Jump to content

Ceera Murakami

Resident
  • Posts

    2,312
  • Joined

  • Last visited

Posts posted by Ceera Murakami

  1. To make it hinge on the opposite side, you would need to rotate the prim for the door 180 degrees on the vertical axis and move it to the other edge of the door frame. It's almost certainly a path cut prim, where the center of the prim is actually at the visible hinge 'edge', and the other half is cut away.

    This also means the door might need to be retextured, if it is different on front and back, since what was facing out wil now be facing in.

    In addition, you'd need to make that change in the script from positive to negative for the swing angle, so it opens outward in the new position.

    ===

    You could instead rotate the door prim 180 degrees on the axis that goes front to back through the door, and move it to the opposite edge of the door frame. No script changes needed, but the textures on the front and back of the door will be upside down, so you will need edit that to flip them on the vertical axis of the door. That will work as long as there is no writing on the door, since the effect of flipping the texture will be to make it a mirror image of what it was before.

  2. The problem is that LL has no reliable way to identify the griefers, really. 

    As you pointed out, banning by the IP address of their computer is a worthless effort, that only blocks casual griefers that don't care much if they can come here or not. The serious ones can evade that easily.

    Aside from the IP address of the system used to create and/or access the account, they have no required identifying data and no validation of actual user identity for any accounts. You don't even need to give them a valid e-mail address and click on a link in an e-mail that they send to that address to get your account activated.

    If a known griefer account was 'banned to the cornfield', they would just create a brand new account and come right back, minutes later. Shortly after LL stopped requiring any sort of verification on the ID of people making new accounts, and ceased even making you give a validated e-mail address, I did a test, and created 5 new alts in ten minutes, and in that time also equipped one of them with a non-noob avatar and enough griefer tools to crash a sim. And I didn't have to spend a single L$ or do anything at all that could be traced to my normal accounts. Now, I'm not a griefer at all, myself. I don't do that sort of crap. I deleted the 5 alts after I had proved that it could be done, and after logging a report to LL asking them to please reconsider unlimited and unverified alt creation. (Which they ignored.) But if I could lay my hands on the makings of a new, unidentifyable griefer account that easily, you know it has to be common knowledge among the real griefers.

    In the 6 years that it has been possible to make unlimited numbers of new alts with no real identifying information provided, the only thing LL has done to restrict this huge security hole has been to limit account creation to two new accounts per day per IP address. 


  3. Meadow Emmons wrote:

    I don't like where my free property is located. What is the best way to get rid of it? Do I have any more choices?

    Presumably you're referring to your Linden Home, that comes 'free' with the Premium membership that you pay for? It's not really free, since you only have it because you pay the membership fee.

    You can abandon that Linden Home and request a new one up to five times per day. Assignment is entirely random in terms of sim and location in the sim. The only thing you choose is the style of house. There's no way to select one that would be next door to a friend's home, or on the waterfront, or near the infohub, or at the sim edge, or any other preference.

    If you want choice, that isn't free. You could abandon the Linden Home and buy a 512 M2 parcel anywhere on the Mainland, but you have to pay the asking price to the parcel's current owner. There's lots of abandoned parcels on the Mainland going for L$1 per square meter from LL, and lots of other parcels at even less per square meter from Residents looking to dump their land. Some parcels that are particularly well-located cost more than that. 

    Remember that a Linden Home has a house on it that doesn't count against your parcel's 117 prims prim count. So if you only get a 512 square meter parcel elsewhere, you'll have to use some of those 117 prims for the house, too, and a typical low-prim house for a 512 M2 lot is 20 to 60 prims.

    If you buy a parcel larger than 512 square meters, you get more prims, but you also have to pay an additional monthly fee, called tier, for the land.

    • Like 2

  4. Gadget Portal wrote:

    No one should be using invisiprims anymore, anyway. Best case, alpha layers look better. Worst case, you're carrying scripts you don't need.

    So show me how to hide Linden water now, without invisiprims? How can you make a dry dock, like in a few of the Linden-created builds have? And which this now formally ignored bug will break. Answer, you can't, too bad...

    How do you hide part of an avatar's body behind an attachment that might not be in exactly the same place on every avatar? Like most adult bits that used an invisiprim to allow body cavities. Answer, you can't, too bad...

    Oh, and the rendering problem with Shadows on also screws up anything that is alpha-textured behind an attached, alpha-textured system skirt. Too bad, LL couldn't care less if my tail has a hole in it because I'm wearing a correctly-made system skirt.

  5. Most of the ones I see are depicted as young adults, in the 18 to 29 age range. After all, the main grid of SL was intended as an 18+ environment until recently, when they allowed the 16 and 17 year olds onto the main grid. And when you can appear however you want to, few people will choose to appear much older than an attractive 20-something adult.

    My own avatars range in appearance from as young as eight to as old as several hundred years (in the case of a dragon avatar). My main avatar has a physical appearance of being about 27 years old, but in roleplay terms she's actually over 700 years old, and uses magic to prolong her life and youthful appearance.

  6. That parcel object return feature is one of the worst thought out concepts in SL. What it is intended for is clearing trash prims off a parcel - stuff you don't care about. It balls everything up into one or more 'coallesced objects' and puts it into yout inventory with a name for each that is whatever random piece was last selected by the random garbage collection process. It is the equivalent of cleaning your room by using a bulldozer and a dumpster.

    Now that you've done this, what you need to do is go to a large sandbox sim, and preferably one that allows you to rez Linden Plants in that sandbox. or go to a large parcel that you own. Make VERY sure that you have the right permissions to rez stuff, that there's enough prims available to rez possibly every prim that had been on your old parcel, and that the parcel is big enough that while rezzing something in the middle of the sandbox or parcel, it would not be likely that anything could attempt to rez beyond the edges of it. (meaning that ideally the sandbox should be at least twice as wide in each direction as your old parcel.) If you do not have sufficient permissions, or enough prims free, and if the coallesced objects you are trying to recover contain no-copy items, some or all of the stuff could get irrvocably lost.

    Look in the recent items tab on your inventory, or filter your inventory for items received since the date that you returned everything to yourself. You'll find several things in your inventory with names that may or may not make any sense. The icon for them will look like a stack of cubes, instead of a single cube. Some may say just 'Object' for the name, or some may be the name of an obscure part fo the stuff that was returned. Turn on the build tools, and try to rez one of these unexplained objects in the center of the large sandbox area. Multiple things will rez, and will still be selected. Before you de-select anything, make sure you know what just got rezzed, and where. They take the things individually back into inventory.

    Multi-part things, like a house with several sections, may have to be re-assembled. It is by no means certain that all the parts of a building will be lumped into the same coallesced object. I've seen it happen where the roof and swimming pool and some plants and furniture ended up in one object, and the walls and patio and some other random furniture ended up in a different one.

    • Like 2
  7. The only one of my accounts that didn't remain GMA access was the first one that I set up in 2010, after they eliminated last names. "Ceera", with no last name (Ceera Resident in old viewers) was set to GM, but I had no problem switching back to GMA in Preferences.

    I have just about every permutation on age verification and payment info. I have some that used the old 3rd party 'Aristotle' age verification, some that only had to enter a birthdate on the 'Age Verivication' choice from the dashboard, some that have payment info, some that either never had payment info or that I have removed all payment info from. None actually got locked out. All used my real information on sign-up for my name and address.

    I suspect the problems are database errors. Some may also be accounts from periods when all you had to do was say "I am over 18", without specifying the exact birthdate.

  8. Yes, Basic accounts can open a store, either in-world or on SL Marketplace. If you hope to cash out profits as real money, you do need to have payment info on file (Credit card or a Verified PayPal account). You do NOT need to be a Premium member.

    To have an in-world store, you'll need to rent land. As a Basic account, you can't purchase mainland parcels and pay your rent directly to Linden Lab. But you can rent land from other Residents, or rent space in a mall run by other residents.

    Small first-time merchants can get much more exposure by locating in a busy mall than they can by trying to open a free-standing store. You benefit from walk-by trafic from the neighboring mall shops. Find a place where people go already to buy the sort of things that you hope to sell, and get a small mall space there. 

    SL Marketplace makes it possible to set up a web-based store without actually having any land in-world. There are no costs per month to have an SL Marketplace store. Instead, Linden Lab takes a certain percentage of any sales that you make, in return for providing the service and advertising SL Marketplace as a general place to shop.

    No matter where you sell stuff, you need to have the right skills to make things that people want to buy. Learn to create textures in a graphics program like Photoshop or Gimp. Learn to build in-world with Prims. Learn how to maks system clothes, applying textures that you make to the in-world system clothing templates. Learn to use programs like Blender to make things with 3D Mesh. Learn the LSL scripting language, so you can make scripted stuff.

    Like any other sort of work, making things to sell in SL requires skill, effort, and time spent managing the business. It isn't like fishing or farming in some games, where you can just do a repetitive task and earn game money or goodies.

    Whatever you do, make sure you're doing it because you actually enjoy it. Most businesss in SL are lucky to break even on costs. Very few make any sort of real profits. For the most part, unless you already have great skills that can be applied to making stuff in SL, you'll have a steep learning curve before you can be as good as the competition. And even then, you can probably make more money in the real world flipping burgers, and spend your real money to buy L$ for playing around in SL.

  9. It may be then that they have improved the simulator code since the last time I tried adjusting water height in a sim. What I saw that last time was a sharp break at the sim's edge, with the void sims at 20M regardless of what height water was set to in the sim I was in. the neighboring void sims didn't used to match your sim's water height.

    If your camera was on the inside looking out, and the water level was greater than 20 M, the void sims remained at 20. With a camera positioned beyond the sim edge and looking back in, the water was at 20 in the void sims, and there was a discontinuity at the sim edge, where you could look under the adjusted sim's water plane, but you didn't see the water effects below the water surface.

    I guess all I can say then is to experiment, and if it works for you, then by all means go ahead.

  10. If you place the water height for your private sim at anything other than 20 M, you'll have a very ugly discontinuity between your sim and the void sims that surround it. I really would not advise doing a different value for a single private sim. The edges will look awful.

    The only way that changing the water height in a sim really 'works' is for a land-locked sim. For example, if you had a block of 9 sims, and had all but the center one set to a water height of 20, you could slope the land up to a higher level at the edges of the center sim, and set the water height for that center sim to something higher than 20 M, for a high lake that has real water in it. A good example of this is the lake behind the dam at Pegnallen Bridge, in the Zindra continent. On the high side, two sims have a lake level that is at the top of the dam, where on the low side, a river passes by at the default 20M height.

    A difference of +30 M above the water level for most of your land is wonderful for people who like having a basement under their home. I designed a sim that had some low level beaches at the edges, just barely above 20 M, and that also had terraces above that at something like 50 and 90 M, allowing on the higher plateau a basement that was truly astonishing.

    Skyboxes can be as high as 4096 M for the highest usable parts of them. 

  11. They changed it so you have to explicitly choose to follow someone. Many people did not like the idea of everyone on their friend list becoming an instant cyber-stalker. So they won't be following you unless they choose to follow you.

    Also, lots of people in SL are less than enthusiastic about the Facebook-style follow  and feeds, and disable that feature in their own profile.

  12. I'll add one other point to Rolig's fine answer. Since the root prim of the linkset has to be in the actual sim, (and on your parcel), the prims / land impact for the off-sim stuff still count against the prims used by the parcel that the root prim is on.


  13. Dresden Ceriano wrote:

    The simple fact that in order to gain full use of it's features you have to sign up through Facebook is enough to keep me away.  

    I couldn't agree more. I do an OS-level domain block on Facebook on every computer that I control. I want nothing to do with those data miners and their so-called linkages that they fantasize exist between the millions of data points that they mine.

  14. Absolutely not!

    You can buy or rent from other residents, and still be just a Basic member. At one point I had 1/3 of a sim for my own use, and I built a nice castle on it, that I and all my friends could enjoy. I rented the land from another Resident, who owned the sim. I've never been anything other than a Basic member. I had full land owner rights, and Estate Manager rights. The only thing I could not do was sell the parcel to someone else. But then, I never had to pay for it up front, either. I just had to pay my rent, like anyone who lives in a real-world apartment does. Landlords own land everywhere, including on the Mainland and in the Adults-only sims. Landlords tend to enforce covenants about what is allowed in their estates, which usually makes for a much more livable and lag-free experience.

    Being Premium allows you to purchase land on the Mainland continents directly from Linden Lab, and to 'cut out the middleman' of having a landlord who is also a Resident. It is, arguably, a little more secure, since you don't have to worry about your landlord going broke and defaulting on his payments to Linden Lab, or selling the sim to someone else who intends to move and re-develop it. You can also sell your parcel later, at whatever rate the market will bear. (Recently, the resale value of land has been poor, but that's another matter altogether.) But on the Mainland you also have absolutely zero control over what your neighbors do, and no landlord to maintain order and a good environment. That peaceful waterfront villa that you set up on the Mainland in a sleepy little sim might have a jam-packed nightclub appear next to it tomorrow, hogging every last resource in the sim and making your land worthless. And LL won't do anything about such abuses in most cases.

    • Like 2
  15. Apparently you have damage enabled on your land, and someone has left a scripted weapon on or near your land that targets and 'kills' any person that lands near it.

    Assuming that you can get into the same sim, but some other parcel:

    Stand well away from your parcel, but in the same sim. Right click on the parcel's land and select "about land". In the Object tab, check "Safe (no damage)". Then no one can 'Kill' anyone on your land.

    Next, TP home. Select 'About Land' again, and click on the "Script Info" button on the general tab. Every scripted item on the parcel will be listed. If you see something that does not belong to you, and that seems like it might be the thing attacking you, you can select that item in the list and click on 'Highlight', and a red arrow will point at it, so you can locate the offending item to abuse report it.

    After abuse reporting the person that left the weapon there, you can select its name in the list, and click 'Return', to send it back to whoever left it there.

    If the scripted weapon is not on your land, or you can't find it, file an abuse report stating what you know, and asking for help in identifying and eliminating the offending item.

     

    • Like 3
  16. You probably can't.

    When you sell land that belongs to a group, any members in the group that have the "Pay Liabilities" group role permission checked get the proceeds from the sale. By default, that is checked in the "Everyone" role. The money is divided evenly to those people the next day, to those eligible at that time.

    But if the group is disbanded and all members have left it before LL disburses the money, no one will get the funds. It's like paying money to an object owned by someone who has been banned for life from SL - the money just goes away.

    You could try asking Linden Lab's billing support number for help, but the odds are against you.

    • Like 4
  17. For running any sort of a club, bear this factor in mind: A sim can usually only support 40 people at once. 

    Now consider how many people you want to be able to attend events at your club, including shoppers in your retail area.

    • Is 10 enough? Then a 1/4 sim parcel may do fine.
    • 20? You're using half the sim's resources, so should have half the sim owned by yourself.
    • 40? You need the whole sim to yourself.

    Can you do it with less land? Yes, but you'll be using resources that your neighbors are paying for, and that they have every right to expect fair use of. Consider how you would feel if you owned 1/4 of a sim, and liked having 5 to 10 friends over for social activities, and a club appeared in your sim on a 1024 M2 skybox parcel, and was constantly crammed with 40 people, so you could not ever have a visitor of your own. You wouldn't have a very high opinion of that club owner or their guests, would you?

    A club and retail area can be a good addition to a sim. But one that hogs resources far in excess of what they pay for is a very bad neighbor.

  18. I'm running the latest Second Life Viewer 3.3.2 (258114) from Linden Lab, with an Nvidia GT520 card and Win 7 Enterprise 64 bit, so your configuraion should work for you. Compatability mode should not be needed.

    The most likely issue is that you don't have the current video driver for the Nvidia GT 525 card. I am using driver version 247.62, and that is working fine for me. If you have an older driver, download the current one from your computer maker's site, or search on-line for Nvidia Drivers for Win 7 64-bit.

    Also, as suggested by others, try downloading the installer and running it with admin rights (Right click on the installer, and select 'run as administrator'). I do not recall having to explicitly do this whwn I installed it, but I think it prompted me for admin permissions (screen darkened and asked permission) while the install process ran.


  19. Crysantha Lafleur wrote:

    I need to find someone that is very knowledgeble with the ins and outs of Terraforming and Ground Textures.

    Firstly - I noticed the other day that when I was terraforming, one side of the sim liked being low, and the other liked being high.  I had lifted some land on the west side, then decided I needed to smooth it out... The far EAST edge began to drop straight down after a little.  Like it wanted to be lower.. When I did the same along the west side, the very western edge, did not do that.   Is this normal in all sims?  And if it is, should a person take that into consideration when they wish to transition from low to high ground? 

    Secondly -   My project is to create a transition from a low lying sand region, up to a mountain terrain.  If I am going to do, sand, sand, rocky sand, mountain.  How can I effectively transition from one to the other .. I think I may need a how to video or something.  I am having trouble grasping the low/high number concept or something.  It needs to be a rather abrupt change from sand to mountain.. low flat city for 2/3 of the sim then up a mountain slope

    Anyone know of someone that can help me understand how to do this.

    Thank you  Crysantha

    For your first problem, that sounds like an issue with a different terrain height in the adjacent sim, and the fact that you don't own the land on the other side. One thing I noticed is that terrain height changes applied to a selected area of land tend to have issues like that at the edges. On the other hand, using the manual 'bulldozer' brush tool will affect the adjacent parcel a bit as well, making a smoother transition at the edge. It takes some experimenting there - you can't use one hard and fast rule for edge effects.

    ===

    For the second issue, I am afraid you'll find that an abrupt and predictable change in terrain textures is impossible to position with the terrain textures. The only way to make an abrupt and precisely positioned transition is with prims that have a terrain texture applied to them.

    Terrain textures are always blended at the transitions, and a certain amount of viewer-side randomization is unavoidably built into the system.

    You have 4 textures in a sim. You can specify the aproximate height of the transition between the first and second texture, and of the third and fourth textures. The transition between two and three is always halfway between what you specified for those two that you can control. You also are specifying these heights at the four corners of the sim. If you think of those four corners as anchored to the corners of a rubber sheet, you get an idea of how they affect the area between them. If the height is the same at all four corners, the sheet is flat, sim-wide. If the south pair are the same, and the North pair are higher but equal to each other, you get a flat slope, from South to North. Raise just one corner, and that corner streaches upward, just like a rubber sheet.

    Example of flat transitions, sim-wide :

    Texture 4 Mountain

    "High" transition = 40, all 4 corners

    Texture 3 Rocky sand

    Interpolated 'Middle" transition will be = ( (High - Low) / 2 ) + Low = ((40-20)/2)+20 = 30

    Texture 2 Sand

    "Low" transition = 20, all 4 corners

    Texture 1 Sand

    Now... add a subjective (changes for each person looking at it, randomized by their viewer) +/- 3 Meters random factor to the actual transition point, and blur the transition for 4 to 5 Meters from that randomized value, at each corner!

    Result? Even though you asked for the rocky sand to mountain transition to appear at 40 Meters, it could be as low as 37 and as high as 43 Meters at the middle of the blending, and that blended area will be several meters wide.

  20. Well... you can play the "Linden Realms" game and pick up a few L$, but not much for the amount of time you have to spend doing it. Other than that, howeverm there really aren't many oppourtunities in SL to just do something mindless for a few hours and rake in a pile of L$.

    L$ are money. You either exchange real-world money for L$, or you earn them. You're not going to just get them for free.

    However, there's a lot you can do in SL that requires no L$. There's lots of free stuff in SL. If money is tight, stick to the freebies and don't worry about L$.

    Seriously though, you get more that L$250 for just one us dollar, so for what you can earn in a few hours at a minimum wage real-world job, you can buy a lot more L$ than you're ever likely to earn inside SL, unless you have a skill set that is in demand and sufficently advanced to earn a lot, fast. (Things like being a very good artist in Photoshop, or having mad skills as a programmer and making really cool and innovative scripted stuff, or having fantastic skills with Maya or other 3D design tools and making stuff for sale inside SL.) 99% of the people in SL don't just walk in with skills that can earn them money here. You need to learn how things work, and try your hand at various forms of content creation and services offerings, and build the needed skills before you're going to find a niche where you can earn money here.

  21. You should be aware that both Tiny and Petite avatars have some severe limitations, as compared to normal avatars.

    With a "Tiny" avatar, the visible body is made entirely of prims, and the actual body is folded up very strangely by a deformer in an animation overrider. This means they can NOT wear normal clothes and accessories. Thye also can not use normal animations, like dances, sex beds, or even normal furniture. Everything that you add to a "Tiny" has to be custom-made to work with them. Special prim clothes, special furniture that has animations compatible with the Tiny's AO and deformer, etc. . On the plus side, however, Tiny avatars have been around a long time, and there's a wide diversity of Tiny furniture, dance animations, clothes and accessories made just for this segmet of the virtual population.

    The "Petites" have a couple of variations so far, made by different content creators. All rely on the new mesh avatar techniques, to replace your visible body with a much smaller mesh body. The ability to customize your appearance as a Petite avatar is very limited. Skins and clothes have to be made specific to the mapping used by that one content creator. Some makers use the same mapping, and others don't. Since the concept is very new, there is a very limited range of these avatars and of clothes and accessories for them. They can not use normal clothes, hair or accessories any more than Tiny's can. 

×
×
  • Create New...