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Honey Puddles

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Everything posted by Honey Puddles

  1. Second Life 2.7.4 (235167) Jul 8 2011 11:39:10 (Second Life Release)
  2. 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.
  3. So, useless for people who rent, have Linden Homes, or own mainland. I would like a "Parcel" version of this feature.
  4. 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.
  5. See llGetTexture. llGetTexture checks the host object's permissions and if inadequate will return NULL_KEY.
  6. 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]); } }
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. In the most recent Official SL Viewers: World > Show > ✓ Ban Lines (Remove the checkmark to hide them)
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. In your friends list, right click (option-click on a mac) on the name of the friend, and select "View Profile". (or left-click the white "view profile" icon to the right of their name) When their profile loads in the ingame browser, click the green "Actions" button, and select "Set Privacy". Check or uncheck options as desired Press the orange "Save" button when you're finished. To do a fast preview of what privacy/access permissions you've granted to your friends, in your friendslist, click the "Gear" button at the bottom of your sidebar, and make sure that "View Permissions Granted" is checked. Then when you hover your mouse over the name in your list, you'll see little icons to the right of the name, represeting which permissions they've been granted. Hope this helps.
  17. type this into your ingame web browser. https://my.secondlife.com/seller.name where "seller.name" is the name of the seller, in lower case, with a period in place of the space (if any). For me, for example, it would be https://my.secondlife.com/winter.ventura . From there, you can use the "Actions" button to choose "IM". At which point, you should be able to send the seller an instant message, informing them of the problem.
  18. no, sorry. You can however parse every prim in a linkset and search it's name or description for the presence of a token word. Then each prim in that "group", matching that token word, can be manipulated individually integer i; for (i = 0; i <= llGetNumberOfPrims(); i++) { string data = llGetLinkName(i); if (llSubStringIndex(data, "chair") != -1) { // do something to this chair prim }} Keep in mind also, that you can use llSay, llWhisper, llShout, and llRegionSay to communicate from one prim object to another. So for example, your base could say "wheelstart" when you click the base.. and the wheel could listen for that command, and act on it.
  19. Don't expand too far, too fast. As you begin to build a brand, and a store, I suggest starting with a piece of mainland. The tier is cheap enough, and even a small parcel will support a floor, a ceiling. 4 walls, and a whole lot of vendors. Always keep an eye on your bottom line, and be sure that your costs don't outstrip your means. I've seen far too many people rush into the "I'm gonna open a store, so I need my own sim" mentality, only to watch the whole thing collapse on them 6 months later. Be cautious about offering freebies, don't get too embroiled in midnight mania, lucky chairs, and other such "promotions"... start simple, keep your products affordable from the start, and if your products are worth buying, then people will buy them. Keep your costs as low as possible, buy your membership yearly if you can, and if anyone ever offers you free store or vendor space, free land, or free advertsing.. to quote Dr. Peter Venkman... "YOU SAY YES!" Get your products listed on the SL Marketplace as soon as you can. it's SL's biggest "mall" and it's free to get your products listed. Get any land you own listed in search, and make sure to add picks to your profile linking to your store location. Oh, and one more thing. Avoid naming your brand something "cute but unfindable". Examples off the top of my head are Marianne McCann's "The Store" and my all but forgotten attempt to name a store "PRiM". I've seen people try to make clever injokes into store names..(like LSL commands.. trying to copy what OnRez did..llRezAtRoot is a lousy store name.) in rare cases it can work out.. but the more common a name you choose, the more irellevant things will pop up when people try to search for you. Search for your brand name, both inworld and in Google, before you start using it. to make sure people will be able to FIND you! You'd be surprised how many names are in use. Excellent brand names I can think of.. KDC, JadSOFT, Aubretec, Ploom. Your store name should be findable, memorable, and distinct. Keep in mind that at some point, you may decide that you want to own a URL "in the real world".. it might be best to check to see if the name you've chosen is available as a .com, .net, or so-on.. and at roughly $10 a year through registrars like godaddy.com, it might not be a bad idea to grab it now.
  20. There's also this 9-part Sculpty Paint tutorial.. but it focuses on Sculpty Paint 0.92 (the version before the last one). So a few minor things have changed (like how to load an existing sculpt, which you do by drag and drop now).
  21. Suki Hirano wrote: For the past few months I was mainly working on poses and animations. Now I want to try doing some basic sculpted work. Can anyone recommend to me what's the best program for a beginner sculptie creator? I'm fairly experienced in Photoshop but have no experience in 3D. It needs to have a newbie-friendly interface, and doesn't have to be advanced as I just want to create some boots and heels, so programs like 3DMax or Maya won't be appropriate for my use. Thanks. Well you've certainly got advanced ambitions for a beginner. :smileyhappy: Sculpting things isn't super easy, I say that as someone for whom most art forms lay down like a lover. Most programs that can create sculpted prims, are either VERY complicated, or can only create rudimentary shapes. There's really no inbetween. The more capabilities a program has in regards to sculpted prims.. the more complex it becomes to use. I can't speak for programs that I myself haven't used. I've tried Blender and Maya, but found neither easy to use (in contrast, I am self taught in photoshop and Illustrator, and successfully challenged those course requirements in college). I plan to spend several months learning to use Blender, simply because it is one of the most commonly used modelling programs these days. The programs I have used for making sculpted prims are as follows: Rokuro (free/donation) This program is simply awesome. If you want to make a simple, lathed sculpt, this is the right tool for the job. It's simple, non-nonsense interface takes seconds to learn. The program natively supports exporting to sculpts, but it only does lathed, 32x32 sculpts. It's a one trick pony, but it's perfect at doing that one thing.Tokoroten (free/donation) Made by the creator of Rokuro, Tokoroten is a simple "extrusion" tool. Once again, this tool is perfect at what it does, and is super simple to use. Want to make a cube? draw a square. Want to make a Cylander? draw a circle. Once again, Tokoroten is limited to 32x32 sculpts.Sculpty Paint (free/donation) I frequently typo Sculpty Paint as "Sculpty Pain"... and that's pretty apt with this program's UI. Don't get me wrong, SP is a fantastic accomplishment, but it is a early beta program that hasn't seen any development in a couple of years. SP lets you take an existing sculpt map, and edit it, as well as allowing you to morph it with other sculpts, add noise, stretch, rotate, and smooth. IT's really a deceptively powerful program, but I've only been able to find uses for it's simpler functions. Namely fixing rotations on sculpts, smoothing out distortions, making soft rounded cubes, etc.. Like the others above, SP only supports 32x32 sculpts, but it does allow you to export your creations as OBJ meshes.Sculpt Studio (L$4999) This is my favourite tool. Simply, my favourite. Sculpt Studio is an inworld tool that defines a sculpted prim as a series of "slices". (imagine a sphere defined as 32 "rings" from top to bottom). Each ring can be moved, rotated, and scaled, and each ring can be "opened" and each of the 32 points in the ring can be adjusted as well. Sculpt Studio supports oblong sculpts, which means you can make long ribbons of 128 slices, or a short sculpt with highly detailled rings. This program supports a LOT of stuff.. including saving as sculpt, and as OBJ. The biggest problems with Sculpt Studio are A) it doesn't support texturing of any kind, and B) using it requires a lot of prims, a lot of sim resources, and it can be very slow to create even simple shapes.Pixologic ZBrush ($699) This program is fantastic for advanced sculpting. It has capabilities for doing texturing, and can work with sculpted prims, and very high detailled meshes. It is NOT an easy user interface to learn, and to be honest, I've only pecked it's capabilities on the surface... but I don't use it too often. ZBrush does not natively support saving to sculpts, but there are some resources on the web from people who have done it before.
  22. Sometimes, certain dll files get marked as "in use" by the sl program and don't get properly released when an attempt to update is made during application startup. Since the Operating system sees the files as "in use", it won't allow the updater to overwrite those files. The easiest fix for a botched install like this, is as follows. Exit the Second Life Application. Reboot your computer. (this releases the dlls). DO NOT launch the Second Life application. Uninstall the Second Life application. Download a fresh copy from http://get.secondlife.com Install as normal.
  23. Plus, it's a pretty standard convention to refer to a commercial product with prims that are [+]mod, but which contain scripts that are [-]mod, as [+]mod. Yet the SL permissions system would see that object as [-]mod.
  24. open image in sl press "Save As" button save image to your HD open profile for editing select image from your HD save and enjoy. Did you know that you can save snapshots directly to your HD and avoid the 10L$ upload fee? take hundreds of pictures, choose the best ones, use image editing software to crop, adust, or enhance your images, and only upload the images you really WANT to upload to SL. Now profiles don't require a user to have L$, in order to add photos or screenshots to their profile. This is actually a pretty massive improvement if you ask me.
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