[opensource-dev] Global Illumination Removed from the Future SL Viewer?

2011-12-06 Thread Science Fiction Computer - SCi-Fi PC
Why is Global Illumination not being included as a feature of future SL
viewer releases?

Wouldn't such forward looking graphical enhancements (no matter how buggy)
help attract forward-looking user interest in the SL platform?

Reference Source:
https://jira.secondlife.com/browse/SH-2613?focusedCommentId=300703

DMC Jurassic / Zsigmond
'Sci Fi & Science Fiction' regions, Second Life.

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Re: [opensource-dev] The new name.

2010-02-05 Thread Science Fiction Computer - SCi-Fi PC
"opensource-dev"

We support the new name, it's logical & clear.

Nice work,

DMC Jurassic/Zsigmond
Science Fiction


-Original Message-
From: opensource-dev-boun...@lists.secondlife.com
[mailto:opensource-dev-boun...@lists.secondlife.com] On Behalf Of Soft
Linden
Sent: Saturday, February 06, 2010 1:01 PM
To: opensource-dev@lists.secondlife.com
Subject: Re: [opensource-dev] Ohai!

New car smell. It's nice.

(Stealth test post - checking archiving & bad attachment stripping)

On Fri, Feb 5, 2010 at 6:53 PM, Philippe (Merov) Bossut
 wrote:
> Welcome back all of you :)
> - Merov
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05:35:00

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Re: [opensource-dev] Draw Distance - TPV Solution Example

2010-08-23 Thread Science Fiction Computer - SCi-Fi PC
If you find the time, download the latest "Kirsten's Viewer" S20(33).

There is a neat little Draw Distance slider located in the TOP-LEFT of the
Viewer UI, which conveniently provides an EASY TOOL for adjusting detail vs
performance.

It's simple, elegant, and most importantly, "Functional on the Fly" - ergo,
would be great to see this slider in Snowglobe or Main LL Viewer.

SF.

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Re: [opensource-dev] Draw Distance - TPV Solution Example - SLIDER Correction

2010-08-23 Thread Science Fiction Computer - SCi-Fi PC
Apologies all, correction, the SLIDER is located, off-center, TOP RIGHT.

SF.

-Original Message-
From: opensource-dev-boun...@lists.secondlife.com
[mailto:opensource-dev-boun...@lists.secondlife.com] On Behalf Of Lance
Corrimal
Sent: Tuesday, August 24, 2010 4:25 PM
To: opensource-dev@lists.secondlife.com
Subject: Re: [opensource-dev] Draw Distance - TPV Solution Example

Am Tuesday 24 August 2010 schrieb Science Fiction Computer - SCi-Fi 
PC:
> If you find the time, download the latest "Kirsten's Viewer"
> S20(33).
> 
> There is a neat little Draw Distance slider located in the TOP-LEFT
> of the Viewer UI, which conveniently provides an EASY TOOL for
> adjusting detail vs performance.
> 
> It's simple, elegant, and most importantly, "Functional on the Fly"
> - ergo, would be great to see this slider in Snowglobe or Main LL
> Viewer.
> 

its in the starlight skin, so it can only be a pure xml thing.


bye,
LC
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No virus found in this incoming message.
Checked by AVG - www.avg.com 
Version: 9.0.851 / Virus Database: 271.1.1/3090 - Release Date: 08/24/10
04:34:00

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Re: [opensource-dev] Unity 3D as possible base / 2.x Codebase plugin capable?

2010-10-04 Thread Science Fiction Computer - SCi-Fi PC
LL Snowstorm/Opensource-Dev,

To stimulate SL growth and accessibility to the mainstream, one or the
collective SL Viewer developers and/or decision makers ought to think &
design universally.

If mesh becomes a standard in SL, a basic mesh editor ought to be included
by default.

The ability to plugin with existing professional tools such as Photoshop,
Gimp, Blender, Max, etc. is essential for high-end content production and
advanced SL users.

However, to deny a new users who are discovering either 3D Second Life or
the 3D Web for the first time a complete basic set of content creation tools
for the 3D world they are introduced to (of which would include a mesh
editor), may seriously discourage them; along with potential opportunity for
regular influx of new & emerging content creators within our community from
Low, Medium, and High End.

SL Viewer Mesh Editor doesn't need to be Maya, it just needs to be 'there'
and 'basic' to encourage new content creators to create and feel that they
begin to learn and participate without significant barriers.

We must try and avoid any situation where a New User in SL feels
disadvantaged or unable to create before they start.

Regards,

DMC Zsigmond-Jurassic
Science Fiction.



-Original Message-
From: opensource-dev-boun...@lists.secondlife.com
[mailto:opensource-dev-boun...@lists.secondlife.com] On Behalf Of Stickman
Sent: Tuesday, October 05, 2010 2:48 PM
To: Frans
Cc: opensource-dev@lists.secondlife.com
Subject: Re: [opensource-dev] Unity 3D as possible base / 2.x Codebase
plugin capable?

On Mon, Oct 4, 2010 at 1:38 PM, Frans  wrote:
> I really hope LL is not going to add a Mesh Editor in the client. That's
> just going to be so bloated.

I think it's a terrible idea for LL to try to recreate tools that
teams of professionals have already been working on for years.
Photoshop, Gimp, Blender, Max, Maya -- there are specialty tools out
there, many of them free, that already do a much, much better job than
LL ever could, simply because that is their only job and they have
years of a head start.

What I would like to see is a better connection with existing tools.
Being able to have SL work with other programs easier, better
conversion and import support, to cut steps out of the design
workflow. For example, texture work often involves modifying a
texture, test it out, modifying it again, and repeat forever. Having
SL "watch" a texture, model, or other file for a change and
automatically update it in SL so you can see exactly what it will look
like would cut out a lot of steps. Even if it was only a local view.
Heck, even if I had to pay for every single time I hit the save button
in Photoshop or Blender. Though I'd prefer it be integrated in a way
that all people could see what I was working on, then I hit "finalize"
and it does the final upload.

Having said that, very simple editors that are not designed to have
fancy features but be as basic as possible would allow people to
create things without going to an outside source. But it must be clear
and planned that they will never evolve beyond a basic level. A simple
whiteboard-style application for textures, being able to push vertices
around on a model or sculpty. Nothing fancy, but enough to create
something simple or touch something up without starting up an external
program.

That's my opinion. I know it's not universal, but it's my view based
on my limited experience as a content creator.

Stickman
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