Chat log from the meeting on 2015-07-14

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[2015/07/14 11:05]  Nebadon.Izumi hello
[2015/07/14 11:05]  Aine.Caoimhe hi Neb
[2015/07/14 11:05]  Shez Oyen: Hiya Neb :)
[2015/07/14 11:06]  Richardus.Raymaker on the neighborn sim that says your banned
[2015/07/14 11:06]  Nebadon.Izumi peeping Richardus?
[2015/07/14 11:07]  Shez Oyen: No peeping here.. just windchimes and water
[2015/07/14 11:07]  Nebadon.Izumi ya same here
[2015/07/14 11:08]  Richardus.Raymaker yes, neb
[2015/07/14 11:08]  Richardus.Raymaker possible secret invisible nuclair reactore that's going into meltdown
[2015/07/14 11:08]  IM: Aine.Caoimhe don't want to ask this in public chat but....are AI and Melanie actively trying to scare MOSES off into doing their own fork and not contributing to core? It just seems like a crap-load of nit-picking which is pretty rich considering the various travesties of broken patches Melanie has dumped untested into core
[2015/07/14 11:08]  Richardus.Raymaker it comes from fukushima
[2015/07/14 11:09]  Aine.Caoimhe Pluto strikes back, maybe?
[2015/07/14 11:09]  IM: Aine.Caoimhe nods
[2015/07/14 11:09]  Richardus.Raymaker https://metropolis_metav/region/Fukushima/125/119/33
[2015/07/14 11:09]  IM: Aine.Caoimhe I guess more to the point of not having any of their code contributions coming back
[2015/07/14 11:10]  IM: Aine.Caoimhe nods
[2015/07/14 11:10]  IM: Aine.Caoimhe okay
[2015/07/14 11:11]  IM: Aine.Caoimhe I guess they just seem to be one of the only ones actively loooking to do any development work at all on it
[2015/07/14 11:11]  IM: Aine.Caoimhe and they have expressed an interest in improving the networking side of things
[2015/07/14 11:12]  IM: Aine.Caoimhe and since none of the other devs are doing anything, I guess i'd hoped that maybe MOSES would get around to solving some of these very long-standing bugs
[2015/07/14 11:12]  Nebadon.Izumi been a busy week for me
[2015/07/14 11:12]  Nebadon.Izumi i havent done much testing of code
[2015/07/14 11:12]  IM: Aine.Caoimhe well yeah not holding my breath
[2015/07/14 11:13]  Shez Oyen: I've just been doing a little terrain editing.. no problems.
[2015/07/14 11:13]  IM: Aine.Caoimhe but not holding my breath for *any* dev work
[2015/07/14 11:13]  Nebadon.Izumi I have been uploading some free content from the web
[2015/07/14 11:14]  IM: Aine.Caoimhe other than Mel's FSAssets, nothing has happened with core in 3+ weeks now
[2015/07/14 11:14]  IM: Aine.Caoimhe and nothing significant since Diva tackled inventory a few months aago
[2015/07/14 11:14]  Richardus.Raymaker hmm, just see that the slurl is wrong. because HG
[2015/07/14 11:14]  Dahlia.Trimble hi
[2015/07/14 11:14]  Richardus.Raymaker hi dahlia
[2015/07/14 11:14]  Aine.Caoimhe I've been playing with normal and specular mapping
[2015/07/14 11:14]  Nebadon.Izumi yea me too Aine
[2015/07/14 11:15]  vegaslon plutonian: finally getting around to using the feature I last contributed to opensim in a non testing way
[2015/07/14 11:15]  Nebadon.Izumi there is an awesome app I found
[2015/07/14 11:15]  Nebadon.Izumi its not free though
[2015/07/14 11:15]  Nebadon.Izumi Crazybump
[2015/07/14 11:15]  Aine.Caoimhe nods
[2015/07/14 11:15]  Nebadon.Izumi
[2015/07/14 11:15]  Nebadon.Izumi its amazing
[2015/07/14 11:15]  Nebadon.Izumi brb afk 1 sec
[2015/07/14 11:15]  Shez Oyen: Allow Residents on other parcels to see and chat with residents on this parcel won't stay ticked in the land tool... a minor annoyance
[2015/07/14 11:15]  Aine.Caoimhe this isn't the best lighting for it but if you look at my skin you'll see that it's "wet mapped"
[2015/07/14 11:16]  Shez Oyen: looks like glitter a bit
[2015/07/14 11:16]  Aine.Caoimhe yes...still perfecting the methods
[2015/07/14 11:16]  Aine.Caoimhe but getting closer to it
[2015/07/14 11:17]  Aine.Caoimhe and so much depends on the windlight settings used to view it
[2015/07/14 11:17]  Robert Adams: what is necessary to complete the advanced material settings?
[2015/07/14 11:17]  Aine.Caoimhe whatever "hook" is necessary for for scripts to talk to it
[2015/07/14 11:17]  Aine.Caoimhe advanced mats are there and done
[2015/07/14 11:17]  Aine.Caoimhe but the script aspect isn't
[2015/07/14 11:18]  Aine.Caoimhe so at present all you can do is manually change
[2015/07/14 11:18]  Dahlia.Trimble there's a problem with letting scripts modify it
[2015/07/14 11:18]  Dahlia.Trimble it likely will not be implemented
[2015/07/14 11:18]  Aine.Caoimhe whispers: oh
[2015/07/14 11:19]  Aine.Caoimhe well that's rather disappointing
[2015/07/14 11:19]  Aine.Caoimhe I guess whatever that issue is doesn't exist for SL's method
[2015/07/14 11:19]  Robert Adams: what is the problem,Dahlia?
[2015/07/14 11:19]  Sarah Kline: no scrio
[2015/07/14 11:19]  Dahlia.Trimble it has to do with the way materials are currently stored and the rate at which scripts can generate them
[2015/07/14 11:19]  Sarah Kline: no scripted persperation
[2015/07/14 11:20]  Nebadon.Izumi back
[2015/07/14 11:20]  Aine.Caoimhe so the handling of PRIM_BUMP_SHINY is utterly different?
[2015/07/14 11:20]  Robert Adams: so there is a griefing problem (controlling change rate) and a data structure access problem (getting to materinal info ffom script context)?
[2015/07/14 11:20]  Aine.Caoimhe it's calling viewer-side images or something?
[2015/07/14 11:21]  Dahlia.Trimble bump and shiny are stored differently
[2015/07/14 11:21]  Dahlia.Trimble suggests complaints be directed to Oren ;)
[2015/07/14 11:22]  Robert Adams: I still don't know what needs to be changed
[2015/07/14 11:22]  Aine.Caoimhe how are the manually-set materials stored? as part of a blob?
[2015/07/14 11:22]  Aine.Caoimhe I assume it's only storing UUID and settings values, not generating a new map each time
[2015/07/14 11:23]  Dahlia.Trimble When I first did materials, I used dynamic attributes to store them. Oren changed it to make them assets
[2015/07/14 11:24]  mattie mcbride gave you Note to Nebs from Mattie McBride.
[2015/07/14 11:25]  mattie mcbride gave you NPC Animate - NEBS.
[2015/07/14 11:26]  Nebadon.Izumi all the LSL really does is change the UUID right?
[2015/07/14 11:26]  Nebadon.Izumi but what your saying is that UUID is stored in a asset?
[2015/07/14 11:27]  IM: Dahlia.Trimble We had a big discussion about this on the core mailing list. Its a security issue
[2015/07/14 11:28]  Richardus.Raymaker well, material texture = asset. but.
[2015/07/14 11:28]  Nebadon.Izumi I wish we had more control over the Normal
[2015/07/14 11:29]  Nebadon.Izumi does anyone know what the Texture blending stuff is on the Diffuse texture tab?
[2015/07/14 11:29]  Simulator Version v0.5 shouts: OpenSim Dev        a7543a3: 2015-07-13 19:04:45 +0200 (Unix/Mono)
[2015/07/14 11:29]  Nebadon.Izumi there is an Alpha Mode drop down
[2015/07/14 11:29]  Aine.Caoimhe that determines how th alpha channel is handles
[2015/07/14 11:30]  Nebadon.Izumi yea that is what I figured, I have kind of tinkered with it a bit, but I never really see much difference between them
[2015/07/14 11:30]  Nebadon.Izumi heh
[2015/07/14 11:30]  vegaslon plutonian: blending means there is diffrent amounts of alpha in it, while masking means it is alpha or it is not
[2015/07/14 11:30]  Nebadon.Izumi yea
[2015/07/14 11:30]  Aine.Caoimhe the biggest difference is easy to see
[2015/07/14 11:30]  Aine.Caoimhe upload a png that is completely opaque but has an alpha channel
[2015/07/14 11:31]  Aine.Caoimhe the put another prim/surface over it that has some level of alpha
[2015/07/14 11:31]  Nebadon.Izumi yea
[2015/07/14 11:31]  Aine.Caoimhe it will glitch
[2015/07/14 11:31]  Nebadon.Izumi right
[2015/07/14 11:31]  Nebadon.Izumi ordering bugs
[2015/07/14 11:31]  Aine.Caoimhe then turn off the alpha of the underneath layer and it stops glitching
[2015/07/14 11:31]  Nebadon.Izumi yea
[2015/07/14 11:31]  Nebadon.Izumi I have noticed that, that was one reason I was asking
[2015/07/14 11:31]  vegaslon plutonian: masking does not have that problem becouse it is not trying to mix the alphas together it is black and white so it knows exactly which is infront of the other
[2015/07/14 11:32]  Aine.Caoimhe mostly if you have a texture with some alpha to it you want it in alpha blending mode
[2015/07/14 11:32]  Aine.Caoimhe I forget what the third setting does
[2015/07/14 11:32]  Nebadon.Izumi yea I did notice on my trees that using masking with like 128
[2015/07/14 11:32]  Nebadon.Izumi they looked a lot better
[2015/07/14 11:32]  Nebadon.Izumi didnt get those wierd ordering artifacts when caming around
[2015/07/14 11:32]  Aine.Caoimhe nods
[2015/07/14 11:32]  Nebadon.Izumi sometimes the edges look wierd though
[2015/07/14 11:33]  Aine.Caoimhe I haven't played with it extensively yet for anything other than simple mode-swtiching
[2015/07/14 11:33]  Nebadon.Izumi have to mess with that number quite a bit
[2015/07/14 11:33]  Nebadon.Izumi guess it helps to have really clean textures
[2015/07/14 11:33]  Aine.Caoimhe it would be really useful for scritped effects but you can's change it with scrips
[2015/07/14 11:33]  Aine.Caoimhe *can't
[2015/07/14 11:34]  Nebadon.Izumi yea I am also wondering
[2015/07/14 11:34]  Aine.Caoimhe in SL you can which I believe is how some of those really high quality water effects are being achieved
[2015/07/14 11:34]  Aine.Caoimhe like on water slides
[2015/07/14 11:34]  Nebadon.Izumi do you have to set both Specular and Normal for it to work
[2015/07/14 11:34]  Aine.Caoimhe and riggers
[2015/07/14 11:34]  Aine.Caoimhe *rivers
[2015/07/14 11:34]  Nebadon.Izumi seems like if I only set normal I cant notice much change
[2015/07/14 11:34]  Aine.Caoimhe and waterfalls
[2015/07/14 11:34]  Nebadon.Izumi seems like the 2 are heavily reliant on each other
[2015/07/14 11:34]  Aine.Caoimhe a lot of it depends on your windlight too
[2015/07/14 11:34]  Nebadon.Izumi Normal and Specular
[2015/07/14 11:35]  Aine.Caoimhe since those are only affecting point source lights
[2015/07/14 11:35]  Dahlia.Trimble you can still animage materials via scripts
[2015/07/14 11:35]  Nebadon.Izumi ya I normally use a prim like to test it mostly
[2015/07/14 11:35]  Aine.Caoimhe so if your windlight has ambient cranked up it will wipe it
[2015/07/14 11:35]  Dahlia.Trimble *animate
[2015/07/14 11:35]  Aine.Caoimhe no you can't
[2015/07/14 11:35]  Nebadon.Izumi yea animation does seem to work
[2015/07/14 11:35]  Aine.Caoimhe oh....animation you can, yes
[2015/07/14 11:35]  Aine.Caoimhe but not changes to it
[2015/07/14 11:35]  Dahlia.Trimble they should track standard texture animation
[2015/07/14 11:35]  Nebadon.Izumi i did some flowing water
[2015/07/14 11:35]  Nebadon.Izumi that looked very good
[2015/07/14 11:36]  Aine.Caoimhe the normal and specular maps to move along with the texture when you use texture animation
[2015/07/14 11:36]  Aine.Caoimhe *do
[2015/07/14 11:36]  Nebadon.Izumi could we come up with OSSL that lets us to temporary changes?
[2015/07/14 11:36]  Aine.Caoimhe but you can't change them other than via manual edit
[2015/07/14 11:36]  Nebadon.Izumi that dont get stored
[2015/07/14 11:36]  Nebadon.Izumi only visible while simulation is running
[2015/07/14 11:36]  Nebadon.Izumi region restarts it goes back to the original?
[2015/07/14 11:36]  Nebadon.Izumi that would be extremely useful still
[2015/07/14 11:37]  vegaslon plutonian: like what we have for dynamic textures?
[2015/07/14 11:37]  Nebadon.Izumi and avoid the asset bloat
[2015/07/14 11:37]  Nebadon.Izumi yea
[2015/07/14 11:37]  Aine.Caoimhe whatever mechanism is used for point light controls ought to work much the same way I would think
[2015/07/14 11:37]  Nebadon.Izumi have OSSL to manipulate this stuff but in a way tha wont generate any asset bloat
[2015/07/14 11:37]  Nebadon.Izumi it only modifies the running scene or something
[2015/07/14 11:38]  Nebadon.Izumi just a thought
[2015/07/14 11:38]  Nebadon.Izumi whispers: :)
[2015/07/14 11:39]  vegaslon plutonian: besides what would make creating a new material assets be much diffrent then creating new notecards?
[2015/07/14 11:39]  Dahlia.Trimble I'm not motivated to take the time to kludge up a solution like that. Maybe someone else is.
[2015/07/14 11:39]  Nebadon.Izumi I was mostly curious if i was even possible
[2015/07/14 11:39]  Robert Adams: that is a possible bandaid to the current implementation... would make it different than SL, though
[2015/07/14 11:39]  Nebadon.Izumi more than asking anyone to do it :)
[2015/07/14 11:40]  Dahlia.Trimble I'd rather see someone who made them assets change them back to dynamic attributes
[2015/07/14 11:40]  Nebadon.Izumi we have already declared that being different from SL is a good thing
[2015/07/14 11:40]  Dahlia.Trimble and have a migration plan
[2015/07/14 11:40]  Aine.Caoimhe it seems like they're sstill being stored in the table as dynamic attributes
[2015/07/14 11:40]  Aine.Caoimhe or in .prims table it is
[2015/07/14 11:40]  Dahlia.Trimble no, that's legacy code
[2015/07/14 11:41]  Aine.Caoimhe hm
[2015/07/14 11:41]  Nebadon.Izumi so dahlia your saying if we went back to old code you did
[2015/07/14 11:41]  Nebadon.Izumi it would be safe?
[2015/07/14 11:41]  Aine.Caoimhe strange that my region would have created and populated and continues to update that column then since it was created after that change
[2015/07/14 11:41]  Nebadon.Izumi I was assuming you were saying there was no safe way we could do it
[2015/07/14 11:41]  Dahlia.Trimble I think there was some other bug in that code, but the storage method would be better
[2015/07/14 11:42]  Nebadon.Izumi ok
[2015/07/14 11:42]  Nebadon.Izumi my suggestion was based on thinking there was no other solution
[2015/07/14 11:42]  Robert Adams: are the dynamic attributes persistant?
[2015/07/14 11:42]  Dahlia.Trimble but then you have a migration that needs to happen
[2015/07/14 11:42]  Andrew Hellershanks: I'm back. I was here before anyone else, switched workspaces while waiting for people to show up and that must have crashed the viewer as it wasn't running when I remembered I was supposed to be her for this meeting.
[2015/07/14 11:42]  Aine.Caoimhe what was Oren't reason for changing it in the first place?
[2015/07/14 11:42]  Dahlia.Trimble Robert, yes they persist
[2015/07/14 11:43]  Dahlia.Trimble Also, Aurora and Whitecore dont have dynamic attributes
[2015/07/14 11:43]  IM: Andrew Hellershanks: What have I missed?
[2015/07/14 11:43]  Robert Adams: then it's a configuration switch and let Oren keep up the 'legacy' way ;-)
[2015/07/14 11:43]  IM: Andrew Hellershanks: ok
[2015/07/14 11:44]  Dahlia.Trimble It's a huge problem but until it's addressed, a single rogue script could shut down an entire grid's asset service
[2015/07/14 11:44]  Notecard saved
[2015/07/14 11:44]  Shez Oyen: ouch
[2015/07/14 11:44]  Dahlia.Trimble therefore the script method won't be implemented by me
[2015/07/14 11:44]  Andrew Hellershanks received your inventory offer.
[2015/07/14 11:44]  IM: Andrew Hellershanks: ty
[2015/07/14 11:46]  Robert Adams: I might look into this this weekend... I'll see what's needed
[2015/07/14 11:46]  Nebadon.Izumi nice
[2015/07/14 11:46]  IM: Andrew Hellershanks: Seems I didn't miss much
[2015/07/14 11:46]  Aine.Caoimhe that would, indeed, be very nice
[2015/07/14 11:46]  Dahlia.Trimble have fun :) I'm on IRC if you need help with how it works
[2015/07/14 11:46]  Aine.Caoimhe I can think of a ton of applications for it
[2015/07/14 11:46]  Nebadon.Izumi yea
[2015/07/14 11:47]  Nebadon.Izumi vehicle damage for one
[2015/07/14 11:47]  Nebadon.Izumi well any kind of damage really
[2015/07/14 11:47]  vegaslon plutonian: lol make your tires wear out
[2015/07/14 11:47]  Nebadon.Izumi hehe ya
[2015/07/14 11:47]  Aine.Caoimhe lost of potential for dynamic environment effects as well
[2015/07/14 11:47]  OtakuMegane Desu: Dynamic is good
[2015/07/14 11:47]  Aine.Caoimhe *lots
[2015/07/14 11:48]  Wolf.Freeman Ƹ̵̡Ӝ̵̨̄Ʒ -.- guten Morgen -.-  Ƹ̵̡Ӝ̵̨̄Ʒ
[2015/07/14 11:48]  Aine.Caoimhe and of course in mesh wearables a vast array of possibilities
[2015/07/14 11:48]  Aine.Caoimhe particularly to cut down on the necessiry tocary around huge inventories
[2015/07/14 11:49]  Nebadon.Izumi yea there are some really cool avatar systems in SL now
[2015/07/14 11:49]  Nebadon.Izumi where you dont even get avatar parts in your inventory anymore
[2015/07/14 11:49]  Nebadon.Izumi its just a hud
[2015/07/14 11:49]  Aine.Caoimhe nods
[2015/07/14 11:49]  Aine.Caoimhe same with clothing
[2015/07/14 11:49]  Nebadon.Izumi you can change all kinds of stuff
[2015/07/14 11:49]  Nebadon.Izumi ya clothes, hair everything
[2015/07/14 11:50]  Aine.Caoimhe there's been a real explosion of it in the alst 6 months as people have gotten a handle on how it all works
[2015/07/14 11:50]  Dahlia.Trimble Im not sure how that works with hypergrid and assets
[2015/07/14 11:50]  Aine.Caoimhe you would have the textures in the mesh's inventory
[2015/07/14 11:50]  Nebadon.Izumi yea me either, I imagine though
[2015/07/14 11:50]  Dahlia.Trimble but doing it on wearables may be impractical with materials being assets
[2015/07/14 11:50]  Nebadon.Izumi if you had everything in your suitcase would be ok
[2015/07/14 11:50]  Aine.Caoimhe you put the asset into the mesh's inventory
[2015/07/14 11:50]  Aine.Caoimhe then call it by name
[2015/07/14 11:51]  Dahlia.Trimble no, the asset is dynamically created
[2015/07/14 11:51]  vegaslon plutonian: does dynamic atributes work over HG?
[2015/07/14 11:51]  Dahlia.Trimble they did when I first coded it that way
[2015/07/14 11:51]  Aine.Caoimhe so when you apply a normal map to something it creates a new texture?
[2015/07/14 11:52]  Robert Adams: would them being assets be for HGing?
[2015/07/14 11:52]  Dahlia.Trimble it creates a new asset
[2015/07/14 11:52]  Nebadon.Izumi basically its like a mini database asset that gets created?
[2015/07/14 11:52]  Nebadon.Izumi its more like a notecard than texture right?
[2015/07/14 11:52]  Dahlia.Trimble change *anything* on a material and a new asset is created
[2015/07/14 11:52]  Dahlia.Trimble *ANYTHING*
[2015/07/14 11:52]  Aine.Caoimhe wow
[2015/07/14 11:53]  Aine.Caoimhe is that because of something to do with XBake?
[2015/07/14 11:53]  Dahlia.Trimble no
[2015/07/14 11:53]  Richardus.Raymaker That's stupid.
[2015/07/14 11:53]  Aine.Caoimhe it just seems....rather an odd way to handle it
[2015/07/14 11:53]  Richardus.Raymaker so parameters are not stored in the same asset
[2015/07/14 11:53]  Andrew Hellershanks: More assets table bloat
[2015/07/14 11:53]  Dahlia.Trimble After I implemented materials, Oren changed them to be assets. I suggest you talk with him about it.
[2015/07/14 11:54]  Richardus.Raymaker sound smore that when you change a parameter a new asset is created
[2015/07/14 11:54]  Dahlia.Trimble *anything*
[2015/07/14 11:54]  Aine.Caoimhe was there any reason *why* he changed it?
[2015/07/14 11:55]  Dahlia.Trimble ask Oren :)
[2015/07/14 11:55]  Nebadon.Izumi Well no point in looking back honestly
[2015/07/14 11:55]  Nebadon.Izumi hehe
[2015/07/14 11:55]  OtakuMegane Desu: Maybe something about them being assets was easier to work with at the time.
[2015/07/14 11:55]  Nebadon.Izumi lets see what Robert finds
[2015/07/14 11:56]  Dahlia.Trimble they worked fine as attributes
[2015/07/14 11:56]  Dahlia.Trimble and attributes was more consistent with how any other texture parameter is stored
[2015/07/14 11:56]  Nebadon.Izumi honestly at this point my own personal opinion I honestly wouldnt even care if I had to fix everything I was using materials on
[2015/07/14 11:57]  Nebadon.Izumi I havent used it that widespread yet
[2015/07/14 11:57]  Dahlia.Trimble others have
[2015/07/14 11:57]  Nebadon.Izumi thats just my own opinion though
[2015/07/14 11:57]  Nebadon.Izumi ya
[2015/07/14 11:57]  Andrew Hellershanks: hehe.. not like the change to sit position. :)
[2015/07/14 11:57]  Robert Adams: and I want content creators to be happy
[2015/07/14 11:57]  Nebadon.Izumi i would never try to force that onto anyone
[2015/07/14 11:57]  Nebadon.Izumi heh
[2015/07/14 11:57]  Dahlia.Trimble and I dont want to break all that content and deal with the flak on social media
[2015/07/14 11:57]  Nebadon.Izumi yea
[2015/07/14 11:58]  Dahlia.Trimble maybe someone else does :)
[2015/07/14 11:58]  Nebadon.Izumi always best to avoid it if we can
[2015/07/14 11:58]  Robert Adams: I don't mind flak
[2015/07/14 11:58]  OtakuMegane Desu: True. But, if we leave things as is an try to kludge along, what will the eventual result befor those same creators? Or new ones?
[2015/07/14 11:58]  Nebadon.Izumi ya I dont mind it too much either as long as its justified
[2015/07/14 11:58]  Andrew Hellershanks: Same her
[2015/07/14 11:58]  vegaslon plutonian: got to have thick skin when you keep breaking peoples vehicles
[2015/07/14 11:58]  Andrew Hellershanks: e
[2015/07/14 11:58]  Nebadon.Izumi I fully admit I was the one who convinced justin to break the sit stuff twice
[2015/07/14 11:58]  Nebadon.Izumi :)
[2015/07/14 11:59]  Dahlia.Trimble people are fine with saying go ahead and break compatibility until it's their stuff that breaks
[2015/07/14 11:59]  Nebadon.Izumi haha ya
[2015/07/14 11:59]  Robert Adams: but, if I did it, I'd make it a config parameter, default to dyn attributes, and add some way of old asset to change into new dyn attrib
[2015/07/14 11:59]  Nebadon.Izumi realitiy is a bitch
[2015/07/14 11:59]  Andrew Hellershanks: Sometimes you have to break something if it fixes a bug or makes something better rather than getting stuck with something forever because it would break some peoples items.
[2015/07/14 11:59]  Robert Adams: but there may be reasons that cant' be done.... I'll have to look
[2015/07/14 11:59]  Dahlia.Trimble Robert, there are inventory, transfer, and hypergrid issues to consider
[2015/07/14 11:59]  OtakuMegane Desu: People will complain regardless but most will ultimately just deal with it after venting if there was a good/beneficial reason for the change.
[2015/07/14 12:00]  Andrew Hellershanks: The longer you live with the problem the worse things become when you want to fix it.
[2015/07/14 12:00]  OtakuMegane Desu: ^ Also that
[2015/07/14 12:00]  vegaslon plutonian: I think he changed to assets becouse they was not being saved in oars
[2015/07/14 12:01]  Connecting to in-world Voice Chat...
[2015/07/14 12:01]  Connected
[2015/07/14 12:01]  Dahlia.Trimble the current code should be able to read either storage method, assuming it hasn't changed since the last time I looked at it
[2015/07/14 12:01]  OtakuMegane Desu: Opensim is still in an early enough stage things can be broken or changed if it's necessary and the world will not implode. Few years down the road and we're pretty much stuck.
[2015/07/14 12:01]  Dahlia.Trimble but it only writes assets
[2015/07/14 12:01]  Nebadon.Izumi crashed!
[2015/07/14 12:01]  Connecting to in-world Voice Chat...
[2015/07/14 12:01]  Connected
[2015/07/14 12:02]  Robert Adams: if the dyn attribs are serialized with the SOG, they should go into oars
[2015/07/14 12:02]  Nebs Metal Bar Stool v1.5 (w/sit & launch): Hello Nebadon Izumi, enjoy your sit..
[2015/07/14 12:02]  Nebadon.Izumi cool I was asking same thing about oars as I crashed
[2015/07/14 12:03]  Dahlia.Trimble Robert, yes the attribute method worked with oars and iars also
[2015/07/14 12:03]  Nebadon.Izumi Robert if you need some objects or material textures to test with let me know
[2015/07/14 12:04]  Richardus.Raymaker afk
[2015/07/14 12:04]  Robert Adams: thanks Neb, I will do that
[2015/07/14 12:05]  Robert Adams: I also friended Aine hoping for some testing help ;-)
[2015/07/14 12:05]  Nebadon.Izumi nice :)
[2015/07/14 12:06]  Robert Adams: Hey Cute! Timezone problems?
[2015/07/14 12:06]  Aine.Caoimhe any time
[2015/07/14 12:06]  Cuteulala Artis: *hi
[2015/07/14 12:07]  Dahlia.Trimble hi
[2015/07/14 12:07]  Nebadon.Izumi not sure if i mentioned it last week but figured out cool way to use Shwrinkwrap modifier in blender
[2015/07/14 12:07]  Nebadon.Izumi
[2015/07/14 12:07]  Nebadon.Izumi
[2015/07/14 12:07]  Nebadon.Izumi
[2015/07/14 12:07]  Nebadon.Izumi
[2015/07/14 12:07]  Nebadon.Izumi
[2015/07/14 12:07]  Nebadon.Izumi painting strips onto a parking lot
[2015/07/14 12:07]  Nebadon.Izumi a very not flat parking lot
[2015/07/14 12:08]  Nebadon.Izumi picture # 5 really highlights how not flat it is
[2015/07/14 12:08]  Aine.Caoimhe hehe
[2015/07/14 12:08]  Nebadon.Izumi I tried doing it with prims
[2015/07/14 12:08]  Nebadon.Izumi would have taken like 8 hours
[2015/07/14 12:08]  Nebadon.Izumi lol
[2015/07/14 12:08]  Aine.Caoimhe yeah, shrinkwrap would have made that child's play
[2015/07/14 12:09]  Nebadon.Izumi yea was like 30 minutes to do entire parking lot
[2015/07/14 12:09]  Nebadon.Izumi vs like an hour for 2 rows
[2015/07/14 12:09]  Nebadon.Izumi lol
[2015/07/14 12:10]  Nebadon.Izumi shrinkwrap is good tool
[2015/07/14 12:11]  Nebadon.Izumi nice to be finally able to texture things better in blender directly
[2015/07/14 12:11]  Dahlia.Trimble some of the texture painting stuff in blender is pretty nice
[2015/07/14 12:11]  Cuteulala Artis: what the hell happen to the sim lololol
[2015/07/14 12:11]  Aine.Caoimhe there's also live-link between Blender and PS or between Blender and Gimp
[2015/07/14 12:11]  Nebadon.Izumi looks ok to me Cuteulala
[2015/07/14 12:12]  Aine.Caoimhe which is really, really handy
[2015/07/14 12:12]  Andrew Hellershanks: I'm trying to remember stuf I forgot about blender after I hadn't used it in ages. I haven't gotten to texturing anything yet.
[2015/07/14 12:12]  Nebadon.Izumi yea
[2015/07/14 12:12]  Andrew Hellershanks: A link between GIMP and Blender? How??
[2015/07/14 12:12]  Aine.Caoimhe so you can just keep both up and switch back and forth as needed
[2015/07/14 12:12]  Nebadon.Izumi in blender there is a video editor tool called OpenShot
[2015/07/14 12:12]  Nebadon.Izumi that hooks directly to blender
[2015/07/14 12:12]  Aine.Caoimhe it opens the file in both and "shares" it
[2015/07/14 12:12]  Nebadon.Izumi you can use blender to render 3D titles and stuff
[2015/07/14 12:12]  Aine.Caoimhe with frequent updates
[2015/07/14 12:13]  Aine.Caoimhe so any change made in one is reflected in the other
[2015/07/14 12:13]  Aine.Caoimhe which is great
[2015/07/14 12:13]  Nebadon.Izumi nice
[2015/07/14 12:13]  Nebadon.Izumi yea
[2015/07/14 12:13]  Andrew Hellershanks: Aine, I'd be interested in knowing how to do that.
[2015/07/14 12:13]  Aine.Caoimhe so you can do all your cloning using PS's toolds
[2015/07/14 12:13]  Aine.Caoimhe and then do coarser stuff in Blender
[2015/07/14 12:13]  Andrew Hellershanks: I use GIMP for editing
[2015/07/14 12:13]  Dahlia.Trimble Andrew, blender probably just polls the file for changes
[2015/07/14 12:14]  Aine.Caoimhe
[2015/07/14 12:14]  Andrew Hellershanks: oh, using a link to an image file instead of importing the image directly in to Blender. hm... yea, I could check on how that works.
[2015/07/14 12:14]  Aine.Caoimhe there's a free version of it too somewhere though
[2015/07/14 12:14]  Nebadon.Izumi you could probably do this without an addon
[2015/07/14 12:15]  Nebadon.Izumi the addon probably just makes it a little easier
[2015/07/14 12:15]  Andrew Hellershanks: Oh, it is a commercial addon. :P
[2015/07/14 12:15]  Aine.Caoimhe yes
[2015/07/14 12:15]  Nebadon.Izumi it really depends on how you have your textures stored in the project in blender
[2015/07/14 12:15]  Aine.Caoimhe it's probably just running a pair of scripts
[2015/07/14 12:15]  Nebadon.Izumi you just need to set hard paths to your textures
[2015/07/14 12:15]  Nebadon.Izumi and not embed them directly into the .blend file
[2015/07/14 12:15]  Andrew Hellershanks: right
[2015/07/14 12:15]  Aine.Caoimhe Here:
[2015/07/14 12:15]  Dahlia.Trimble gotta go, bye all :)
[2015/07/14 12:16]  Nebadon.Izumi see you Dahlia
[2015/07/14 12:16]  Andrew Hellershanks: Bye, Dahlia
[2015/07/14 12:16]  Aine.Caoimhe bye Dahlia
[2015/07/14 12:16]  Andrew Hellershanks: wow. after 12 already
[2015/07/14 12:16]  Nebadon.Izumi yea flew by today :)
[2015/07/14 12:17]  Robert Adams: I'm running also... see you all later
[2015/07/14 12:17]  Richardus.Raymaker so everybody still here
[2015/07/14 12:17]  Andrew Hellershanks: I recently updated my Blender to the 2.75a version that came out about awek ago.
[2015/07/14 12:17]  Andrew Hellershanks: s/awek/a week/
[2015/07/14 12:17]  Richardus.Raymaker 12.75 a ?
[2015/07/14 12:17]  Nebadon.Izumi im still on 2.74
[2015/07/14 12:17]  Richardus.Raymaker hmm, checking
[2015/07/14 12:17]  Nebadon.Izumi i'll give 2.75 a shot soon
[2015/07/14 12:17]  Aine.Caoimhe I'm on 2.75 now
[2015/07/14 12:17]  Andrew Hellershanks: yea, 2.75 came out on the 1st and the a version on the 87th
[2015/07/14 12:17]  Andrew Hellershanks: 8th
[2015/07/14 12:18]  Richardus.Raymaker ok, thx. still running 2.75
[2015/07/14 12:18]  Andrew Hellershanks: I've enabled a few additional plug-ins based on some videos I saw and added a couple that I had to download.
[2015/07/14 12:18]  Andrew Hellershanks: Two videos on the top 10 addons for Blender
[2015/07/14 12:19]  Andrew Hellershanks: I also ran acros a video for Blender on how to make minions. :D
[2015/07/14 12:20]  Nebadon.Izumi ya that was a good one
[2015/07/14 12:20]  Nebadon.Izumi there are tons of great blender tutorials on youtube and cgcookie
[2015/07/14 12:20]  Nebadon.Izumi but even with good tutorials it takes a lot of time and practice
[2015/07/14 12:20]  Aine.Caoimhe yes
[2015/07/14 12:20]  Aine.Caoimhe constant use more than anything else
[2015/07/14 12:21]  Nebadon.Izumi yea
[2015/07/14 12:21]  Andrew Hellershanks: yeah.
[2015/07/14 12:21]  vegaslon plutonian: been working on this dragon lately, learning alot about animation in blender
[2015/07/14 12:22]  Andrew Hellershanks: I forget how to snap points in relation to the grid and moving the 3d cursor to a point so I could rotate curves to create an object
[2015/07/14 12:22]  Nebadon.Izumi that is awesome vegaslon
[2015/07/14 12:22]  Nebadon.Izumi I have a big dragon like that in SL
[2015/07/14 12:23]  Nebadon.Izumi best way i have found in blender to rotate
[2015/07/14 12:23]  Nebadon.Izumi you hit the "r" key
[2015/07/14 12:23]  Andrew Hellershanks: I've done it before and its simple (if one remembers how)
[2015/07/14 12:23]  Nebadon.Izumi then whatever axis so say you want to rotate on X axis
[2015/07/14 12:24]  Nebadon.Izumi you type > r > x > 180
[2015/07/14 12:24]  Aine.Caoimhe it's also key to make sure you have selected the right pivot point :p
[2015/07/14 12:24]  Andrew Hellershanks: No need to move the 3D cursor?
[2015/07/14 12:24]  Aine.Caoimhe it depends what you're doing
[2015/07/14 12:24]  Aine.Caoimhe and in what mode
[2015/07/14 12:24]  Andrew Hellershanks: it used to be that you grabbe the two points on the vertical axis then did a rotate with the 3D cursor at one of the two points on the axis.
[2015/07/14 12:25]  Aine.Caoimhe but you'll want to be familiar with your pivot point options because they're *very* very hand
[2015/07/14 12:25]  Aine.Caoimhe *handy
[2015/07/14 12:25]  Nebadon.Izumi if you want to snap to a certain point I am not really sure a great way to do that other than to just modify the number
[2015/07/14 12:25]  Andrew Hellershanks: I was rotating a dxf imported curve
[2015/07/14 12:25]  Richardus.Raymaker ok. bye all.
[2015/07/14 12:25]  Nebadon.Izumi yea I unfortuately need to run for a bit too
[2015/07/14 12:25]  Nebadon.Izumi i'll be back on IRC in about an hour though
[2015/07/14 12:26]  Andrew Hellershanks: There is a way to snap things in relation to ther points but I forget how. I'l have to look up the video on making an i-beam that uses that technique
[2015/07/14 12:26]  Andrew Hellershanks: yea, I should be going to.
[2015/07/14 12:26]  Nebadon.Izumi Andrew I suggest google for Blender Shortcut Cheatsheet
[2015/07/14 12:26]  Andrew Hellershanks: my typing is going to pot cause something is loading down my machine.
[2015/07/14 12:26]  Nebadon.Izumi
[2015/07/14 12:26]  Andrew Hellershanks: Nebadon, I have one but it is buried on my desk under other papers.
[2015/07/14 12:27]  Nebadon.Izumi ok well thanks guys good talking, same time next week :)
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