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Showing content with the highest reputation since 08/15/2019 in Knowledge Base Articles

  1. 3 points
    What is a baked texture and why would I want it on mesh? Major Features Benefits How it Works Wearable and Bake Channels Universal Wearables Setting a mesh to use baked textures Working with the new channels Working with Animesh Script Support Step-By-Step Example Test Content Known Issues Bakes on Mesh is a feature to allow system avatar baked textures to be shown on mesh attachments. What is a baked texture and why would I want it on mesh? If you use a standard system avatar, you can wear several texture layers to customize your skin and add tattoos and clothing layers. To save processing time and provide everyone on any system the same view of your appearance, those textures are "baked" by a server into a single combined texture. Previously if you wanted to use a custom mesh body part and do the same kind of customization, the body part would need its own texturing system. In addition, you would usually need to apply an "alpha" wearable to the underlying standard avatar body part to hide it so that it doesn't interfere with your mesh part. With bakes on mesh, you can apply any system skins and other layers to your avatar (you don't need or want the alpha layer), and then tell the viewer to apply the resulting baked texture to your mesh body part. The underlying system avatar part is hidden for you automatically so the alpha wearable is not required. Major Features Any face of a mesh object can be textured using any of the server baked textures. The corresponding region of the system avatar is hidden if any attached mesh is using a baked texture. New texture bake channels have been introduced to give more control over how meshes get textured. A new “universal wearable” is now provided with support for the new texture channels. Benefits Avoid the need for appliers, leading to an easier customization workflow. Avoid the need for onion avatars, leading to fewer meshes and fewer textures at display time. Avoid the need to sell full-perm meshes. The user can customize any mesh that’s set to use Bakes on Mesh by simply equipping the appropriate wearables, without needing to modify the mesh itself. How it Works Wearable and Bake Channels Avatar wearables have traditionally been baked into six different textures (BAKE_HEAD, BAKE_UPPER, BAKE_LOWER, BAKE_EYES, BAKE_SKIRT, BAKE_HAIR) by the baking service. These textures are derived by compositing the corresponding textures in the various wearable items on your avatar. For example, a shirt sets the UPPER texture, and multiple shirts layered together would contribute to the resulting BAKE_UPPER texture. The Bakes on Mesh project added five new bake channels as well: LEFT_ARM_BAKED, LEFT_LEG_BAKED, AUX1_BAKED, AUX2_BAKED, AUX3_BAKED. Unlike the original textures, the system avatar does not use any of these textures. They are purely extensions to allow more control over mesh appearance. LEFT_ARM_BAKED and LEFT_LEG_BAKED are intended to help with making mesh avatars where the left and right limbs have different textures. The AUX channels are general purpose, and could be used for body regions not possessed by system avatars (such as wings) or for other purposes. Altogether this gives 11 possible channels for wearables to use for textures, and for the baking service to produce. Universal Wearables New channels aren’t useful unless there is some way to wear items that use those channels To meet this need, a new wearable type called Universal has been added. The Universal wearable has slots corresponding to all 11 of the new and old bake channels. In layering order, universal wearables go above the skin and tattoo wearables, and below all other types of clothing. Setting a mesh to use baked textures You can now apply these textures to the diffuse textures of your avatar’s attachments: Right click on the attachment, and click edit and from the edit face menu select textures. Click the diffuse texture icon to open up the texture picker. The texture picker has an extra radio button mode called 'bake' for selecting server bakes. The 'bake' radio button mode has a dropdown for selecting server bake textures. When an attachment is using a baked texture, the corresponding base mesh region of the system avatar is hidden. If a mesh face is set to show a baked texture but is not attached to an avatar, you will see a default baked texture. If you are using an older viewer without Bakes on Mesh support, then faces set to show baked textures will also display as the default baked texture, and base mesh regions will not be hidden. The “fallback” textures for the original bake channels. Viewers that don’t support Bakes on Mesh will show these images in place of the baked textures. You will also see these on any non-attachment objects that are set to use Bakes on Mesh. The new bake channels have similar fallback textures. Working with the new channels The new bake channels are handled a bit differently from the original six. With the original channels like upper body, there are several types of wearables that can affect the contents, and there is always a base layer of skin at the bottom of the texture stack. This means that unless you are using an alpha wearable, your bakes will always be opaque. For the new channels, the only textures are those supplied by any universal wearables you have on, so the resulting bakes can potentially be transparent. Note that this is currently the only way to make the new channels transparent, since there is no "Universal Alpha" wearable (we may add such a wearable in the future). If you want a transparent bake in one of the new channels to be used to make your mesh partially transparent, you will need to set the alpha mode for that face to "Alpha Blending". For example, in this case there is one universal wearable with a transparent ring texture. The texture is applied to the upper body and left arm channels. The alpha mode is set to Alpha Blending. Results: The upper body and right arm are opaque, because there is an opaque skin layer at the bottom of everything. The left arm is transparent and the transparency is applied to making portions of the left arm see-through: With the same outfit, but alpha mode set to None, you would see this. Note that now the left arm is opaque with a fallback color showing under the transparent regions: If you add an additional universal wearable with a suitable opaque skin texture for the left arm channel, you would get this. Now both arms are opaque, regardless of whether alpha mode is set to None or to Alpha Blending: Working with Animesh Animesh objects are treated somewhat differently when attached. Because they have their own skeletons, they are textured independently of the avatar they are attached to. An attached animesh object does not support Bakes on Mesh, and will display any Bakes on Mesh textures using the placeholder textures described above. Script Support Bakes on Mesh works by defining special texture ids corresponding to each of the bake channels. There are corresponding LSL constants for each of the channels, so you can also write a script that enables Bakes on Mesh for a mesh face. The LSL constants are: IMG_USE_BAKED_HEAD IMG_USE_BAKED_UPPER IMG_USE_BAKED_LOWER IMG_USE_BAKED_EYES IMG_USE_BAKED_SKIRT IMG_USE_BAKED_HAIR IMG_USE_BAKED_LEFTARM IMG_USE_BAKED_LEFTLEG IMG_USE_BAKED_AUX1 IMG_USE_BAKED_AUX2 IMG_USE_BAKED_AUX3 These can be used in commands like llSetLinkTexture() or llSetLinkPrimitiveParamsFast() For example: llSetLinkPrimitiveParamsFast(0, [PRIM_TEXTURE, 0, IMG_USE_BAKED_UPPER, <1.0, 1.0, 0.0>, ZERO_VECTOR, 0.0]); would set the first face of a non-linked prim to use the upper body baked texture. Step-By-Step Example Here we will convert a system avatar into a simple mesh avatar that uses bakes on mesh: 1. Log in using a Bakes on Mesh enabled viewer. 2. Enable the Develop menu. If not present, go to Me > Preferences, and in the Advanced tab click Show Develop Menu. 3. In the Develop menu, choose Develop > Avatar > Character Tests > Test Male. You will now see a standard system avatar. 4. You will need a mesh avatar to replace this system avatar. In a web browser, bring up https://jira.secondlife.com/browse/BUG-139234 and download the attached file "aditya_90.dae". 5. In the Second Life Viewer, choose Build > Upload > Model and choose the file "aditya_90.dae". In the upload options, check Include skin weight. Set the model name to "aditya_90". 6. Click calculate weights and fee, then upload. You should now have a mesh model in your inventory called "aditya_90". Attach this to yourself by double clicking it in your inventory. 7. At this point you have a mesh, shown with the white default texture, superimposed on your system avatar. Now we need to convert the mesh to use Bakes on Mesh. This will also hide the system avatar as we go. 8. Right click your avatar and pick edit. In the edit dialog, pick “Select Face”. Click the avatar’s chest to select the upper body. 9. In the Texture tab, click the white texture area. 10. Pick the “Bake” texture option and the “BAKED_UPPER” value in the pulldown. Then click OK. 11. Your avatar should now show the upper body correctly textured without excess white material. What you are seeing is the mesh surface textured with the upper body baked texture. The system avatar for the upper body is hidden. 12. Now repeat the process for the other body regions. Select face on the head area and set it to used BAKED_HEAD Select face for each of the eyes and set them to use BAKED_EYES Select face for the lower body and set it to use BAKED_LOWER 13. Getting all the faces selected and modified correctly is a bit tricky. If something gets messed up just try again with any face that gets messed up. At the end the avatar should look like this: 14. The hair looks wrong because it is an attachment that was not built for this mesh. You can get rid of it by right clicking and choosing Detach. At this point, you have a mesh avatar that’s fully configured to use Bakes on Mesh. You can now customize it the same way you would with the system avatar. For example, take off an item of clothing: Or customize something like eye color using the sliders: If you want to return to the system avatar appearance, just detach the mesh: Test Content There is some example content to help creators who want to get started with Bakes on Mesh: https://jira.secondlife.com/browse/BUG-139234 attached file "Aditya_for_BOM.dae" is an uploadable model file with separate faces for the left arm and left foot, so it can be used with the new left arm and left leg channels. https://jira.secondlife.com/browse/BUG-139234 attached file "aditya_90.dae" is an uploadable model that has the original set of faces defined, corresponding to head, upper body, lower body and so on. Left limbs and right limbs will display using the same textures with this model. Known Issues The following known issues are present in the initial full release of Bakes on Mesh: BUG-225518 "The Bake texture on linked objects is shown with a delay of 5-7 seconds when linked objects are added from the ground". This is a lag in the update of appearance for a newly attached object using Bakes on Mesh textures. BUG-227532 "[BOM] some mesh objects render alphas incorrectly using BAKED_SKIRT when system skirt has a transparent texture in local edit modes". This is a transient graphics issue seen when in local edit mode, when customizing your avatar. Goes away when you leave local edit. BUG-227533 "[BoM] alpha layering errors in local edit mode". Some objects may show incorrect alpha masking behavior in local edit. Goes away when you leave local edit. BUG-227534 "[BoM] baked texture offset values on a sphere skew in local edit modes". Transient issues with texture offsets while in local edit, similar to issues seen in previous non-BOM releases. These issues resolve when you leave local edit. BUG-227535 "[BoM] Using the skirt channel in a universal wearable breaks the length of any existing system skirt". If your avatar has a system skirt (skirt wearable), and you are using a universal wearable with a skirt channel texture, then the length of the skirt will display incorrectly as maximum length. This is an issue with the baking service rather than the viewer itself. BUG-227537 "[BOM] When Alpha Wearable is applied, BoM attachments with Alpha mode: None turn red". If you make your avatar invisible using an alpha wearable, and then apply this invisible baked texture to an attachment using Bakes on Mesh, you get a solid color, red, shown on the attachment. Probably this should be the base color of the attachment instead. BUG-227536 "[BOM] Avatar does not cast accurate shadow if Alpha mode = Alpha blending". This is a pre-existing issue with alpha blended objects attached to avatars, but may be seen more often with Bakes on Mesh.
  2. 2 points
    Introduction Themes Traditional homes Houseboats First-generation themes Features Getting your Linden Home Prerequisites Checking if you have enough land tier available Signing up New premium accounts Existing basic accounts Existing premium accounts Troubleshooting Finding your Linden Home Abandoning or changing your Linden Home Enjoying your Linden Home What you can do Covenant and restrictions Etiquette House controllers House control panels Content creation packs Textures Privacy Getting help Requesting terraforming of adjoining land Bellisseria Fairgrounds In other languages: Deutsch Español Français Italiano 日本語 Português Pусский Türkçe Introduction Linden Homes are ready-to-move-in homes in themed communities that are available only to premium account members. Premium account holders can get a free Linden Home, in addition to the other benefits of premium membership. For more information, see Premium membership. Themes Linden homes come in themed communities, each with choices of individual homes: Traditional homes Traditional suburban homes are arranged along tree-lined streets on 1024 sq m parcels. The homes are one and two-story buildings with shingle roofs, and in most models, a porch or patio area. A typical home has a two or more large rooms on the main floor and may have one or two upstairs. As described in a later section of this guide, you may use the House Controller on your parcel to choose among the styles pictured here, and you may use the house controller to change colors and details both inside and on the outside of the house. A traditional home is set back from the sidewalk and may have a hedge, a wall, or a low fence to set it apart from its neighbors. You may add to the planting or other landscaping elements on the parcel . Traditional homes are all within a convenient distance from communal park areas where you can join your friends for picnics, sports, or family activities. Some communal areas offer a dining or dance area, or a pool where you can relax. Houseboats With a houseboat home, you can enjoy life in coves and inlets around the perimeter of the continent or the large nearby island, or along rivers or around the large bay in the center of the continent. You cannot travel on a houseboat, but each houseboat parcel has room for you to moor your own sailboat or other watercraft. All water areas around the New Linden Homes continent are navigable and public. The houseboat models have large rooms with a high ceiling and skylighting, plus a deck area outside for you to relax or entertain on. Most houseboats are on 16 m x 64 m water parcels. Some are on square 32 m x 32 m parcels. Therefore, all have an area of 1024 sq m. All are accessible by open water. You may also walk easily from one place to another, along wooden docks that divide the parcels, or along sandbars and spits from the mainland. Houseboats are all within convenient reach of community areas and cultural venues (lighthouses, beaches, and community buildings where you may gather with friends). First-generation themes First-generation Linden Homes have limited space and land capacity. Homes in these themes are still available for purchase, but provide less land capacity and use older-style control panels: Tahoe - Rustic cabin retreats with winding roads among hills and pine forests. Elderglen - Fantasy dwellings with winding roads around hills and giant trees. Sahreta Osumai - Traditional Japanese homes nestled in picturesque areas with mossy rocks and colorful trees. Meadowbrook - California modern suburban homes with decks perfect for barbeques! First-generation Linden Homes have a land capacity of 175 on a 512 m2 parcel. Features Linden Homes contain one or more of the following features, depending on the type of home: Touch entry - Left-click the front door to enter and exit your home. Touch lighting - Click the lights to toggle them on and off. Working fireplace - Click the fireplace to toggle a fire on and off. You'll also get a control panel that enables you to manage your home accessories and to change the textures used in your home. For more information, see Using the control panel. Getting your Linden Home You can get a Linden Home when you sign up for a premium account, upgrade your basic account to premium, or if you already have a premium account and have not claimed your Linden Home yet. Prerequisites If you have a premium account and you have 512m2 available tier then you qualify for a Linden Home. For example, if you have a new premium account — you've just joined Second Life as a premium account or upgraded from a basic account — and haven't changed your land usage, then you have exactly 1024m2 of available tier. Note: You don't have to use your premium account 1024m2 land tier for a Linden Home. You can use it instead towards other mainland purchases or you can contribute it to group tier allocations. Also, if you abandon your Linden Home, you can use your 1024m2 tier to buy other mainland parcels. Checking if you have enough land tier available If you don't have any land already in Second Life, then you will always have enough land tier, because each premium account comes with 1024m2 of land tier. There are two ways to check if you have enough available tier: Inworld: From the Viewer menus, choose World > My land holdings.... Your available land tier is listed in Available for land purchases. Website: If you already own land, then you can also check if you have enough land tier on the Second Life website: Go to Your Account. On the left side of the page, click Account Summary. Find the section called Land Holdings Available square meters for purchase at your current tier is listed under Available for purchase. Signing up The Linden Home registration process offers options for theme, home type, and home name. Once you submit your registration, your selected home is immediately generated on the next available parcel within your selected theme. You cannot request a specific region or parcel location. New premium accounts Go to join.secondlife.com. Complete your registration. Upgrade to premium as prompted. Go to Linden Home registration and log in with your Second Life account and password. Existing basic accounts Go to Premium Membership registration and log in with your Second Life account. Follow the account upgrade process. Once your account is upgraded to Premium Membership, the page will redirect to Linden Home registration. Existing premium accounts Go to Linden Home registration and log in with your Second Life account and password. View the four themed communities and home options within each theme. Click on your preferred home image. Name your home. Click Next. Read the Terms and Conditions and check the box agreeing to them. Click Accept. Review your Linden Home information on the confirmation page. Click Go to your Home or use the SLurl provided. Note: Confirmation is sent to the email address you provided to register your Second Life account. Troubleshooting If you didn't receive your email confirmation, be sure to check your email application's spam folder. It's also possible there has been an error in the email process, and your Linden Home is ready and waiting for you. If your Linden Home is ready, a landmark is sent to you inworld. If there appears to be such a problem, head to the Support Portal and submit a ticket. Identify whether the email did not go through and your home is actually available, or whether there was a problem with the registration process overall. Finding your Linden Home Your welcome email will provide the location of your Linden Home. If you lost or did not receive your welcome email, then there are two ways to locate your Linden Home: On the Second Life website: Log in using your Second Life username and password. Go to your Account Dashboard. On the left, click Land Manager. Click My Mainland. Look for the name of the Linden Home that you chose when you registered. Click the link in theLocation column to teleport there. Inworld: Login to Second Life with the Second Life Viewer Choose World > My land holdings... Select the parcel that matches your chosen Linden Home name. Click Teleport. You will be teleported to your Linden Home. Abandoning or changing your Linden Home To change your choice of Linden Home type, you must abandon your current Linden Home and then register for a new one. To abandon your Linden Home: Choose World > About Land and click the General tab. Click Abandon Land. After you confirm your choice, the land is removed from your account. Now if you wish, you can register for another Linden Home. Warning: Please use this reasonably: if you abandon and choose a new Linden Home five times in 24 hours, you are temporarily blocked from choosing another. You will need to wait 24 hours before registering again. Enjoying your Linden Home What you can do You can: Decorate your home with furniture or other items from Second Life Marketplace. Your partner or friends can help you decorate as well. Linden Home parcels work just like any other parcel of land in that regard; who can rez objects on your land depends on the About Land settings. See Managing land for more information. Customize textures used in your Linden Home via the control panel. See Using the control panel. Covenant and restrictions The covenant describes how you can use Linden Home land. To view the covenant, choose World > Region / Estate, then click the Covenant tab or right-click on the ground and choose About Land then click on the COVENANT tab. You are not allowed to: Terraform Linden Home land, sell it, deed it to a group, join it with another parcel, or divide the land. Modify the structure. For example, you can not move or eliminate individual components of your Linden Home such as the fireplace or a window. Move or rotate the structure. Your Linden Home must remain as it came on its 512m2 parcel. If you want both a Linden Home and more land for your premium account, you can use your remaining tier and/or upgrade on the Land Use Fees page. Tip: Linden Home land can't be group-owned. But if your personal Resident account is eligible for Linden Home land, you can set the land to a group to collaborate with other group members. Also, you agree that your Linden Home: Is for residential use only. Business use of any kind is prohibited, including parcel rental, rental boxes, classified ads or other forms of advertising, and event listings. Will be kept presentable and in-theme. Does not include traffic tracking. Land cannot contain temporary object rezzers or individual prims beyond the maximum size allowed by the Second Life Viewer build tools. Skyboxes are allowed on the Belliseria continent above 2000 meters. Skyboxes are not allowed for first-generation Linden Homes. Etiquette Living in a community includes courtesy towards your neighbors. Here are some guidelines for etiquette in Linden Home regions: Use local chat say, rather than shout. Adhere to the maturity rating for the Linden Home region you are in. Respect your neighbors' privacy. Review general Second Life etiquette suggestions and incorporate them into your Linden Home experience. House controllers Each Linden Homes parcel is equipped with a House Controller like the one shown here. It is just outside the parcel boundary, often near a street or sidewalk or on the dock next to a houseboat parcel. Yours may look like a mailbox or some other marker appropriate to the neighborhood. A House Controller is your tool for selecting the specific model of home you want to erect on the parcel. To use it, simply left-click on it. The House Controller will only respond if you are the current owner of the parcel. It will not respond to guests, friends, or strangers. Choose a home from one of the available models by clicking one of the numbered buttons. Your new home will appear near the center of the parcel, replacing whichever home was there before. You cannot rotate the home or move it to another spot on the parcel. Linden Homes are always rezzed with the front door facing the House Controller. You may replace the model on your parcel at any time. Homes within a theme all fit in the same parcel area, so they will not interfere with vegetation, fencing, or other objects that Linden Lab has placed on land next to your parcel. However, because each model has a different floor plan, you will usually need to move furniture or other items that you have placed in a previous home so that it is arranged well in your new home. If you select the notecard option, you will receive an instructional notecard. It will explain the features of your house in greater detail than they are covered in this guide. If you select the Content Creation Pack option, you will receive a folder of items that you may use to landscape your parcel and decorate your home. House control panels As you enter a Linden Home, you will find a Control Panel just inside the front door. The control panel is your tool for customizing the appearance of your home and for controlling access. The layout of menu buttons for a Control Panel varies slightly from one theme to another, but all Linden Homes have the same basic set of functions described here. Click on the Control Panel to see the main menu of your options: When you make most changes with the Control Panel, you receive confirmation in chat. A notice appears within a few seconds to tell you that the new information has been recorded in the system. The Door button offers you a choice between allowing your doors to Stay Open when you click on them, or to AutoClose within ten seconds after they are opened. The Windows button on the main menu toggles the window covering (blinds) up or down. Using this button in the Control Panel toggles all windows in the house at once, so that they are all either up or down at the same time. If you (or a person you have granted access to) want to raise or lower a single window covering, you can do that by simply left-clicking on the window covering (Note: Some house models also offer the option to open and close individual windows. Where that option is available, it is not managed in the Control Panel. To open a window, you just left-click on it). The Access button, which is only visible to you as the parcel owner, will let you give additional people permission to use the Control Panel menus. Using its Add Name menu option, you create a whitelist and add anyone you choose. The person does not need to belong to a special group. You may remove the person’s access permission at any time by clicking this same Access button and using the Remove Name option. If you have created a whitelist, you may check to see who is on it by using the View List option. The Access menus allow you to control who has permission to use some features in your home. There are three access levels: ONLY ME is the highest level. If you click that menu button, nobody else may use the Control Panel, operate the window blinds, or open doors. LIST is the middle level. If you have created a whitelist, selecting LIST gives people on the list permission to operate window and door functions, and most functions in the Control Panel (but not the Access functions). ANYONE is the lowest level. If you click that button, anybody may open doors or operate the blinds. Only you and people on the whitelist may use the Control Panel. Please note that the Access menu does not control permission to rez objects in your home, or change its music stream. Manage those permissions by creating a group for your home, as discussed later in this guide. The Redecorate button offers options which are different in each home theme, although some features are found in all themes. The Outside button offers different color schemes for painting the siding on the home. The Wall button lets you change the color of the walls inside your home. The Floor button lets you choose among options for flooring inside the home, so you may opt for carpeting or different types of wood flooring. Submenu buttons on some themed homes include options for changing the color of the Roof, Trim, Deck, or other parts of the home that are special for that theme. Most menus in your Control Panel also contain two other buttons. The Done button closes the Control Panel menus and saves your most recent changes in the system’s memory. The Back button opens the previous dialog menu. Content creation packs As a homeowner, you may want to personalize your parcel by adding vegetation, pathways, rocks, or other decorative items. Please remember to stay within the theme of your neighborhood. For more specific details, refer to the covenant in World > About Land when you are standing in your parcel. As an aid, your Linden Home comes with a free Content Creation Pack. In it, you will find items that you may use to spruce up your home/parcel -- items such as decor items, textures, wall/fence kits and lighting may be included. Unlike the house itself, which does not add to the Land Impact on your parcel, these extra objects and anything else that you rez will add land impact, so be careful to stay within your limit. Refer to World > About Land > Objects to verify your available land impact. You may receive the Content Creation Pack by clicking on the appropriate menu option in your House Controller. Textures Texture packs with the building textures for each first-generation Linden Home theme are available at the Linden Home infohubs. Resale of textures is prohibited. Texture pack locations: Meadowbrook Infohub Tahoe Infohub Elderglen Infohub Shareta Osumai Infohub Privacy Total privacy in an open community like Linden Homes is not possible, but there are ways that you can manage access to your home and its features. As noted above, for example, you can use your home’s Control Panel to control who may enter your home and use its redecorate functions. You may also use the Options tab in World > About Land to determine who is allowed to rez objects on your parcel and whether people outside the parcel can see and hear what you are doing. You may not use selections in the Access tab of About Land to set ban lines around your parcel, but you may use the Linden Homes Security System (found in the Content Creation Pack) to eject unwanted visitors from your parcel. You may not use other security systems that have a shorter warning time or a greater detection range than the Linden Homes Security System. The security system is designed to be wall-mounted. When activated, it scans your parcel as much as 400m above and below the control unit, provides a warning to unauthorized visitors, and then ejects them from the parcel. It does not detect people in neighboring parcels. You may adjust the system’s range and the amount of warning time (minimum 15 seconds), and may tell the system to ignore members of your group or specific people that you have added to its whitelist. The system will not function if it is placed at an altitude between 100m and 2000m above sea level, but can be used in your Linden Home or in a skybox above 2000m. Instructions for setting up the system and operating it are provided on a notecard with the unit, and in shortened form, by clicking on the system’s help (?) button. Getting help As a premium account holder, you're eligible for live chat and ticket support from the Support Portal. If you need support for your Linden Home: Go to the Support Portal and choose Submit a Support Case. Select Land and Region from the first dropdown menu. Select Linden Home Issues from the second dropdown menu. Fill out the required fields; make sure to include as much relevant information as possible when describing your issue. Click Submit to submit your ticket. Requesting terraforming of adjoining land If there is an issue with the terraforming of your parcel or nearby land that you suspect is an error: Go to the Support Portal. Click Contact Support. Click Submit a Support Case form. From the dropdown menus, choose: Land and Region Linden Home Issues - Terrain or Content Fill in the rest of the required fields. Click Submit to submit your ticket. Bellisseria Fairgrounds The Bellisseria Fairgrounds is open to all Premium Residents of Second Life to use for their events. Private events that require the Fairgrounds to be restricted to a certain list or group of people are not a good use for the space; however, if you are happy to welcome anyone to your events then the Bellisseria Fairgrounds is a great place to choose to plan your next party, get together, shindig or whatever! Any Premium member can reserve the Bellisseria Fairgrounds for their event, though preference will be given to members of Bellisseria Resident groups. While any public event is welcome at the Fairgrounds, we encourage the planning of events that contribute to and support the Bellisseria community spirit. Use this form to reserve the Bellisseria Fairground to host an event: http://bit.ly/BellisseriaFairgroundsCalendar
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    Requirements Creating an auction Re-scheduling an auction Cancelling an auction Completing an auction In other languages: Deutsch Español Français Italiano 日本語 Português It is possible to create your own land auctions for individually owned parcels on the Second Life mainland. Requirements The parcel must be owned by an individual resident and the parcel must be on the mainland. Group owned parcels and parcels on private islands cannot be auctioned. Your parcel must also be marked Show in Search (see Place Pages for more information). Auctions can only be created by the parcel owner, and the owner must have a verified email address. Creating an auction Go to https://places.secondlife.com/ and click on My Places in the menu bar. Select a parcel to be auctioned and click Visit. This takes you to the Place Page for that parcel. Click the Auction This Parcel button in the left column. This takes you to the form to schedule the auction for this parcel. There are four fields, all required: Start Time: The time when the auction will begin, in Pacific Time Close Time: The time when the auction will end, in Pacific Time Starting Bid: The minimum bid required for the first bidder, in Linden dollars (L$) Bid Increment: The increment by which bids must be increased (for example, if the current bid is 500 and the bid increment is 10, then the next bid must be at least 510). Note: These fields are populated with default values, but you are free to adjust them. The following limitations apply: Start Time: Must be in the future, but cannot be scheduled more than four weeks in the future. Close Time: Must be at least 48 hours after the start time but auctions can last no more than one week. Starting Bid: The default starting bid is L$0.50 per parcel square meter, but you can change it to whatever you like. Bid Increment: The default bid increment is 10. Bid increment must be set in multiples of 10, and the maximum increment is 100. When you have set the desired values, click the Create Auction button. Your parcel then appears in the Scheduled Auctions list until the start time, and the Place Page indicates that an auction has been scheduled. After the start time, your parcel appears in the Open Auctions list and the bidding box appears on your parcel's Place Page. When you create the auction, the ownership of the parcel is transferred to a temporary holding account named AuctionServices Linden. You will no longer be listed as the owner. You will not be able to edit, cut, sell, or change the parcel in any way once you create the auction. If you cancel the auction, or if the auction completes without any bids, then the ownership of the parcel returns to you. Re-scheduling an auction At any time before the auction begins, you can change the scheduled times and bid amounts. When the auction has been scheduled but not started, a Re-Schedule This Auction button appears on the place page for the parcel owner. Clicking this button takes you back to the schedule form, where you can change any of the previously set values. Cancelling an auction You may cancel an auction at any time before it starts. You can also cancel an auction that has already begun as long as there are no bids. Simply click the Cancel This Auction button on the Place Page and then confirm cancellation on the next page. When you cancel the auction, the ownership of the parcel reverts back to you. Note: You cannot cancel an auction if it has received at least one bid. Completing an auction When the Close Time arrives, the auction is completed automatically. You receive an email notification that the auction has been completed, but no action is required on your part. Ownership of the parcel is transferred to the auction winner, and the winning bid amount (minus a 15% commission) is transferred to your account. If the auction closes without having received any bids, the ownership of the parcel is transferred back to you from Auction Services.
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    What is abandoned land? How to abandon land How to tell if land is abandoned What happens to abandoned land I abandoned my land by mistake! How to request purchase of abandoned land Review of land that looks abandoned In other languages: Deutsch Español Français Italiano 日本語 Português What is abandoned land? Abandoned land is a mainland parcel that has been returned to Linden Lab by the previous owner. How to abandon land Open the World menu and select About Land. The About Land window opens. In the General tab of the About Land window, click Abandon Land. Review the confirmation and click Ok. How to tell if land is abandoned Abandoned land is owned by Governor Linden and contains the term "Abandoned Land" in the parcel name. The parcel description often includes the name of the previous owner. Land that is owned by another Resident is not abandoned, even if it appears to be unused. What happens to abandoned land When a mainland parcel is abandoned, the ownership of the parcel changes to Governor Linden. There is no Linden dollar (L$) grant related to abandoned land. Once abandoned, the parcel settings are amended to reflect the abandoned status and auto-return settings are enabled after one week. Note: This program applies only to Linden-owned Mainland areas and does not include Private Regions. I abandoned my land by mistake! You should never expect to be able to reclaim abandoned land. Please use care to make sure that any abandonment action is intentional. However, if you do make a mistake, please submit a support case as soon as possible. Include the parcel location and explain that you would like to reclaim a parcel you abandoned by mistake. We can attempt to make a one-time courtesy effort to recover the land for you. How to request purchase of abandoned land To request the sale of abandoned land, submit a support case of the type Land & Region, and choose Abandoned Land from the second dropdown. Provide the details of your request. In many cases, we can assist by making a larger or smaller sized parcel available rather than the actual parcel that has been requested. If you require a different size parcel than what is currently available, please request the desired size (in square meters) and provide a SLurl to the parcel's location. We will attempt to assist with a direct sale to the Resident who has made the request, so please submit a ticket as soon as you are aware of the abandoned location. We attempt to give priority to those who already have land in the region, so please let us know if the request is for neighboring or additional land within the same region. We will try to assist with a direct sale of the abandoned land at a the price of L$1 per square meter. In some cases, abandoned land may not be eligible for a direct sale. In these cases we will attempt to make the land available for sale via the auction system. Here are some of the reasons that requested land may need to be offered as an auction: The location has a limited amount of abandoned land in the region. The location is neighboring protected land or waterfront. The location is in a themed area such as Bay City, Horizons, or Nautilus. The location offers bonus object use. The location is Adult rated. The location is newly abandoned and not known to be available. These are only guidelines; each request is considered on a case-by-case basis and we may not be able to assist by making an abandoned parcel available as a direct sale or auction. Review of land that looks abandoned If you find a parcel that appears to be owned by a defunct account or group, there is a possibility that we can make the parcel available for sale. However, please note that land owned by a valid account or group is not abandoned, even if it appears to be unused. Please bear in mind that many Residents have annual accounts, and it may take many months for the account status to expire if they have chosen to leave or use a different account. Land cannot be reclaimed simply due to inactivity. If you have a premium account, you can trigger an auction for abandoned land by opening a support case with the following information: The parcel's SLurl. The concern that prompted you to investigate the parcel's status.
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    How to build objects Getting started Editing prims Using Shift-drag to copy objects Using the Copy selection feature Using the Content tab Linking objects Linking The Undo Feature In other languages: Français How to build objects This page presents a short "crash course" on building in the Second Life® virtual world. Getting started You can create objects only on land that permits building. Land that prohibits object creation is marked Building/dropping not allowed: when you are on such a parcel, you will see an icon at the top of your screen as shown in the image at right. To begin building: Right-click the ground and choose Build to open the Build window. You can also press Ctrl+4 or Ctrl+B or select Build from the top menu on your Viewer. In the Build window, choose the type of basic shape (or primitive) you wish to create, then click the location inworld where you wish to build it. The shape appears (typically with a resounding "whoosh" sound). Editing prims Use the Build window to move, resize, rotate and otherwise manipulate inworld objects. Tip: Checking Snap to grid in the Build window forces you to position objects on an arbitrary grid. This is helpful in making sure that objects line up correctly and are precisely spaced. The video tutorial below discusses working with the building grid, which is useful for precision in building. Topics include: Turning on the grid Adjusting grid increments Adjusting grid snap-to increments Altering grid length Snapping objects to the grid How to use the building grid from Torley on Vimeo. Moving Right-click an object and select Edit. This opens the Build window to the Object tab. Choose Move to enable the Position function. Click and drag the red/green/blue axes on an object to move it around. Clicking on the red (X), green (Y), and blue (Z) arrows lets you drag the object only along those axes. Rotating Right-clilck an object and select Edit. Choose Rotate in the Build window to bring up the rotation sphere. Click and drag anywhere within the sphere to rotate the object freely along all three axes. Click and drag a specific ring (red/green/blue) to rotate the object only around that axis. Resizing Right-clilck an object and select Edit. Choose Stretch from the Build window to bring up the sizing box. Click and drag one of the white corner boxes to scale the entire object proportionally. Click and drag a red, green or blue box to re-size a prim's length, width or height (respectively) without changing the other dimensions. If the Stretch Both Sides option is checked, the object's opposite corner moves in the opposite direction. If Stretch Both Sides is unchecked, the opposite corner remains in place. If the Stretch Textures option is checked, the object's textures are proportionally resized together with the object. If unchecked, the textures retain their original size. This means that if you are increasing the object's size, the textures repeat rather than stretching to fill the additional area. If you are downsizing, you will see only as much of the original texture as fits on the smaller object. Entering specific values Under the Object tab (shown above), enter specific X, Y, and Z coordinates to move, re-size, or rotate the object. Changes to these values are always based on the center of the object (the point where the red, green and blue axes meet). Advanced edits The Object tab offers several additional options for editing basic prim shapes. Here are some common examples: Path Cut (begin/end): Takes out a slice of the object along its Z axis. You can specify where the cut starts and ends. Hollow: Puts a hollow center in the object starting from the center of the shape and expanding out. You can specify what percentage of the radius is hollow. Twist (begin/end): Puts twists into the object, warping its shape as well as texture alignment. Taper: Reduces the size of the top or bottom sides (x or y axes, negative or positive) of the prim. Top Shear: Shifts (shears/skews) the top surface of the object away from the bottom. You can shift the X and Y axes separately. Dimple (begin/end): Cuts a hole in a sphere from ring of latitude (you specify the percentage) to the top or bottom of the Z axis. The dimple cuts straight to the origin of the object (leaving a cone-shaped hole). Three useful features You may find the following features useful as you build and move objects: Show Hidden Selection - Choose Build > Options > Show Hidden Selection to see the hidden contours and planes of a selected object. Show Light Radius for Selection - This feature shows the range of illumination for a lighted object. To use it: Right-click the desired object and select Edit > Features. Select the checkbox next to Light.The object is now a light source. Choose Build > Options > Show Light Radius for Selection to see how far the emitted light from the object travels. To adjust the distance of the object's emitted light, right-click it, select Edit > Features, and click the up and down arrows to increase or decrease the Radius. Show Selection Beam - The selection beam is the line of particles you see when you are pointing at and manipulating objects. The feature is on by default, but if you think it gets in the way, you can disable it: Choose Build > Options and uncheck Show Selection Beam. Using Shift-drag to copy objects You can Shift -drag to copy an object you have permission to copy. This isn't obviously stated in the build tools but is a popular way to copy objects. Here's a simple example: Right-click the ground and choose Build. Click the ground again to rez a generic cube. Right-click the cube and choose Edit. The positioning arrows appear. Hold down Shift , left-click one of the arrow heads, and drag the object. You're dragging the original, and a copy is left behind at the original location. Tip: If you use Build > Undo (Ctrl+Z) after Shift -dragging an object, the original snaps back to its original position — a creative use of selective Undo. You can do this to align it another way. Using the Copy selection feature Copy selection allows you to duplicate selected prims and align them adjacent to each other. For example, if you're copying sections of a wall and Shift -dragging to copy is proving tricky to fine-tune, you may want to take advantage of this alternative. To understand how this works, let's use a simple example: Right-click the ground and choose Build. Click the ground again to rez a generic cube. From the Build Tools window, select Create. Check Keep Tool selected so we can do the following steps repeatedly. Click the Copy selection checkbox. For now, check Center Copy and uncheck Rotate Copy. Now, click on the faces of the cube. Each time you do so, the cube is duplicated, aligned edge-to-edge with a previous cube. Here's what the options do: Center Copy - Copies are centered on the target object, which is useful for neat building in-a-line where you want objects to be aligned along an axis. Otherwise, objects will be placed edge-to-edge, but may be staggered or askew. Note that with curved prims like spheres, this means one of the copy's edges is touching the source, but isn't interpenetrating (overlapping). Rotate Copy - Copies rotate to match the target object, instead of the original values the source object has. This can make it easier to line up something that's already at an angle, such as a house's slanted roof. Using the Content tab If you have permission to modify an object, you ca use the Content tab to:: Drag any objects from your Inventory into the Content folder. Copy or move the contents of an object to your Inventory. Permanently delete objects from the Content folder. To add inventory to the object Content folder: Right-click the object inworld and choose Edit from the pie menu (or press Ctrl-3 and click on the object). Open the Content tab (click More if you can't see it). Drag the desired item from your Inventory into the Content folder. To remove objects from the Content folder: Right-click on the object inworld and choose Open from the pie menu. Use one of the following options: Open your Inventory and drag the contents to your Inventory window. Click Copy to Inventory. Click Copy and Wear. Note: If the contents have copy permissions, a copy is placed in your Inventory. If an object is (no copy), the object will leave the Contents folder and move to your Inventory. Select one or more objects (Ctrl-select more than one object), right-click and select Delete (or press the Delete key on your keyboard) to remove objects without placing them in your Inventory. Important: Objects that are not rezzed, but are instead deleted from a Content folder do not go to your Inventory Trash folder! They are permanently deleted. If the object is (no copy), be aware it will be gone if you select it and press the Delete key! Note: Unlike your own inventory, an object's inventory cannot have two items with the same name. If you copy an item with the same name as an existing item into the object's inventory, the new object will be renamed; e.g. object, object 1, object 2 etc. Linking objects You can link several primitives (prims) together to create one cohesive object. A linked object is, for all intents and purposes, considered one object. It has one name, acts as one object (for example, if physics are enabled on it), and it cannot be broken apart unless you Unlink it. However, a linked object still counts as the sum of its prims when determining your land's object limits. One prim of the object is considered the parent or root link. The name of the parent link is the name of the whole linked object. The inventory of the root prim is, for most purposes, the inventory of the whole object. The center (or origin) of the root prim is the center of the whole object, even if the root prim is not the physical center of the object itself. Vehicle scripts look at the root prim's orientation to determine the "front" of the vehicle. As a result, it is important which prim you select as the root prim. Linking Follow these steps to link together two or more prims: If you are not in the object Editor already, right-click any object and choose Edit, or open the Editor with Ctrl-3. With no object selected in the editor, hold down Shift and click on each prim you wish to link together, one at a time. Make the most important prim and/or scripted prim (root) the last one you select (such as the seat of a vehicle). Then, go to the Tools menu and select Link, or just press Ctrl-L. You can select Tools->Unlink or press Ctrl-Shift-L to break the object apart. Be aware of the following limitations: A linked object cannot exceed 54 meters in any dimension. Normally a linkset can have up to 256 prims; sitting avatars count as one prim each. Vehicles, or any physics-enabled object, cannot have more than 32 prims (sitting avatars don't count toward the physical prim limit). There is no nesting of linked groups. In other words, if you link a third object to two objects already linked and then unlink them it will not yield two groups but three. The Undo Feature Second Life's Undo is used to revert certain changes to an earlier state. While selecting an object, use Build > Undo, or the much quicker keyboard shortcut of Ctrl-Z. Watch this video to learn more: How to use Undo from Torley on Vimeo. Limitations Undo doesn't work if you have: Changed any of the texture settings on an object. (It won't switch back to the previous setting.) Deleted an object. (It won't bring it back inworld.) Added contents to an object. (If you drag a no-copy object from inventory into another object's contents, selecting Undo won't take it out.) This isn't all-inclusive; Undo generally doesn't work for most of an object's parameters. What does undo work on? Undo primarily reverts changes made to the position, size, and rotation of an object. For example, if you accidentally move a sofa inside a wall, undo snaps it back to where it was last. As shown in the video above, Undo can help you retrieve objects lost in walls. If you change the position, size, or rotation of an object using the numerical entry fields in the Build window's Object tab, you must click the object again to bring into focus and make Undo work. You can also use Undo when writing notecards or editing scripts; in this context, it functions similarly to a word processor's, and untypes what you last entered. Undo should also work on attachments. Please note that: Each object has its own independent "chain" of undos which remembers multiple steps. Since this data is stored on our servers, you should be able revert changes to objects inworld even after relogging. Remember that you must specifically select an object to undo changes to that object. (You'll see the positioning arrows and a yellow silhouette glow.)
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