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About Me

Found 10 results

  1. I made the following 3 stores. For each of these stores, I got a separate roof, floors and walls on each side. I first made the centre store, then made the right side and mirrored it to left. Applied the transformations, baked all textures & made all LODs. Those 2 sides have same number of materials, same number of vertices & tries (as per Blender). But somehow, I get two different Land Impacts on left & right roofs & 1st floors. Everything else matches. Below are the LI when those are set to Prim (Physics Shape Type). Both have hole for stairway. Dimensions are same
  2. https://gyazo.com/6e905fbf2ea4c6f31b29ebf1bad19202 Look at my build window. It says 5. Look at area search. It also confirms 5, but if you wanna get all stickler semantic-y about it, it says 4. Apparently there is a discrepancy with mesh objects and the like ... Firestorm group chat has confirmed that we all go by LI now because of what mesh tends to do (be off in count, either up or down, depending --which is why I assume they put LI in the build window and not prims). Now... If I sell something I make, and I advertise how many prims it is, am I going to use
  3. For the past month now, I have had a huge problem. I will import a house which is 33 land impact. The second I try and resize it, or put a door script in it, or link a prim too it, it jumps to 110 land impact. The house itself is only 35 prims. This has happened on the past 3 houses I have imported. I have never had this issue in the past. I am using the same tools to create the houses, add physics, the same door script... the same everything. Yet the past few houses have done this. The triangle count is low, the hulls are low. I don't understand what is causing this, and what I can do to fix
  4. Or How to Enjoy the Benefits of Building to Scale Without Making it Impossible for Others to Explore Your Creation! A lot of people tell me that they want to scale their builds down, but feel that if they do larger avatars will not be able to fit through doors in their sims. This is a very valid concern, but one with several very simple solutions. Before we get into said solutions, first remember that you can only resize a building that is either modifiable or includes a resize script (most no-mod houses do not, at the time of this writing, include a resize script). So your safest bet is
  5. I have never initiated a thread to post a link to my own blog before, I don't know whether there are guidelines around that or not, but it always seemed inappropriate, however, I am making an exception today, and depending on the ratio of trolls and hearts I guess I'll get my answer on whether it is right or wrong ? The reason I decided to do this, is that in spite of many years of mesh accounting, many good posts both here and elsewhere I still see versions of this tale playing out across building groups, including the one that inspired this post, earlier today. So here we go, in the hop
  6. Now I seldom agree wholeheartedly with @Penny Patton BUT I have a little mini-rant here and she will likely appreciate it. We have been pretty quite about let's call it "laggy mesh" these last couple of months. After that thread that went on forever with the disappearing trees and the 1024 texture for MATCH STICK HEADS, most of us probably shelved the issue for later. We can do what WE do to make changes but we can't influence others all that much. This week I had several OMG moments in the texture field. There may have been mesh issues also but these were overshadowed by the ov
  7. Hi everyone. I have ideas to landscape my new land but will need to use large objects so mesh would bring up the land impact too high . That leaves sculpty as the only choice because you can stretch them very large and not increase land impact. The question I have is will they create too much lag? I have read that some sculpty creations are very lag intensive and create a lot of lag,while some others that are made better do not. How do you evaluate a sculpty to know if it is made well or not, and is there a way to test how much lag it will create?Are there creators that make sculpty lands
  8. I remember something similar on a large scale a while ago but just now I got a message from my lag meter that "Prims are getting low...." so I looked in land and it said 109 left Well I knew last night when I logged off we had at least 700 left so it completely threw me where did 600 LI go overnight. I restarted the sim and it is back to what it should be. Any clues or anyone else had a problem?
  9. I left my viewer running overnight and when I woke up the sim had apparently reset (nothing weird here right?). I logged back on to realize that a LOT of objects on my parcel had been returned, and my parcel prim count had been maxed out -- without anybody having placed anything new, it seems. I've used Area Search and the Land tool to try and see if there were any new objects floating around (there apparently were none) and now I'm in the process of checking whether or not my items were messed with in ways that might have increased their land impact. Also a few items have different collision
  10. How to reduce land impact? Hey. Why when I uploading meshes it turns out such big land impact? Here to take for example such simple boat hull. It have 723 vertices only, physics set to high. But why LI is so huge? I prefer to use high LOD for my buildings. Help please! How to reduce LI? Thank you!
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