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Ceera Murakami

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Everything posted by Ceera Murakami

  1. Have you tried clearing cache on the account that is having trouble? That sometimes helps to fix strange problems. You may also want to locate the folder that has your avatar's persistent information in it, and try deleting that folder. This is a more radical fix ad you lose your chat logs and go back to 'noob' status on all the alerts and popups, but it clears any account-specific corrupted data. You'll find a folder on your system that has a name that is your avatar name, in lower case, with the first and last names seperated by an underscore. On my Win XP system, my folder for Ceera is located here: C:\Documents and Settings\account_name\Application Data\SecondLife\ceera_murakami . If you just rename the avatar folder, it will create a fresh one on the next login. Then go to Preferences after you log in and tell it not to give you all the noob popups.
  2. Not yet, no. That is scheduled to be part of the release to the main grid of Mesh. By the end of August, it is supposed to be in place. At that point, just scale any prim normally, and the top limit will be 64 M in any dimension instead of 10 M.
  3. First sim visited (outside of Orientation): The Forest. First outfit: A free fox avatar, obtained at a freebie depot in The Forest sim. And I made a simple purple dress for myself, just using the Appearance controls. First purchase: A red Fox avatar, from Jackal's Werehouse. First Photo taken : Me, in that red fox avatar, standing in the woods in The Forest sim, for my profile pic. First Home Point: A wooded clearing in The Forrest sim, next to a parcel owned by my Companion. First thing created for sale: A T-shirt that was black, with the words "Alpha Bitch" on the chest, in yellow lettering. First retail location selling my own stuff: A free kiosk just outside the store in The Forest sim, selling half a dozen t-shirts I had designed. First "home" that was at least partially mine: A rented Tree House in The Forest, that I split the rent on with a friend. First home that was bought by me: A custom built home for my companion and I, set up on her parcel in The Forest. First texture set created for sale: "TRU-CM Tropical Building Set" - textures for bamboo walls, thatched roofing, and tatami mat floors for making a tropical-style home. Created on request for a client. First house I ever built: A 1-bedroom, 1 bath tropical bungalow, with bamboo walls and a thatched roof, and a small living room and covered deck. I made it for a texture client, to demonstrate how to use the bamboo textures that he had commissioned me to make for him. First (and only) mainland sim that I ever lived in: The Magenta sim. (A friend let my Partner and I set up our home on her land, when she owned almost 1/3 of that sim.) First parcel of land that I ever rented/owned in my own name: A 4096 M2 parcel in a private island sim, in the FairChang Isle's estates. First sim that I ever created/terraformed for a client: Nohona Isle (long since sold and repurposed, it no longer exists.)
  4. That sounds exactly like what LL would send you if your profile wasn't PG-rated, and if someone filed an abuse report against you reporting that you had sex stuff in your Profile. You would need to contact LL and find out how long you are suspended for, and then revise your profile so it is strictly PG-rated. You may be able to access and revise your profile vial the web, while suspended. Try going to http://my.secondlife.com/sensation.barrymore and see if it will let you log in there so you can edit the offending parts out of your profile information. (Note - I tried this to look at your profile, and it said the page didn't exist. So maybe you can't do it until your suspension ends.)
  5. The currently available options for making a stand-alone sim on your own computer are equivalent to taking a log raft and a hatchet and some matches to a deserted island, and trying to re-create the experiences you could have at an expensive resort in Hawaii. The location can be beautiful, but you have to build everything in it yourself! A stand-alone sim can not be connected to SL's grid of sims. LL will not allow it. Content purchased from someone else in Second Life can not legally be transported to sims not run by Linden Lab, even if the stuff is "full perms". (There are a few exceptions to that, where for example the maker of a texture set of some other easily exported asset may, in their terms of service, allow use on other grids. But these exceptions are rare.) Accounts that log in to access stand-alone sims have to be created on that stand-alone server. You can not, for example, log in using your existing SL avatar - with all his/her clothes, skins, shapes and other stuff. Everything the new avatar account will have available has to have been created in or imported into that sim - and importing content from other grids isn't easy, and in many cases isn't legal. There are grids that are not run by Linden Lab, and that will allow you to create your own stand-alone server and then connect that server to their grid. So your sim resides on a PC in your home, but you can still travel from there to a friend's sim on that sane grid, which is hosted on a PC in their apartment, or shop at a small mall that may be on a server hosted by the grid itself. You can also create accounts for friends on your server - but as I stated before, they start with no inventory. Without exception, these "alternative grids" and "stand alone servers", have fewer resources available, and fewer things work as well as the way you expect on the Second Life grids. In particular, scripted content and stuff that needs physics to work is crippled or incomplete. For example, a University I work with has a lovely stand-alone grid with 30+ sims in it, hosted on servers in the Amazon cloud. They had to create a new account for me, on their grid, which I could still call "Ceera Murakami". But that account is completely disconnected from my SL account, and only owns the dresses that I created on their grid for her to wear, and has to use the system default skin and hair (not even anything half as nice as the "starter avatars" that LL provides, with prim hair and professionally created skins). In comparison to what Ceera looks like in SL, the one on that University grid is a pale copy, with very crude skin and hair. And she's stuck being Human, unless I make the effort to create my own Furry avatar, from scratch. I have built some wonderful things for them on their grid - but I had to create and import all my own building textures, and when I needed to make a chair with a simple sit animation in it, I had to create the animation myself and import it. There are no texture shops or animation shops or other places that I can go to buy stuff to use on that set of servers. I wanted to re-create a physical elevator that I had built for the same client in Second Life. I was able to re-create the exact prims and textures, and tried to import the same scripts for the elevator, which I had created myself from scratch on the SL grid. But the Physics Engine in Opensim isn't anywhere near as good as in Second Life, and the scripts simply could not be made to work. I had to settle for making an elevator that had an elevator car on each floor, and using a sit-teleport to move the avatar from floor to floor, with scripts to have the elevator doors open and close as I needed them to. It was a complete re-write of all the basic functions. And forget about vehicle scripts, even if you have full-perms ones you can import. They just don't work on Opensim. Unless you join an alternative grid where existing content creators have already imported or re-created stuff that they designed in SL, you can forget about finding a good selection of clothes, skins, hair, dance pose balls, sex pose balls, or scripted furniture. One grid I visited had a full-perms kit available for free that would, in theory, allow you to make a "Multi Love Pose" scripted bed. But you pretty much needed to be able to create all your own animations for it. The stores that sold animations, and pose balls were small to non-existent. In short, yes, there's free alternatives that allow you to create a bare-bones, stand-alone sim that is sort of like Second Life. But it will always be an inadequate and incomplete experience - sort of like sleeping under a bridge in Hawaii instead of in the resort hotel.
  6. You can not, no. A requirement of owning a homestead or Openspaces sim (the two lower-prim versions) is that you must also own at least one full-prim sim.
  7. Also, one other trick to use - You can put multiple textures into a single texture in some cases, and then use the repeats and offsets to show only the parts that are needed for different faces of the prims in the project. In some cases that may mean that you can use a single texture but appear to have quite a few different textures on the object. An advantage of that is that the texture only needs to load once, and all the faces that use the same source texture pop into visibility at the same time. As a simple example, let's say you are making something that needs to have 12 buttons on it, like the keypad for a phone. While you could make 12 separate textures, it is much more efficient to make one texture that has all 12 numbers on it (3 across and four down), and use 1/3 of the width and 1/4 of the height of that texture on any given surface of a button. Adjust the offsets to get the number you want for that particular button. I did a large building recently that used 6 different window textures. But all of them were actually textured with a single texture, using 1/3 the width and 1/2 the height of a texture that showed two rows of three window images. This also allowed me to easily place all the windows, and then choose which appearance each of them would have by tweaking the offset values. And yes, the textures certainly don't need to be square. Any of the power of two values up to 1024 can be used for either dimension. So for example a 128 wide by 256 high texture works well for a door or window texture.
  8. "Having a baby" in Second Life can be as simple as two people just doing text chat role playing about it, or as complex as buying a HUD system and sexual add-ons that respond to each other and give a statistical chance of impregnation, complete with being able to use "the pill", condoms, and cheating about using a condom. There's a system called "Mama Allpa" that can be found on Marketplace that automates the statistical chances, and provides feedback on whether or not you got pregnant, and how many months along you are. They also offer paternity tests that can tell which partner impregnated you (all requiring that each participant is using their system). Their website has information on what happens throughout the pregnancy cycle, so you can accurately roleplay the behaviors. I've used that system, and found it to be pretty good. Unlike some others, it doesn't spam the area with chatter about your baby kicking or enforce any specific timing in your lovemaking. There are animation pose ball sets for giving birth, too, and people who will roleplay as obstetricians or midwives to assist and guide you through a birthing. The baby itself can be (and usually is) a simple prim doll, which you can purchase, or make yourself. It's technically possible to make an avatar that is an infant or toddler, but for the most part it's difficult to make an avatar look younger than about 8 years old. Most people that I know who roleplay pregnancy will do the 'getting pregnant' and 'being pregnant' phases, and maybe roleplay the birth itself, and then after a few weeks of playing with the prim dolly, they 'fast forward' and have someone roleplay the kid as a school-age child for a while, then 'fats forward' again and the kid is a teenager and of 'legal age' to fully participate in Second Life. But what you do and how you do it is entirely up to you. It's just role playing, with or without scripted props and gadgets.
  9. Texture dimensions can be any power of two between 32 and 1024. (Technically smaller powers of two like 8 and 16 also work, but some viewers have issues with texture smaller than 32 x 32, and don't display them correctly.) So 32, 64, 128, 256, 512 or 1024 can be used for either dimension of the texture. Clothing textures and skin textures for actual use inside SL should be 512 x 512. If you import a 1024 x 1024 texture and apply it to clothing or a skin, it will get reduced to 512 x 512 by the Viewer for what actually gets used, and the viewer usually does a far worse job of resizing than your graphics program can. Any skin maker touting "high resolution 1024 x 1024 skins" is offering something that is no real advantage over a 512 x 512 skin. Their skins get reduced to 512 x 512 for use, and just take longer to load. That doesn't mean you can't create the texture at a higher resolution though. Most clothing and skin textures start at 1024 , 2048 or even larger in size in the master image that the creator works with on their computer, and then a copy of that texture gets scaled down to 512 x 512 before importing into SL for use in skins or clothes. That is why the templates for creating clothing and skins are usually 1024 x 1024 or 2048 x 2048. You create it at a larger size, and then scale down before importing. Textures that will be applied to prims can be as large as 1024 x 1024, but you generally don't want to use any larger of a texture than you absolutely have to in order to get the detail you need for the texture to look good in-world. The larger the texture dimensions, the more video memory and load time for dealing with that texture, every time it is in the field of view, even if you can't see it.
  10. It does sound like you went into the wrong house. That is a serious problem in the Linden Homes, where so many homes look identical, and there is no easy way to tell which is which. In (or above) the right house, "About Land" will show your Premium Account's name as parcel owner. The house itself doesn't show you as owner, as it actually remains owned by the Lindens, and exists just off the edge of your parcel (which is why its prims don't count against your 117 prim limit). I would suggest flying just over rooftop height, and hovering over nearby houses while you check the About Land results. That way you don't have to actually go inside homes that may belong to someone else. Also, double-check the e-mail they sent you, and make sure you are at the exact coordinates they stated in the e-mail. If you don't find a parcel owned by you near where you expected your home to be, you'll probably have to open a help desk ticket to get the Lindens to help.
  11. A 4096 m2 parcel is pretty small for a "club". Think about it this way - you own 6.25% of the land in that sim, and a sim can only handle 100 avatars max (if it's a private island sim) and Mainland is set to 40 Max avatars in almost all cases. So on Mainland you could have 2.5 people on your parcel and be using no more than the share of resources that you're actually paying for. There's no parcel-based limits for the number of avatars on the parcel, so you could cram 40 people into your "club", at the expense of everyone else in that sim not being able to access the land and resources that they are paying for. That is one reason why many residents really despise having a "club" appear as a new neighbor. To be fair to your neighbors, you should buy enough land in that sim to cover the resources you intend to use. So if you think your club will be a small affair that will average 10 people at a time, you should own 1/4 of the whole sim. If you want to party hearty with 40 people at a time, you should buy all the land in the sim. Doing less than that is leeching off the neighbors, and stealing resources that others are paying for.
  12. If an object is covered by another object, or embedded within it, the easiest way to see and move the hidden object is to use the "hide selected" feature in the Advanced menu. V2.x method: Advanced Menu > Highlighting and Visibility > Hide selected V1.x method: Advanced Menu > Rendering > Hide selected With Hide Selected checked, any selected prims will be de-rendered, visible only as their selected edges, and remaining prims may be clicked on as if the currently-selected prims were not there. So open the Build tools while this is checked, and click on the floor of the house. It will become nothing but highlighted prim edges. Now look on the ground for that wave emitter. (You may also have to activate Highlight Transparent to see the emitter.) Click on the emitter, and now it is selected (and de-rendered) and the house returns to normal. Use the arrows for the selected object to move it away from the prims that were hiding it. Quit editing for a moment, and uncheck Hide Selected. Now the moved hidden item can easily be dealt with. This method is also incredibly handy for locating stray unlinked prims in a project that you are building. The unlinked prims will be "left behind" when the linked prims for the rest are de-rendered, and can be added to the selection by shift-clicking, or by clicking on the stray prim and then shift-clicking to add the main linked set, then linking them together. I use this trick all the time to locate and move things like pictures that accidentally got pushed inside a wall, or rugs that got lowered into the floor. It's a lot easier than camming inside or under the obscuring prims.
  13. Here's one I used for a school bell I did for Rutgers University. No elegant loops, because it was timed to match a sound file for the bell. I modded this from a simple tail wag script... As Void commented, this goes in the root prim, which acts as your pivot point. I used a cylinder prim since the bell needed an axle anyway. vector start;integer listener = -1;stoplisten(){ if (listener != -1) { llListenRemove(listener); listener = -1; }}startlisten(){ listener = llListen(1776, "", "", ""); // Listens on channel 1776}ringthebell(){ llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, -40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*((RAD_TO_DEG*llRot2Euler(llGetLocalRot()))+ <0, 40, 0>))); llSetRot(llEuler2Rot(DEG_TO_RAD*(start)));}default{ state_entry() { start = (RAD_TO_DEG*llRot2Euler(llGetLocalRot())); // Start listening. stoplisten(); startlisten(); }state_exit() { // Remove old listen. stoplisten(); } listen(integer channel, string name, key id, string message) { if(message == "ringbell") { ringthebell(); } } } It's set to listen on channel 1776 for the command "ringbell", which was sent via llRegionSay from the pull rope and its pose ball and animation. To see and hear this bell in-world, go to the "RUCE 2" sim, and go into the school building that has a white bell tower on the roof. Go up the West stairwell, all the way to the attic, and in the center of the attic, under the bell tower, if you touch the rope leading to the bell, the bell will ring. On the ground floor there's a pull rope in a closet, with a pose ball. It's a little NW of the center of the building. If you sit on the pose ball there. you'll see yourself pulling the bell rope in time with the animation and sound file.
  14. The simple answer is no. Owning a full-perms object does not give you ownership of a copy of the textures used to make that object. As Luc pointed out, textures applied to an object are links to assets in the asset database for the creator of the object. So for example if I take a snapshot of my cat in real life, and apply it to a prim in SL and give you that prim full perms, the cat texture still only exists as an asset database reference to the texture that is in my inventory, and you can't, legally, copy it. You could ask me if I would give or sell you a copy, but without resorting to various methods of content theft, that is all you can do. The more complex answer is that you probably don't actually want to copy the exact textures on that couch in the first place. Unless it is made in a very simplistic manner, the shading at the edges and the seams in the fabric are part of a texture that the maker of the object created for that specific use, and most of the time you'll find that even if you did have a copy of the actual texture for, as an example, the top surface of a seat cushion, that texture won't look right when applied to some other shape or type of prim. The shading and 'edges' will be wrong, visually. While there are exceptions to this, mostly with items designed to change texture via a menu from a script, most of the time the base 'fabric' texture that the maker used is only the starting point for the actual textures applied to each surface, and other work is done to enhance that texture for the intended placement position. Your best bet would be to find a matching furniture set from the same maker, where all pieces are intended to color-coordinate. Or try contacting the maker of one or the other of the pieces of furniture that you like, and see if they have or could create a matching piece like the other one that you have.
  15. Yes, anyone may use those Iris opening scripts, freely. I don't mind if they are used as part of a larger thing built for sale, like a house or a skybox, as long as the scripts remain full-perms, with my notes in them. Just don't sell the scripts by themselves as if it was your product, or the scripts just dropped into a single prim or small group of prims and sold just as a scripted door. I made up a set of examples of these scripts, with the scripts installed in the appropriate types of prims. If you or anyone else wants a copy of those samples, just drop me an IM in-world, or send me a notecard, and I'll send you a set.
  16. For smaller roads and curve radii, a tube or cylinder, as mentioned earlier, does work. but without using megaprims, you hit a limit of a 5M radius for the outside edge. For bigger arcs or more gradual curves, use tapered box prims, and build the arc out of trapezoidal segments. Taper on X, flatten on Y, and lay it on its side. Adjust values for taper and skew to fine-tune how the edges meet, and use a planar texture on the road surface for better control of your texture details. Even when using tubes and cylinders, SL aproximates the curved edges with straight segments anyway. You can actually get a more graceful and smooth-looking curve with multiple tapered box prims than SL will give you from cut and hollowed cylinders, because you have full control over the segmentation. Take a look at the curved roads at the NW corner of the "Livingston 1" sim for an example in-world. It's part of the Rutgers University sims that I built.
  17. Here's a version that works in a box prim: // Iris Open Script by Ceera Murakami - 5-12-2011// Touch-sensitive iris opening door, for a box prim// Toggles open and closed state for a hollow in a box prim, to use it like an iris door// Put this script into a box prim, flattened on the Z axis and rotated 90 degrees on X axis. // ----- Global Variables ------------------integer g_OpenNow; // True (1) if iris is 'open' nowdefault{ on_rez(integer param) { llResetScript(); } state_entry() { if (g_OpenNow == TRUE) // Prim is in open state, so calculate new 'closed' size { state WaitToClose; } else // Prim is in a closed (or undefined state), so calculate new 'open' size { g_OpenNow = FALSE; state WaitToOpen; } }} state WaitToClose // Iris is Open, and waiting to close{ touch_start(integer total_number) { // Sets Hollow to 0.001 to be 'closed', but not lose texture choice for inside of hollow. // For default squarish hole, uncomment the next line, and comment out the other one. llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_BOX, PRIM_HOLE_DEFAULT, <0.0, 1.0, 0.0>, 0.001, <0.0, 0.0, 0.0>, <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>]); // For a round hole, uncomment the next line, and comment out the other one. // llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_BOX, PRIM_HOLE_CIRCLE, <0.0, 1.0, 0.0>, 0.001, <0.0, 0.0, 0.0>, <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>]); g_OpenNow = FALSE; state WaitToOpen; }}state WaitToOpen // Iris is closed, and waiting to open{ touch_start(integer total_number) { // Sets Hollow to 0.90 to be closed, but not lose texture choice for inside of hollow. (Max value is 0.95, less makes the open door smaller in proportion) // For default squarish hole, uncomment the next line, and comment out the other one. llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_BOX, PRIM_HOLE_DEFAULT, <0.0, 1.0, 0.0>, 0.90, <0.0, 0.0, 0.0>, <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>]); // For a round hole, uncomment the next line, and comment out the other one. // llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_BOX, PRIM_HOLE_CIRCLE, <0.0, 1.0, 0.0>, 0.90, <0.0, 0.0, 0.0>, <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>]); g_OpenNow = TRUE; state WaitToClose; }} And here's a variant for a cylinder prim: // Iris Open Script by Ceera Murakami - 5-12-2011// Touch-sensitive iris opening door, for a cylinder prim// Toggles open and closed state for a hollow in a cylinder prim, to use it like an iris door// Put this script into a cylinder prim, flattened on the Z axis and rotated 90 degrees on X axis. // A squarish hole opens like a diamond shape, unless you keep the X and Y values equal and rotate the prim 45 degrees on the Z axis.// ----- Global Variables ------------------integer g_OpenNow; // True (1) if iris is 'open' nowdefault{ on_rez(integer param) { llResetScript(); } state_entry() { if (g_OpenNow == TRUE) // Prim is in open state, so calculate new 'closed' size { state WaitToClose; } else // Prim is in a closed (or undefined state), so calculate new 'open' size { g_OpenNow = FALSE; state WaitToOpen; } }} state WaitToClose // Iris is Open, and waiting to close{ touch_start(integer total_number) { // Sets Hollow to 0.001 to be 'closed', but not lose texture choice for inside of hollow. // For default rounded hole, uncomment the next line, and comment out the other one. llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_CYLINDER, PRIM_HOLE_DEFAULT, <0.0, 1.0, 0.0>, 0.001, <0.0, 0.0, 0.0>, <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>]); // For a squarish hole, uncomment the next line, and comment out the other one. // llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_CYLINDER, PRIM_HOLE_SQUARE, <0.0, 1.0, 0.0>, 0.001, <0.0, 0.0, 0.0>, <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>]); g_OpenNow = FALSE; state WaitToOpen; }}state WaitToOpen // Iris is closed, and waiting to open{ touch_start(integer total_number) { // Sets Hollow to 0.90 to be closed, but not lose texture choice for inside of hollow. (Max value is 0.95, less makes the open door smaller in proportion) // For default rounded hole, uncomment the next line, and comment out the other one. llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_CYLINDER, PRIM_HOLE_DEFAULT, <0.0, 1.0, 0.0>, 0.90, <0.0, 0.0, 0.0>, <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>]); // For a squarish hole, uncomment the next line, and comment out the other one. // llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_CYLINDER, PRIM_HOLE_SQUARE, <0.0, 1.0, 0.0>, 0.90, <0.0, 0.0, 0.0>, <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>]); g_OpenNow = TRUE; state WaitToClose; }} Note that with both of these, you're adjusting the "hollow" value for the prim's shape. Now a Tube works more like a Torus, adjusting hole size. (The major difference between tube and cylinder for this purpose is how the flat faces get textured.) The tube and torus have a parameter for hole shape as well, but I didn't test those variations. Just change "PRIM_HOLE_DEFAULT" to either "PRIM_HOLE_CIRCLE" or "PRIM_HOLE_SQUARE", as I did in the scripts above. // Iris Open Script by Ceera Murakami - 5-12-2011// Touch-sensitive iris opening door// Toggles open and closed state for a hole in a tube as an iris door// Put this script into a flattened tube. // ----- Global Variables ------------------integer g_OpenNow; // True (1) if iris is 'open' nowdefault{ on_rez(integer param) { llResetScript(); } state_entry() { if (g_OpenNow == TRUE) // Prim is in open state, so calculate new 'closed' size { state WaitToClose; } else // Prim is in a closed (or undefined state), so calculate new 'open' size { g_OpenNow = FALSE; state WaitToOpen; } }} state WaitToClose // Iris is Open, and waiting to close{ touch_start(integer total_number) { llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_TUBE, PRIM_HOLE_DEFAULT, <0.0, 1.0, 0.0>, 0.0, <0.0, 0.0, 0.0>, <1.0, 0.5, 0.0>, <0.0, 0.0, 0.0>, <0.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 1.0, 0.0, 0.0]); g_OpenNow = FALSE; state WaitToOpen; }}state WaitToOpen // Iris is closed, and waiting to open{ touch_start(integer total_number) { llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_TUBE, PRIM_HOLE_DEFAULT, <0.0, 1.0, 0.0>, 0.0, <0.0, 0.0, 0.0>, <1.0, 0.05, 0.0>, <0.0, 0.0, 0.0>, <0.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 1.0, 0.0, 0.0]); g_OpenNow = TRUE; state WaitToClose; }} And here's the original version, using a Torus prim: // Iris Open Script by Ceera Murakami - 7/21/2006 (Reviewed 5-12-2011)// Touch-sensitive iris opening door// Toggles open and closed state for a hole in a torus as an iris door// Put this script into a flattened torus. // ----- Global Variables ------------------integer g_OpenNow; // True (1) if iris is 'open' nowdefault{ on_rez(integer param) { llResetScript(); } state_entry() { if (g_OpenNow == TRUE) // Prim is in open state, so calculate new 'closed' size { state WaitToClose; } else // Prim is in a closed (or undefined state), so calculate new 'open' size { g_OpenNow = FALSE; state WaitToOpen; } }} state WaitToClose // Iris is Open, and waiting to close{ touch_start(integer total_number) { llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_TORUS, 0, <0.0, 1.0, 0.0>, 0.0, <0.0, 0.0, 0.0>, <1.0, 0.5, 0.0>, <0.0, 0.0, 0.0>, <0.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 1.0, 0.0, 0.0]); g_OpenNow = FALSE; state WaitToOpen; }}state WaitToOpen // Iris is closed, and waiting to open{ touch_start(integer total_number) { llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_TORUS, 0, <0.0, 1.0, 0.0>, 0.0, <0.0, 0.0, 0.0>, <1.0, 0.05, 0.0>, <0.0, 0.0, 0.0>, <0.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 1.0, 0.0, 0.0]); g_OpenNow = TRUE; state WaitToClose; }}
  18. In addition to the other answers provided, if you want the item to remain in-place in-world, someone in the group who has the group role to set group-owned items for sale can set the item for sale, and allow you to buy it.
  19. It gets a little complicated because different prim shapes have a different number of things that can be specified. For example, a box prim has values for top size and top shear, but a sphere has a value for dimple instead of those two values. Details are at this link: http://wiki.secondlife.com/wiki/LlSetPrimitiveParams Tested versions are in the next post.
  20. Were you talking about contacting me? My profile had been set so "show in search" was unchecked. In the 1.2x Viewer, that shielded you from web searches, but allows the in-world search to find you. In 2.x, it is brain dead in that regard and can't tell the difference between "show me in-world" and "Show me to every person on the planet that has a web browser...". *sigh* Still here, and quite active and yes, I posted that Iris Door script. For quite a while I had a skybox on my land that was built like a space ship, and it used those iris doors. What did you want to know?
  21. The difference is that a script for an unlinked door only has to know about and base its actions on it's own root prim's location and orientation, and that the command to rotate the root prim of a linkset, or to rotate a single prim around its center, is a fairly simple one to code. A typical unlinked door will either be a single prim, cut in half with path cuts or profile cuts, so its actual center is at the visible 'hinge edge', or else will be a linkset of two or more prims, with the root prim's center as the hinge point. Either way, you only have to tell the root prim to rotate on its own center. When you make a script for a linkable door, that script has to take into account the location and orientation of the root prim as well, and the calculations that do the rotation of the non-root prim are more complicated and non-intuitive, regardless of what other bells and whistles are added for other features. Rotating a non-root prim requires a more complex calculation for the start and end positions, and unfortunately also has to cope with a math error that is in the base LL code and that has never been fixed. (There's one value that has to be the reverse sign of what it should really be, because the LL coders goofed up. That can't be fixed in the current LSL for that function without breaking a whole lot of content. There have been JIRA requests for an alternate LSL command that could be used instead of the inaccurate one, but as far as I know, LL has never implemented that requested new command.)
  22. There's two different ways to script a door for a house. You can use a simple script that will rotate or slide an un-linked door, or you can use a more complicated script that will allow a one-prim door to be linked to the rest of the build. Your home has an un-linked type of door, so yes, you can just re-position it in the door frame and it should work again. I would also advise resetting the scripts in the door after you reposition it, because many simple unlinked door scripts need a reset if they are manually moved. Just select the door and there's a choice on the Tools menu (older Viewers) or Build menu (newer viewers) that allows you to "reset scripts in selection". To move multiple parts together, select the first part, then hold down Shift and click on each additional part to add that to the selection. You can then drag and/or rotate them as a unit. But again, when you're done manually repositioning a build with unlinked doors, it is wise to reset the scripts in the selected objects, to lock in their new positions.
  23. Are you using the new 2.x Viewer in "Basic" mode? That is a crippled version for newbies, that doesn't have access to many essential and common functions, like using your inventory or customizing your appearance with anything other than a dozen or so stock newbie avatars. Quit your Viewer, and restart it. At login, if you see a choice about "Basic" or "Advanced", change that to Advanced, quit again, and log in with the Advanced mode. Then you'll have access to the full feature set in Sl, including being able to access the things you purchased, which will be in your inventory.
  24. Mostly that is left over from when they used to give a reasonable education/npo discount. A lot of the website and knowledgebase may still imply the discounts exist, simply because thay haven't been thorough in eliminating all the old references yet. But my SL business is primarily in building for University clients, and believe me, they definitely killed all financial incentives for Education/non-profit use of SL. My biggest client has pretty much ceased development here, and they used to have 8 sims and were considering 20+ more. Now that is being done elsewhere, on a grid that they host for themselves, not provided by Linden Lab at all.
  25. In the newer web-based profiles with Viewer 2.x, you have to save the texture from your inventory to your hard drive, change the file format from tga to jpg, then upload it to the web-based system from there. If you use a 1.2x based viewer or any other one that does not yet use the web-based profiles, then you can still simply drag and drop the image from inventory right onto the profile pic to change it.
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