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Ceera Murakami

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Everything posted by Ceera Murakami

  1. Tex Monday wrote: OK...how would one give out a calling card? I wouldn't even know where to find mine. Well, I just tried for several minutes using Viewer 3, and as far as I can tell, the only way now to give someone a calling card and not have them on your Friends list is to Friend the person and then un-Friend them again!
  2. If you sell on Lindex at the market rate, the funds should appear in your USD balance immediately, and you can then use PayPal to cash it out, or use the USD balance to go towards tier. But if you specified a rate of exchange that gets you more money for your L$ than the current market rate, you could be waiting quite a while before those L$ actually sell - if they ever sell at all. For example, if the market rate is L$275 for $1 USD, but you tried to sell at L$250 for $1 USD, it's unlikely those offered L$ will ever sell at all, because the market rate isn't volitile enough to get down to you out of all the people willing to sell at a less favorable rate.
  3. You have two options for keeping in touch with someone in SL. You can Friend them, adding them to your friends list and you to theirs, as well as giving each of you a calling card, or you can exchange calling cards, which does not add each other to friends lists. It used to be equally easy to do either - the two choices were next to each other on the pie menu when you clicked on someone. LL has emphasized Friending and made it difficult to even find the method for exchanging calling cards. When you remove a friend from your friends list, you keep their card, which is handy if you removed them accidentally, since the card itself can be used to re-initiate contact with them. Calling cards are also used to set up group private IM sessions. For example, you can make a folder in your calling cards folder, give it a name like "Ceera's party" and put the calling cards for all the peopleattending a party in your skybox into it. You can then open a group chat to everyone in that folder at once, even if they aren't members in a specific group. Calling cards also give you a history of when you met someone. The oldest calling card you have for them is the first time you friended them or exchanged cards, unless you deleted their card since that time.
  4. Yes, unfortunately to change how a door operates, you need to actually own the door and have mod rights on the door and its scripts. Next time you move, you might want to try these ideas, with a modifiable house that you purchase and own, or that you build yourself. It can actually be quite fun to build your own home, and there are tons of free scrpits and examples out there that you can use to guide your efforts - not to mention the helpful advice of the people in these forums.
  5. There are two types of avatar customization that are common with furry avatars - retexturing and editing the actual prim structure. Both of course require that you start with an avatar that allows both copying and modifying the avatar. Purchased mod kits usually consist of textures to apply, with instructions on what goes where, and possibly replacement prim parts. For example, I have a mod kit that I bought for turning one existing canine avatar into a Bernese Mountain Dog. In addition ot the textures, the kit included replacement ears, ready to use by replacing the existing ears in the base avatar to be modded. Retexturing is relatively easy. The trick here is that the maker of the avatar doesn't give you the textures that they used when they made the avatar, so you have to determine on your own what goes where. The easiest way to do this, without ripping off the original textures, is to take a copy of the prim part that you want to retexture, and apply a numbered and colored grid pattern to it. That will allow you to see what needs to go where in your texture. You can also get a small thumbnail view of the actual texture used by selecting the surface to edit it before you retexture, and looking at the small preview square on the build panel that is used for texturing. Next, make your new texture, and apply it to a copy of the prim part. If it doesn't work quite right, adjust it and try again. Repeat the above until you've retextured each prim the way you want it. === Editing the prim structures of your avatar can make it look more like a unique individual. You can restyle hair, add earrings or other jewelry, or reshape it into a whole new species! There are also mod kits that alow you to edit an avatar head that has a fixed, non-moving jaw into one that has a jaw that moves as you talk in Voice Chat or speak in text chat. Start with a copy of the prim part, such as the head, and select individual prims, streaching or compressing them a bit to re-shape the parts, or adding or eliminating prims as needed. For example, I often will modify the prim hair that comes with an avatar, or replace it entirely with prim/flexi hair that was designed for a Human, adding or removing or streaching the prims as needed to re-style the hair to fit the different head shape of my fox, wolf or whatever.
  6. It's quite simple, really. The prim that you put the llVolumeDetect script into is an invisible prim that is in the area in front of the door. For example, a 3M x 3M x 3M cube placed right in front of the door, textured with a 100% alpha texture. When any avatar steps into the space in front of the door covered by that prim, the llVolumeDetect script senses them and can trigger any event you like, such as opening the door. Making a door respond to a message works the same as making it respond to a touch. You just change the script event in the door script from being a touch event to being something triggered by a message. If your door script is no-mod, replace it with one you can modify. I just sent you a freebie example from way back in 2004 called "January 2004 Volumedetect door inna box", that has a fully working example in it, with all the scripts and the 100% alpha texture for it. I played with that example a bit in world, and it still works, the one caveat is that after you position the door parts, you need to reset the scripts to lock in their base positions. It's a pretty crude example. In short, what it does is use the volume detect to issue a non-zero chat of "open" or "close". The door is set to listen for that same non-zero channel, and to act when it gets an 'open' or 'close' message. A more advanced script could be a linkable door, and could use ''llRegionSay" instead of "llSay" to eliminate any distance limits.
  7. Not only is it possible, it's trivial. Look up the LSL command llVolumeDetect. http://wiki.secondlife.com/wiki/LlVolumeDetect It allows you to set a property of a prim so it acts as if phantom, and reports a collision-start, collision and collision-end event as any avatar enters, remains within, and leaves the volume covered by the volume detect prim. Any script can act on these detections, either by llLinkMessage if part of the same linkset, or by a non-zero chat command to any script in the whole region, if not linked.
  8. It's just another one of those things that some boneheaded change on LL's part broke, and that they are too clueless or incapable to fix, I am afraid.
  9. There is another possibility here that the other helpful people may have missed. Terraforming limits are based on the last saved terraforming state for the sim, as saved by the sim owner. As a parcel owner, assuming you have the ability to terraform the land, you can change the land height values to a certain range above or below that saved baseline - typically +/- 4 Meters on the mainland, and up to +/- 100 Meters on private sims. Now assume for a moment that Linden Lab designed your mainland parcel with a couple of bumps that are at 25 M at the peaks, and a river that is at 14 M at the river bottom. With a +/- 4M terraform limit, there is no way to move the river bottom up enough and the bumps down enough to make the whole area flat. The bumps will stop going lower when they get to 21 Meters. The river will stop coming up when it gets to 18 Meters. So the river will still be 2M below the default water level in the sim, and the bumps 1 M above water level, no matter what you atempt to terraform with. On the mainland, you simply have to accept that some parcels can not be flattened completely. LL never re-bakes the terrain for a sim, so the default limits are always based on how they originally designed that sim. On a private sim, you can ask the sim owner to save the RAW file for the sim, which resets the baseline to the current terrain shape. Or you can ask them to increase the terraform limits so you have sufficient range to do what you want.
  10. Your trap door is certainly possible, but you'll need several things to make it effective. When an avatar collides with the prim, start a timer. As I recall volume detect can also detect when an avatar stops colliding with the prim. So if the script senses that the avatar stopped colliding with the prim before the timer runs out, your script can have nothing happen. If they are still colliding, send a signal to trigger the trap. The trap door itself can be a prim that goes phantom, as you suggested, or a door scripted prim that pivots out of the way likea real trap door. Either way, something above the avatar will need to give the avatar a downward push once the trap opens. Otherwise, a stationary avatar will just hover there, like the the characters in a Road Runner cartoon. Without that push, ans unless the trap is huge, a stationary avatar over a hole that has suddenly appeared can start walking and just step to the edge of the hole and walk away. You may also want to have an invisible but not phantom box spring up around the shaft opening, so they can't 'leap to safety' as the trap opens.
  11. I believe the new way is to edit the linked prims, and set the physics type for the sculpted prim to 'None'.
  12. LL throttles account creation to two new accounts per day per IP address, to cut back on troublemakers creating armies of throw-away accounts. I think you may find that you can still create two new accounts per day from your school lab, regardless of how many total you create. Your students could also go to other locations to initially create their accounts, such as a public library or any business location that offers free wi-fi, and then come back to school and use the accounts there. SL acconts are in no way restricted to the IP address where they were created. By contacting Linden Lab directly the instructor may be able to get the Lab to exempt their IP address from the throttle on account creation for a few days, so accounts for a class can be created quickly.
  13. I believe the grandfathered rate is no longer transferrable. They would pay the higher rate.
  14. Contact this fellow : https://my.secondlife.com/miles05.reitveld He had, last time I looked, a very nice Kingdom Hearts sim.
  15. zwagy wrote: Hey, I also ned to ask you something else. Sorry I forgot about it. If I build something, can I sell it without having a premium account, at least on ebay? No need for e-bay,and in fact that isn't a good way to sell anything SL-related. Anyonne can sell what they make, in-world (by renting mall merchant space or having a store of your own on land that you own or rent), or via SL Marketplace (the web store that Linden Lab operates). I've never had a Premium account, and I have earned lots of real money making and selling things in SL. Mostly I sold textures for builders to use, and I offered custom building services, making anything from a custom home to a multi-sim university campus and everything in it. What you will need, if you want to actually get any cash back into the real world for your efforts, is a verified PayPal account. That's the only normal way that Linden Lab allows us to cash out the L$ that we sell on Lindex. I will warn you, however, that most 'work' inside SL pays far less per hour of effort than a mimimum-wage real-world job would pay. You could flip burgers at a local fast-food restaurant 10 hours a week and earn more real money than most people could earn with 20 hours of effort trying to make stuff to sell in SL, and selling the stuff. So if all you want is a way to earn L$ to spend in-world, you're better off earning real money in the real world, and just buying L$ with Pay Pal or a credit card, when you need them. The few people that can earn a reasonable amount of spendable money in SL - as in more than the price of a meal at a restaurant once a week - are generally people with existing skills as texture artists, programmers, or 3G graphics designers. People with real-world skills that translate into the ability to make valued goods and services inside SL are fairly rare. Less than 1% of the millions of people who use Second Life manage to earn more money from what they do in SL then they spend doing it. Only a fraction of that 1% makes enough to be worth the time they spend doing it - as in earns more than a real-world minimim-wage job would pay.
  16. You can not attach anything the the flexing end of a flexi prim. Sorry. You can place multiple flexi prims at the same joining point at the tail base, with the ones for the tip tapered the other way. that's how most furry fox tails end up being bushy and still closed off at the tip. But a proper 'tail tuft' like a lion or a gerbil has is impossible, I fear. You certainly could use prims or a sculpted prim to make a rigid tail, with a nice curve and the tufted end. I think that is the direction I would go.
  17. Irene is usually a very valued source of excellent information, but I can't for the life or me understand where she got the notion that all parcels are either square or rectangular. They can be any shape at all that can be built up out of 4m x 4m squares, and quite often are not the least bit a simple rectangle or square. Take for example any parcel that is adjacent to a Linden road. They usually have angled edges that look sawtoothed, because they are made of 4M stair-steps along the angled edges. To answer the OP's question, I am pretty sure the only way to make a selectable area that is not square or rectangular is to select multiple square or rectangular areas, one at a time, subdivide each of them from the parcel, and join the pieces to make an odd-shaped parcel. That parcel as a unit can then be selected, and terrain editing effects applied to the whole parcel at once. If, for example, you wanted to create a C-shaped mountain, you could make a C-shaped parcel by subdividing and joining about 8 separate selected areas, raise the mountain, then rejoin the mountain parcel with the surrounding parcel.
  18. As I said in another thread on this topic: How in the world can we avoid duplicate JIRA's if we can only see our own bug reports? You MUST be able to check first to see if a bug has already ben reported, and if there is anything relevant that you can add to the existing report! Otherwise you'll get hundreds or even thousands of Residents reporting the same bug in slightly different ways, needlessly repeating effort and clogging the system horribly! This change is just insane...
  19. How in the world can we avoid duplicate JIRA's if we can only see our own bug reports? You MUST be able to check first to see if a bug has already ben reported, and if there is anything relevant that you can add to the existing report! Otherwise you'll get hundreds or even thousands of Residents reporting the same bug in slightly different ways, needlessly repeating effort and clogging the system horribly! This isn't streamlining the process, it is lobotomizing it!
  20. To own a homestead, you must also own at least one full sim, so no, if you sell the only full sim that you have now, you can't keep any homesteads that you may also own. You might be able to sell the sim AND the homestead to someone, with the agreement to rent the homestead from the new sim owner. But there you are subject to their whims. They could kick you out the next day.
  21. You do not want to do this - any more than you would want to super-glue all your furniture in your real apartment to the floor, including super-gluing the bed sheets to the bed! First of all, most furniture has scripts in it, at least for sitting. Those scripts, as well as the scripts for the skybox, will break if you lump them together into one linkset. Second, there is no heriarchical linking in SL, so once linked, the prims are all one linkset, with no easy way to split them apart again into what was once a chair, a table and the skybox. And finally, there are limits to how many prims you can link together - 255 prims is the limit. So even if it made sense to link it all together, most homes have more prims than that just in the house alone. by the time you add only a few items of furniture, you'll exceed that limit. If you're worried about moving stuff as a unit, just shift-click to select multiple things at once.
  22. Nope. Inactive Basic accounts never get deleted. You could come back years laterm, and it will still be just as you left it, inventory, L$ balance and all. In fact, if the inactive account had anyone paying money to it for anything, you may have even earned some L$ while it sat idle. Inactive Premium accounts will exist as long as your payment method doesn't expire. If you let the payment info on a Premium account expire, and LL is unable to bill you for your Premium Dues, they will after a short time suspend your account for non payment of dues. Supposedly you can now get everything back by paying your past-due dues, and a small reactivation fee. But they keep adding to the bill every year that it remains suspended. It used to be the case that they wiped your inventory if an account was suspended for non-payment for more than 3 months.
  23. For making a building that is usable by a wide variety of average SL avatars, I tend to go with a 5 m wall height. That's tall enough that you can TP into the room and not get stuck in the ceiling or appear on the level above your intended destination, and the follow camera also isn't stuck in the ceiling or skimming the floor of the next level above you. For textures, it depends a lot on what you're building and what level of detail you really need. Most wall textures work fine as a 256 pixel high by 256 wide or 512 wide texture. Anything more detailed than that is often wasted, and lags the area longer as the higher detailed textures take longer to load. I wouldn't normally use a texture that is bigger than 512 x 512 as a building texture. I often use 128 x 128 textures for things like roof shingles and brick walls, where the repeating pattern can be fairly tight.
  24. Not generally, no. In fact, the only way I usually end up reading any SL-related blogs is if I see a forum post here or at SLU that links to a blog entry that someone else found particularly noteworthy, and that I agree seems worth reading. Otherwise, I tend to ignore the blogs about SL entirely.
  25. Most 'pregnancy" systems consist of a HUD that responds only to other HUD's from the same system. For example I have used the Mama Allpa system. If I wear the girl's HUD, and someone else wears the male HUD from the same content creator, we can use the HUD's to interact and to simulate the random possibility that our roleplay interaction resulted in a pregnancy. I also have the option with my female HUD to simply set my own status to 'pregnant' any time I wish (acting exactly as if I was just impregnated, but I know it 'took'), or to terminate it at any time that I wish. Once 'pregnant' the default with this system is one 'day' = 1 SL day /night cycle, so the conception to birth cycle runs 4x faster than real life. There could also be systems built into prim adult parts, where the scripts are in the parts, instead of a HUD. The HUD tracks status of birth control use and the woman's menstrual cycle, altering the probability of fertility accordingly. The female can choose a higher or lower fertility rate, or a longer menstrual cycle, or a longer or shorter time between conception and birth, as appropriate for their species. Most systems give you the option of specifying whether or not you are 'open' to sexual advances. Someone wearing the opposite gender HUD can scan for nearby people with compatible HUDS, and can make an offer to interact with anyone who is 'open', which you can accept or decline as you choose. The female HUD may offer a choice of using 'birth control pills', to prevent pregnancy without the male knowing you're 'protected', or can choose no protection. The male side can choose to 'use a condom', or can choose to 'lie about using a condom', risking impregnation though the girl thinks she is 'safe', or can choose no protection. If you don't tag yourself as receptive, or 'open' to advances, they can't make you pregnant against your wishes. (I suppose a system could support 'rape', and involuntary impregnation, but you'd still have to be wearing the appropriate HUD that allows that, and I would guess that you could terminate the pregnancy at any time by resetting the HUD.) Each time the male uses their HUD to indicate climax, the female HUD that they are interacting with runs a calculation to see if it resulted in pregnancy. But just like real life, you don't know it took until several RP weeks later. Once a girl 'is pregnant', the female HUD will tell you how far along you are in your pregnancy. A 'clinic' or a 'doctors kit' can test to identify which male caused the pregnancy, if they are present for the testing. Being 'pregnant' with the HUD doesn't actually change your shapeFor that, you have to purchase or make your own set of shapes that gradually affect your belly and hips and breasts, to simulate the pregnancy visually. The actual interaction is up to both of you to devise and enjoy. There's no reason two females couldn't choose to RP a 'magical' conception between them, or a voluntary insemination with 'donor sperm', simply by having one of them turn her HUD to the 'Pregnant' status at the appropriate part of the roleplay. Or the girl playing the 'male' role could temporarily wear the male HUD, for a more rendom chance of conception happening.
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