Jump to content

Ceera Murakami

Resident
  • Posts

    2,312
  • Joined

  • Last visited

Everything posted by Ceera Murakami

  1. A: Direct Delivery is currently not functional with no-copy content.
  2. Jackal's Werehouse has several avain avatars. Try the mall in the "Rocket City Furmeet" sim. You can find several vendors there that offer avian avatars.
  3. I tried, once, to make an avatar that looked 'just like me'. It creeped me out, seeing it on the screen, and I hardly ever use the alt that I did that with. I have multiple accounts and virtually every one of my accounts has multiple, often radically different appearances, and except for that one form for that one alt, none of them look like the real me.
  4. This happened to me recently, with Win XP and an nVidia Quadro 3500 video card that had been fine before the last two or three V3 updates. The only solution I found was to upgrade to a newer video card (My new GT520 rocks!), or to turn off Atmospheric shaders, (which makes everything look like crap). The issue is apparently limited to a small subset of video cards, and few people can reproduce it. But it is a very real bug, introduced to V3 anout 3 releases back.
  5. Heya Frosty. I just sent you that box full of avatars. I had it in my own inventory.
  6. If you want to wear mesh clothes, you have to turn off 'avatar physics', the stuff that gives you jiggly boobs and butt. Mesh doesn't know you're jiggling around. The 'standard sizing' is a flawed method anyway - well-intentioned, but only a stopgap for mitigating the half-implemented way that LL released mesh. It helps, to some degree, but many people find that none of the 'standard' sizes come close to fitting their idea of how their avatar should be shaped.
  7. The status of "Payment info on file" or "Payment Info Used" sticks with an avatar even after you later delete payment info. I have several old alts that I removed payment info from, some were PIOF, some PIU, and they retained that status after the payment info was removed.
  8. The fins would only be cosmetic. In-world physics knows nothing about hydrodynamics or aerodynamics. Water and air don't have any interaction with scripted prim creations at all.
  9. I noticed this as well. My main avatar is a three-tailed vixen. Her tails wag perfectly smoothly in all earlier versions of the V3 viewer. In the new one her tails look totally spastic. The tails move in stuttering jerks, even though my frame rate is around 30 FPS, and there's no script load in the sim to speak of (Private island, no one else is there.) Redoing the Flexi settings is NOT a viable option. This is a glitch that totally breaks all currently existing flexi content. It would be insane to try to readjust the flexi settings on every flexi prim in-world in hopes of somehow 'fixing' what this viewer broke.
  10. Select "Add" instead of "Wear". I believe you can stack up to 5 alpha layers that way.
  11. Possibly this is because LL has decided to make it impossible to do viewer type detection? They were talking about that recently, with new changes to the TPV rules.
  12. I didn't see anything at all in their blog on the topic that would interest me enough to get Premium just to see that "Wilderness" area. I'll wait until they open it to the general public, like they did with Linden Realms, and even then I doubt I will go there more than once.
  13. The 50% off on Premium offer is only for upgrading from Basic to Premium, and only for the first three months. After that it auto-renews at the normal quarterly rate, which is the most expensive rate for membership. The only way for this to be a good deal is if, during that first three months, you switch it to annual billing. If you don't switch it over to annual billing before it renews more than once, you'll actually lose money in the long run, as compared to what you would pay by just ignoring this discount and buying an annual membership in the first place.
  14. In addition to Cinnamon's answer, it is, unfortunately, quite possible for the sole remaining owner of a group to leave the group as well. They do it the same way - by choosing to leave the group. But if they were the last person in the Owner role, that screws up the group, because the owner-only group functions (such as the ability to invite someone to join the Owner role) become inaccessable, and there is no way to put anyone else in charge of the group after that as the Owner. If a group owner wants to leave a group, and intends to allow the group to remain functional after they depart, they really should invite a new person into the Owner role, as co-owner, before the original Owner leaves.
  15. We get coallesced objects because LL chose being nice to the asset servers over being nice to the Residents. When someone used parcel object return, and returns hundreds of individual items at once, that created a massive load surge on the asset servers, making the asset delivery system less reliable for everyone. Returning the objects in a mashed up mess of one or more coallesced objects places far less strain on the asset servers, since they record fewer transactions. It would have been much better to rework the asset delivery system to be more robust and more capable of handling the load. But that would have taken far more effort and likely would incur far more expense in licensing a real commercial-grade database engine instead of using freeware crap like MySQL. They elected to do it the cheap way, and didn't care if it was inconvenient to the Residents.
  16. You can't go that small with just the avatar appearance controls. The sliders won't make you any shorter than 3 feet 9 inches tall, as measured at the eye's height. To get smaller, you have to crush and hide the actual avatar body, and replace it entirely with a body made of prims, sculpted prims or mesh. With a prim or sculpted prim method, the scripted attachment that crushes and hides your body also would have to include animation overriders that replace all the standard animations for walking, running, and any other sort of body movement, and things like dance animations and furniture have to be specially crafter to use those animations and not the normal ones. This sort of avatar also requires special clothes. There is a class of avatars called "Tinys" that do this, with standardized methods that allow the different tiny avatars to use furniture and clothes and animations built for that class of avatar. Mesh allows an avatar to get very small. There's an avatar type called "petites" that are extremely tiny, using a mesh replacement body. But as with prim Tinys, the Petites can't wear normal clothes, and have other specialized limits. Mesh isn't user modifiable, so you couldn't scale a "Petite" avatar up to a 2 foot height. From a notecard I wrote on the subject, before Mesh existed: Avatars and objects in Second Life are larger than in real life, by default. There are two main reasons for this. The default visual perspective of the follow-camera is a couple meters behind and above the avatars's eyes, and this makes everything "look small" if it is scaled accurately. And the scripted command that is used by virtually every "Avatar Ruler" to report an avatar's height actually measures only to the height of their eyes. Add to this the fact that by adding prims and scripted attachments, some avatars may be as large as a full-grown dragon, and the end result is that most buildings, vehicles and furniture in Second Life are scaled at 1.25 to 1.5 times the "Realistic" size. Most people simply accept this, after a while, since trying to make an "accurately sized" avatar gives you a form that is too small for most of the world around you. The height of an avatar is affected by several factors: The obvious factor is the Height slider, which does a proportional scaling of the whole avatar. But neck length, torso length, hip length and leg length also contribute to how tall or how short you actually are, as does the gender of your avatar, and any shoes or other attachments that you may be wearing that affect your height. Here's the defaults and the height ranges that can be reached with just the appearance controls, as reported by an avatar ruler (so this is actually the avatar's eye height) : ====================== Default height for the "Male Outfit 3" avatar is 6'5" tall. From that default, move the height slider to 100 and he is 6'11" tall From that default, move the height slider to 0 and he is 5'2" tall By streaching every body part that affects height to max values, he could be 7'4" tall By compresing every body part that affects height to min values, he could be 4'1" tall ====================== Default height for the "Female Outfit 3" avatar is 5'7"" tall. From that default, move the height slider to 100 and she is 6'5" tall From that default, move the height slider to 0 and she is 4'9" tall By streaching every body part that affects height to max values, she could be 7'0" tall By compresing every body part that affects height to min values, she could be 3'9" tall ====================== Smaller avatars, called "Tinys" or "Minis", can be made by using a scripted attachment called an animation overrider (or AO) that compresses the body into a folded up ball, and interprets normal movements commands in ways that appropriately move attached prim arms, legs and other parts. Note that these tiny avatars can not use the same animations for sitting on furniture, dancing, or other activities that other avatars can use. There are special animations, furniture and vehicles made just for these ultra-small avatars. Small butterflies and other "impossibly small" avatars can be made this way. Gigantic avatars are also possible, again by using an animation overrider (or AO) that raises the body off the ground, and possibly also compresses body into a folded up ball, and which interprets normal movements commands in ways that appropriately move attached prim arms, legs and other parts. Some of these gigantic avatars may be 50 M tall or more! But as with the tinies, these giants are much more limited in how they can interact with animations and furnishings and vehicles.
  17. Here is a very easy way. There is a rendering option for "Hide Selected". Turn that on, and open the build tools. Click on the wall. That linkset will become invisible, allowing you to see what is hidden in the wall. Click on the thing stuck inside the wall. Now the wall reappears, and you have the thing in the wall selected. Use the move arrows to move the embedded object out of the wall. The intersection of the arrows will show where the invisible thing is. Now deselect it and turn off the rendering option for "Hide Selected". In V3: Advanced Menu > Highlighting and rendering option for "Hide Selected"isibility > Hide Selected.
  18. I saw and used surfboards in SL long before sculpted prims or mesh existed, so the answer is yes. You can make the surfboard shape from normal prims, without sculpties or mesh. It won't be as prim-efficient as a sculpted prim board, but it certainly can be done. The scripting isn't easy, but can be done entirely in-world as well. The surfboard systems I have seen had an invisible prim out in the water that controlled the board's motion, and scripts and animations in the board allowed you to paddle out, catch a wave, and surf in. a chat command like '/3Surf' might be needed to tell the rezzer to start the surfing activity. A good system would also rez a wave for you to ride. You could also try makig a vehicle script and using that in the surfboard, but it wouldn't be as realistic, since you could then 'surf' in any direction, and not just on incoming waves. The one thing that you may want to do externally is to create custom animations, so it looks better. Using a default 'stand' position for riding a surfboard wouldn't look very good.
  19. I suppose that like taking into account any other change in the environment, you have to consider what percentage of your possible customer base will be affected. Real time shadows may be spiffy, but what percentage of SL users are cabable of seeing them these days? I know none of my own computers can see them, so for me, Shadows only exist if I can get the 'baked in' kind. Depending on what you make textures for, it may be worthwhile to make two versions - one with baked in chadows, and one without, and let your customers pick the one they want.
  20. Perhaps you deeded the land to a group, and checked the "Owner makes tier contribution' option? That shouldn't be done on a private sim, as it does cause LL to increase your 'land holdings' that they bill you on, even though they should't do that on a private sim. On the mainland, however, land transferred to a group does need to have a tier controbution made to match the new land, or else the group would not be able to cover the land fees.
  21. Linden homes are an enticement to first-time land owners in SL, to let them have a taste of what it is like to own land and have their own home. They are intentionally limited so the people who hit those limits will usuallt decide to move out of the 'free' house and buy more land, thereby increasing LL's income when they start having to pay monthly land fees in addition to their membership fees. Sort of like the neighborhood drug pusher giving you the first dose for free. They figure that once you try it, you'll be hooked, and that you'll soon be back, willing to pay for more.
  22. My condolences on your loss. I've known several people who passed away in RL since I joined SL. It isn't an easy thing at all to cope with.
  23. Not possible in a Free Linden Home, no. You would have to purchase land elsewhere on the Mainland, and if you abandon the free Linden Homes then each Premium account can contribute 512 M2 worth of free tier, plus 10%, to a group that both accounts are members of, and have the shared land be owned by that shared group. So the two of them could own, via the group, a 1024 M2 parcel, plus an additional 96 M2, and still have it be tier free. It won't have a pre-fab home on it that doesn't count against your prims, but you also don't have the restrictions that a Linden Home has on the use of the land.
  24. The "Standard" clothing, if you mean the kind for non-mesh avatars, doesn't work on Mesh avatars at all, since they replace the avatar body and hide the part that has all the clothing layers. The only standard clotrhes that might be adapted to fit a mesh avatar are prim and sculpty attachments that require no clothing layer parts to work, and that can be resized as needed to fit the mesh avatar. If you mean other mesh clothes designed for the "Standard Sizing Initiative", that onlt will work if the mesh avatar designed locks their creation in to one of the five proposed shapes that were developed for that initiative. If they do, then maybe you can mix and match clothes made by other designers that also signed on for that sizing scheme. If they don't, then odds are you're stuck with only what your avatar creator offers.
  25. I'd be happy if the Lindens would actually use what they threw together as a useful communication tool, instead of ignoring their own Blogs, seldom reading or responding to forum posts, and publishing all their important communications in other media, like Twitter and Facebook and profile feeds. I think you are absolutely right. They threw this together and then turned their backs on it, for the most part. It is a half-completed and not maintained project, all too common in what we see from Linden Lab.
×
×
  • Create New...