I really don't care what it is.
At this point LL needs to backpedal to get to the level of service they were a year ago. Nevermind all the "new features" when the old features do not work properly.
These forums are CLOSED. Please visit the new forums HERE
Curious... what is it? New type of prim??? |
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Stormy Weeks
Registered User
Join date: 17 May 2006
Posts: 147
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04-26-2007 22:11
I really don't care what it is.
At this point LL needs to backpedal to get to the level of service they were a year ago. Nevermind all the "new features" when the old features do not work properly. |
Dnate Mars
Lost
Join date: 27 Jan 2004
Posts: 1,309
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04-27-2007 00:05
I really don't care what it is. At this point LL needs to backpedal to get to the level of service they were a year ago. Nevermind all the "new features" when the old features do not work properly. I want new features! Anyway, I was thinking, the count down (up?) is going to 4096. Could each one was named "corner" to start, but now has changed to qarl. Could it really be that the new prim will have 4096 "corners" that we can change? _____________________
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Dnate Mars
Lost
Join date: 27 Jan 2004
Posts: 1,309
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04-27-2007 00:18
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Hypatia Callisto
metadea
![]() Join date: 8 Feb 2006
Posts: 793
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04-27-2007 01:54
I know it doesn't correspond to the deformations, that's why I said it looked like the normal map for an undeformed sphere. It's definitely a possibility. I never suggested a normal maps had anything to do with the deformation did I? But good point; I'm thinking my initial ideas that it was a displacement map probably wouldn't be able to produce the results seen without a normal map (if at all). Damned fuzzy thinking. ![]() Good point. Yes... ![]() cute ![]() here's a memory refresher course ![]() I responded to a post about bump mapping that confused it with the height maps of the terrains, you disagreed with my post here > /327/12/179531/3.html#post1483603 which corresponds well with the information here > http://www.lslwiki.net/lslwiki/wakka.php?wakka=bumpmap in which you claimed > No. Firstly bump maps are different from displacement maps which is clearly rebutted by the fact that Yumi was talking about the bump map feature of SL, which is actually integrated just in a limited fashion. > a texture can only have 4 channels and one alpha which is not true of all formats, only some. Which I rebutted as well. Every time I rebutted, you either a) change the subject and conveniently forget what you were talking about and wonder why I'm still talking about it - deflecting the fact you're had it wrong - or b) disagree with it again in some other odd tangent. > "it's altering the mesh, not the texture. " /327/12/179531/3.html Which is still wrong, because bump maps don't alter the mesh at all. And to repeat an earlier posting - bump mapping is old tech. You claim its new tech to do such things. Nuhuh. Bump mapping has been around for a long long time. http://en.wikipedia.org/wiki/Bump_mapping Blinn, James F. "Simulation of Wrinkled Surfaces", Computer Graphics, Vol. 12 (3), pp. 286-292 SIGGRAPH-ACM (August 197 ![]() OLD. When you have something wrong, just say so and move on. *shrug* _____________________
... perhaps simplicity is complicated to grasp.
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Hypatia Callisto
metadea
![]() Join date: 8 Feb 2006
Posts: 793
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04-27-2007 02:01
I really don't care what it is. At this point LL needs to backpedal to get to the level of service they were a year ago. Nevermind all the "new features" when the old features do not work properly. I hear ya about the service, but this feature is going to be mighty useful for some of us merchants. I could use it yesterday, already. ![]() _____________________
... perhaps simplicity is complicated to grasp.
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AJ DaSilva
woz ere
![]() Join date: 15 Jun 2005
Posts: 1,993
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04-27-2007 02:33
Hypatia, my apologies. I'm not sure where my head was yesterday; if I'd bothered to go back over the thread I would have picked up on that. What I should have said to start with is that I think Yumi was using bad terminology when she referred to a "bump texture" and was talking about displacement mapping, not bump mapping.
The bit about the number of channels was a pretty dumb thing for me to say too. All in all, lots of confusion over nothing really, sorry. ![]() EDIT: This is what I was talking about when I mentioned "new" tech, if you're interested. |
Lightwave Valkyrie
Registered User
![]() Join date: 30 Jan 2004
Posts: 666
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04-27-2007 02:36
"IT'S BIGGER THAN YOU AND YOU ARE NOT ME. "
web on a prim -LW _____________________
L$ is the root of all evil
videos work! thanks SL ![]() |
Simil Miles
Creator
![]() Join date: 1 Mar 2007
Posts: 300
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04-27-2007 03:09
"IT'S BIGGER THAN YOU AND YOU ARE NOT ME. " web on a prim -LW Could be, the new version of uBrowser has been released recently. But what makes you conclude so ? _____________________
UnConWTech @ Flo (144, 84, 224) http://unconwtech.free.fr
SL books http://astore.amazon.com/secondlife-sl-20/ Need a beta tester for quality assurance ? Need a translator for English, French, Spanish ? |
Dnate Mars
Lost
Join date: 27 Jan 2004
Posts: 1,309
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04-27-2007 08:12
The Cube Went Down To Georgia
Lookin' For A Square To Steal He'd Lost His Mind 'cause He Could Not Find The Sphere That Made The Deal _____________________
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Meade Paravane
Hedgehog
![]() Join date: 21 Nov 2006
Posts: 4,845
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04-27-2007 09:16
They're "sculpted prims" according to the poster. The gradient colouring looks like a normal map, which suggests to me this may be done with some form of displacement map. http://wiki.secondlife.com/wiki/Sculpted_Prims _____________________
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2k Suisei
Registered User
Join date: 9 Nov 2006
Posts: 2,150
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04-27-2007 09:35
* Claps *
AJ wins!! ![]() |
AJ DaSilva
woz ere
![]() Join date: 15 Jun 2005
Posts: 1,993
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04-27-2007 09:58
Sounds like a fairly novel approach to things actually. Can't wait to try it out.
![]() * Claps * AJ wins!! ![]() |
Arianna Cela
Dictator-in-Training
Join date: 21 Sep 2005
Posts: 60
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04-27-2007 10:10
If the page changes each day, someone should really be archiving it somewhere so that everyone can go through and examine the changes.
It would be hilarious if these weren't cryptic messages to hint at new features, but a wild goose chase to mess with your minds and keep you busy. |
AJ DaSilva
woz ere
![]() Join date: 15 Jun 2005
Posts: 1,993
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04-27-2007 10:16
It would be hilarious if these weren't cryptic messages to hint at new features, but a wild goose chase to mess with your minds and keep you busy. |
Dnate Mars
Lost
Join date: 27 Jan 2004
Posts: 1,309
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04-27-2007 10:19
If the page changes each day, someone should really be archiving it somewhere so that everyone can go through and examine the changes. It would be hilarious if these weren't cryptic messages to hint at new features, but a wild goose chase to mess with your minds and keep you busy. The same we they gave us the preview of the new rendering engine 2 years or so ago? _____________________
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Simon Nolan
I can has ur primz?
![]() Join date: 28 Mar 2006
Posts: 157
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04-27-2007 11:40
If this is for real -- meshes or nurbs or metaballs or whatever in SL -- I'm gonna pee all over myself.
I'm just thinking of that relatively simple motorcycle that I want, but is just much too curvy do well in SL right now. Oh, and airplanes and stuff. And plants! OMFG... imagine the amazing/cool/creepy avatars you could make... Actually, I think I kinda did pee already. @ Stormy -- Please keep in mind that SL isn't the only company in this niche (Sony Home, anyone?), and if SL fails to continue to innovate, they will be left behind. Working on new features and fixing bugs is a balancing act that is extremely difficult to do, but I know of NO software project that drops feature development to solely work on bugs. (GAH! I keep parsing "metaballs" as "meatballs". Kinda like Cheesy Bacon.) |
Arianna Cela
Dictator-in-Training
Join date: 21 Sep 2005
Posts: 60
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04-27-2007 11:54
The same we they gave us the preview of the new rendering engine 2 years or so ago? Bah, I was so new to SL back then I didn't know what was going on. I never heard of them doing that. Sounds interesting, anyone have any pics or something? As for the concept of this being some sort of new prim mesh or whatever, it seems like it would create an awful lot of polygons that would end up slowing down the lower-end users' processors. Didn't they say that the entire reason they didn't make rounded corners on cubes was because it was just too much rendering? I can't exactly remember what they said.. I bet there's a thread about it somewhere if I look hard enough. |
Wilhelm Neumann
Runs with Crayons
Join date: 20 Apr 2006
Posts: 2,204
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04-27-2007 11:56
well im gonna ad this here because its kinda looking like they might be related. This looks like a 1 prim sculpture
http://www.qarl.com/qLab/pile/ao/sculptedprim.jpg from this blog (found this link on slexchange) http://www.qarl.com/qLab/?p=47 |
RobbyRacoon Olmstead
Red warrior is hungry!
![]() Join date: 20 Sep 2006
Posts: 1,821
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04-27-2007 12:01
well im gonna ad this here because its kinda looking like they might be related. This looks like a 1 prim sculpture http://www.qarl.com/qLab/pile/ao/sculptedprim.jpg from this blog (found this link on slexchange) http://www.qarl.com/qLab/?p=47 Also, there is a new entry in the wiki: http://wiki.secondlife.com/wiki/Sculpted_Prims Checking the history, it was done by Qarl Linden ![]() . _____________________
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RobbyRacoon Olmstead
Red warrior is hungry!
![]() Join date: 20 Sep 2006
Posts: 1,821
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04-27-2007 12:03
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Wilhelm Neumann
Runs with Crayons
Join date: 20 Apr 2006
Posts: 2,204
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04-27-2007 12:11
oh neat
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Strife Onizuka
Moonchild
![]() Join date: 3 Mar 2004
Posts: 5,887
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04-27-2007 12:13
been watching that page, kinda annoyed he posted a page without putting any content on it. _____________________
Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river. - Cyril Connolly Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence. - James Nachtwey |
2k Suisei
Registered User
Join date: 9 Nov 2006
Posts: 2,150
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04-27-2007 12:24
Bah, I was so new to SL back then I didn't know what was going on. I never heard of them doing that. Sounds interesting, anyone have any pics or something? As for the concept of this being some sort of new prim mesh or whatever, it seems like it would create an awful lot of polygons that would end up slowing down the lower-end users' processors. Didn't they say that the entire reason they didn't make rounded corners on cubes was because it was just too much rendering? I can't exactly remember what they said.. I bet there's a thread about it somewhere if I look hard enough. People have been using lots of prims to create cubes with rounded edges anyway. The new method will be much more efficient and faster to render. We also wont get those horrible seams where prims don't meet up properly. |
Meade Paravane
Hedgehog
![]() Join date: 21 Nov 2006
Posts: 4,845
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04-27-2007 12:54
People have been using lots of prims to create cubes with rounded edges anyway. The new method will be much more efficient and faster to render. We also wont get those horrible seams where prims don't meet up properly. Not to mention (but will) the possiblity of saving a bunch of prims... I've been annoyed at the 15k prims/sim limit - this new stuff may make that a lot less painful. _____________________
Tired of shouting clubs and lucky chairs? Vote for llParcelSay!!!
- Go here: http://jira.secondlife.com/browse/SVC-1224 - If you see "if you were logged in.." on the left, click it and log in - Click the "Vote for it" link on the left |
Arianna Cela
Dictator-in-Training
Join date: 21 Sep 2005
Posts: 60
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04-27-2007 13:07
http://forums.secondcitizen.com/showthread.php?t=11827
so is this confirmed? |