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Found 34 results

  1. Hi, So my account isn't new but I've recently found out I had this account. So I used my debt card to buy Lindens to update my avatar. Recently, LL put me on a limit. Now that I know how to create (I do have another store), I tried to upload to marketplace but it won't let me. Can someone help?
  2. Hello! Sometimes I encounter such a problem on a firestorm when uploading a mesh and textures made in a blender. everything seems to be done correctly, but it turns out an absolutely black surface in the game. The texture looks fine, baked in a blender. reworked several times. reassigned materials. checked the amount of materials. really do not want to redo everything again. What can be wrong?
  3. Hello! I recently (about two weeks) have been experiencing constant difficulties in trying to upload textures and mesh in a beta grid firestorm. not shown balance, permanent errors and feils. On main grid problems too. something is wrong with the sky and the stars, then all black is unclear what. what is happening? Who else has such problems? what is the reason?
  4. All right, so I have discovered a behaviour I can't quite understand when uploading mesh models. First off, I created two models for testing, one is basically a smaller version of the other, made with the same tools and workflow. Here is what I get for trying to upload the small model: Looks about right, 0.649 Download impact for 1501 Vertices, I can live with that. (I've turned down LODs for this example to make sure they don't influence the calculation) Next off, here is the bigger version... Woops, now that can't be right. I've gone up from 1501 Vertices to 7239, so the model increased in complexity by ~4.82 times. The download impact however seems to have increased from 0.649 to 18.579, so by ~28.63 times (!). I don't know the exact formular of how SL calculates this number, however this seems too extreme of a difference to be correct. For another example, the source .dae file of the small model is 219.616 Bytes in size (measured from windows properties panel), the file of the big model is 1.053.387 Bytes, which is an increase of ~4.8 times, roughly matching the increase of vertices between the models. Since downloading a file is literally just pushing the bytes of the model over the network I can not understand this unreasonable increase in Download Impact, but then again this is my first upload where I actually pay attention to these numbers, so maybe I'm just missing something obvious here. I hope someone can help me clear this up, thanks in advance for that! Best regards Jack
  5. We've seen a number of questions already arising about a "debug setting that miraculously improves texture quality". I'd like to explain the background and the underlying facts. Firstly though, let's establish a couple of facts. There is no magic button or debug setting to improve the resolution or quality of all textures. There is no way to display textures of a resolution greater than 1024x1024 in Second Life So what is all this muttering about and is there any substance to it? The "muttering" stems from some investigation by @Frenchbloke Vanmoer that was published by @Hamlet Au on his New World Notes blog with the title "How To Display Extremely High-Res Textures In SL's Firestorm Viewer" and in spite of the headline's conflict with the facts listed at the head of this post, yes there is substance to this news as it happens. I'll keep this post relatively short. If you want to see more rambling on how and why @Frenchbloke Vanmoer hit upon something interesting you can read about my subsequent investigation in my blog post, compression depression - tales of the unexpected. The bottom line is that whether by luck or by judgement the Second Life viewer uses a bilinear resampling algorithm when it resizes images. Until yesterday I, like many other, and I would suspect most of you reading this, had somewhat slavishly followed the generally accepted advice that bicubic resampling gave better results, more specifically that bicubic-sharper was the ultimate "best for reduction" choice. The evidence that Frenchbloke stumbled upon goes contrary to that advice and, in all my tests so far, for the purpose of texturing in SecondLife where you typically want to retain high contrast details bilinear gives better results. I should re-assert here, you do not need ANY debug setting. The original article used an obscure debug setting but it was only a means to an end, you are in general far better off and have far more flexibility if you use your photo tools as you always have. So what are bilinear and bicubic and why do we care? When you downsize an image, information (detail) gets discarded, deciding which information to keep and which to lose is behind these choices. All resampling methods try to decide which data to keep, or how to blend the data into some kind of average value that will please most people. Put simply a bilinear sample takes the 4 nearest points to the current pixel and produces a weighted average of those as the new value for the resulting output pixel. Bicubic takes this further, using 16 adjacent points to form its result. By virtue of the larger sample you get and smoother average which ultimately is why it fails us when we want to preserve details. On the flip-side of this is that for smooth gradients you may find more "banding" using bi-linear sampling. Why should we not use the debug setting? Firstly, as a general rule, debug settings are not a good thing to go playing with. They can frequently have side-effects that you do not realise and we often find that people tweak some random settings because "XYZ person recommended it" and perhaps it achieves their goal at that time, or as is often the case, it seems to fix things but doesn't really. In any case, they forget the changes and move on. A week or so later they are furious because things don't work anymore, they've forgotten all about the debug changes of course. More importantly in this case, if you use the max_dimension setting to force the viewer to rescale for you, then you will only see the benefit in 1024x1024 images. 1024x1024 is appropriate to large texture surfaces but not so much for smaller objects. If you can use a 512x512 you are using a quarter of the memory of a 1024x1024. That can make quite a difference to the performance of a scene. Many people remark that using a 1024 is the only way to get the detail that they feel that they need. I urge you all to take the lesson here as an opportunity to increase the clarity and sharpness of lower resolution textures by resizing from the large form originals directly to the target size in your photo tool of choice. Don't forget, and this may sound obvious, You need to have high-resolution images to start with. You cannot create something from nothing and whatever you do don't save the resized image to disk as JPEG before uploading, use TGA or PNG both of which or lossless. Give it a try today, and raise a glass to Frenchbloke while you marvel at the increased detail. A quick example My blog post above shows a worked example, but I thought I would show you another on a natural scene. Here, an original high-resolution image has been resampled down to an SL friendly 1024x1024 using both methods (entirely within photoshop to avoid all doubt around various other compression factors). First is the bilinear https://gyazo.com/545a21efb514ed16051f791ea9d527c4 Second I give you the bicubic https://gyazo.com/a969ec986746ced323e6f2f0ddbda0e8 On their own, they don't look that different, but the bilinear shows a lot more detail which is most noticeable in areas of high contrast such as the steps on the hillside
  6. This is frustrating... every time I try to upload a piece of clothing made in Marvelous designer 8, then rigged in Blender 2.79 it seems to mirror the skirt on a different axis? Please help Thank you
  7. Hello! Please advise how to save resources when uploading a mesh at the expense of the shape of physics? which physics is better to use for objects that do not need physics at all, in particular, a rope and other small elements, and can it be done so that object do not have any physics at all when they are uploaded? thanks very much!
  8. The next version of Firestorm is heading your way soon (honest) and subject to no last minute showstoppers it will be available before the Christmas freeze for those who wish to play with Animesh. As part of that release, there are the usual fixes and changes both from the lab and ourselves. Part of the latter is a revamp of the Mesh Uploader we all love to loathe. I have had a stab at documenting the various changes I have made to the uploader in a blog post : https://beqsother.blogspot.com/2018/12/easing-pain-of-importing-mesh.html The high-level summary is: What's changed? Cost breakdown, how the L$ charge is calculated Physics details, the costs of the different types of physics (convex hull, prim) Higher resolution preview image Scalable preview window Improved shading/lighting in the preview window Correct highlighting of degenerate mesh Improved error handling for physics models (avoid some of those MAV errors) UV Guide overlay Beq
  9. Hello! I'm looking for a showering free bvh file to upload in the SL. Anyone can tell where to get one? Thanks.
  10. Hello guys, I have a problem which I can't figure out. I've created a dragon mesh in Blender 2.79. My plan was to have beads on the wing tips and one in the eye. So, I used a UVsphere for that. It looks ok in Blender as you can see on the picture bellow. Then I went to Beta grid. When I uploaded the model it didn't looked as expected. All beads got distorted. I tried to separate the beads and upload as separate file or as one model (beads included), but result is still the same. Can you explain to me how to handle this problem. Seems like SL is distorting my UVsphere. One more thing. The sphere is small only 3 mm in diameter. Thank you.
  11. Hello Everyone, I really wanted to cut down on the number of vertices this heart would have and after doing so, it won’t upload right on SL when I export it with avastar. However, when I use the regular exporter, it seems to work fine which is not necessarily of any advantage to me because, I plan on rigging it and I would need to export it using the avastar option once that is done ( I tested that using the previous model before making additional adjustments to it ). How can I fix it? Should I add additional vertices to the “V” area of the heart? Also, I baked some test textures and they won’t apply correctly on account of this issue. Please help.
  12. Hello! The problem solved! Hello! Help please I have a problem. I'm trying to upload through the Firestorm the roof with an exit to the top, but I can not do physics. I tried a simplified cubic physics and the same model. But the passage is not formed. Applied rotation and scale. Prim / Convex hull don't work. I press the analyze and without, it does not help. It will be the roof of the moving object, so I think the analyze needs to be done. I will be grateful for any help! Thank you! P.S. When uploading with cubic physics, I do not even see the outlines of these cubes. Two months ago I uploaded another model and every cube could be seen.
  13. In RL I wrote a song. I then recorded it to my computer in my own voice. I uploaded it to SL to use for myself. I am now thinking about putting it in market for others to buy (copy, no mod, no trans). My question is, should I have a copyright put on it before putting it in the market or was that done when I uploaded it to SL?
  14. Hi everyone, I don't have pictures of my model atm but, I can provide close ups of the issue if my explanation isn't clear. I am trying to upload a mesh object that is shaped like the letter "L" from blender but, for some reason, when I get the model into SL, it doesn't look like an L any more but, distorted to a point where it appears some edges and vertices seem to be missing. Is there a way to fix this? Do I need more faces and edges on my model? I know this may be hard to determine since I don't have pictures of the model right now but, I hope someone is familiar with this problem. Thank you for your time!!
  15. How I can get the rights to upload mesh models in the Aditi SL version?
  16. Hello! I use blender and avastar to make my own body. It's a mesh body of others (A), which has been bound to a skeleton(a). I use the upper part of it to creat my body(B), and binds it to another skeleton(b). I adjust the skeleton(b) to make it same with (a), and I convert body(A)'s weight to body(B), so either the skeleton or weight is same. I didn't do anything with this part of mesh in blender. And i upload both A and B into SL. As a result, other parts of body fits well as it should do, but some parts (which belongs to Chest joint) doesn't fit. The Chest of B is always bigger than the A. Also, clothes from other creators fit with A, but not B. Obviouly there's problem with B's Chest, but I dont know. I tried to adjust deform bone Chest in blender but it doesn't work as I thought. So, why don't they fit? Or, what influences the Chest and makes it bigger than it shall be? Is there anything i missed? Thank you for your help! I've been working on this issue for 3 whole days...
  17. Is there a way to send something from my test grid inventory to the main grid? Or do i have to upload everything again?
  18. Hey yall, Im having what may be an issue with testing a bento animation/pose im working on. It seems to test fine at first, then it reverts the hand position to the default. not sure what is going on. Im new to the bento world, but not the animation world lol. Any help in the right direction would be great. Ive never had an issue before with the testing before the upload *shrug* Making it with blender avastar. Wearing the Maitreya: Lara body. https://gyazo.com/6a301d37031fc7ebf6a79138ca29deab :what its suppsed to look like https://gyazo.com/983a2bc9e3236d10bbf8e50c38f6bd28 :what it does after a few secs. https://gyazo.com/4e7c3e8e5f6e5a13ff5b2958da78800f : what it looks like in blender Thanks and God bless.
  19. I dont know why this happen i cant upload and i worked hard on this model pls help.
  20. Please help me i wanna know why this happens!!
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  22. Starting yesterday, all the exports of my mesh object from Blender to Collada format files are not transferring the weight painting correctly. I am modeling my own female avatar and clothes. I have been trying to trouble shoot the problem. It turns out that if I do a test upload of one of my previous DAE files I created, the upload works perfectly. But since yesterday, any new rigged mesh or models that I have previously made (even my body that I have been using for months) and do a new export to a new DAE file, then take that file and upload it to blender, the weights are no longer valid. When I look at the model in the Second Life Upload Window preview panel, and click the check box for Skin Weights, the model collapses in on itself to a thin tangle. The models since yesterday turn into a mess within Second Life. I am using the same procedure to upload mesh items that I have been using for the last year. Note; I do not use AvaStar. I use a stock version of BLENDER 2.79 as it is loaded to my computer from Blender.org I do not think that I inadvertently reset something, but I can't be sure. I am currently trying to find a listing of all the settings, check boxes, and even units that I need to set within Bender in order to confirm that I have the right setting, in order to enable me to continue to export to Collada and on to Second Life. Right now, I am effectively dead in the water and can't move forward on my project. HELP! Any one who could point me to a list of setting or a tutorial would be a real help. The first image is my project so far, Bento head armature, Classic body armature. The next two show the Shorts I am trying to upload and how that mesh weight is messed up.
  23. Hello! Does it make sense to upload huge mesh models but with a low LOD, so that later, by shrinking, them to get a model of higher quality? Or is it better to load the usual but with high LOD? Thank you!
  24. 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!
  25. can anyone advise me how i can upload snapshots on my profile feed successfully? i have been trying for a while now and no matter the size i use it doesnt work, it used to work just fine for me and i can see my friends uploading tons on their profiles.. is there an issue or do i need to do something specific to be able to upload pics on there? i am using sl viewer.
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