tag:blogger.com,1999:blog-20090296413065078022024-02-21T02:38:47.353-08:00Jenna's Second LifeJenna Feltonhttp://www.blogger.com/profile/12622565854448382838noreply@blogger.comBlogger47125tag:blogger.com,1999:blog-2009029641306507802.post-24385058692100962172018-03-02T13:00:00.000-08:002018-03-02T13:08:07.240-08:00Dear creators, internet connection is not a premisse<!--[if gte mso 9]><xml>
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<span lang="EN-US" style="mso-ansi-language: EN-US;">Hello everyone reading :) This post targets all the
people who design and create all the fancy things, be it in hand or on screen.</span><br />
<br />
<span lang="EN-US" style="mso-ansi-language: EN-US;">Please, do not take a fast
or stable internet connection as granted. There are people for who that is not
reality. And everyone can belong to them off sudden. And they could still want
to use your fancy thing.</span><br />
<br />
<a name='more'></a><br />
<span lang="EN-US" style="mso-ansi-language: EN-US;">My internet connection
drives me crazy at time, for weeks already. It can keep up for a hour or two
but then start breaking with PPoE errors once a minute. And when that happens,
I can do almost nothing. I cannot stay in SL. I cannot phone. I cannot even run
a virus scanner, because it not manages to download signatures before the next
disconnection and after reconnection it starts to download them from beginning.</span><br />
<br />
<span lang="EN-US" style="mso-ansi-language: EN-US;">At my end everything is
fine, multichecked already. I know I should <s>kill</s>, sorry, kick my ISP and
the Telekom who owns the infrastructure and I have big urge for it, but they
seem unkickable. But that is not the point.</span><br />
<br />
<span lang="EN-US" style="mso-ansi-language: EN-US;">The point is, when you are
creator or designer of a program or device, and when your baby can not, absolutely,
definitely not, avoid using internet connection, please do not take for granted
that it will be stable or offer data rate the user was granted by contract.
Because that will not happen, not all the time. And then your baby will be
useless and their user will want to, well, kick you, your creation and their
ISP all together.</span><br />
<br />
<span lang="EN-US" style="mso-ansi-language: EN-US;">When you do not belong to
these creators, please do not take the message too close :) Just sent it in
hope it would reach the people it is meant to reach.</span><br />
<br />
<span lang="EN-US" style="mso-ansi-language: EN-US;">Sincerely</span>,<br />
JennaJenna Feltonhttp://www.blogger.com/profile/12622565854448382838noreply@blogger.com0tag:blogger.com,1999:blog-2009029641306507802.post-57229342615138252002017-10-26T18:30:00.000-07:002018-01-06T18:16:08.981-08:00Moving out and deadline strategy<h3>
Hello everyone!</h3>
<br />
It is pretty a while that I posted something last time, but now there are changes about stores and JFS at all (my company in SL, you may not know) and on a way of taking new projects. There are private reasons and I'd not like to write them here but they also caused that I have not produced anything for JFS for years. Instead I got stacked dozens of projects, which are just ideas yet, awesome ideas, but all are half done or even started, and nothing is ready to release<br />
<br />
This caused the sales going towards zero (one or two per month not counts) so that having a store inworld for sake of having the inworld store is a silly idea. And it costs me money that I have to upload to SL (while at beginning my sales could easily pay rental of all my stores.) That is not complaining, it's explaining the decisions. These are two.<br />
<br />
<a name='more'></a><br />
<h2>
Moving out </h2>
<br />
So, I decided to move out of 2Raw where I had the main store for years. The spot is worth a creator who is actually producing something. Preferably a vehicle-related as it is a racing sim. When you are such a creator and you look for having a store, it is worth to take a look.<br />
<br />
This way: <a href="http://maps.secondlife.com/secondlife/2RAW%20EXTREME/155/95/120" rel="nofollow" target="_blank">http://maps.secondlife.com/secondlife/2RAW EXTREME/155/95/120</a><br />
<br />
The spot is still paid for a month, but I can free it earlier. Oh, and when you was never been to 2Raw yet, it is really worth a visit.<br />
<br />
Edit: I extended the rental to bring the moving out date over the new year edge.<br />
<br />
Whenever I will realize one of my stacked projects, I may return to 2Raw (one of that projects is actually a bike so the sim would really make sense) but it will be not in near future. However, I'm not moving to marketplace completely. We have a home sim where I can have a vendor. So, for those who not likes marketplace there is still a possibility to buy something inworld. The place is listed <a href="http://jennassl.blogspot.de/2010/05/actual-shop-list.html">here</a>.<br />
<br />
<h2>
Projects and deadlines, new strategy</h2>
<br />
From time to time I get asked to script something. This often runs like this:<br />
<ol>
<li>I like the idea and the project seems really fast to script so I accept</li>
<li>The project turns out not that simple or I get interruptions (those private reasons, you know) and it takes longer</li>
<li>Or someone else asks me about scripting something new and I accept again</li>
<li>The previous project gets delayed or/and has to be aborted in the middle of development</li>
<li>Time spent for that project is lost. Whoever waited for the project is super disappointed.</li>
</ol>
So, this time I'll try another strategy. As long I have not realized at least a few stacked projects (not all are for JFS actually) I will not take any new projects even if they seem fast and easy.<br />
<br />
There can be exceptions when the project is related to whatever I made already or it seems pretty easy or for a good friend. So we can talk about it. But we will discuss a deadline. Unlike in RL where deadline means when the project has to be done no matter what, our deadlines are when the project will be dropped when not done by then. Something about a week maybe.<br />
<br />
This way the projects that will probably never be done will not fill the stack and block the previously started work. And the customer can make plans and look for a more sucessful scripter and avoid disappointment when the request is not done after waiting so long.<br />
<br />
Jenna<br />
<br />Jenna Feltonhttp://www.blogger.com/profile/12622565854448382838noreply@blogger.com0tag:blogger.com,1999:blog-2009029641306507802.post-62093342689018121602013-01-23T12:52:00.001-08:002013-01-30T16:48:33.651-08:00Open glass box (GlassBox tutorial, part 6)There is a special glass box mesh that needs a special geometry, the d100 one. When the inner depth is smaller or larger than the outer, than the outer front and back faces go over the faces of the inner box, or through the inner box, thus we could close them without any graphic problems.<br />
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But if we made the d100 mesh in the way we did the d25 one (section 4.6), than the front faces of the inner and outer box fall together, SL may have a problem to decide what one to display. The same happens for the back side. To avoid those problems, we have to make holes in the outer front and back sides, even if this causes more complex mesh geometry.<br />
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<b>6.1. Geometry</b><br />
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We open the mesh we did in blender and look at it again, from the front-right-top corner. 3D View should be again in edit mode, wireframe shading and face selection. Now we select the front outer face and then perform these three steps:<br />
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<ol>
<li>First we press the [<b>E</b>] key (extrude operation). The face is glued to the mouse pointer leaving new connected vertices at the old position. Not necessary but useful to press the [<b>Y</b>] so the face is extruded towards the <b>Y</b> axis only.</li>
<li>After we moved the face far enough, we click with the left mouse button to place the face at reached position.</li>
<li>Final turn: the still selected front face (select it if not) will be the hole, so we simply delete it using t the [<b>DEL</b>] key, than [<b>Face</b>] menu button. </li>
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Now we have four faces to make them the holed front face. We do that simply by merging vertices. <br />
<ol>
<li>We switch the 3DView editor to the vertex selection mode, than we select the left-top vertex on the outer faces before we select the one on the inner faces.</li>
<li> Now we pres the [W] key and hit the menu [merge/at Last], this merges both vertices to one and moves it to the position of the last selected vertex.</li>
<li>We repeat the same operations to other three vertices and wrap so the four faces towards the inner box. </li>
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They do not build a face yet, which we change now. We remember, we need the <b>d100</b> mesh, so we must move the inner front face to the <b>Y</b> position of 0.5:<br />
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Now the four outer faces build together with the inner front face visually a single front face. We have to repeat this with the back faces: Select the outer back face, extrude it, remove it, wrap the four faces to the inner back face and move it to position of <b>Y</b>= -0.5:<br />
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The geometry is ready now. Please ensure that the seams are set in the displayed way. If not, please switch the editor to edge selection mode, and correct seams – that is important for the next step of the tutorial.<br />
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<b>6.2. UV Map</b><br />
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When we switch the 3DView editor to the texture shading (and eventually reassign the test picture to the UVMap) we would notice that the new faces do not display the test picture properly, as we have not explained the mesh yet how to.<br />
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The front and back outer faces were changed by the action, so we have to unwrap them again. This is why the seams must be like in the last picture of the previous step. <br />
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When the seams are ok, we switch eventually to the face selection and select the four faces. Be aware not to select the inner box but select the every four polygons for the outer front and back faces. You can also select everything via [<b>A</b>] key and deselect than the wrong faces. When done, please unwrap them:<br />
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The UVMap editor displays the four faces, two of them holed. But they all take only a small part of the picture while we need them to take the full UVMap area. To correct this we can scale up the UVMap, but for some reason blender did not scale it properly for me, so I suggest now to move each vertex manually to the right place. <br />
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At this point, it seems also a good idea to switch the 3DView editor to texture shading, so we can see immediately the changes made in the UVMap editor and can see if somewhere is a problem. As we can see now, the mapping seems to be correct, when also not take the whole area:<br />
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First part: All five lowest vertices must have the Y position of 0 and the five upper vertices have the Y position of 256, their X values are from left to right 0, 64, 128, 192, 256:<br />
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Now we start with the two holes and thus the inner vertices in the front and back face. We need some math here. The package is q60c20, i.e. the glass layer is 20% thick. Each face takes 256 pixels on the UVMap vertically and 64 pixels horizontally. 20% of them would be 51.2 vertically and 12.8 horizontally, we round the numbers to 51 and 13 respectively.<br />
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Now the four lower vertices will have the Y value of 51, ant the four upper vertices the Y value of 205 (256-51 = 205.) Horizontally they must have a distance of 13 pixels from the nearest face border, i.e. from left to right: 77, 115, 205, 243 (64+13, 128-13, 192+13, 256-13 respectively.)<br />
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As we can see, the inner front face doesn’t show the whole UVMap texture – due merging points the UVmapping of the inner faces changed. We have to correct that now. To see the inner faces, we must hide the outers.<br />
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<b>Info</b>: The key [<b>H</b>] hides selected faces, edges and vertices. The keys [<b>Alt+H</b>] reveal all hidden elements. Hidden elements remain selected, but blender doesn’t change them when we work on other elements in the 3DView editor.<br />
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First, we select everything (press [<b>A</b>] until all goes orange) and then deselect all UVMap – again [<b>A</b>] key in UVMap editor until nothing is orange. This ensures that when we hide the outer faces, their UVMap is deselected and is not affected while working on inner faces:<br />
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Now, we select the outer top, right, bottom and left faces, and then press the [H] key. We could hide also the front and back outer faces but that is not necessary. Now we have a good view and access to the inner faces; as we can see their UV mapping is damaged: <br />
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To correct this, we simply select a wrong mapped face (only that one), unwrap it and then maximize and rotate the UVMap when needs. The 3DView editor shows f we do it good or not. After we checked every inner face we can reveal the hidden outers by pressing [<b>Alt+H</b>] keys. Now we can see if their UVMap is still correct:<br />
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The UVMap is now ready. When we later create a d100 mesh for another package, say q80c10 or q90c05, than we cannot simply copy the mesh and rescale the inner box, because the UVMap will scale badly. But we also must not repeat this step from beginning. All we have to do than is just rearranging the inner vertices of the front and back faces.<br />
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<b>6.3. Face order</b><br />
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When we switch the 3DView to the solid shading, we can see our operation broke the material assignment: <br />
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We have to correct this now. We switch the 3DView back to the wireframe shading, than deselect everything by [<b>A</b>] key. Now we select material by material and check via Select and Deselect buttons, they are assigned properly. The only problem make the last two materials, meant for the outer faces. To correct this we simply reassign them:<br />
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That’s all. As we could see, we can rename the mesh as ‘<b>q60c20d100</b>’ and export it to the ‘<b>q60c20d100.dae</b>’ collada file, so we can upload it to SL named distinctly.<br />
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<b>6.4. Inworld test</b><br />
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In the main grid or beta grid (better in any case) we can look at the result after uploading. If we simply rezz it, we see it has the holes in the outer front and back faces filed by inner faces:<br />
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We can attach a transparent texture to the outer faces and use the texture repeater to attach some textures to the inner box:<br />
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That’s all about the glass boxes by now. Thank you for reading this tutorial.<br />
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Waving<br />
JennaJenna Feltonhttp://www.blogger.com/profile/12622565854448382838noreply@blogger.com0tag:blogger.com,1999:blog-2009029641306507802.post-42722926164321874692012-12-01T18:37:00.002-08:002013-01-24T06:35:13.443-08:00Texture Repeater (GlassBox tutorial, part 5)Well, this is the last part of the tutorial and at same time the user manual of the GlassBox packages (when i release them.)<br />
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As we have seen, texturing glass boxes is not so easy; the hidden faces are not reachable. Because we cannot change mesh on-the-fly, GlassBox meshes use a special scripted item: The item is a box with six faces. As soon a texture or texture property on the prim faces changes, the installed script reflects the changes on accordant faces of linked glassbox meshes.<br />
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<b>5.1. Repeater script</b><br />
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The script was published in SL wiki, also to keep this post shorter. Here you find it: <a href="https://wiki.secondlife.com/wiki/Texture_Repeater" target="_blank">Texture Repeater</a>.<br />
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<b>5.2. Script usage</b><br />
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We will now use the script with our uploaded glassbox mesh. Please create a new script in your inventory, name it somehow recognizable, e.g. ‘TextureRepeater’, than open it and replace the content by that in wiki (select only the script text.)<br />
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Now we rezz the glassbox mesh a few times, then we select their outer faces and then we make them white and transparent (either by setting the transparency to 75% or by using a transparent texture from library or any glass texture) so we can see the inner faces:<br />
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Now we create a box and put the repeater script into, then we give the faces of the cube nice textures and glow them as we like:<br />
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Now we edit one of meshes, select all others and the repeater prim – in any order – and link them together. Immediately the inner faces of the glassbox meshes start to reflect the texture settings on the repeater prim. Now we can further change textures and properties on the repeater prim – the changes appear soon on the inner faces of the glassbox meshes:<br />
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After we have done, we simply click the repeater prim, it shows a permission dialog, when we accept, the prim vanishes after unlinking itself from the linkset:<br />
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<b>5.3. Mesh usage</b><br />
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In this step we extend the glassbox with the repeater prim to a single object while we use the meshbox as repeater prim, this also keeps the land imackt of the combination low even if just while configuration. We again rezz the glassbox mesh and then the meshbox nearby and install the repeater script into the meshbox:<br />
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Now we make the meshbox 2 cm larger than the glassbox at every axis. The plan: We hide the glassbox inside the meshbox so we can aim the meshbox faces properly. The glasbox is a cube with edge length of 1m, hence we make the meshbox a cube with edge length of 1.02.<br />
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Now we link the meshbox as child prim to the glassbox mesh, and then put them both at same position, so the glassbox is hidden inside the meshbox (imagine we cut the outer meshbox at the edge):<br />
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The idea is that by inspecting the object, we see the glassbox as root prim. When we edit the object name or description or put something into the prim content we change the glassbox, not the temporary attached meshbox. But when we drop textures on the object faces, we edit the faces of the meshbox so the repeater can send the changes to the inner faces of the glassbox.<br />
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Well, now we pick up a copy of this object in our inventory and play with the original now. <i>Now we are going to use the mesh lattice in a way the meshes in GlassBox packages are meant to be used.</i> First we give the meshbox faces textures we need and make them white and glow:<br />
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Once we are satisfied we click the lattice and touch so the repeater, the script inside the prim opens the known permission dialog. We accept the unlinking permission and the enclosing meshbox vanishes revealing so the enclosed glasbox:<br />
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The outer faces of the glasbox are still unchanged, but we can give them easily a transparent texture or make them just transparent. When we can see through we notice the inner box that has exactly the textures we adjusted on the vanished repeater box:<br />
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The meshbox is originally a C mesh – it is a cube while the glass layer is thicker in the depth direction. We can now flatten the mesh a bit to make the glass to be equal thick and turn the glassbox into a B mesh as explained in the last part):<br />
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<b>5.4. GlassBox packages</b><br />
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As said, the way we used the lattice at the end of the previous section is the way to use the meshes in the JFS GlassBox packages. They are also combined from a glassbox and meshbox while the enclosing meshbox is a child prim of the lattice and has the Texture Repeater script installed. The only difference to our lattice is that for the packaged glass boxes, the enclosed glassbox meshes have already a glass textures assigned to the outer faces.<br />
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Here is a usage example of the glassbox q80bc10d80 and at same time very possibly how the new IFS product boxes will look:<br />
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Ok, when you read this blog right now you will wonder where to find those JFS GlasBox packages.<br />
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Well, they are not released yet. In fact, I am still in process of uploading the meshes: When you have to relog every time you need upload the next mesh, and each package has 17 or so meshes, that is not so simple. And a proper user manual is also not written yet. As soon I get ready with that all, you’ll find here links to the products on marketplace and this paragraph will then vanish.<br />
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Last part: <a href="http://jennassl.blogspot.de/2013/01/open-glass-box-glassbox-tutorial-part-6.html">Open glass box</a></div>Jenna Feltonhttp://www.blogger.com/profile/12622565854448382838noreply@blogger.com0tag:blogger.com,1999:blog-2009029641306507802.post-72733273579270318682012-11-29T06:25:00.000-08:002013-01-23T12:28:15.443-08:00GlassBox (tutorial, part 4)In last step we created a Meshbox made from a cube with set UVMap and LSL faces. In this step we will turn it into a GlassBox, made off two boxes, each with (different) UVMap and face definition – the inner and outer box. <br />
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In fact we must not start from beginning, we can and will simply copy the mesh of the MeshBox and change the UVMap and face definition of the copy. Because we copy inside the same object, both boxes will stay combined to the same object. <br />
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Before we start, we save the meshbox under a new name, e.g. ‘glassbox’ and optionally rename the object and mesh inside it to ‘GlassBox’ in the outliner, too. <br />
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<b>4.1. GlassBox mesh</b><br />
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First we switch the 3DView editor into wireframe mode. When the object is selected we also enter the Edit mode and select the meshbox by <b>[A]</b> key. Now we copy it by hitting the <b>[Shift+D]</b> key – the original is deselected and the copy is glued to the mouse pointer waiting that we click somewhere to stay at that position.
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Before we do that, we hit the <b>[Z]</b> key and the copy moves only vertically, than we click somewhere up enough so both copies are not intersecting:<br />
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Info: We can restrict the translation, rotation and scale operations to the x, y and z axis when we hit the keys <b>[X]</b>,<b> [Y]</b> and <b>[Z]</b> respectively while performing the operation. <br />
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Now we want the boxes to be inside another and not far apart, and the inner box must be smaller than the outer. Hence we make the inner box smaller before we put both together: We hit the <b>[S]</b> key and scale it down to 50% – the <b>[Strg]</b> key allows stepwise scaling. <br />
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After we scaled the box, we hit the <b>[G]</b> key for the translation operation and restrict it to the z axis with the <b>[Z]</b> key, and then move the box to the origin. Much easier we can use the coordinate editor in the properties panel, we change the Z number to 0:<br />
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<b>Info</b>: For both operations, the copied box should be selected. If you deselected after copying it, you can select it again via the box selection: While nothing is selected, hit the <b>[B]</b> key and paint a white box around the elements of interest<br />
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The GlassBox mesh itself is now ready. Optionally you can make the inner cube a flatten box with x and z dimensions of 0.7, as used in the rest of the tutoial.<br />
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<b>4.2 Extending faces</b><br />
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Now, when we upload the model, we would realize, the inner box displays the same images on the faces, as the outer box does. This is not what we need; the outer box must display glass or something else while the inner box displays the product information.<br />
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To achieve that we must give the outer box new faces, different to the inner one. A mesh in SL can have only 8 faces and the inner box uses 6 already, so we can give the outer box only 2 new faces. How to select them?<br />
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The solution taken in JF GlassBox was to share the seventh face between the front, left, right, back sides of the outer box, and the sides top and bottom will share the eighth LSL face. Here how we do that.<br />
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First we just create two new slots and add then two new materials with names ‘sides (pos,neg xy)’ and ‘ends (pos,neg z)’ with white and yellow color respectively, than assign the materials to the faces of the outer cube (please watch out for the material order): <br />
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Check please the material assignment by watching the face colors in the solid shading. If all is ok, we are done with this step, too!<br />
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<b>4.3 Extending UV Map</b><br />
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When we now upload the model, we would notice, we can give the outer box different textures than the inner box. But the texture given the top face of the outer box appears also on its bottom face. Also the faces front, left, back and right always display the same image.<br />
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This is a correct behavior, and for an ice texture given the outer box it is even ok, but what to do if we want give the top and bottom faces different images, or make the logo on the front face only appear there but not on the left or back faces?<br />
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Yes, that is possible; we must simply change the UVMap of the outer box. The faces front, left, back and right will share the same LSL face and display the same image. But we make them to display another part of the texture, making it wrap the faces. Also the top and bottom face will display another piece of the same texture. This way we must prepare the textures for the outer box, but we can achieve an illusion of 6 separate faces.<br />
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We ensure the 3DView editor is in face selection and select the top face of the outer box, than reveal the UVImage editor. The UFMap shows the maximized rectangle. We change the editor into edge selection, select the lower edge and change the y coordinate to 128, moving the edge into the center. Than we deselect the UVMap, select the bottom face of the outer box and move at same way the upper edge of the UVMap into center:<br />
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When we select both, the top and bottom faces of the outer box, we see the UVMap of the faces is no more overlapping but shows two half’s of the set image. We can also confirm that by inspecting the GlassBox in the texture shading:<br />
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Now other four faces. We want the texture to wrap around them and we start with the front face that will display a fourth of the set image. So we select the front face of the outer box and move the right edge of the UVMap to the x of 64. Then select the right face of the box and move the left and right edges of the UVMap to the x positions of 64 and 128 respectivelly:<br />
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Now we change at same way the back face (the UVMap uses segment with x of 128 to 196) and the right face (the image segment of 196 to 256):<br />
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When we select all four faces we see how the image wraps them:<br />
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Well, also this step is now complete. Was it not easier than making the MeshBox? However, we have now to upload the model and test the mesh usage.<br />
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<b>4.4 Inworld test</b><br />
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The GlassBox meshes were uploaded also with maximum quality because even than they cost a land impact below 0.5. Here is a very simple example how it looks like:<br />
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However, texturing the mesh is quite hard and not as easy as planed: The problem is the surface of the outer box. Because it wraps the inner box, we cannot select the faces of the inner box as easy as we do with the system box. We must orbit the cam and try to come under the disturbing surface. <br />
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The thinner the glass layer is the harder that is. Our glass box has a thick glass layer. JFS will release boxes with much thinner glass layer that are much harder to texture. Hence, the JFS GlassBox packages come with a special texture repeater technology. It allows avoiding this problem and texturing the inner box of the meshes really as easy as the system box. The technology will be introduced later in this post. First I’d like to explain the naming system of glassbox packages so you can easily pick one you need.<br />
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<b>4.5 Naming system </b><br />
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The glasbox packages will have names like q90c05, q80c10, q60c20. To understand them, we must just look at the mesh from two sides:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-ouCLPosOnBKOrkSHLNkmfP8yiRCnSAX4Hz762Qtfiwitc2nCIVuLfpLmNTgX7KuRRkv6AjvP22ZqorDSq64NzTgw2p8Wt1IM0fJPaZ39Iba-94tNEYLerv9h0C1LqhSx_96-o7jOVGic/s1600/gboxdimens.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-ouCLPosOnBKOrkSHLNkmfP8yiRCnSAX4Hz762Qtfiwitc2nCIVuLfpLmNTgX7KuRRkv6AjvP22ZqorDSq64NzTgw2p8Wt1IM0fJPaZ39Iba-94tNEYLerv9h0C1LqhSx_96-o7jOVGic/s200/gboxdimens.png" width="200" /></a></div>
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<b>4.5.1. Front side view</b><br />
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From the front side view (along the Y axis) we see that the inner box is quadratic and is surrounded by the glass layer of same thickness. In the picture the width and height values of the inner box is <b>q</b> and the glass layer thickness is <b>s</b>. When the mesh was not rescaled inworld, the width and height of the mesh (the prim itself) calculates as:<br />
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<div style="text-align: right;">
<b>W = H = q + 2*s</b> (1)</div>
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The <b>q</b> in the package names mean exactly this: The meshes are quadratic with quadratic inner box surrounded by glass layer of same thickness, when viewed from the front side. <br />
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<b>4.5.2. Side view</b><br />
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Viewed from the side (along the X axis), the inner box has the depth of d and is surrounded by the glass layer of thickness g. The depth of the glass box (the mesh) s calculated than in similar way as:<br />
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<b>D = d + 2*g </b> (2)</div>
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<b>4.5.3. Box to glass ratio: Numbers in package name</b><br />
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The first number in the package name gives the width and height of the inner box to the width and height of the mesh prim in percent. So when the package name is <b>q60c20</b>, than the width and height <b>q</b> of the inner box is 60% of the prim width and height respectively.<br />
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Because we can scale the meshes inworld and make them 1cm tiny or 64m huge, we cannot tell the inner box is always 1 meter. But the ratio is always the same. So when we make the mesh prim 10 meters width, than the inner box will be 6 meters width (when from the package <b>q60c20</b>.)<br />
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Originally the width, height and depth of the mesh (the W, H and D values) are set to 1 meter, so you can see a percent to be 1 cm.<br />
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The second number in the package name is <b>s</b> in the picture above. This number gives the thickness of the glass layer in percent (seen from front side.) I.e. in the package <b>q60c20</b> the inner box is wrapped by glass layer of 20%. Actually this number is redundant, you can tell it from the first number, but giving this number saves us some calculations.<br />
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<b>4.5.4. Mesh depth value, last number in mesh name.</b><br />
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The second letter c in the package name tells that the packaged meshes are cubic, the depth of the mesh prim is equal to width and height and is 1 meter. Each mesh has a third number introduced by the third letter, <b>d</b>. This number is depth of the inner box relative to the outer thickness D in percent.<br />
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<b>Example</b>: One of meshes is ‘<b>q60c20d15</b>’. This means that the inner box has the width and height of 60% (60 cm) while the depth d of the inner box is 15% (15 cm.) The cm values are valid until we resize the mesh, for sure.<br />
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<b>4.6. Mesh series </b><br />
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Each glass box package has a series of meshes that are guessed to be used at most. Since the width and height of the inner box is bound to each package, the series define the inner depth. Here is the complete list of the depth values:<br /><br />d01, d02, d05, d10, d15, d20, d25, d30, d40, d50, d60, d70, d75, d80, d85, d90, d95, d98, d99, d100.<br />
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The row is symmetric and is dense enough to match most use cases (the inner depth of two neighbor meshes differ at most by 2.5) and is spread enough to fill the whole range from 1 to 100 percent with not too much objects. However, if you need a mesh that is not in the list, you can ask me to make one (takes a while when I am not online) or do it yourself in 5 minutes.<br /><br />Here we look how to make the meshes d01 to d99 from the one we made right now. The idea to make mesh d100 came much later, the mesh is not that easy to make (but possible) so it will be introduced at last.<br /><br />Well, we take the mesh box we made before, and as first make it to match the geometry of one of the packages, say <b>q60c20</b>. This tutorial was written and extended in steps being weeks apart, so I am myself not sure what exact geometry the mesh would be. <br /><br />However, it doesn’t matter anyways. ‘<b>q60c20</b>’ means: the inner box has the width and height of 60% of the outer size. We open the glass box file in blender and switch the 3D view to the edit mode (the [<b>Tab</b>] key) and in wireframe shading. <br /><br />One way is to look at the mesh from front-right-top corner and switch in face selection, than we can easily access every wanted face. Now we select the left inner face (click on the dot in the middle with the right mouse button) and change its <b>X</b> position to -0.3:<br />
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Than we select the right face and change its <b>X</b> position to 0.3 making the inner width to 60%. The same we repeat to the bottom and top faces, here we change their <b>Z</b> position to -0.3 and 0.3 respectively. Now the width and height of the inner box are both 0.6, i.e. 60% of the outer dimensions, hence our mesh matches now the desired package.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGMcSAzIMkrsuR1rmfYH1x410xGwr0Z35i1zxUaoL5ZJicx_7Tvsr6dmB9SoAkguI0-zWhXhdyX5jlmVk-pqHNEd4gpYLX8xB9N2-XL1I5KXs6lZbRh0G7yHZbAew7JufCC2HZWcIvfEgX/s1600/innerBottom.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="118" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGMcSAzIMkrsuR1rmfYH1x410xGwr0Z35i1zxUaoL5ZJicx_7Tvsr6dmB9SoAkguI0-zWhXhdyX5jlmVk-pqHNEd4gpYLX8xB9N2-XL1I5KXs6lZbRh0G7yHZbAew7JufCC2HZWcIvfEgX/s200/innerBottom.png" width="200" /></a></div>
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What comes now is simple, as long we not want to make the inner depth 100% of the outer size (than the inner back and front faces fall on the outer.) That special case we discuss much later. Well, say we need now a mesh where the inner box is 25% depth, than we simply select the front and back faces and change their <b>Y</b> positions to -0.125 and 0.125:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcUpNaS3_fDaDSGxBhHniV55LIIO1Az6qFx-6HR8Wc38DxAi52cUW02rj1eS6kY3X0FL7aVQurfJAkw9qqh2E3sQef9FM360_qAdiOpYrx2dQrSy4YZisKhf4HYur4wJxjlqmdTfEnb2_O/s1600/innerBack.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="118" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcUpNaS3_fDaDSGxBhHniV55LIIO1Az6qFx-6HR8Wc38DxAi52cUW02rj1eS6kY3X0FL7aVQurfJAkw9qqh2E3sQef9FM360_qAdiOpYrx2dQrSy4YZisKhf4HYur4wJxjlqmdTfEnb2_O/s200/innerBack.png" width="200" /></a></div>
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That is actually enough but we could rename the mesh by ‘<b>q60c20d25</b>‘ for SL, before we export it to the collada ‘<b>q60c20d25.dae</b>’ file. <br /><br />This is the way every of the <b>d01</b> to <b>d99</b> meshes was created. The mesh <b>d100</b> is quite special and needs reworking, thus to keep this post not too long we discuss the <b>d100</b> mesh at another place. But first we take a look how to texture the glass box meshes more in a comfortable way.<br />
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Next part: <a href="http://jennassl.blogspot.de/2012/12/texture-repeater-glassbox-tutorial-part.html">Texture Repeater</a></div>
Jenna Feltonhttp://www.blogger.com/profile/12622565854448382838noreply@blogger.com0tag:blogger.com,1999:blog-2009029641306507802.post-54049171525620105272012-11-22T12:29:00.001-08:002012-12-01T19:17:22.630-08:00MeshBox (GlassBox tutorial, part 3)Now it’s time for blender. We will make a mesh replacement box for a single system box in two steps: Creating the mesh cube, giving it an UVMap and make it’s faces independent from each other. <br />
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We start blender and click the splash screen away.<br />
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<b>3.1. Mesh cube</b><br />
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The goal of this step is to create a mesh box in blender and make it desired size. Blender is ready, showing the empty scene. To add a cube we press the <b>[Shift+A]</b> key. This opens a menu where we select a cube to create it at the position of the 3D cursor:<br />
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Now we save the actual file somewhere under appropriate name, say ‘<i>meshbox</i>’. At this point we can also rename the cube and the mesh inside, than when we upload the mesh, SL will name it properly. We have a single object but for multiobject scenes, renaming is important. To rename the cube, right-click it in the outliner and hit ‘Rename’ menu button.<br />
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Info: The 3D cursor is a red-white circle in the middle of 3DView Editor. The cursor position is selected via left mouse button. Clicking somewhere occasionally will move the 3D cursor there so the later added cube will appear there. If this happen to you, and you not created the cube, you can use the <b>[Shift+C]</b> key to move the 3D cursor to the origin.<br />
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Alternatively you can also see and change the position of the 3D cursor on the properties panel. If you noticed the mistake after adding the cube, you can simply edit the cube position instead of deleting it and recreating at the origin:<br />
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When the cube is created it is selected usually (outlined orange.) If not, please click it with the right mouse button or use the <b>[A]</b> key (because only the cube is visible, the shortcut selects nothing else.)<br />
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<b>Info</b>: In blender, you select elements with the right mouse button; held <b>[Shift]</b> key extends the selection. Also the <b>[A]</b> key is extremely useful: If something is selected, the key deselects it, if nothing is selected, the key selects everything visible.<br />
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When the cube is selected, we press the <b>[Tab]</b> key, this switches blender into edit mode. Now the cube turns orange and we can edit each vertex separately. Instead of <b>[Tab]</b> button, we can also use the mode selection menu in the symbol bar of 3DView Editor. Near the mode selector, we find the shading selector and activate wireframe sading:<br />
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Info: The mouse wheel is used to zoom in and out the scene. Alternatively we can use the middle mouse button while held the <b>[Strg]</b> key, or with mouse emulation, the left mouse button with held <b>[Strg+Alt]</b> keys. We use one of the methods to look closer at the cube.<br />
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The last but perhaps not final step is scaling the cube to half. We remember, blender created the cube with the edge length of 2 meters. We need it to be 1m edge length, so we must scale it to 50%, e.g. 0.5 of the original size.<br />
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The easiest method to scale things is using the scale transformation: The cube is all selected (if not, just press <b>[A]</b> once or twice until it is all orange) so we press <b>[S]</b> and the mouse pointer turns into scale mode.<br />
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Now the symbol bar of the 3DView Editor displays coefficients the
selected elements scaled in X, Y and Z directions. 1.0 means not scaled.
We now have to move the mouse until each number displays 0.5. With
left-clicking into 3DView the cube is finally scaled: <br />
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Tip: If while operation the [Strg] key is held, blender runs the current operation (i.e. scaling) in steps, which makes very easy to match desired scale value. Right-clicking into 3DView aborts the current operation.<br />
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<b>Info</b>: The most used mesh transformations are scaling (the key <b>[S]</b>), rotation (the key <b>[R]</b>) and translation (the key <b>[G]</b>.) Scale transformation we used right now, others we may use later.<br />
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If we switch to Object mode (Press <b>[Tab]</b> key please), we can see, the cube is now 1m of edge length (if not, you have scaled not correctly, please revoke the scale operation and repeat it again.):<br />
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<b>3.2. Attaching an UV Map</b><br />
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In this step we will attach an UV Map to the mesh cube making it texture-able inworld. The reason: When we upload the cube now, it will be unable to display the given image like the system box does. SL doesn’t know how yet how to do that, so we have to specify this information. The one way to do that is giving the cube an UVMap by unwrapping the mesh.<br />
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You can understand unwrapping if you imagine the cube wrapped by paper. We specify now on what edges we have to cut this paper in order we can make it flat. Before we do so, we remember the texture orientation on the system box faces: The negative Y side was ‘front’ and when looking at it we can rotate the cube left, right, up and down and the face textures remain vertically oriented. <br />
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This means we cut the cube edges starting from the front side (negative Y.) So, we switch back into edit mode and deselect the cube (<b>[Tab]</b> key, than once or twice the <b>[A]</b> key until it is dark.) <br />
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Now we activate edge selection (switcher is in symbol bar of 3DView Editor) and while holding the <b>[Strg]</b> key we right-click on every edge that needs a cut in the wrapping paper (last selected edge appears white, not orange.):<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfeoUlHb7t2ciELhMXP3Ks5qHW-GLDxVioLmIC2dv-3qAZ05Zg17V41VxP0USwI8GmSNdW4P4LKXMiQvuA60Xehj3GnqBUtWCBJHF0s0gvYUJpvSfvfiNFmzhsGd6Lbn-n_jiAPuKwOeOx/s1600/sel4seam.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="125" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfeoUlHb7t2ciELhMXP3Ks5qHW-GLDxVioLmIC2dv-3qAZ05Zg17V41VxP0USwI8GmSNdW4P4LKXMiQvuA60Xehj3GnqBUtWCBJHF0s0gvYUJpvSfvfiNFmzhsGd6Lbn-n_jiAPuKwOeOx/s200/sel4seam.png" width="200" /></a></div>
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Now we have to tell blender these edges are seams of the wrapping paper.
Either the menu <i>Mesh/Edges/Mark Seam</i> or the button <i>Mark Seam</i> in the
left panel:<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtRNmFJYyHLPdR8Am7hRhdEXvo9R77wuzC8_ZBPJX7xtPAhJq_mPQc1_UpXwcAMvbITM5w5GMZ0viAdIBLj1sM-UzvwLNi7JygseTXkS_k7KS4g8JxvYBQLNBmhQf0JBn_AyoEhhAfV1Qn/s1600/marksmenu.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="121" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtRNmFJYyHLPdR8Am7hRhdEXvo9R77wuzC8_ZBPJX7xtPAhJq_mPQc1_UpXwcAMvbITM5w5GMZ0viAdIBLj1sM-UzvwLNi7JygseTXkS_k7KS4g8JxvYBQLNBmhQf0JBn_AyoEhhAfV1Qn/s200/marksmenu.png" width="200" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_Vdi24fJklHMxCxcCrHJBqbcIYiBCEmW0LmqT-r04jVRP4Gg4zsmdn3WAZ4-0QMAzq3mYkW58vMeh0yU9pqP36H63U_akLqwEhX-nM2RY7gqLqAQSLI5FgD-BPA0QpK1UaaVqMtbNM8GM/s1600/marksbttn.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="121" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_Vdi24fJklHMxCxcCrHJBqbcIYiBCEmW0LmqT-r04jVRP4Gg4zsmdn3WAZ4-0QMAzq3mYkW58vMeh0yU9pqP36H63U_akLqwEhX-nM2RY7gqLqAQSLI5FgD-BPA0QpK1UaaVqMtbNM8GM/s200/marksbttn.png" width="200" /></a></div>
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If we deselect all edges we can easilly see the seam-marked edges, they are shown red:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgezO45tp08a1tL6sm88JJtc04uftYU22NN4XO2VkrQPUDpeRX-gHHmlxx3DpASlWMED1mM3Ji3l5DvYpdiYHtPv_iBIYZ2iSL7dEbRjmApoIfdUCfzPFVlenrgmqp7iUimHlDciO0A8pF3/s1600/seamset.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="125" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgezO45tp08a1tL6sm88JJtc04uftYU22NN4XO2VkrQPUDpeRX-gHHmlxx3DpASlWMED1mM3Ji3l5DvYpdiYHtPv_iBIYZ2iSL7dEbRjmApoIfdUCfzPFVlenrgmqp7iUimHlDciO0A8pF3/s200/seamset.png" width="200" /></a></div>
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Now if we deselected them, we select all edges again and then we unwrap the mesh: The <b>[U]</b> key, than <i>Unwrap</i> button:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTXknzWSn1pBC8r1-7-CUkjmZt1lYBzO11Ax7RQOQFZFpfOlBie0ee2nl9AW9xaHWwWnj2T7mlSZp5eGE2UhDRh8OuEc5Ro3IQVpMgLyb-Jp95hx136NblA6lJQzDMd0uudFGMtykNVStK/s1600/unwrmenu.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="125" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTXknzWSn1pBC8r1-7-CUkjmZt1lYBzO11Ax7RQOQFZFpfOlBie0ee2nl9AW9xaHWwWnj2T7mlSZp5eGE2UhDRh8OuEc5Ro3IQVpMgLyb-Jp95hx136NblA6lJQzDMd0uudFGMtykNVStK/s200/unwrmenu.png" width="200" /></a></div>
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Changed something? Yes, now blender has created an UV Map for the cube and set seams. To see it, we must reveal the UVImage editor by moving the 3DView symbol bar up:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsGNw_Pa3uKRQCV462tQLlm-5Vv-wPptoXDRasG9ZGZl_vKT3tSizSKEq5Ksceo1aL-vWFuJnOrcYZeq1Btd3J3QlE7CEENsp0lHXBD9v0NI6P-ksCMqzTkcv1shqv56g7dEYhuuLW312N/s1600/uvmap.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="121" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsGNw_Pa3uKRQCV462tQLlm-5Vv-wPptoXDRasG9ZGZl_vKT3tSizSKEq5Ksceo1aL-vWFuJnOrcYZeq1Btd3J3QlE7CEENsp0lHXBD9v0NI6P-ksCMqzTkcv1shqv56g7dEYhuuLW312N/s200/uvmap.png" width="200" /></a></div>
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The UVMap view displays how the texture given the cube will wrap around it, what parts of the picture would be shown where and how. But we can now even assign a test image and see the result in the 3DView. As test image we will use this one::<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhjT3KNTv_VArrGN2KUprkTa-gInTKAYD5WkrJBI6WNyiO0WmnXZfImAjgejI_3QZ4n5C1xOO1Xa2-AT9D-EZMJ6gp41DAsk2YOmBU-V4LPwHwmVECnjbm9bVhlucPROuYvaSF0GpMziXl/s1600/testimage.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhjT3KNTv_VArrGN2KUprkTa-gInTKAYD5WkrJBI6WNyiO0WmnXZfImAjgejI_3QZ4n5C1xOO1Xa2-AT9D-EZMJ6gp41DAsk2YOmBU-V4LPwHwmVECnjbm9bVhlucPROuYvaSF0GpMziXl/s1600/testimage.png" /></a></div>
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When we select the image in blender, it appears in the UVImage editor:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtaqAe6oSVabEdWcyS5m2qSAsZxWGFFcn92HYyf8m49M57QVW5KuWY415cO9lfQvsolDBvPZAaATzVtjN-uEkHz3JgSADsmfZvAUY10TW5Ou0LWNZlaWz07WNA77ZGowYkb1KdNKHXbaxg/s1600/opentimage.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="125" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtaqAe6oSVabEdWcyS5m2qSAsZxWGFFcn92HYyf8m49M57QVW5KuWY415cO9lfQvsolDBvPZAaATzVtjN-uEkHz3JgSADsmfZvAUY10TW5Ou0LWNZlaWz07WNA77ZGowYkb1KdNKHXbaxg/s200/opentimage.png" width="200" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnhsq9jDvWVa7rOcl4T0HXUyMvZCYLx6dWlwkH-yXMvwwUpq6-UrUyJLYnW2mLSwGgcaeUHdplG0YoRiiQrKxb-vVyoAL-8hOEIJ0zGIWlnkhw5UkSpWEkrzegxViHhyphenhyphenCMZ5_QH11iC5bH/s1600/timageopen.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="125" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnhsq9jDvWVa7rOcl4T0HXUyMvZCYLx6dWlwkH-yXMvwwUpq6-UrUyJLYnW2mLSwGgcaeUHdplG0YoRiiQrKxb-vVyoAL-8hOEIJ0zGIWlnkhw5UkSpWEkrzegxViHhyphenhyphenCMZ5_QH11iC5bH/s200/timageopen.png" width="200" /></a></div>
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But not on the mesh cube in the 3DView editor. To see the image also there, we have to select the texture shading: <br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgiWOe1T460cRzROCwTQ7Djwpb_AlkSYNkM8ktURb4Cq442VZ6RLZRWR-Z2qK-9tYJsgS6q1Y91QsZMNYNS3NglQhOqNKH11niB0jXM11CqZA0j92ywSY68eSh0nMxtIRUZ7-82M2KJ3q0Y/s1600/seltshdng.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="130" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgiWOe1T460cRzROCwTQ7Djwpb_AlkSYNkM8ktURb4Cq442VZ6RLZRWR-Z2qK-9tYJsgS6q1Y91QsZMNYNS3NglQhOqNKH11niB0jXM11CqZA0j92ywSY68eSh0nMxtIRUZ7-82M2KJ3q0Y/s200/seltshdng.png" width="200" /></a></div>
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While inspecting the cube we can see that some faces are dark. Reason: The light of the (in last tutorial hidden) lamp falls at that faces in a bad angle or not reaches them at all, leaving the faces black. There are two solutions for that problem: We can add another light source to shine at the dark faces.<br />
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A simpler but radical one is deleting the hidden lamp. If there is no light source in the scene, blender seems to use a default light which is not directed and lights all faces of the cube perfectly. I guess otherwise the scene would be black and we would not know where to put the first light.<br />
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However, deleting the lamp is easy: Right-click it in outliner and then hit ‘Delete’ button in menu. If the cube became deselected, please select it again and enter the edit mode:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRQrTgN0lqkoaQPgKUivsgBaMpkeT0cOzpiGf9nbcAX7Z9PQ2d97SBkUEhUeRdTZ8hj5ch9rcU2v5v7TkUYdAmyI2llu6_XPt4IDR82-2qkBS-SLXvoI_ZgD_rsKmXKZb1BgK_c4CvOwp7/s1600/light.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="121" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRQrTgN0lqkoaQPgKUivsgBaMpkeT0cOzpiGf9nbcAX7Z9PQ2d97SBkUEhUeRdTZ8hj5ch9rcU2v5v7TkUYdAmyI2llu6_XPt4IDR82-2qkBS-SLXvoI_ZgD_rsKmXKZb1BgK_c4CvOwp7/s200/light.png" width="200" /></a></div>
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Now we can look around the cube and inspect every face: <br />
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<div class="separator" style="clear: both; text-align: center;">
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<b>Info</b>: There are two ways to rotate the 3D view around the scene, i.e. the cube in this case. The first way is using the middle mouse button, or with mouse emulation the left mouse button while holding <b>[Alt]</b> key.<br />
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Alternatively we can use the num pad buttons: The <b>[n1]</b>, <b>[n3]</b> and <b>[n7]</b> keys switch to the front, right and top views respectively. The <b>[Strg+n1]</b>, <b>[Strg+n3]</b> and <b>[Strg+n7]</b> keys switch to the back, left and bottom views respectively. The <b>[n5]</b> key switches between the perspective and orthogonal views. Finally, the <b>[n4]</b>, <b>[n2]</b>, <b>[n6]</b> and <b>[n8]</b> keys rotate the view around the scene.<br />
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However, we can see now that every face of the cube displays another segment of the assigned image. This is different to how the system box displays the images; the system box displays the full image if it is not scaled. To achieve the same effect with the mesh cube, we must maximize the UVMap of every face, making so the UVMaps of the faces overlap.<br />
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First we deselect the UVMap (press <b>[A]</b> key while the pointer is in the UVImage Editor, so the UVMap turns white, not orange.) Than we ensure the vertex selection in the UVImage editor is active. <br />
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Finally we switch two important settings on: ‘<i>Snap to Pixels</i>’ and ‘<i>Constrain to Image Bounds</i>’. Now if we move selected vertexes in the UV map, we can't move them out of image area (constrained) and the coordinates wil never become something ugly like 0.00000125:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5ZBhH_kl6bmlws5qzdOFe22d2a2LHSwy_rvuZYQZcuguDfnZmPQEJDcHyaJD5xHV2TVKFZmmOXYuY_W0wIk6J8OjS-4i840z89DLrTuQASSiUBcER1z6qjQbbDdbB_ZlgcJJkRS8UGGT-/s1600/constrant.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="143" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5ZBhH_kl6bmlws5qzdOFe22d2a2LHSwy_rvuZYQZcuguDfnZmPQEJDcHyaJD5xHV2TVKFZmmOXYuY_W0wIk6J8OjS-4i840z89DLrTuQASSiUBcER1z6qjQbbDdbB_ZlgcJJkRS8UGGT-/s200/constrant.png" width="200" /></a></div>
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Now we return to the 3DView editor, there we activate the face selection, deselect the cube and select a single face, e.g. front. The UVMap only shows now the single rectangle giving the image area mapped to the selected cube face. The goal now is to make this face to use the whole image.<br />
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To do so we select a vertex, e.g. left lower one (right click on it.) The vertex has the coordinate <b>(64, 64)</b>. We can change the coordinate by hand to <b>(0, 0)</b> or simply press the <b>[G]</b> key (translation operation) and pull the vertex to the left lower image corner:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhflI23_Jx28Thv_IkWPkZlUj5GPLFYnsAnH_qdYkNFL9EeR-9vOprDL5W3oMzC8ILDVKOdqnJOV-ylmw4ceoB2LW84IS4242E31LOYLKPPSDj1SzQgfb-kDDdexRPd6Sz5wBWC2Klt-1ws/s1600/sellbvertx.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="112" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhflI23_Jx28Thv_IkWPkZlUj5GPLFYnsAnH_qdYkNFL9EeR-9vOprDL5W3oMzC8ILDVKOdqnJOV-ylmw4ceoB2LW84IS4242E31LOYLKPPSDj1SzQgfb-kDDdexRPd6Sz5wBWC2Klt-1ws/s200/sellbvertx.png" width="200" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivKco6fyjAPa0PDmTKbuHdkKYITnsf-xcSH_d_dDoLxNu-L6UJWyLFqm7bqZWvYY4H1NxF4h3YO76mZkO-64pbCsz3bDsapu2E1WVW2oT_GxHp4-buLPK47qHinPeahddMEOOV56Hw-lfc/s1600/mvdlbvertx.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="112" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivKco6fyjAPa0PDmTKbuHdkKYITnsf-xcSH_d_dDoLxNu-L6UJWyLFqm7bqZWvYY4H1NxF4h3YO76mZkO-64pbCsz3bDsapu2E1WVW2oT_GxHp4-buLPK47qHinPeahddMEOOV56Hw-lfc/s200/mvdlbvertx.png" width="200" /></a></div>
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The same operation we repeat with each other vertex until the UVMap of the selected face is maximized. After it is done, we deselect the UVMap so no vertex is selected:<br />
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<b>Important</b>: After the face is done we should deselect the UVMap before working on the next face, otherwise the still selected vertexes move with visibly selected, causing us some work and frustrations later.<br />
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So, we deselect the UVMap of the current face of the cube, than deselect the cube and select it’s another face and repeat the work, than next face and so on, until all six faces are done. After this is done, we can select the whole cube and look at the UVMap, it should show only a single rectangle like this (in fact these are six rectangles at same place):<br />
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If your result is like in the picture, you are done with this step. <br />
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<b>3.3. Separating the mesh faces</b><br />
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Now we make the mesh cube to have six independent faces, not just one: When we upload the cube to SL, we would realize, although we can give the cube an image now, the image will appear at each face of the cube, selecting a separate image for each face is not possible – because the cube has in fact a single face. Also scripts would see only this face with number 0.<br />
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The final step in our project is changing that. Before we can start with it, we have to open the materials tab: We minimize the properties panel and enlarge the outliner panel (both by moving the border), than we can see the symbol for the materials tab and click on it:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxuQP9rgLKdoAPW3m207y753XYgtu5EdyV0MFfxPxvY4T2D4xnyPcUdOMfkW3Cyx6OKiuemJOiFALCX_3MVHWaNtmhlcDACyktO2mv570IKPDis9FpsIlRWHmKKcBgwJqRzHqAGRlfMxOn/s1600/openmtab.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxuQP9rgLKdoAPW3m207y753XYgtu5EdyV0MFfxPxvY4T2D4xnyPcUdOMfkW3Cyx6OKiuemJOiFALCX_3MVHWaNtmhlcDACyktO2mv570IKPDis9FpsIlRWHmKKcBgwJqRzHqAGRlfMxOn/s200/openmtab.png" width="200" /></a></div>
<br />
Now we should take a break and remember the order of the system cube faces. The order defines under what number the script access what face. The face order was:<br />
<br />
<div style="text-align: center;">
Positive Z – negative Y – positive X – positive Y – negative X – negative Z.</div>
<br />
This is the order we assign materials to the faces. Back to the project. The cube has six faces, so we need six materials. We now create six materials slot by hitting the plus symbol right to the empty slot list. The slots appear empty, we select the first of them and push the ‘New ‘ button below the list:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjiV4SUdOl6ho2G3sduD9ETvjbzw-saCcWZ-Rhca1HvchsWo1DxQyBgedJzGFaEJQ_Gl3zFuYKjarSLyZTJU66XBMWU43Wa9KM0GbgXhRCw234RNBQla9g0U3ckEgziS_ZyoTiub7xniymG/s1600/crt6slots.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjiV4SUdOl6ho2G3sduD9ETvjbzw-saCcWZ-Rhca1HvchsWo1DxQyBgedJzGFaEJQ_Gl3zFuYKjarSLyZTJU66XBMWU43Wa9KM0GbgXhRCw234RNBQla9g0U3ckEgziS_ZyoTiub7xniymG/s200/crt6slots.png" width="133" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEBmWDsh4WH1L5Curk8p9b6FnGfNq5wxFa-ayhvTIrxm_F05nrSrY5in11vFpS463iLyAqe6Ked0pL4Ya1oYzWjsAyJa2qqKksQI8j9dAz0oshIGAmGEJFlbCiyOBasY0YDn4iSagFfT7Z/s1600/addmatbutton.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEBmWDsh4WH1L5Curk8p9b6FnGfNq5wxFa-ayhvTIrxm_F05nrSrY5in11vFpS463iLyAqe6Ked0pL4Ya1oYzWjsAyJa2qqKksQI8j9dAz0oshIGAmGEJFlbCiyOBasY0YDn4iSagFfT7Z/s200/addmatbutton.png" width="133" /></a></div>
<br />
Blender creates a new material for the selected slot. We should rename each material so we can recognize it. The name is not important, important is the number of the material slot and what face it is assigned. <br />
<br />
We select a name schema that describes the name of the face, the material is meant to, the face axis and axis direction, e.g.‘top (pos x)’. Than we can or even should give the material a distinct color, we use the axix color, i.e. blue for z axis, and the intensity: 0.5 for negative side, 1.0 for positive side:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijlKCpZGJTHHQP3RFfcIvwzpUuh9ywnEbOQerUhxzGUA1boN7JkEoDGF8JMmrEVLfXHN6xch0nO8Pmfh82QL0i2Weq2_5-hp77nYKMYLQjursJo9ygrevU0yg5DpJdP93Yf-GEh4chtlmi/s1600/newmaterial.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijlKCpZGJTHHQP3RFfcIvwzpUuh9ywnEbOQerUhxzGUA1boN7JkEoDGF8JMmrEVLfXHN6xch0nO8Pmfh82QL0i2Weq2_5-hp77nYKMYLQjursJo9ygrevU0yg5DpJdP93Yf-GEh4chtlmi/s200/newmaterial.png" width="80" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-4IRnTu4M1l3XRV1RQ82WC7NO5DHPOusoXL8iGRmfcwnIbCUy5au2KF-oZzIaq315P8CKPnrt4wTGRcrCdZNJNHz1mt-NqJ7GetadgPKxlhhxSEc-2WtTlqv8a-RnZ2fTasmx9_3ubbm3/s1600/setcolor.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-4IRnTu4M1l3XRV1RQ82WC7NO5DHPOusoXL8iGRmfcwnIbCUy5au2KF-oZzIaq315P8CKPnrt4wTGRcrCdZNJNHz1mt-NqJ7GetadgPKxlhhxSEc-2WtTlqv8a-RnZ2fTasmx9_3ubbm3/s200/setcolor.png" width="80" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWSfwaRE0eE7nhLt_7HDYQjhGTgVyC9aBB0VcaiSNfnaPtMJ7Tn9QYcyu0xBaxJYW7q5-v83-CvkQHC9viIewyJOoMXgJNChyphenhyphenxQXABxZjbg_ZDu4tY7_DmPefC8FpOI1jRQF76Hhuq6RGN/s1600/colorset.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWSfwaRE0eE7nhLt_7HDYQjhGTgVyC9aBB0VcaiSNfnaPtMJ7Tn9QYcyu0xBaxJYW7q5-v83-CvkQHC9viIewyJOoMXgJNChyphenhyphenxQXABxZjbg_ZDu4tY7_DmPefC8FpOI1jRQF76Hhuq6RGN/s200/colorset.png" width="80" /></a></div>
<br />
Than we repeat the same for further materials: Select the empty slots, than add material, than rename and recolor the material. The LSL face numbers, slot numbers and material names are:<br />
<ul>
<li>Face 0 (slot 1) – <i>top (pos z)</i> – light blue</li>
<li>Face 1 (slot 2) – <i>front (neg y)</i> – dark green</li>
<li>Face 2 (slot 3) – <i>right (pos x)</i> – light red</li>
<li>Face 3 (slot 4) – <i>back (pos y)</i> – light green</li>
<li>Face 4 (slot 5) – <i>left (neg x)</i> – dark red</li>
<li>Face 5 (slot 6) – <i>bottom (neg z)</i> – dark blue</li>
</ul>
This is how it looks like if we prepare all materials:<br />
<br />
<ul>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_xsDB_XzfY__7yiylRbK91fgrzpqDeXL8RNnmlCJLorbHOhDn7L-OTYi3Vg6lIsn3kSEX-pv9Uv33DG5tuPviXp87oyvJIr1fHkU6sEHb63EP0fGzsWtIC7EPw-Vyp-gpIHsTf-39Tyi1/s1600/materialsset.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_xsDB_XzfY__7yiylRbK91fgrzpqDeXL8RNnmlCJLorbHOhDn7L-OTYi3Vg6lIsn3kSEX-pv9Uv33DG5tuPviXp87oyvJIr1fHkU6sEHb63EP0fGzsWtIC7EPw-Vyp-gpIHsTf-39Tyi1/s200/materialsset.png" width="80" /></a></div>
<br />
After all materials are prepared, we can assign them to faces in the correct order. Here we benefit from the chosen material names. We ensure the 3DView editor is in face selection, and activate the wireframe shading. Now we select the top face and the material named ‘top’. Than hit the <i>Assign </i>button in the material editor:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihpO5M4ehW6kIyAhY97MgWDkRyJ5C0vzqtVIEKenK6LtNtJ5FgsmW-VoQMRhiFrtX9foz_bUfXfFm0Bm3wZ1ha_L_xRCXo0J7BrtWtYydxvi4t0JuBfO8S2mp0dTplszBXRoJQ-bZ72q70/s1600/assigntop.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="121" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihpO5M4ehW6kIyAhY97MgWDkRyJ5C0vzqtVIEKenK6LtNtJ5FgsmW-VoQMRhiFrtX9foz_bUfXfFm0Bm3wZ1ha_L_xRCXo0J7BrtWtYydxvi4t0JuBfO8S2mp0dTplszBXRoJQ-bZ72q70/s200/assigntop.png" width="200" /></a></div>
<br />
Than we select another face, the material meant for the face and hit <i>Assign </i>button again, and so on until all materials are set. To test if we did everything good, we have two possibilities: If we select a face in the 3DView editor, blender selects the assigned material, so we can see if this is right one. Another way is to deselect the cube, select a material and the ‘Select’ button in the material editor, blender selects the face the material is assigned to:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXddbAamTk0hSoAFMDCdwExwxSqUI445Q-T9hSsHgqdubsfZxzZfG07rOm5JMl2PcCqhJNJcscSYZxw1JxX83Gl6DrJvf9QGZnlX9N1RMjBzeye4P06RqGdEzzILZYW8mw9ISPq9ndFz96/s1600/selectback.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="121" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXddbAamTk0hSoAFMDCdwExwxSqUI445Q-T9hSsHgqdubsfZxzZfG07rOm5JMl2PcCqhJNJcscSYZxw1JxX83Gl6DrJvf9QGZnlX9N1RMjBzeye4P06RqGdEzzILZYW8mw9ISPq9ndFz96/s200/selectback.png" width="200" /></a></div>
<br />
The third way to test material assignment give us the colors we have given to materials. If we switch the 3DView to the solide shading, the faces turn into material colors, so we just can take a look to see if the faces have correct materials set:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiF1HUVtiWv5fpPsSdpbwZE5mZVHibQfzM3GilX39zxYPDendGsIf1ZI3xIwWhYaTlC9IKrJ6uJzpLSzKLk6kOdqw_wtjpjR-KtMEItxT_jsS2qhlxFJ-GxA8qpMeYFcMOmv0QzkTtF-r7D/s1600/colorcheck.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="121" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiF1HUVtiWv5fpPsSdpbwZE5mZVHibQfzM3GilX39zxYPDendGsIf1ZI3xIwWhYaTlC9IKrJ6uJzpLSzKLk6kOdqw_wtjpjR-KtMEItxT_jsS2qhlxFJ-GxA8qpMeYFcMOmv0QzkTtF-r7D/s200/colorcheck.png" width="200" /></a></div>
<br />
After everything is checked to be ok, we are done with this step. We can export the cube as collada file so we can upload it to SL, the menu 'File/Export/Collada'.<br />
<br />
<b>3.4. Uploading and inworld test</b><br />
<br />
Now we upload the mesh cube to SL and take the final look at it. Uploading mesh is bound on two requirements by LL: You must set your payment info on file and run a mesh tutorial, so LL knows you know what is right and what not by creating mesh content, and once you uploaded an illegal content LL knows how to reach you. But since our cube is neither grabbed from internet nor uses trademarks, it is definitely legal.<br />
<br />
<b>Tip</b>: Before you upload mesh in main grid (Agni), test your build in the beta grid (Aditi.) This way you not lose money while correcting mistakes. Once you are satisfied, you can upload your model in main grid.<br />
<br />
The cube has a very simple geometry. So it is not very wrong to upload it with maximum quality: Using the same model for all levels of detail. The MeshBox in GlasBox packages will be upload this way.<br />
<br />
Last check. Here is how our mesh cube looks inworld when directly rezzed. The faces even keep the material colors, so we can check again if we set right materials.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg22PKIO1C66IDp0v2YYCXj7pUvGVNaQswcWQgUfVkn7sQ2tBOqOST4aXsCYT0gxwB5h_YHVERnCq5-aSlYgPdxMSnEcymaKLT6vaO4SdLCfe7zgHfBAiikh1yu6WPpX203EXoLL4XxmuHL/s1600/meshcolor.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="133" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg22PKIO1C66IDp0v2YYCXj7pUvGVNaQswcWQgUfVkn7sQ2tBOqOST4aXsCYT0gxwB5h_YHVERnCq5-aSlYgPdxMSnEcymaKLT6vaO4SdLCfe7zgHfBAiikh1yu6WPpX203EXoLL4XxmuHL/s200/meshcolor.jpg" width="200" /></a></div>
<br />
And here if we use the script from the section 2. I think the goal is reached:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3e78nMqe6pC9hQf9BjIbyXs2oChFFMnxgrLaQI2JskgDfSG8hqsQQN5sODZ6SCRese20JGN1E8OoXH8XnT0vzTMebQ7tGKv-RHcC1T67iwwRQQs4dB4zw5QwX3y-2tQfL34-Ohlg1hp1X/s1600/meshbox.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3e78nMqe6pC9hQf9BjIbyXs2oChFFMnxgrLaQI2JskgDfSG8hqsQQN5sODZ6SCRese20JGN1E8OoXH8XnT0vzTMebQ7tGKv-RHcC1T67iwwRQQs4dB4zw5QwX3y-2tQfL34-Ohlg1hp1X/s200/meshbox.jpg" width="200" /></a></div>
<br />
That’s all at the moment. Hope you liked so much text and pictures :)<br />
<br />
<div style="text-align: right;">
Next part: <a href="http://jennassl.blogspot.de/2012/11/glassbox-tutorial-part-4.html">GlassBox</a></div>
Jenna Feltonhttp://www.blogger.com/profile/12622565854448382838noreply@blogger.com0tag:blogger.com,1999:blog-2009029641306507802.post-17538278963191315822012-11-22T07:36:00.000-08:002012-11-22T13:01:13.464-08:00PrimBox (GlassBox tutorial, part 2)In this step we want investigate the face order of the system box (used by scripts) and orientation of textures shown on the faces (used by designers.)<br />
<a name='more'></a><br />
<br />
This is because we need a visual replacement for a system box. This step requires no meshing, we simply rezz the system box and put this script inside:<br />
<br />
<span style="font-family: "Courier New",Courier,monospace; font-size: small;"><span style="color: purple;">default</span> {</span><br />
<span style="font-family: "Courier New",Courier,monospace; font-size: small;"> <span style="color: blue;">state_entry</span>() {</span><br />
<span style="font-family: "Courier New",Courier,monospace; font-size: small;"> <span style="color: purple;">llSetTexture</span>(<span style="color: #38761d;">"4dcd62fc-a155-9701-8742-290e3ddab1da"</span>, 0);</span><br />
<span style="font-family: "Courier New",Courier,monospace; font-size: small;"> <span style="color: purple;">llSetTexture</span>(<span style="color: #38761d;">"5b0feec6-c238-b0e5-7b28-f94df3912cc9"</span>, 1);</span><br />
<span style="font-family: "Courier New",Courier,monospace; font-size: small;"> <span style="color: purple;">llSetTexture</span>(<span style="color: #38761d;">"089fe7b6-a04b-366a-5a8c-3173cbd4ef25"</span>, 2);</span><br />
<span style="font-family: "Courier New",Courier,monospace; font-size: small;"> <span style="color: purple;">llSetTexture</span>(<span style="color: #38761d;">"47465ae9-0be7-4eff-8bc1-ea04f673558b"</span>, 3);</span><br />
<span style="font-family: "Courier New",Courier,monospace; font-size: small;"> <span style="color: purple;">llSetTexture</span>(<span style="color: #38761d;">"f9593b54-6544-2fe8-abdc-f994bfbec109"</span>, 4);</span><br />
<span style="font-family: "Courier New",Courier,monospace; font-size: small;"> <span style="color: purple;">llSetTexture</span>(<span style="color: #38761d;">"1b59fe97-06f9-ac11-9490-9f89ceac2880"</span>, 5);</span><br />
<span style="font-family: "Courier New",Courier,monospace; font-size: small;"> }</span><br />
<span style="font-family: "Courier New",Courier,monospace; font-size: small;">}</span><br />
<br />
The script assigns the face with LSL number 0 a texture showing the number 0, the face with number 1 a texture showing the number 1 and so on. The textures show also tiny numbers in background preventing to read the image upside-down (possible only by the number 0 actually.)<br />
<br />
Now we simply have to look at the box from every side:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixaAIFDPDHh3GYevE7XDHgkP_WH7DvrPLsN8_Jkv9RMlOrLd8S2Bg1D9V91nzyU9aRaoxU2u9d3nxytFZ7QHRIOOb8kudhKevc1ukXkZl9GRz4zq-ukL7D4xu5fugZC1etVYr-MFDrz8BD/s1600/sysbox.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixaAIFDPDHh3GYevE7XDHgkP_WH7DvrPLsN8_Jkv9RMlOrLd8S2Bg1D9V91nzyU9aRaoxU2u9d3nxytFZ7QHRIOOb8kudhKevc1ukXkZl9GRz4zq-ukL7D4xu5fugZC1etVYr-MFDrz8BD/s200/sysbox.jpg" width="200" /></a></div>
<br />
<br />
The result: <br />
<br />
<ul>
<li>The faces 1 to 4 wrap the box around the z axis and have vertical texture orientation.</li>
<li>The faces 0, 1 and 5 wrap the box around the x axis and keep the vertical texture orientation when the box is rotated around the x axis.</li>
</ul>
<br />
This labels the face 1 (the <span style="font-size: x-small;"><span style="font-family: "Courier New",Courier,monospace;">negative </span></span>y) to be special: If we look at this face and rotate the box around x or z axis, we see the texture vertically oriented. Hence we assume this face to be <b>front</b> and label others by <b>left</b>, <b>right</b>, <b>back</b>, <b>top</b> and <b>bottom</b> in respect of that.<br />
<br />
Now we have all we need to make a meshed replacement for the system box.<br />
<br />
<div style="text-align: right;">
Next part: <a href="http://jennassl.blogspot.de/2012/11/meshbox-glassbox-tutorial-part-3.html">MeshBox </a></div>
Jenna Feltonhttp://www.blogger.com/profile/12622565854448382838noreply@blogger.com0tag:blogger.com,1999:blog-2009029641306507802.post-28967630968632096902012-11-22T06:51:00.001-08:002013-03-07T10:35:08.731-08:00Mesh tutorial: GlassBoxHello again<br />
<br />
Today i start a tutorial that will take again a few posts. But first a few words about what is this tutorial is about.<br />
<br />
<b>The mission</b><br />
<br />
One day while playing with design of my product boxes I realized that surrounding a box with a second, decorative one is a pretty nice improvement:
<br />
<a name='more'></a><br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTtglr8UFuqg92-JVl1um2vANh6XCe4HV3IejReajzs3ckQCLoS1WBEu5gDzttjnibpNf9nN7DpTaLWRO9F2Wq_HlNvsbqJROguxe2vz0xsNyXYt7LZZ9bGTWb9exltaOYwjAD2_MnknZr/s1600/mission.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="113" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTtglr8UFuqg92-JVl1um2vANh6XCe4HV3IejReajzs3ckQCLoS1WBEu5gDzttjnibpNf9nN7DpTaLWRO9F2Wq_HlNvsbqJROguxe2vz0xsNyXYt7LZZ9bGTWb9exltaOYwjAD2_MnknZr/s200/mission.jpg" width="200" /></a></div>
<br />
You can imagine making the surrounding box a glass or ice cube, perhaps with logos and transparent areas. This solution has a small disadvantage: It uses two prims. That’s not much but with a box using 2 prims you can sooner run out of prim limits than with a box taking one prim. And imagine you had a quite number of customers who dropped the boxes and forgot about them.<br />
<br />
Ok, what to do? By changing the physic shape of prims we can suppress the land impact of two linked boxes to 1.3, but with scripts inside (those that unpack), the land impact increases, so we always stay over 1. The final solution was using a single meshed object instead of two system boxes: A system box (the old wooden box) uses 18 triangles for every face, while a mesh box uses just 2 triangles per face. The fewer triangles a prim has the less land impact it produces.<br />
<br />
In this tutorial we will mesh an object that looks like a box inside another like in a picture above. The object will have land impact below 1, so we can rezz it as often we can do it with old product boxes. <br />
<br />
The inner box will have 6 faces taking different textures. As long we not want to cut and hole the prim we should see no difference to using a system box, neither scripts should see any. The outer box will use two remaining faces (a mesh can have at last 8 faces) to display the cover texture.<br />
<br />
<b>Content</b><br />
<ol>
<li><a href="http://jennassl.blogspot.de/2012/11/mesh-tutorial-preparing-blender.html">Preparing blender</a></li>
<li><a href="http://jennassl.blogspot.de/2012/11/primbox-glassbox-tutorial-part-2.html">PrimBox</a></li>
<li><a href="http://jennassl.blogspot.de/2012/11/meshbox-glassbox-tutorial-part-3.html">MeshBox</a><br />
3.1 Mesh cube<br />
3.2 Attaching UV Map<br />
3.3 Separating faces<br />
3.4 Uploading and inworld test</li>
<li><a href="http://jennassl.blogspot.de/2012/11/glassbox-tutorial-part-4.html">GlassBox</a><br />
4.1 GlassBox mesh<br />
4.2 Extending faces<br />
4.3 Extending UV Map<br />
4.4 Inworld test<br />
4.5 Naming system<br />
4.5.1 Front side view<br />
4.5.2 Side view<br />
4.5.3 Box to glass ratio: Numbers in package name<br />
4.5.4 Mesh depth value, last number in the mesh name
<br />
4.6 Mesh series</li>
<li><a href="http://jennassl.blogspot.de/2012/12/texture-repeater-glassbox-tutorial-part.html">Texture Repeater</a><br />
5.1 Repeater script<br />
5.2 Script usage<br />
5.3 Mesh usage<br />
5.4 GlassBox packages</li>
<li><a href="http://jennassl.blogspot.de/2013/01/open-glass-box-glassbox-tutorial-part-6.html">Open glass box</a><br />
6.1 Geometry<br />
6.2 UV Map<br />
6.3 Face order<br />
6.4 Inworld test</li>
</ol>
We will near the goal in stages. First we inspect the faces of a system box. Then we mesh a replacement for the system box. And in last step (later post) we add the decoration box around it. The stages are given in different posts each, I will link them here than.<br />
<br />
<b>Release note: </b><br />
<br />
The tutorial was written over monts now (from november 2012 to januar 2013) so the parts may be not fully n sync, despite my attempts to keep them in sync. Over the writing time i also had to correct uv mapping of the packaged meshes (they are in version 1.2 now, although the 1.0 was not released) so the introduced meshes are not exactelly that was you find in the package but very close. Hovewer, because this tutorial aims the goal to show how you can make your own glass boxes, it must not be in exact sync with the glass boxes i release.<br />
<br />
You can find them here on SL Marketplace:<br />
<ul>
<li><a href="https://marketplace.secondlife.com/p/GlassBox-package-q60c20/4512729" target="_blank">Package q60c20</a>,</li>
<li><a href="https://marketplace.secondlife.com/p/GlassBox-package-q80c10/4512728" target="_blank">Package q80c10</a> and</li>
<li><a href="https://marketplace.secondlife.com/p/GlassBox-package-q90c05/4512730" target="_blank">Package q90c05</a> </li>
</ul>
<br />
<br />
Waving<br />
JennaJenna Feltonhttp://www.blogger.com/profile/12622565854448382838noreply@blogger.com0tag:blogger.com,1999:blog-2009029641306507802.post-35693689999471762962012-11-15T12:12:00.002-08:002012-11-15T13:26:30.794-08:00Mesh tutorial: Preparing blenderHello again!<br />
<br />
This tutorial is written because I started to mesh simple objects for my projects and I think it is a good idea to show people how I did them. I also planned to release packs containing a quite number of meshes. I will also give tutorials how I made that meshes, so you can only make one or two if you not need a pack, or make a bit different meshes.<br />
<a name='more'></a><br />
<h4>
1. Download and installation</h4>
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So, all meshes are made with blender, which is free, and once you got it you can make simple objects fast and easy. The new versions of blender are also easier to learn, although still not perfectly intuitive. This is also why my tutorials – to help learn blender. I am using the blender 2.64 by now, and hence write tutorials for this version. Gab it here:<br />
<br />
<a href="http://www.blender.org/" target="_blank">www.blender.org</a><br />
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The installation should be familiar to all who had installed something, so I skip explaining it. After installation you can start blender, after it load the workbench it opens splash screen. If you close it you see the blender screen like this:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDRS0IhEEhimG829E1K6-qIRk0p-LF0q0rVTdJx3NYu6lJ2Kvy4hw0kZ8GnH0VRiTSBYlKXMmbRpShB4Rv8nE9fPbcr435x9pGBb0RLv3BVrEzJoCD4pSH_rBmQnPeJCn0hxAyto51pyPZ/s1600/start.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="121" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDRS0IhEEhimG829E1K6-qIRk0p-LF0q0rVTdJx3NYu6lJ2Kvy4hw0kZ8GnH0VRiTSBYlKXMmbRpShB4Rv8nE9fPbcr435x9pGBb0RLv3BVrEzJoCD4pSH_rBmQnPeJCn0hxAyto51pyPZ/s200/start.png" width="200" /></a></div>
<h4>
2. Adjusting preferences</h4>
<br />
The first thing to adapt is the blender preferences. Actually it is a big field of settings, but I myself changed just one. My mouse has only two buttons and a wheel which works pretty well as wheel and pretends being a middle button – I can click it, but using it as a button is quite a pain. If your mouse has a middle button, than you can skip this section.<br />
<br />
Blender uses the middle mouse button very, very widely. Fortunately blender also allows emulating it, and this is what we activate now: Press <b>[Ctrl+Alt+U]</b> and then scroll to the <i>Input</i> page, then you can select the check box Emulate 3 Button Mouse:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhECzZCu5DQrdHKiGMrCHGK6GDLr9K1_PhBkSqy74ltMud7yOnKHHabmLe_WSq9vnQYTp6K9Do_95hjNrAEIBDu_6JFZl-qSwb0bqzznltKJF3fsDvV3xbrU_MPZRLL2xqm-pIhDbVw8ZaW/s1600/prefs.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="126" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhECzZCu5DQrdHKiGMrCHGK6GDLr9K1_PhBkSqy74ltMud7yOnKHHabmLe_WSq9vnQYTp6K9Do_95hjNrAEIBDu_6JFZl-qSwb0bqzznltKJF3fsDvV3xbrU_MPZRLL2xqm-pIhDbVw8ZaW/s200/prefs.png" width="200" /></a></div>
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Now if the [Alt] key is held the left mouse button turns to the middle mouse button. However, this may have unexpected side effects in windows itself: If you use multiple keyboard layouts, please check that you cannot change them via combination of <b>[Ctrl]</b>, <b>[Alt]</b> and <b>[Shift]</b> keys: With the activated button emulation you will press a combination of this keys very often and make windows to select keyboard layout.<br />
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<h4>
3. Adjusting screen</h4>
<br />
Next thing is to change the set of editors, blender displays on start, the screen. The lowest section takes the Timeline editor, needed only to render an animation. I am not planning to do so, so I replaced this editor by UVMap editor which I need more often and which sometimes needs a full screen width. Here how I put it here and now I suggest doing the same:<br />
<br />
At the left lower edge of the timeline editor you can find a selector. Hit it please and you’ll see a menu, in this menu select please the UVMap editor, called ‘UV/Image Editor’ in blender.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhujE5-rTCVaBNOrz-QTssZOQpICI3HqMQ3jnGqx8orJ_0j3iEeW26NGPXANVaNVWgOTRaTk3gr3grVzWuvHyfgoZgwCvnIlMpjioH7DueLEcZYip7mANHBvEOURiUhZfnzn-DQxa4m8NZn/s1600/uvmselector.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="121" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhujE5-rTCVaBNOrz-QTssZOQpICI3HqMQ3jnGqx8orJ_0j3iEeW26NGPXANVaNVWgOTRaTk3gr3grVzWuvHyfgoZgwCvnIlMpjioH7DueLEcZYip7mANHBvEOURiUhZfnzn-DQxa4m8NZn/s200/uvmselector.png" width="200" /></a></div>
<div style="text-align: center;">
<br /></div>
The Timeline editor is now replaced by UVMap editor. Now, since there is space you can make it a bit larger, and at left and right borders you can find tiny ‘+’ buttons, hit them to open additional panels, we will need them some times, at least the left panel with coordinate editors .<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1czo0bRBYhcUBkaBCL3nt8QnYvHZ_99jF1sp9ulcKiN5K-ehbSAgM8uCDch1X3F26lNVmmHKMMKQ6S7s8cmQ1wV9XLxf2DebtjzOncNi6emZxFNZDntmT85OecbRjYL1OdNyfbIr3kEc4/s1600/openuvm.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="121" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1czo0bRBYhcUBkaBCL3nt8QnYvHZ_99jF1sp9ulcKiN5K-ehbSAgM8uCDch1X3F26lNVmmHKMMKQ6S7s8cmQ1wV9XLxf2DebtjzOncNi6emZxFNZDntmT85OecbRjYL1OdNyfbIr3kEc4/s200/openuvm.png" width="200" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJz1XzLXtSD_ieNAKmMhjAuF0z-R0YugXCjW2E3XuwDRJAGsxC_KJ3YsT_PgJa71nLDyBCe41L_Ari7vQjg8Z_lFjZ3TnHQZVYy3N4UTD6e5z81UWuzJKJtzh0EhLcyW1MD81DIttuAZa7/s1600/uvmopen.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="121" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJz1XzLXtSD_ieNAKmMhjAuF0z-R0YugXCjW2E3XuwDRJAGsxC_KJ3YsT_PgJa71nLDyBCe41L_Ari7vQjg8Z_lFjZ3TnHQZVYy3N4UTD6e5z81UWuzJKJtzh0EhLcyW1MD81DIttuAZa7/s200/uvmopen.png" width="200" /></a></div>
<div style="text-align: center;">
<br /></div>
The UV Map editor is not always in use, if not needed, you can close the editor by moving down the lower border of the 3D view panel. Here I’d suggest enlarging the scene tree a bit and hiding camera and light – meshing for SL not needs them (I think).<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNLn8ntE8dr7IRXDDd8JuG9rbcwzEep2WVaUHbUzyIh6dFP1w6jVVWiNzJ9ZzQujW9AsJoF6UOGgVUj_1QoX68hgROJaOMEWMfNc0Ak0NlHElYPmlPAmcBp4SLmQkq6sKg46tc5mRsBvZ8/s1600/onlycube.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="121" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNLn8ntE8dr7IRXDDd8JuG9rbcwzEep2WVaUHbUzyIh6dFP1w6jVVWiNzJ9ZzQujW9AsJoF6UOGgVUj_1QoX68hgROJaOMEWMfNc0Ak0NlHElYPmlPAmcBp4SLmQkq6sKg46tc5mRsBvZ8/s200/onlycube.png" width="200" /></a></div>
<div style="text-align: center;">
<br /></div>
You surely noticed the tiny plus near the scene tree. Please hit it, it opens a properties panel where we need a settings at lower end: The ‘Backface Culing’ is under Display category, please check it active:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhpVHOPmrhAk8ZQY5qTLMzMZO5UL-XyWnh8_BrMnsy4Bm0VuRfnccM7dHovyQkFXMy5Fq5QkesXBCceEfgzUp1A70trUEUFXroYv2Qqn6zIFdLiSGciEst-y4t63_ptS52kAzy3brBmghv/s1600/bfculling.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="121" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhpVHOPmrhAk8ZQY5qTLMzMZO5UL-XyWnh8_BrMnsy4Bm0VuRfnccM7dHovyQkFXMy5Fq5QkesXBCceEfgzUp1A70trUEUFXroYv2Qqn6zIFdLiSGciEst-y4t63_ptS52kAzy3brBmghv/s200/bfculling.png" width="200" /></a></div>
<div style="text-align: center;">
<br /></div>
This option is very useful (or even important) for SL meshes: If activated, blender displays faces the same way SL displays them, i.e. the back sides of faces are not shown. Otherwise your meshes could look good in blender but bad in SL after upload.<br />
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Finally we delete the initial cube. We need mostly something else and will have to remove the cube than. Just put the mouse over the cube and hit <b>[Del]</b> key, than <i>Delete</i> button in menu.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhat5MU_vP1AWoBnJ17S3mGlOzevwApQbbGjRUiE-b3iGpOiKNeZTuWJ5LfQRUmazCPoG0NlC9ov3TujZ-IMhUqmmnG5c4v_E56zRHjyyCF4chIvqg0K-_WMGkNU86Kpm4MxTtBjfJvdWK/s1600/delcube.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="121" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhat5MU_vP1AWoBnJ17S3mGlOzevwApQbbGjRUiE-b3iGpOiKNeZTuWJ5LfQRUmazCPoG0NlC9ov3TujZ-IMhUqmmnG5c4v_E56zRHjyyCF4chIvqg0K-_WMGkNU86Kpm4MxTtBjfJvdWK/s200/delcube.png" width="200" /></a></div>
<div style="text-align: center;">
<br /></div>
Almost ready. Blender allows saving the current screen layout and select it from list of predefined layouts, so we must not prepare the blender workbench every time we want mesh something for SL doing the steps above. Here how to do that:<br />
<br />
First, we add a new screen layout that will take the layout definition – simply hit the plus symbol near the screen list. The new screen is called ‘Default.001’, because we copied the default screen. Than we rename the screen to something appropriate, say ‘Second Life’:<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_Otzi7WcPA01W5zCeTcSjsjeiM-89DGu3WuuxQPj_eGz1hac8FTypjKFiHnfejhmjMNXi0yXORSbuDGI2LJTrfddu3FrNYw23b357KmJ6CbVrfnxCRstlWux3ZGrqrtgLhvcP10V2DzJy/s1600/ready.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="121" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_Otzi7WcPA01W5zCeTcSjsjeiM-89DGu3WuuxQPj_eGz1hac8FTypjKFiHnfejhmjMNXi0yXORSbuDGI2LJTrfddu3FrNYw23b357KmJ6CbVrfnxCRstlWux3ZGrqrtgLhvcP10V2DzJy/s200/ready.png" width="200" /></a></div>
<div style="text-align: center;">
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If we close blender now and open again, the screen layout and the name is lost. In order blender keeps it we have to save the screen by pressing <b>[Ctrl+U]</b>.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4ceDWEL6utftFOXFXATBALp-uQWqI155hQzBFfUbTTA2bOKuzfq1wePGtXf3peEPxKNR5bslNGWLTi4j_NSU0dQle0xNJe5027JjKXTmoqd0gxOqDl0AyeQDw9KBY1zzkRu6kywqM0icS/s1600/storedef.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="121" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4ceDWEL6utftFOXFXATBALp-uQWqI155hQzBFfUbTTA2bOKuzfq1wePGtXf3peEPxKNR5bslNGWLTi4j_NSU0dQle0xNJe5027JjKXTmoqd0gxOqDl0AyeQDw9KBY1zzkRu6kywqM0icS/s200/storedef.png" width="200" /></a></div>
<div style="text-align: center;">
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That’s all . Now we can switch to the SL screen by selecting the name in the screen list, also if we start blender it appears in this screen.<br />
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Thank you for reading. However, I am not a blender expert. If you find errors, feel free to comment or send an IM inworld. I wil edit the post to add something important for next projects, too.<br />
<br />
Waving<br />
Jenna.Jenna Feltonhttp://www.blogger.com/profile/12622565854448382838noreply@blogger.com0tag:blogger.com,1999:blog-2009029641306507802.post-60465949097241017112012-11-13T18:37:00.001-08:002012-11-15T13:13:16.984-08:00JF Office Line and AirPenHello again and welcome to my blog!<br />
<br />
A long time nothing new happened here, but never mind, today I have to present something very new: A pen to write in air. Actually it starts a new product line which may have soon more than a single product but who knows. I called it ‘<b>JF Office Line</b>’.<br />
<a name='more'></a><br />
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Well, what is the AirPen? To say simple, it is just a stick to keep in hand. The stick is also a particle source, so when the avatar starts dancing, walking or simply moving somehow by AO, the pen starts to write figures in air that are kind of unique for the current avatar animation. Here a few examples of how it could look like<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5eJUkUQroTP3_1W7sityDTfDfAmRHb1YvshM08fHAiylYKZKASUXtfBGrbCgWPe9-83vBXR0646z2cYzKKpsBeXJxY0FmTIb8EuCot_ppBDan2gV8JgRHtFAlF6qwHiYKvZDGnO_2FEdm/s1600/Figure1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5eJUkUQroTP3_1W7sityDTfDfAmRHb1YvshM08fHAiylYKZKASUXtfBGrbCgWPe9-83vBXR0646z2cYzKKpsBeXJxY0FmTIb8EuCot_ppBDan2gV8JgRHtFAlF6qwHiYKvZDGnO_2FEdm/s200/Figure1.jpg" width="200" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEibTtvSbh5U-qrQik8fjLNSiv0jN6ASvvpRURoI_G43nOKGduYRYtrbVPFZcoBNIhHurR35B21wlIcdOf072HB_rSKiSt8dK8m8W7kquaAoaT0cMY5NH7mK4_UUY1gRImJJiL3yp-ndgiXT/s1600/Figure2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEibTtvSbh5U-qrQik8fjLNSiv0jN6ASvvpRURoI_G43nOKGduYRYtrbVPFZcoBNIhHurR35B21wlIcdOf072HB_rSKiSt8dK8m8W7kquaAoaT0cMY5NH7mK4_UUY1gRImJJiL3yp-ndgiXT/s200/Figure2.jpg" width="200" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbPtYfyFLJfa4-ydZdMQFyWHT6HASH7N0EH-juvLG3mIFd4seUND83Di9NEYUlO2MgVhk6-u8oNX7sxQwMvlaSy10m9qevHIyqgQCu0IR5WjJoAH7PkN_rf19blj21_o_IMLbnFoXcJ32l/s1600/Figure3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbPtYfyFLJfa4-ydZdMQFyWHT6HASH7N0EH-juvLG3mIFd4seUND83Di9NEYUlO2MgVhk6-u8oNX7sxQwMvlaSy10m9qevHIyqgQCu0IR5WjJoAH7PkN_rf19blj21_o_IMLbnFoXcJ32l/s200/Figure3.jpg" width="200" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQ1ANi37qwRYiYyhu0XsCZ_Agw22vAtq5s8vhShDzUJY9rd6iHTht0UZlQvo6IKXx7pb19UpJtgLEB2-4neXRFg0jwNEzvSdt7lOhlnZJdCCDV2mAgHWRpiHQPgl4MkpxGIXXZvBy0bAx-/s1600/Figure4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img a="a" border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQ1ANi37qwRYiYyhu0XsCZ_Agw22vAtq5s8vhShDzUJY9rd6iHTht0UZlQvo6IKXx7pb19UpJtgLEB2-4neXRFg0jwNEzvSdt7lOhlnZJdCCDV2mAgHWRpiHQPgl4MkpxGIXXZvBy0bAx-/s200/Figure4.jpg" width="200" /></a></div>
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Well, by now there is not much what were worth the 50L. What is special for this pen?<br />
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The particles are adaptive: You can edit the pen and make it 25cm tiny or 64 meters tall. As soon the size happens, the particles change the size keeping the ratio to the pen size, so the particles and thus the figures in air stay in ratio with the pen size.<br />
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Not only the pen size, also is the mine color modifiable. You make the mine red – the particles turn red. You make the mine blue – the particles turn blue. You make the mine glow – the particles start to emit light, too. However, not everyone loves editing objects, so the package has six pens inside in colors very popular in school: white, black, red, blue, yellow and green<br />
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<span style="font-family: inherit;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhn0UT6y4n5OO-YGHqIi_fl2Z4ffG5inu_gwLxE2RhBOFDxfn4w46U0d-cj3v2Wb8GLCbWqd5VoIMZHGIYEHo6lBPQOVXLqUBpr5TqOZx6_WnIdSRKp8V25OdwPeMRaIGeun0JS6WEPXjXn/s1600/PenSet.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhn0UT6y4n5OO-YGHqIi_fl2Z4ffG5inu_gwLxE2RhBOFDxfn4w46U0d-cj3v2Wb8GLCbWqd5VoIMZHGIYEHo6lBPQOVXLqUBpr5TqOZx6_WnIdSRKp8V25OdwPeMRaIGeun0JS6WEPXjXn/s200/PenSet.jpg" width="200" /></a></span></div>
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The pens were switched off in this picture. The pedestal shown here is a part of the next project which is not ready yet. So the pens are loosely shipped, not packaged like that. The picture should only display that the pen has edges with color matching the mine.<br />
<br />
This is not by accident but fully intended: The pen is a mesh while the mine and all six edges share the same prim face. So if you change the mine color, you change the color of every edge at same time. Here how the mesh looks like in blender:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<span style="font-family: inherit;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXm8wjK3TXT0N83l7l3xiZ2ppYhfgeQaUj_UBs1yyol6X6W7kYREJ0G2p-seN4mpLBhiNij5pjEx3wzrfz3qz35EeI7atSVKdIZVRwi9awS51oOTARXeFVrFZnvriQ4CBcEGKdroXp_xWM/s1600/Modell.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXm8wjK3TXT0N83l7l3xiZ2ppYhfgeQaUj_UBs1yyol6X6W7kYREJ0G2p-seN4mpLBhiNij5pjEx3wzrfz3qz35EeI7atSVKdIZVRwi9awS51oOTARXeFVrFZnvriQ4CBcEGKdroXp_xWM/s200/Modell.png" width="200" /></a></span></div>
<br />
BTW, the mesh was uploaded with the maximum quality, so even from maximum distance the pen still looks like a pen and not collapses to something formless. This is main reason of a high land impact (7, with the particle source prim and script inside even 8) hence the pen is an attachment, not a building component.
But more about that in the next project.<br />
<br />
Here is a link to the marketplace page where you can take your package of an air-writing pen.<br />
<br />
<ul>
<li> <a href="https://marketplace.secondlife.com/p/AirPen-Standard-Edition/4156292" target="_blank">AirPen, Standard Edition</a></li>
</ul>
<br />
Waving,<br />
JennaJenna Feltonhttp://www.blogger.com/profile/12622565854448382838noreply@blogger.com0tag:blogger.com,1999:blog-2009029641306507802.post-64298040341386189812012-02-09T09:28:00.000-08:002012-03-07T06:30:33.425-08:00Relaunch of TPSign and TPMirrorHello again and after a while.<br />
<br />
What to say, the only comment so far (this blog got at all) was given the post about <a href="http://jennassl.blogspot.com/2011/11/eder-gira-travel-into-possibly-lost.html">Myst and Eder Gira</a>. So i should post soon something in this direction, i think (and i even know what it will be) but later. This time i am going to change my mind once more again.<br />
<a name='more'></a><br />
<b>Revoked decision</b><br />
<br />
It is about my decision due <a href="http://jennassl.blogspot.com/2011/12/rts-project-released.html">releasing of RTS</a>. In short, before RTS i had two teleport products, TPSign and TPMirror. RTS can do thesame and even much more, so i decided to unlist them. To fullfil the <i>lifetime update</i> policy, i also shared so called migration packages - purchasers of those teleporters can easilly change to RTS and continue receiving updates.<br />
<br />
RTS is a bundle of two packages, RTS itself contians the core system, and the extensions package provides three example projects. In a kind of tutorials the user extends the default teleporters to something new. This way the developer can understand how the RTS works and can be used. The idea of giving extension tutorials was found ocasionally, but i like it so far, than i am planing to continue this.<br />
<br />
<b>The new idea </b><br />
<br />
I will release with time a number of special teleporters, every few weeks one teleporter, depends on how simple the teleporter is made and how much time RL offers. However, the package will have two things inside (and few more):<br />
<ul>
<li>The special teleporter, ready to use, so the purchaser needs only to define where the teleport goes.</li>
<li>A building manual, accessible (for free) via the product page on Marketplace or the info notecard inworld.</li>
</ul>
Who likes the product description and has no time or no fun for scripting and filing prims, can simply buy the teleporter and is happy. Who has purchased the RTS once and has no problem with moving around prims and putting one or two lines in a script editor, can just download the manual or take it from inworld vendor, open the tutorial and start building.<br />
<br />
After a while (how long, depends on the project and the skills) the RTS user will get the own teleporter with no other costs than spent time. Plus more understanding of the RTS, i know, the manual is really not easy to understand. I am sorry about the dry language of RTS manual, but nobody wants read a book of 500 pages, really. The turorials i'm going to make will have about 30 or 50 pages, so i can switch to easier language there.<br />
<br />
<b>TPSign and TPMirror</b><br />
<br />
Ok this post about TPSign and TPMirror, now why. I will revoke the met decision. Both teleporters will be back (the copyable version of them.) But not only reworked with RTS, also following the tutorial idea.<br />
<br />
TPSign wil come first, while the package will also contain TPVendor - this teleporter is also part of RTS package. It is a multitarget device. The only difference between two teleporter is: TPVendor is made from a linkset with prims named properly. The tutorial in the TPSign package will explain how to make TPSign in 8 steps and 15 minutes to TPVendor. The tutorial is for warming up and preparing to those which follow.<br />
<br />
TPMirror will follow soon, the package will contain also its extension - TPArch is a really new teleporter. It works like TPMirror (user is walking into a picture) but allows to select the destination before teleporting. Like the extension of TPSign, TPArch needs no writing a script and will take about half hour to go.<br />
<br />
Later Teleporter are totally new for RTS users, but not hard to build from resources they got. Planed are seven of them, but any near word about them is said too early.<br />
<br />
<b>Only copyable versions</b><br />
<br />
Ok, i tend to release only end-products as copyable versions, without transfer permission. It is really much easier to allow a redelivery for them. Transferable versions are out of redelivery system at all, as this revokes the no-copy permission. However, TPSign and TPMirror were sold in two editions, copyable and transferable. The copyable editions will be relaunced, the transferable editions not.<br />
<br />
However, the relaunch gives the buyers of transferable TPSign and TPMirror versions a chance to switch to copyable version of the teleporters. I will send out migration packs, wich like before, provides a way to register as customer of the copyable version, with a consequence to receive automatical updates, as soon the teleporter was updated.<br />
<br />
<b>Update </b><br />
<br />
TPSign is out and all purchasers of the teleporter will receive the migration pack, also the purchasers of cpopyable version. This is easier with the update. Here is the teleporter on marketplace:<br />
<ul>
<li><a href="https://marketplace.secondlife.com/p/TPSign/764190">TPSign</a></li>
</ul>
<br />
<b>Update 7.03.2012</b><br />
<br />
TPMirror is also out and tonight all purchasers of
the teleporter will also receive the migration pack. Here is to take on the marketplace:<br />
<ul>
<li><a href="https://marketplace.secondlife.com/p/TPMirror/764189">TPMirror</a></li>
</ul>
<br />
<br />
Both Teleporters are also available inworld on any of vendor locations.<br />
<br />
<br />
LG<br />
JennaJenna Feltonhttp://www.blogger.com/profile/12622565854448382838noreply@blogger.com0tag:blogger.com,1999:blog-2009029641306507802.post-78859316811679279872011-12-26T16:58:00.000-08:002012-02-09T11:02:02.813-08:00JFS Update, December 2011Hello everybody. The update has two major categories: The JFS update system and the RTS.<br />
<a name='more'></a><br />
<b>The JFS update system</b><br />
<br />
This are the update orbs installed inworld, with a purpose to deliver product updates and redeliveries on manual request. The procedure uses a special script (productkey) and sometimes also a special device (keyholder), both included in the product package. However, the procedure might be not trivial, as the incident with update sysem demonstrated: What hapened. The keyholder device allows the user to take a redelivery or update of the accordant product from the update orb. The device is sold inside the product package, hence the product purchaser has the keyholder and can update the product this way.<br />
<br />
But, for some reasons, i put the keyholder device inside three products (which are no freebies) <i>with all permissions</i>. The result: The purchasers could give the keyholder to somebody else, they can easilly go to any JFS shop with update orb installed and take the package meant as redelivery but in fact turning to a freeby. The update was month ago, but nobody took a package on this way. Either everyone bought the products was fair (thank you all!), or my description about how to update is hard to understand.<br />
<br />
I am sure, there is no either-or and both alternatives are true. Because of this i did two things. First i planed an <a href="http://jennassl.blogspot.com/2011/11/updating-jfs-products.html">update tutorial</a>, i reserved it already, so i could link it in product documentations, now i have just to fill up the page. Pictures should explain the procedure better than plain text in the notecards, even if there are a few steps.<br />
<br />
Second thing is more important: I exchanged the product keys. This means, the productkey scripts, and also the keyholder devices in older product packages will not work anymore. The new product packages, with working productkeys and keyholders, are being sent to all customers by automatical delivery process, so the update orb will work with new devices again.<br />
<br />
Three products are affected:<br />
<ul>
<li><a href="https://marketplace.secondlife.com/p/Avatar-Touch-Sensor/764184">UniATS</a></li>
<li><a href="https://marketplace.secondlife.com/p/MACS-Personal-Edition/764185">MACS Personal Edition</a></li>
<li><a href="https://marketplace.secondlife.com/p/MACS-Professional-Edition/764186">MACS Professional Edition</a></li>
</ul>
Okey, i am breaking the update system because i not want the products become a theoretical freeby? Yes. Because they were bought by someone and it is not fair against the buyers, to give the products for free. Even theoretical. However, only the manual updates are affected by this glitch, the automatical updates via vending service remain in function.<br />
<br />
<b>RTS</b><br />
<br />
Ok, released this month and updated again? Yes, indeed. RTS is a framework for building teleporter devices. Its too early to tell all details but i plan to release special teleporters build with this framework. And while building one such device i faced a handicap of the RTS design. The old design requires button prims to have an exact given name in order to work properly. This not allows to use the buttons for displaying hover text for example, or do something else, which, theoretically, a button could do concurrently to being a button.<br />
<br />
The new design makes it possible to give a prim multiple (not conflicting) roles, like a button and a source for hover text or particles, or even roles specified by driver scripts written by independent scripters. This allows to reduce device prims and also makes the design more logical and flexible.<br />
<br />
The automatical updates are right now on the way to buyers, as well. If you wonder what is RTS, here the product pages (you find PDF manual linked to the pages below)<br />
<ul>
<li><a href="https://marketplace.secondlife.com/p/RLV-Teleporter-System-private-edition/2944310">RTS Personal Edition</a> (now version 2.1)</li>
<li><a href="https://marketplace.secondlife.com/p/RLV-Teleporter-System-professional-edition/2944300">RTS Professional Editon</a> (now version 2.1)</li>
<li><a href="https://marketplace.secondlife.com/p/RTS-Extensions/2944312">RTS Extensions</a> (now version 1.1) </li>
</ul>
<br />
That's all about this.<br />
<br />
Greeting,<br />
JennaJenna Feltonhttp://www.blogger.com/profile/12622565854448382838noreply@blogger.com0tag:blogger.com,1999:blog-2009029641306507802.post-59227096237742493882011-12-10T12:52:00.001-08:002011-12-12T12:51:00.660-08:00RTS Project releasedHello everyone.<br />
<br />
The 'mysterious' RTS Project is now released, although first time its name was RTP - <b>R</b>LV <b>T</b>eleporter <b>P</b>roject. With time i decided to switch this name to RTS - <b>R</b>LV <b>T</b>eleporter <b>S</b>ystem.<br />
<br />
Because of matching another project, the TRP - the red pill. But the major reason is, RTS is not just a new teleporter, its a system for building teleporters, with different design and features, but using the same core and hence, the same teleport ability. Others call such thing a 'framework'.<br />
<br />
This release also completes my <a href="http://jennassl.blogspot.com/2010/02/plans-for-xstreetsl.html">plans for xstreet</a>. Yes, planed almost 2 years ago. RTS is not the first teleporter project. Before RTS, there were two special teleporters, <i>TPSign</i> and <i>TPMirror</i>, each in copy and transfer versions. The idea at that time was to combine the teleporters into a single product (in copy and transfer version.) RTS is a step in right direction but actually shoots ways far behind that plan.<br />
<a name='more'></a><br />
Both teleporters differ only in how they trigger, the TPSign teleports on touch (klick the picture), and the TPMirror on collision (walking into it.) RTS covers both trigger modes and adds also the radar, chat and sit modes. Both telepors are a single target device. RTS manages a list of targets. The teleporters are special, RTS is a framework for building special teleporters and offers much more features, like core and configuration services or open script interfaces. The RTS user manual is even 120 pages long (english + german.)<br />
<br />
The story about this is also fun. To provide a user manual, there are no inworld alternatives, you can only use notecards, i.e. plain text, no formating and no embedded links or images. Nowadays, the SL Marketplace offers a great feature for that: You can make and upload a pdf file, with the user manual for example. Unfortunatelly, you can not use one file for english, and another for german language, you must put all text in one file, but that is stil better than using notecards. Well, one day i realized, my pdf file would go far behind 200 pages, and nobody would read such a monster. This was actually the reason to split RTS in two products: The 'RTS' itself and 'RTS Extensions'.<br />
<br />
<b>The decision</b><br />
<br />
However, with RTS you can build a teleporter, working as TPSign or TPMirror. To demonstrate this and give an example how to do this, the RTS package contains seven example teleporters, build with RTS, and two of them are TPSign and TPMirror. That all results in a simple decision...<b> </b><br />
<ol>
</ol>
<ul>
<li> With the release of RTS, both teleporters (TPSign and TPMirror) are unlisted and discotinued. That means, they are not in marketplace or inworld vendors, and there will be no update on them.</li>
<li>Any support request will be fulfilled, but may result in offerring the migration package and help in using it instead.</li>
<li>Every former purchaser of TPMirror or TPSign, will receive a migration package on automatic way.</li>
<li>The update orbs (installed inworld) will also offer the migration package instead of an update for TPSign or TPMirror, if the manual redelivery (update) for one of them is requested.</li>
</ul>
<ol>
</ol>
<br />
<b>Migration package</b><br />
<br />
This is actually a small package aiming to turn the old teleporters into RTS devices, and also the purchasers of old teleporters into purchasers of RTS, with almost no effort. The package has this things inside:<br />
<ul>
<li>A copy of RTS and Extension packages. Once unpacked, you can start using the RTS teleporters or building yours, aside or instead of your old teleporters.<i> </i></li>
<li>Two gift cards, one for RTS and one for Extensions package. By using them, you receive the packages and become automatically a purchaser of them, hence you receive updates, as soon i release any in future.</li>
<li>And finally detailed migration instructions in a notecard. They explain how to turn an old teleporter into a RTS version, either by replacing the whole device, or by exchanging scripts inside.</li>
</ul>
The migration package is ready and being sent around right now. Should you not receive it yet until tomorrow, please let me know.<br />
<br />
<b>Links </b><br />
<br />
At the end a few links<br />
<ul>
<li><a href="http://jennassl.blogspot.com/2010/02/plans-for-xstreetsl.html">Plans for xstreet</a></li>
<li><a href="https://marketplace.secondlife.com/p/RLV-Teleporter-System-private-edition/2944310" target="_blank">RTS Private edition</a> (for teleporters with private use)</li>
<li><a href="https://marketplace.secondlife.com/p/RLV-Teleporter-System-professional-edition/2944300" target="_blank">RTS Professional edition</a> (for selable teleporters)</li>
<li><a href="https://marketplace.secondlife.com/p/RTS-Extensions/2944312" target="_blank">RTS Extensions</a> (builders need them too)</li>
</ul>
<br />
Greetings<br />
JennaJenna Feltonhttp://www.blogger.com/profile/12622565854448382838noreply@blogger.com0tag:blogger.com,1999:blog-2009029641306507802.post-29222189426720887662011-11-29T09:53:00.001-08:002011-12-29T14:00:52.350-08:00Updating JFS productsUpdating of JFS products is relativelly simple but if you know how. This tutorial should introduce this.<br />
<br />
First of all, there is only one product which can be really updated: <a href="https://marketplace.secondlife.com/p/Ear-Protectors/764183">Ear Protecors</a>. An update for them is an object, replacing scripts inside the protectors. An update of every other product is a copy of actual product box, hence <i>an update and redelivery of the products mean thesame</i>.<br />
<br />
The JFS update technology was developed very early, as the products were sold by vendors keeping all the products inside. The idea is actually simple: Every product box has a productkey script inside. To request an update (or redelivery), the script communicates to the update server (via private chat) and as soon the request is accepted, the update server offers the update to the owner of the product key. Only the owner of a valide productkey script can request an update and this can be only the person bought a product box with this script, hence the valide purchaser of the product.<br />
<br />
Later, i went to a networking vending system, but the update procedure remains, just because a plently of product boxes with this script sold already. The update procedure is now <i>a manual</i> update or redelivery request. The wending network i use (the caspervend for inworld market) allows also an automatic update - here i simply trigger sending an updated product box to every purchaser of the product. But in this tutorial i'll introduce the manual update via the productkey script.<br />
<a name='more'></a><br />
A script can not work as is, it needs a prim where it is installed. To run the script you could use any prim where you put the productkey script into, or the product box where it is already. Later, i released a device called keyholder, which can take at last 12 productkey skripts, so you can update 12 products by using a single keyholder device. Every new product package (or an update of the older one) contains not only the ProductKey script, but also the productkey device with this script installed.<br />
<br />
No matter what way you choose, the communication between the ProductKey script and the update server (which is now called <i>"update orb</i>") uses private chat with a distance of 10 meters at last. Hence you must visit one of JFS shops, where the update orb is installed. <a href="http://jennassl.blogspot.com/2010/05/actual-shop-list.html">This post</a> gives the list of those actual locations.<br />
<br />
<br />
<b>0. Buiying the product</b><br />
<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpUNQ0ThEsw4VhPG0AcsFdZJMWhyQpv30SGqb0z0wBM5XAMwd_5JXFK0mE_eg1j-924YAQco3uH5NWvzIUKWvXa8P3NUcRi4b9Loj-tlJc7AEnVibrCVhHhfosLM-T1z2VdKYEL9kQmcu6/s1600/Unpacked.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpUNQ0ThEsw4VhPG0AcsFdZJMWhyQpv30SGqb0z0wBM5XAMwd_5JXFK0mE_eg1j-924YAQco3uH5NWvzIUKWvXa8P3NUcRi4b9Loj-tlJc7AEnVibrCVhHhfosLM-T1z2VdKYEL9kQmcu6/s200/Unpacked.jpg" width="200" /></a>This is a zero step, because to update a product, you must have it bought. After the product box is delivered, you must unpack the box and receive a folder (or a folder structure if the newest unpack technology is used.) If you look inside the folder you notice the script "*productkey" (which may have a product suffix) and possibly an object called "Key Holder" (which also may have a product suffix.)<br />
<br />
<br />
<b>1. Update via ProduktKey script </b><br />
<br />
To do so, you can either put the script "*productkey" into any prim, even a wooden box you create on demand, or you use the product box which you kept as back-up for the product content (which i reccomend to do at all.) I explain this step with a premisse of using the product box.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-6ckhBVTQJdV2VBggI2Js7sf3byku8-PVeMYO2tt7vIy6mtExzq2MgeJjCqikhchlitglQE3iqEalXdGa2CFJGQeH8xlXTj5g9Dfuz386mmaaIxF2WL21nq47Nhm7HmSg7RY5gDZiphzj/s1600/Rezzing1.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-6ckhBVTQJdV2VBggI2Js7sf3byku8-PVeMYO2tt7vIy6mtExzq2MgeJjCqikhchlitglQE3iqEalXdGa2CFJGQeH8xlXTj5g9Dfuz386mmaaIxF2WL21nq47Nhm7HmSg7RY5gDZiphzj/s200/Rezzing1.jpg" width="200" /></a></div>
a) Please, come close to the update orb installed inworld, at a distance of 10 meters or near, than rezz the product box. Actually you can be 100 meters far from the update orb but you must rezz the product box at last 10 meters from the update orb. <b>Note:</b> The object, rezzed in the picture symbolizes a backup box - the package of prevous version, which is being updated. It is advisable to keep the backup box either in a special backup folder or in the unpacked folder itself - like displayed.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhRYusESO9eKEDluku4Hqu3DxjpxU9yD1JsugS5-VxFAdSOYm7VtRr5zJvlUVCyKtbUbCaTyra0kCmeW6-8HEQQ6b1b9YksMrPHRvdwM4kp-FVeNUtjODRmFAk5s4YKmOmZhtA83sCHbLLO/s1600/Menu1.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhRYusESO9eKEDluku4Hqu3DxjpxU9yD1JsugS5-VxFAdSOYm7VtRr5zJvlUVCyKtbUbCaTyra0kCmeW6-8HEQQ6b1b9YksMrPHRvdwM4kp-FVeNUtjODRmFAk5s4YKmOmZhtA83sCHbLLO/s200/Menu1.jpg" width="200" /></a></div>
b) The product box opens a menu asking to open or update the product, please hit the "Update" button here. If you missed this and hit the "Ignore" button, you can open the menu just by touching the product box. If you hit the "Remove" button, the box will go destroyed, just rezz than another copy please. Should you hit the "Open" button, the unpacker script inside the box will start opening process and offer the content you already have. In this case, please ignore the given content and following menus and open the box menu by touching it.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgkLoiwAe3a-JW_jdTWh9vLTKogKsdc6DT5ePrziRAEiLNFHzaS2f7J_jy4HjfgS7cvj6mTM-eB2HjffAdaQ0eZQEI5Y5Pl3-vyikxkt_2DYs1OJv1HE4sAkIt1HLiD5Ekrwst_TrNUwiNN/s1600/Receiving1.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgkLoiwAe3a-JW_jdTWh9vLTKogKsdc6DT5ePrziRAEiLNFHzaS2f7J_jy4HjfgS7cvj6mTM-eB2HjffAdaQ0eZQEI5Y5Pl3-vyikxkt_2DYs1OJv1HE4sAkIt1HLiD5Ekrwst_TrNUwiNN/s200/Receiving1.jpg" width="200" /></a></div>
c) As soon the update orb receives the request from the product box (from the productkey inside it, actually) and accepts it, the update orb offers the update. If the product was rezzed too far from the update orb (remember 10m distance), nothing is offered.<br />
<br />
The same hapens if the update request was not valide, for example an invalidated productkey was used, for example if you try to update one of <a href="http://jennassl.blogspot.com/2011/12/jfs-update-december-2011.html">this products</a>. Please use the product box sent to you on automatical way. <br />
<br />
<div class="separator" style="clear: both; text-align: center;">
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d) At same time, the product box opens another menu asking for remove the product box. If you took the update from the update orb, you can hit the "Remove" button in the open menu. This destroys the rezed product box, releasing so the prim count. If you ignore the meun, the product box will self-destroy in a half hour, but not without to remember once (in the middle time) about itself and its location.<br />
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The update is now complete.<br />
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<b>2. Preparing the KeyHolder device</b><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzwWx6Wd0N66XGGUhuCGpO5lxf3TPqs7Q6Zk-IHVrTPEFOU01WSPQV5mgNsoikiKPHMQWTU6yI10MFn2RtGTyrXISFjM-3K1JaGWWWRhJOemKyg2AB-UYMVf9L6i90SDuu2oZ3aG26vzyV/s1600/KHolder.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzwWx6Wd0N66XGGUhuCGpO5lxf3TPqs7Q6Zk-IHVrTPEFOU01WSPQV5mgNsoikiKPHMQWTU6yI10MFn2RtGTyrXISFjM-3K1JaGWWWRhJOemKyg2AB-UYMVf9L6i90SDuu2oZ3aG26vzyV/s200/KHolder.jpg" width="200" /></a></div>
This step you need if you want use a keyholder device, you have taken on the SL Marketplace (it is inside the <a href="https://marketplace.secondlife.com/p/Freeby-Pack/764196">Freeby Pack</a>, please unpack it first) or directly in one of JFS stores. Please, scroll through the (freebies) vendor and look for the ad, shown here at right. keyholder is free, just touch the vendor please.<br />
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a) Unpack the keyholder package, if not hapen already. Unpacking process is quite regular (rez on ground and hit "Open" button in the shown menu, than take the folder and hit "Remove" button in another menu.)<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuwl-yIm1cRw0OFQmVPakVdmR7lsuWTtcUJDkd-mrbD-yEqCs8ppU_9u-urJec-v15hW7t_Rpce3NwHa__G8e9A0baOK9mVAyMDq7wbsqnO7XZWPHsAX38hXAvnXT1ZWQGEKvj2XumgM_p/s1600/KHolderRzd.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuwl-yIm1cRw0OFQmVPakVdmR7lsuWTtcUJDkd-mrbD-yEqCs8ppU_9u-urJec-v15hW7t_Rpce3NwHa__G8e9A0baOK9mVAyMDq7wbsqnO7XZWPHsAX38hXAvnXT1ZWQGEKvj2XumgM_p/s200/KHolderRzd.jpg" width="200" /></a></div>
b) You will get a prodct folder, with a keyholder device inside. Now please rezz it by grabing it in your inventory and droping on ground. The device is in a watch design, looking quite small if rezzed inworld, so please use some place to rezz small objects and find after rezzing.<br />
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Now, please prepare folders of products you want update. You will need the productkey scripts of them, so you might find useful to copy those scripts at a single place.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEil0Em6_7jiIiHTLs6T3u-sZ6zDjZOdUZSbPfryTOyw0oLduN_qSPCsZetZdwQ5sNP-nL5bv2RSAzNSe3uMisOkwa5rWZ1fyF_CLxAeH897_oxXaROBjE6rHzi9DxMRLSqsxbdgyqNujEid/s1600/KHolderEqpd.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEil0Em6_7jiIiHTLs6T3u-sZ6zDjZOdUZSbPfryTOyw0oLduN_qSPCsZetZdwQ5sNP-nL5bv2RSAzNSe3uMisOkwa5rWZ1fyF_CLxAeH897_oxXaROBjE6rHzi9DxMRLSqsxbdgyqNujEid/s200/KHolderEqpd.jpg" width="200" /></a>c) Edit the keyholder and switch to "<i>Content</i>" tab in the build window. In your inventory, switch to product keys of product to update. For this tutorial the products <i>RTS</i> and <i>RTS Extensions</i> were extra enpacked.<br />
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d) Drag the script and drop it into the contents tab of the keyholder device. You can repeat this with productkey scripts of further products, just remember you can use up to 12 such scripts in one keyholder device.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhoKnbFCULL78qaJhpm7GvNQVE7X8AuCuwsa1VSxK_4b1cYa1LhFvrp49tlGTHLI6xzB0N2Y4hLzscm5nDENKEKA0ooBPPEnVOUhbdHe9IWF6rjbTixShfeOdkHe3vg9UshZwyjkJcXHzV8/s1600/KHolderRen.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhoKnbFCULL78qaJhpm7GvNQVE7X8AuCuwsa1VSxK_4b1cYa1LhFvrp49tlGTHLI6xzB0N2Y4hLzscm5nDENKEKA0ooBPPEnVOUhbdHe9IWF6rjbTixShfeOdkHe3vg9UshZwyjkJcXHzV8/s200/KHolderRen.jpg" width="200" /></a></div>
e) Now you can close the build window, or switch to the <i>"General" </i>tab and give the keyholder a some more appropriate name, than close the build window.<br />
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f) Wait a short while (about a minute) to give the asset servers chance to notice the instalation of the script. Than pick up the keyholder into your inventory. <b>Note</b>: Because the productkey script is no modify, your keyholder device is also in inventory, but it remains modify if rezzed inworld.<br />
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You are done.<br />
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<b>3. Update via KeyHolder device</b><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEit99lOJ3n6MZw9dY0j8GAzXn_cGgvsnrofV8CWzr51HYn4T2cJD9bTrAy1E-KyJO31fp9jIDoPjGWCEU_IYocWtWJrGU1mho79ZF8_PADVJrmks0VNtVA60yO4wAlIwuhe_vYCx4bjW1xE/s1600/KHolderWorn.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEit99lOJ3n6MZw9dY0j8GAzXn_cGgvsnrofV8CWzr51HYn4T2cJD9bTrAy1E-KyJO31fp9jIDoPjGWCEU_IYocWtWJrGU1mho79ZF8_PADVJrmks0VNtVA60yO4wAlIwuhe_vYCx4bjW1xE/s200/KHolderWorn.jpg" width="200" /></a></div>
To update or request redelivery by using keyholder device which is inside the product package, or you prepared in the step 2, please continue like this:<br />
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a) Come close to the update orb in one of JFS stores. You must be at last 10 meters from the orb. Now wear the keyholder device, it goes on your left arm.<br />
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Alternativelly, using the keyholder as a HUD is also possible, than you need to scale and align the worn device properly.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtVPsnDbm56WBpdJjRfAejSTOSUsXbaF64h4lwMzFtoQu65a4coyBN67-89QsFUgZ4LlkVEnNDvB4rnOo17LeXN3PISOK1FcWK4NL71iGnfoExqo5NMsSBkgKOEQ037IzYfG1avT7dyIPF/s1600/KHolderMenu.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtVPsnDbm56WBpdJjRfAejSTOSUsXbaF64h4lwMzFtoQu65a4coyBN67-89QsFUgZ4LlkVEnNDvB4rnOo17LeXN3PISOK1FcWK4NL71iGnfoExqo5NMsSBkgKOEQ037IzYfG1avT7dyIPF/s200/KHolderMenu.jpg" width="200" /></a></div>
b) Now, if you click the keyholder it opens a device menu. Here may be selected a wrong product or none. If a right product is selected, you can continue with the step d).<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfh0UIma3116f3FUAbTdtfar8Ou8XcWmeBeeA3VNmxTzVIeOx0MSpK54JVH_PiIDTeT1kplWsIIDUyIs0w4NeEonb1VXRUR5bGPFFARGsJzCe0037qhfp-2ou2_Ukfh5o8E5eCqaW9AP1L/s1600/SelectPrKey.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfh0UIma3116f3FUAbTdtfar8Ou8XcWmeBeeA3VNmxTzVIeOx0MSpK54JVH_PiIDTeT1kplWsIIDUyIs0w4NeEonb1VXRUR5bGPFFARGsJzCe0037qhfp-2ou2_Ukfh5o8E5eCqaW9AP1L/s200/SelectPrKey.jpg" width="200" /></a></div>
c) Otherwise, if the right product is not selected, please correct this: Button "Select", than the number of the product you want update. Here in the picture we select the RTS product, which has in this case the number 1<br />
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If a productkey is selected, the keyholder menu opens (the same as in step b), but with the productkey selected.<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgTJtnMsOiFDwez4cXPg0WSRbDkmkDBCFv738OHyXOhSkGNcbC-s2bUqlBewkYC6OCn4HpAprX0MqdKXEucj-W-4OeET_LVydibDt5jXdgcRSaCsEDv6b28WZUU4vVCsgr1-obvhYb3-Su/s1600/PrKeySelected.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgTJtnMsOiFDwez4cXPg0WSRbDkmkDBCFv738OHyXOhSkGNcbC-s2bUqlBewkYC6OCn4HpAprX0MqdKXEucj-W-4OeET_LVydibDt5jXdgcRSaCsEDv6b28WZUU4vVCsgr1-obvhYb3-Su/s200/PrKeySelected.jpg" width="200" /></a></div>
d) The keyholder menu with a selected product has three buttons. The button "Select" allows to select another product, step c)<br />
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The button "Remove" deletes the product key giving space for instaling others.<br />
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The button "Update" activates the productkey for selected product, the productkey sends the update request towards the orb, hit this button please.<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAMZEqgz8d_gDV1DcYWhJ4hrnCPOyo3xV8fPHX3M3N61i_AfwiEIMfl8pmXhWKo-mIsqQWTFDmVMy-WkN0ycRMYEgu8LRqCWx8GwuQ3c_LKMYoH64wOAYwIhsiYIIBwaWrvwwkCXemXn8F/s1600/Receiving2.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAMZEqgz8d_gDV1DcYWhJ4hrnCPOyo3xV8fPHX3M3N61i_AfwiEIMfl8pmXhWKo-mIsqQWTFDmVMy-WkN0ycRMYEgu8LRqCWx8GwuQ3c_LKMYoH64wOAYwIhsiYIIBwaWrvwwkCXemXn8F/s200/Receiving2.jpg" width="200" /></a></div>
e) The update orb delivers the requested update (redelivery) and you can take off the keyholder device. Or you can touch it, select another product and request the update for that one.<br />
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Similar to the using of the product box, the update orb may be too far
from the keyholder to have received the request, or simply ignore the request because the productkey is not valide, or there is no update for the product inside. <br />
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However, you are done also here, and also me: That's all about manual updates.Jenna Feltonhttp://www.blogger.com/profile/12622565854448382838noreply@blogger.com0tag:blogger.com,1999:blog-2009029641306507802.post-63366918664428569862011-11-29T04:59:00.000-08:002011-12-29T14:44:03.479-08:00Unpacking JFS boxesWhy a unpacking a box needs a tutorial at all? Before RTS (the newest product by now) the product boxes had a usual unpacker script. That one gave the complete box content in a simple folder. That was not very special - by opening the product box like usual in SL, you get also a single folder with a complete content. This is inconvenient: The user had to create folders and share all the files to them in order to get structure in the chaos. <br />
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With RTS, this changes. The product box gives the content in multiple folders, so the user has to move them together and receives a logically structured product folder in their inventory - if everything works right. This tutorial demonstrates this process, so you know how to handle the new unpacking manner. By now only RTS is equiped with this script, hence we can demonstrate by this product on,y. This tutorial wil be representative for further products equiped with this unpacker.<br />
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<b>0. Buying </b><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDDEcWJIR4l58jd-0Q_SV5vJdQJWAzkb-hYDO3a_GVKWmIqauD2SVny5MQoMY5Uzsr59Al-LmxAdKvJSaaz0Vfn4eCDz-6iyEDbZFWlAuEI7Uv3lKR8zcebeAVKLBVQ7YsNoMGkgmjDRKu/s1600/Buying.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDDEcWJIR4l58jd-0Q_SV5vJdQJWAzkb-hYDO3a_GVKWmIqauD2SVny5MQoMY5Uzsr59Al-LmxAdKvJSaaz0Vfn4eCDz-6iyEDbZFWlAuEI7Uv3lKR8zcebeAVKLBVQ7YsNoMGkgmjDRKu/s200/Buying.jpg" width="200" /></a>We start very early. The first step is obviously buying a product enboxed with this technology. Here we decide for one product of the bundle.<br />
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And short time later it arrives in our inventory, it is an object called "<i>RTS SE (BOXED)</i>"<br />
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<b>1. Rezzing</b><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZbKmVfXZ4MZjOu5kAmQUB_ilEfhEPQJAjopNsyxXwVPeAa8jIbmb_k18O15RjeZyde9x3jhlcNqIWoWkYhbg-tMN2bwAt5tlvs4gF7VbHUBcZTjbDUxh96KJz-c9UsPbbc0ohXqmCvB05/s1600/Rezzing.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZbKmVfXZ4MZjOu5kAmQUB_ilEfhEPQJAjopNsyxXwVPeAa8jIbmb_k18O15RjeZyde9x3jhlcNqIWoWkYhbg-tMN2bwAt5tlvs4gF7VbHUBcZTjbDUxh96KJz-c9UsPbbc0ohXqmCvB05/s200/Rezzing.jpg" width="200" /></a>Next step is as usual: We can rezz it on floor. If rezzing is not allowed at that place, we can wear it alternativelly. The unpacker script can handle this.<br />
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The absolute requirement is simple: <span style="color: orange;">Scripts need be allowed running</span> at the place, otherwise the unpacking script is out of function:<br />
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<b>2. Box menu</b> <br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwaTaD7N23SRANHwmLlMK5aiMme6WhPnLvF1vT215uuHY3RCSqX3GKkiTfkrcYoBpd10SY8TLJ0VkcbRJ6lUlzK3CRKXSH9GTePOWv2DrsbuW8xPNNCWQ7IrMlXwiUVxtCwq10TNAsWabZ/s1600/BoxMenu.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="120" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwaTaD7N23SRANHwmLlMK5aiMme6WhPnLvF1vT215uuHY3RCSqX3GKkiTfkrcYoBpd10SY8TLJ0VkcbRJ6lUlzK3CRKXSH9GTePOWv2DrsbuW8xPNNCWQ7IrMlXwiUVxtCwq10TNAsWabZ/s200/BoxMenu.png" width="200" /></a>A menu pops up imediatelly, with three buttons. Here we need the "Open" button.<br />
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The "Update" button we need to request manual redelivery or update for the product, more in the <a href="http://jennassl.blogspot.com/2011/11/updating-jfs-products.html">updating tutorial</a>.<br />
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And the button "Remove" deletes the rezzed box, which we need a few steps later.<br />
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<b>3. Unpacking</b><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEienRRpaVrNoyCsrGVhHY-GCQEq8K2kBDpjw3VWSgupwgn0CcQ9A_nKBqBB0QaTrFnbJ-t3Ef8_Tl6jnIy8qqkQyRWvcG6hnzsOh6kv4tB9wxlt2_-idkGv0itSrE0v3NCmYc5cu6mkf6_E/s1600/Unpacking.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="242" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEienRRpaVrNoyCsrGVhHY-GCQEq8K2kBDpjw3VWSgupwgn0CcQ9A_nKBqBB0QaTrFnbJ-t3Ef8_Tl6jnIy8qqkQyRWvcG6hnzsOh6kv4tB9wxlt2_-idkGv0itSrE0v3NCmYc5cu6mkf6_E/s200/Unpacking.png" width="200" /></a>Everything was as usual by now. But now we see the new feature in action. The box wil give us not a single, but a bunch of folders. We keep every of them.<br />
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Scripts stil can't give a structure of nested folders, so the idea behind the unpacker is to give a root folder and the subfolders, which the user has just to move together into the root folder. After all scripts are given, the unpacker script tells the user, what folders go into which one.<br />
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By now, the folder structure unpacked this way is flat: Only a root folder with all other folders inside. It is posible, in theory, to unpack this way also a largelly nested folder structure, but this would harden the handling of given folders.<br />
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<b>4. Cleaning</b><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJV5JL989vu5cC1GUs7S6d_PJ2I15hrTXJ5y4i8inQj-fSNaP5dYMUkjypOGuwwYvPsfWraJpD9VcE2WPf7FLJ1StKR3y1t76mX3wuly4tLMiGnpORovskUjTbYMAlFUL4Qo3tpHhsv333/s1600/RemoveMenu.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="120" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJV5JL989vu5cC1GUs7S6d_PJ2I15hrTXJ5y4i8inQj-fSNaP5dYMUkjypOGuwwYvPsfWraJpD9VcE2WPf7FLJ1StKR3y1t76mX3wuly4tLMiGnpORovskUjTbYMAlFUL4Qo3tpHhsv333/s200/RemoveMenu.png" width="200" /></a>After the last folder is given, a new menu pops up asking if to remove the box. Usually the product box is copy (the RTS boxes are), so we stil have a
copy of the rezzed box in our inventory. Hence we can hit the Remove
button and the box disapears from the world.<br />
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<b>5. Final instruction</b><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbQPJIrrDYuqRugcrf2mDRlmFWRmyuctdFVCJOlBeHT-5r1nu45GoG-d20UPjE0scgsw5U5mUBUePRCiaVKEzDt07HcB0RkgVQW_xrCVEJGdXM6c1fhRIivQ20PGwNUMt7YTuJm5oVxJnD/s1600/Message.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbQPJIrrDYuqRugcrf2mDRlmFWRmyuctdFVCJOlBeHT-5r1nu45GoG-d20UPjE0scgsw5U5mUBUePRCiaVKEzDt07HcB0RkgVQW_xrCVEJGdXM6c1fhRIivQ20PGwNUMt7YTuJm5oVxJnD/s200/Message.jpg" width="200" /></a>And this is the mentonied message: The unpacker script tells us to look into inventory for given folders and 'compile' them together. <br />
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<b>6. Before compiling</b><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEZ6qZiknqU_fpRD3s75yLmofchK-mXn0gI2QxfA4y1R7D8lDAd_PZ48cay1SM4uoADdm7vvQxIgQWmEhwUJHElwL1uCF5MIy3Pq9xz59n9O4LTXvo8cBG1hxtfwyEOXQhcpRcywYtOHfz/s1600/Folders.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="165" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEZ6qZiknqU_fpRD3s75yLmofchK-mXn0gI2QxfA4y1R7D8lDAd_PZ48cay1SM4uoADdm7vvQxIgQWmEhwUJHElwL1uCF5MIy3Pq9xz59n9O4LTXvo8cBG1hxtfwyEOXQhcpRcywYtOHfz/s200/Folders.png" width="200" /></a>By using the 'Recent Items' tab, we can see the folders very easy.<br />
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<b>7. After compiling</b><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhnf4xMMRSzuT5-G83BffTfsXHRLLl5yyv-BjqoOVPLh4wx2up6uR63ykuCQZRirKffGs9smmRPPgW8isPAdBMhJ7hWjhXxt68Bty4gW0vnJGCqAJZ8LAPvsJhcAHNasect8eQ5Z1tRivbR/s1600/Ready.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="165" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhnf4xMMRSzuT5-G83BffTfsXHRLLl5yyv-BjqoOVPLh4wx2up6uR63ykuCQZRirKffGs9smmRPPgW8isPAdBMhJ7hWjhXxt68Bty4gW0vnJGCqAJZ8LAPvsJhcAHNasect8eQ5Z1tRivbR/s200/Ready.png" width="200" /></a> After moving the folders as told, we get the result.<br />
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<b>A. Manual unpacking </b><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHYAnYmXa9oKwCPgD_ulePKKylaBoqR3LuFzpWrodVWMmvqv-GObspq7NudFok7zMr-f5TF5HgRQzl663hzZnfAM0gsDRBBz8tW3ifRyC3t6MuvENKd0DbLby-zu_eWsBqIeGlSloLe6wC/s1600/Content.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="142" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHYAnYmXa9oKwCPgD_ulePKKylaBoqR3LuFzpWrodVWMmvqv-GObspq7NudFok7zMr-f5TF5HgRQzl663hzZnfAM0gsDRBBz8tW3ifRyC3t6MuvENKd0DbLby-zu_eWsBqIeGlSloLe6wC/s200/Content.png" width="200" /></a>This is no further step of the process above, hence the weird counter.At places where scripts are not running we can unpack the RTS package also manually. Just to compare to the result above, this is how the folder will look if we unpack the box in traditional way, picture at right.<br />
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A single folder but no room for own projects, and no way to understand what file is for.<br />
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Thats all at this point </div>Jenna Feltonhttp://www.blogger.com/profile/12622565854448382838noreply@blogger.com0tag:blogger.com,1999:blog-2009029641306507802.post-74813147933992727162011-11-25T19:18:00.000-08:002011-11-25T19:56:42.392-08:00Update Orbs offlineHello All.<br />
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A short status report here. A little mistake broke some product keys. That are scripts for taking updates from Update orb devices, instlaled in my stores. Not really a big problem, by now only one person used an updater in last year, so i simply take them offline until things are fixed. In a week or two they return online. Automatical updates via delivery process are not affected.<br />
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JennaJenna Feltonhttp://www.blogger.com/profile/12622565854448382838noreply@blogger.com0tag:blogger.com,1999:blog-2009029641306507802.post-48364819591593260952011-11-23T16:10:00.000-08:002011-12-10T12:45:32.110-08:00Eder Gira. A travel into a possibly lost worldLong time it was quieet in this blog. Today i present a travel report to two sims, which will go possibly lost in few days. That are or were beautifull replicas of world, coming from another (sorry) game - <i>Myst</i> and <i>Uru</i>. Perhaps the names are not unknown. For me Myst was a king of games at all.<br />
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Myst was made by Rand and Robin Miller, who found the Cyan Worlds company. Myst is an adventure game: It is not about to kill someone, there you could never die at all. You touch a special story and have to solve puzlies to reveal this story piece for piece. At the end you also help somebody, but the goal is the way.<br />
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In Myst itself you knew just a little part from the story. The biggest part came in Riven, the sequel of Myst (and the most demanding game in story and puzzles, in my opinion.) Than came Exile, Revelation and finally Myst V.<br />
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Somewhere inbetween was Uru, there you had really 3D with free avatar movement and you had an avatar at all. And if you found a way online, you could also solve puzzlies, investigate, chat and perhaps foul around together with other players around the globe. Almost like in SL, but with a better graphics and without market system and those two-colored posebals, but no one would miss them really.<br />
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The online variant was called 'MOUL' - "Myst Online, Uru Live". As online servers were closed, many players went to SL. And some of them build replicas of worlds of the Myst saga. Two of them i'd like to introduce, <i>Eder Gira</i> and <i>Myst Island</i>. They are very worth to be introduced, as it is so amazing to see, how authentic they were done with very limitd resources of SL.<br />
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<b>Myst</b><br />
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On a deck like this one, everything begun. Here you landed if you started the game. At the left you saw the projector room, and at the right was the stair to the isle. There you found a library, observtorium and other intresting buildings. You had to look every corner, try, touch and move everything, just to become a clue, what do you do here at all, and later also who you want trust:<br />
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A look into the projector room. There you found once a hint, that something in this world is as it should not be:<br />
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Something is new on the deck:<br />
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Here you enter the observatorium:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3qtCO5sMBkUm7v-Vuvp9ODOuAmoE3EMUOn_1L5mf-57LP6IKSS2wzzzoUqUZV6fgBVbyel_MPDXs6ZbIIMRxQO38XRpbvLl_xoHmxLYlks6DZujL5rkLivYMhK1VR4uFqQsjLOTaKBabg/s1600/Observatorium.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3qtCO5sMBkUm7v-Vuvp9ODOuAmoE3EMUOn_1L5mf-57LP6IKSS2wzzzoUqUZV6fgBVbyel_MPDXs6ZbIIMRxQO38XRpbvLl_xoHmxLYlks6DZujL5rkLivYMhK1VR4uFqQsjLOTaKBabg/s320/Observatorium.jpg" width="320" /></a></div>
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A look outside the library:<br />
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And inside it:<br />
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Hidden way is stil there: <br />
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Never trust loose letters, even pink those. In Myst game, such letter let free a criminal man. Here it is harmless, even worth to look at:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhke96i-mYY30d5HVhqVi12x8PdEHGNSh9QWuDDWLWYpV8BSX0e5OR18PugoFwMPouwnzd0KiLA1k-o_jvW9CHabf10hi8-NBEwqycykfeaNa0HqyaFNSR5pQGgzibOmDBAyZI53l3QXeUG/s1600/PinkPage.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhke96i-mYY30d5HVhqVi12x8PdEHGNSh9QWuDDWLWYpV8BSX0e5OR18PugoFwMPouwnzd0KiLA1k-o_jvW9CHabf10hi8-NBEwqycykfeaNa0HqyaFNSR5pQGgzibOmDBAyZI53l3QXeUG/s320/PinkPage.jpg" width="320" /></a></div>
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And this space ship will recognize every Myst fan. The puzzle inside is solveable, but needs a fine hearing:<br />
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On the way to the light tower:<br />
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Over water the way continues, if we find the right button. In 'real' tower there is another puzzle. In this one is a puzzle too, here you get a key. Anybody knows what it is opening?<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPMsUTKjorNYMKcG_hXrdTos2Vfr11U7ZaDvdX-MklhZl5QTh7UefJlQu1a0ah8X3Oy1jTqr0uUpsVixqQnKH9EDrSCt6rkrkHqfH8jUQlLwCfcfRuVoj2NVZB_7V0RMYCkxJuC7OTAfOc/s1600/WegInsTurm.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPMsUTKjorNYMKcG_hXrdTos2Vfr11U7ZaDvdX-MklhZl5QTh7UefJlQu1a0ah8X3Oy1jTqr0uUpsVixqQnKH9EDrSCt6rkrkHqfH8jUQlLwCfcfRuVoj2NVZB_7V0RMYCkxJuC7OTAfOc/s320/WegInsTurm.jpg" width="320" /></a></div>
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That are a few corners here on the isle. On the deck you find also a teleporter to Eder Gira, a hot vulcanic world, used as one of holyday worlds by D'ni, the folk found this world.<br />
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Here is a point where i must tell a few about D'ni. That is a folk, using a special technology - the linking books. Basically, that are special teleport devices, which again look like books and are being programmed that way: The user describes the world which they want visit, as exact and consistent as possible. After that work is done, the user activates the device, and it looks under all possible worlds for one matching the description the best. If found, the book links to the world, and from now on, you can visit this world by using the book.<br />
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This technology offers a huge economical usage and this is the reason, the culture of D'ni is strongly centered around this technology. Unfortunatelly this knowlege are gone with D'ni few hundred years ago. The D'ni came this way to the earth about 10 thousands years ago and lived in a city, they build in a giant hole deep under earth surface. The hole was more than 10 kilometrs big if i remember correctly.<br />
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<b>Eder Gira</b><br />
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This is how it looks like in SL... A bit different isn't it?<br />
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Especially via the teleport wall, you acheive some replica of the Uru worlds:<br />
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<b>Relto</b><br />
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Relto is a pivate world of online players, and their return world. Every player had their own Relto. The player carried a special linking book with them, that makes it possible to teleport 'home' from any place, for example to escape dangerous situations.<br />
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The house kept a warderobe for clothing: Yes, the Uru player was not carying around their complete property in invisible pockets, like the SL user does.<br />
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Also, there is a book shelf for linking books to already discovered and new worlds, a sort of leveling up: Due investigating worlds, the player can find a linking book to an other world and the book appears here and allows to visit that world.<br />
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<b>The city </b><br />
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The city was build by D'ni people in a large hole deep under the surface. They lived here not permanently, but travel to other places by using linking books. Here in the SL replica of the city, you could rent appartments, so you could live like D'ni years ago.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYgmwasYlhtpOydA4JdzKyPm3EGjDGVxINntCzz0J66VkTFmYq0qwUab1sRdEvYsv5AIXrf-icnADvFrygh8VcyPxjD7LkhRNlpT6pJIA7MYN0hQcGBj3VAh2Z0RC___kCGdevyyFfSKgT/s1600/Stadt.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYgmwasYlhtpOydA4JdzKyPm3EGjDGVxINntCzz0J66VkTFmYq0qwUab1sRdEvYsv5AIXrf-icnADvFrygh8VcyPxjD7LkhRNlpT6pJIA7MYN0hQcGBj3VAh2Z0RC___kCGdevyyFfSKgT/s320/Stadt.jpg" width="320" /></a></div>
<br />
<b>Great Zero</b><br />
<br />
Anybody knows this facility? Great Zero. A monster that supplied the city with energy, established a communication like with mobile phone and a navigation like with GPS (remember the KI device?.) And that about 10 thousands years ago!<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgaTqDn2wR_tqI1orFxoEIGpn2eN9Nmc1J6rdO9bZ3cKYeEphWjl8sYjVE4v3IgKOJRA0ZGqFN7vnmPgDShtttovNsFW1LtNMAxG5TJVB5PuraFqXGiOo6tFBt6KzKaGkJDAyxP1G3G8Lmy/s1600/GreatZero.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgaTqDn2wR_tqI1orFxoEIGpn2eN9Nmc1J6rdO9bZ3cKYeEphWjl8sYjVE4v3IgKOJRA0ZGqFN7vnmPgDShtttovNsFW1LtNMAxG5TJVB5PuraFqXGiOo6tFBt6KzKaGkJDAyxP1G3G8Lmy/s320/GreatZero.jpg" width="320" /></a></div>
<br />
<b>Kadish gallery</b><br />
<br />
Kadish was a guild master of guild of writers but was dismissed from it. He was an excellent ingeneur but also a dazzler. He pretended to be a master in writing linking books. Has betrayed and robbered others with that and hidded his richness somewhere in the worlds. Here in the gallery, he put hints to find the places:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj13V0CAQweiD4Cn7Rezp1xRY2n9raGBbgJx60C_uOprjj0iqGD_pYBjM2iMFJJmwRdpuxBdJG2IhZrR1xosJXOVUD5UjgIhICXRqOM9dG_250dvGLtVWFDk6jyd8kKuDu24-L-A-Wk_ITR/s1600/Galerie.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj13V0CAQweiD4Cn7Rezp1xRY2n9raGBbgJx60C_uOprjj0iqGD_pYBjM2iMFJJmwRdpuxBdJG2IhZrR1xosJXOVUD5UjgIhICXRqOM9dG_250dvGLtVWFDk6jyd8kKuDu24-L-A-Wk_ITR/s320/Galerie.jpg" width="320" /></a></div>
<br />
You can see a prism puzzle for example, there are rotating prisms showing symbols on the sides. These symbols you need to remember to open a door somewhere. But be carefull what you note down, Kadish was a dazzler, he din't make it so easy.<br />
<br />
<b>Back to Myst</b><br />
<br />
The grave and flowers are not in original game. Ti'ana was hidden to the game story first, had a big role in the story of D'ni itself. You can learn more about her in books, really published. "<a href="http://www.amazon.com/Book-TiAna-Myst/dp/0786889209/ref=pd_sim_b_1" target="_blank">The book of Ti'ana</a>" is an excellent one and i would recommend it to read about her and D'ni culture.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEYlpH6a71cWe16pwPphM6dfj64kMkziHXi79K22Q6_IQUEqiTefbqtVs6tHXBq9YkwDyh4m4eNOU87p7L0eYhQT2e4TIscNfEADWOvsaQn74Zwd_AUl6v3K2Ji7qBPnsf1LejncrpdTP_/s1600/GrabTiana.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEYlpH6a71cWe16pwPphM6dfj64kMkziHXi79K22Q6_IQUEqiTefbqtVs6tHXBq9YkwDyh4m4eNOU87p7L0eYhQT2e4TIscNfEADWOvsaQn74Zwd_AUl6v3K2Ji7qBPnsf1LejncrpdTP_/s320/GrabTiana.jpg" width="320" /></a></div>
<br />
Shortly said, Ti'ana was the first person (name on earth "Anna") who found the way into D'ni hole, and brought this folk to destroy itself. But only D'ni themselves are guilty in that. Theyr culture was broken already. Some of D'ni mean, by writing a linking book, they <i>create the world</i>. Others mean, they just <i>build a bridge</i> to the world already created. This is fundamental - the first view allows to play god with 'created' world, the second view forbids it.<br />
<br />
Not a few D'ni were really arrogant enough to think, the folks on 'created' planets are primitive and only good to exploit them. Ti'ana was a person from the earth, hence from a primitive folk - and she prooved to be equal to D'ni! What followed was a conclusion.<br />
<br />
Her grandson Atrus 'wrote' the world of Myst after the D'ni culture gone.<br />
<br />
That is a few from the worlds. If you are interested, the sims are there for few days, so please visit. And if you like to see the Myst Island sim while you are offline, or after the sims are gone, here is a very good made video on Youtube, at beginning there is a sightseeing flight.<br />
<div style="text-align: center;">
<br />
<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/7JkZ1Fuxc4g" width="420"></iframe></div>
<br />
The group Myst Dancers is found by people that met in Uru and came to SL after MOUL was gone, and they build up the sims. The film makes also fun watching.<br />
<br />
Here are the links:<br />
<ul>
<li><a href="http://slurl.com/secondlife/Age%20of%20Myst/177/14/25" target="_blank">Myst Island</a></li>
<li><a href="http://slurl.com/secondlife/Eder%20Gira/21/232/44" target="_blank">Eder Gira</a></li>
</ul>
<div style="color: #666666;">
And now why i talk about losing the worlds. I found the sims a few months ago, and few days ago i found a notecaard in group notices, both sims are going to be closed. The reason is known. The owners cant keep the sim.</div>
<br />
<div style="color: #666666;">
Eder Gira is a full sim and Myst Island is a homestead. And you can't keep the Homestead without having a full sim. Hence both must go. They will be closed if no one interested in having one or two themed sims contacts the sim owner until 25. november (yes, that is in 2 days.)</div>
<br />
<div style="color: #666666;">
If you see the post, and are interested or know a solution, please contact <b>SkydiverAnarta Fall</b> about it. With ths two sims, are going good build fan projects.</div>
<br />
Ok this is grayed out now. The reason is great: both sims found a buyer and seem to be saved! <b>Benandru Milev</b> agreed to take over the tier for Myst Island and Eder Gira. The sims are stil open to visit, explore and google. I might write more in another post later.<br />
<br />
Well the report is not complete without saying, that the MOUL itself is alife again.<br />
<br />
The MOUL servers are back online. The fans can meet and investigate online again, and even develop own worlds that can be placed onto the book shelf, and shared among other players. So, lets give a few links related to Myst and Uru here.<br />
<br />
<a href="http://cyanworlds.com/news/">http://cyanworlds.com/news/</a><br />
An official Cyan Worlds web site<br />
<br />
<a href="http://www.mystjourney.com/">http://www.mystjourney.com/</a><br />
Information portal around Myst games<br />
<br />
<a href="http://www.guildofgreeters.com/">http://www.guildofgreeters.com/</a><br />
A comprehensive source for informations related to Myst games<br />
<br />
<a href="http://mystonline.com/">http://mystonline.com/</a><br />
Information portal specially around Uru Life.<br />
<br />
Lovelly greetings<br />
JennaJenna Feltonhttp://www.blogger.com/profile/12622565854448382838noreply@blogger.com1tag:blogger.com,1999:blog-2009029641306507802.post-73680003940594269672011-06-15T15:28:00.000-07:002011-12-10T12:36:18.795-08:00Target List, Process mapHello again.<br />
<br />
Well, since the core script is tested, too, i can reveal the project a bit, but without much details. The project is actually the sequel of RLV teleporters (thus 'RTP'.) This technology uses the RLV api to move an avatar gridwide most comfortable (locally is also posible.)<br />
<br />
Most important extensions: Predefined target lists to scrol through. Extensible architecture via open APIs. The sensor reacts not only on touch and collision, but also on sit, entering scanned area or chat command.<br />
<br />
The core script itself performs only the teleport. Scrolling through targets is matter of the target list script. Its job is delivering the target data inclusive global coordinates to the core script. Next image shows the process map of the target list script.<br />
<a name='more'></a><br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4ohVnDOq490RDljoZjkZFixO3PVdgF2Yw_-OX9pPk1ysZ8UpKYrIMhRxGt2TtgDMa1qV-c2FCTSxg9H_9JgEe0LotjKI-PBUmRVyPuUL-YXUnvAqtY2Q4tlHdkZQVswppu5zFRSqpucjj/s1600/proc.TL.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4ohVnDOq490RDljoZjkZFixO3PVdgF2Yw_-OX9pPk1ysZ8UpKYrIMhRxGt2TtgDMa1qV-c2FCTSxg9H_9JgEe0LotjKI-PBUmRVyPuUL-YXUnvAqtY2Q4tlHdkZQVswppu5zFRSqpucjj/s320/proc.TL.png" width="294" /></a></div>
<br />
There are two kinds of Teleports: On predefinded targets or via DirectTP. Up to 80 targets can be defined in the configuration, with a landmark or slurl to the target place and preview picture. The target coordinates the script requests from servers and saves for later.<br />
<br />
Since sims move sometimes, the coordinates expire (e.g. after a week) and must be requested again. This process is displayed in blue.<br />
<br />
In DirectTP, the target coordinates are delivered in the command itself, the core script can start the process immediatelly. For more comfort, the target list offers a resolving service: You give it a slurl and the scrpt builds a command with resolved coordinates. This process is shown in green.<br />
<br />
Im both cases, the script uses a sim cache. Here positions of 16 sims are saved that were resolved last. For teleports to sims saved here, the access time decreases and SL servers are discharged.<br />
<br />
For teleporters that don't use predefined targets, but run on DirectTP only, there is also a simplified target list script. This script manages no targets and uses only the green part in the picture. The script uses about 20kB less memory and is called '.directTP' while the regular target list is called '.targets'.<br />
<br />
The future: Next part are integration tests. Here i will build teleporters for all five triger events, thereunder replaceents for 'TP Sign' and 'TP Mirror' (touch and collision events) and some with scroll buttons and effects like sound and particles. The effects will be realized by open driver scripts.<br />
<br />
Greetings and til next timeJenna Feltonhttp://www.blogger.com/profile/12622565854448382838noreply@blogger.com1tag:blogger.com,1999:blog-2009029641306507802.post-70284916076426354832011-06-11T18:02:00.000-07:002011-12-10T12:37:03.006-08:00RTP Project: SensorHello again :) <br />
<br />
The test of the sensor script is completed right now, thus here is a new clue: The process map of the sensor script.<br />
<a name='more'></a><br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhi-93ny3BqmOmUCg-YppIYIbRLJjCy43FuPD3uaZ1c-DofEaSeef7UXDTZ7UA4LcHY6CQG2xZldujn9u9LS3hOwOOgjrRpP3UB9MOem0CECyRjduealgn7_D0m9CribGWGXds_991fTmi_/s1600/sensor.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhi-93ny3BqmOmUCg-YppIYIbRLJjCy43FuPD3uaZ1c-DofEaSeef7UXDTZ7UA4LcHY6CQG2xZldujn9u9LS3hOwOOgjrRpP3UB9MOem0CECyRjduealgn7_D0m9CribGWGXds_991fTmi_/s320/sensor.png" width="302" /></a></div>
<br />
As seen, it reacts on five events: You can sit on the device, touch it or colide with it. You can also enter the radar area or say a certain chat command in order the sensor triggers and reports the avatar.<br />
<br />
The chat messages are translated so the agent can say a secret word in order the sensor triggers. Collision and sensor events must pass the so called Agentfilter, in order only new agents are reported.<br />
<br />
The script is a plug-in, which means it has a proper API, it works by its own and extends the device in plug&play manner. Thats all by now, it was just a small new tip.<br />
<br />
Gretings<br />
JennaJenna Feltonhttp://www.blogger.com/profile/12622565854448382838noreply@blogger.com0tag:blogger.com,1999:blog-2009029641306507802.post-42403814845130830122011-06-09T12:45:00.000-07:002011-12-10T12:38:10.304-08:00RLV control process: How relays workHello :)<br />
<br />
Today a little more progress and a small tip for the RTP project. If you wondered how foreign objects gain the control the RLV-able viewers, here is a picture explaining that.<br />
<a name='more'></a><br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNTaUplLCEoqLp6XoJ5SslV4peZvsrDVJBCOdVqhd_ccbtI9Z_WaTXgy0IyGpSLAbwZNOwB5hUcFOLzDlh2IVwhn9vy8huDXOMYgg3XB3XlO7xFWqfUsm8zos2yjyEnLM1sYHg5zOUMSJ_/s1600/rlvaction.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNTaUplLCEoqLp6XoJ5SslV4peZvsrDVJBCOdVqhd_ccbtI9Z_WaTXgy0IyGpSLAbwZNOwB5hUcFOLzDlh2IVwhn9vy8huDXOMYgg3XB3XlO7xFWqfUsm8zos2yjyEnLM1sYHg5zOUMSJ_/s320/rlvaction.png" width="266" /></a></div>
<div style="text-align: center;">
<span style="font-size: x-small;">What hapens if a device sends a </span></div>
<div style="text-align: center;">
<span style="font-size: x-small;">comands to the RLV-able viewer</span></div>
<br />
The object (the device) sends a command towards the viewer. The command is received by the relay (it only can receive the command, the viewer can't receive directly) owned by the user. What hapens next, decides the permission system of the relay (if it is used at all) and the user's decision.<br />
<br />
If the relay is used and active, the device receives a response saying so if the command was relyed to the viewr or not. If the viewer supports RLV, it will execute the command acepted by the relay. I hope the picture is able to explain the topic clearly.<br />
<br />
BTW, the picture may be used in any projects, commercial or not. <br />
<br />
GreetingsJenna Feltonhttp://www.blogger.com/profile/12622565854448382838noreply@blogger.com0tag:blogger.com,1999:blog-2009029641306507802.post-1968910496171114452011-05-26T16:35:00.000-07:002011-12-10T12:44:44.487-08:00The mysterious RTP projectGreetings everyone<br />
<br />
The first milestone is met. All important scripts are writen and must be tested now. Completing of them and all required scripts will be the second milestone. What is the project about, i'd not reveal yet, i give it just a temporary name 'RTP' (not to mix with 'TRP', the red pile, what is a quite different thing.)<br />
<br />
Anyway, i put here the picture of the rough projct architecture:<br />
<br />
<a name='more'></a><div class="separator" style="clear: both; text-align: center;">
</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2_RZF0MG0wCPZdgDbRaoGsG6GJXHf1ICiU0yHCGfYTRB9lXzMnP_9X3qaGykKAAfpiKIDH3dMe_VPxd_p81CR7Zrbczk_jlNxdtCmbwVBevKveziTsM5DWPBNkwk-W6k8iaDCdGrhdD_b/s1600/architecture.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2_RZF0MG0wCPZdgDbRaoGsG6GJXHf1ICiU0yHCGfYTRB9lXzMnP_9X3qaGykKAAfpiKIDH3dMe_VPxd_p81CR7Zrbczk_jlNxdtCmbwVBevKveziTsM5DWPBNkwk-W6k8iaDCdGrhdD_b/s200/architecture.png" width="181" /></a></div>
<br />
You can guess what the thingy will do, the disclosure will come after the second milestone, i'll start with the docmentation than. When it will be, is not definitelly clear yet.<br />
<br />
However, to see the progress, here is the list of scripts and tasks, i am actually on.<br />
<br />
<b>Core Services</b><br />
<ul>
<li>.core - <span style="color: lime;">ready</span></li>
<li>.config - <span style="color: lime;">ready</span> </li>
<li>.sender - <span style="color: lime;">ready</span></li>
</ul>
<br />
<b>Plugins</b><br />
<ul>
<li>.sensor - <span style="color: lime;">ready</span></li>
<li>.targets (regular target list) - <span style="color: lime;">ready</span></li>
<li>.directtp (special target list for DirectTP) - <span style="color: lime;">ready</span></li>
</ul>
<br />
<b> </b><b>Drivers</b><br />
<ul></ul>
<ul>
<li>.drw.sound (sound effects) - <span style="color: lime;">ready</span></li>
<li>.drv.textureanim (texture animation) - <span style="color: lime;">ready</span></li>
<li>.drv.particles.... (two particle effects) - <span style="color: lime;">ready</span></li>
</ul>
<br />
<span style="color: red;"></span><br />
<b>Integration tests</b><br />
<ul></ul>
<ul>
<li>A number of devices build with different set of scripts - <span style="color: lime;">ready</span></li>
</ul>
<ul></ul>
<br />
Best regards<br />
JennaJenna Feltonhttp://www.blogger.com/profile/12622565854448382838noreply@blogger.com0tag:blogger.com,1999:blog-2009029641306507802.post-70166166399898239932011-04-11T07:09:00.000-07:002011-04-11T11:47:46.324-07:00Update: LMeter 1.5.29, TRP 1.0.24 (vitality feature)Well, an update again. But a minor one.<br />
<br />
The reason is, after any server update in past, the vitality feature stoped to work for my code. Vitality is a feature allowing the scripts run even on places where scripts are blocked. To do so, the script takes the avatar control, that way the script pretends being a vehicle and vehicles are allowed to run even in pllaces that not allow other scripts to run. There is no other solution to make scripts run everywhere.<br />
<a name='more'></a><br />
Taking control means the script has to call the <span style="color: purple;">llTakeControl</span> function and also implement a <span style="color: purple;">control</span> event handler. The event handler is called every time the agent presses, holds or releases the key under control. To make the lag lower, i skiped the event handler in prevous script versions, so only the function call remained. That worked and worked well, but until the server was updated (server is the machine executing scripts). Not sure which server update caused that.<br />
<br />
As a result, the device stops working by entering a no-script area, despite of active vitality mode (LMeter) or using the emergence plugin (TRP) and resumes working by entering a script-alowed area. Anyway, to fix this break, i had no other way to add also the event handler to the script. As a control over a rarelly used key is taken, the lag might increase stil not much.<br />
<br />
So, what exactly changed to the both products.<br />
<br />
<b>LMeter</b><br />
<br />
The <a href="https://marketplace.secondlife.com/p/LMeter/764194">LMeter</a> device has only a single script inside, and that script was changed. For the update, please simply replace the attached device.<br />
<br />
<b>TRP</b><br />
<br />
TRP (The Red Pill, both, <a href="https://marketplace.secondlife.com/p/The-Red-Pill-Personal-edition/1485916">personal</a> and <a href="https://marketplace.secondlife.com/p/The-Red-Pill-Professional-edition/1485904">professional</a> editions) is build off three scripts, the core script, the RLV plugin and the emergence plugin. The only part affected by the changes is the emergence plugin. As stated in the documentation, this plugin is optional for devices that <i>definitelly</i> have to run everywhere.<br />
<br />
<i>For already done devices...</i><br />
<br />
If you not used the emergence plugin, there is nothing to do. If you used the emergence plugin, I'm afraid, you also have to release device updates with replaced <i>trp.emergence</i> script. Both other scripts are not changed. Feel free to link this page saying why you release your update.<br />
<br />
<i>For future projects...</i><br />
<br />
Please unpack the new product box and use the new product folder as usual.<br />
<br />
<b>How to update</b><br />
<br />
The manual update process is described in the manuals to LMeter and TRP. Just teleport to <a href="http://jennassl.blogspot.com/2010/05/actual-shop-list.html">stores</a> with installed update server, than either rezz the product box or use the Keyholder device from the product folder.<br />
<br />
I also send autoupdates to every byer of both products, so you should receive the automatical redelivery few hours ago.<br />
<br />
<b>Vitality plugin</b><br />
<br />
For those interesting in scripting, there is now also a <a href="https://wiki.secondlife.com/wiki/Script_Vitality_plug-in">vitality plugin</a> on the script library. It does nothing with LMeter or TRP but demonstrates how the vitality feature works.<br />
<br />
Sunny greetings<br />
JennaJenna Feltonhttp://www.blogger.com/profile/12622565854448382838noreply@blogger.com0tag:blogger.com,1999:blog-2009029641306507802.post-87122630142500808832011-03-28T16:44:00.000-07:002011-03-28T16:44:21.341-07:00Product update: BlinkScriptSeems the most popular item is a script that is no more than make the prim blink where the script is installed. First released in december 2009, it is taken stil on constantly rate. Reason enough to update it. The version also jumped from 1.2 to 2.0. Why so much?<br />
<a name='more'></a><br />
The color table was optimized.<br />
<br />
The color table is used to translate most used color names into LSL values, the script can use. For example the color "Turquoise" has the LSL value <0.25098, 0.87843, 0.81569>. LSL can not use the color name, thus the color table does the translation.<br />
<br />
The version 1. used a list of color names and values. This makes looking for color name very easy and also adding new color, but wastes some script memory. New method of the version 2. uses a special tree structure, accelerting very much the searching process, but adding new color names is now much harder.<br />
<br />
No new name was added to the list, so this is no reason. The new method saved also about 10kb of script memory what is good for long blinking programs.<br />
<br />
The script can now make the whole linkset blink.<br />
<br />
The version 1. could only work with the prim running the script. Say, you make a control panel with 10 blinking lamps, so you had to install old BlinkScript 10 times, i.e. in each blinking prim. Now you can install the script once and in any prim of the control panel. You have just to explain the script, which prim should blink and how.<br />
<br />
More blink states<br />
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In the version 1, the blinkscript knew only two states: Light and dark. Each state had own color and the light state could throw light. The interval setting told how many seconds the script should be in light and dark phase. Same time for light and dark phase.<br />
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In the version 2. you can have up to 300 phases. For each phase you say what prim in linkset is controlled, what color the prim must be, if it must glow and if it must throw light. And how long the script must be in that phase, i.e. you can make each phase last different time.<br />
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Extended configuration syntax<br />
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The version 1. understood a so-called simple syntax. Here you explain colors for light and dark phases, the interval and also light settings, each by a single command in a separate line. This means you need up to seven lines in the configuration notecard. This makes easy to understad the configuration and is enough for using exactly two phases.<br />
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The version 2. uses an extended configuration syntax. Here a single line defines everything the phase needs: Color, glowing, light, interval and names also the prim in linkset. This way you need only two lines instead of seven like before.<br />
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You need exactly two lines to make the prim blink like before. Now if you want a third phase, you add a third line. Quite easy, but you only have to learn how to write the line.<br />
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That's all. You can grab the new BlinkScript here:<br />
<ul><li><a href="https://marketplace.secondlife.com/p/BlinkScript/764192">Private edition</a> </li>
<li> <a href="https://marketplace.secondlife.com/p/BlinkScript-Builder-Edition/764193">Builder edition</a></li>
</ul>And here you can update it if you bought it alrady. Just rez your product box and hit Update in menu:<br />
<ul><li><a href="http://slurl.com/secondlife/2RAW%20EXTREME/152/82/121">Main store</a> </li>
<li><a href="http://slurl.com/secondlife/Isle%20of%20DisQ/141/50/21%20">Secondary store</a> </li>
<li><a href="http://jennassl.blogspot.com/2010/05/actual-shop-list.html">Actual store list</a> - if this post is a bit older. You need locations with update server installed.</li>
</ul><br />
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Greetings<br />
JennaJenna Feltonhttp://www.blogger.com/profile/12622565854448382838noreply@blogger.com0tag:blogger.com,1999:blog-2009029641306507802.post-76584647699840278242010-10-18T12:02:00.000-07:002010-10-30T10:45:29.514-07:00Main Store is moved (again)Ok, the store place changed a bit, something about 100m from the older place. The new place is:<br />
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<a href="http://slurl.com/secondlife/2RAW%20EXTREME/152/82/121">http://slurl.com/secondlife/2RAW EXTREME/152/82/121</a><br />
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The new location is not completelly set up, but registered in the shop list already.<br />
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Greetings<br />
Jenna<br />
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Edit (30.10.2010): The sim was moved yesterday and the location is now updated again.Jenna Feltonhttp://www.blogger.com/profile/12622565854448382838noreply@blogger.com0tag:blogger.com,1999:blog-2009029641306507802.post-65112603589546677472010-09-08T03:22:00.000-07:002010-09-08T08:56:11.524-07:00Main store is movedBad news or good news? Rather both.<br />
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The sim where my main shop was located changed the owner, and the new owners decided they not plan shops in near future. They want a medieval sim, and the new concept sounds even interesting, but this means for me, the main store will move out. Well, who ever has been there once, will chuckle if i call it so, but this was the only place with an inworld product updater, so, let's call it main store. This is how it was looking:<br />
<a name='more'></a><br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiS3GMgDp61fmITyr47t4kE7hAII53Xz4eT_fbx-NCbDcszV63MSw1bJ0hgyiGLp_g6JE6Q-JYee6sqLRZrkol4TU9SFjQ2y9ZJgxaVQxV1yscpWCaFhmdFhcCWxYaVyt_Fw9eDvzJij5oj/s1600/jfsSadenia.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="140" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiS3GMgDp61fmITyr47t4kE7hAII53Xz4eT_fbx-NCbDcszV63MSw1bJ0hgyiGLp_g6JE6Q-JYee6sqLRZrkol4TU9SFjQ2y9ZJgxaVQxV1yscpWCaFhmdFhcCWxYaVyt_Fw9eDvzJij5oj/s200/jfsSadenia.jpg" width="200" /></a></div><div style="text-align: center;"><span style="font-size: x-small;">The old JFS main was located at: </span></div><div style="text-align: center;"><span style="font-size: x-small;"><a href="http://slurl.com/secondlife/Sadenia/178/104/28">http://slurl.com/secondlife/Sadenia/178/104/28</a></span></div><br />
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And no, i really not built the pavilion, and it was originally also not free standing, but a part of pavilion chain, nicelly aligned along a round path, you stil could figure it out on the actual sim picture (<span style="font-size: small;">notice the red arrow?</span>): <br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj__CcTh2p735fpiARqpqkPE-nMjGLFlujE2fE21AP8jJSICW-r1O6OW9vnh5ufQdQhOL5bJAM3iM_CLJ62_2lA3XU-1a0aJwFxRGks_8hQVaQnk6I75c4LSE6SCshKCS-2Rpvy9QxZDsQT/s1600/jfsAtSadeniaSimPic.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj__CcTh2p735fpiARqpqkPE-nMjGLFlujE2fE21AP8jJSICW-r1O6OW9vnh5ufQdQhOL5bJAM3iM_CLJ62_2lA3XU-1a0aJwFxRGks_8hQVaQnk6I75c4LSE6SCshKCS-2Rpvy9QxZDsQT/s200/jfsAtSadeniaSimPic.jpg" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><br />
</td></tr>
</tbody></table><div class="separator" style="clear: both; text-align: center;"></div>However, its not a drama, there is also another location keeping even two vendors, one for paiable products and another one for freebies. The place might be very interesting for those who love bikes, cars and racing, there is a really cool race route starting in no 10 meters far from the store entrnce. And those who race, might very likely know the names "2raw" or "777 League" too. This one will be my new 'main' for now. Really nothing happens for bad :)<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEibhUUAgaMlHYM2MHonNGDB3pLeCYKzr3tuwYaoKyKnkl_W8xESngPKD2aY2n15HkJGkhj5c8QD57QTe_nvgBxu9xcUW1zHVcZoDjLLB8bwT3uN7Yp53ihSaQ6SlILVurTHjoSz0zbrsJXq/s1600/jfs2Raw.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="140" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEibhUUAgaMlHYM2MHonNGDB3pLeCYKzr3tuwYaoKyKnkl_W8xESngPKD2aY2n15HkJGkhj5c8QD57QTe_nvgBxu9xcUW1zHVcZoDjLLB8bwT3uN7Yp53ihSaQ6SlILVurTHjoSz0zbrsJXq/s200/jfs2Raw.jpg" width="200" /></a></div><div style="text-align: center;"><span style="font-size: x-small;">And this is the new location:</span></div><div style="text-align: center;"><span style="font-size: x-small;"><a href="http://slurl.com/secondlife/2raw/189/94/23">http://slurl.com/secondlife/2raw/189/94/23</a></span></div><br />
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For sure the shop list is updated, too.<br />
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Greetings and have fun, not only by shopping.:)Jenna Feltonhttp://www.blogger.com/profile/12622565854448382838noreply@blogger.com0