Current User: Guest
Please consider registering


Lost Your Password?

Search Forums:


 






Wildcard Usage:
*    matches any number of characters
%    matches exactly one character

Trouble uploading lossless with maxport.

No Tags
Post
Member

Intertricity

8:15 pm Apr 30, 2009

posts 6

1

Post edited 10:25 pm – Apr 30, 2009 by Intertricity


Hey, I was doing a test upload with maxport, and realized that some vertices were out of place. When I uploaded the same sculpts from my export directory via the viewer with lossless checked, I noticed a difference in vertex quality in that it seemed like maxport was uploading all its sculpts lossy.

Is there an option I'm missing in maxport to upload the sculpts lossless?

Thanks in advance :)

For reference, I'm including a screenshot demonstrating the problem:

Left, upload via client. Right, upload via maxport.exe. I uploaded the left directly from the upload folder used by maxport.

http://imagebin.org/47447

Guru

TakuanDaikon

TakuanDaikon

10:23 pm Apr 30, 2009

posts 139

2

Hmmm…  That's a really good thing to know. I had been meaning to check this myself, but I keep forgetting, and for the most part my results have been good enough to not remind me to check :)

At least there's a workaround, though it would obviously be best if this capability was incorporated into MaxPort itself.

Member

Intertricity

4:43 am May 1, 2009

posts 6

3

Yeah, I hope we can get a lossless option in maxport, it's a really nice and solid uploader. Though I wonder if I missed something as simple as an option flag x.x

Anyway, for further reference, what I did was scale several verts to 0 so they all occupied the same location- you can see that all the verts are correctly overlapping on the sculpt on the left, but on the sculpt on the right they seemed to have travelled a bit.

Admin

Shack Dougall

10:49 am May 1, 2009

posts 1155

4

Intertricity said:

Yeah, I hope we can get a lossless option in maxport, it's a really nice and solid uploader. Though I wonder if I missed something as simple as an option flag x.x


You didn't miss anything.  Maxport attempts to upload sculptmaps lossless, but apparently fails to do it perfectly.

This is a small, but potentially difficult problem for me to solve.  The code that performs the lossless encoding is a part of LibOpenMetaverse(formerly libsecondlife).  It is using Openjpeg to do the image conversion.  In the past, I've looked at this source code in libopenmv, but haven't yet fully understood it.

The situation is complicated by the fact that earlier versions of libopenmv had a bug when uploading .tga files.  To my knowledge, that still hasn't been fixed, although I haven't tested libopenmv on that point in a while.  What I ended up doing was to use a library called FreeImage to get around the .tga bug in libopenmv.

Anyway, the first thing that we need to do is to pinpoint where the problem is exactly.  If someone can send me a sculptmap, I'll look into it.  For testing, I need a sculptmap that is visibly different when it is uploaded via Maxport when compared to uploading lossless using the viewer.  Ideally, it would also be nice to have two pictures of what the resulting sculptie looks like in world in the two cases that shows the difference.

One additional thing to try is to change the sculptmap image format in Prim Composer.  In Prim Composer > Preferences > Export Preferences > Exported File Types, you can change the image format that Prim Composer uses when creating sculptmaps.  I think it uses .tga by default.  If yours is set to .tga, try changing it to .png and see if it makes a difference.  It would help to pinpoint the location of the problem.

Admin

Shack Dougall

10:52 am May 1, 2009

posts 1155

5

Post edited 11:47 am – May 1, 2009 by Shack Dougall


I've created Ticket 117 to track this issue.

You can send any sculptmaps for testing to support@liferain.com

Member

Intertricity

5:03 pm May 1, 2009

posts 6

6

So I was in for a big surprise when I logged back into my sim and every freaking sculpt rezzed perfectly.

I did more tests, I rezzed from viewer, rezzed from maxport, tried the greenlife viewer and sl viewer (standard, not rc)

And.. it seems to be holding pretty consistently that everything is showing up distorted until I relog. Until I cleared cache and logged back in, then everything showed up distorted again. I rezzed with maxport one more time, logged out, logged back in, everything shows up perfect again.

Rezzed maxport one more time, rezzed in distorted, logged back out, logged back in, everything shows up fine.

==============================

I really apologize if I've wasted anybody's time, hopefully I ran these tests soon enough before anyone had a headache going "wtf is he talking about". Seems like maxport.exe does everything it's supposed to, though, Shack, the files I sent you may be useful to you anyway, perhaps you'll see something I didn't.

I'll post my client stats here for analysis purposes. I'm doing a lot of fine tweaks to individual verts on my mesh, so I need to not have to relog every time I rez in a new sculpt set o_x does anybody have any clue? Or maybe point me to a forum that's more appropriate?

=======================================

Second Life 1.22.11 (113941) Mar  6 2009 12:50:02 (Second Life Release)
Release Notes

You are at 256134.4, 256141.9, 24.7 in Intertricity located at localhost (127.0.0.1:9000)
OpenSimulator Server  0.6.1.7885  (OS Microsoft Windows NT 5.1.2600 Service Pack 2) ChilTasks:True PhysPrim:True
Release Notes

CPU: Intel Pentium 4 Northwood (3391 MHz)
Memory: 2048 MB
OS Version: Microsoft Windows XP Service Pack 2 (Build 2600)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce 7600 GS/AGP/SSE2
OpenGL Version: 2.1.2

libcurl Version: libcurl/7.16.4 OpenSSL/0.9.7c zlib/1.2.3
J2C Decoder Version: KDU
Audio Driver Version: FMOD version 3.740000
LLMozLib Version: [LLMediaImplLLMozLib] – 2.01.23590 (Mozilla GRE version 1.8.1.13_0000000000)
Packets Lost: 0/724 (0.0%)

Admin

Shack Dougall

5:36 pm May 1, 2009

posts 1155

7

Post edited 2:01 pm – May 4, 2009 by Shack Dougall


Intertricity said:

So I was in for a big surprise when I logged back into my sim and every freaking sculpt rezzed perfectly.

I did more tests, I rezzed from viewer, rezzed from maxport, tried the greenlife viewer and sl viewer (standard, not rc)

And.. it seems to be holding pretty consistently that everything is showing up distorted until I relog.


I've been seeing behavior like this with OpenSim.  I haven't noticed it with SL yet, but then I do much more testing on OpenSim because texture uploads are free.

I had been putting off investigating it because no one else had reported the problem. ;-)  But I'll take a closer look at it now.

Member

Intertricity

5:54 pm May 1, 2009

posts 6

8

I just ran the test in SL, things seem to upload as expected, so I think I'm having the same behavior you're talking about. Let me know if there's anything I can help with. I'm impressed with how responsive you are I truly appreciate it ^^;;

Admin

Shack Dougall

2:07 pm May 4, 2009

posts 1155

9

I've added this as Ticket 119 to investigate.

Member

Intertricity

3:48 pm May 6, 2009

posts 6

10

Awesome, *bookmarks*

No Tags


Reply to Topic:
Trouble uploading lossless with maxport.

Guest Name (Required):

Guest Email (Required):

Smileys
Confused Cool Cry Embarassed Frown Kiss Laugh Smile Surprised Wink Yell
Post New Reply

Guest URL (required)

Math Required!
What is the sum of:
9 + 4