tag:blogger.com,1999:blog-86789140507260431962024-01-21T11:11:08.784-08:00Worlds End Virtual Landscaping & RoleplayOzwellhttp://www.blogger.com/profile/11960485137604717797noreply@blogger.comBlogger23125tag:blogger.com,1999:blog-8678914050726043196.post-24384377559902425142023-11-15T12:28:00.000-08:002023-12-12T11:10:52.571-08:00Thoughts on PBR<p><span style="background-color: #353535; letter-spacing: -0.1px; white-space-collapse: preserve;">One of the big issues that had been holding me back from seriously updating my store both in SL and Kitely is the looming PBR update.</span></p><p><span style="background-color: #353535; letter-spacing: -0.1px; white-space-collapse: preserve;">PBR itself is an exciting update that I am looking forward to playing with one it hits Opensim. However, I do also foresee some issues. </span></p><p><span style="background-color: #353535; letter-spacing: -0.1px; white-space-collapse: preserve;">As Adobe defines it - "Physically based rendering (PBR), sometimes known as physically based shading (PBS), is a method of shading and rendering that provides a more accurate representation of how light interacts with material properties. Depending on which aspect of the modelling workflow is being discussed, PBS is usually specific to shading concepts while PBR refers to rendering and lighting. Both terms describe the process of representing assets from a physically accurate standpoint."</span></p><p><span style="background-color: #353535;"><span style="letter-spacing: -0.1px; white-space-collapse: preserve;">You can read more here -<span style="color: #2b00fe;"> </span></span><span style="color: #2b00fe; letter-spacing: -0.1px; white-space-collapse: preserve;"><a href="https://www.adobe.com/uk/products/substance3d/discover/pbr.html">Adobe Official Site</a></span></span></p><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left;"><tbody><tr><td style="text-align: center;"><a href="https://cc-prod.scene7.com/is/image/CCProdAuthor/PBR_diffusion?$png$&jpegSize=200&wid=1281" style="background-color: #353535; clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="450" data-original-width="800" height="367" src="https://cc-prod.scene7.com/is/image/CCProdAuthor/PBR_diffusion?$png$&jpegSize=200&wid=1281" width="653" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="background-color: #353535;">Image from Adobe</span></td></tr></tbody></table><span style="background-color: #353535;"><br /></span><p><span style="background-color: #353535;"><br /></span></p><p><span style="background-color: #353535; letter-spacing: -0.1px; white-space-collapse: preserve;"><br /></span></p><p><span style="background-color: #353535; letter-spacing: -0.1px; white-space-collapse: preserve;"><br /></span></p><p><span style="background-color: #353535; letter-spacing: -0.1px; white-space-collapse: preserve;"><br /></span></p><p><span style="background-color: #353535; letter-spacing: -0.1px; white-space-collapse: preserve;"><br /></span></p><p><span style="background-color: #353535; letter-spacing: -0.1px; white-space-collapse: preserve;"><br /></span></p><p><span style="background-color: #353535; letter-spacing: -0.1px; white-space-collapse: preserve;"><br /></span></p><p><span style="background-color: #353535; letter-spacing: -0.1px; white-space-collapse: preserve;"><br /></span></p><p><span style="background-color: #353535; letter-spacing: -0.1px; white-space-collapse: preserve;"><br /></span></p><p><span style="background-color: #353535; letter-spacing: -0.1px; white-space-collapse: preserve;"><br /></span></p><p><span style="background-color: #353535; letter-spacing: -0.1px; white-space-collapse: preserve;"><br /></span></p><p><span style="background-color: #353535; letter-spacing: -0.1px; white-space-collapse: preserve;"><br /></span></p><p><span style="background-color: #353535; letter-spacing: -0.1px; white-space-collapse: preserve;">C</span><span style="background-color: #353535; letter-spacing: -0.1px; white-space-collapse: preserve;">urrently in SL/OS, we tend to "bake" lighting detail into our colour maps, and then shade and highlight them further with Normal and Specular maps if desired. We also fairly recently (a few years ago I think) got the ability to use Emissive (glow) maps.</span></p><p><span style="background-color: #353535; letter-spacing: -0.1px; white-space-collapse: preserve;">However with PBR, correct practice is to make your colour/diffuse maps with only colour and noise information. All lighting and shading should be handled by the new PBR material types. </span></p><p><span style="background-color: #353535; letter-spacing: -0.1px; white-space-collapse: preserve;">To illustrate what I mean in a more visual way, here is a quick example taken from my new Sim Surround kits. </span></p><p><span style="background-color: #353535;"></span></p><a name='more'></a><span style="background-color: #353535; letter-spacing: -0.1px; white-space-collapse: preserve;"><br /></span><p></p><p><span style="background-color: #353535; letter-spacing: -0.1px; white-space-collapse: preserve;"></span></p><div style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgBif2xP7-TdlWCSh4UvFMrWatK4nxYkinkQuAd6u8gRX4rcQ7arBLkhrBrMGs88dbfNMV7WJu1PGr8z10PZ8W9dFaQxBfLiBUPj-0qv_UwAfH4507HgCrIhy2Ydbv3HuJoaWe4KT_ICRoEJsoU6IYNGigRbI3akonLH6_9RaBsB2HVgZkiZfSQ-6KyWMEN" style="background-color: #353535;"><img alt="" data-original-height="2048" data-original-width="2048" height="640" src="https://blogger.googleusercontent.com/img/a/AVvXsEgBif2xP7-TdlWCSh4UvFMrWatK4nxYkinkQuAd6u8gRX4rcQ7arBLkhrBrMGs88dbfNMV7WJu1PGr8z10PZ8W9dFaQxBfLiBUPj-0qv_UwAfH4507HgCrIhy2Ydbv3HuJoaWe4KT_ICRoEJsoU6IYNGigRbI3akonLH6_9RaBsB2HVgZkiZfSQ-6KyWMEN=w640-h640" width="640" /></a></div><span style="background-color: #353535;"><span style="letter-spacing: -0.1px; text-align: center;">In the above example, all the maps are baked into the final texture. This is the conventional type of baking we are familiar with. Normally, this texture will go in our "colour/diffuse" slot inworld. We can then emphasise our highlights/specularity and details/shading further with Normal and Specular maps. </span><br style="letter-spacing: -0.1px; text-align: center;" /><br style="letter-spacing: -0.1px; text-align: center;" /><span style="letter-spacing: -0.1px; text-align: center;">This creates a weird semi-dynamic lighting effect where some of the texture information is reactive to environmental light, while other light information is fixed and unmovable.</span></span><p></p><p></p><div style="text-align: center;"><span style="background-color: #353535; letter-spacing: -0.1px;"><br /></span></div><span style="background-color: #353535; letter-spacing: -0.1px; white-space-collapse: preserve;"><div style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhsdRa942sP7N9TrZ_guQNPuerRyTBBZK1_DOqvqUR3Eu9xEAwmBPLtUZmpb211yTRN2xgFU7pka5zNjQiV_Rq3Zt8BH90FJh2iT_9kDR612n9Lae7LzEBGg-t2lF-vCM0v5zI4mAvIQJUWRttrQdwNQaZVLNKEfJObkmyotZY2GJeM_Dg_GMBjQPdWs_aN"><img alt="" data-original-height="2048" data-original-width="2048" height="640" src="https://blogger.googleusercontent.com/img/a/AVvXsEhsdRa942sP7N9TrZ_guQNPuerRyTBBZK1_DOqvqUR3Eu9xEAwmBPLtUZmpb211yTRN2xgFU7pka5zNjQiV_Rq3Zt8BH90FJh2iT_9kDR612n9Lae7LzEBGg-t2lF-vCM0v5zI4mAvIQJUWRttrQdwNQaZVLNKEfJObkmyotZY2GJeM_Dg_GMBjQPdWs_aN=w640-h640" width="640" /></a></div></span><p></p><p><span style="background-color: #353535; letter-spacing: -0.1px; text-align: center;">This example shows what is conventionally required by PBR in the diffuse channel. As you can see, ONLY colour information is included. The rest of the work is done by other maps. This creates lighting which is truly dynamic and far closer to reality. </span></p><p><span style="background-color: #353535;"></span></p><!--more--><span style="background-color: #353535; letter-spacing: -0.1px; text-align: center;"><br /></span><p></p><p><span style="background-color: #353535; letter-spacing: -0.1px; white-space-collapse: preserve;">The problem for us in SL/OS is that this technique handles light in a totally different way to how we are used to. So a "pre-PBR" textured object placed next to a new PBR textured object side-by-side will just look "wrong". They will look visually incongruent as the older object has baked in/fixed lighting information and the new PBR texture handles light in a more dynamic way. </span></p><p><span style="background-color: #353535; letter-spacing: -0.1px; white-space-collapse: preserve;">Many creators will be using PBR textures already to texture models. Just when it comes to exporting to SL/OS, that lighting information is baked into the colour map, fixing or freezing it in place, whereas PBR gives you dynamic, real time shading that will change as you observe the object under different lighting conditions and angles.</span></p><p><span style="background-color: #353535; letter-spacing: -0.1px; white-space-collapse: preserve;">Due to this, PBR is a very "all or nothing" upgrade and I believe it will take a LOOOOOONG time before there is enough content to realistically use nothing but PBR textured props. </span></p><p><span style="background-color: #353535; letter-spacing: -0.1px; white-space-collapse: preserve;">Also, as PBR uses more materials than were previously available to us, alongside the new method of calculating reflections and light. This is naturally going to have a performance cost that comes with it. How "bad" that is remains to be seen and is an unknown quantity at this point.</span></p><p><span style="background-color: #353535;"><span style="letter-spacing: -0.1px; white-space-collapse: preserve;">And to further complicate the matter, it seems we are not getting "true" PBR, but a fudged version of it. I wont go into that too much here, but conventionally, PBR textures consist of:</span></span></p><p><span style="background-color: #353535;"><span style="letter-spacing: -0.1px; white-space-collapse: preserve;">Colour/Diffuse/Albedo
Normal
Roughness
Metalness
Specular
Height
Opacity
Ambient Occlusion
Refraction
Emissive</span></span></p><p><span style="background-color: #353535;"><span style="letter-spacing: -0.1px; white-space-collapse: preserve;">And (as I understand from the documentation), in SL/OS we are getting:</span></span></p><p><span style="background-color: #353535; letter-spacing: -0.1px; white-space-collapse: preserve;">Colour+Transparency
Occlusion+Roughness+Metalness
Emissive
Normal</span></p><p><span style="background-color: #353535;"><span style="letter-spacing: -0.1px; white-space-collapse: preserve;">I am pretty disappointed we are not getting height maps. Though I do understand why, as they usually increase polycount and have a physical effect on the mesh itself. In game engines, height is normally baked into the RGB channels of the normal map, which I think should also be the case here. Refraction maps usually refer to objects that light can pass through and the way that bends and distorts the light (water, glass, etc). Open GL (which is what SL and OS is based on) already does not handle water and transparency very well, so I imagine this is omitted due to technical limitations. </span></span></p><p><span style="background-color: #353535;"><span style="letter-spacing: -0.1px; white-space-collapse: preserve;">If you would like a deep dive on this topic: <a href="https://www.a23d.co/blog/different-maps-in-pbr-textures/"><span style="color: #2b00fe;"><b>This article </b></span></a>from a23d.co is a great primer.</span></span></p><p><span style="background-color: #353535; letter-spacing: -0.1px; white-space-collapse: preserve;">Having considered this I have decided to push on with releases as normal and release separate PBR updates in the form of standalone products or texture pack addons to existing products. </span></p><p><span style="background-color: #353535; letter-spacing: -0.1px; white-space-collapse: preserve;">Any future Worlds End products that use PBR will be clearly labelled. It is no doubt exciting to finally be able to get more realistic lighting in our favourite virtual world(s), but I have a feeling uptake is going to be slower than expected because for at least a few years simply because filling an entire sim with PBR objects is going to be nearly impossible, and a mix of PBR and non-PBR is going to look very odd. Either wildly expensive (you'll basically have to replace everything in your current inventory unless it gets a PBR update) or very time consuming (ie: doing it all yourself).</span></p>Ozwellhttp://www.blogger.com/profile/11960485137604717797noreply@blogger.com0tag:blogger.com,1999:blog-8678914050726043196.post-4987810526512431092023-11-15T12:27:00.000-08:002024-01-16T16:04:46.974-08:00Explaining the new complexity rating system for my products. <p>To better help my customers make informed choices and find it easier to identify the products that they need, I am introducing a new rating system to my listings on Kitely when I roll out my revamped store in the next week(s). </p><p>While I will also endeavour to list the total polycount of each model in a set, some of my sets have several dozen models. In these cases, a range will be given showing the highest and lowest polycounts. </p><p>But also alongside this each product will have a simple rating - Light, Medium and Heavy.</p><p><span style="color: #38761d;"><b>Light</b></span> - These are the tier of products I offer with the lowest polycounts and using mostly seamless textures. They are great for any purpose, but really shine when you are wanting to build or fill out a large area at the lowest performance cost possible.</p><p><b style="color: #f6b26b;">Medium - </b>This tier will feature products with slightly higher polygon counts and feature more baked textures. These items can be used fairly extensively in small areas (up to a 3x3 region), but it is not recommended you try to fill several regions exclusively with this level of content. Very often, they will also be designed to refer back to and work alongside <span style="color: #38761d;"><b>Light </b></span>products as an optional extra level of detail or as a standalone set. </p><p><span style="color: #cc0000;"><b>Heavy - </b></span>99% of my content will fall into the previous two categories. However from time to time I reserve the possibility of releasing something crazy. These objects will be fine and fun as a novelty but intended for very limited use and on their own unless clearly stated otherwise. </p><p>.......Hopefully this will all make more sense when my store is back open =D</p><p>Obviously, if you are building in a 64x64 region or something nuts, your going to get lag no matter what you do unless you understand what you are doing and take steps to break up your content into manageable "chunks". </p><p>The bottlenecks are the same as ever - </p><p>*Your graphics card</p><p>*Your internet connection</p><p>*The clunky way SL/OS handles several things relating to LOD, lighting/shadows, textures and off screen geometry culling. </p><p>*The quality of the content you use and your understanding of how to use it. </p><p><br /></p><p><br /></p>Ozwellhttp://www.blogger.com/profile/11960485137604717797noreply@blogger.com0tag:blogger.com,1999:blog-8678914050726043196.post-17208208154196127602023-11-05T10:52:00.004-08:002024-01-21T11:10:37.289-08:00Land Ho! - A guide to off-sim building<p>With the impending release of my new Sim Surround kits, I wanted to write some pointers to both help customers with using the products and also to explain the limitations and design choices. As well as giving you the tools to work with off-sim building in general. </p><p>Sim surrounds and off sim geometry are one of the most effective ways of making your sim feel like it is part of a larger world.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiGhsCaHFJRoDnXvLbnqCztxLmA8VY2jRNWj9MCCkACfIUdpFZQrQIPBa9u-d3HHPYQe5z-hHuI0hGJQewxL6YnrgXnFPHW079go8d69iFtBsg10iDyIlP-n_eHDF2bCyA0R8v2jhtqZj3g7ves-QSM7PVaJHX7JBZFZQur9CGWjI5HKb7aGLGy1Ys8UrkT" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1085" data-original-width="2048" height="351" src="https://blogger.googleusercontent.com/img/a/AVvXsEiGhsCaHFJRoDnXvLbnqCztxLmA8VY2jRNWj9MCCkACfIUdpFZQrQIPBa9u-d3HHPYQe5z-hHuI0hGJQewxL6YnrgXnFPHW079go8d69iFtBsg10iDyIlP-n_eHDF2bCyA0R8v2jhtqZj3g7ves-QSM7PVaJHX7JBZFZQur9CGWjI5HKb7aGLGy1Ys8UrkT=w661-h351" width="661" /></a></div><p><br /></p><p><b>GENERAL PRINCIPLES</b></p><p>First thing to understand is that usable space exists around any sim that is not normally accessible, but can be built on if you know a few tricks. </p><p>As you can see here, this is a 1 sim region but we have 8 regions of space around its perimeter. This is the space we will be using to build our off sim landscapes. </p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhWhEN6erLksAZ1eQGdyMrPY9loyD-iozuyakfkeUUvXKn7WAstnFQgFTVYaW_7WlPD3y1hXHK61ivc4smR9n3Uts2-3NPVRZUO8qiFxGzO83etfhriCdsdMdsRheUcnLIu7MicislgY4LuJKsXvA0-aqQzXcjx5QorPsvutl2_R1JM9osNYhgliacuiOsz" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1200" data-original-width="1600" height="478" src="https://blogger.googleusercontent.com/img/a/AVvXsEhWhEN6erLksAZ1eQGdyMrPY9loyD-iozuyakfkeUUvXKn7WAstnFQgFTVYaW_7WlPD3y1hXHK61ivc4smR9n3Uts2-3NPVRZUO8qiFxGzO83etfhriCdsdMdsRheUcnLIu7MicislgY4LuJKsXvA0-aqQzXcjx5QorPsvutl2_R1JM9osNYhgliacuiOsz=w637-h478" width="637" /></a></div><p>There is more space, but placing things outside of this 1 sim perimeter can lead to textures and LOD not loading in correctly as well as other lighting based graphical glitches. So I don't recommend it. </p><p><br /></p><p><b>DESIGN PHILOSOPHY</b></p><p>My kits follow in my tradition of modular building, allowing you to move and change them as you wish, creating your own variations and landscapes. </p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEg1D52pn9eFaI-OEm1Cbftrs1vhCwJOea24JTjweih3XnuH6gynoNls2utBvoR5iNTmHJtX69e84X7m0rtI-BKP5Nv8GjUsu0Hm-iW92k3aXxJOqcfJBZgpxqFGu5rWglWLILJ3WGmyUqkJbOXpNZbmHxvz_ah2PUk7B31Dmw7BKOsk87BbV-WLke_J2b01" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1017" data-original-width="1920" height="353" src="https://blogger.googleusercontent.com/img/a/AVvXsEg1D52pn9eFaI-OEm1Cbftrs1vhCwJOea24JTjweih3XnuH6gynoNls2utBvoR5iNTmHJtX69e84X7m0rtI-BKP5Nv8GjUsu0Hm-iW92k3aXxJOqcfJBZgpxqFGu5rWglWLILJ3WGmyUqkJbOXpNZbmHxvz_ah2PUk7B31Dmw7BKOsk87BbV-WLke_J2b01=w664-h353" width="664" /></a></div>Building in this way has advantages and limitations. The obvious advantage is the ability to make endless variations. The drawback is you limit how much detail you can put into each piece, as they all need to work together. <p></p><p>As we are also limited to 1024 textures in SL and OS, these pieces are designed to be viewed at a distance over the default water, as shown at the show rooms. They are not designed to be placed on or close to land, and are not intended to be walked upon. They are a visual illusion designed to give the impression of distant land in the background. </p><p>They have been built in this way because designing parts that either come closer to the sim, or partly attach to it requires significantly more geometry and unique textures. It also limits the possibility for modularity and therefore limits customers in what they can build with them.</p><p>But if you want to try doing something like that, you can attach and landscape your own off-sim items easily by following the guide below!</p><p><br /></p><p><b>BUILDING GUIDE - BASICS</b></p><p>Ok, this all sounds cool, but if you try to drag a simple prim off the boundary of the sim, you wont be able to do it. You will hit an invisible wall. So how do we get stuff out there?</p><p>When you rez one of my pre-made sim surrounds that I include with every package, you will notice a few things. </p><p>Firstly, you may not be able to select or move it. This is because you will need to turn off "limit select distance" in your viewer options (turn on advanced menu in Firestorm to find that). Turning off camera constraints can also be very useful when working with off sim geometry (also found in the advanced menu). </p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhBsQd7p0VUtZVM7VCuk1HrnRIRjQCBkAW9UZp8T3etyUFv6cClTDn3tXX4cqmWrcl3xYWbm2bF3Nmi_Ym26df-cGly1_yjdU4cFje2fxvbz-ALtPW3bA00NUNPpXLGi4rCYPb58ZvZlvu6e2ObtPeMbB4nohbgPhWCbgsw5AbvNppmjSXThxB7c0Mqd1Lu" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="449" data-original-width="264" height="457" src="https://blogger.googleusercontent.com/img/a/AVvXsEhBsQd7p0VUtZVM7VCuk1HrnRIRjQCBkAW9UZp8T3etyUFv6cClTDn3tXX4cqmWrcl3xYWbm2bF3Nmi_Ym26df-cGly1_yjdU4cFje2fxvbz-ALtPW3bA00NUNPpXLGi4rCYPb58ZvZlvu6e2ObtPeMbB4nohbgPhWCbgsw5AbvNppmjSXThxB7c0Mqd1Lu=w268-h457" width="268" /></a></div><br /><br /><p></p><p>You will also notice an octahedron in the centre of your sim. This is the "anchor prim" and it serves two functions:</p><p><b>1. </b>As the name implies it ANCHORS the rest of the sim surround to your sim. The trick here is that the ROOT PRIM of the linkset must be on you sim somewhere. You can then push other items linked to it off sim wherever you like. You can literally put anything out there. </p><p><b>2. </b>It holds the sim surrounds textures. This is because when you place geometry off sim, sometimes the textures will not load correctly and get stuck at a blurry stage. I therefore advise selecting the root prim via "edit linkset", place it as close to your landing zone or "central" area of the sim as possible. It is already phantom, make it invisible too and your done. </p><p>This way, when visitors arrive, the textures will be in close enough proximity to load correctly without you needing to manually refresh them. </p><p>It is an octahedron because 8 is the maximum number of textures 1 prim can support. I try not to use more than 8 textures per sim surround to keep performance good, but there is nothing stopping you mixing and matching parts from different sets. Just add another prim to hold the textures. </p><p>To edit your sim surround, simply select it in edit mode, select "edit linked" and click the parts you wish to move (you may need to move your camera closer if you still cant select some things). This is also what you do when you wish to move the root prim. </p><p>DO NOT unlink items and then try to move them while they are off sim as they will be returned to your inventory. </p><p>If you choose to move a part with trees on it, make sure you select the land AND the trees together. </p><p><br /></p><p><b>BUILDING GUIDE - ADVANCED</b></p><p>When building your own off sim land with the parts provided in the kit. There is a best methodology to follow. </p><p><b>1. </b>I have packaged the parts at a smaller scale to make it easier for you to rez them, but you will want to scale them up to maximum size. For parts with trees, you will want to do this BEFORE linking the part to the full linkset. </p><p>The included half mountains are intended for the very last row of mountains at the back to save some geometry. </p><p><b>2. </b>When adding new items to the linkset, first select the new item and THEN the root prim of the main linkset before linking them. If you do it the other way around, the new object will become the root prim. </p><p><b>3. </b>With trees - If you want to make your own custom tree arrangements, it is best if you place them in-world with the smaller meshes provided in the set and then export them as a DAE file. </p><p>Open the DAE in Blender, save them as an OBJ, delete the current objects and open the OBJ. DAE files do NOT like it when you merge multiple objects, so we do this to avoid any material problems when merging parts. Merge them with Ctrl+J and export the resulting mesh as a DAE and re-upload it.</p><p>You CAN use them as provided without exporting and joining them, but it will bump up your prim usage significantly. </p><p>Advanced users could also download both parts (land + trees) and bring them into Blender and use a scatter node to procedurally place the tree billboards. </p><p><b>4.</b> If you build too far out, you will notice that either some objects will look like they are cast in permanent shadow (even with shadows off) or get culled completely at certain points when walking around your sim. This is a limitation of SL/OS simulators and can only be avoided by judicious building.</p><p><b>5. </b>Once you finish up, double check that the linksets are set to phantom. </p><p><br /></p>Ozwellhttp://www.blogger.com/profile/11960485137604717797noreply@blogger.com0tag:blogger.com,1999:blog-8678914050726043196.post-19437175730174370762023-08-23T10:00:00.009-07:002024-01-16T14:39:21.802-08:00Examples of the broken viewer land impact calculations of OS 0.9<p> With Opensim 0.9, we got a change in physics engine to ubODE. This has made a number of noticeable improvements (linksets not moving around slightly when you link them anymore is so nice!), but it also broke a lot of mesh content that was made prior to the change.</p><p>Most noticeably, mesh with a hole through it (such as doorways and arches) got broken, making them impossible to move past unless you unlink them and make the offending pieces phantom, or re-upload them. </p><p>But arguably the worst change was the total breaking of land impact values shown in the build menu. It seems that now the land impact value shown is inflated by around 3-5 times. The physically larger the mesh becomes, the wider the discrepancy. </p><p>For example, this piece of terrain mesh in Second life is 7 PE/LI. As you can see from me standing on it, it is rather large, so 7PE with full physics is reasonable. </p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhFoCxq0W_ob8e00uBn-L8_-KhkAx6FvgN_Va4XazNsteovzJdAmLnwCQ9SPACSowZX5oTt_J7od_PS6uL3J_ckzNGTSWrnYU5R1XKkRGVlAUlYylshX6QAFIPXHHRL1D7X5SKELoMDDHuet6jYH5SLncBHc9EDmRyfMVf2qmUgyccs8eucH5NEvNyZXsh8" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="974" data-original-width="1920" height="309" src="https://blogger.googleusercontent.com/img/a/AVvXsEhFoCxq0W_ob8e00uBn-L8_-KhkAx6FvgN_Va4XazNsteovzJdAmLnwCQ9SPACSowZX5oTt_J7od_PS6uL3J_ckzNGTSWrnYU5R1XKkRGVlAUlYylshX6QAFIPXHHRL1D7X5SKELoMDDHuet6jYH5SLncBHc9EDmRyfMVf2qmUgyccs8eucH5NEvNyZXsh8=w610-h309" width="610" /></a></div><br /><p></p><p>But in Opensim, it now shows as an eye-watering value of 31. An over-estimate of nearly 4.5 times (7x4.5=31.5)!</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEit1Jsb7gkZ08p-Z-0H0yrlj2VTz5h_leKYJhsVU6P47XfLQK3UYPAheXnVsHfeShCLYtg11-1u55E6HQiQ8zRCOg4I0FqFaoQkAbMTkiOVGvIUke0q0RcdgqPVB9bXdWGRsTvdg1_e2u5IRHFF2vTMaLmTX_OA5_T5DTHIidU4WvDNymVCv--L7tjd-DT-" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="974" data-original-width="1920" height="313" src="https://blogger.googleusercontent.com/img/a/AVvXsEit1Jsb7gkZ08p-Z-0H0yrlj2VTz5h_leKYJhsVU6P47XfLQK3UYPAheXnVsHfeShCLYtg11-1u55E6HQiQ8zRCOg4I0FqFaoQkAbMTkiOVGvIUke0q0RcdgqPVB9bXdWGRsTvdg1_e2u5IRHFF2vTMaLmTX_OA5_T5DTHIidU4WvDNymVCv--L7tjd-DT-=w618-h313" width="618" /></a></div><p><br /></p><p>As you can see, the LOD settings are exactly the same. The scale is the same. You'll have to take my word that the physics model is too as that info is not shown in the build menu.</p><p>But that is not all. Although the number shown is wildly inflated, it does not actually impact on the number of prims used on your sim. Your real land impact will still only count each physical part in a linkset or group of objects. Just as previously.</p><p>So......understandably, people are confused. This is also not great for attracting merchants to the space for obvious reasons.</p><p>I hope this can be addressed in future OS releases but from what I hear, it wont be. So.....</p><p>I think the following example best sums up how well you can trust the land impact calculations as shown in the build menu.....</p><p>Here we have a humble mesh plane, subdivided once. 1 LI. And next to it its twin brother, also 1 LI....</p><p></p><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEg9r_FpZ819Z5Y9SG_DvGL-2hehVj09Z4b6vbZ2ULkUipIXpI5AuXE7wqLQ0RQxwH8-cVBDJgb990_5BmL7uORu5jePFVdzJd3W1Fu8PLs6Q91OGFdT1dzcyqpm69RyH9dPWGVDlAlV7zygavS9VZjBYJx35sQaTURiCUrTURt15OJ5UfAJ0pVXpsIbh989" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="972" data-original-width="1692" height="381" src="https://blogger.googleusercontent.com/img/a/AVvXsEg9r_FpZ819Z5Y9SG_DvGL-2hehVj09Z4b6vbZ2ULkUipIXpI5AuXE7wqLQ0RQxwH8-cVBDJgb990_5BmL7uORu5jePFVdzJd3W1Fu8PLs6Q91OGFdT1dzcyqpm69RyH9dPWGVDlAlV7zygavS9VZjBYJx35sQaTURiCUrTURt15OJ5UfAJ0pVXpsIbh989=w663-h381" width="663" /></a></div><br /><br /></div><p></p><p>So....together, that would be two LI, right?</p><p></p><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjK9xHgs5EV7FGy_ELMKFl5rufnUmDqnsO7KdXttS5J6BQidd_gP1gbcDYdzPD85un9VdltKCZsRk-gT0kpyGoVswWeCdS69j_K7owZqbNexSRTLw4aTg5UVLmhBmsTMrQYzzAHxKmA0s6MJ-KDDdyEISYH668BOHMRe-ItoHcvWdwzPd28ERLV-eGn5UQ9" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="972" data-original-width="1692" height="384" src="https://blogger.googleusercontent.com/img/a/AVvXsEjK9xHgs5EV7FGy_ELMKFl5rufnUmDqnsO7KdXttS5J6BQidd_gP1gbcDYdzPD85un9VdltKCZsRk-gT0kpyGoVswWeCdS69j_K7owZqbNexSRTLw4aTg5UVLmhBmsTMrQYzzAHxKmA0s6MJ-KDDdyEISYH668BOHMRe-ItoHcvWdwzPd28ERLV-eGn5UQ9=w668-h384" width="668" /></a></div><br /><br /></div><p></p><p>Dont be foolish! That would make too much sense. Its three, you idiot. (Bear in mind that in SL, each plane would be 0.5 PE = 1 PE total when linked)</p><p>Except when it IS two, like those other physically larger, more complex planes that you subdivided THREE times right behind the smaller ones.....</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEh8Jho4Q9f2ScPEEFWANiDEDjpKN5U-lh_jsfvf_S9tDk7BzKPKj-8iRgZhxIOHsGwrikHW3-NqOFshl7fS_4NwO91b16_Qrx0m57PVUp6cwi3g-08GIlXTM3EoJ1kFFJRHMsYwt7tiFxZejviQdczuZvoMSMkunR0U9NFJ6aq61nEUP3fSwGZZKPpcLwVI" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="972" data-original-width="1692" height="388" src="https://blogger.googleusercontent.com/img/a/AVvXsEh8Jho4Q9f2ScPEEFWANiDEDjpKN5U-lh_jsfvf_S9tDk7BzKPKj-8iRgZhxIOHsGwrikHW3-NqOFshl7fS_4NwO91b16_Qrx0m57PVUp6cwi3g-08GIlXTM3EoJ1kFFJRHMsYwt7tiFxZejviQdczuZvoMSMkunR0U9NFJ6aq61nEUP3fSwGZZKPpcLwVI=w676-h388" width="676" /></a></div><br /><p></p><p>And the problem seems to get more acute the bigger the mesh is. This example shows a dune from my new "world in a box" kit. According to Opensim, its a whopping 239 LI! </p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgs4GOvjP8O_9__QPA5jp1Kj5IyEgbA6SdMw1UYGhpr6snzMBGsY50LNHN_7J2eaTyoExYH5kVveE6RHQFQhoztT5woZcu_1kO6gJrSoUYukZBDqJPY6I04Ysud67PdEoV0KQrJx9zR8P0u4JhIqYMsbM-UE1rh-g-0TSi6bTO0dv-ELaZyV0a8lmy0DHrK" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="763" data-original-width="1361" height="373" src="https://blogger.googleusercontent.com/img/a/AVvXsEgs4GOvjP8O_9__QPA5jp1Kj5IyEgbA6SdMw1UYGhpr6snzMBGsY50LNHN_7J2eaTyoExYH5kVveE6RHQFQhoztT5woZcu_1kO6gJrSoUYukZBDqJPY6I04Ysud67PdEoV0KQrJx9zR8P0u4JhIqYMsbM-UE1rh-g-0TSi6bTO0dv-ELaZyV0a8lmy0DHrK=w665-h373" width="665" /></a></div><br />And here it is in SL, where we can see the ACTUAL impact is 20. Which I think is fine for such huge mesh object with physics. Look how tiny I am on top! :)<p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgriRb1P7F3r-bF3SB8Oq61zN-EgmBCBO6rV8PjL943dMbCXZxYA2Clu_uujDWZ6L2xwCcCWmrt5Gasw1uB-aRp_70z53E4DX79JF2zQjUIkAzIt8BxhRLNyylWKjCu_orzkZQGV0FdVbBFS8-yfMUpdILaT3I0rgqN4YD3QLLJ382tIeQvV8ZHGgUkSenP" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="763" data-original-width="1361" height="371" src="https://blogger.googleusercontent.com/img/a/AVvXsEgriRb1P7F3r-bF3SB8Oq61zN-EgmBCBO6rV8PjL943dMbCXZxYA2Clu_uujDWZ6L2xwCcCWmrt5Gasw1uB-aRp_70z53E4DX79JF2zQjUIkAzIt8BxhRLNyylWKjCu_orzkZQGV0FdVbBFS8-yfMUpdILaT3I0rgqN4YD3QLLJ382tIeQvV8ZHGgUkSenP=w663-h371" width="663" /></a></div><br />So yeah. My new way of explaining Land Impact to people is to look at the data under the "Mesh information" in the "object" tab. <p></p><p>1 sculpted prim = 256 tris. I think that gives most people at least a vague calculus to judge if a mesh is "worth it" or not. </p><p><br /></p>Ozwellhttp://www.blogger.com/profile/11960485137604717797noreply@blogger.com0tag:blogger.com,1999:blog-8678914050726043196.post-89450580280010052312023-08-21T08:54:00.003-07:002023-08-21T08:54:17.456-07:00Gosh.....<p> Has it really been 6 years since I wrote anything here? Wow, time flies. </p><p>Anyone on Kitely grid will already know I have been away for quite a while. My life was upended around about 2018, I returned around 2020 to find Opensim 0.9 had broken a lot of content thanks to the borked implementation of the new physics engine, and I did not have the mental bandwidth at the time to deal with the fallout of all that. </p><p>Thankfully I am in a slightly more stable position now and decided it was high time to do a full reset of my store. Many products will be updated and given as free updates, but a lot of stuff will be retired or replaced entirely. </p><p>I will get to everything in time, but right now my focus is on landscaping, as I also have to rebuild my inworld store. More updates will follow shortly, my emphasis has been on making my landscaping products a lot easier to work with while also being more efficient than previous iterations. </p><p>I will be posting full guides on how to use each set via this blog, as well as other tips and tricks</p>Ozwellhttp://www.blogger.com/profile/11960485137604717797noreply@blogger.com0tag:blogger.com,1999:blog-8678914050726043196.post-61299487431244836262016-08-06T07:09:00.000-07:002016-08-06T07:09:10.703-07:00Exploring the new Kitely Welcome Center<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1yNt79FwU_qQC9WIyKHdsfV_hc1u40gNStLFwjk02FMbTGywhelZDX42qpBBjBgmjNsvxFM_Btx9IIZv4jmbKX0zRzmgnduTCBWsISqary7S8EP1TzZs95bWxz_aVDFficAu_aWjrvIVQ/s1600/Snapshot_010.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1yNt79FwU_qQC9WIyKHdsfV_hc1u40gNStLFwjk02FMbTGywhelZDX42qpBBjBgmjNsvxFM_Btx9IIZv4jmbKX0zRzmgnduTCBWsISqary7S8EP1TzZs95bWxz_aVDFficAu_aWjrvIVQ/s640/Snapshot_010.jpg" width="640" /></a></div>
As some of you may already know, I have recently been involved in redesigning the official Kitely Welcome Center! It has been a terrific project to work on and I am proud to have contributed to such a key part of the Kitely experience.<br />
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So to celebrate its launch, I thought I would give you a little tour!<br />
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The new Landing Zone now has a Welcome Pack containing key information for new users, interesting landmarks and other assistance. There is also a greeter board which new arrivals can click to send an instant message to one of the greeter team if they need more personal help.<br />
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From here, users can choose to go in four directions. Each clearly labeled. The Information bridge takes you to a large kiosk where further information about Kitelys community and services can be found. Touching the boards takes you to the relevant webpage.<br />
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The Avatars bridge takes you to another kiosk where Kitely's free, hypergrid enabled avatars are found. </div>
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The Shopping bridge takes you to a revamped Merchant Hall, where users can find a wide selection of Kitely's top merchants.<br />
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The Destinations bridge takes you to the Garden of Worlds. Here can be found a small selection of Kitely's myriad of worlds!<br />
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It is also home to one of the nicest panorama views in the whole KWC.</div>
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This direction also leads you to our new meeting areas.<br />
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The Community Meeting area has been revamped to be more cosy and colourful. This is where Kitely holds its weekly community get together.<br />
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We also now have the Amphitheater. A terrific place for more presentation or entertainment style gatherings. </div>
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There are also plenty of places to just walk around, explore or enjoy the scenery.<br />
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And being a Worlds End build, it just would not have been right without squeezing in some caves somewhere!<br />
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The primary objective of this project was to make things easier to find for new users. The second was to bring the Welcome Center up to modern visual standards and show the possibilities available to new users. I tried to design a landscape that was attractive and lush, without obscuring the key elements of the build that users need to find easily.</div>
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I kept as much of the Greek/Roman feel and vibe of the original KWC but elected for a cleaner look and more emphasis on contrast between the buildings and landscape.</div>
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The reaction form the community so far has been overwhelmingly positive and I thank all for your kind worlds and valuable feedback. There are still improvements we can and will make in the not too distant future rest assured.</div>
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I would also like to thank Dot Matrix, who was instrumental in helping me manage the project, the expectations of the commity and my own thoughts. She also created all of the textures for the signs, world and merchant boards. </div>
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Enjoy the new Kitely Welcome Center everyone!</div>
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<br />Ozwellhttp://www.blogger.com/profile/11960485137604717797noreply@blogger.com1tag:blogger.com,1999:blog-8678914050726043196.post-20528865116410954502016-03-04T11:17:00.002-08:002016-03-09T01:13:44.325-08:00Better Sim design in Opensim - some tips and tricksOpensim has some particular quirks that sometimes make it hard to build responsive environments. More controlled environments such as games or pre-designed experiences have ways of mitigating these issues that are not available to us. That said, there are ways of building and ways of thinking about sim design that will help you deliver a more responsive experience.<br />
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This is aimed at people who want their regions to be visited and care about the user experience. This is for people who want a world they can confidently use VR goggles and not throw up. They are good tips for anyone to follow but if your a hobbyist/casual users its probably of less interest.<br />
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<b>1. Build small</b><br />
I know in Opensim its really really tempting to go for the biggest amount of land you can get, then proceed to cram it with as much stuff as you can find. if this is your private space and you have a great computer and/or you dont care about framerates and load times then fine. But if you are expecting visitors, this is a BAD move.<br />
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The larger the space you have, the more sparse it needs to be. This is because issues like LOD, LOS and Overdraw (which you will read more about below) conspire against you in larger environments. In a game situation for example, objects that are on your screen are pre-loaded and rendered and anything not on your screen (Line Of Sight/Field Of View) is "culled" essentially meaning it does not exist and will not place burden on your CPU. Not so in Opensim.<br />
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You can easily test this in any moderately full sim with Firestorms Phototools. Bring up the FPS monitor and cam to the corner of the sim. You will notice your frame rate jump and your camera and avatar movements will become more responsive.<br />
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Now, slowly cam or turn from the outer corner into the center of the sim. See the drop in the numbers? If you do this in a 1x1 sim, the effect is barely noticeable, but try it in a dense 2x2 or 3x3 and I am SURE you will see what I am talking about. Its common to loose 25+% of your FPS when staring inland as opposed to looking out to sea. Even system terrain with no objects rezzed will effect this.<br />
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I want to stress that this is normal behavior. Something is not "wrong". Its just something to consider. Every object that you rez has a rendering cost. Rez a lot of objects and your CPU struggles. Designers (like myself) can only help customers so far by designing low poly and trying to make effective LOD models (but this can be a crapshoot as LOD models can be very context specific, more below). The rest is down to the sim designer and how they choose to use objects within the chosen space.<br />
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Therefore if you want to build a "dense" environment such as a city or large, thick forest I strongly recommend using nothing bigger than 2x2 (4 Regions). If your going for high detail/density, its much better to build a series of smaller worlds rather than try to cram it all into one big worldspace.<br />
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<b>2. Dense on the outside, sparse on the inside</b><br />
If you MUST build in a larger area than 2x2, consider building the densest parts of the build on the outer sims and trying to leave the center relatively sparse. This way, when users are looking towards the center of the world, the CPU will not suddenly get hit by looking at 3-4 regions of dense geometry all at once. if you want two densely built up areas, separate them by as much distance as possible and make the other areas/sims less dense.<br />
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<b>3. Think LOD, think LOS</b><br />
LOS - Line Of Sight (also called FOV or Field of View). Related to point two. Say you are building a roleplay sim and somewhere you want a large settlement. its more beneficial to build this settlement to the corner or side of the sim rather than the center.<br />
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As I mentioned before, in games anything not in your direct FOV/LOS is culled and effectively ceases to exist. In Opensim if you are in a house with your draw distance at full and there is a huge forest behind you outside, that forest is still there, being calculated and sucking up your computational power even though you cant actually see it.<br />
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Say you have a 3x3 region and build in the center sim. Now, no matter which direction the user looks there is an extra sim full of geometry to render in <b>every</b> direction on top of whatever is actually in the sim your standing in. Those sims are not very far away, and so probably 90% of objects will be at the Med/Low LOD stages (depending on scale as mentioned above). Also conversely, if your user is in ANY other sim, they have to render the entire settlement too!<br />
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Build in the corner then you have empty ocean to one side, 3 sims at Med/Low LOD on the other side and the rest of the sims so far away most objects should be culled completely or at the lowest LOD stage. This will result in improved framerates both inside and outside your "built up" area.<br />
LOD - Level Of Detail. If you are a designer and in control of this aspect, you can greatly reduce the burden on users computers by designing effective LOD. The problem with LOD as I eluded to above is that it is often very context specific. Items need a different LOD if they will be placed inside or outside for example. If placed outside the object will need multiple, fairly accurate models, as they will possibly be viewed from far away. An object inside probably only needs 1 LOD stage and can then be culled completely after that, as they will never be seen by anyone not directly in the house/castle/whatever. But that depends how big the building is, of course.<br />
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LOD is also effected by scale. So somewhere between distance and scale is the "sweet spot". Getting it right is a matter of practice, observation and adjustment. It can be like pulling teeth at times. Not exactly my favorite part of the process, in case you cant tell.<br />
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<b>4. Be aware of Overdraw</b><br />
Overdraw is a thing which happens when too many alpha textures are present on screen and your computer cant decide which is the correct order to display them. So it displays all of them at once. You may have looked at a tree or plant and noticed a strange effect where you can see the leaves both in front and behind at the same time and the object seems in a weird semi-solid semi-transparent state. Happens with grass most commonly. That is overdraw. It hurts your brain to look at it and it hurts your computers brain too! If you build big areas full of plants, I can almost promise you this is why you are experiencing lag.<br />
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Alpha textures are most often found on plants and trees. Most plants and trees use "alpha blending" which causes overdraw. But we now have the option of changing that. Select the face of the plant in the build menu, go to the textures tab and select "Alpha Masking". Then type a number between 10 and 100 into the box below.<br />
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Alpha Blending allows pixels to have both transparency and colour. Alpha masking does not allow this. Pixes must be transparent OR coloured. The number you just entered above is the threshold ratio. The higher the number, the more pixels are moved from "colour" over to "transparent". This saves your computer from having to calculate this aspect and eliminates overdraw. Leading to significant performance benefits for most users. The downside is it makes lighting look harsher and as Opensim has pretty crappy shaders it can make some things look ugly. If only we had shadow maps.<br />
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More on overdraw here: <a href="https://community.secondlife.com/t5/Building-and-Texturing-Forum/Grass-lag/td-p/1891119">SL forums: Grass Lag</a><br />
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<b>5. Stay away from sculpties</b><br />
I know, I know. I sell mesh so I would say that right? But its pretty hard to defend sculpties these days. You can nearly always do it better with mesh both in terms of beauty and efficiency. Consider that EVERY sculpty has 1024 Tris no matter what it is, large or small. Most sculpted items can be made with significantly less than this. Rez 10 sculpties and thats 10,000+ tris! You can build a small mansion with that.<br />
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If your still working with sculptie tools do yourself and your users a favor and stop it right now and learn Blender. It isnt <u>that</u> hard, if you can "get" sculpties, you can "get" mesh. and there are plenty of resources for education out there these days.<br />
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Start with:<br />
*Camera control and interface<br />
*Mesh editing and manipulation<br />
*UV mapping<br />
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Then spice it up with rigging and baking once you get the hang of those 3 key areas.<br />
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Sculpties are fine for hobbyists but if your making a world designed to be visited then leave the sculpties at home!<br />
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<b>6. Recyle</b><br />
ALWAYS reuse objects and textures wherever you can. The Kitely Evergreen Island is a good example of this. Break that whole island down and I would guestimate (I didnt keep exact count) no more than a few dozen meshes and textures were used to create it. Whatever the number it is LOW. Thats why it loads fast and responds well.<br />
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<b>7. Tiny Textures</b><br />
Just as the best meshes use the fewest number of polygons possible, the best builds and objects also use the smallest texture size to get the job done. Its easy when designing to "not see the forest for the trees" and make every texture surface super crisp and high definition. When your working on a single object its easy to get lost in the detail. But texture size has a bigger effect on load times and lag than mesh complexity.<br />
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It is also a bad trend set in Second Life (both users and designers are equally to blame here). People should understand that higher texture quality comes at a significant cost. People have developed bad habits of expecting textures to be super crisp at every zoom level. Which is ridiculous.<br />
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If you spend all day with your cam zoomed into tiny details and grumbling that the textures dont stay sharp, sorry to tell you but you should probably get outside more. Just dont put your face too close to anything or you might get cranky at the poor resolution of RL ;).<br />
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Ideally, only textures that cover large areas (such as terrain or main areas of brick/and stonework on buildings) should have 1024x1024 textures. Everything smaller can usually be done with 512x512 or smaller. In the process of designing anything, you should always ask yourself if the textures could be smaller.<br />
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Another great thread from the SL Forum archives on this issue <a href="https://community.secondlife.com/t5/Building-and-Texturing-Forum/Texture-Optimization/td-p/700503">right here</a>. Note in particular the very useful chart on page 1, second post.<br />
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<b>8. Know your Viewer</b><br />
While all of the above is well and good, it can all get thrown out of the window when it comes to viewers. Settings in your users viewers such as LOD Level, Draw Distance and Shadows/Materials can have a drastic impact on how your users see your worlds and the performance they experience.<br />
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The only way to ensure your users see your world as intended is to recommend the viewer settings you used while building. Try not to stray too far from the default settings of whichever viewer you use to make life easier for your end users.<br />
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Many users do not realize how much control they can have via the viewers settings and it is best to recommend what you feel is essential via your website, world page and/or in-world.<br />
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I hope that was a helpful rant and I have given you some ideas for better world building!Ozwellhttp://www.blogger.com/profile/11960485137604717797noreply@blogger.com7tag:blogger.com,1999:blog-8678914050726043196.post-77829026649179016982016-02-23T11:52:00.000-08:002016-02-23T12:21:01.483-08:00Exploring Kitelys new free Evergreen Island OARAs some of you will have probably heard by now, I have recently been heavily involved in a new OAR project for the Kitely grid. Evergreen Island!<br />
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Now both new and current users have access to a beautiful new free OAR that provides a great starting home out of the box and is also very flexible and easy to expand.<br />
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The island also comes with a lovely starter home courtesy of Zuza Ritt of 21Strom/Virtual Infinity. Inside, you will find all the information you need to familiarize yourself with Kitely and the services on offer.<br />
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The island itself has plenty of little areas to explore and (hopefully) spark your imagination. Sit above the waterfall and listen to the water and the birds. Explore the overgrown trails and ruins or venture under the mountain and through the caves!<br />
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Everything included is Copy/Mod, meaning you can customize and reuse it to your hearts content within Kitely. Simply take a copy inworld or "shift-drag" to create a new copy. You can easily change the rock and terrain textures with other seamless ones. The house can also easily be retextured. Even the off sim islands can be moved, retextured and copied.<br />
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Furthermore, everything you see included is 100% mesh. Not a prim to be found.<br />
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If you are not currently a Kitely user and wondering how you can get your hands on this fine OAR, you can read more on the <a href="https://www.kitely.com/virtual-world-news/">Kitely Official Blog.</a><br />
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Many of the landscaping objects included are from sets available from my store.<br />
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<a href="https://www.kitely.com/market/product/3188685/Worlds-End-Mesh-Craggy-Cliffs-11-Models">Craggy Cliffs</a><br />
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<a href="https://www.kitely.com/market/product/2708156/Worlds-End-1-Prim-Mesh-Rugged-Ground-Set-8-Models">Rocky Ground</a><br />
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<a href="https://www.kitely.com/market/product/5285997/Worlds-End-Mesh-Summer-Undergrowth-Kit">Summer Undergrowth</a><br />
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<a href="https://www.kitely.com/market/product/6731635/Worlds-End-Alpine-Off-Sim-Island-Builder-Kit">Alpine Off-Sim Islands</a><br />
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If you would like more variation, texture options and creative possibilities then check them out!<br />
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I am pretty confident that this sets a new standard as the most attractive and comprehensive starter world being offered presently by any grid<br />
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I hope everyone enjoys their new islands!!<br />
<br />Ozwellhttp://www.blogger.com/profile/11960485137604717797noreply@blogger.com0tag:blogger.com,1999:blog-8678914050726043196.post-91936322802636555802016-01-25T02:54:00.000-08:002016-01-25T02:54:37.100-08:00Worlds End moves to Export Only on KitelyA few days ago I announced that Worlds End would move to selling only Export goods. This means items which can be taken with you when using hypergrid to move between grids.<br />
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In conjunction with this move, I have also drastically reduced my prices. In some cases up to 50%!</div>
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You can read more about why I made this decision on the Worlds End thriead in the Kitely forums or in Maria Korolov's excellent <a href="http://www.hypergridbusiness.com/2016/01/top-kitely-merchant-goes-all-export-sees-no-hypergrid-bootlegging/">Hypergrid Business article here</a></div>
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I now firmly believe that every one of my listings represents not only some of the best quality you will find on the hypergrid, but also the best value. </div>
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Many of my sets come in various colour variations or with extra textures included. I go to great pains to provide thematically consistent sets often containing dozens and sometimes hundreds of objects!</div>
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I also recently released the first of hopefully many Sim Surrounds. Now you can easily create a panorama in seconds. Its one of the most transformative things you can do for your sim and you will be amazed by the change in atmosphere these products can provide.</div>
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Ozwellhttp://www.blogger.com/profile/11960485137604717797noreply@blogger.com0tag:blogger.com,1999:blog-8678914050726043196.post-24980230739903550312015-11-08T07:03:00.000-08:002015-11-08T07:03:20.687-08:00Reflections on The Kitely Merchant Fair 2015Well that was fun :)<br />
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So the first Kitey Merchant Fair wrapped up last week and I am pleased to say that from the feedback I have received it was a resounding success!<br />
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Everyone involved had a great time bringing the project together and I am really thrilled to have been able to meet so many of my fellow creator/merchants and working together was a real pleasure. Thank you to everyone who contributed. This was a real community effort.<br />
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It was also amazing to watch the project go from this.....<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4tKRSRkpRWVO5VKENtpy-lKZpZW6qRguYNmp6Qv2b8b6kN5Gmxm81C5GtdkQZ1pfJv7X1f5h7rwe4zOU1vG1SKw0DfSawSyH3Big6UDsQ3YKdKjR8AZAs7aLPj_7Pjp0JO_3i755-dKHN/s1600/22381903140_e6ef061300_o.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="446" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4tKRSRkpRWVO5VKENtpy-lKZpZW6qRguYNmp6Qv2b8b6kN5Gmxm81C5GtdkQZ1pfJv7X1f5h7rwe4zOU1vG1SKw0DfSawSyH3Big6UDsQ3YKdKjR8AZAs7aLPj_7Pjp0JO_3i755-dKHN/s640/22381903140_e6ef061300_o.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-size: 12.8px;">Original by Zuza Ritt</span></td></tr>
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to this.........</div>
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and one of my personal higlights occured before the fair even opened, when the Hypergrid Safari folks dropped in and stress tested both the sim and my ability to type quickly in coherent sentences.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlMebOc0pk1KQM7YzQrab7t-Klwn4D4BGzGe7dce5wwwv6kuFKEtdyETzpiOvpuzaZPqs6WiKH7Zh3YJp8bZTsUp_fh1UctfP62MM2gq09a8LSkWb_7mRDbFkO2P4yFDKsnuFIY68Rg0Jx/s1600/22184647031_7870ecc9f4_o.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="446" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlMebOc0pk1KQM7YzQrab7t-Klwn4D4BGzGe7dce5wwwv6kuFKEtdyETzpiOvpuzaZPqs6WiKH7Zh3YJp8bZTsUp_fh1UctfP62MM2gq09a8LSkWb_7mRDbFkO2P4yFDKsnuFIY68Rg0Jx/s640/22184647031_7870ecc9f4_o.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Original by Zuza Ritt</td></tr>
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Zuza Ritt also created a terrific video of some of the most beautiful parts of the fair that is well worth a watch.<br />
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<iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/H3Y0tE2c5NE/0.jpg" src="https://www.youtube.com/embed/H3Y0tE2c5NE?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div>
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Every visitor I spoke to had a highlight to tell me about or a general complement. I cant speak to the financial impact of the Fair, as I have not spoken to every merchant. The few I did speak to on the subject related some good sales. But that was not really the point anyway. The point was to create something beautiful, fun, collaborative and interesting for the whole Opensim community to enjoy as they wanted and I am sure in that regard we succeeded.<br />
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Heres to 2016!<br />
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<br />Ozwellhttp://www.blogger.com/profile/11960485137604717797noreply@blogger.com1tag:blogger.com,1999:blog-8678914050726043196.post-18670483245644620802015-10-05T08:55:00.000-07:002015-10-05T09:24:35.598-07:00a sneaky look at the Kitely Merchant Fair 2015!Well, its nearly the end of another busy year at Worlds End and as usual cobwebs have grown over my blog. Time to dust them off and give you a sneaky look at the Kitely Merchant Fair!<br />
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Many readers may have heard that I and over 50 other merchants have been hard at work for over a month to bring you a two week extravaganza of shopping, freebies, new releases and special offers.<br />
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While I am not going to spill the beans on what others are planning, I <b>can</b> let you in on the Worlds End area and (some of) the things I am planing.<br />
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So the really big news is the release of Castle Caenarfon. An imposing Norman style fortification based loosely on the real Welsh castle of the same name. Every tower is accessible, every rampart walkable. Like all my mesh builds it is fully modifiable and re-texturable.<br />
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This is the largest build ever released by Worlds End at roughly 1/4 sim in size and would normally retail around $30 for C/M and $60 for C/M/E. But for the first week of the Fair I am <b style="text-decoration: underline;">slashing both prices by 50%! </b>And of course, you can walk around and experience it for yourself at this years fair.<br />
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Another pretty big release is my Dockside Wall and Boardwalk set. A great addition to any shoreline settlement. This multipart set contains versatile, easy to retexture pieces, everything you have come to expect from Worlds End.<br />
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There are also going to be a number of other new releases dropping throughout the fair that will all be discounted by at least 20%.<br />
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Not to mention some rather big freebies to be announced later ;)<br />
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The Kitely Merchant Fair Opens on the 18th of October and runs for two weeks.<br />
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<b>PLEASE NOTE THE LINKS BELOW ARE NOT ACCESSIBLE UNTIL THE 18th!!</b><br />
Sim Location: <a href="http://www.kitely.com/virtual-world/Ozwell-Wayfarer/Kitely-Hypergrid-Merchant-Fair">Kitely Merchant Fair 2015</a><br />
Hypergrid URL: gird.kitely.com:8002:Kitely Hypergrid Merchant Fair<br />
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<br />Ozwellhttp://www.blogger.com/profile/11960485137604717797noreply@blogger.com2tag:blogger.com,1999:blog-8678914050726043196.post-73590877551549563072015-01-11T15:41:00.001-08:002015-01-12T14:19:36.042-08:00A (late) 2014 review and 2015.......Well, 2014 was sure an interesting year. My first year of serious business on the Kitely Market and it was a very positive start. Though I have been releasing in dribs and drabs in SL, Kitely is really where I have put much of my energy in 2014 and it did pay off.<br />
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I learned recently that besides being among the top grossing merchants, I am <u>the</u> top rated Kitely Merchant if you count "total review stars".<br />
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Some of my top products from last year.</div>
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<a href="http://www.kitely.com/market/product/3222588/Worlds-End-1-Prim-Mesh-HD-Trees-Summer-Weeping-Wil?var=3222610">Weeping Willows</a></div>
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<u>What my customers said:</u><br />
" You need to see these trees inworld to appreciate how good they are"<br />
"Im a fan of these willows. Wonderful Workmanship"<br />
"Gorgeous - They really make areas around water stand out"</div>
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<a href="http://www.kitely.com/market/product/2923576/Worlds-End-Modular-Mesh-Country-Road-Extra-Texture?var=2923885">Country Road</a></div>
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<u>What my customers said:</u></div>
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"These items are absolutely gorgeous. The pictures cant really show the detail. You really have to visit the in-world location".<br />
"Easy to use and flexible. Re-texturing to match worlds terrain is a breeze."<br />
"This is a great road set. Lots of options and the ability to use your own textures makes it possible to blend it in with your terrain perfectly."</div>
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<a href="http://www.kitely.com/market/product/3188685/Worlds-End-Mesh-Craggy-Cliffs-11-Models?var=3188778">Craggy Cliffs</a></div>
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<u>What my customers said:</u></div>
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"The cliffs (have) such amazing detail for a virtual world. Its just incredible! Thank you!"<br />
"The original kit was to Ozwells usual high standart but with the 2015 update, well....These cliff pieces are majestic, beautiful, some of the best work I have seen."</div>
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<a href="http://www.kitely.com/market/product/3259547/Worlds-End-1-Prim-HD-Trees-Mesh-Shrub-Pack?var=3259571">Summer Shrubs</a> - Scuse the typo in the image which I just noticed lol.</div>
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<u>What my customers said:</u><br />
"Oz hits another ball outta the park! I like very much!"<br />
"They just add that perfect level of detail that I was wanting."</div>
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<a href="http://www.kitely.com/market/product/4481370/Worlds-End-Mesh-Tudor-Wall-Set?var=4481562">Tudor Wall Set</a></div>
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<u>What my customers said:</u><br />
"Wonderful kit for creating tudor style buildings. Great Value."<br />
"A really useful, versatile set."<br />
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Thank you for all your wonderful reviews. They really do help and mean a lot. If you own a worlds end product and didnt review it yet, please do!<br />
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Looking on to 2015, I will be moving away from the landscaping side of things to focus more on Buildings and Structures and Roleplay materials and props. Lots of plans in the works. Stay tuned for news on an upcoming Castle complete with modular ramparts, plus a Medieval Marketplace stacked to the gills with goods and produce!<br />
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Heres to a great 2015!<br />
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Oz</div>
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Ozwellhttp://www.blogger.com/profile/11960485137604717797noreply@blogger.com0tag:blogger.com,1999:blog-8678914050726043196.post-23910777529102289962014-11-12T19:06:00.000-08:002014-11-12T19:11:16.004-08:00Why opening a store in Kitely makes more sense now than ever before!Its probably no secret by now that I am a bit of a Kitely fanboy.<br />
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At the recent OSCC2014 (OpenSim Community Conference, for the uninitiated) Ilan Tochner, CEO of Kitely laid out his case for the Kitely Hypergrid Market 1 year on from its opening. Besides this presentation containing a quote from a <i>rather hansome, rooty looking green fellow</i>, it also made some fantastic points that I think it is valuable to distill somewhere for reference.<br />
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You can see the full presentation here:<br />
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<a href="http://www.ustream.tv/recorded/55145862">Ilan Tochner - Kitely Hypergrid Market - one year later....</a><br />
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My main take-away points:<br />
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<b>1. Growth on all fronts</b> - Listings, sales and interest are all on the increase. 3000+ unique items, 6000+ variations, serving 49 of the 204 "known" grids. Its pretty impressive.<br />
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As Ilan noted in his presentation, my sales have eclipsed my SL takings twice now once in May and more recently, last month. Obviously, not every month is that strong, and in the long run, my main income still comes from SL. But I have made close to 2500USD in my first year, and that's not counting takings in KC, which I use to pay my featured item fees, membership and land fees, and sales are not slowing down. They are growing. Slowly. But steadily. Which brings us to.....<br />
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<b>2. Export = Win!</b> - My export sales account for over 50% of my trade in OS, and contrary to what may be expected by most, I have plenty of repeat sales. In fact, some of my "older" items are still my strongest sellers. It has always been my opinion that DRM is not beneficial for sellers or consumers, and it feels good to be vindicated somewhat in this regard by the facts. I also have many repeat customers, and new ones turning up weekly.<br />
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<b>3. Kitely and High Fidelity -</b> I am very excited by this. Kitely market can and will deliver to HiFi and possibly many other virtual platforms as they come online. Anyone thinking that a store in Opensim means taking a step backward should think again. Kitely Market is poised and ready to take advantage of new virtual worlds and potential markets in a way that <u>nobody</u> else out there is.<br />
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<br />Ozwellhttp://www.blogger.com/profile/11960485137604717797noreply@blogger.com0tag:blogger.com,1999:blog-8678914050726043196.post-2207454743730962302014-10-07T03:49:00.000-07:002014-10-07T04:00:02.131-07:00New Mesh Rivers with Materials and Medieval Houses!Rather proud of this first one. Realistic river meshes with materials. The materials give the water a realistic quality, even when animated. 10 Meshes are included covering various straights, corners and rapids.<br />
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Also now available in Kitely - A wide range of residential medieval buildings. These are a forerunner of some more complex builds covering Churches, Taverns, Shops and Crafts, etc right the way up to full fortifications and castles. All will be made available C/M and Export for Hypergrid customers!</div>
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Dont forget to check out my thread on the Kitely forums for details of the multiple freebies I am currently giving away at my In-World Showroom.<br />
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<a href="http://www.kitely.com/forums/viewtopic.php?f=32&t=734&start=100">Kitely Forums</a><br />
<a href="http://www.kitely.com/market?store=2337532">Worlds End - Kitely Store</a></div>
Ozwellhttp://www.blogger.com/profile/11960485137604717797noreply@blogger.com0tag:blogger.com,1999:blog-8678914050726043196.post-34696698941192361522014-09-04T02:35:00.003-07:002014-09-04T05:08:10.824-07:00Time flies!Wow, just realized it has been a few months since I updated this blog. Far from being idle over the summer, besides changing the look of my store a little, there are now many more products on offer at Worlds End both in SL and Kitely.<br />
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Grassy Groundcovers, house builders packs, 4 season trees, scripted lanterns and much more! Why not head over yourself and check out all the new goodies!?<br />
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<a href="http://www.kitely.com/market?store=2337532">Worlds End - Kitely Hypergrid Market</a><br />
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<a href="https://marketplace.secondlife.com/stores/144861">Worlds End - Second Life Marketplace</a><br />
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For hypergrid customers, as per usual all Kitely releases come as C/M or Export.<br />
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Much more to come over the next few months!<br />
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<br />Ozwellhttp://www.blogger.com/profile/11960485137604717797noreply@blogger.com0tag:blogger.com,1999:blog-8678914050726043196.post-72118180617109416382014-06-27T17:25:00.000-07:002014-06-27T17:27:57.128-07:00Future-Proof products at Worlds End!There is a lot of noise going round lately about new virtual worlds and platforms coming into view on the horizon. Ultimately I hope to be able to bring you newer, better and more advanced products on these new upcoming platforms, but I can understand people (SL folks especially) worrying about their existing inventory. I thought it might be a good idea to take a moment to assure my customers that <b><i><u>ALL</u></i></b> Worlds End products are 100% guaranteed for future use on newer platforms as they become available.<br />
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This means different things depending on what kind of purchase you made.<br />
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<b>For Second Life users</b> - Your purchases will be transferred like for like to the new virtual world from Linden Labs, but <b>NOT</b> High Fidelity. This service is provided <b>upon request</b> and not automatic. Transfer to alts is <b>NOT</b> permitted unless explicitly authorized.<br />
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<b>Kitely/Opensim Export customer</b>s - You have the right to upload your purchases to<b> any new grid you choose under the original perms supplied. </b>I do also allow people to transfer purchases to alts, but you should notify me with the names of the alts you plan to use <b>beforehand.</b><br />
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<b>So, in short you can continue to shop at Worlds End safe in the knowledge that all your purchases can go wherever you do!</b><br />
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<b><br /></b>Ozwellhttp://www.blogger.com/profile/11960485137604717797noreply@blogger.com0tag:blogger.com,1999:blog-8678914050726043196.post-65797587009862032602014-04-29T09:06:00.004-07:002014-04-29T09:35:46.057-07:00More HD Trees now on sale!I just posted the final entries in my "HD Trees - Deciduous Woodlands" series. All my HD trees have been designed with the purpose of eradicating as far as possible the "flat panel" effect suffered by many plants in SL and OS formats. They look great from all angles and in any windlight setting. Moreover, they are just 1 prim each! All trees come with Summer and Autumn foliage variants.<br />
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Available C/M for Kitely-only use or Export to any hypergrid enanbled grid!<br />
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These trees are opensim exclusives. Not available in SL! Don't settle for out-dated multi-prim products and enjoy the most realistic and beautiful trees in the metaverse!<br />
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All summer variations are currently on display in my world "The Township of Llanfarian" Check them out at <a href="http://www.kitely.com/market?store=2337532&sort=date">my store </a>now! <br />
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Discounted landscaping super-fat-packs for builders and grid owners coming soon!<br />
<br />Ozwellhttp://www.blogger.com/profile/11960485137604717797noreply@blogger.com0tag:blogger.com,1999:blog-8678914050726043196.post-80773641567607378302014-04-07T10:13:00.000-07:002016-03-05T11:54:24.264-08:00Demystifying Kitely in 2016!! (UPDATED) - busting some common misconceptions.....<div class="MsoNormal">
<b><span style="font-size: 12.0pt;">Kitelys pricing structure is confusing.</span></b></div>
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<span style="font-size: 12pt;">2016 - Kitelys price model has been greatly simplified in recent years and now a starter world is just 14.95! A Standard world is 19.95 and a full, 16 region world is just 39.95! The whole "time based" concept has been withdrawn.</span><br />
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<span style="font-size: 12pt;">You can also find very inexpensive rentals at my new Worlds End Estates sim. Parcels start from just 1USD per month for 1000 prims! The area is beautifully landscaped and a great place for users to start out or have a small home.</span><br />
<span style="font-size: 12pt;"><br /></span>
<span style="font-size: 12pt;"><a href="https://www.kitely.com/virtual-world/Ozwell-Wayfarer/Worlds-End-Estates-Oakwoods">Worlds End Estates - Oakwoods</a></span><span style="font-size: 12pt;"><br /></span><br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhskuk47vxteRVosRxvEXecByX23KbQbbfTMA0UhxHWyeFFiwrDQ4WOgpqUnEjoXZEp4M-zRTVFclyexP0YgG20jdEA0wsVTXFlb9XPsjETeMobkYjxBL1HT8k6cmk9uT7tvJiY45nqhZJ7/s1600/Snapshot_002.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="338" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhskuk47vxteRVosRxvEXecByX23KbQbbfTMA0UhxHWyeFFiwrDQ4WOgpqUnEjoXZEp4M-zRTVFclyexP0YgG20jdEA0wsVTXFlb9XPsjETeMobkYjxBL1HT8k6cmk9uT7tvJiY45nqhZJ7/s640/Snapshot_002.jpg" width="640" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJsZDQgJDJzvQawJehlVdNu25RUR3-QjcX5831EI9OZq-3jnkwzsvK9OsfbkDP-u-qP8pgMvW0EYek5AZq2rnuXfd9B70sPhfWZDidQ2Z1q5ILPrd-1kEkp5MB7KLUaVwuk77M_IPXrCT7/s1600/Snapshot_004.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="338" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJsZDQgJDJzvQawJehlVdNu25RUR3-QjcX5831EI9OZq-3jnkwzsvK9OsfbkDP-u-qP8pgMvW0EYek5AZq2rnuXfd9B70sPhfWZDidQ2Z1q5ILPrd-1kEkp5MB7KLUaVwuk77M_IPXrCT7/s640/Snapshot_004.jpg" width="640" /></a></div>
<br />
<span style="font-size: 12pt;"><br /></span></div>
<div class="MsoNormal">
<b><span style="font-size: 12.0pt;">Kitely is empty.</span></b></div>
<div class="MsoNormal">
<span style="font-size: 12.0pt;">Kitelys
decentralized model can certainly make it seem like there is nobody
around. Possibly my biggest criticism of Kitely is its lack of sense of "place". It would be nice to see the welcome center expanded to a 4 or 9 region mega with welcome area, shops and maybe a few residentials. A small mainland, if you will. It would also make sense that this was the main hypergrid portal once that is switched on.</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="font-size: 12.0pt;">There is no denying we are a small community right now, mostly
consisting of builders. As anyone
who has ever attempted to fill even just a single region with
compelling content will know, its not a quick or easy job. I predicted last year
that 2014 would be the year Kitely users come out of their cocoons and
though it is still early days we are starting to see
signs of the social element coming together. Residential sims are
starting to open and the April Hunt is in full swing. However, there is
no denying Kitely is a builders paradise right now which brings me to my
next point. Why should you bother coming at all?</span><br />
<span style="font-size: 12.0pt;"><br /></span>
<span style="font-size: 12.0pt;"><b>2016 -</b> Kitely is feeling a lot less desolate these days. With plenty of events and meetups going on each week. If your lost. Join the inworld group Kitely Community and you will likely find someone to help you or to chat with. Might even be me :).</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-size: 12.0pt;">Why should I come to Kitely (as a Merchant)</span></b></div>
<div class="MsoNormal">
<span style="font-size: 12.0pt;">Kitely has a small
market now and a small userbase. However, its marketplace is configured
so that you can sell to any avatar on any opensim grid (if you want to).
Not only this,
but as the marketplace is fairly new, it is easy to get in and
establish your brand right from the early stages. How many of us wish we
were there right at the beginning of SL? All those businesses with
thousands of great reviews of their crappy 10,000 prim
tea-pot. How I envy them. They still do well because they were there first. They have a higher prestige because of that.</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="font-size: 12.0pt;">Bringing your brand
not only gives you the oportunity to embed yourself as an established
hypergrid merchant, the act of more creators setting up naturally brings
more interest and
therefore more customers. Second Life is saturated and the market is
flat and/or contracting. Kitely is much smaller but the market is wide
open and growing. If nothing else, Kitely market can be seen as a
minimum investment platform for your business growth
strategy. Fact is you never know where it might lead you.</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="font-size: 12.0pt;">The Kitely Market
itself is impressive, much less painful to work with than its SL
counterpart and has some pretty nifty features. A lot of merchants are
scared that they can only
sell “Export” items. That is, items without perm limitations. The truth
is that you as creator are in TOTAL control. Perms work as normal, but
Kitely market also has a 4<sup>th</sup> perm – Export. Check this box as you create your listing to allow export….or
not. Your choice.</span><br />
<span style="font-size: 12.0pt;"><br /></span>
<span style="font-size: 12.0pt;"><b>2016 - </b>All above is still true. I have switched to export only and my sales still continue to grow more than two years after this article was first published.</span></div>
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<br /></div>
<div class="MsoNormal">
<b><span style="font-size: 12.0pt;">Why should I come to Kitely as a “resident”?</span></b></div>
<div class="MsoNormal">
<span style="font-size: 12.0pt;">This is a harder
question to answer, as generally every resident has widely varying
agenda and expectations. Generally speaking, Kitely has a lot to offer. From
Entertainment venues to educational
areas. Cheap land means you will never be short of a home, and recently
the first residential and roleplay projects (my own included) are
starting to spring up. I can only speak for myself here but the next
phase has to be finding some people who share the
vision of what I am doing to take it forward. Any disgruntled
fantasy/medieval roleplayers should head over to The Township of
Llanfarian to see what I am cooking up there.</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="font-size: 12.0pt;">The Marketplace is a
source of quality content that is growing at a steady click (<b>EDIT 2016 -</b> Nearly 6500 <b>individual</b> listings, not counting the myriad of variations). I am
confident some of the best premium content in OS can be found there. </span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="font-size: 12.0pt;">If
you are the kind of person who likes getting in on the ground level,
helping out and building something cool….I would say Kitely is at the
right phase for you now. </span><span style="font-size: 12.0pt;">If you are a “social
butterfly” who wants a great avi, great venues and great social scene
with minimal effort on your part……well sorry. We are not quite there
yet. Some people what to be part of whats going on now, some want to be part of the future. </span></div>
<div class="MsoNormal">
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisRJCiwR6tJUTmimCN1FP5hG_FuOcuQcOR-qJgf9XgcwAIAfCLw9bKH5E-aYSqPtFUNRsHUJtt59lsRxZmPO1j-J93h5xIikm00sFV5qmo7xpuYFTT6eXYRDEbGUi8dOfVEwfRShhuPGp9/s1600/worlds.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="556" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisRJCiwR6tJUTmimCN1FP5hG_FuOcuQcOR-qJgf9XgcwAIAfCLw9bKH5E-aYSqPtFUNRsHUJtt59lsRxZmPO1j-J93h5xIikm00sFV5qmo7xpuYFTT6eXYRDEbGUi8dOfVEwfRShhuPGp9/s1600/worlds.png" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Plenty to get involved with</td></tr>
</tbody></table>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="font-size: 12.0pt;"><br /></span></div>
<div class="MsoNormal">
<span style="font-size: 12.0pt;"><b>My creations are not safe in Opensim/on Kitely</b></span></div>
<div class="MsoNormal">
<span style="font-size: 12.0pt;">Well....yes and no. As a point of fact, your creations are only safe when you do not upload them to any service. Once you put it out there, people can and will steal it from you. People like to point the finger at Opensim and say how everything there is stolen. Seemingly missing the point: Where did all that content come from in the first place? Exactly. "Fortress" SL.</span></div>
<div class="MsoNormal">
<span style="font-size: 12.0pt;"><br /></span></div>
<div class="MsoNormal">
<span style="font-size: 12.0pt;">Of course, lets also not kid ourselves that everyone in SL is running around fully paid up. Wherever you have commerce, you also have counterfitting. So, we have established that your pretties are not safe in SL and that those pretties often get exported to opensim. Glad your with me so far. </span></div>
<div class="MsoNormal">
<span style="font-size: 12.0pt;"><br /></span></div>
<div class="MsoNormal">
<span style="font-size: 12.0pt;">This is the part where a lot of creators hit a cognitive wall. So if your stuff is getting stolen anyway, can it be reasonably assumed that if the opportunity was available, at least a percentage of those people would pay up for legitimate content if it was available? I think so, and the balance of my store seems to back that assertion up. That is money I would not have made otherwise.</span></div>
<div class="MsoNormal">
<span style="font-size: 12.0pt;"><br /></span></div>
<div class="MsoNormal">
<span style="font-size: 12.0pt;">Of course to some, the time invested will not be worth the income received. I certainly am not in this primarily for the money. I like to build and being able to sell my work is a happy bonus. Many people feel cooped up in SL and I can honestly say that recently I was in SL looking for shop space again and the whole deal with parcels and primcounts just made me give up. Many of us "creators" are artists first and business people second. <u>To truly see the benefit of moving to Kitely, you have to look at the creative possibilities as well as the financial aspects.</u> But to come back to point, if you build it "they" will steal it, so why not maximize your earnings by reaching as many honest people as possible?</span><br />
<br />
<span style="font-size: 12.0pt;">Before Kitely Marketplace this was not possible. Now it is.</span></div>
<div class="MsoNormal">
<b><span style="font-size: 12.0pt;"><br /></span></b></div>
<div class="MsoNormal">
<b><span style="font-size: 12.0pt;">Small grid owners are fly-by-night ....or wackos .....or technically inept. Or ALL THREE!</span></b></div>
<div class="MsoNormal">
<span style="font-size: 12.0pt;">Plenty of small Opensim Grids come and go, but Kitely is different. Both Ilan and Oren are experts in their fields. They are responsive, attentive and open for new ideas. They have a clear vision (a BIG one) of where they want to go and a plan to achieve it. They have always been as good as their word.</span></div>
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<a href="http://danielvoyager.files.wordpress.com/2013/08/kitely-market-opens.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><br /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEim4xnG7tmKQsH0WsA_RZs-e7SNZ5iNuiB8LheVB8OYv8AyrOwGIdwXtZs1rHl7NroRTMQS2z-YKp8LIj4tNST_G__l5JPgL4d29En-3lB4-t8UavbSUdZFByabonxz_vheEUeWXPYd_wPw/s1600/Store.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEim4xnG7tmKQsH0WsA_RZs-e7SNZ5iNuiB8LheVB8OYv8AyrOwGIdwXtZs1rHl7NroRTMQS2z-YKp8LIj4tNST_G__l5JPgL4d29En-3lB4-t8UavbSUdZFByabonxz_vheEUeWXPYd_wPw/s640/Store.png" width="488" /></a></div>
<span style="font-size: 12.0pt;"><br /></span></div>
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<span style="font-size: 12.0pt;"><br /></span></div>
<div class="MsoNormal">
<b>2016 - </b>Kitely has hypergrid. Told you so :P lol</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="font-size: 12.0pt;">Just getting the Hypergrid market off the boards is a remarkable achievement and should speak volumes to how serious these chaps are about what they do. </span></div>
<div class="MsoNormal">
<span style="font-size: 12.0pt;"><br /></span></div>
<div class="MsoNormal">
<span style="font-size: 12.0pt;">Well, that's about it. Hopefully this post will be useful to point a few people at the next time you run into these kind of questions. </span></div>
<div class="MsoNormal">
<span style="font-size: 12.0pt;"><br /></span></div>
<div class="MsoNormal">
<span style="font-size: 12.0pt;">Do you think I missed something? Is there some other question you always get that breaks a little piece of your sanity every time you hear it? Or perhaps you have another take on an issue? Feel free to comment :)</span></div>
Ozwellhttp://www.blogger.com/profile/11960485137604717797noreply@blogger.com13tag:blogger.com,1999:blog-8678914050726043196.post-69870318923508230152014-03-21T06:55:00.000-07:002014-03-21T10:01:58.951-07:00Worlds End: Now delivering all over the metaverse thanks to Kitely!A big development in the last few days!<br />
<br />
Kitelys hypergrid market is now delivering to any grid that signs up to the marketplace program. This means that 99% of my inventory is now available to customers metaverse wide!<br />
<br />
Presently the only item not available for export is the Medieval Tudor Wall Set. This is because I sell this set on behalf of Zelest Fall of Zelection in Second Life. it is her wish that this item and any items build with it remain within the Kitely grid. My apologies to my customers for this but there is nothing I can do about it. If you wish to use that set on your grid, I would suggest contacting her directly and politely asking to come to a deal. Shes very approachable.<br />
<br />
Here is a selection of my export products. Many more available at my store!<br />
<br />
<a href="http://www.kitely.com/market?store=2337532">Worlds End Landscaping & Roleplay - Kitely</a><br />
<br />
If you would like to see my work first-hand, why not stop by my *still under construction* role play sim.<br />
<br />
<a href="http://www.kitely.com/virtual-world/Ozwell-Wayfarer/The-Townhip-of-Llanfarian">The Township of Llanfarian</a><br />
<br />
<br />
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<a href="http://d1rbyw5zcb7dy1.cloudfront.net/storage/files/22/27/01/1000003222701.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://d1rbyw5zcb7dy1.cloudfront.net/storage/files/22/27/01/1000003222701.jpg" height="339" width="640" /></a></div>
<a href="http://www.kitely.com/market/product/3222588/Worlds-End-HD-Trees-Mesh-Weeping-Willows-2-trees-2?var=3222610">Weeping Willows</a><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://d1rbyw5zcb7dy1.cloudfront.net/storage/files/02/88/34/1000003028834.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://d1rbyw5zcb7dy1.cloudfront.net/storage/files/02/88/34/1000003028834.jpg" height="339" width="640" /></a></div>
<a href="http://www.kitely.com/market/product/3028387/Worlds-End-Cave-Kit-Mega-Pack-Main-Package-3-Expan?var=3028466">Cave Kit Mega Pack</a><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://d1rbyw5zcb7dy1.cloudfront.net/storage/files/18/73/86/1000003187386.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://d1rbyw5zcb7dy1.cloudfront.net/storage/files/18/73/86/1000003187386.jpg" height="339" width="640" /></a></div>
<a href="http://www.kitely.com/market/product/3187230/Worlds-End-Mesh-Terrain-Rocks-with-Materials?var=3187360">Terrain Rocks + 4 Rock Textures</a><br />
<br />
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<a href="http://d1rbyw5zcb7dy1.cloudfront.net/storage/files/25/96/52/1000003259652.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://d1rbyw5zcb7dy1.cloudfront.net/storage/files/25/96/52/1000003259652.jpg" height="339" width="640" /></a></div>
<a href="http://www.kitely.com/market/product/3259547/Worlds-End-HD-Trees-Mesh-Shrub-Pack?var=3259571">Shrub Pack - 6 Shrubs with 6 Texture Variations</a><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://d1rbyw5zcb7dy1.cloudfront.net/storage/files/18/89/72/1000003188972.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://d1rbyw5zcb7dy1.cloudfront.net/storage/files/18/89/72/1000003188972.jpg" height="339" width="640" /></a></div>
<a href="http://www.kitely.com/market/product/3188685/Worlds-End-Mesh-High-Detail-Cliffs-11-Models-4-Tex?var=3188778">Large Cliff Set</a><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://d1rbyw5zcb7dy1.cloudfront.net/storage/files/92/42/76/1000002924276.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://d1rbyw5zcb7dy1.cloudfront.net/storage/files/92/42/76/1000002924276.jpg" height="339" width="640" /></a></div>
<a href="http://www.kitely.com/market/product/2923576/Worlds-End-Modular-Mesh-Country-Road-4-Texture-Var?var=2923885">Country Road Set</a><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://d1rbyw5zcb7dy1.cloudfront.net/storage/files/98/30/13/1000002983013.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://d1rbyw5zcb7dy1.cloudfront.net/storage/files/98/30/13/1000002983013.jpg" height="339" width="640" /></a></div>
<a href="http://www.kitely.com/market/product/2982933/Worlds-End-Mesh-Snow-Drift-Set-7-models?var=2982947">Snow Drift Set</a>Ozwellhttp://www.blogger.com/profile/11960485137604717797noreply@blogger.com0tag:blogger.com,1999:blog-8678914050726043196.post-80011362587796423922014-03-11T10:04:00.000-07:002014-06-27T17:30:09.628-07:00New Medieval Signboard releasesToday I released a selection of Medieval Signboards used to signify the usage of buildings. These signs are available in Second Life right now, and will be available for export on the Kitely Marketplace by the end of the week *EDIT - Now available in Kitely too!*. In total, there are 12 image signs and 5 Named Tavern signs available. Look out for the bumper pack coming soon!<br />
<br />
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<a href="https://slm-assets0.secondlife.com/assets/9212690/lightbox/Old_Oak_CM.jpg?1392247452" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="340" src="https://slm-assets0.secondlife.com/assets/9212690/lightbox/Old_Oak_CM.jpg?1392247452" width="640" /></a></div>
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<br />
I also make custom signs to order from as little as 5$ per sign. Price of course varies depending on what you want. A rough guide follows, but its better to contact me directly with details of what you are looking for. If I can sell the sign in my store then the below prices can be reduced by 50%.<br />
<br />
1. Existing mesh, existing image with custom text - 5$<br />
2. Existing mesh, new image with custom text - 20$<br />
3. Existing mesh, new image, new material (wood, metal, stone, etc) with custom text - 30$ <br />
4. New mesh, new image, new material with custom text - 50+$Ozwellhttp://www.blogger.com/profile/11960485137604717797noreply@blogger.com0tag:blogger.com,1999:blog-8678914050726043196.post-86107110470692719342014-03-02T17:10:00.002-08:002014-03-02T17:20:05.396-08:00New medieval themed residential region starting to take shape.......My as of yet unnamed town is coming along nicely. The high street, castle, slums and farmland are all getting pretty close to completion. Next I want a few more shops, some dock buildings and some more upper class abodes. Houses will be available from as little as 300KC a month! The entire project will have capacity for 40 people.<br />
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Some houses will of course be reserved for the general public to enjoy. I would like the region to eventually have 4 regions. I just decided to focus on the main sim first because well, I get distracted very easily :). I am the kind of builder that "sketches" something, then goes off and sketches or tweaks something else, only to come back to what he originally started hours/weeks/months later.<br />
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I am hoping to have all the architectural elements in place by the end of March. Unless someone beats me to the punch, I think this will be the first residential project in Kitely. There will be no enforced roleplay rules or dress-code, and I would like to see the "rules" developed by the residents who choose to call the sim home.<br />
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More to come soon!Ozwellhttp://www.blogger.com/profile/11960485137604717797noreply@blogger.com0tag:blogger.com,1999:blog-8678914050726043196.post-83792044999817042692014-02-24T14:32:00.001-08:002014-02-27T15:32:29.933-08:00Why Kitely? - A Merchants Perspective2013 was not a good year for merchants in Second Life. There were points this year where I could have sworn that Linden Labs were actively trying to drive people away. I wont go into the meat of the matter here, but my main peeve points last year were:<br />
<br />
1. The New TOS - All your prims are belong to us!<br />
2. The Digital Taxman - I live in Europe, why the heck should I give my details to the IRS?<br />
3. Marketplace Madness - Listings disappearing and reappearing, merchants not getting the funds from sales, not being able to cancel featured items, or being billed for them each hour, every hour.<br />
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I have always had a foot out in the open metaverse, but more as a traveler and casual builder, for as much the reason that there was never a platform for merchants to sell their creations for opensim anyway. But it was about the time that all this was going on in SL, that I heard Kitely were launching their Hypergrid Marketplace. <br />
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I had been in Kitely previously, but drifted away from it as my store gained in popularity in SL. I decided to come back and list a few items and its been about 6 months now and to be honest, I only log into SL these days to answer customer queries and chat to the odd old friend.<br />
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Kitely ticks so many boxes with me that its going to be hard for me to explain why without coming off as some kind of gushy fan-boy.....but I will do my best.<br />
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Firstly, if your in it for the money at this stage......you will probably be disappointed. Hypergrid delivery has not been rolled out yet and sales are from within the Kitely community mostly. Don't get me wrong. Though I have done surprisingly well, the takings are still dwarfed by my SL sales. But in my opinion, if your looking at it this way then you are missing the best part.<br />
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You love to build right? I mean, I do, so I cant imagine your in the creation business if you hate the act of creation. In SL, I could at best afford a whole region IF I was prepared to fork over my entire takings back to the lab for the privilege, and occasionally take a hit in the pocket on a bad month.<br />
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In Kitely, my takings are lower but at the incredibly low price for a starter region I can easily cover my costs for a region for the next 8-9 months with just my takings in KC. Anything paid for in USD is money in the bank, and now I have no region in SL, that's money in the bank too.<br />
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The effect of this is that I no longer feel under "commercial pressure". What I mean by this is I don't feel the same compulsion to monetize my sim in the way I am forced in SL in order to pay the bills. In fact, I am starting a residential medieval sim and relegating my commercial store to a skybox. I feel free to create what I want rather than trying to find niches and "hot" ideas.<br />
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So I started trying to convince you by saying "don't come for the money" but lets review my position.<br />
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Before Kitely<br />
<ul>
<li>1 region in SL that is paid for just this month</li>
<li>Some burger money each month</li>
</ul>
After Kitely<br />
<ul>
<li>1 Region in Kitely that is paid for this year. </li>
<li>more burger money + all that wasted tier</li>
</ul>
Of course when I closed my store in SL, my sales dropped. But so did my expenses, which left me at a substantial net gain.<br />
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So forget it, come for the money! But come for the freedom too.<br />
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<br />Ozwellhttp://www.blogger.com/profile/11960485137604717797noreply@blogger.com0tag:blogger.com,1999:blog-8678914050726043196.post-30680739068186359822014-02-24T11:56:00.000-08:002014-02-24T11:56:07.051-08:00Welcome to the World's End Virtual Store blog!Hello and Welcome to the official World's End Landscaping and Roleplay blog. Here you will find all my new releases, thoughts and the occasional wall-of-text rant.<br />
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World's End is currently operating in both Second Life and Kitely. Due to the many recent changes I have scaled back operations in SL to a minimum and currently I am focusing on completing Kitelys first medieval themed residential sim. But more on that some other time.....I have been told I need to give you reasons to come back ;)<br />
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For those unfamiliar with my store, I already have a wide selection of landscaping items, modular kits and various other items already available at the Second Life Marketplace and the Kitely Hypergrid Marketplace.<br />
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<a href="https://marketplace.secondlife.com/stores/144861">Second Life Store</a><br />
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<a href="http://www.kitely.com/market?store=2337532">Kitely Store</a><br />
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I will be blogging regularly as my project expands and/or I release new items. Here is a small selection of whats on offer right now!<br />
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<br />Ozwellhttp://www.blogger.com/profile/11960485137604717797noreply@blogger.com0