even some with nVidia Titan cards. Not all of us can drop $1,500 + on a monster card that runs SL maxed out...
  18. I was just going to do one of my avatar for the fun of it.. I finally logged in but didn't have to go through social media or anything like that.. It say's it takes like an hour to process my upload, So it's still gonna be a bit.. I'll probably have to mess with it tomorrow since it's almost my bed time now.. hehehe
  19. Maybe, but that doesn't appear to be the case in any of the 4 places where I've seen this bug: Myntbox, Jonesford Heights (41, 142, 55), Zindra. I'm not sure, but I think it may be Myntbox's "high plateau" arrangement that causes it to have no pathfinding. Jonesford Heights (67, 69, 54). Cause unknown. Somewhat-sloped, but not exactly "steep". About 25m south of Myntbox. My parcel Daisyfield at Rancourt (111, 233, 39) in Zindra. This location has been solved! The cause was not anything you'd expect! It was nothing to do with navmesh or walkability! The cause was a white picket fence. I kid you not. "How on Earth can a white picket fence interfere with pathfinding in Second Life???" I hear you asking. Easy! The fence was 1-prim 3-sided, and that was achieved by using the "Hollow" feature, so that everything on my parcel was inside that one prim. So any "wanderer" object using llWanderWithin() would immediately crash because the "distance to nearest obstacle" would always be 0 in every directing, because the wanderer is literally inside the obstacle! Hence "PU_FAILURE_NO_VALID_DESTINATION" errors, because the wanderer thinks it can't go anywhere, because it sees itself as being "boxed-in by obstacles". So I replaced the fence with a 3-prim fence with no "Hollow" or "Cut" madness, and the problem went away. I now have 5 wanderers that have been wandering around my land for 2 days, and only 1 of them got "stuck" in a corner. My Linden Home, Heatherbrook, in Swallowtail. Probably because there's nearly zero flat bare ground on that estate; the property line hugs the house pretty tightly. And Linden Homes don't show up in "Region Objects", so I can't set them to walkable. And I can't rez a wanderer on the flat ground between homes because that's not allowed. So there's literally no place for a wanderer to wander in "Linden Homes" regions. Indeed! 🙂 (See "white picket fence" in paragraph above!) Alas, yes. It's not a very "robust" technology. And unlikely to ever become so. But I now have it working well enough on my property, now that I got rid of that damn fence. Hmmm.... I think I'll put my script inside 5 copies of "Amu The Calico Cat"; I'll have cats wandering all over my property. 🙂 Done! Now, that is cute! You should check it out at Rancourt (111, 233, 39).
  20. EnCore Mayne

    Mesh Upload

    i upload a mesh with a physics layer, the form tells me it's .5 for land impact. when i change the Feature shape to Prim from Convex Hull, the land impact goes to 10! is there someway to know what the physics change will do before i invest in uploading?
  21. SL MUSIC VIDEO FILM FESTIVAL 2021 — The Silver Penguin Awards The Silver Penguin is a prize for the best music video made in Second Life: 1st prize = 15,000L and Silver Penguin with your name on it. 2nd prize = 10,000L and Silver Penguin with your name on it. 3rd prize = 5,000L and Silver Penguin with your name on it. Entry Rules and Submission Guidelines: 1) To participate, you must create and submit a 3-5 minute video (.MP4 format only). 2) Musical choice: your own music or anyone else's music you like. 3) All video footage must be taken in Second Life. you can add graphics as you like. 4) Videos must be submitted by November 1, 2021 — but earlier would be appreciated for promotion. 5) Please include your SLname in the filename of the video. 6) Please include a Notecard with: a) The Video Name and Description. b) Your SL Name. c) Your SL Bio (optional). Submission: If you have an email account you can send it to Betty.tureaud@gmail.com. But alternatively you can upload them to Flicker, YouTube or Vimeo with a private link for us to download the MP4 file. This can be sent on a notecard inworld SL to Betty Tureaud. But please Tag all correspondence with #SILVERPENGUIN21 and your SL Name. The Silver Penguin Awards Ceremony: The Awards Ceremony will take place December 9, 2021 at Gallery AI’s Club Boo All videos will be streamed online for the whole of December on a video link from SHOUTCASTNET. They will also be seen inworld SL in the BOO CLUB all of December. The sponsors for the festival are: SHOUTCASTNET * CLUB BOO * THE AKIPELAGO
  22. The Silver Penguin is a prize for the best music video made in Second Life: 1st prize = 15,000L and Silver Penguin with your name on it. 2nd prize = 10,000L and Silver Penguin with your name on it. 3rd prize = 5,000L and Silver Penguin with your name on it. Entry Rules and Submission Guidelines: 1) To participate, you must create and submit a 3-5 minute video (.MP4 format only). 2) Musical choice: your own music or anyone else's music you like. 3) All video footage must be taken in Second Life. you can add graphics as you like. 4) Videos must be submitted by November 1, 2021 — but earlier would be appreciated for promotion. 5) Please include your SLname in the filename of the video. 6) Please include a Notecard with: a) The Video Name and Description. b) Your SL Name. c) Your SL Bio (optional). Submission: If you have an email account you can send it to Betty.tureaud@gmail.com. But alternatively you can upload them to Flicker, YouTube or Vimeo with a private link for us to download the MP4 file. This can be sent on a notecard inworld SL to Betty Tureaud. But please Tag all correspondence with #SILVERPENGUIN21 and your SL Name. The Silver Penguin Awards Ceremony: The Awards Ceremony will take place December 9, 2021 at Gallery AI’s Club Boo All videos will be streamed online for the whole of December on a video link from SHOUTCASTNET. They will also be seen inworld SL in the BOO CLUB all of December. The sponsors for the festival are: SHOUTCASTNET * CLUB BOO * THE AKIPELAGO
  23. SL MUSIC VIDEO FILM FESTIVAL 2021 — The Silver Penguin Awards The Silver Penguin is a prize for the best music video made in Second Life: 1st prize = 15,000L and Silver Penguin with your name on it. 2nd prize = 10,000L and Silver Penguin with your name on it. 3rd prize = 5,000L and Silver Penguin with your name on it. Entry Rules and Submission Guidelines: 1) To participate, you must create and submit a 3-5 minute video (.MP4 format only). 2) Musical choice: your own music or anyone else's music you like. 3) All video footage must be taken in Second Life. you can add graphics as you like. 4) Videos must be submitted by November 1, 2021 — but earlier would be appreciated for promotion. 5) Please include your SLname in the filename of the video. 6) Please include a Notecard with: a) The Video Name and Description. b) Your SL Name. c) Your SL Bio (optional). Submission: If you have an email account you can send it to Betty.tureaud@gmail.com. But alternatively you can upload them to Flicker, YouTube or Vimeo with a private link for us to download the MP4 file. This can be sent on a notecard inworld SL to Betty Tureaud. But please Tag all correspondence with #SILVERPENGUIN21 and your SL Name. The Silver Penguin Awards Ceremony: The Awards Ceremony will take place December 9, 2021 at Gallery AI’s Club Boo All videos will be streamed online for the whole of December on a video link from SHOUTCASTNET. They will also be seen inworld SL in the BOO CLUB all of December. The sponsors for the festival are: SHOUTCASTNET * CLUB BOO * THE AKIPELAGO
  24. Probably best as if you upload your rl pic who is to say how it will be used in the future.
  25. Hello :3 I just wanted to upload a hair model. When I exported the .dae and select the textures on the faces, everything seems to be aligned well, also the transparency is right. However the hair strains are see-through on the inside. I tried various normal settings in my FS but I just can't get it right. What do I have to do to get the texture visible from the inside? Thankies!
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