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About Me

Member Title

  1. I am on good terms with the people of the sim where I am employed. However, every weekend at the same time we have a show. Sometimes, I am banned randomly during this show time. Others have also been banned during this time. When I get banned, I get a notification like "You have been banned. You have 15 seconds to leave the area or you will be ejected." If I leave before the 15 seconds elapse, I do not get banned. This issue has been a long term problem. It has made working very difficult. Is it possible to view What or Who banned me? Please help.
  2. does anyone have any recommendations for a female avatar head? ive been looking for heads but all of the ones i have right now just seem to pointy. also could someone also recommend a body shape?
  3. I recently had a script created for a jewelry box. The person sent over a perfectly good working version along with the scripts. I have been trying for days now to recreate the working box with the same box i sent for him to work with but it seems to not work when I try to recreate it. The person who helped me with the script sent over a non mod script so I can't show any Code with a detailed notecard i followed. i have even sent him over the non working version and he sent me back a fully mod working version just the scripts are no mod. i have tried resetting scripts, setting them to running, using the same scripts that came from the working version, every keyword is the exact same i have even tried on the beta grid and nothing worked. im using the latest version of firestorm at this time FIRESTORM i welcome any suggestions and thank you for taken the time out to read my post.
  4. So I'm feeling pretty noobish right now. I've got an issue with a physics shape I'm working on for a ship, but its being a right piece of work when it comes to uploading it. I made it super low detail, just enough to encircle the ship and give it basic interior walking space, but whenever its uploaded and set to prim physics shape it goes from the calculated 4LI when physical to 160+LI... Now it is long, about 30M but I've seen ships larger than this with their own, much more detailed physics shape have nearly a quarter of the LI of what I'm getting with mine. I've checked 2309572039 times that there are no small faces in the .dae file that would cause it to flip out, but nothing is coming up or even appearing to be wrong. Also I noticed when I view the physics shape in Firestorm the opposite sides of the exterior faces are calculated on the inside as well, which is something that is definitely not needed...I don't know what I'm doing wrong. I've uploaded about 30 (seriously) different tests and they all result in the same issue. I uploaded the shape with the custom physics shape of the actual model shown here as a tester too This pic is in the tail end, where it should've only had that small walkway as a shape you can interact with. What on earth am i doing wrong...?
  5. Hello, I had acquired the Free Altamura Body which also has the head attached So now I have Maitreya body and Genus Head When I try to place the Body and Head I see parts of the old Altamura head and eyes are still there wont go away, eyebrows either I have tried every combination (HUD) even tried deleting the Altamura but it will not let me Can someone refer me to a video or let me know if they have a fix for this? Thank you so much Valerie UPDATE: I think I was able to fix it for now but if someone can help me understand how to keep it as a default or lock it in I would appreciate it
  6. are you sticking with the avatar you started with, and want to customize that? Customize if you've bought a body, which brand did you buy, and what's the name of the body? Legacy if you've bought a head, which brand did you buy, and what's the name of the head? LeLuTKA Chole have you bought a skin for your avatar? no skin, (any recommendations?) If so, what does the icon for it look like in your inventory, and does it state something like Catwa or Lelutka or BoM (or anything else like that) in its name? found these questions on another forum so thought it would be helpful. Thanks, in advanced
  7. i am confused, how when people make for example a necklace with a lot of gems that they been placed on the necklace ( liek thousnds) and upload it to second life ? i mean thats very high count of tringlas and vertics and when i upload a necklace with a lot of placed gems that i been working for hours on it doesnt let me upload the mesh at all becasue of high numbers and the more i reduce on blender the more its losing its quality and becomes a deformed necklace. my question is how they upload this such of a big mesh that count a lot of vertices ?
  8. so i created a necklace and the necklace has 3 meshes i uploaded since i couldnt upload the whole mesh together because its too much vertics (sadly.) so i finished texturing and then linked them with edit link all worked fine then i added bosh script resize plus stretch to the object and i noticed it gets weird and moving out of the place each mesh to each direction (X, Y, Z) so my question is there a way how to fix it for example if i can make any of them merged without linked object that show the blue outline? or is there a way to merge 3+ linked objects properly ? please help me.
  9. Hello, I have a big problem with L$! I had 3600l$ on my account .. I decided to login SL today and was surprised .. because I have 0L$ on my account! just zero balance! I thought that the viewer lags, but there is 0L in the marketplace either! I want to claim them back because they weren't spent. Nobody knows my password! So I'm more than sure that a system error has occurred. Please help me! Thank you for your attention <3
  10. please help, i rigged a ring on 3 bodies and i checked how they look in stand pose view and they looked fine but then when my avatar moves his hands it looks deformed and i dont understand why? i exported with avastar on blender 2.79 after rigging and im not sure whats the problem
  11. Hello, I am new to sl. I am in search of building a team, I'll be needing scripters and 3dmodelers mostly. There is room for people that have expertise in texturing, advertising, beta testing, etc. My goal is to ultimately create in sl but due to inexperience it'll take months to years to create what I envision without any outside help. What I am searching for here are not only people to help me achieve my goals but also be open to helping others in the future, I hope to create a group and expand. To have a place that people can learn while also applying that knowledge to projects on their skill level. I'd like to mention that the goal I am currently pursuing in sl is to create a game. If you are interested please let me know. You can IM me a Notecard or send one InWorld at http://maps.secondlife.com/secondlife/Business Park/196/164/22 , If I am online I hop from place to place and at some point may end up here to check up on the place. Though if I am not there you can catch me here http://maps.secondlife.com/secondlife/Marietta/250/17/74. I may also just be at the builder's brewery. Just a list of places if you just don't feel like sending a notecard or just have some questions before you send one.
  12. Hello! I'm fairly new to scripting in SL and am currently working on a flying airship-type vehicle using modifiable pre-existing scripts. Part of the plan was to have turrets that are rooted to the ship itself that move with the camera movement of a user, not necessarily the driver. The issue I am having is this: The turret script works properly to rotate the child (which houses the script) when linked with the root, as long as it is not physical. If the object becomes physical, as is the case with the airship when it is flying, the turret script then rotates the whole object (both root and children). I would only like the child object to rotate based on camera movement, even if the entire object is physical. The turret script allows an object to be rotated through the same rotation as the person who clicked the object's camera. The airship's script turns the airship physical during flight Turret Script: key toucher; string toucherS; float SPEED = 40.0; integer LIFETIME = 7; float DELAY = 0.2; vector vel; vector pos; rotation rot; integer in_use; integer have_permissions = FALSE; integer armed = TRUE; fire() { rot = llGetRot(); vel = llRot2Fwd(rot); pos = llGetPos(); pos = pos + vel; pos.z += 0.0; vel = vel * SPEED; llTriggerSound("shoot", 1.0); llRezObject("bullet", pos, vel, rot, 1); } default { state_entry() { in_use = FALSE; } touch_start(integer total_number) { if(in_use == FALSE) { toucher = llDetectedKey(0); llRequestPermissions(toucher, PERMISSION_TAKE_CONTROLS|PERMISSION_TRIGGER_ANIMATION); llSetText("Requesting Permissions", <1,1,1>, 1); } if(in_use == TRUE) { if(llDetectedKey(0) == toucher) { llReleaseControls(); llSensorRemove(); llSetRot(<-0.00000, -0.00000, 0.70711, 0.70711>); llSetText("", <1,1,1>, 1); in_use = FALSE; } } } sensor(integer sense) { rotation k = llDetectedRot(0); llRotLookAt(k, .1, .1); } no_sensor() { llReleaseControls(); llSensorRemove(); llSetRot(<-0.00000, -0.00000, 0.70711, 0.70711>); llSetText("", <1,1,1>, 1); in_use = FALSE; } run_time_permissions(integer perm) { if(perm) { llSetText("", <1,1,1>, 1); llTakeControls(CONTROL_ML_LBUTTON, TRUE, FALSE); llSensorRepeat("", toucher, AGENT, 20, TWO_PI, .1); llSetText("Current User: "+llKey2Name(toucher), <1,1,1>, 1); in_use = TRUE; } else { in_use = FALSE; llSetText("", <1,3,1>, 1); } } control(key name, integer levels, integer edges) { if ((levels & CONTROL_ML_LBUTTON) == CONTROL_ML_LBUTTON) { fire(); } } } // END // Airship Script: // SoloFlight // by Solo Mornington // This script is based on the HC-1 flight script by illume Skallagrimson // but VERY HEAVILY MODIFIED. :-) // we only have a position for the sit target, no rotation. it is assumed that // this script is in the root prim of a zero-rotation object. vector gSitTarget = <2.01, 0.002, 9.005>; string gSitText = "Fly away"; // Text to show in the pie menu for sitting string gAnimationName; // this will be the first animation in inventory string gLoopSound = "tugboat"; // the sound to loop during flying. key gPilot = NULL_KEY; // who's flying? (distinct from passengers) // these are values for the vehicle motors // they'd more properly be state-scope variable for state flying. // https://jira.secondlife.com/browse/SVC-3297 vector linear; vector angular; float water_offset = 1.6; // Defining the Parameters of the normal driving camera. // This will let us follow behind with a loose camera. list gDriveCam =[ CAMERA_ACTIVE, TRUE, CAMERA_BEHINDNESS_ANGLE, 0.0, CAMERA_BEHINDNESS_LAG, 0.5, CAMERA_DISTANCE, 2.0, CAMERA_PITCH, 05.0, CAMERA_FOCUS_LAG, 0.05, CAMERA_FOCUS_LOCKED, FALSE, CAMERA_FOCUS_THRESHOLD, 0.0, CAMERA_POSITION_LAG, 0.5, CAMERA_POSITION_LOCKED, FALSE, CAMERA_POSITION_THRESHOLD, 0.0, CAMERA_FOCUS_OFFSET, <0,0,0>]; // lists of which prims are legs and wings, so we can do special effects list gWingPrims; list gLegPrims; setVehicle() { llCollisionSound("", 0.0); llSetVehicleType(VEHICLE_TYPE_AIRPLANE); // linear friction llSetVehicleVectorParam(VEHICLE_LINEAR_FRICTION_TIMESCALE, <100.0, 100.0, 100.0>); // uniform angular friction llSetVehicleFloatParam(VEHICLE_ANGULAR_FRICTION_TIMESCALE, 1.0); // linear motor llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <0.0, 0.0, 0.0>); llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_TIMESCALE, .5); llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 1.0); // angular motor llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, <0.0, 0.0, 0.0>); llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_TIMESCALE, .4); llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 2.0); // hover llSetVehicleFloatParam(VEHICLE_HOVER_HEIGHT, 0.0); llSetVehicleFloatParam(VEHICLE_HOVER_EFFICIENCY, 0.0); llSetVehicleFloatParam(VEHICLE_HOVER_TIMESCALE, 350.0); llSetVehicleFloatParam(VEHICLE_BUOYANCY, 1.0); // linear deflection llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 0.5); llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 1.0); // angular deflection llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0.25); llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 100.0); // vertical attractor llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 0.75); llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 1.0); // banking llSetVehicleFloatParam(VEHICLE_BANKING_EFFICIENCY, 0.0); llSetVehicleFloatParam(VEHICLE_BANKING_MIX, 1.0); llSetVehicleFloatParam(VEHICLE_BANKING_TIMESCALE, 360.0); // default rotation of local frame llSetVehicleRotationParam(VEHICLE_REFERENCE_FRAME, <0.0, 0.0, 0.0, 1.0>); // removed vehicle flags llRemoveVehicleFlags(VEHICLE_FLAG_NO_DEFLECTION_UP | VEHICLE_FLAG_HOVER_WATER_ONLY | VEHICLE_FLAG_HOVER_TERRAIN_ONLY | VEHICLE_FLAG_HOVER_UP_ONLY | VEHICLE_FLAG_LIMIT_MOTOR_UP | VEHICLE_FLAG_LIMIT_ROLL_ONLY); // set vehicle flags llSetVehicleFlags(VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT); } loadLegAndWingPrims() { gWingPrims = []; gLegPrims = []; integer i; list params; // use llGetObjectPrimCount() so we don't include seated avatars. integer count = llGetObjectPrimCount(llGetKey()); for (i=1; i<=count; ++i) { params = llGetLinkPrimitiveParams(i, [PRIM_DESC]); string desc = llList2String(params, 0); if (desc == "leg") gLegPrims += [i]; if (desc == "wing") gWingPrims += [i]; } } newAnimationCheck() { // we might have a new animation in inventory // and if we do, stop the old one and play the new one. if (gPilot != NULL_KEY) { llStopAnimation(gAnimationName); gAnimationName = llGetInventoryName(INVENTORY_ANIMATION, 0); llStartAnimation(gAnimationName); return; } gAnimationName = llGetInventoryName(INVENTORY_ANIMATION, 0); } primAlpha(list prims, float alpha) { // set prims to be transparent integer i; integer count = llGetListLength(prims); for (i=0; i<count; ++i) { llSetLinkAlpha(llList2Integer(prims, i), alpha, ALL_SIDES); } } wingFlapAlpha() { integer i; integer count = llGetListLength(gWingPrims); for (i=0; i<count; ++i) { if (llFrand(1.0) > 0.5) llSetLinkAlpha(llList2Integer(gWingPrims, i), 0.7, ALL_SIDES); else llSetLinkAlpha(llList2Integer(gWingPrims, i), 0.3, ALL_SIDES); } } default { state_entry() { // load up the exception prims loadLegAndWingPrims(); // some basic initializations gPilot = NULL_KEY; newAnimationCheck(); llSitTarget(gSitTarget, ZERO_ROTATION); llSetSitText(gSitText); state atRest; } } state atRest { // state atRest is the state we should be in when the vehicle is at rest // just sitting there, as in we just rezzed it, or the avatar stood up from it. // mainly this state is responsible for starting the flying sequence when // the owner sits on the vehicle. state_entry() { // nobody flying the thing... gPilot = NULL_KEY; // hide the wings and show the legs primAlpha(gWingPrims, 0.0); primAlpha(gLegPrims, 1.0); // turn off vehicle stuff. llSetStatus(STATUS_PHYSICS, FALSE); // TODO: make the vehicle right itself. // let the whole object know we're at rest. } changed(integer what) { // Whenever an av sits on or stands up from an object, it is treated as if it // were being linked or unlinked. // Unfortunately, there are a whole bunch of other things that cause CHANGED_LINK // as well, so we have to allow for them. // Things that can cause CHANGED_LINK: 1) linking in new prims, 2) unlinking prims // 3) avatars sitting, 4) avatars unsitting if (what & CHANGED_LINK) { // are there *any* seated avatars? if (llGetNumberOfPrims() != llGetObjectPrimCount(llGetKey())) { // we have seated avs, so let's find the sit target one key agent = llAvatarOnSitTarget(); if(llSameGroup(agent)) { gPilot = agent; // ask politely for permission do to stuff. // These will be automatically granted. llRequestPermissions(agent,PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS | PERMISSION_TRACK_CAMERA | PERMISSION_CONTROL_CAMERA); } if(llSameGroup(agent) != TRUE) // sit target agent is not the owner { llUnSit(agent); llWhisper(0,"Only the Kumiho Family can drive this vehicle."); } } else // there are no seated avatars... { if (gPilot != NULL_KEY) { // since there are no seated avs, but we still know about // the pilot, they must have just stood up. // we need to release controls and do other cleanup llSetTimerEvent(0); llReleaseControls(); llClearCameraParams(); llStopLookAt(); llStopAnimation(gAnimationName); gPilot = NULL_KEY; llMessageLinked(LINK_ALL_OTHERS, 0, "stop", NULL_KEY); } } } if (what & CHANGED_INVENTORY) { // someone might have dropped in a new animation newAnimationCheck(); } } run_time_permissions(integer perm) { // to be correct, we really should check the perms and make sure we // got the ones we need. but this will usually work: if (perm) state flying; } on_rez(integer foo) { state default; } } state flying { // state flying assumes we have permission to take controls, run animations, // and control the camera. state_entry() { // hide the legs, show the wings... primAlpha(gLegPrims, 0.0); wingFlapAlpha(); // play the flying sound llLoopSound(gLoopSound, 1.0); llSetTimerEvent(0.05); llTakeControls( CONTROL_FWD | CONTROL_BACK | CONTROL_LEFT | CONTROL_RIGHT | CONTROL_ROT_LEFT | CONTROL_ROT_RIGHT | CONTROL_UP | CONTROL_DOWN | CONTROL_LBUTTON | CONTROL_ML_LBUTTON, TRUE, FALSE); setVehicle(); llSetCameraParams(gDriveCam); llStartAnimation(gAnimationName); vector current_pos = llGetPos(); llSetVehicleFloatParam(VEHICLE_HOVER_HEIGHT, current_pos.z); llSetStatus(STATUS_PHYSICS, TRUE); // let the rest of the object know we're flying llMessageLinked(LINK_ALL_OTHERS, 0, "flying", NULL_KEY); } changed(integer what) { // Whenever an av sits on or stands up from an object, it is treated as if it // were being linked or unlinked. // Unfortunately, there are a whole bunch of other things that cause CHANGED_LINK // as well, so we have to allow for them. // Things that can cause CHANGED_LINK: 1) linking in new prims, 2) unlinking prims // 3) avatars sitting, 4) avatars unsitting if (what & CHANGED_LINK) { // are there *any* seated avatars? if (llGetNumberOfPrims() == llGetObjectPrimCount(llGetKey())) { // there are no seated avatars... if (gPilot != NULL_KEY) { // since there are no seated avs, but we still know about // the pilot, they must have just stood up, so let's rest. state atRest; } } } if (what & CHANGED_INVENTORY) { newAnimationCheck(); } } // The control event is what we get when the user mashed down the keys // we asked about in llTakeControls(). control(key id, integer levels, integer edges) { if(llGetStatus(STATUS_PHYSICS)!=TRUE) llSetStatus(STATUS_PHYSICS, TRUE); if ((edges & levels & CONTROL_UP)) { linear.z += 12.0; } else if ((edges & ~levels & CONTROL_UP)) { linear.z -= 12.0;} if ((edges & levels & CONTROL_DOWN)) { linear.z -= 12.0; } else if ((edges & ~levels & CONTROL_DOWN)) { linear.z += 12.0;} if ((edges & levels & CONTROL_FWD)) { linear.x += 14.0; } else if ((edges & ~levels & CONTROL_FWD)) { linear.x -= 14.0;} if ((edges & levels & CONTROL_BACK)) { linear.x -= 14.0; } else if ((edges & ~levels & CONTROL_BACK)) { linear.x += 14.0;} if ((edges & levels & CONTROL_LEFT)) { linear.y += 8.0; } else if ((edges & ~levels & CONTROL_LEFT)) { linear.y -= 8.0;} if ((edges & levels & CONTROL_RIGHT)) { linear.y -= 8.0; } else if ((edges & ~levels & CONTROL_RIGHT)) { linear.y += 8.0;} if ((edges & levels & CONTROL_ROT_LEFT)) { angular.z += (PI / 180) * 55.0; angular.x -= PI * 4; } else if ((edges & ~levels & CONTROL_ROT_LEFT)) { angular.z -= (PI / 180) * 55.0; angular.x += PI * 4;} if ((edges & levels & CONTROL_ROT_RIGHT)) { angular.z -= (PI / 180) * 55.0; angular.x += PI * 4; } else if ((edges & ~levels & CONTROL_ROT_RIGHT)) { angular.z += (PI / 180) * 55.0; angular.x -= PI * 4; } if ((edges & levels & CONTROL_ML_LBUTTON)) { llMessageLinked(LINK_ALL_OTHERS, 0, "fire", NULL_KEY); } } timer() { wingFlapAlpha(); if (llGetAgentInfo(gPilot) & AGENT_MOUSELOOK) { vector rot = llRot2Euler(llGetCameraRot()); llRotLookAt(llEuler2Rot(<0,0,rot.z>),0.1,1); } else { llStopLookAt(); } vector vel = llGetVel(); float water = llWater(vel * 0.05); float ground = llGround(vel * 0.05); if (water > ground) { // above water vector MahPos = llGetPos(); if (MahPos.z < water+water_offset){ llSetVehicleFloatParam(VEHICLE_HOVER_EFFICIENCY, 0.5); llSetVehicleFloatParam(VEHICLE_HOVER_TIMESCALE, 0.1); llSetVehicleFloatParam(VEHICLE_HOVER_HEIGHT, water + water_offset); } else { llSetVehicleFloatParam(VEHICLE_HOVER_EFFICIENCY, 0.0); llSetVehicleFloatParam(VEHICLE_HOVER_TIMESCALE, 350.0); } } else { // above ground llSetVehicleFloatParam(VEHICLE_HOVER_EFFICIENCY, 0.0); llSetVehicleFloatParam(VEHICLE_HOVER_TIMESCALE, 350.0); } llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, linear); llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, angular); } state_exit() { // we need to release controls and do other cleanup llStopSound(); llSetTimerEvent(0); llStopLookAt(); llReleaseControls(); llClearCameraParams(); llStopAnimation(gAnimationName); llMessageLinked(LINK_ALL_OTHERS, 0, "stop", NULL_KEY); } on_rez(integer foo) { state default; } } //END//
  13. I'm trying to help my friend get into secondlife, but he has a custom avatar he made for Vrchat- I'm willing to do the upload for him to make the process smooth and get it all organized as a working avatar, but I don't know how to rig it right and fix it so it is rigged right. The second problem is he's japanese, and only understands a little bit of english, but enough to get by in conversations. I've tried manually removing the tail in blender so I can put it into the game, and all I still get is "Model has an unknown joint(s)" and "LOD Model has no parent" We've tried renaming the bones, adn I'm not sure what bone is or is not needed. I can't hide the logging process in a spoiler so I am just gonna post a link to part of it, and hold onto the log for later when it fully needs to be fixed.
  14. hello can someone help me and suggest a club events ideas that i can do for the club i will appreciate it . Thank you
  15. hey so everytime i put on a hair base there are lines going through it i only been on second life for 2 weeks so i don’t know much about it i really need help! it doesn’t matter which one i use it’s like these lines are there i don’t really know what i’m doing so please help!!
  16. So, over the last few months I have had a few embarrassing hookups. Haven’t we all? The most embarrassing moments happen repeatedly on certain furniture. On certain adult furniture the built in facial animations deform my face ✨so grotesquely that it scares me. I am not talking about a little bit of a naughty scowl ... it’s as if someone put my pretty avatar head in a head-smasher, and the leftover facial expression is agonized, squeezed, and repulsive. 😳 Yes it is hilarious, in retrospect. No it’s not my imagination. Yes it’s truly THAT bad. I have not narrowed it down to a particular brand but- of course- it’s always when I am a guest so I can’t alter the issue without a buzz-kill conversation. Asking your hot date to maneuver through the settings to shut down the ugly “f**k faces” (especially mid-make-out-session) is never a fun conversation. It’s one of those moments so embarrassing that you just slam the computer closed and pray to recover from the shame next time you login. 😂 My questions: 1. anyone else ever experience the foul faced bedtime blues? 2. Can I prevent face animations from being activated without altering someone else’s furniture options? Some facts that might be useful: • I currently wear a Catwa Tala Head with Ammara shape by Wrens Nest. • Body is Lara (if relevant) •Most recently, after the owner switched off faces in the adjust menu of a piece of furniture, my actual facial structure was still contorted and messed up. It didn’t return to normal until I undeformed in avatar health settings in Firestorm. I never want this to happen again because it is ... simply gruesome. I want to stay pretty while gettin’ busy. Any words of wisdom? Hold the moral judgment, please. It took guts to come here and ask such a cringe-inducing question. Thank you very much for your expertise and experiences. 🍎The End.
  17. **** Bandaids **** (( HIRING )) Only Serious Applicants only! Open from Noon till Midnight DJ's - Must have Own Stream Host's - No experience Needed DJ's and Host's Will Keep 100% of their tips! No Limitations on Music Genre's (Rap and Country Included!) Hosts will be Trained - if Needed to be Freelance Dancers Welcome Escort Boards 50L a week Everyone is Welcome to Apply! BDSM, Newcomer, Furry, Dragon, Vampire, LGBTQ+ Anyone, and Everyone is Welcome to Apply! 18+ Bandaids has Now Opened Manager Positions. We're Looking for Experienced, Trustworthy Individuals Looking to help out a Brand new Club. If You believe you can handle some hard work, Fill out that Application below! Bandaids Link Tree
  18. I am in need of someone of making me a custom hair and outfit for a male Avatar. The Avatar has a signature Gianni body and Anna Daniel catwa head. I looked everywhere in the marketplace and I just cannot seem to find exactly what I need. Hit me up on Second Life and we will discuss payment. LovinElonsMusk
  19. Hi everyone! Zack Haiku, from Around the GRID Weekly here. You can find our show at YouTube. We are currently looking for some help from you, SL Residents, to fill the following segments: Finally! - have you found something that has finally showed up on the grid and you couldn't do before, and you'd like to share how much you love that it's now available? Share it with us Seriously?! - Does something on SL really grind your gears? What is that one thing you really find annoying, terrible or that makes SL completely unplayable? Tell us and we'll share your complaints with the world When You Wish Upon A Linden... - What is that one thing you wish LL would finally do and make available for all us Residents? Builder's Corner - Share with us your SL creations, your decorating skills, your sim building, and we will showcase it on the show Relics of The Past - Have you been around for a while? Have you come across something on SL you feel like "It belongs in a Museum!"? Show it to us and we will gladly share that piece of History with the rest of the grid GridTrip - Send us your favourite sims and locations so we can showcase it to the rest of the grid and make sure more people know about it. SLArt - Are you an artist? Whether it's photography, video, music, dancing, any kind of art, reach out to us. We would love to promote you on the show! These are the segments we would love to hear from you. If you are interested, please feel free to reach out to Zack Haiku (Zack.Galbreus) on SL or leave a message on this post. If you have any other suggestions, feel free to send them to us. Thank you!
  20. Hello everyone, I come to inform linden lab that second life is having serious problems with scripts and this has been weeks which is not tidy, I am a creator, I create swords, Huds magic for roleplay and etc ... I have an land of roleplay with friends of mine, and I started to notice a huge delay between our attacks, when we tried use some power made by us the script just doesn't work as it should, objects stay in the air for much longer than they should before they die, objects don't make a sound when they should, there is always a delay of at least 5 seconds to be executed at function of the script !, This disrupts all the dynamics that existed in the past, making people unable to enjoy their powers. At first I thought it was a problem with the land, because when it was reset things "went back to normal" for half an hour, so I started going to other lands and testing different powers, weapons of different brands of second life, and in the vast majority of lands (including Bluesteel and Le Tigre which are Linden Lab's own lands) things still didn't work as they should! This in addition to disrupting the roleplay disrupts our business, as our customers and several others from other stores, think that the products are poorly made, that they are not working normally, when 1/2 months ago everything worked normally, please Linden Lab help fixing this script delay on the servers to get everything back to normal. I made a short Video showing this Delay its just an example of a product where 2 months ago it worked perfectly, with the cuts appearing next to the animation. Sorry for my rust english and Thank You for your Attention.
  21. I have been having issues with payment on second life for about two weeks now. I made my first account which I connected to my visa debit card, which I came to realise was not a supported payment type. I then switched to PayPal, did not work, my payments kept coming back as failed or declined. I then installed Skrill (in each my account was verified), and same issue again. i decided to make a new account and just added Skrill as my payment type and received a new error message this time, that is “ we are unable to complete your request.. You can’t exchange currency… click here for more info” I live in Ireland so my main currency is euro, however I have automatically changed to usd on my Skrill balance, so idk what the issue is. could anyone advise on this? would getting a credit card instead solve anything? any help is appreciated
  22. Hello 👋 I'm brand new to SL photography and I'm actually following a tutorial right now. Just trying to figure out why "Enable Advanced Lighting Model" is grayed out in Preferences and Phototools. Is it because my graphics card is too weak? If so, I understand, just need to know that's the reason why. Using Firestorm 6.4.21 (64531) 64 bit / Radeon RX 580 graphics card
  23. I have some knowledge of 3d mesh objects creation and I wanted to learn to create my own mesh clothes for mesh avis in Sceond Life. I went through some creation tutorials and I got the jist of creating clothes and sewing and some buttons work and even pocket creations. One thing I had issues with trying to learn in Blender 3d mesh creation was texturing. I know you can only add 8 materials per mesh object. And I know how to map out faces for texture applying in Blender. From what I saw in Marvelous is that you can have the normals and uv maps and specular created in it. Here is my question(s): 1. Do you export the normals and uv's and Specular maps FROM Marvelous and upload that into SL? Or do you take that to Blender with the mesh OBJ and assign it there after rigging? 2. Can you re edit the uv map by picking more faces to a mesh clothing item and if so what does it do to the Marvelous designer uv image then? 3. It was my understanding that Marvelous does all the mapping and you jsut take in the mesh obj clothes to rig it to body types in Blender and import that into sl? 4. Are the ao's uv maps, specualars and normal maps that creators import to give out as full perm from Marvelous directly or from Blender? Any help creators can provide would be so helpful I have looked and looked for this information in youtube can't find proper information.
  24. So, im very very new to second life. A total noob. No experience with this site at all. When i first logged on, i noticed how many nude&sexy avatars i saw and kind of just thought it was the norm, it being a more adult site n all. But apparently (and what a relief) this isn't usually allowed in many rooms. Anyway to keep it short, i myself after 2 days finally got a decent - ish outfit,head,hair etc etc. However, that sadly didn't matter since after joining a chat room for newcomers i was quickly told to 'cover up.' Now i did have a bra/top on so i thought maybe she meant it was too sexy but nope. She informed me i was completely naked. And instead of actually helping she kept sending me patronising smiles..which sucked because i wasn't doing this on purpose x_x So to anyone out there reading this, how on earth do i fix this? I have the usual SL viewer and thats all i know..PLEASE HELP. I dont think i can walk around anymore knowing i could potentially be flashing half of second lifes players.
  25. so i have this neck issue when i attempt to wear maitreya ( haven't tested legacy yet) with my anniemay head. how do i resolve this issue?
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