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Everything posted by Puka
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Sorry about that, fixed.
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Just a few screenshots from our Police Station, decorated by the one and only - @Angelqueen It is really difficult to find the right words to explain how thankful I am... She is an incredibly talented artist and I feel VERY lucky to have her support! I have no doubt that there will be tons of sexy RPs in this lovely work, and I will do my best to pursue the goal and make that happen.
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Sorry, posted to the wrong topic!
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So glad to hear that Angelqueen! Would you please join the our discord server so we can exchange files? Looking forward to meeting you in the game
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And... our first strip club! Not the best looking externally, but it should do... Added only 44kbs! I think we are on good track - only if we had some visitors!
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Just a quick update: Built the square (inspired from the Trafalgar Square) in front of the La Scala Built a petrol station - pumps and shop decoration in progress Started building pukatown.com in parallel; a landing page and map is ready Set up the Discord server (please do join) - thanks for the tips @Maxecco Pick-up is painfully slow though... Lots and lots of good comments and compliments from visitors, but since there is no action, they leave after a while. @TashaTight gave some great advice regarding balancing the room, making it appealing also for "light" RPers. Thus, today I will build and add a strip bar, first of the several naughty buildings. Finally, MANY thanks to @Diana Prince for her support! I truly admire her talent and character, and really excited that she is interested in the project!
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By the way, it works fine when the mirror Y rotation is 0/180, otherwise the view is distorted/broken. It's not a big deal, but can become one when/if you have to rotate and reposition a complete building, just to make this work
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Just finished building a new cafe for the town - I know, "Cafe" is a dull name for a cafe I want the "owner" in RP to pick a name By the way, I will change the name. PukaTown is very selfish, and doesn't reflect the partnership I am seeking for building. Let me know if you have any suggestions.
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I think we have to talk! I hope we'll have more time next time...
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I'll do my best to be online... Edit: 22:15 CET, I am online... Where are you?
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We just met and agreed to team up with @Maxecco today! We hope you will join us as well. This is so exciting!
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Hi @Areej, happy to hear that you are interested! I am in CET time, so I guess we will have limited time options to meet - but at the same time, this might be a good thing in the long run while building! I have just joined discord: Puka#4781 and created a server: https://discord.gg/rZqw4MyX for the purpose. I have limited experience in using it but I understand that it is the most convenient and popular way of communication for gamers. Please ping me when you are online. Looking forward to meeting you!
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That totally makes sense, and I hope it is true. Because, if you ignore the room loading delay, that would pretty much mean "no limit" in a more linear (or wide circular in my case) layout of a large world with low-medium detailization range. Building won't be a big issue for me, as I anyway prefer building in batches (building by building) and then bringing them together.
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School FINAL.world School is one of the few buildings I have started working on - attached. It's work in progress. When it's done, it will have: 1 arts class, 1 dancing class, 1 computer room, 1 regular class, 1 principals office, 1 teachers room and 2 toilets. As you can see, I am trying to keep it simple, avoiding too detailed builds to avoid a huge world file. That brings me to another beginners question What's your experience with world sizes? What is an "acceptable size" that would work even on mediocre PCs/laptops? 8MBs? 10? @Torax - I would love to learn your thoughts too, since I think you have the most experience. What's the critical number? (Sorry if this was already discussed & addressed, I couldn't find)
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Ah! The "Friends and Neighbours"! Of course I know your room, great work! Thanks for sharing and letting me know where the file is. Indeed, the concept is very similar to what you have done. I have just changed the layout to circular though, around a big mountain / island. It looks that will make navigation more straight forward, expanding easier (just adding bus stops as I build) and minimize the number of large empty plots. We'll see...
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Thanks @TashaTight, I have been spending a lot of time in RP rooms - and will keep doing so to get inspiration and learn. Yes, it's going to be a lot of work *sigh* ... Thus, I have already changed my decision on designing from scratch, especially after @Music's tool enabled simplifying/lightening masterpiece builds by others for reuse. Thanks for allowing me to use your builds as well. Naïve question: 3dxchatsharing is the only sharing platform I am aware of, where I didn't see any of yours. Are there other, similarly big platforms I can find builds?
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This is exactly what I thought about - and more! I will test it out. You're the man!
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Attached world - all objects resized to fit 1:1:1 box. I guess the scale x,y,z values of each object could serve as the reference you need. Like in the TorusQ2 example, a 1:1:1 TorusQ2 real volume for the "remove details" function would be 1/0.4 * 1/1 * 1/0.4 = 6.25. To only obvious exceptions are cutlery1-2-3, which I didn't resize and should be ignored by the function. Looking forward to see how it works. Let me know if I can be of any other help. all objects 07.world
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Let me do that and come back to you...
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I would very much appreciate if you could consider this. I have no idea how to do it, but I think it is doable and is the right solution? Let me know if I can be of help, like finding out the relative scale ratios of each object?
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That's what I do at the moment But have to repeat all the steps (enter the formula, filter, sort, select, delete) every time I re-open a file...
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I understand what you mean. Could making the volume calculation based on a standard relative (to box for example) scale help? Eg: For a 1:1:1 TorusQ2, while the ScaleY will still be 1, it's X and Y will be 2.5 (relative to box). I cant see the value of checking "single scales being smaller than a certain value"... Why would anyone want to remove thin objects only?
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Remove Details I think it would be helpful to add a function to detect and delete items smaller than a defined volume eg: =ABS(ScaleX*ScaleY*ScaleZ) This could be useful for builders like me, using shared worlds from others and being able delete details but keep the overall structure. I understand that a very thin but large object could also be deleted with this method since the overall volume will be small. May be you can find a way to overcome that challenge.