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adding “decals” to your builds

10 comments

a nice thing about OpenSim is the freedom from the 15,000 prim limit set in Second Life. that doesn’t mean that you can go nuts with prims, they still have overhead, but the 10 year old SL 15k limit is outdated with the advances in both hardware and the application itself. OpenSim has become very efficient in the resources required to run it. even Sim-on-a-Stick can easily run over 15,000 prims – it all depends on your hardware (and the server if not SoaS)

last year i did 576k prims on SoaS on a machine with 8 gig of RAM and Nebudon did over a million on his tricked out box

you no longer are as tied to that 15k limit and that means you can “splurge” a little. i guess i still am tied down a bit by my time inSL and for those reading this that never were inSL, then it’s not a big deal =)

grunge_003

don’t place it too close to the wall

i went back into Hax Nuit after being out of OpenSim for the last two or three months and decided to add some transparent cracks and splats to it. i still keep my number of textures down but thought that the addition of five different masked images would be nice. i grabbed some from CG Textures and selected masked images of plaster cracks and two drip marks. these have the backgrounds removed so that they are transparent. you can size them down to 512 and save them as alpha transparent PNG-8s and most are under 50 KB

then i loaded them onto one face of a prim where the other faces were set to 100% transparent and the prim set to phantom. the five textures can be flipped to make them look a little different. when placing them you don’t want them too close to the wall or you will have that flickering z-index fighting when viewing them from a distance

this “decal” approach isn’t right for everybody but for the prim-simplicity of Hax Nuit, this was an easy way to add ambiance without adding much overhead to the entire build

it also worth noting that Kitely, home of Hax Nuit, has done their own optimisation of OpenSim to allow even more prims than a “standard” deployment. Hax Nuit has over 35,000 prims on one 256 metre region and never skips a beat! =)

grunge_002

before

grunge_001

after

grunge_005

before

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after

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written by Ener Hax

May 26th, 2013 at 12:22 pm

posted in OpenSim

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10 comments to 'adding “decals” to your builds'

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  1. Nice lil tip.

    Eros Deus

    26 May 13 at 12:47 pm

  2. That’s an interesting thought for adding random texture on roads and paths. I feel some scraggly weeds and some pavement cracks coming on.

    Keith Selmes

    26 May 13 at 2:26 pm

  3. It’s handy to have all those extra prims, no doubt about it. But I think painting the textures on the walls would give a better look, even if you don’t have to be a prim miser.

    Lindal Kidd

    26 May 13 at 10:45 pm

  4. [...] See on iliveisl.com [...]

  5. never thought about pavement cracks! thanks Keith! =)

    absolutely Lindal – textures on the actual prims would look better but the nature of the “modular” build for this specific place and my own idiosyncrasies made this method more in keeping with a minimal amount of time on this project

    i typically never go with a photo-realistic approach and “embrace” the campiness of OpenSim

    i love really detailed builds that have masterful textures and shading but it’s not my style (i used to do some Blender work for my day job and absolutely got lost in lighting and surface properties) but i tend to approach OpenSim with a more “South Park” perspective

    =)

    Ener Hax

    28 May 13 at 1:48 pm

  6. Like the cracks and the splats!

    I’m one of those who appreciates the not-totally-photoreal approach to VWs. One can vary the level of detail and complexity all over the place and as long as there’s a great story getting told to the eyes and the mind, a toon can be as compelling as a fine-tooned machinima (please pardon the wordplay – couldn’t resist).

    Besides, I’m lazy, and I’m not the kind of artist who can crank out photoreal stuff fast – my time is better spent doing stuff that gets results I like from my code, images, and words.

    How about this: touch-sensitive areas on panels like maps, for a touch and go experience using a single prim? Did that a while back. Or the shifting texture that can reposition to show you different parts of the same image? Six years in SL has taught me a lot of (useful?) stuff. I don’t have much time and energy to hang out for long anywhere, but I’m always happy to share.

    Dana Paxson

    31 May 13 at 3:24 pm

  7. Yeah Ener Hax used to come litter my sim back in the SL days. And write Ener Rules all over…

    Darn Beavers!

    Sunny

    2 Jun 13 at 1:13 pm

  8. Decay and imperfections should be used more often, in my opinion! Nice touches, Ener.

    DreamWalker

    4 Jun 13 at 2:15 am

  9. “How about this: touch-sensitive areas on panels like maps, for a touch and go experience using a single prim?”

    lol, you overestimate my scripting abilities! but that is very cool and would be a nice touch for several things in our Enclave Harbour build

    Ener Hax

    7 Jun 13 at 3:35 pm

  10. I agree with the cracks and imperfections. They add character that separates your build from the “mass produced” look. They look great!

    Sincerely,
    Mick Scarbridge (SL).

    Mick Scarbridge

    21 Jul 13 at 11:43 pm

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