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SarahKB7 Koskinen

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Everything posted by SarahKB7 Koskinen

  1. Nearly every Portugese speaking person I've ever met in SL seems to be from Brazil, not Portugal.
  2. Outfit folders do not contain actual clothes, shoes, hair, skin or AO's etc; they only contain shortcut links to the original component. If you delete or edit the original component, then all of your outfit folders that contain links to that same original component will be affected. And yes, you can copy outfit folder shortcut links from one outfit folder to another. And also, copy-pasting directing from the original component (CTRL C to copy, CTRL V to paste) to an outfit folder works too. Speaking of outfit folders, I've been experimenting with making only one specific outfit folder that only contains the components of a "base body", with nothing else in that folder. This "base body" outfit folder allows you to create new outfit folders that only contain clothing and accessories, which can then be added to, or detached from your "base body" outfit folder. Doing so avoids the need to have unnecessary links to your original "base body" copied to every single new outfit folder you make and reduces your overall inventory size. The AO could be placed in the "base body" outfit folder too, meaning that the AO is not copied to every single clothing outfit and would be much easier to replace one AO for another with just one quick edit to only your "base body" outfit folder without the fear of affecting numerous clothing outfit folders.
  3. I look forward to the PC release of this "Second Life" mobile game thingy... 😜
  4. Q-Translator is the best translator HUD in SL. It is not free, but it's 104 languages and options are excellent. https://marketplace.secondlife.com/p/Translator-104-Languages/641722
  5. If they can invent EEP visual effects for different altitudes, then why not create a method for parcel creation at different altitudes too? Stacking parcels on multiple levels sharing the same X,Y coordinates, but separated by different Z altitude levels might be a future idea for LL devs to consider creating. Then a high density apartment tower would be possible to really cram the residents into regions.
  6. The only way to have asymmetrical tattoos on opposite or single arms on an avatar is to have the tattoo attached to an external outer skin or clothing layer worn over the top of the body. This is because of the bizarre way that the early classic non-mesh system bodies were created in SL over two decades ago, the avatars were created with just ONE arm texture (presumably to save memory) and skin and clothing textures got mirror-mapped across to both arms. However, both legs were created as a pair and can each carry individual tattoos or clothing textures, as you may have noticed already. When mesh bodies first appeared, their arms still retained the same arm texture mirror mapping as the classic system avatars, meaning both arms shared the exact same textures. Some mesh bodies, like Maitreya's Lara and LaraX bodies have extra texture layers that are worn over the top of the body, like a second, third and fourth "skin". Lara has a base skin layer which is both applier and BOM compatible, but Lara's three additional layers can each have different texturing applied to them - but only with applier HUDs. The three layers are not BOM compatible. The three layers on the Lara body also each have sections which can be made visible or invisible with the body's HUD, meaning it is possible to have only a single arm tattooed, by hiding the desired layers arm sections. It's important that you should not wear any arm tattoos on the body's base skin layer, as doing so will make the tattoo appear on both arms. Theoretically, the three layers could each carry a different applied tattoo design, meaning you'd have to conceal and reveal arm sections on each of the three individual layers. The real problem is to find a tattoo maker who still sells tattoos which can be applied to the layers with a applier HUD, or which uses the Omega applier system.
  7. US style residential housing zones (like the ones found in SL) are a totally alien concept in most of Europe. In fact, most countries outside of the US don't have the rigid housing only, commercial only, business only or industrial only zones - they all exist mixed in together. The US has a very "Sim City" videogame style of building their cities and communities, they plan and build specific things in specific zones on specific square grids miles and miles apart from each other, linked only by huge highways, little public transport, no bicycle routes, or even pedestrian walkways. European style communities and culture could not exist with this US model. Mixed-use planning laws exist in European cities, which allows a multitude of different things to all be built together in a smaller area, where they would never be permitted in the US, because of the US's overly rigid zoning laws. Mixed-use planning laws allows European people to live, work, find entertainment and culture all within very short distances and decreases the need to drive or even own a car. It's not just the individual country sizes or age differences which form the planning models used in the two continents either, their cultures are totally different, their ways of living, the public services they have (or not have) and the way that they commute to work are part of why cities and communities in the two continents are so very very different. Watch the video below to the end, to understand a bit more.
  8. ^ At least we know now why Linden Homes houses and regions look so obviously American, even when they're given non-American theme names... 😜
  9. I have always had my Nvidia settings set to "Let the 3D application decide" and have never touched them! Seems ok to to me.
  10. Mozilla's founder Mitch Kapor was a key investor in the early Second Life. In his honour, SL named a sim region Kapor, which is located immediately to the south of SL's first and oldest sim, Da Boom. One further sim south from Kapor, you'll find Rosedale, which was named in honour of SL founder Philip Linden/Rosedale.
  11. To use SL, the noobie visits the SL.com website to download the viewer. You might then choose to use a third-party alternative viewer afterwards, but I would assume that the noobie knows zero about third-party viewers when initially becoming interested in SL.
  12. Learn to move the camera directly with your keyboard and mouse and not with the horrible built-in viewer mini HUD. Keyboard and mouse can be tricky at first, but it becomes extremely instinctive and easy to master. Rotate avatar and camera view together: Hold left mouse button down over your avatar whilst moving the mouse left, right, up or down. Zoom in/out: Hold ALT down then hold left mouse button held down over your avatar whilst moving mouse up and down. Tilt camera up/down: Hold ALT down and then hold CTRL down too, then hold left mouse button down over your avatar whilst moving the mouse up and down. ^All these can be done without the mouse too, using the keyboard's arrow keys instead. Also, disable the Camera Restraints (top toolbar, 'Advanced' settings) so that you can move the camera in/out/up/down without limitations.
  13. Unexcited people overusing the word 'excited' when they clearly aren't excited. "I'm excited to meet you." or "I'm excited to say we got your letter." - said without any excitement in their voice or body mannerisms. Has 'excited' just become a filler or subsitute word for feeling mildly contented, happy, glad or pleased?
  14. I visited the road at Drum and also saw the protected route land, which extends eastwards through three sim regions which I've mapped out below in green. I don't see how road traffic could possibly move between Ranch and Sansara in this vicinity because there simply isn't the space for a bridge or tunnel or simply extending the road out to the coast amongst the multitude of private micro-parcel and ban-lines mess in Dunbeath, Invergarry, Rosyth or Dunvegan. And yes, there's some water in Dunvegan, but what little water there is, is privately owned and doesn't connect to the wider network of Sansara's inland rivers or seas which would of made a connection here worthwhile. In all, this would not really be a good location for moving between Belli and Sansara, unless you were flying.
  15. Osmium and Iridium are both currently occupied, both with huge rocky cliffs and snow themed. The inworld map hasn't updated to show them yet, so they must've been built very recently. The four (of the six) other "Elements" (Special Event Rental Region) sims are still available for rent.
  16. Wrong EEP water setting? Set it to default instead.
  17. Today, Imelza now contains a small airport, harbour, SLCG station and a GTFO hub! 😎
  18. @Persephone Emerald The whole point of the idea I briefly explained is to create a permanant road/tunnel connection between southern Sansara and Bellisseria, because there isn't one. I currently prefer the idea of a road tunnel more than a bridge, as bridge's in SL are often too low or too narrow for large tall-masted sailing ships (such as N+K's Midas and Falcon class ships) to pass beneath. A car ferry is an interesting, but problematic idea. A car ferry would require vehicle drivers to stay in their vehicles with their vehicle engines running so that "parked" vehicles stay physical and don't just "freeze" static in mid-air when the ferry starts moving. Also, the ferry would still require the four additional regions to sail in to bypass the private/rentable sims anyway. Driving the route directly via bridge/tunnel would be quicker and easier too.
  19. I went to southern Sansara continent today to see if there was a Linden Route road down there which might (theoretically) be extended south to Bellisseria to provide a road route between them. I found that there is a Linden Route in Sansara's Alcona region that would do the job perfectly and the land required to extend it further south to Sansara's southern coast has already been reserved by LL as Protected Land in the Schell sim region. Additional water regions south of Schell would need to be created to avoid the privately owned coastal parcels and also avoid the "Elements" sims of Ruthenium and Osmium, which are rentable sim regions. But, there isn't a place where a road from Sansara could easily join up with the nearest part of Bellisseria, as north-west Bellisseria's coast has Houseboats, but no roads. A bit to the east of the Houseboats is the Traditional theme, thankfully with roads. A bridge/tunnel from Sansara continent could use the five deep water sims that already exist between the two continents. The bridge/tunnel could link to the Traditional theme Jacinto region, which conveniently already has a road on Bellisseria's coast... currently ending at a roundabout and a boat rez zone.
  20. 19th May 2021: My Objective: Attempt a full crossing of all of SL's (then) connected continents within a single day, on the surface (land and water), without flying, no teleporting and using only one vehicle for the entire journey. Start: Giuseppe (Gaeta V's most north-east sim region) Half-way: Tully Low (Jeogeot's most southern sim region) Finish: Fillip (Heterocera Atoll's most northern sim region) ^ Map and route from 19th May 2021 Status/Time taken: Completed in approximately 9 hours Vehicle used: Hovercraft 😎
  21. The Moles have definitely been watching Jaws 3-D !
  22. ^ The underwater/seabed railway tunnel between Log and Ranch themes is no longer just a simple transparent tube. Today I noticed that it now has a sturdier looking framed structure with paned sections and ceiling lights. The tunnel is surprisingly wide too, which made me think of an idea suggestion; the tunnel's wide interior would make an excellent location for a double-tracked passing point so that trains travelling from opposite directions may pass each other without colliding.
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