Chat log from the meeting on 2013-01-08

 [11:04] Connecting to in-world Voice Chat... [11:05] Connected [11:05] Tiffany Magic: The person said they tried that and nothing happened. [11:05] Richardus Raymaker: hi justin [11:05] Sarah Kline: HI Justin [11:05] Justin Clark-Casey: hi richardus, sarah, folks [11:05] Master Dubrovna: Hi Justin [11:05] Richardus Raymaker: did she relogged tiffany ? maby need to clear viewer cache before relog [11:05] Qandy Saw: hey Justin [11:05] Kayaker Magic: Yay! Thanks Justin for the seated avatar fixes last week! [11:05] Vivian Klees: Hi Justin [11:06] Justin Clark-Casey: kayaker: yw, I hope to do the llSet* stuff soon, though don't know when [11:06] Andrew Hellershanks is Online [11:07] Richardus Raymaker: ?? whats wrong with llset stuff ? [11:07] Justin Clark-Casey: it doesn't allow you to move sat avatars [11:07] Justin Clark-Casey: they aren't recognized as extra 'members' of the linkset [11:08] Nebadon Izumi is Online [11:08] Richardus Raymaker: ah [11:08]  Nebadon Izumi: hello sorry im late [11:08] Sarah Kline: HI Neb [11:08] Nebadon Izumi: just walked in the door [11:08] Vivian Klees: Hi Neb [11:08] Richardus Raymaker: hello nebadon. better late then never. [11:09] Nebadon Izumi: thought id be home sooner [11:09] Sarah Kline: deff [11:09] Qandy Saw: hello Nebadon [11:09] Nebadon Izumi: hows everyone :) [11:09]  Vivian Klees: lamenting [11:09]  Qandy Saw: yes [11:10]  Justin Clark-Casey: lamenting? [11:10]  Nebadon Izumi: lamenting about what? [11:10]  Nebadon Izumi: heh [11:10]  Richardus Raymaker: hi arielle [11:10]  Nebadon Izumi: was there a BulletSim hour today? [11:10]  Qandy Saw: changes r scary, imo [11:11]  Arielle Popstar: Hi Rira, Hi everyone [11:11]  Qandy Saw: =) [11:11] Qandy Saw: hey Arielle [11:12] Nebadon Izumi: hopefully dahlia shows up today, had some wierd problems experimenting with mesh terrain [11:12] Nebadon Izumi: doesnt seem to get a accurate collisions on the physics [11:13] Nebadon Izumi: its really bad [11:13] Sarah Kline: oh shame [11:13] Richardus Raymaker: hmm [11:13] Nebadon Izumi: ya i did really high detail mesh prims, and sometimes i hit invisible walls [11:14] Nebadon Izumi: sometimes im hovering above the terrain up to like 10m [11:14] Nebadon Izumi: and sometimes its perfect [11:14] Richardus Raymaker: still learning with mesh. but build a bit more [11:14] Justin Clark-Casey: hello andrew [11:14] Richardus Raymaker: hi andrew [11:14] Nebadon Izumi: hopefully we can get things working better [11:15] Sarah Kline: maybe its the uploader adding its stuff [11:15] Andrew Hellershanks: I need to stop using CoolVL as a viewer. It doesn't work all that well on my laptop. I had to use the stairs to get up here. [11:15] Nebadon Izumi: we could do really cool stuff with mesh terrain [11:15] Andrew Hellershanks: hey, Justin. [11:15] Andrew Hellershanks: Hope you are all well rested after the couple weks off [11:15] Nebadon Izumi: i finally figure out how to split a nice terrain up into multiple parts perfectly [11:15] Sarah Kline: I was thinking that, with caves tunnels too [11:15] Andrew Hellershanks: hey, 3 people in t-pose [11:15] Nebadon Izumi: i dont see anyone in t-pose myself [11:16] Justin Clark-Casey: nah, I'm already totally stressed :) [11:16]  Sarah Kline: no Justin fixed it [11:16]  Kayaker Magic: I tried out "configurable wind" over the holidays, it does not do what I expect, does anyone else have experience with it? [11:16]  Richardus Raymaker: uch.. [11:16]  Andrew Hellershanks: 4 people in tpose [11:16]  Qandy Saw: who [11:16]  Justin Clark-Casey: no. t-pose is still an issue, I believe [11:16]  Andrew Hellershanks: otaku, tiffany, patch, and master(?) [11:16]  Andrew Hellershanks: I can't swing viewer arond properly either with this viewer right now [11:16]  Sarah Kline: maybe its coolvl doing it [11:16]  dan banner: http://opensimulator.org/mantis/view.php?id=6483 [11:17]  Justin Clark-Casey: melanie says she is going to fix it [11:17]  Arielle Popstar: i see everyone gray but no t-posers [11:17]  Andrew Hellershanks: sarah, yeah could be. [11:17]  dan banner: found the cause [11:17] Richardus Raymaker: No sarah. with singularity i see sometimes a T pose on lbsa [11:17] Master Dubrovna: does not see anyone in a T pose [11:17] Andrew Hellershanks: I don't se gray people [11:17] Richardus Raymaker: here its fine [11:17] OtakuMegane Desu: No t-poses here either [11:17] Qandy Saw: with FS i see tpose sometimes [11:17] dan banner: master if you teleport away and come back you'll see them [11:17] Master Dubrovna: ah OK [11:17]  Richardus Raymaker: but everybody came in after me. T poses only seems to happen with people already in the sim and you TP in [11:17] dan banner: yup [11:17] Sarah Kline: i meant here, now ) [11:18]  Richardus Raymaker: hi dan [11:18]  Justin Clark-Casey: I don't see any t-poses personally, though I'm way back again on LL 1.23 [11:18]  dan banner: doesnt matter justin [11:18]  Justin Clark-Casey: it's the shortcut I hapen to have set up on this laptop for osgrid :) [11:18] Qandy Saw: atm, me neither [11:18] Richardus Raymaker: 1.23 ?? thats very far back :P [11:19] dan banner: trst [11:20] dan banner: http://i.imgur.com/GIzKs.png [11:20] dan banner: any new arrivals will see that [11:21] Richardus Raymaker: you woukld think that some update dont arrive on the viewer side. or is not send. [11:21] Nebadon Izumi: melanie had some ideas why that wasnt working right? [11:21] Vivian Klees: linked is the last one in so how does he see Dan [11:22] dan banner: its the sim sending an empty animation pack according to melanie [11:22] dan banner: because the sim forgets [11:22] dan banner: her words [11:22] Adelle Fitzgerald is Offline [11:22] Justin Clark-Casey: yes, I just saw that with the "showa nimations" console command [11:22] Justin Clark-Casey: you indeed have an empty animation sequence [11:22] Richardus Raymaker: flotsam cleaning, and opensim not loading new cache ? [11:23] Nebadon Izumi: i doubt its a cache issue [11:23] Master Dubrovna: That will not update correctly later? [11:23] dan banner: the commit that causes it is listed in the mantis [11:24] Justin Clark-Casey: anyway, any other opensim topics today? [11:24] Nebadon Izumi: only stuff i have is all physics related [11:24] Adelle Fitzgerald is Online [11:24] Nebadon Izumi: and none of the physics devs are here [11:24] Nebadon Izumi: hehe [11:24] Kayaker Magic: I tried out "configurable wind" over the holidays, it does not do what I expect, does anyone else have experience with it? [11:24] Richardus Raymaker: I think its viewer side. when am deleteing object from inventory is sometime sappears straight back again. maby lag. so i need to delete it a second time. [11:24] Sarah Kline: robert back yet on bullet? [11:24] dan banner: theres a lot of complaints about textures not "sticking" to clothing or builds [11:25] Nebadon Izumi: I am assuming Robert probably didnt have his bulletsim bashing hour today probably either [11:25] Nebadon Izumi: if he isnt here [11:25] Justin Clark-Casey: dan: what does that mean? [11:25] Tiffany Magic: And our main issues are the crashing on Tping... and problems with sending anything from inventory across simlines. [11:25] Richardus Raymaker: wich version dan ? the latest osgrid version i use seems fine. [11:25] dan banner: i think sylvia sonoda opened a mantis [11:25] Sarah Kline: notecards losing contents temporarily too [11:25] linked inyou: hey everyone [11:25] Sarah Kline: blank [11:26] Qandy Saw: hey linked [11:26] dan banner: justin: means if you make a shirt, and give it to someone they might get it with the texture you added [11:26] linked inyou: hey Qandy [11:26] Sarah Kline: I got a freebie dice [11:26] Richardus Raymaker: maby things keep more glued to prims because i execute automatic every hour the "backup" command, since then i dont have much problems with textures that disapear. [11:26] Sarah Kline: out of the box it had a white texture blank [11:27] dan banner: seems the textures are going to zero uuid [11:27] Sarah Kline: I'll have to check it again [11:27] Richardus Raymaker: Hmm Sarah, the only problem i have is that script saveing sometimes seems to fail or load so slow that the next time am opening the scipt i see the old code. [11:27] Sarah Kline: oh well theres no problem is there Rich [11:27] dan banner: i tried to recreate it with only limited success [11:27] Justin Clark-Casey: in that case, the first diganostic thing to do wiould be to see the full information on the console with the "show object --full" command [11:27] Nebadon Izumi: ya i remember trying to recreate it a while back and not being able to either [11:28] Justin Clark-Casey: see if the textures are actually referenced and if they they are then see if they are actually in the aset service [11:29] Sarah Kline: grrr [11:29] Justin Clark-Casey: hmm [11:29] dan banner: okay justin i sent her an IM and will have her add a note to her mantis [11:29] Dahlia Trimble is Online [11:29] Cuteulala Artis is Offline [11:30] Justin Clark-Casey: I'll try and look at the mantis when i get time - it looked quite involved when I scanned it [11:30]  Arielle Popstar: problem i been seeing in Osgrid lately is constant downloads when i am logged into plaza's. As an example my download meter is currently reading 230 KB/s just standing here while my viiewer stats show around 50 Kb/s [11:30] Cuteulala Artis is Online [11:30] Arielle Popstar: this will go on for the duration that i am here [11:30] Richardus Raymaker: 230KBbyte ? not 230Kbit ? [11:30] Arielle Popstar: happens on all viewers [11:30] Arielle Popstar: KB [11:31]  Sarah Kline: no texture gone [11:31] Richardus Raymaker: sound slike your still loading textures and sim content [11:31] Justin Clark-Casey: arielle: what do you see if you do ctrl + shift + 3? [11:31] Arielle Popstar: what am i looking for on that stat window/? [11:32] Richardus Raymaker: loading items ? [11:32] Justin Clark-Casey: if there are lots of textures downloading [11:32] Justin Clark-Casey: if so then that's where the bandwidth is going [11:33] Dahlia Trimble: hi [11:33]  Richardus Raymaker: hi dahlia [11:33] Justin Clark-Casey: hi dahlia [11:33] Qandy Saw: hey :) [11:33]  dan banner: hey dahlia [11:33]  Vivian Klees: Neb got a wish [11:33]  Nebadon Izumi: hello dahlia [11:34]  Arielle Popstar: well it is loading textures [11:34]  Nebadon Izumi: dahlia, i have been experimenting with using mesh for terrain [11:34]  Richardus Raymaker: does it load fast arielle ? [11:34]  Justin Clark-Casey: if you want to download less textures then increases your viewer's disk cache [11:34]  Nebadon Izumi: and have been having pretty bad results with the physics collisions [11:34]  Justin Clark-Casey: though you'll always end up downloading at least some from baked avatar textures [11:35]  Dahlia Trimble: really? I remember doing it way back when and it worked ok [11:35]  Dahlia Trimble: unless something broke [11:35]  Nebadon Izumi: Ya I am not sure [11:35]  Dahlia Trimble: ODE? [11:35]  Nebadon Izumi: yes was using ODE [11:35]  Nebadon Izumi: and the mesh prims were real high detail [11:35] Dahlia Trimble: maybe too high? [11:35] Nebadon Izumi: they were 65k vertices per prim [11:36] Sarah Kline: um [11:36]  Arielle Popstar: but at that speed it shouldnt require an hour [11:36] Richardus Raymaker: eep :) [11:36]  Nebadon Izumi: and i selected high on the physics upload [11:36]  Dahlia Trimble: oh not sure if that many will work, I dont think I ever tried that many [11:36]  Nebadon Izumi: its wierd, like divots in the terrain [11:36]  Nebadon Izumi: sometimes you just walk over them like they arent tehre [11:36]  Nebadon Izumi: you will be hovering 10m in the air [11:37]  Sarah Kline: pushing viewer to its limits with all those polys? [11:37]  Nebadon Izumi: sometimes im hitting invisible walls [11:37]  Sarah Kline: oh sorry right its the engine [11:37]  Dahlia Trimble: I'd try lower detail [11:37]  Dahlia Trimble: I dont know if ODE can handle a mesh that large [11:37]  Nebadon Izumi: hmm [11:38]  Richardus Raymaker: otherwise for soem the viewer crash with that amount. (not here) [11:38]  Nebadon Izumi: ya hmm [11:38]  Nebadon Izumi: its so much work [11:38]  Nebadon Izumi: because of the texturing [11:38] Nebadon Izumi: its actually easier to just use sculpty [11:38] Nebadon Izumi: lol [11:38] Dahlia Trimble: try a small section first [11:38] Nebadon Izumi: id save literally days of work using sculpty [11:38] Richardus Raymaker: is that terrain in osgrid nebadon ? [11:39] Nebadon Izumi: the only way mesh was really feasible was to be able to use just 1 prim per region [11:39] Dahlia Trimble: well LL designed it to be 64 meters max [11:39] Nebadon Izumi: technically the mesh i am making should be exactly the same as the standard terrain [11:39] Nebadon Izumi: ya you mean for the phyiscs? [11:39] Dahlia Trimble: well in general [11:39] Tiffany Magic: Anyone?? OSgrid has the capability of purging appearance. How do we get that in our grid? Please? [11:39] Nebadon Izumi: so even the standard terrain is really only 64x64? [11:40] Dahlia Trimble: no its 256 [11:40] Nebadon Izumi: right [11:40] Nebadon Izumi: thats what my mesh are [11:40] Justin Clark-Casey: fifany: uh, what? [11:40] Nebadon Izumi: 256x256 [11:40] Dahlia Trimble: but its a heightfield [11:40] Nebadon Izumi: ya [11:40]  Nebadon Izumi: so its really like 1/3 the data of a 256x256 mesh? [11:41] Justin Clark-Casey: tiffany: oh I see, that's an osgrid specific piece of code [11:41] Nebadon Izumi: its just a matter of purging a persons UUID [11:41] Tiffany Magic: Justin: To take an avatar back to default or noob state. We can't do it in VH, but it appears you can here in OSgrid. [11:41] Nebadon Izumi: from the appearance tabke [11:41] Nebadon Izumi: its nothing magic we do [11:41]  Arielle Popstar: (rebake Dahlia) [11:41] Dahlia Trimble: I'm not too sure about ODE internals but often packages from that era assume 16 bit ints for mesh vertex indices [11:41] Andrew Hellershanks: tiffany, you would have to removed the appearance data for a given avatar from the database table [11:41] Dahlia Trimble: so 32768 max [11:41] Richardus Raymaker: Tiffany want the purge function on own grid to. [11:42] Tiffany Magic: Ok, thank you. [11:42] Nebadon Izumi: hmm ok [11:42]  Nebadon Izumi: I will try that Dahlia [11:42] Nebadon Izumi: and see if it makes any difference [11:42] Dahlia Trimble: so try a small section and see if it works [11:42] Nebadon Izumi: that would be somewhat dissapointing [11:43] Nebadon Izumi: if we had to limit the visible quality because of the physics [11:43] Richardus Raymaker: uhmm, depends how the do it. but for me 16bit is 65536 [11:43] Nebadon Izumi: i guess i could also trying using bullet [11:43] Sarah Kline: visible quality can be done with texturing [11:43] Dahlia Trimble: its probably not good for colision testing to have a single mesh that large anyway [11:43] Nebadon Izumi: see if that made any difference [11:43] Nebadon Izumi: hrmm ya [11:43]  Sarah Kline: and normal maps when we get them ) [11:43]  Justin Clark-Casey: who is we in this case? [11:43]  Nebadon Izumi: splitting the mesh makes it incredibly difficult to work with [11:44]  Nebadon Izumi: its just a lot of work creating all the UV maps etc.. [11:44]  Dahlia Trimble: cant split it after you create them? [11:44]  Nebadon Izumi: im talking about covering potentially 100+ regions [11:44]  Richardus Raymaker: No dahlia. you need to redo the UV-Map's [11:45]  Dahlia Trimble: you cant cut a mesh with a UV map? [11:45]  Dahlia Trimble: pretty sure blender will do that [11:45]  Nebadon Izumi: maybe, i really do not know [11:45]  Richardus Raymaker: Myself just sofar that i finaly know how to use 8 textures on mesh [11:45]  Nebadon Izumi: i'll have to see [11:45]  Nebadon Izumi: I have to admit I suck at texturing in blender [11:45]  Nebadon Izumi: i really struggle with the UV maps [11:45] Nebadon Izumi: its so tedious [11:45] Dahlia Trimble: maybe meshlab? [11:46] Justin Clark-Casey: dan: are you using an ao btw? [11:46] Richardus Raymaker: hmm, nebadon. the way i know now. only tell blender that the texture have seperate faces. and then add texture inworld on that face [11:46] Justin Clark-Casey: client-side [11:46] Nebadon Izumi: not sure, ive never really used meshlab for anything more than converting format [11:46] dan banner: yes justin [11:46] Andrew Hellershanks: I have plant base made as a sculpty in Blender. I haven't figured out how to use Blender to texture the sculpty plant base prims. [11:46] dan banner: if i turn it off the t-pose goes away' [11:46] Simulator Version v0.5 shouts: OpenSim 0.7.5 Dev          2eba80a: 2013-01-04 17:06:52 -0800 (Unix/Mono) [11:46] Justin Clark-Casey: dan: yeah, I expect the viewer adds a new animation [11:47] Richardus Raymaker: Andrew, sofar i know you can ake from sculpt UV-Map. [11:47] Justin Clark-Casey: dan: coul dyou do that? [11:47] dan banner: its the typing anim that triggers it [11:47]  Justin Clark-Casey: typing triggers the t-pose? [11:47] Andrew Hellershanks: Richardus, probably but I havne't looked at the texturing stuff yet [11:47] dan banner: yes even tho i have type when typing turned off the viewer must be doing something [11:47] Justin Clark-Casey: ok, I see you switched [11:47] dan banner: yup [11:48] Richardus Raymaker: Good luck with that andrew. its in my eyes not the most easy stuff. but i finaly got it [11:48] Nebadon Izumi: dahlia, if your interested in seeing any of my mesh terrains [11:48] Justin Clark-Casey: and now you have an animation sequence of the default stand anims [11:48] Nebadon Izumi: i could send you an OAR [11:48] Richardus Raymaker: More problems with moveing objects (world / Local) and sizes [11:48] Dahlia Trimble: sure [11:48] dan banner: how about now jhustin [11:48] Kayaker Magic: Texturing sculpts in blender involves many steps, after you have done it 100 times it gets a little easier... [11:48] dan banner: justin* [11:48] Justin Clark-Casey: dan: you have no sequence again [11:48] Nebadon Izumi: i'll give reducing quality a shot though just to confirm its the high quality [11:48] dan banner: as soon as i type into local it goes to 0 [11:48] Dahlia Trimble: just try a smaller piece [11:49] Sarah Kline: dans anims are all working for me [11:49]  Justin Clark-Casey: dan: interesting [11:49] Dahlia Trimble: < 32768 verts [11:49] Justin Clark-Casey: yeah, because we were here when they were sent [11:49] Nebadon Izumi: ya [11:49]  Justin Clark-Casey: but now that the server's record of the anim sequence is blank, any new avatars will get nothing (hence the t-pose) [11:49] Nebadon Izumi: the easiest thing for me to do would be to use decimator modifider on my exisiting terrain [11:49] dan banner: exactly [11:49] Richardus Raymaker: Dahlia, sounds like its 15bits then [11:50] dan banner: the server is sending empty packs [11:50] Justin Clark-Casey nods [11:50] Richardus Raymaker: you know the uuid or file. so someone can check server cache to. [11:50] Fearghus McMahon: hi all [11:50] Richardus Raymaker: hi fear [11:50] Justin Clark-Casey: hi fearghus [11:50] Dahlia Trimble: 32k verts is an insanely huge amount for collision testing [11:50] Justin Clark-Casey: richardus: this has nothing to do with asset caching [11:51] Richardus Raymaker: ok [11:51]  Nebadon Izumi: i still think its kind of crazy that the easiest and most efficent method ive found to date for doing high quality terrains is sculpty [11:51] Nebadon Izumi: lol [11:51] Richardus Raymaker: Its possible for that scale more healty to nebadon :) [11:51]  Nebadon Izumi: its so much easier to cut bitmaps though [11:51]  Nebadon Izumi: thats why [11:52]  Dahlia Trimble: lol [11:52]  Dahlia Trimble: why cant you use sculptie? [11:52]  Sarah Kline: that was awesome [11:52]  Nebadon Izumi: oh i can, i just wanted to use mesh [11:52]  Nebadon Izumi: since they load a lot faster [11:52]  Sarah Kline: I walked throughthe cryengine forest demo [11:52]  Nebadon Izumi: figure 64 sculpty per sim [11:52]  Nebadon Izumi: 64 surface textures [11:53]  Nebadon Izumi: we have 6x6 areas visible [11:53]  Nebadon Izumi: when you log in you can see 36 regions [11:53]  Dahlia Trimble: one huge textue then? [11:53]  Nebadon Izumi: without crossing a border [11:53]  Dahlia Trimble: (texture [11:53] Nebadon Izumi: well sculpty isnt detailed enough to do it with 1 texture [11:53] Nebadon Izumi: thats the big problem [11:53] Nebadon Izumi: with mesh i could [11:53] Nebadon Izumi: i can get about the same quality as 64 sculpty [11:53] Nebadon Izumi: in 1 mesh [11:54] Nebadon Izumi: it loads about 50 times faster in the viewer [11:54] Nebadon Izumi: the odd part about the sculpty [11:54] Dahlia Trimble: I would think the sculpties would give better detail [11:54] Nebadon Izumi: is you log into what looks like giant field of alien eggs [11:54] Nebadon Izumi: until all the textures load [11:54] Dahlia Trimble: oh [11:54]  Dahlia Trimble: well mes looks like a big triangle [11:54] Nebadon Izumi: its very close [11:54] Nebadon Izumi: yes but the mesh loads a lot faster [11:55] Nebadon Izumi: than 64 simultanous textures loading [11:55] Nebadon Izumi: and thats just the sculpty textures [11:55] Nebadon Izumi: each region is 128 textures just for the terrain [11:55] Nebadon Izumi: x 36 regions [11:55] Richardus Raymaker: sculpts better detail ? for me its still opposite [11:55] Richardus Raymaker: 12x 1024x1024 nebadon ? [11:55] Andrew Hellershanks: mesh would be more detail than sculpty [11:55] Dahlia Trimble: better detail than one mesh [11:55] Richardus Raymaker: 128x ? [11:55] Nebadon Izumi: thats 4600 textures [11:55] Nebadon Izumi: hehe [11:56] Richardus Raymaker: whats the texture size [11:56] Nebadon Izumi: depends its really whatever i make it [11:56]  Nebadon Izumi: i think we were doing 256x256 [11:56] Dahlia Trimble: isnt it limited to 2048? [11:56] Nebadon Izumi: maybe 512x512 i cant remember [11:56] Richardus Raymaker: 1024 [11:56] Nebadon Izumi: its 1024 [11:56] Nebadon Izumi: im not as much woried about the surface texture quality [11:56] Nebadon Izumi: as I am the mesh quality itself [11:57] Nebadon Izumi: we were never going max quality on the surface textures [11:57] Nebadon Izumi: i mean really if i wanted [11:57] Dahlia Trimble: you would get more texture quality if you split the mesh up anyway [11:57] Nebadon Izumi: i could make 1 mesh prim [11:57] Nebadon Izumi: have 8 texture zones [11:57] Richardus Raymaker: yes [11:57] Nebadon Izumi: and put 8 1024x1024 textures on 1 prim [11:58] Richardus Raymaker: or 8 textures on every face [11:58] Dahlia Trimble: if you have 8 zones then you could split the mesh up into 8 pieces [11:58] Richardus Raymaker: uhmm 8 textures total on 1 mesh [11:58] Sarah Kline: a texture can be tiled over all [11:58] Nebadon Izumi: i could but its an incredible amount of work [11:58] Sarah Kline: you could then add specific detail overlays [11:58] Nebadon Izumi: making all the UV maps [11:58] Nebadon Izumi: like i said im talking about 100+ regions potentially [11:58] Nebadon Izumi: if i can figure out a way to automate the UV map cutting [11:58] Dahlia Trimble: well testing a small piece might answer if there is a physics vertex count limitation [11:59] Sarah Kline: hehe thats what they pay all these people in india to do [11:59]  Richardus Raymaker: thats hugh. you working on soemthing big.. [11:59] Nebadon Izumi: then that would save an incredible amount of time [11:59] Nebadon Izumi: right, thats my next test for sure [11:59] Nebadon Izumi: i can really live with whatever quality the surface texture is [11:59]  Dahlia Trimble: Im sure there are tools out there to split it up [11:59]  Richardus Raymaker: Nebadon, you mean makeing the seam right ? [11:59] Nebadon Izumi: ya I'll need to explore that [11:59] Nebadon Izumi: SLB might know [12:00] Nebadon Izumi: he helped me with the array modifier [12:00] Nebadon Izumi: he showed me how to take 1 heighmap [12:00] Nebadon Izumi: and split it perfectly into however many mesh i want [12:00] Dahlia Trimble: or a blender python script could do it [12:00]  Andrew Hellershanks: I need to get going shortly. btw, I haven't had time to do more on attachements to group notices. I ned to get a new power supply for my main desktop computer wher I do my main work. [12:00] Richardus Raymaker: 100 sims.. nice for a mainland. [12:01] Richardus Raymaker: ok. bye andrew.. [12:01] Dahlia Trimble: bye [12:01] Nebadon Izumi: as you can see they come out nice [12:01] Nebadon Izumi: http://onikenkon.com/sundbyberg/sundbyberg_map_22.png [12:01] Nebadon Izumi: this is 3x3 mesh [12:01] Nebadon Izumi: 1 mesh per sim [12:01] Andrew Hellershanks: Good to see everyone made it through the holidays in one piece. :-) [12:01] Fearghus McMahon: take care Andrew [12:01]  Nebadon Izumi: see you Andrew [12:01]  Tiffany Magic: Bye Andrew. *smile* [12:01]  Andrew Hellershanks: Happy new year, everyone. [12:02]  Justin Clark-Casey: bye andrew [12:02]  Kahn Khalim: bye Andrew [12:02]  Qandy Saw: ty, and to u as well [12:02]  Justin Clark-Casey: I need to get going myself [12:02]  Justin Clark-Casey: See you all around [12:02]  Dahlia Trimble: bye [12:02]  Qandy Saw: tc Justin [12:02]  Kahn Khalim: later Justin [12:02]  Nebadon Izumi: here you can see me wrapping the mesh prims over the standard terrain [12:02]  Nebadon Izumi: http://onikenkon.com/sundbyberg/sundbyberg_map_24.png [12:02]  Justin Clark-Casey waves [12:02]  Fearghus McMahon: c ya justin [12:02]  Richardus Raymaker: bye justin [12:02]  Tiffany Magic: Me too... bye all... Happy New Year