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WarKirby Magojiro made changes - 16/Mar/08 05:27 AM
WarKirby Magojiro made changes - 16/Mar/08 05:27 AM
WarKirby Magojiro made changes - 16/Mar/08 05:27 AM
WarKirby Magojiro made changes - 16/Mar/08 05:27 AM
WarKirby Magojiro made changes - 16/Mar/08 05:27 AM
WarKirby Magojiro made changes - 16/Mar/08 05:27 AM
WarKirby Magojiro made changes - 16/Mar/08 05:27 AM
Theblack Box made changes - 19/Mar/08 11:05 PM
I agree too.
Here is how i feel the order should be: (Qarl Linden makes it right ... dont mark as resolved ... let us confirm that first ... will work much better ...) and after that see how much of If thats done, Sculpties would be working fine. (be on the client quick and render correctly) After that i would like to see and after that we can have nice discussions about the future of Sculpties. So this is the sorting that i would advocate for: And because this may turn out to involve many different parts of code at many different places, that might be under the watch of many different Lindens, i would strongly suggest to make a kind of inter-LL-department-sculptie-fix Task-force or alike ... If you think these Sculptie-issues are not that much of a deal PLEASE speak to a person you trust who actually does a lot with Sculpties in SL .... Theblack Box's ordering priority seems spot-on. First priority should be given to make sure that existing sculpts should load correctly, load quickly, and display correctly. These core bug issues have unanimous support from every sculpt designer I've talked to, my customers, and lots of acquaintances I've talked to.
cel edman made changes - 20/Mar/08 05:14 PM
cel edman made changes - 21/Mar/08 05:58 PM
I am quite impressed with the community support for sculpt-related issues; I've seen two groups independently begin campaigns for sculpt advocacy without having been asked to do so. So, a note to Lindens: if you begin to see increased JIRA activity on sculpt-related issues, it is the result of legitimate campaigns, not alt or bot mischief
Theblack Box made changes - 03/Apr/08 02:52 AM
Finally some progress:
1.20 RC1 has UI-integration for changing the Sculpt Type (vwr-1445). Sculpt on ! ps: Big big thanks to Qarl "Badass" Linden and all Lindens who helped him (specially Steve for fixing the fix for vwr-2404)
Theblack Box made changes - 10/May/08 04:46 AM
I guess http://jira.secondlife.com/browse/VWR-5785
Argent Stonecutter made changes - 22/May/08 04:56 PM
Now that 2404 seems to have been mostly fixed, I'd like to bring up simple sculpty animation again.
Aminom Marvin made changes - 02/Jun/08 01:25 PM
Aminom Marvin made changes - 02/Jun/08 01:25 PM
The first priority should be: Sculpties need to load correctly (
The second priority should be: Sculpties should be fully integrated into the SL-UI so they can be used better by more people more easyly. ( Currently anti-optimized content creation is being encouraged by the simple fact that 256x256 and 128x128 Sculpt-Textures load faster than 64x64 Sculpt-Textures. It might be a good idea to complete some of this work before introducing new features for Sculpties like llSetSculptAnim (VWR-2276), different LoD-Ratios (VWR-7578) and different Mesh-Ratios (VWR-???) Most people posting in the JIRA about sculptie-issues (including me) are advanced Sculptie-users ... we are keen on new toys to play with, new features for sculpties and all that and we can manage to work around existing problems to some degree. But for the sake of a better SL it might be a better idea to get the basics straight first.
Qarl Linden made changes - 20/Jun/08 08:41 AM
Qarl Linden made changes - 20/Jun/08 08:41 AM
McCabe Maxsted made changes - 26/Jun/08 07:23 AM
Hypatia Callisto made changes - 26/Jun/08 01:01 PM
Hypatia Callisto made changes - 26/Jun/08 01:01 PM
"Currently anti-optimized content creation is being encouraged by the simple fact that 256x256 and 128x128 Sculpt-Textures load faster than 64x64 Sculpt-Textures"
I suspect that the move to http for the texture pipeline will be what fixes that problem.
I agree that the preview needs to not suck, and that there needs to be a button for making a sculpted prim. These seem pretty trivial to do, unsure why its not in there. Flipping a sculptie's normals should be something you do in your modeller or PS rather than burdening SL with it. I don't see it as very high priority, its usually just a sign of user error (or in some cases > I use this trick on purpose to simulate hollow transparent sculpties) Moving to HTTP for the texture pipeline won't make lossless textures load faster than lossy ones if the lossy ones are getting higher compression and actually making smaller files.
Flipping a sculpty's normals and Z coordinates would allow you to use a single sculpt texture for two mirror image sculpted prims, which would reduce the number of textures you need to download. http will make a big difference, because UDP is why its happening. It seems to me that you get part of the texture data for larger sculpts, so they progressively rez into existence, whereas with smaller sculpts, you often have to wait for the entire texture to load. (lossless simply loads slower, too - its not a file size issue, as 256 textures do have a larger file size, even though compressed.) So it seems to load faster with larger textures, due to progressive loading.
Although I know that it will reduce textures to be able to flip them, flipping on the color channels I wonder is too much overhead to put in the viewer. (it might make loading sculpts slower due to calculations) The progressive loading problem is the fault of the JPEG2000 format and library, not the transfer mechanism.
Flipping sculpts has negligible overhead, because there's no inherent meaning to a color map: the color map has to be converted to a mesh, and flipping the sign or changing the order of reading the pixels while you're converting them to a mesh is nothing. >>Sculpt designers and users, feel free to post pictures of your work showing what is possible with sculpts, and how important sculpts are to SL.
____________________________________________________ Thx for creating the bug report. These sculpt issues kill me, and are very demoralizing for content creators. I attach 2 examples : 1) First is an example of what creators can do with sculpts in nature : all 3 palms are 1 prim ... meaning users can replace their LL palms and claim back 66% of the prims used. Unfortunately from time to time they rez a little bad due to the sculpt issues. 2) The second is an example of a 25 prim car - showing that decent cars are possibly within the 32 prim "vehicle limit". But as is illustrated, sometimes there is some distortion on the sculpts. Hopefully this will all be resolved soon!
IAm Zabelin made changes - 05/Jul/08 06:56 PM
IAm Zabelin made changes - 05/Jul/08 06:56 PM
IAm Zabelin made changes - 05/Jul/08 06:57 PM
Example of sculpts loading badly / differently on sculpted 25 prim car
IAm Zabelin made changes - 05/Jul/08 07:00 PM
IAm Zabelin made changes - 05/Jul/08 07:01 PM
Hypatia Callisto made changes - 20/Jul/08 03:52 AM
linked to MISC-1400 - metaissue to enhance the SL toolset
/me whistles Dixie innocently
http://svn.secondlife.com/trac/linden/changeset/758?new_path=%2F PRIM_SCULPT_FLAG_INVERT Abridged release notes for 1.21: http://www.sluniverse.com/php/vb/general-sl-discussion/15941-some-fixes-additions-upcoming-1-a.html
We're getting the ability to flip and mirror sculpts, non square sculpt maps, and the large objects not loading until clicked has been fixed ., YAAY
Alexa Linden made changes - 21/Aug/08 09:58 AM
Ellla McMahon made changes - 16/Sep/08 05:05 PM
Apparently PRIM_SCULPT_FLAG_MIRROR is still not defined in 1.21 RC5.
hey Argent - thanks for the heads-up. i'll find-out what went wrong and fix it asap.
See http://forums.secondlife.com/showpost.php?p=2174459&postcount=13
Apparently this didn't get entered in Jira, and the source in SVN seems correct. I'm guessing that, possibly, Dora is compiling with Mono and the compiler on the server's not up to date? [I can't get into SL during the day, even when I'm on break, or I'd have tested this] Originally Posted by Qarl Linden Argent is right - with the advent of mono, all compilation is done on the simulator (even LSL compilation, so.) ORLY?
Ellla McMahon made changes - 12/Oct/08 05:58 PM
Ellla McMahon made changes - 12/Oct/08 06:00 PM
Ellla McMahon made changes - 12/Oct/08 06:01 PM
Sue Linden made changes - 13/Nov/08 11:08 AM
Sue Linden made changes - 13/Nov/08 11:30 AM
Sue Linden made changes - 13/Nov/08 05:01 PM
Sue Linden made changes - 13/Nov/08 05:15 PM
Sue Linden made changes - 13/Nov/08 05:25 PM
Sue Linden made changes - 13/Nov/08 05:40 PM
Sue Linden made changes - 13/Nov/08 06:09 PM
Sue Linden made changes - 13/Nov/08 06:36 PM
Sue Linden made changes - 13/Nov/08 06:55 PM
the "Sculpt glitch" images shows an odd behavior. The prims are colored yellow in wire frame. Where each vertex shift have the distance between the correct. It does not appear to be and LOD issue since the same number of verts are there. Also appears to happen in a higher concentration of sculpts in one area.
gearsawe stonecutter made changes - 20/Dec/08 09:41 PM
Ellla McMahon made changes - 23/Jan/09 12:57 PM
Ellla McMahon made changes - 01/Feb/09 09:43 AM
Ellla McMahon made changes - 01/Feb/09 09:43 AM
Wolfpup Lowenhar made changes - 18/Feb/09 05:27 AM
Adeon Writer made changes - 23/Feb/09 12:16 PM
Ellla McMahon made changes - 17/Mar/09 01:36 PM
Ellla McMahon made changes - 17/Mar/09 01:41 PM
Ellla McMahon made changes - 20/Mar/09 01:29 PM
Ellla McMahon made changes - 28/Mar/09 08:32 AM
Ellla McMahon made changes - 28/Mar/09 08:32 AM
Ellla McMahon made changes - 07/Apr/09 02:12 PM
Ellla McMahon made changes - 12/Apr/09 07:05 AM
Contagious Republic made changes - 17/Apr/09 03:38 PM
Sculpties need their own LOD slider as resident usually want more detail level on sculpt maps than on other textures, but can't agree on how much more they need.
Ellla McMahon made changes - 24/Apr/09 09:10 AM
Ellla McMahon made changes - 26/Apr/09 06:48 AM
Mimika Oh made changes - 20/May/09 09:28 AM
Ellla McMahon made changes - 06/Jun/09 08:04 AM
Ellla McMahon made changes - 06/Jun/09 08:04 AM
Ellla McMahon made changes - 06/Jun/09 01:22 PM
Ellla McMahon made changes - 12/Jun/09 05:29 AM
Ellla McMahon made changes - 12/Jun/09 06:00 AM
Ellla McMahon made changes - 16/Jun/09 04:36 PM
Ellla McMahon made changes - 18/Jun/09 12:08 PM
Shack Dougall made changes - 16/Jul/09 09:34 AM
Maeve Strom made changes - 04/Aug/09 08:30 PM
Ellla McMahon made changes - 05/Aug/09 05:37 PM
Ellla McMahon made changes - 05/Aug/09 05:37 PM
Ellla McMahon made changes - 16/Nov/09 09:41 AM
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Most importantly, above all else, I feel
VWR-3922is the worst issue with sculpts right now. I'm working on a suit of armor, and some parts of it simply never load in a particular session. When I login, it seems to be luck whether things will load properly or not, and other people have similar experiences. It's extremely frustrating to know that many people around you may not be seeing your work properly.