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Skell Dagger

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Everything posted by Skell Dagger

  1. Please check your connection to Amazon's cloud servers. I noticed from your previous thread that your traceroute went to the old style of server name, so that is worth exploring.
  2. Apparently everything that I post in this thread has to be hidden and auto-moderated, for some reason. Let's try a third time and this time take out everything but the absolute bare essentials: 1. Your photos of your screen are too small to make out the name of the object you're right-clicking on, but what you're essentially seeing is a mesh object around you that is not rendering in, most likely because of slow connection issues. 2. All Second Life regions are hosted on Amazon cloud servers now. Perhaps it's worth checking to see if somehow the connection to that is being blocked (I swear, if this post turns pink and is auto-modded as well...) ETA: Thank you, whoever approved that second post. And sorry for the mini-rant in the 'reason for edit' box of the other attempt. This auto-moderation is truly frustrating when you're genuinely trying to help someone.
  3. Your photos of your screen are too small to make out the name of the object you're right-clicking on, but what you're essentially seeing is a mesh object around you that is not rendering in, most likely because of slow connection issues. I note from your two previous threads that you have experienced a lot of trouble with rendering in SL. The tracert that you posted in one of those threads shows a report from <REDACTED> that the destination host is unreachable. Your hops within the country that your tracert shows you connecting from seem fine, but they start to time out at hop 9. This may be the point where your connection attempts to go out of country, and it could be that the node you're trying to connect to is down. In addition, you shouldn't be tracerouting to sim[number here].agni.lindenlab.com anymore. All Second Life regions are now hosted on Amazon AWS servers, so I'm wondering if the issue lies more in that direction. That may be worth exploring in more depth. Panterapolnocy gave you some good advice for things to check, here. Did you follow that advice? You appear now to at least be able to see yourself inworld and for the 'grey formless scene' to have vanished, but you're now having issues rendering mesh.
  4. Absolutely no need to apologise. Don't be hard on yourself. Grief can be a beast and it can bite us when we least expect it, and in the oddest of ways, too.
  5. Your browser probably just auto-updated and no longer accepts that kind of thing by default, that's all. Absolutely no reason to worry or panic Quistess gave you a simple solution in the first reply: Copy the link from the browser address bar, paste it into local chat in SL, and click that link.
  6. That type of body editing is the first type on the bullet-pointed list that I gave in my previous post. Editing things like bust size, jaw thickness, nose shape, etc is all done by means of editing the underlying system shape, which - yep - is exactly what we used to do before mesh came along. Picking up the L$1 'Classic' body would be a good start to help you get to grips with mesh bodies. Be aware that it doesn't come with a head, though; it's just the body, so you'll need either to find a cheap mesh head or use your system head with the body until you get the hang of things a bit. All mesh bodies and heads should have free demos that you can try out, so there's no need to worry about shelling out big money upfront. Demos are always going to be defaced in some way, be that thin strips of missing pixels, or big floating DEMO signs around you, but otherwise they're fully featured and allow you to try everything out.
  7. You're thinking with your 'system avatar head' which is perfectly understandable if you've not worked with mesh avatars before. Your question is a single one, but it needs to be answered in two parts, because yes mesh bodies can be edited, but not in the way that you think. With regard to "sending the measurements to friends so you have the same body" With system avatars we all start out with the same basic 3D look, either male or female. When we edit the numbers of our underlying system shape, then our system avatar will look the same as that of our friend with the same shape, regardless. Of course, you would need to wear the same skin as well, to texture the avatar exactly the same. With mesh avatars, the simple version (one that doesn't even touch on the nuances of rigging) is that mesh avatars - whether they are all in one head and body, or with head and body separate - start out with a specific 3D model shape, and each one is different. Slink's 'Physique' male body is slender with a long torso and broad swimmer's shoulders; Signature's 'Gianni' male body is buff and a little heavy on the deltoids, but not overly so. Niramyth's 'Aesthetic' male bodies are very heavily muscular. And so on. If you wore the same system shape under each mesh avatar, it would look vastly different because the initial 3D model of the mesh object starts out vastly different. The visual difference in mesh heads is even more pronounced. Put a shape made for a Catwa head under a Lelutka head (or vice versa) and you're likely to look rather... shall we say unusual. Yes, you could send the measurements for the shape that you've created or bought for the Lelutka Connor head and the Signature Gianni body to your friend, but unless he also had purchased and was wearing both Lelutka Connor and Signature Gianni, he wouldn't look the same as you. In the realms of mesh avatars, your question is akin to asking if you could take the engine from a Ford Mustang, somehow finagle it into a Prius, and have the Prius look like a Mustang. Ain't gonna happen! With regard to being able to edit mesh bodies In the main, mesh bodies are edited in several ways: by changing the underlying system shape by wearing a different skin (be that an applier skin or a Bakes on Mesh [BoM] skin; the difference between those is a bit too complex to go into in a quick reply here) by adding different things on top of the skin by means of applier or BoM, such as muscles, freckles, body/facial hair, eyebrows, makeup, etc) The 'editable mesh body for L$1' is likely to be either the Roth body or the Onupup body. There is also a L$1 body by MeshBody (the people behind the mainstream Legacy body; their L$1 body is called 'Classic') but that's not editable in the same way as Roth or Onupup. By 'editable' that simply means you are able to right-click the wearable body object and edit its textures manually, like you would edit a prim. What you cannot do is edit the body manually and then change things like its musculature by stretching etc parts of it like you can in, for example, The Sims 4. Most mainstream bodies are not editable at all by the right-click method, and require either a HUD (a wearable object that places a sort of control panel on your screen that you then click for options) or for you to wear different textures on your system avatar, like you've been familiar with before (this is the Bakes on Mesh option). And if you want a decent choice of easy to find clothing and skins etc, you're probably going to need a mainstream body. Your question is actually a great one, because it gives those of us who write tutorials about this kind of thing (I'm the guy behind Virtual Bloke, whose blog Rowan linked to in the first reply here) an insight into some of the confusions faced by those who are either new to SL or returning after a long break. We can come up with most questions based on our own knowledge of what may cause problems, but occasionally a question like yours comes out of leftfield and makes us realise we need to expand our tutorials in a bit more detail!
  8. From the description, was the store possibly Beauty Avatar Couture? The Lelutka connection comes to mind, because Glam Affair creator Aida Ewing used to make clothing for Beauty Avatar Couture. (In fact, I believe that BAC was the precursor brand that later became Glam Affair.)
  9. That's why it's called 'Proportion Park' and not 'Correct Height Park'. The aim of the location is to get your body proportions correct for the height that you are. Arm length, shoulder width, head size, etc. The OP said "when i use the size of my older head which looked really good to the body size it looks weirdly big would like to hear from long time SLers what you think the average size that most Males use on the new Mesh Heads" - and that is what Proportion Park can help him with: ensuring that his head size is proportionate relative to his height, his shoulder width, etc.
  10. Try a visit to Proportion Park inworld. It's run by one of my fellow Catwa CSRs and contains several pose stands and guides for adjusting your head and body's proportions; male avatars on one side and female avatars on the other.
  11. Since the 'roller script' as per the example created by Nadi Vemo has been given the thumbs-up in the FAQ, then all concerns about unscrupulous use of such scripts ("Of course you have a chance of getting that ultra-rare; we set it at 0.01% chance!") could be nixed completely by one thing: A single, Linden-approved script. Have it created by a special Linden account with an obvious name (ApprovedRollerScript Linden, for example) Available for free on the official Second Life store on Marketplace Permissions: Copy and NO MODIFY The NO MODIFY would be critical to the success of this. The script must not be editable directly, and would only have certain configurable parameters, accessible only when inserted into an object and clicked to bring up a configuration menu. Configuration menu options could include: number of total items in the vendor number of common items in the vendor number of uncommon items in the vendor number of rare items in the vendor cost of each pull of the vendor From there it could go one of two ways. I'm no scripter, so I'm not sure which of these would be possible, but I'm putting both out there anyway: the machine could automatically set - based on the input numbers of commons, uncommons, and rares - a fair and acceptable percentage rate for each of those OR the percentage rate for each type (common, uncommon, rare) can be set by the vendor owner, but only using preset button percentage options such as 5, 10, 25, 50, 75 (this would mean even the rare could not be set lower than a specific percentage such as 5% or 10%) Finally, the script must be placed in the vendor in such a way that the player can right-click the vendor and inspect the contents, see the script, and check that the creator name is ApprovedRollerScript Linden. No invisible prims covering the vendor or the 'pay here' section, containing non-approved roller scripts. If a roller vendor is found that is not using the approved script created by ApprovedRollerScript Linden, it can be AR'd (new AR category - non-approved roller vendor script?) LL don't even need to create the script themselves. There are many scripters who have been working in SL for years. Perhaps have a contest to submit scripts, and then LL would just need to spend a bit of time checking them over before picking one to be the 'approved' script (and perhaps working with the creator to tweak it if needs be), then the ApprovedRollerScript Linden account could create it, set the NO MODIFY permissions, and it could be uploaded to the official SecondLife Marketplace store.
  12. It's an older Catwa Bento head, that much I can tell from the ears alone. The ad for that hair was uploaded to Flickr in June 2018, so it'll be prior to that. I would suggest trying demos of Steffi and Lona from the Catwa store, as the chins on those are very similar to that ad image. Be aware that the hair creator has very probably modified their shape, so you won't be able to look exactly like that without the exact same shape sliders and skin (and as to the skin, sorry, but I'm not sure).
  13. One of those completely irrelevant, thread-cluttering comparisons was apparently someone bringing up that obtaining a Linden Home was 'gambling' because you don't know where you're going to end up.
  14. This thread - though full of more 'what if's and 'how about's than I think I've ever seen in my entire 14 years in SL - is about gacha being banned in Second Life. Gacha being defined - as per the original blog post by Linden Lab - as 'a chance-based outcome as a result of a payment'. The fact that we have tens of people muddying the waters with non-relevant so-called 'comparisons' is probably giving the moderators absolute bloody conniptions as they try to sort out the wheat from the chaff here. Why did you even bring up lucky chairs that are free to play and result in a chance of getting a preferred item or not, as a comparison with gachas that are pay to play with a chance of getting a preferred item or not? What was the point of dragging that into this thread? ETA: Incidentally, my reading comprehension is just fine, thank you. When you have multiple people who are apparently 'misunderstanding' all of your messages, perhaps you need to take a closer look at those messages.
  15. When was the last time you had to pay L$75 (for example) every single time you wanted to sit on a lucky chair?
  16. Jian responded yesterday in a blog post, here. "As previously announced on our blog, we are already in the process of making all of our gachas into fatpacks available as copy / no transfer product collections. "We will be expediting this process and making all of our gacha collections available as fatpack collections to the best of our ability before the 30-day grace period ends on September 1st."
  17. Thank you for your feedback, Trinity. I will take it back to Catwa. As an aside, the Freya gift head was available for three weeks in May 2020. We had to take three weeks of similar abuse back then. It was, frankly, exhausting, with some of us putting in 15-hour days. That was one of the reasons why the Queen offer was much shorter; Catwa didn't want us to have to endure weeks of that again, but people had been clamouring for (and yes, demanding: "Lelutka did it, Genus did it, why is Catwa refusing to give us a freebie?") a bigger giveaway that was longer than the two other giveaways she'd done in March this year on Flickr and Facebook (which had a couple of thousand entries, all of which had to be manually spreadsheet collated by me before we could make the draws). Two days this time was bad enough but it's a bit easier to cope with when it's over more quickly. In addition, we have the months of follow-up that we've done, as we're still getting people who are logging in alts they last logged to grab the head and are now realising it was either not delivered due to MP failing, or the vendors simply being overloaded. We're still manually re-delivering and registering purchases in the vendor system, and we personally followed up on hundreds of notecards and IMs that were received after the Queen offer.
  18. I can give you three: copybotted Catwa 'Daniel' head and Catwa 'Catya' head, both found in group-only (L$10 join fee for the group) Midnight Mania boards on mainland SL. No HUD for the heads, or scripts; they were set up as 'BoM only'. In addition, the included eye HUD contained textures ripped from IKON, and at least one other store that we sadly couldn't recognise and therefore get in touch with.
  19. It was originally intended to be just one day, but due to demand it was increased to two. We had people screaming blue bloody murder in the support group that we should extend it to a month, and put it in group notices, and put it in more locations (it was already on six full regions), and put it on Marketplace (it started on Marketplace and it broke Marketplace; dear god the abuse we got because of that), and restart all the regions every 5 minutes to get rid of all the "AFK campers", and where's the free head for men, and all yelling that we should have done it differently. Thousands and thousands of people for two days, all telling us we were doing it wrong and we should have done it the way they wanted it done. If there ever is an offer again, we will do things differently. That 'differently' will answer directly some of the demands and abuse that we had to take in the support group during those two days.
  20. I'm looking forward to being able to buy the 'fatpack' that will comprise an entire outfit in black, rather than 8 necklaces (four pink, one black, two orange, and a yellow), three left earrings (all green, and no right earring), one brown left shoe and two grey right shoes, the pair of pants in that delightful shade of puke that were the only colour I didn't want to get, and none of the 'rare' jackets whatsoever.
  21. It took me a while to dig this out of my post history, and be warned: this is LONG. But it explains the difference between how appliers and BoM work when it comes to saving outfits. Please note, this was written for a female avatar, but it works exactly the same for male avatars: -------------------------------------------- If you're saving outfits via the viewer (as in: the outfits go into the Outfits inventory folder, and the outfits include any mesh body parts (mesh head, mesh body, mesh eyes, etc) then you do need to be aware of the way that mesh body parts and outfits in general work. An outfit that's created via the Outfits option of the viewer simply comprises a series of links to the original item in your inventory. Think of them like shortcuts on your computer. Here's an example. How outfits work In RL let's say you have an Excel Spreadsheet to keep track of your spending. That spreadsheet is called budget.xml, and it sits in My Documents > Financial. But you get a bit fed up of having to either dig through your My Documents folder, or scroll down through the 'previous files' list in Excel, so you create a Desktop shortcut to the budget.xml file. When you double-click on that desktop shortcut it automatically launches the file that you need. In SL let's say you have an outfit called My Base Outfit. It comprises everything you need to wear for the absolute basics of any look - a 'nude outfit' that you can then start to dress up - so that would be the four system items you cannot remove (system shape, skin, eyes, and hair), your mesh head, your mesh body, and the HUDs for the head and body. Each item in that outfit is SL's equivalent to a 'desktop shortcut' to the original item (the My Documents > Financial > budget.xml file) in your inventory. How mesh heads and bodies work Here's the applier version Lets say that you create an outfit where you're wearing a bikini, sarong, pair of sandals, and a frangipani flower in your hair. It's a beach outfit, so you want to be tanned. You change your skin applier to be a nice tanned one. You add some nice, bright, summery applier makeup that looks great on a tanned skin. You save that outfit and call it Beach Outfit. You have a dance later that evening, so you want to get ready for that in advance, so let's say that you then put on a formal ballgown and heels. This time you don't want to be tanned, so you change your applier skin to be pale. Against that pale skin the bright summery makeup looks a bit too much, so you change your applier makeup to be more subtle. You save that outfit and call it Formal. You then change back into the Beach Outfit so you can head off to catch some virtual rays, but you notice that your skin is still pale and not tanned, and you're still wearing the subtle makeup from your Formal outfit instead of the bright beach makeup. The reason for that is the outfit links (or shortcuts) mentioned at the start of this post. You're not saving copies of the body and head; you're saving links to the original body and head. So it stands that whatever state the original body and head are currently in (ie: which appliers you last applied to them) will carry across to all outfits they're saved in until you change that state (ie: apply different appliers to them). Whatever you change on that mesh head and mesh body will carry across to every other outfit that they're linked to. If you change your head and body in any outfit to be BoM (for example) every other linked instance of the head and body in all of your other outfit folders will also be BoM (but because those oufits will also still contain the alpha layers that we don't use with BoM, you'll look really strange when you next try them on!) Here's the BoM version With BoM you set up your mesh head and mesh body just once, to be able to use BoM. As long as you don't subsequently then use an applier skin on that mesh head and body, it will remain BoM. With BoM you don't put anything else on the head and body. Instead you change the system layers that you're wearing underneath it all. Let's go back to your two outfits - Beach and Formal - again. You're wearing your BoM mesh head and BoM mesh body. You wear a tanned system/BoM skin. You add your bright, summery makeup using a system tattoo layer. You then add the bikini, sarong, sandals, and flower. You save the outfit and call it Beach Outfit. If you then look inside that Beach Outfit folder you'll see links (shortcuts!) to the system/BoM skin and the makeup tattoo layer(s) that you used. That means those items will automatically be worn - and subsequently change how you look - the next time you wear that outfit. Wearing your BoM mesh head and BoM mesh body, you then wear a pale system/BoM skin, and add that subtle makeup. You add your formal ballgown and heels, and save that outfit as Formal. Look inside the Formal outfit folder. You'll see a link to the pale system/BoM skin and the subtle tattoo layer makup. Again, that means those items will automatically be worn - and subsequently change how you look - the next time you wear that outfit. With BoM your mesh head and mesh body don't change, and they don't need to change. All of the texture changes are made using system layers, and those system layers will be linked to in the outfit. The only 'state' that your mesh head and body will remember is "I'm set up for BoM" rather than "I'm set up with a tanned applier skin and summery applier makeup and I'm not going to automatically change to a pale skin and subtle makeup when you put on that formal outfit".
  22. That Marketplace link is only showing as incorrent because - for some reason - it has the word 'Lelutka' inserted in the middle of it. This is the avatar in question: https://marketplace.secondlife.com/p/MrPoet-Sigurd-Full-Bento-Mesh-Avatar-DEMO/22164160 @fasciculariaWhen appliers are used, any head or body will always remember its previous saved state, which will be whatever applier was last used on it. The avatar you are using has BoM capability, which makes use of system layers. These are saved differently - as specific items within a created outfit folder, as opposed to appliers which are saved on the body and head itself. If you use the BoM skins included with the head and body, you should be able to achieve what you appear to be asking for in your original post here.
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