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Showing content with the highest reputation on 11/21/2019 in Posts

  1. Find updates about my ongoing work at Kokoro here. Comments are of course welcome!
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  2. Dag Dag! Thanku! u//w//u ------ ⋅ʚ♡ɞ⋅ -----
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  3. May i join the club? this sounds like so much fun, i love talking about true crime and horror~😍☺️ my time i'm on is around 6:00 A.M SLT all the way to 12:00 P.M SLT {i take brakes between i let you know if i have things to do during the times >3<}
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  4. Just to clarify as there has been some confusion; This area is for introducing the real you. If you're looking to introduce your roleplay character, please hang tight as we are developing a system for roleplay where character introductions should be stored.
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  5. Ever wanted to run your very own school club? Well, now you can! We are now accepting club proposals: About Clubs How to start a Club ~ Ai
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  6. 76623c3f555a725f6233da8124b90458[1].mp4 Scripted some gates for the sports areas that emulate the physics of a hinged door. Added some new hedges Did a bit of decorating around the back of the school Added some more textures to the Gazebo Fixed bug in Kokoro Academy HUD leading to incorrect timeout error message when Windlight Override is turned off. In Progress Implementing system to display count of Website Notifications/Latest Post on entering sim Implementing Red5 Streaming Server to enable anime nights/streaming to classroom projector screens via OBS
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  7. This document is a draft! Some information is missing or incomplete. This guide is intended for creators who are making mesh models/textures/audio for Kokoro. We maintain high standards of content to ensure an enjoyable experience for visitors visiting Kokoro. All permanent builds at Kokoro are required to meet these standards for quality assurance purposes. These standards don't apply to temporary builds. Mesh models Visitors should be able to enjoy Kokoro regardless of if their viewers graphics preset is set to Ultra, High, Medium and Low. We do not test/officially support the Lowest graphics preset. Custom LoD models All models must be able to pass the LoD2-64 challenge - No noticeable pop in from the perspective of a user with a LoD setting of 2 and a draw distance of 64m in the context of the objects expected placement. To meet this: Mesh models should always be created with a High, Medium, Low custom mesh model, lowest may be left on generated except on small models (less than 0.5m in any direction) Custom created LoD models must degenerate in a way that considers their surroundings Each LoD model should have approximately ¼ of the vertices of its predecessor. For example, a highest model with 400 vertices would have a medium of ~100, low of around ~25. Land Impact (LI) Maintaining region capacity is important for the continued capacity of Kokoro for it's builds. Land impact of models is multiplied considerably by the volume (length x width x height). Many models can have their LI significantly reduced by splitting the mesh into a linkset of 0.5Li pieces. This also has a performance benefit in allowing smaller parts of a large model to drop to lower lod models faster. When possible, rotating the individual links in the set in the modelling application to fit into a smaller bounding box will also have land impact benefits. The vast majority of models should have 1 material per link, as adding extra materials multiplies the Land Impact significantly. Textures Sizes To avoid texture thrashing (The viewer running out of memory and blurring random textures). UV maps should be space optimized (no large unused areas) and all textures should be kept as small as possible. Alpha Material faces using Alpha Blending are GPU-Heavy and are not to be used on props that are used outside of instance rooms, only Alpha Masking should be used. Aesthetic considerations Textures should be kept simple in keeping with the anime feel. There should be a low level of visual noise and contrast in textures should be reduced towards their average color. Secondlife does not have the best shaders and not all users will use the advanced lighting model, therefore any textures with a reflective/metallic quality should use our faux shiny effect. (Contact for details) Our textures do not have baked shadows to avoid interfering with Advanced Lighting Model, but do have normalized Ambient Occlusion multiplied over the diffuse. Ambient occlusion should be baked with a floor mesh present to ensure the shading looks appropriate for the objects surroundings. Our textures are designed to look natural and easy on the eyes and should almost never have a saturation level above 60. Audio Our audio is designed to ensure that we can have 'quiet' and 'loud' sounds. File normalization To ensure we have control over audio volume, all audio must be normalized to a volume of -0.1db prior to upload. This can be done with software such as Audacity etc. Volume settings Audio in Secondlife is played at a volume from level 0.1 to 1.0. Quiet sounds (eg, a mouse) at Kokoro in general should use volumes between 0.2 and 0.4. Most normal sounds (Eg, bird chirp, door closing thud) should be between 0.4 - 0.6 Any sounds above 0.6 is reserved for loud objects such as Belle (Kokoro's school bell that should be heard island wide). Audio Range limiting Due to a bug in some viewers, even the quietest sounds can sometimes be heard sim wide if not range limited. Therefore, instead of using llPlaySound, the following custom function should be used:-
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  8. Working on the Gazebo between the tennis courts and the Baseball field. A nice shaded place to sit on a hot summers day, especially after a round of tennis!
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