Chat log from the meeting on 2013-01-08

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[11:04]  Connecting to in-world Voice Chat...
 
[11:04]  Connecting to in-world Voice Chat...
 
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[12:02]  Tiffany Magic: Me too... bye all... Happy New Year
 
[12:02]  Tiffany Magic: Me too... bye all... Happy New Year
 
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[[Category:Office Hour Logs]]

Latest revision as of 21:33, 24 October 2015

[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
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