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KathrynLisbeth

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  1. If you need to replace a single old object link with multiple item links. Use the links of the old thing as a 'handle' for Search bar to highlight the saved outfits that you need to paste as link the new object into. You can manually paste as link into a specific saved outfit. Repeat as needed for all new object links. Then, delete the old link. Note that this works for objects. Layers get scrambled.
  2. Yeah. The Mesh attachment body fails to rez. Not the system shape body (which is also a mesh). Just using what is apparently the common terminology for a rigged mesh attachment body. Because the potential Issue is that enough of the rest of the avatar's parts do rez. Not just a smallish proportioned system body, but enough of the other attachments to give an overall impression of a questionable avatar. Hair, Head, Some clothing, etc. Will be a lumpy potato looking kid though.
  3. I haven't seen this mentioned in any of the threads, so.. Problem with having the 'Primary' non-removable modesty layer on an object (box icon in inventory / Mesh Body) It will eventually Render Fail. Not derendering. Just not rendering. And Usually when in a crowd! Or It will Ghost. Attachment will appear on your screen, but it's not there. So it has to be part of the System layer Bake. If the system layer fails to render, then you are just a puff of smoke or an oval. So then is a 'nothing to see'
  4. There is an intangible that comes with making things modify. Of course scripts have to be no mod sometimes, duh! But in regards to Objects... If modify, an end user can change a thing. This Personalization allows them to share in a feeling of making it theirs. It allows them a Sense of Accomplishment for making an edit. Oh even if the edit is simplistic or the subjective quality of that Personal Touch may at times be questionable. 😆 Still it is there.. So eh? Let them have the thrill. While it may be a small percentage overall, that ability and the feeling of making it Personal, makes for continued and/or reinvigorated interest in SL. Which is Repeat business to LL. So even if it is a few percentage points? It might keep the lights on? And keep your store open? The ability to Personalize ones SL is what compensates for how much of a pain in the butt it can be.
  5. Rigged Shoes, Pants, Shirt, Hair, etc. - All attaching to the right hand. Too much work to assign it to something other than default. So ... Do you think it would actually work to 'make a thing' that would require an item creator to fill out more 'forms and paperwork'? Correctly? So that it lands in your Sub-Sub-Sub folder?
  6. The 'workaround' for no mod names. While imperfect helps with the confusing / garbled / special character / misspelled / other language names. In the folder with the item make a notecard. Name the notecard with enough of the Item in question's name to make it unique. Use // as a separator. Add your own personal searchable descriptors. To copypaste a no mod items name: Right click > Properties, to grab the name. -- Sure now the final end user can add w/o upload fee an inventory only viewable image to a no mod item, but seems the ability to add inventory only searchable text was .... Um?
  7. Since no subfolders... mumbles .. Steal a version of the Dewey Decimal System. Numbers force the Sort Order! | Category Number. Item Number --> 740.110 Steal the Numbering Trick from the Old days of C64 Basic, When starting... leave the last number in a part as zero, so can go back and add more. Of course I forget what they mean sometimes, so the trick is brevity for the first part of a outfit name. Leaves room for the descriptors, makes so not have to expand the window side to side as much. Also it helps to separate the Descriptors with a / Of course still have to scroll up and down and up and down. Shame that is not a 'jump to' button. Down on the blank area at the bottom. Between Number of Outfits and Complexity of current outfit.
  8. To Really, Really, Really..... Really. Hide the system hair. On a worn object, on one of the faces of the object... Set the object face transparent (not the texture on the face) & Set the Face to Grab the Hair Channel. This is How those system avatar hider objects work. This is just like how a mesh body part grabs the textures. Doing it this way negates the hair base from showing up, including potential alpha halo effects. Image shows exaggerated system hair as example, includes alpha blended 'background' to delineate the alpha halo. -- Would be simpler and easier if mesh head, eye, and body makers took advantage of this application of BOM and included relevant faces as needed.
  9. Attachment Points? Default v/s Hair on head & shoes on feet!
  10. That is the 'GOOD' use case for a time limit. Testing What & How a thing works v/s How will it look with dozens of other items. Unlike some click counter that can result in the need to 'really start altering the mechanics'. This use case allows to add the 'is a demo 'thing'' w/o messing about with other 'real workings'
  11. FBF -- Full Bright Forever FLF - Face Light Fans SSC - Society for Script Counter Use (Complete with a TLA for the 4 letter phrase) !Q-CUSS - !quit Chat User Support Society
  12. In the case of Payment Info v/s non payment info on file, Payment info on file was the initial default case for everyone. So even if it did not say Payment Info on File, Payment info was on File. While Non Payment Info on File users can walk away w/o giving additional information. Continuing the use of that then just goes back to some Hypothetical level of user accountability. As to 'regular' Premium / Premium plus, I didn't see that directly on the profile. Only thing I see for that is llgetobjectdetails (Object_account_level). As to the why, dunno?
  13. Again. Done to imply that LL can, in theory, discern between users accountable to a actual human v/s just a machine at some location. As to others use cases, I won't speculate. As to my own use case, I wouldn't want to purchase anything like full perm items with an intent to resell / redistribute from a user that is Not Payment Information on File. Even if the link between Payment info on file and actual accountability is exceptionally tenuous. As to revealing if a user is Premium v/s just Payment info on File, why they would include that? Don't know. Just that I can see the rationale behind it being 'Well it can be found the long way around' ie the outside of the ability of 99.999999999% of Residents
  14. I think the distinction here is this. After completing the transaction, and with no indication that this would occur, the 'How' the service is paid for is revealed to other users.
  15. While Premium Member status is accessible via script, it is also just inferable by 'Does X account own mainland? Thus open info. Back in the 'Long ago times', apparently all accounts were payment info on file. Thus the default state. Basic Account: Second Life Fandom Wiki "The first basic account on a credit card is free, all other basic accounts put on that card are $9.95 (one time fee). Additional accounts also have a free 7-day trial during which the account can be cancelled" So No Payment Info on File was added later, when free accounts became a thing. Done to imply that LL can, in theory, discern between users accountable to a actual human v/s just a machine at some location, if needed.
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