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Rolig Loon

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Everything posted by Rolig Loon

  1. Rolig Loon

    inpact

    Just in case your question wasn't about the cost of being a Premium member .... You don't have any "impact" at all. You aren't wearing some sort of badge, so nobody else knows that you are a Premium member. You don't get voting rights or a key to the executive washroom. You aren't first in line if your landlord goes belly up and owes L$ to creditors. You can't fly higher, and you don't get a "get Out Of Jail Free" card if you are banned. Mostly, you get to pay for your membership, you get to buy on the Mainland if you want to, and you get to use Live Chat and the Premium Sandboxes.
  2. As an aside to the other good replies..... You can own land in private estates as a Basic member. You just can't own Mainland. So, if you ever decide that you want to be a landowner again, you don't necessarily need a Premium membership to do it.
  3. Take a look at http://community.secondlife.com/t5/LSL-Library/Generic-Whitelist/td-p/713895 to see one way for handling whitelists, easily adapted to your application.
  4. You can't translate because the translator no longer works. It was supported by Google's Translate API, which used to be a free service. Google stopped offering it for free in December, though, and your bult-in translator went dead. If you try to use it, it gives you an error message. If you really want built-in translation, you can use the current V3 viewer or Firestorm and pay Google for a subscription to th translation API. When you enter your personal account key into the viewer, it will work. Those viewers will also accept a subscription key from Bing's free translation service, if you would rather subscribe to it instead of Google's. Now, I don't know why the check box would be grayed out on your viewer unless LL changed something in their latest server upgrade. If relogging doesn't clear it, you may need to delete your user preference folders and let the viewer rebuild them.
  5. A voice from beyond also reminds me that it's sometimes useful to think around the problem instead of throwing yourself straight at it. Moving the root prim as I described it is the correct way to do it, but it might be simpler to re-link your linkset and make a different prim the root. Then, instead of moving the entire linkset and laboriously moving everything except the root back where it started, you just move ONE child prim. If it's really important that you move a prim that is exactly where the root prim is, you could also fake it. Put a second prim exactly where the root prim is and move it instead, perhaps making the root transparent to hide the fact that it never moved.
  6. It's wise to go shopping for a house that you like and can afford, but then shop for the land BEFORE you buy the house itself. The price of a house is the smallest part of home ownership in SL, and it is a one-time cost. Land, on the other hand, has not only a one-time purchase price but an ongoing monthly land fee that you have to pay to Linden Lab (or to a landlord who has to pay Linden Lab). If you buy a house that will require more land than you can afford, you won't be able to use it. So .... when you are shopping for a house, be very sure to find out (a) the size and shape of the land that it will need to sit on and (b) how many prims are in the house itself. Obviously, you will then need to check to find out how much it will cost to buy and maintain a big enough parcel of land. The parcel should also be able to support at least twice the number of prims that your house is made of, so that you will have prim allowance left over for buying furniture, trees, and other decorations. After you have done all of THAT thinking, THEN you can worry about how to put the house on whatever land you have.
  7. When you do as Dora suggests, remember that you are moving the entire linkset in the first step and then moving each of the child prims back where it was. Your first step, therefore, involves llSetLinkPrimitiveParamsFast(LINK_THIS,[PRIM_POSITION, llGetPos() + <x,y,z>*llGetRot()]) . The second step, however, has to involve two substeps, because you are changing the child prims' LOCAL positions. In the first substep, you need to llGetLinkPrimitiveParams(linkno,[PRIM_POS_LOCAL]); and the second step has to involve llSetLinkPrimitiveParamsFast(linkno,[PRIM_POS_LOCAL, the_old_prim_pos_local - <x,y,z> * llGetRot()]) . The two parts are, of course, in a loop so that you step through each child prim in the link set.
  8. There is a reason for it, and there is something you can do about it if you are the owner of the sim (or a good friend), too. Each sim has four elevation level ranges to which the sim owner can apply textures. The owner can not only change the texture within each range, but also the elevation boundaries for each level. (In fact, the owner can even set the boundaries at different elevations in each of the sim's four corners, which makes it a flexible and very confusing system.) For example, a sim owner can therefore decide that elevations below 22m will all be sand textured, those above 22m but below 28m will be grass, and the elevations above that will be rock-textured. If that's all there was to it, things would be "simple." However, the lines between the various levels would look harsh and unnatural. To beat that problem, LL's servers add a little randomization on a point by point basis across the sim, so that the boundaries are fuzzy. You are seeing that randomization. It is updated continually, so that you never see quite the same landscape each time you look. So, how to "solve" your problem? Ask your sim owner to adjust the sand-grass elevation boundary so that your parcel isn't right in that "fuzzy" random zone between them. The sim owner may or may not be glad to do that, because it's a bit of a pain, and it's just a likely to tick some other parcel's tenants off. Still, it's worth a try. Of course, if you're on the Mainland and the sim owner is LL, you might as well forget about it........ See more at >>> http://wiki.secondlife.com/wiki/Estate_Menu#Ground_Textures_Tab
  9. "Freebie" is a general word that means "anything that costs L$0." There are hundreds of thousands of freebies in Second Life. Visit almost any shop, explore Marketplace, travel to almost any sim, and you will find free things. If you use your Search function, as others have suggested, and just search for "freebies", you will find links to shops and other places that specialize in free things.
  10. Call SL's billing office immediately and tell them that it was a mistake. They might be able to reverse it fast enough that you will not need to pay the $9.95 restart fee. Meanwhile, change any passwords that you have, including the password on this account, and NEVER let anyone else know what they are. Linden Lab's billing team is available 24 hours a day, seven days a week. Toll-Free (US/Canada) 800.294.1067 Long-Distance 703.286.6277 Local Toll-Free numbers * France: 0805.101.490 * Germany: 0800.664.5510 * Japan: 0066.33.132.830 * Portugal: 800.814.450 * Spain: 800.300.560 * UK: 0800.048.4646 * Support is in English Only
  11. If you buy or rent land and then buy, rent, or build a house, then yes. Otherwise, no. Just like RL, home ownership isn't free. The closest you can get to "free" is to pay for a Premium membership, with which you get the option to have a "free" Linden Home of your choice on a 512 sq m plot of land that you don't have to pay a monthly land fee for. See >>> http://community.secondlife.com/t5/English-Knowledge-Base/Linden-Home-overview/ta-p/700103
  12. It sounds like your own Maturity rating is set as G. That means you will not be able to travel to areas in SL unless they are rated G, and you will not be able to view or sell items in Marketplace unless they are rated G. If you are at least 18 years old and need to change your maturity rating, see >>> http://community.secondlife.com/t5/English-Knowledge-Base/Maturity-ratings/ta-p/700119
  13. You can always add information to your original question by clicking on the Options link in its upper right corner and selecting EDIT. It's a dumb system, but it's what we have to work with. See my post for the answer to your other question. Study the basic building skills in that Knowledge Base article I referenced.
  14. 1. If it's taking up over half the screen, you are standing too close. Back off with your camera. The wheel on your mouse will take care of that. See >>> http://community.secondlife.com/t5/English-Knowledge-Base/Camera-point-of-view-controls/ta-p/700047 2. If it's standing on edge, flip it. Select the bed with your Build/Edit tool (CTRL + 3) and then hold down the CTRL key so that you can see the three rotation circles (Red. Green, and Blue). Grab whichever one of the circles seems appropriate with your cursor and rotate the bed gently until it looks right to you. See >>> http://community.secondlife.com/t5/English-Knowledge-Base/Build-Tools/ta-p/700039
  15. The first thing to check is Preferences. Be sure that you have Voice enabled.
  16. You can't destroy the object while it is in inventory, but if it is No Copy, then its owner can't rez a second copy. If the first one was destroyed as I described in my first response, it is gone forever.
  17. Duplicate post. Original at http://community.secondlife.com/t5/Creation/Is-it-possible-to-create-use-once-objects/qaq-p/1369031#M3102
  18. Sure it is, and it's done all the time. You can take the easy route and just make your object Temporary (click the "Temporary" box while you have the object selected with your Build/Edit tool). Once you do that, the object disappears about a minute later or, if you take it back to inventory, a minute after it is rezzed. That method isn't foolproof, of course, because the user can UNcheck the box again, unless you have made your object No-copy/No-mod. The other option is to add a bit of scripting code that calls the LSL function llDie(). You could trigger that with a timer in the script, or with a sensor that activates when someone touches, bumps into, or comes near to the object. There are ways to get around that too, but it's a bit more elegant and offers you more flexiblity.
  19. Is SLVoice.exe in the exceptions/allowed list for your firewall? If your firewall is turned off, turn it on and add the SLVoice.exe anyway. Here are instructions for several firewall systems >>> http://community.secondlife.com/t5/English-Knowledge-Base/Using-Second-Life-with-a-firewall/ta-p/1304539 Just remember that it is SLVoice.exe that you are looking for, not Secondlife.exe (although you should have an exception for that too).
  20. If you want to make a hole in one prim, the only way to do it is to turn the prim so you are looking down its Z axis and then increase its Hole size from 0 to whatever size you want. Voila, hole. (That's on the Object tab of your Build/Edit tool -- CTRL + 3) The only thing about that method is that a hole is always centered on your prim, and its dimensions are proportional the the length of the X and Y axes. If you want a perfectly square hole, off center in a rectangular prim, you're out of luck. It's a useful method, therefore, but a limited one. Most builders use the Lego method for making doorways and window instead. Stack a bunch of prims, leaving an opening of exactly the size and shape you want. That uses more prims, but it is much more versatile and aesthetically pleasing. The least satisfying method, used only in rather cheap construction but sometimes appropriate for incidental buildings, is not to make a hole at all. Using Photoshop or your favorite graphics program, create a texture for your wall and draw a window. Create an alpha mask and, from it, set the window area as nearly pure white in your alpha mask. When you apply the texture to a prim in SL, the window area is transparent and it's exactly where you want it. (It's also a 2-D window and creates potential alpha sorting problems elsewhere on the wall .... ).
  21. Buy them and attach them? I think there must be more to this question ........ :smileyfrustrated:
  22. Rolig Loon

    building

    You don't. Transparency makes any texture on a window fainter because, after all, you are looking through it, not just at it. If you have lettering or a shop logo on a window, you need to create the window texture with that in mind. When you make the texture in Photoshop (or GIMP or whatever), put the lettering/logo in a separate layer, and create a layer mask. When you create the alpha channel image for your texture, make most of the window -- the background -- about 70% gray in the alpha channel, so that it is fairly transparent. Then use your layer mask to create a less opaque portion of the alpha channel, so that the lettering/logo stands out against the background. You can even make it completely white, if you want the lettering/logo to be opaque in the final texture. If you have created the texture properly in this way, your window in world will be appropriately transparent and the lettering/logo will not be washed out.
  23. In addition to Darren's very good answer, consider the possibility that you are actually trying to sit on the wrong object. I'm embarrassed to say how often I do that, even after almost 5 years in SL. It usually happens when the thing I want to sit on is next to a tree. I think I'm clicking on the seat but I'm really clicking on a transparent part of the tree, so it tells me that there's no room to sit..
  24. Oh, yeah ...... almost forgot. The solution to your problem is here >>> http://wiki.secondlife.com/wiki/Fix_Small_Prims :smileytongue:
  25. You can get each link's dimensions easily enough. Locating the link could be a little trickier. To get link sizes, try this ... default{ touch_start(integer num) { integer i; for (i=1; i <= llGetNumberOfPrims(); ++i) { string Size = llList2String(llGetLinkPrimitiveParams(i,[PRIM_SIZE]),0); llSay(0, "Link #" + (string) i + " --- " + Size); } }} Drop that into your linkset temporarily and click on it.
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