
| Key: |
VWR-8266
|
| Type: |
Bug
|
| Status: |
Reopened
|
| Priority: |
Major
|
| Assignee: |
Unassigned
|
| Reporter: |
Heron Halberstadt
|
| Votes: |
0
|
| Watchers: |
0
|
|
If you were logged in you would be able to see more operations.
|
|
|
|
File Attachments:
|
None
|
|
Image Attachments:
|
|
|
Environment:
|
AMD BE 2350 Dual Core /2GB RAM/ WinXP Home SP2/NVIDIA GeForce 7300
|
|
Issue Links:
|
Relates
|
|
This issue Relates to:
|
|
|
VWR-5647 Meta-Issue: Sculpted Prims Need More Linden Lab Development
|
|
|
|
|
|
This issue is related to by:
|
|
|
VWR-10187 script, editor and other missbehavior
|
|
|
|
|
|
|
1.: This bug may sound like " VWR-824", but it's just similar, not the same:
non transparent grafics show half- transparency when a part of them is marked as transp/semi transp.
Equal if Alpha channel is used, areas on non transp grafic are marked for transp. at export or whatever.
2.: sculptys: independent from tool (sculptypaint /blender/wings) or wa of construction:
objects like six-or eightsided rotors, stars may be in editor totally ok, when imported to SL the sides are different.
3.:sculptys: (dunno if this is really a bug):
Objects behave like builded from bumpmap, not displacement-mapping.
That means: you hover over seats or lower parts of stairs, you can't walk through a hole in prim and such
eventhough minor problems, I count them as major. They stop developments I worked partly several month on.And whole SL content is made from objects users develop.
—
examples:
point 1:
making portholes at a ship side:
If using SL prims instead you have to build the part with hole as a suqare, because you can only define width, height and position of a hole over the measurement of the object.
that means at least 1 prim xtra to make a rectangle wall from a square, same with a wall over rounded hulk part. And glass of the portholes must also be from from xtra prims
=> 1-5 prims per porthole extra to solve that problem on another way
point 2:
building paddles for a paddle steamer:
with sculptys you can save 4 or more prims . If using multiprim build from SL parts instead the paddles often play mad when using rotation script.
-----------------------------edit---------sculpt--------------------
- sculpt load takes to long.
- they must be big, otherwise the begin to deform when you move only a few steps away,
independent from your grafical settings.
- seems they are now aut-smoothed, at least on mono.
It will take hours to sharpen those desks I made, eventhough I always use same steps for
base modell.
-the more you smooth/subidvide them in editor the uglier edges you get
-----edit 2--- grafical positions----
- problem: objects like cylinder, sphere and such have a different shape of curve even
- problem: I now have sometimes totally different measurements to work with, when building a big plane the concave sphere segment at front was much bigger than the tube of plain's body, eventhough they had same diameter (maybe same as the other problem)
- problem: position--> on attached pic there are a pole (ship mast) and a torus around.
they both have same xy-position, but don't fit.
That appears normally when editing an object that doesn't stand directly north-south or east-west lined.
But it can also be a "fake" -error, as sometimes when moving a vehicle around not all parts follow that movement.
- problem: when using the turn command the axis symbol is always there where needed.
But the axis position symbol always stays at middle of prim/object..So it's often outside the area you are editing, making it difficult/impossible to edit several parts/fixes by push/pull
|
|
Description
|
1.: This bug may sound like " VWR-824", but it's just similar, not the same:
non transparent grafics show half- transparency when a part of them is marked as transp/semi transp.
Equal if Alpha channel is used, areas on non transp grafic are marked for transp. at export or whatever.
2.: sculptys: independent from tool (sculptypaint /blender/wings) or wa of construction:
objects like six-or eightsided rotors, stars may be in editor totally ok, when imported to SL the sides are different.
3.:sculptys: (dunno if this is really a bug):
Objects behave like builded from bumpmap, not displacement-mapping.
That means: you hover over seats or lower parts of stairs, you can't walk through a hole in prim and such
eventhough minor problems, I count them as major. They stop developments I worked partly several month on.And whole SL content is made from objects users develop.
—
examples:
point 1:
making portholes at a ship side:
If using SL prims instead you have to build the part with hole as a suqare, because you can only define width, height and position of a hole over the measurement of the object.
that means at least 1 prim xtra to make a rectangle wall from a square, same with a wall over rounded hulk part. And glass of the portholes must also be from from xtra prims
=> 1-5 prims per porthole extra to solve that problem on another way
point 2:
building paddles for a paddle steamer:
with sculptys you can save 4 or more prims . If using multiprim build from SL parts instead the paddles often play mad when using rotation script.
----------------------------- edit--------- sculpt--------------------
- sculpt load takes to long.
- they must be big, otherwise the begin to deform when you move only a few steps away,
independent from your grafical settings.
- seems they are now aut-smoothed, at least on mono.
It will take hours to sharpen those desks I made, eventhough I always use same steps for
base modell.
-the more you smooth/subidvide them in editor the uglier edges you get
-----
edit 2--- grafical positions----
- problem: objects like cylinder, sphere and such have a different shape of curve even
- problem: I now have sometimes totally different measurements to work with, when building a big plane the concave sphere segment at front was much bigger than the tube of plain's body, eventhough they had same diameter (maybe same as the other problem)
- problem: position--> on attached pic there are a pole (ship mast) and a torus around.
they both have same xy-position, but don't fit.
That appears normally when editing an object that doesn't stand directly north-south or east-west lined.
But it can also be a "fake" -error, as sometimes when moving a vehicle around not all parts follow that movement.
- problem: when using the turn command the axis symbol is always there where needed.
But the axis position symbol always stays at middle of prim/object..So it's often outside the area you are editing, making it difficult/impossible to edit several parts/fixes by push/pull
|
Show » |
|
Reason: for an extended length of time, this bug seems to be missing enough details (reproducible steps) for Linden Lab to import the bug and investigate. Also the last affected version of the viewer on this report is viewer 1.21 or 1.20, 1.19, or even earlier, which are versions that are no longer actively supported.
It is possible that this bug is indeed valid and should remain open-- however, Linden Lab needs the following pieces of information before it is Reopened:
(1) It is very important to confirm that this bug still occurs in the latest official version 1.23. Please upgrade to that version by browsing to http://get.secondlife.com
, and test if you can still reproduce the bug using Viewer 1.23.
(2) If so, then please Reopen this issue and BE SURE to choose the "Affects Version/s" = 1.23
(3) Also, re-describe the steps that another person can follow to experience this bug. An example of a good "recipe" for a bug report can be found here: https://wiki.secondlife.com/wiki/Issue_tracker#Guidelines_for_a_bug_report
(4) Come and attend the inworld bug triages, where you can meet with Linden Lab employees to consider, verify, and expedite bugs for fixing. For more information, see http://wiki.secondlife.com/wiki/Bug_triage
Thank you for helping us improve Second Life!