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Curious... what is it? New type of prim???

Stormy Weeks
Registered User
Join date: 17 May 2006
Posts: 147
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
04-27-2007 00:05
From: Stormy Weeks
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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From: Cristiano Midnight
This forum is weird.
Dnate Mars
Lost
Join date: 27 Jan 2004
Posts: 1,309
04-27-2007 00:18
Clicky
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From: Cristiano Midnight
This forum is weird.
Hypatia Callisto
metadea
Join date: 8 Feb 2006
Posts: 793
04-27-2007 01:54
From: AJ DaSilva
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.

:p

Good point.

Yes... :rolleyes: Really, why are you still on bump mapping? Is this all from my idle wish for occlusion mapping or something?


cute :P

here's a memory refresher course :D

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 1978)

OLD.

When you have something wrong, just say so and move on. *shrug*
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Hypatia Callisto
metadea
Join date: 8 Feb 2006
Posts: 793
04-27-2007 02:01
From: Stormy Weeks
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. :D
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AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
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. :o

EDIT: This is what I was talking about when I mentioned "new" tech, if you're interested.
Lightwave Valkyrie
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Join date: 30 Jan 2004
Posts: 666
04-27-2007 02:36
"IT'S BIGGER THAN YOU AND YOU ARE NOT ME. "
web on a prim
-LW
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Simil Miles
Creator
Join date: 1 Mar 2007
Posts: 300
04-27-2007 03:09
From: Lightwave Valkyrie
"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 ?
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Dnate Mars
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Join date: 27 Jan 2004
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04-27-2007 08:12
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From: Cristiano Midnight
This forum is weird.
Meade Paravane
Hedgehog
Join date: 21 Nov 2006
Posts: 4,845
04-27-2007 09:16
From: AJ DaSilva
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
04-27-2007 09:35
* Claps *

AJ wins!!

:)
AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
04-27-2007 09:58
Sounds like a fairly novel approach to things actually. Can't wait to try it out. :D

From: 2k Suisei
* Claps *

AJ wins!!

:)
I dunno, I had so many brain burps yesterday something was bound to be close.
Arianna Cela
Dictator-in-Training
Join date: 21 Sep 2005
Posts: 60
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
04-27-2007 10:16
From: Arianna Cela
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.
I think that's exactly what it was, you know.
Dnate Mars
Lost
Join date: 27 Jan 2004
Posts: 1,309
04-27-2007 10:19
From: Arianna Cela
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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From: Cristiano Midnight
This forum is weird.
Simon Nolan
I can has ur primz?
Join date: 28 Mar 2006
Posts: 157
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
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Join date: 21 Sep 2005
Posts: 60
04-27-2007 11:54
From: Dnate Mars
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
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
04-27-2007 12:01
From: Wilhelm Neumann
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
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04-27-2007 12:03
Oh, yeah, got the above link from this 3PointD blog entry.


.
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Wilhelm Neumann
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Join date: 20 Apr 2006
Posts: 2,204
04-27-2007 12:11
oh neat :)
Strife Onizuka
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Join date: 3 Mar 2004
Posts: 5,887
04-27-2007 12:13


been watching that page, kinda annoyed he posted a page without putting any content on it.
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2k Suisei
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Join date: 9 Nov 2006
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04-27-2007 12:24
From: Arianna Cela
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
04-27-2007 12:54
From: 2k Suisei
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.
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Arianna Cela
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Join date: 21 Sep 2005
Posts: 60
04-27-2007 13:07
http://forums.secondcitizen.com/showthread.php?t=11827
so is this confirmed?
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