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Trees that stay at maximum detail

SuezanneC Baskerville
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Join date: 22 Dec 2003
Posts: 14,229
07-13-2006 16:16
Is there some overwhelming reason why trees couldn't be made to stay displayed at high detail?

I hate seeing them change detail as you vary the distance between you and the tree, so I usually set the detail to 0.

I'd prefer being able to make them stay constant at a higher detail level.
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Khamon Fate
fategardens.net
Join date: 21 Nov 2003
Posts: 4,177
07-13-2006 17:17
yeah that'd be nice
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Salazar Jack
Nova Albion native
Join date: 12 Feb 2004
Posts: 1,105
07-13-2006 17:26
Yeah.
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
07-13-2006 17:34
Heck, I'd be overjoyed if Linden Plants would retain their textures AT ALL! For me, on a low-end system, plants right next to me look fine for the first 2 minutes or so, then all plants become hopeless blurs for the rest of the session. Even if I don't move at all! Nothing I can do, other than clearing cache and logging off and back on again, will alllow me to see the detail again. And when I do? It only lasts a few minutes!

PLEASE fix texture caching!!!
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Fa nyak
>(O.o)<
Join date: 8 Oct 2004
Posts: 342
07-13-2006 17:38
word. and whatever happened to speedtree? :confused:
Frans Charming
You only need one Frans
Join date: 28 Jan 2005
Posts: 1,847
07-13-2006 17:42
You haven't heard?
Right after Havok#. :p
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Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
07-13-2006 18:48
a forrest of fully swawing detailed trees is just a fps suck for me (a whole few fps but it hurt with my old computer)

i dont need any details "made" to "stick" on SL, and i would assume the average (below 15fps standing in a dead empty feild) wouldnt either :)
Tsukasa Karuna
Master of all things desu
Join date: 30 Jun 2004
Posts: 370
07-13-2006 18:49
Didnt texture caching get totally hosed to what we see today sometime back in the 1.6-1.7 era?
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SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
07-13-2006 19:51
From: Osgeld Barmy
a forrest of fully swawing detailed trees is just a fps suck for me (a whole few fps but it hurt with my old computer)

i dont need any details "made" to "stick" on SL, and i would assume the average (below 15fps standing in a dead empty feild) wouldnt either :)

One would of course have this be an option.

I don't really think my system would mind too much, but there's no way to test it out.

The second or third up detail level would look better than the lowest one and not be so resource hungry as the top one.
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So long to these forums, the vBulletin forums that used to be at forums.secondlife.com. I will miss them.

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http://lindenlab.tribe.net/ created on 11/19/03.

Members: Ben, Catherine, Colin, Cory, Dan, Doug, Jim, Philip, Phoenix, Richard,
Robin, and Ryan

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Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
07-13-2006 20:00
From: Fa nyak
word. and whatever happened to speedtree? :confused:


When they finally get around to re-working trees, I *really* hope that they make them a little more primlike. By this I mean, let us link them and put simple scripts in them. Even something as simple as allowing us to link trees to other trees would be a huge improvement.
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Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
07-13-2006 20:16
From: SuezanneC Baskerville
One would of course have this be an option.

I don't really think my system would mind too much, but there's no way to test it out.


We definitely should have this as an option. In fact, we should have as much control as possible over all LOD parameters and client-side effects such as water ripple. Tuck it away deep in Debug. Make us edit the config file. I don't care. But if it's client-side, I want to control and configure it.
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Salazar Jack
Nova Albion native
Join date: 12 Feb 2004
Posts: 1,105
07-13-2006 20:18
From: Shack Dougall
When they finally get around to re-working trees, I *really* hope that they make them a little more primlike. By this I mean, let us link them and put simple scripts in them. Even something as simple as allowing us to link trees to other trees would be a huge improvement.


I'd love to be able to script Linden trees. Make 'em start out small and grow, grow, grow. Change colors/textures. etc. I've seen the prim-based trees that do this. Would be cool to have that ability with the Linden ones too.

Drop seeds, cones, nuts, branches, leaves.

Catch on fire.

Release oxygen into the atmosphere.

House Keebler tinies.

Etc.
Zoe Llewelyn
Asylum Inmate
Join date: 15 Jun 2004
Posts: 502
07-13-2006 20:43
Until recently (somewhere around 1.9.0 or so) we had the ability to disable the LOD entirely. This has since been removed so even those of us who have system fully capable of running SL all out with every bell and whistle are now not allowed to. This was done at the same time the maximum LOD for amost everything in game was lowed to the horribly low standard it is now.

I love the idea of LL adding more options for those with lower end systems to disable features for better performance...but I must say that I am utterly dumbfounded and dismayed that they would lower the maximum LOD and remove the ability to disable the LOD function when this affects only the client side rendering and not the server or anyone else's performance but my own. What sense does it make to force those of us used to better looks to suffer lower LOD when our systems handled it all fine before?

I seriously want them to return my option to disable the LOD, and set the maximum LOD back as it was prior to 1.9.0. There is not prupose to this when everyone already had the ability to lower LOD as it was.
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Felix Uritsky
Prime Minister of Lupinia
Join date: 15 Dec 2004
Posts: 267
07-13-2006 23:15
From: Shack Dougall
When they finally get around to re-working trees, I *really* hope that they make them a little more primlike. By this I mean, let us link them and put simple scripts in them. Even something as simple as allowing us to link trees to other trees would be a huge improvement.


I don't think this will be possible with the way Linden trees work. Select a tree, go into Edit, and pick Stretch. And then, what do you see? A square bounding box at the tree's base, much like what you'd see with a cut prim. The Lindens aren't very clear on how this works, but I imagine that when you create a tree, it tells the system "Hey, draw a tree here using this template". And the system then passes the command to a fractal engine, which draws the tree based on preset specs. That way, the server doesn't have to deal with fractals, and tree LOD can be handled entirely clientside.

I'd like to see the tree engine opened up for user creation, but that probably won't happen either, unfortunately.

Relating to the original thread, what I'd really like to see is for tree textures to be stored clientside. After all, everything else relating to trees is handled by the client, why not their textures?
Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
07-14-2006 07:38
From: Felix Uritsky
I don't think this will be possible with the way Linden trees work.


Anything is possible, it's all just one big program. Trees already support many of the functions of other prims. You can edit their size, position, and rotation, as well as, their name and description. You can take them into inventory both singly and in groups. You can create and delete them. They exist on both the client and server side.

I'm not really interested in arguing the point, but if LL decides to do it, they can.
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Khamon Fate
fategardens.net
Join date: 21 Nov 2003
Posts: 4,177
07-14-2006 07:46
From: Felix Uritsky
I'd like to see the tree engine opened up for user creation, but that probably won't happen either, unfortunately.
You can replace the textures on the Linden trees by uploading your own and editing your local trees.xml file to use those keys. When it's just right, you can share the xml file with your friends so that everybody at the party sees the same tree textures.

The textures are quaded with the bark texture occupying the entire right side, a branch texture in the upper left, and the full tree texture in the lower left. When you're camera is near the tree, the bark and branch textures are used to constuct a multifaceted object. When LOD is active, the lower left picture is applied to crossed prims just like a resident built tree.

Your Imagination eh
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
07-14-2006 08:12
From: Khamon Fate
You can replace the textures on the Linden trees by uploading your own and editing your local trees.xml file to use those keys. When it's just right, you can share the xml file with your friends so that everybody at the party sees the same tree textures...

Ah, Khamon, you almost had me leaping for joy, until I read that through! What I wouldn't give to be able to assign my own textures to a base "tree prim", and be able to create other species of 1-prim trees that work like Linden trees do! But a client-side hack like that is worthless for designing a sim, or a client's landscaping.

Incidentally, in the brief period before my plant textures fuzz out and become worthless, I don't see any appreciable extra lag at all, and I'm on a crummy Mac Mini that usually only gets 2 FPS to 4 FPS even on a good day! So the loss in texture detail isn't helping FPS issues a bit, even for marginal systems. And yes, it was around release 1.5 or 1.6 when the Linden plant textures started to fail like this.

LL has consistently failed to address this and other serious texture-related faults. But hey! We have flexy-whatevers, and can make neato head tentacles now! Oh, sorry. Was that supposed to be hair? *sigh* While I have seen a few good uses of flexi-prims to make hair or skirts, I would trade all the advances in flexi-prims in an instant to fix the current world, which has texture problems so bad that it looks like my glasses are permenantly fogged.
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Barnesworth Anubis
Is about to cry!
Join date: 21 Jun 2004
Posts: 921
07-14-2006 08:39
i always figured we couldnt link trees n stuff cause they belong to nature. plus trees are a lot of work in RL donchaknoe you gotta keep em trimmed and make sure wood peckers arent moving in and hang a bird feeder from them, since we cant do that in SL they make us work for their beauty by having to individualy grabing those swaying alpha monsters, which is quite difficult.


usually they dont gey blury for me unless they are far enough away where it doesnt matter anyway. im a blind old man though
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Felix Uritsky
Prime Minister of Lupinia
Join date: 15 Dec 2004
Posts: 267
07-14-2006 21:29
From: Shack Dougall
Anything is possible, it's all just one big program. Trees already support many of the functions of other prims. You can edit their size, position, and rotation, as well as, their name and description.


Prior to this post, I had no idea that you could resize trees. So, I tried it out.

I call it, MINI-TREE!



It's still rezzed, bonus points to whoever finds it. Hint: It's on my land :-)
Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
07-15-2006 01:05
Look out, Khamon! You'll have to act fast or Felix will gain total dominance over the hot, new emerging MINI-TREE market! :eek:

For sure, everyone is going to want one.

Sales to tinies alone could be enough to put him next on the cover of BusinessWeek!

;)
From: Felix Uritsky
MINI-TREE!


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-- complete offline builder for prims and sculpties in 3ds Max
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Hierarchical Prim Archive (HPA)
-- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools.
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Khamon Fate
fategardens.net
Join date: 21 Nov 2003
Posts: 4,177
07-15-2006 08:03
From: Shack Dougall
Look out, Khamon! You'll have to act fast or Felix will gain total dominance over the hot, new emerging MINI-TREE market! :eek:

For sure, everyone is going to want one.

Sales to tinies alone could be enough to put him next on the cover of BusinessWeek!

;)
Thanks Shack! Fate Gardens' trees have TINY buttons for tiny gardens and bonsai arrangements. They're particularly cute in tiny size with (flexible) WIND activated.

Is this an ad? Am I in trouble?
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Felix Uritsky
Prime Minister of Lupinia
Join date: 15 Dec 2004
Posts: 267
07-15-2006 14:12
[giggles] Nah, not an ad. I just thought it was funny :-P