Jump to content

Honey Puddles

Resident
  • Posts

    549
  • Joined

  • Last visited

Everything posted by Honey Puddles

  1. I'm going to assume that you already have some kind of inworld store. If you want to sell items on your webpage, what you'd need is a way to accept money. There are really two ways to approach this. Accept an outside payment like Paypal (for example) Allow the user to pay with L$. If you're going to accept an outside payment, you'll need some way for your server to know when it's been paid. Email often works well for this, and there are processes you can use to identify a properly formatted "you've been paid" email from sites like paypal. From there it's a simple matter to automate delivery. Your mail processing script sees a "you've been paid" email, and then sends a separate email to a prim inworld. A script inside that prim then reads the information in the email, and delivers the product specified, to the person specified. There are other variations on this theme, for example, instead of sending emails in to SL, you can utilize an inworld script to have it call a php script every few minutes, on your webserver. That php script could then tell the inworld script if any deliveries are pending, and the inworld script could act on that information. If you're going to accept L$, you'll probably want to devise some sort of "terminal" where people can input L$ to their "accounts" and then withdraw any excess. So if I liked your products, I might put 1000L$ on account with your system. Then every time I "bought" an item on your site, you'd deliver the item, and deduct it's cost from my balance. At any point allowing me to withdraw the L$ I have left in the system. The downside here (and why you don't see more of this) is twofold. Firstly, it requires you to keep ALL THE L$ ON HAND. The sum total of every balance of every user account. If you don't, won't, or can't keep that much liquidity on hand.. then you risk severe legal troubles should your account holders all decide to withdraw their funds while you're unable to comply. Second, it requires that the customer "trusts" you with their deposited funds, upfront. That's something not at all easy to earn, especially with the number of people who have lost money over the years due to so-called "banks" and "stock markets". While it sounds really cool and professional to offer products directly for sale on your website, you may find it much easier to simply list your items on the SL Marketplace, and then provide links from your site, to your listings. This way you can outsource all the money handling nonsense.. and you don't have to stress so much on getting all the scripts to work correctly. The marketplace has been going through some technical issues over the last couple of months, and reliable delivery isn't what it once was. However it is still the "Go-To" place for out-of-sl shopping.
  2. To receive money in second life, all you need to do is send the payer to your profile. https://my.secondlife.com/sarincyanide There's an option called "pay" under "actions" (though they'll need to have an SL account, and be logged in to see the "Actions" menu there. If you're dealing with inworld people, they should know how to open your profile and from there should be able to pay you. If you're dealing with outside people who don't have SL accounts, then you're reaslly asking them to go through an awful lot just to send you some money. In that case, you really do need to get set up with paypal, or one of the other online payment alternatives. Also, if you seriously expect people to send you money, the least you could do is fill out your profile with some information. Nothing says "take the money and run" like a blank profile.
  3. jeanie Irelund wrote: i need to speak on live chat https://support.secondlife.com/contact-support/
  4. Try putting that script in the main prim... or try unlinking the lamp and relinking it so that the prim with the script is the main one.
  5. And I'd like to give Kudos to Penny, because I like to encourage positive use of wit and humour.
  6. If it's group-owned land, you'll probably need to "Deed" the TV to the group. Also remember that there can be only one "Land Media Stream" per parcel... so if you have multiple neighbors living on the same parcel, changing the station on one TV changes the station on all TVs.
  7. Wrote this workaround script for a friend. Create a new script in your inventory, and replace the default ccode with the following. default{ state_entry() { llSay(0, "[Prim Count: " + (string)llGetNumberOfPrims() + "]"); llRemoveInventory(llGetScriptName()); }} Then drag and drop the new script onto the objects you're working on. (obviously this only works for objects you own with modify permissions)
  8. workaround script. Make a new script in your inventory, paste this into it. Then when you drag this onto an object, you can get it's primcount. default{ state_entry() { llSay(0, "[Prim Count: " + (string)llGetNumberOfPrims() + "]"); llRemoveInventory(llGetScriptName()); }}
  9. Second Life 2.7.4 (235167) Jul 8 2011 11:39:10 (Second Life Release)
  10. Medhue Simoni wrote: $5000? I bought my 3ds Max years, and years ago Priced it lately? http://www.tigerdirect.com/applications/SearchTools/search.asp?keywords=3ds+max Really is a shame about Sketchup -> SL not working properly.. I'm very fond of SketchUp.
  11. So, useless for people who rent, have Linden Homes, or own mainland. I would like a "Parcel" version of this feature.
  12. Hrm... that's an interesting idea. My first reaction was "OMG that will only work if you want to sell it full permissions".. but I can see now that that is the intention. Very intriguing. This still doesn't solve a way to programatically change or animate a mesh, like we can with Sculpties. I can think of one project a friend has undertaken, which would hugely benefit from this ability. changing a carried box into a candle, changing the candle into a briefcase, etc. it's for some kind of RP system that doesn't require wearing unwearing of props.. and it's strength is that it can gather UUIDs from a web pull, so new props can be added to the system as needed. Currently the system is limited by how much detail you can get out of one sculpted prim. That excepted, however, your realization that "there are other ways to transfer a mesh" is pretty cool. This would really only be useful in situations where you were eithre making a full-perms mesh freebie, or making a builders kit... but personally I worry about the need for the builder kit buyer to have their name on every prim. I wish we could more easily teach builders to put ther prims last in linkorder, so that the finished builds would show their names (as intended) but the parts made by others would still show their creators names (as intended). Being a maker of megaprims, I know that this doesn't actually work, and builders who use kit parts more-often-than-not are generally not the most skilled builders in SL, and may only know HOW to link things, with no idea how to affect ink order. Cool find on the notecard transfer though.. it would be awesome to fill a builders kit with notecards. hopefully DAE has a note/comment feature, so you can add comments directly to the top of the notecards that explain how to save and reupload them.
  13. See llGetTexture. llGetTexture checks the host object's permissions and if inadequate will return NULL_KEY.
  14. I'd start by taking a look at this page. http://wiki.secondlife.com/wiki/LlParcelMediaCommandList This lets a prim with the appropriate lan/group access, to control the media stream. Take special note of the "PARCEL_MEDIA_COMMAND_STOP" and "PARCEL_MEDIA_COMMAND_PLAY" commands. Probably the easiest way to do this, is simply to build a small control panel, using either several prim buttons, one named "play" one named "stop" one named "pause" etc. Then make a script that says "If the name of the prim that was touched, is "play" then execute the play command". Then just do the same thing for a pause button, a stop button, etc. I don't know exactly how your jukebox thing works, so this may not be compatable if the jukebox is switching streams all the time, it might re-start the media stream each time it does that. But depending on how it works, this might be a simple enough solution... something like this: default { touch_start (integer count) { string command = llGetLinkName(llDetectedLinkNumber(0)); if (command == "pause") llParcelMediaCommandList([PARCEL_MEDIA_COMMAND_PAUSE]); else if (command == "stop") llParcelMediaCommandList([PARCEL_MEDIA_COMMAND_STOP]); else if (command == "play") llParcelMediaCommandList([PARCEL_MEDIA_COMMAND_PLAY]); } }
  15. Save the image to your computer's Hard Drive, then select it using the "Choose File" button, upload it, and you should be good to go.
  16. Marianne Little wrote: If your furniture, plants and other decorations are loaded before your signs and vendors, then you do it wrong. This is really inportant for big shops. To be fair.. there's not actually any way for a store owner to control which items rez first.
  17. Disclosure: I am a store owner in Second Life, and my store has been in operation since late 2006. I think store looks DO matter, but not in the ways you outlined. If the products are good, and the word of mouth is there.. ANY store can succeed. The classic example is Marine Kelly's "Real Restraint" store. For years it was little more than a glorified bus-stop shelter with 3 walls, and a handfull of arrow-vendors. I point this example out, because it runs contrary to everything instinct says about a what makes a successful store. For the most part, store looks evolve over time. People gain technical skill, a personal sense of style, and/or enough money to hire someone with those things. I've seen super rudimentary stores evolve over the years into posh, pseudo-realistic stores, and I've seen big posh realistic stores evolve into relatively simple box-shaped warehouses full of vendors. In the end though, it's the products that matter.. and having enough prims available to support all the store's vendors, signs, and whatnot. While a classy store can be an indicator of a successful store, it is quite possible to have a successful store that is super nooberiffic.. likewise it's possible to have a store fail that looks amazing, but is full of products that nobody wants. I've always tried to adhere to the concept of "build the store you need"... but lately I've been wishing for something a bit smaller, and more "posh". Unfortunately, posh tends to also mean "primmy"... so we'll see. I don't know if I'll be able to manage it, but if past history has taught me anything, it's that the store itself isn't so important as making sure that what's for sale IN the store, is easy to find. In a world with teleports and bugged vehicle crossings, location is a lot less important than it used to be. An isolated box in the sky can be just as good a store as a roadside attraction with a lovely view and landscaping. In fact, it may be better and easier to build an isolated skybox store, because at ground level, there's so many distractions. Size is another thing.. and it goes back to the rule "build the store that you need".. namely, if you have 12 products, you don't need your own sim. Honestly I don't think a store should worry about buying it's own sim in this day and age, when it's much more desireable to open several smallish stores in General, Moderate, and Adult sims.. assuming you have enough products of those types to justify dseveral store facings. For me, it made sense, because I have adult items (bondage furniture, fetishwear, genitals) as well as items that appeal to kids and teenagers (robot avatars, jetpacks, etc). Having a store in each land class meant that there would never be a customer turned away because they didn't have access.
  18. While possible, it may not be feasible, depending on your computer situation / hardware / connection type. Second Life is perhaps THE most resource-intensive program installed on my computer. It pales in comparison to programs like Photoshop and 3D modelling programs. Aside from all the 3D graphics that must be rendered, live.. there's the matter of the hundreds of graphical images that must be downloaded, sorted, stored, and displayed. Generally speaking, if your computer struggles at all to display Second Life, it's going to work twice as hard to display two instances of Second Life. This will manifest itself in slower framerates, and more "lag" (I know that's not a technical term). If your computer can handle it, or if you have two computers, then yes, you can easily create a second Account for second life, and then log in both accounts. You're going to use twice as much bandwidth, of course.. but let's assume that your connection, and computers are (like mine) able to handle the load. Press the green Sign Out link at the top right corner of this website. Then press the green Join Now link. From there, simply create the new account. For this purpose, I'll assume that you're using Second Life 2.6.2 (225998) (the current version of "Viewer 2"... we really need to stop calling it that). Go to Me > Preferences And then choose the Advanced tab. Then simply place a checkmark next to [ ] Allow Multiple Viewers then press OK. At this point, you SHOULD be able to launch another instance of the SL Client program. When it comes up to the login screen, enter the login information for the new account you created.. and then login as normal. Assuming your computer(s) and connection are up to the task, you should now see two views into the world of Second Life.
  19. In the most recent Official SL Viewers: World > Show > ✓ Ban Lines (Remove the checkmark to hide them)
  20. to clarify what Min said... The texture you are using, was uploaded as a "32 bit" texture. Maybe there's a small amount of transparency to it, maybe there isn't.. but Second Life uses OpenGL for rendering, and OpenGL is notoriously bad at understanding what to do when two 32-bit textures overlap. The easilest solution is to either use another texture that isn't 32 bit, or (assuming the texture is full perms), save the texture off to your HD, and use an image editing program like Gimp or Photoshop, to save the file in a 24-bit mode. Then re-upload the image and it should be fine. I've found that the SL image uploader doesn't reliably process 24bit (solid) PNG files properly, and very often, a PNG on my HD that's perfectly flat, will upload as a 32bit image to SL. My solution for this is to always save textures I intend to upload to SL, as TGA files. You have to manually create an alpha mask for TGA files, and while it's a bit more time consuming to make textures as TGAs, the SL program has no trouble understanding that a 24bit TGA is meant to upload as a 24bit texture.
  21. Viewer 2 no longer requires you to first upload (and pay for) an image to drag from your SL inventory, to your profile. Now, you can simply and easily upload pictures to your profile, at no cost, directly from your computer. Point your browser at http://my.secondlife.com/jeffery.peretz Make sure you're logged in Click the green "Edit Profile" button At the top under "Profile Picture" you should see options to add/change/or remove an image. Locate and select the image you want to use in your profile by pressing "Browse" and then "Upload" Press the orange "Save" button on the Edit Profile page Enjoy If you have a full-permissions picture in your second life inventory that you wish to use for your profile, simply double-click the image to open it, and select "Save As", which will allow you to save the image to your computer, after which you can upload it to your profile as described above.
  22. Viewer 2 no longer requires you to first upload (and pay for) an image to drag from your SL inventory, to your profile. Now, you can simply and easily upload pictures to your profile, at no cost, directly from your computer. Point your browser at http://my.secondlife.com/jeffery.peretz Make sure you're logged in Click the green "Edit Profile" button At the top under "Profile Picture" you should see options to add/change/or remove an image. Locate and select the image you want to use in your profile by pressing "Browse" and then "Upload" Press the orange "Save" button on the Edit Profile page Enjoy If you have a full-permissions picture in your second life inventory that you wish to use for your profile, simply double-click the image to open it, and select "Save As", which will allow you to save the image to your computer, after which you can upload it to your profile as described above.
  23. I've been to your store before, and it's always seemed huge (though I'm assuming you've proabably reorganized since I was last there). Walking speed is SOOO much slower than flying speed. And with your store as spread out as it has been in the past, with so many small things like candles and lamps and small ornamental plants rezzed out, you have to get close to them to even see them... you can't easily cam-shop.walking that whole thing would be so tedious. Plus, I know you like to do the ornamental gardens thing.. and if there's any walkways, railings, staircases, bridges, or ponds, it's pretty easy with a little lag at just the right moment, to end up on the wrong side of a railing, underwater, or back on the ground floor or a multi-level structure. Then good luck trying to get back on the path if fly is disabled. I seem to recall that you used to put your landing point at one end of the sim, and try to get people to walk through your entire store to find whatever item they were after. The harder and more limiting/frustrating you make things on your customers.. blocking fly, blocking scripts, even blocking the ability to rez packaged items.. the more likely they are to just give up, leave and not come back... no matter how gorgeous your products are You've got ONE first chance with each customer.. don't encourage them to leave "to get their AO/collar/hugger to work properly" or "to unpack the item they just bought".. and try not to give them any excuse to say "this is too much effort, I'm going home, it's too laggy to maneuver here" or "god this sim goes on for days, I don't have enough time to shop here". While it may be "immersion breaking" to have people flying around.. are you running a business in SL to create an immersive RP experience? or are you running the business to make money? If you want to block flight for RP purposes, I'd say do it on your other parcels, and leave the store as permissive as possible (with a short autoreturn). I've always been impressed with the scale, detail and scope of your shop.. but I've always felt like it's just too massive, and too time consuming to shop. I just don't have that much time to find a shoji screen that I like. Blocking flight would make it even harder. I'd vote for not blocking flight.
×
×
  • Create New...