all my setting are at maximum you can not get any higher
but as you can see here my shoes are not the same in the new version

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Circular profile change for 1.12.2 |
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crucial Armitage
Clothing Designer
![]() Join date: 30 Aug 2004
Posts: 838
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09-28-2006 07:25
the new LOD changes have broke my shoes at least 5 different styles some with 15 colors in them. witch I am selling at 30 or more locations. I realize that this change is for the betterment for the over all community but i am faced with a monumental task of fixing the shoes and distributing then to every one that bought them and replacing the current version of my shoes in 100's and 100's of selling boxes through out the grid.
all my setting are at maximum you can not get any higher but as you can see here my shoes are not the same in the new version ![]() _____________________
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paulie Femto
Into the dark
Join date: 13 Sep 2003
Posts: 1,098
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inconsistent LOD makes Baby Jesus cry
![]() 09-28-2006 09:02
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REUTERS on SL: "Thirty-five thousand people wearing their psyches on the outside and all the attendant unfettered freakishness that brings."
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eltee Statosky
Luskie
![]() Join date: 23 Sep 2003
Posts: 1,258
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09-28-2006 09:23
Yeah pretty much what just needs to be is that the 'circle' based shapes need to be poly-consistant with eachother so they can match... otherwise chaining them to build 3d shapes simply does not work... at all.. in SL
and thats obviously *NOT* what LL wants otherwise you are left with kind of a square peg and round hole problem... there just would be no way to link up prims end to end to make solid 3d shapes. the LOD would work best as evenly dividisble by 4 or 8 honestly, simply because that allows rotational agnostic prim alignment which is a good thing, i.e. two shapes can be turned 90 degrees from eachother and still LOD/polygonally line up properly with no seams. Chances are the fact it went out with the last patch was either an error or an oversight. They want a SL where smooth good looking shapes can be made, thas kinda the point. _____________________
wash, rinse, repeat
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paulie Femto
Into the dark
Join date: 13 Sep 2003
Posts: 1,098
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why the diff?
09-28-2006 11:16
Are spheres LOD to multiples of 3 (6, 9, 15, 24) and other shapes LOD to multiples of 2 (8,16,32) ? Why the difference?
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REUTERS on SL: "Thirty-five thousand people wearing their psyches on the outside and all the attendant unfettered freakishness that brings."
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eltee Statosky
Luskie
![]() Join date: 23 Sep 2003
Posts: 1,258
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09-28-2006 11:25
Are spheres LOD to multiples of 3 (6, 9, 15, 24) and other shapes LOD to multiples of 2 (8,16,32) ? Why the difference? It appears that is currently the way things were burned into the last app update, but i think it was an oversight, i.e. they looked at cylanders and tried to get them to render better, but didn really look at the other prims which are often used in conjunction with cylanders to create true 'shapes' prolly jus cause no one thought of it... so yeah i mean what we're all sayin is that due to the way SL is used, and the desire of people to create seamless true shapes out of base prims, in order for that to *work* in sl they need to keep spheres tied to cylanders tied to torii... i.e. at LOD mapping '2' all three of those shapes need to have the same number of facets in the same places on each face _____________________
wash, rinse, repeat
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Jesse Barnett
500,000 scoville units
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Posts: 4,160
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09-28-2006 12:32
Torley responded to my question (TY Torley!!!!!) about this here:
/139/7c/140042/1.html "Thanx for writing in about this, Jesse -- just to let you and everyone interested know, that Runitai Linden has fixed the bug affecting what you describe (which was in turn a bug needed to fix another LOD problem with "joints between bamboo-looking objects made out of tori popping" ![]() The fix will be included on an updated Beta Test Grid, hopefully soon." _____________________
I (who is a she not a he) reserve the right to exercise selective comprehension of the OP's question at anytime.
I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum |
Dan Linden
Linden Lab Employee
![]() Join date: 31 Dec 1969
Posts: 66
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09-28-2006 15:27
As Torley says, there will be a fix in Beta soon. There were 2 changes to geometry in 1.12.2.
1) The beginning and end of cut circular profiles will be on the analytical circle instead of the generated mesh. 2) Vertices were added to circular profiles so they would always be a power of two. In Beta, and next release, the power of two rule will also be applied to spheres, which are technically a half-circular profile. |
Seifert Surface
Mathematician
![]() Join date: 14 Jun 2005
Posts: 912
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09-28-2006 15:44
In Beta, and next release, the power of two rule will also be applied to spheres, which are technically a half-circular profile. _____________________
-Seifert Surface
2G!tGLf 2nLt9cG |
Jesse Barnett
500,000 scoville units
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Posts: 4,160
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09-28-2006 16:14
Tori were done with the cylinders, spheres were the only thing left out. Dbl checked this morning with the 3 of them side by side in wireframe and sliding the LOD button back and forth. Tori were the same number of facets as cylinders. There is only one small LOD setting where tori and cylinders were not in sync.
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I (who is a she not a he) reserve the right to exercise selective comprehension of the OP's question at anytime.
I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum |
Dan Linden
Linden Lab Employee
![]() Join date: 31 Dec 1969
Posts: 66
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09-28-2006 16:26
Thanks Seifert, I see what you mean. Runitai says he can make tori paths follow the power of two rule.
Crucial, I wouldn't go changing your content just yet. Please wait and see how it looks in the next Beta. |
crucial Armitage
Clothing Designer
![]() Join date: 30 Aug 2004
Posts: 838
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09-28-2006 20:08
OK Dan I'm keeping the faith.
![]() if things look better in the next beta test you will me making one very happy Crucial and I'm sure many other content creators _____________________
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Seifert Surface
Mathematician
![]() Join date: 14 Jun 2005
Posts: 912
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09-28-2006 20:22
Thanks Dan, power of 2 everywhere would be great!
Now if only we could do profile cuts to 0.125 increments... ![]() _____________________
-Seifert Surface
2G!tGLf 2nLt9cG |
Jamma Newt
small and tasty
![]() Join date: 25 Mar 2006
Posts: 70
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10-01-2006 07:16
i'm not sure if it's been mentioned already, but this also affects hollow spaces, so that if you've hollowed out a circular opening in a flat box or cylinder, and tried to fit an aligned torus to it... well, as mentioned before, the resulting edge clash makes prim baby Jeebus cry.
i thirdfourthfifth (to infinity) the call for consistent rounded facet counts in powers of two. (they broke my bone box! >sniff< ![]() |
Seifert Surface
Mathematician
![]() Join date: 14 Jun 2005
Posts: 912
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10-02-2006 01:01
Things look great to me on preview 1.12.2 (2)... powers of two everywhere, it all lines up very nicely, and to my eyes things are lining up better than ever before at ranges other than really close up! Thanks Dan & Runitai!
Uhoh... spoke too soon... circular hollows in boxes are still doing the 24 side thing... I use them to line up with parts from tori. Ditto circular hollow in prisms, rings and tubes. For consistency these should also be on the power of two scheme. Bug reported. _____________________
-Seifert Surface
2G!tGLf 2nLt9cG |
Jesse Barnett
500,000 scoville units
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Posts: 4,160
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10-02-2006 05:31
That's not the only problem still out there. Apply a checkerboard pattern to them at repeats of 20 per meter. Both Tori and spheres "squeeze" the texture on the edge of the cut. One is squeezed at edge of profile cut and the other on edge of path cut. Gearsawe was able to demonstrate it to Milo on Saturday and the problem is being worked on.
Remember Dan's original statement "In 1.12.2, the beginning and end of cut circular profiles will be on the analytical circle instead of the generated mesh." _____________________
I (who is a she not a he) reserve the right to exercise selective comprehension of the OP's question at anytime.
I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum |
Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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10-02-2006 07:44
Way to go Seifert. You had to go and find somthing else broken. I would be amazed if they do a release on the 4th
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Michi Lumin
Sharp and Pointy
![]() Join date: 14 Oct 2003
Posts: 1,793
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10-02-2006 20:10
It's not just textures. A LOT of content is broken now in 1.12.2.3.
We have gaps in the Luskwood platform that just weren't there before... Things don't line up anymore... Widths of items are changing.. This change breaks A LOT OF CONTENT. LL, PLEASE reconsider this before Wednesday's release. |
Michi Lumin
Sharp and Pointy
![]() Join date: 14 Oct 2003
Posts: 1,793
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10-02-2006 20:15
Bleh, and it's broken my av, too.
Please, please, do not release these changes on Wednesday... It breaks an extremely large amount of content! |
eltee Statosky
Luskie
![]() Join date: 23 Sep 2003
Posts: 1,258
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many *many* problems with circular shapes in preview
10-02-2006 20:18
Alot of the changes are breaking, very badly now. For instance a cylander cut from 0.75 to 1.0 no longer is a perfect 90 degree wedge along the ideal axis, its twisted slightly from where it should be and will not line up with prims on either side of it as per michi's screenshots.
This LOD should not be released as it is.. Hopefully it will either be reverted or repaired before it goes live or it will be pretty ugly... Most prim sub properties that i can see now in regards to shape and cylanders are basically just wrong, they are not behaving mathematically as they should be basically it kinda looks like theres a bad pointer in the prim properties data structure... the numbers in the boxes are not properly lining up with the variables the system is using for things, either byte offset or just integral offset from their proper values (though we get there may be bigger fish to fry tonight) _____________________
wash, rinse, repeat
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Michi Lumin
Sharp and Pointy
![]() Join date: 14 Oct 2003
Posts: 1,793
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Just trying to supply visuals but...
10-02-2006 20:44
here's a better view of the "getting progressively thinner" weirdness. On main grid, these rings (hollowed cylinders) are all the same thickness and spacing.
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Michi Lumin
Sharp and Pointy
![]() Join date: 14 Oct 2003
Posts: 1,793
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10-02-2006 20:54
Here's the same object in 1.12.1
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Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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10-02-2006 22:01
also jsut found you cannot do path cuts at 0.125 increment anymore.
Bug reporting this too. so no path cut on a box at 0.125 and 0.625. It will jump to 0.129 and 0.630 started another post on this one. well tried to report it. SL just logged me out of beta again. Anyways. it looks like the hollow percent might be off a bit. throwing off texture mapping and slightly shifting it like on Michi's wing images where the texture in on the inside of a hollow sphere. would also explain why the spar in not showing thru like it was before. Are they rounding off Hollow values now? when you might have had 87 would get rounded to 85? don;t know yet till the preview comes back up. |
paulie Femto
Into the dark
Join date: 13 Sep 2003
Posts: 1,098
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is this issue related?
10-23-2006 11:17
related to this?
/139/71/142873/1.html _____________________
REUTERS on SL: "Thirty-five thousand people wearing their psyches on the outside and all the attendant unfettered freakishness that brings."
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Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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10-23-2006 11:35
related to this? /139/71/142873/1.html The change never when thru. It was tested on beta but later removed before going over to the main grid. This was between 1.12.2.1 to 1.12.2.5. there where just to many problems with the change. The cylinder did change at one point for a very short time then was reverted back on the main grid. So something that was buildt with the change could look bad once it was reverted back. I am going by the dates of the posts and trying to remember what had happened during those times. |