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The Omega Concern
All About Updating PDF Print E-mail
Tuesday, 16 June 2009 20:05

I know this tends to confuse people who may not be used to updates, so I wanted to write this to clarify how this process works.

Products contain a script that checks in with the update server and gives its product ID and version number. The server looks up the product ID and checks the version given by the in-world product with the current version number.  If the current version is higher, it tells the update gateway to deliver a boxed current version of that product and optionally, a note card as well.

Most products check in either when attached or when rezzed.  Continuing to use an out of date product will keep triggering delivery from the update gateway.

Omicron 1.4 users:  If your update has not been triggered by attachment, using the Update command (i.e. /8 update) will trigger it.

You must unpack and use the new, current product for this not to occur.  Yes, it may seem awfully authoritarian of me to do it that way, but when I've made updates need to be initiated manually, I get a whole lot of "How do I update?" and/or "I didn't get my update!" messages. This way I only get "I keep getting updates!" messages, which is why I wrote this so I can simply wave a URL at those messages, thus saving myself and everyone much time and grief.

Happy updates!

 
Second Life 1.23.4 HUD Bug PDF Print E-mail
Friday, 19 June 2009 13:29

The newest iteration of the official SL viewer has an alpha sorting bug which is causing HUDs to lose their buttons, among other things, like so:

If this looks awfully familiar, here's how to fix it.

Addendum: As LL faithfully reproduced this bug in Viewer 2, and even managed to break the fix given below, we are reissuing HUDs without the background transparency, which solves the alpha sorting issue.

Read more...
 
Mesh It Up PDF Print E-mail
Saturday, 03 September 2011 16:10

As you may have heard, Second Life has taken polygon mesh modelling out of beta and spread it far and wide across the main production grid. Huzzah! We at TOC have been waiting for this for what feels like forever. So, I wanted to take a moment and keep you all up to date on what we're up to.

First and foremost, we have imminent mesh releases for not one, but two brand new products. Beta testing is starting on these, and if the debugging gods smile kindly upon us, the first should be released in a couple of weeks.

Second, I have been fielding some questions about updating the existing product line to mesh models. The answer to this is nuanced, so read it twice. For most models, converting to mesh provides no real benefit in aesthetics or functionality. However, I would like to go back and remodel those what I feel would benefit from the capabilities of mesh. Rebuilding these models in mesh is going to take a bit of work and time, and I'm allergic to doing work with no hope of ever being compensated for it. Current thinking is that for models that are simply updated to mesh (i.e. not re-scripted and basically rebuilt from scratch) is to provide them to existing owners on a "Pay what you like" basis, in the hope that this will satisfy both customers' perception of value, and my perception of compensation for effort.

And now the bad news. Sorry to all you older viewer users, but mesh requires a viewer that supports mesh, which at the time of this writing, means either the official Second Life viewer version 3.0 or the Firestorm viewer which has also added mesh support (though not upload) with its latest release. Currently, I'm using Firestorm because I'm stuck in my ways and like the additional features, familiar UI feel and mix of some of the better ideas from Viewer 3.

 
Hey, What Are You Doing? PDF Print E-mail
Friday, 17 June 2011 15:17

The title above is an excellent question in regards to The Omega Concern and Second Life, so I shall attempt to answer precisely that.

As you may know, mesh is being introduced to Second Life this summer. What is mesh, exactly? It's the way models are made in nearly every other 3D application, simulation and game, as opposed to SL's prim-based modelling method.

What it means for creators is being able to create content for SL in a way that's the industry standard, thus, a more productive and precise workflow. Having been testing mesh on the beta grid, I can tell you that it will save a lot of time in creation because what you see in your modelling suite is what you get when you upload - much much less trial and error.

What it means for end users (that would be 99.9% of SL) is higher fidelity models with lower rendering cost (i.e. better viewer performance) and things we're completely unable to do now, such as replacing the entire avatar mesh and create wearables that bend and flex with avatar animations.

As far as The Omega Concern, I have been working on several mesh models, streamlining my work flow and learning the best practices for mesh modelling for SL. This is one reason you haven't seen me much in-world, as mesh creation is done completely outside of SL in a 3D modelling suite such as Maya. The grid-wide deployment date for mesh, any unforeseen issues notwithstanding, is late August. Currently, I am to have three new mesh models ready then.

What kind of models, you ask? You know I'm not one to reveal things too early, but, they will be at least as iconic and impressive as the Apache and Abrams models that we have out now are. :)

 
New Release: Combat Uniforms 2012 PDF Print E-mail


A refreshing mesh version for our popular Battle Dress Uniforms! Super high resolution and detail, each uniform includes jacket, trousers and boots with customizable name tags and shoulder patches - plus templates for customizing your own - and matching cloth swatch for easy matching of your other gear. Eight patterns, male and female uniforms included in each set.

And your glossy brochure is right here. :)

 
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