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  1. 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.
  2. 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.
  3. Halloween dress up time. I need a party to crash.
  4. 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
  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. 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
  8. 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.
  9. 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:
  10. 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?
  11. 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
  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. I crash on more than 50% of teleports, from some 12 hours now.
  14. 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.
  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 got this when I clicked 'update' when uploading my latest product to MP ... An error occurred while processing your request. Reference #119.dc5c7a5c.1630404685.169c3b Also it refused to add items to the 'related items' tab from the generated list. Is it just me ?
  19. Hello, I have been putting items up on the marketplace and everytime I upload a picture I lose quality. Is there a way I can upload my pictures without losing quality? I upload in PNG format and the ratio I use is 700 x 512 pixels.
  20. 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).
  21. EDIT: It's not the SL uploader, it's the Collada exporter doing it (despite my efforts to eliminate Blender as the cause). Sorry LL 😢 I posted in the mesh forum wondering what I was doing wrong, but I'm pretty sure this is a bug in the mesh uploader. This happens in the latest versions of both Firestorm and LL's viewer. When I upload a large set (24 objects) of linked mesh in one go, some of the objects with split edges get unsplit (at least, that's exactly what the resultant dodgy shading looks like). Uploading the very same objects one at a time, or even in a smaller group (five or six objects) gives the expected result (smooth shading, stopping at the split edge with no dodgy shading). See... You might think my split edge is bad on the left, and that I don't know what I'm doing, but there is nothing wrong with the mesh. I've checked and rechecked, looked at the vertex normals, anything I could think of; the mesh is fine (split edges are not exactly complicated). I've eliminated Blender as the culprit by re-importing its saved .dae file back into Blender. There is no dodgy shading, the mesh from the .dae is like that on the right still. Exporting the dodgy mesh object out of SL and importing that into Blender shows the split edge is still there and the object looks like it should in Blender, not like it looks in SL. Final test: export from Blender and upload the previously failed object alone (not in a linkset; it imported looking good, no dodgy shading), exporting that from SL and back into Blender. That looks identical to the above failed object in Blender. The normals are... normal So, while I cannot see where it is going wrong, something is clearly wrong and it only happens if I upload a larger linkset. Edit: really final test: I made a .dae of just one object duplicated 24 times (so 24 linked, identical objects), and uploaded that to SL in one linkset. Two thirds of the objects were perfect. One third (of the identical(!) objects) had dodgy shading faults like the above. Right... I'm getting back to work now I've learned not upload too many objects at once. I think it's LL's way of making us pay more to upload
  22. 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
  23. Has anyone tried the new LL "mesh optimization" project viewer yet? I'd appreciate comments and samples. I don't upload enough meshes to really test this properly. Is this a good fix to the bad LOD problem? Things to check: If you upload something, and ask for maximum reduction, do you get holes? It should stop reducing rather than emitting a broken model. On thin objects, like clothing, does it preserve the outer edges, or does it start trimming back the fabric? Again, it should stop reducing before emitting a broken model. Does it mess up on non-watertight meshes? Vir Linden mentioned that it's an open source quartic mesh optimizer. That means it tries to minimize the error volume between the original and reduced meshes. That approach is very effective for well-defined volumes. Non-watertight meshes may be troublesome, because of inside/outside ambiguity. So please try this on some SL content of your own. This is an LL product, so report bugs via JIRA.
  24. 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
  25. 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
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