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firestorm_troubleshooting_fr

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Diagnostics et Solutions Rapides - Firestorm Viewer

Pour une information de base sur comment demander de l'aide, cliquer ici.
Cette page couvre les problèmes que vous pourriez rencontrer avec Firestorm; pour les questions sur la façon d'utiliser le viewer, voyez plutôt la page Questions et Réponses.
Les sujets sont ici organisés par problèmes directement en rapport avec le viewer, et par problèmes qui sont réellement liés à Second Life ou à des bugs.
Si vous ne trouviez pas l'aide nécessaire, alors contactez le support. La meilleure façon de contacter le support pour une assistance rapide sont les groupes dans Second Life. Autrement vous pouvez contacter n'importe quel membre de notre équipe de support. Nous ferons de notre mieux pour vous aider.
Si vous pensez avoir trouvé un véritable bug - ou si vous souhaitez soumettre une demande de paramètre - vous pouvez déposer un JIRA.

Introduction

Pour une introduction au diagnostic des pannes de base, référez-vous à cette page.

Tutoriels

Il existe des vidéos-tutoriels sur YouTube; visitez et ajoutez à vos favoris : Phoenix Viewer channel.

En rapport avec Firestorm

Problèmes de Crash/Connection

Recherche, Audio, Video et Voice

Autres

En rapport avec SL

General

Lag and Network

Matériel

Système d'Exploitation / Logiciel

Windows
Mac
linux

Other


fs_missing_inventory - [Part 1 - Basic Steps]

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Missing Inventory

There are different kinds of problems with missing inventory that can take place; those that are controllable at the viewer or computer end are generally reversible. Problems caused by the Second Life asset server are not always fixable.

If items that you rezzed out in-world are missing, then refer to this page instead.

Part 1 - Basic Steps

  • First and very important: TP to a known low lag region to do any of the things listed below. Once there, reduce draw distance significantly, to reduce the load on your network connection. Stay there while working through this page. These locations are recommended:
    • Cyclops

      Do not stay at your current location; it may be the source of your problem.
  • If the number of items appears correct, but not everything is showing, reset your inventory filters. On most viewer skins, this means clicking the Gear menu at the bottom of your inventory and selecting “Reset Filters.” On Vintage skin (this is what you're using if you logged in with Phoenix Mode) or Ansastorm skin, click Inventory → Reset Filters in the inventory menu.
  • If you are looking for Marketplace items using Inventory search, and they are not showing, ensure that you have the Received items folder shown in inventory, rather than as a button: Preferences → User Interface → Interface Windows → Show the Received Items folder in normal inventory. Or, click the Received button to see what items are in there.
  • If a system folder is missing, you may have opted to hide empty system folders: Preferences → User Interface → Interface Windows → Hide empty system folders from inventory.
  • In your inventory, type letters into the search filter. It doesn't matter what letters; the purpose is to prod the search into finding more items. If the fetch stalls again, pick a different letter.
  • For any/all folders that appear to be missing inventory, try creating a new item, of the appropriate type, in the folder. So for example, if you appear to be missing things in the Clothing folder, right-click the folder name → New Clothes → New Shirt. Then relog.
  • Try clearing your inventory cache.
    • Method 1: Open Preferences -> Network & Files -> Directories, then click the Clear Inventory Cache button, then relog to Hippo Hollow or whichever low-lag location you chose.
    • Method 2: If Method 1 did not work, clear the inventory cache manually:
      • Click the Open button to the right of cache location. This should open a file picker window.
      • Locate the .gz file with YOUR avatar key. Your key can be found in your profile, under your name. (Depending on your OS settings, you may not see the .gz at the end of the filename, but it should still say the type is a GZ or gzip file.)
      • ESSENTIAL: Log out of Firestorm.
      • Delete the .gz file located above.
      • Log back in to Hippo Hollow.
      • Allow your inventory to fetch.
    • Note: If clearing inventory cache manually does not fix the problem the first time you try it, then it probably won't work on additional attempts, so don't keep doing it, unless you didn't delete the correct file the first time (though multiple relogs without cache clears may help).

Checking Your Connection

If your inventory is still not loading fully, then the issue may be a network or connection problem. General suggestions for problems that may be connection-related are:

  • If you are on a wireless connection and are able to wire it in, do so.
  • Reboot your router/modem, leaving it unplugged and unpowered for a minimum of two minutes before powering it back up again.
    • If you have access to a different connection, try connecting your computer to it temporarily.
  • If the inventory is still not fetching all the way, view our page on bandwidth and speedtests to make sure your bandwidth is set optimally in the viewer. Although it may seem counter-intuitive, we have found that lower bandwidth settings usually allow for more reliable inventory loading than higher settings.
  • HTTP fetching may be overloading your router; please try the suggestions given here; if they do not help, revert the changes made then return to this page and continue.
  • Please download the official SL viewer, install it, log in on it and see if the items show up there. If they do, then to make sure that you aren't being misled by cached inventory on SL viewer, wipe inventory cache there as well, and then see if your inventory fully fetches. If it does, then the problem is probably either loading or caching in Firestorm, and you can follow the set of suggestions below under “Method 2: Inventory Copy from SL Viewer.”
    If the missing items do not show up on SL viewer either, then file a support ticket with SL for assistance, making sure to specify that you have the problem with SL viewer.

Back on Firestorm, if your inventory count still looks lower than it should be or stalls in the middle of fetching items, then:

  • If the above steps have not worked for you, continue on to the next step:

Part 2 - Inventory Copy from SL Viewer

Your UUID

Start by finding your avatar key while logged into Firestorm or another viewer that displays it - see the figure to the right; the UUID is highlighted in green.

It is a string of letters and numbers that appears in your legacy-style profile, though the exact location will vary because different skin options display it differently. If you use web profiles, you will need to switch into the legacy profile to find it. (In Firestorm, this is in Preferences -> User Interface -> Interface Windows→ Use web profiles by default.) You can return to the web profile style afterward. When you find your key, just copy it down somewhere.

Now you will need the latest release version of the SL viewer, so if you don't have it installed yet, download and install it. Then, log into the SL Viewer and get your inventory loaded in that viewer. This might work with any other viewer, as well, but the SL Viewer is the only one we've tested with. Once your inventory is loaded there, log out.

Locate your Second Life cache folder and your Firestorm cache folder on your hard drive. Our clearing cache page will help you locate where that is (just replace “Firestorm” with “SecondLife” in the path name. Don't clear either cache! Just use the paths shown to find the folders.

Note: You must be LOGGED OUT of both viewers before doing the next step.

In the Second Life cache folder, find the file named with your avatar key and ending in “inv.gz”. Drop or copy this file into your Firestorm cache folder. Allow it to replace the one there.

Log into Firestorm and check to see if your inventory is there.

Avoid clearing cache or you may need to do this process again.

Please note: Under normal circumstances, you should not share cache between viewers because it can cause other weird problems. This suggestion should not be read as an indication that setting your cache in different viewers to the same place would be useful. It won't be.

For additional ideas, also refer to the Second Life wiki page on Inventory Loss.

fs_bridge_fr - [Fonctions]

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Le Bridge LSL Firestorm

Le bridge Firestorm est un objet scripté qui sert à améliorer l'expérience utilisateur.

Si vous vous connectez avec Firestorm pour la première fois, le bridge va se créer automatiquement, et ira se placer dans un dossier d'inventaire nommé #Firestorm. Le bridge s'appelle #Firestorm LSL bridge vx.x (les derniers chiffres correspondent à la version).

La parcelle doit autoriser les scripts ou le bridge ne pourra pas se créer.

Si pour une raison quelconque vous deviez détacher le bridge, c'est possible. Pour le rattacher, portez-le, ou utilisez la barre de menus du haut→ Moi → Avatar Heath → Recreate LSL bridge. Cette opération supprimera tous les anciens bridges et en créera un nouveau.

Attention: Le bridge ne se détachera pas si vous changez de tenue.

Le bridge utilise le protocole HTTP pour communiquer, ce qui est en soi beaucoup plus sécurisant que “listen”.

Le bridge se crée en utilisant un objet de la bibliothèque SL par défaut qui fait partie de votre inventaire. C'est pour cette raison que la désactivation de la bibliothèque n'est pas possible.

Fonctions

Actuellement le bridge Firestorm remplit les fonctions suivantes :

  • “Flight Assist”: Le bridge comporte une assistance intégrée au vol. On peut activer cette fonction avec Preferences → Firestorm → Extras → Enable Bridge Flight Assist. Notez bien que si vous activez cette option, vous ne devez porter aucun autre article scripté qui assiste au vol (Flight feather par exemple); les deux scripts entreraient en conflit avec des réultats indésirables. Cette fonction permet de voler au-dessus de 5000 mètres d'altitude et fournit une “boost” de vitesse. La force du boost peut être choisie dans Preferences → Firestorm → Extras dans le menu déroulant tout en bas de l'onglet.
  • “Script info”:Compte de scripts: si vous cliquez droit sur votre nom au-dessus de votre tête, ou si vous cliquez un objet, et que vous sélectionnez “Script info”, le viewer enverra une ligne dans le chat local qui ressemble à ceci :[17:16] Script info: '[avatar name]': [22/22] running scripts. 1408Kb consumed for 0.015702ms of cpu time. Cela indique combien de scripts l'ojet contient ou combien de scripts vous portez, combien de mémoire et combien de temps processeur sont utilisés.
  • Radar: Les fonctions du radar sont assitées par le bridge, en particulier lorsque les autres avatars sont hors de votre distance d'affichage.On peut l'activer avec Enable in Preferences → Chat → Radar → Enhance radar with LSL-client bridge.
  • “Movelock”: Cette fonction (dans la barre de menus → Avatar → Movement → Movelock) a besoin du bridge pour fonctionner.
  • Fonctions additionnelles du bridge : Preferences → Firestorm → Move & View → Movement → “Always re-lock position after region change”, et “ Lock and unlock position after stopping or starting movement”.
  • “Move To Teleport”: Cela permet de se téléporter de point à point à l'aide du double click 1), même dans les régions sur lesquelles un point d'atterrissage est défini (landing point), sur lesquelles vous obtiendriez un message du genre “impossible de se téporter plus près de la destination” (“Unable to teleport closer to the destination”).

D'autres fonctions sont prévues mais pas encore implémentées.

Pour tout problème avec le bridge Firestorm, voir cette page

1)
On active cette option dans Préférences→ Affichage/Déplacement → Movement → Double click on and → Moved to clicked point

people_nearby_tab_fr - created

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Fenêtre "People"

Onglet "Nearby" (Radar)

People Panel - Nearby/Radar

La liste des avatars dans le radar peut être triée par nom (name), âge, temps (seen), et portée (range). Cliquez simplement sur la tête de colonne our effectuer le tri désiré.

  • La colonne sans nom à droite de “name” montre si la personne utilise la voice.
  • La colonne suivante affiche un carré vert si l'avatar se trouve dans la même région que vous, ou jaune s'il se trouve sur la mme parcelle (ou à la fois jaune et verte si vous êtes tous deux sur la même parcelle dans la même région).
  • La suivante montre si la personne est en train de taper.
  • La suivante montre si la personne est assise.
  • La colonne suivante affichera le symbole $ si la personne a enregistré un moyen de paiement, et le symbole $$ si le moyen de paiement a déjà été utilisé.
  • Arrive ensuite l'avatar a une note, qui contient un N si vous avez écrit une note dans son profil.
  • Age indique l'âge de l'avatar en nombre de jours.
  • Vu est le temps depuis lequel cet avatar se trouve dans le champ du radar.
  • Portée affiche leur distance actuelle en mètres. La couleur et les lettres en gras dépendent de la portée du chat.

Lorsque vous cliquez le nom d'une personne vous obtenez les options suivantes:

  • View Profile (Voir profil): Ouvre le profil de l'avatar.
  • Add Friend (Ajouter comme ami): Cette options ne s'affiche que si la personne n'est aps déjà dans votre liste d'amis. Cliquer cette option enverra une demande.
  • Remove Friend (Retirer le contact): Cette option ne s'affiche que si la personne est dans votre liste d'amis. La cliquer supprimera la personnede votre liste d'amis. Actuellement l'autre personne ne reçoit pas l'information, mais sa carte de visite (calling card) est supprimée de son dossier d'inventaire “Calling cards” (une copie y restera cependant jusqu'à ce qu'elle décide de la supprimer; si la personne est en ligne à ce moment-là, la carte de visite apparaîtra dansla corbeille).
  • IM(Message privé):Ouvre un IMà la personne.
  • VoiceCall (appel vocal): Initie un appel vocal à la personne si vous avez tous deux la voice activée.
  • Map (carte du monde): Si votre ami vous a autorisé à le repérer sur la carte, cette option sera cochée. Si vous la cliquez, la carte du monde s'ouvrira à l'endroit où se trouve l'autre personne.
  • Track:
  • Track: shows a beacon allowing to you locate the person and track their movement. (Versions after 3.2.2 only.)
  • Share: If you click this entry, an IM window opens; you can then drag and drop inventory items into it, to give them to the other person.
  • Pay: Opens a window, which you can use to pay the other person L$. Some default values are shown, or you can type the number in manually.
  • Offer Teleport: Click this if you wish to offer to teleport the person to your present location.
  • Teleport To: Teleports you to the other person's location.
  • Zoom In: If enabled, moves your camera to view the other person.
  • Invite to group: allows you to invite the person to a group you belong to; opens the Groups selector window.
  • Get Script Info: Displays the script info for the avatar; requires that the Firestorm bridge be enabled and worn.
  • Block/Unblock: aka Mute/Unmute. This mutes the other person, completely blocking them from contacting you. You will not see anything they type in local chat or receive any IMs they might send, and all inventory offers made will be automatically declined. Use with caution; muting a person can also mute their objects, which means that if you make a purchase from them, you are likely to not receive what you paid for.
  • Report: Allows you to file an abuse report against the selected avatar. This should not be done lightly and never be misused. Click here for more information on what an abuse report is.
  • Freeze: Estate managers/owners can use this to freeze an avatar's movements. This is a tool to be used in cases of griefing and not to be used frivolously.
  • Parcel Eject/Ban: If selected, this will eject and ban the avatar from the parcel you are in. You must have the appropriate rights in that parcel or this will not work.
  • Estate Kick/Ban: Similar to the above, but operates at the estate level. Therefore, this is only available to estate managers or owners.
  • Estate Teleport Home: Selecting this will teleport the avatar to his/her home location. This does not ban them, however, and may fail if they have no home location set or if that location is not accessible (eg, the region is down).
  • Derender: Temporarily derenders the avatar.
  • Derender + Blacklist: Derenders and blacklists the avatar. This derender is permanent - unless you remove the person from the blacklist; see this page.
  • Render Settings: Fly-out menu offers options to Render Normally (default), Do Not Render, Render Fully.

The Sprocket/Gear icon at the top of the Nearby tab has the same functions as the right click menu for individual avatar names.

The List icon, to the right of the gear, has the following radar functions:

  • Show Minimap above Radar: If enabled, the panel expands upward to show a minimap of the current area.
  • Limit Results to Specific Radius: If selected, a slider will appear at the bottom of the window, to the right of the sprocket/gear. Here you may change the range at which the radar is active. This allows you to monitor smaller areas than the radar normally can report. Useful if you only are interested in a parcel rather than an entire region and those adjoining. If you wish to have radar report at max range all the time, it is more efficient to just disable this option.
  • Show muted and blacklisted Avatars: If enabled, radar will list people you have muted and/or derendered.
  • Radar Name Format: Allows you to select how you want names to be displayed in the radar. Available options depend on how you have preferences set for display names and user names.
  • Displayed Columns: You can enable or disable specific columns in the list. Handy if you want to reduce the overall width.
  • Color names based on distance: same as the option in PreferencesColors -> Name tags.
  • Report To: allows you to select whether to show radar notifications to chat or as notification toasts.
  • Local chat distance ring in Minimap: Show chat range on the minimap. Same as the option in Preferences → Colors -> Minimap.
  • Report Entering Draw Range: If enabled, this will report to chat when someone enters your draw distance range.
  • Report Leaving Draw Range: If enabled, this will report to chat when someone leaves your draw distance range.
  • Report Entering Chat Range: If enabled, this reports to chat whenever someone enters chat range (20m).
  • Report Leaving Chat Range: If enabled, this reports to chat whenever someone leaves chat range (20m).
  • Report Entering your Region: Enable this to have the radar report people entering the region you are currently in.
  • Report Leaving your Region: Enable this to have the radar report people leaving the region you are currently in.
  • Report Enter Alerts to Scripts: If enabled, the radar will send an avatar UUID to scripts. For more information, please refer to this page.
  • Report Exit Alerts to Scripts: If this is enabled, the radar will send an avatar UUID to scripts. For more information, please refer to this page.
  • Enhance Radar with LSL Bridge: Enhance radar functionality via the Bridge. Used to improve distance calculations.
  • Open Blocked Residents & Objects:

    This displays the list of people and objects you have blocked (muted).

The '+' icon, to the right of the list (radar) icon, when clicked, will give the following message: “Friends can give permissions to track each other on the map and receive online status updates.” And it will ask you if you want to offer friendship to an Avatar that you highlighted. If they are already on your friends list, the '+' sign will be greyed out.

See this page for documentation on Firestorm 5.0.11 (53634) and earlier.

preferences_display_tab

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Preferences - Graphics

NOTE: Photographers can access and change many of the settings quickly and conveniently via the Phototools Window.

General

  • Preset in use: Shows the name of the graphics preset in use.
  • Quality and speed: Allows you to adjust the graphics quality (lower is faster). Many options are changed based on this setting.
    • Reload Defaults: The circular arrow to the right of the Quality and speed slider (above) will revert all graphics settings to default values. Use this if you have made changes that have a negative impact on the veiwer and cannot remember what you changed.
  • Fullscreen Mode (requires restart): Enable this if you want to run Firestorm in full screen mode, as opposed to windowed.
  • Shaders:
    • Transparent water: Allows water to look transparent instead of opaque. Enable this (if it isn't already) if you exeprience glowing water while wearing rigged mesh.
    • Bump mapping and shiny: Enables the rendering of shiny and bump mapped surfaces.
    • Local Lights: Globally enables/disables local lights.
    • Basic shaders: Allows rendering of high-quality water, basic lighting, and other graphical effects.
    • Atmospheric shaders: Enables advanced atmospheric and lighting.
    • Advanced Lighting Model: Check this to allow shadows and other features to be enabled. Note that enabling this can cause instability and performance issues; click here for known specifics. For more how shadows behave, see this SL wiki page.
    • Ambient occlusion: Checking this enables more realistic shadows; the stability and performance note above also applies here.
  • Shadows:

    Lets you choose what light sources cause shadows; this is available only if the Advanced Lighting Model option above is enabled).
    • none
    • sun/moon
    • sun/moon and projectors
  • Avatar Shadows: controls whether and how avatars cast shadows. The higher the setting, the more client lag it will cause.
    • None
    • Simplified
    • Optimized
    • Complex
  • Water Reflections: Allows water to reflect terrain, objects, and avatars.
  • Point Lighting: Affects the number of rendered light sources when Advanced Lighting Model (above) is disabled. A viewer restart is needed if this setting is changed.
  • Draw distance:

    Affects how far out from your viewpoint objects will be rendered in the scene.
  • Max particle count: Sets the maximum number of particles you are able to see on your screen at once.
  • Maximum complexity: Controls at what point a visually complex avatar is shown as a jellydoll. 1) Current defaults are:
    • Low: 35,000
    • Low-Mid: 100,000
    • Mid: 200,000
    • Mid-High: 250,000
    • High: 300,000
    • High-Ultra: 350,000
    • Ultra: 350,000
  • Max # of non-imposter avatars: Sets the number of avatars that will be fully rendered.
  • Post process quality: Determines the resolution with which glow is rendered. A lower setting will cause glow to look slightly pixelated.
  • Avatar Physics: Affects the detail of avatar physics. Set to 0 to disable avatar physics entirely.
  • Level of Detail (LOD) Distance Factors:

    • Objects & Sculpts LOD: Determines the amount of detail the viewer will use in rendering object shapes; a lower setting causes objects to appear more angular and polygonal.
      Setting this higher than 4 via Debug Settings is not recommended. Please see here for details on why high values are not recommended.
    • Flexiprims: Determines the amount of detail the viewer will use in rendering flexible object shapes.
    • Trees: Determines the amount of detail the viewer will use in rendering (Linden) tree shapes.
    • Avatars: Determines the amount of detail the viewer will use in rendering avatar shapes.
    • Terrain: Determines the amount of detail the viewer will use in rendering terrain.
    • Sky: Controls the detail with which windlight skies are rendered. Higher values mean better quality but lower performance.
  • Avatar Rendering:
    • Hardware skinning: This allows some aspects of avatar rendering to be handled by your graphics card to improve performance.
    • Avatar cloth: Allows the rendering of flexible cloth on avatar clothing, such as shirts and flared pants.
  • Terrain Detail: Choose the amount of terrain detail you would like to see. Setting this option to Low replaces the ground texture with a low-resolution ground texture.
    This option is not available (ie, it is greyed out) if Basic Shaders is enabled, in which case it is always set to High.
  • Presets: Three buttons which allow you to save, load or delete graphics settings presets.
    • To create a preset, set your graphics settings as you like. Click “Save” and give the preset a name.
    • To load a preset that you have created, click “Load” and choose the preset to load.
    • To delete one, click “Delete” and choose the preset to delete.
    • The presets can be accessed either from Preferences → Graphics → General or from the presets button in the upper right of the viewer, near the media and sound controls.

Hardware Settings

  • Anisotropic Filtering: Enables anisotropic filtering to improve texture quality. This setting may reduce your viewer's performance. For more information see this wikipedia page.
  • Enable OpenGL Vertex Buffer Objects: VBO on modern hardware gives a performance gain. However, older hardware often has poor implementation of VBOs and the viewer may become unstable when this is enabled. VBO is explained in depth here.
  • Enable Streamed VBOs: Allows the use of streamed VBO as well as static; only works if you have VBO enabled.
  • Enable Lossy Texture Compression: If this is enabled, texture compression will be enabled for rendering. This gives improved performance, and a smaller grapics memory footprint, at the cost of lower quality rendered textures. Textures are compressed by the video card before being stored into video memory. Given that compressed textures can often end up pixellated, it is not recommended that this be enabled unless you have little video memory. Ref: SL JIRA MAINT-708.
  • Antialiasing: Smoothes jagged edges. Renders a scene the number of multiple times that is actually shown and scales it down. Choose the level of antialiasing the viewer will use (requires restart). This setting has no effect when Advanced Lighting is enabled.
  • Gamma: Use the Windlight Sky Editor's Scene Gamma control on the Atmosphere/Sun tab instead of this; currently functional only if Atmospheric Shaders are disabled.
  • Viewer Texture Memory Buffer (MB): This is the amount of graphics memory the viewer will use. By default, it is set to the size of your graphics card's memory.
    • 32bit versions only. This setting is hard limited to a maximum of 512MB. Lowering this value may resolve certain texture corruption and performance issues, but under normal circumstances you should not need to alter this setting.
    • 64bit versions only. This setting is hard limited based on the VRAM available with your graphics card. It is recommended you increase the slider to use the maximum available to prevent texture thrashing.
      • GPU 1GB = up to 768MB
      • GPU 2GB+ = up to 1024MB
      • GPU 4GB+ = up to 2048MB
  • Fog Distance Ratio: Determines how far away Second Life's fog effect begins. Lower values = closer fog. Only used when you have Atmospheric Shaders disabled. If Atmospheric Shaders are enabled, this effect is handled by the Distance Multiplier control in the Advanced Sky Editor.

Rendering

World Updating

  • Freeze updates to World (pause everything): This suspends rendering. Useful for picture taking, if you wish to capture a specific scene that might otherwise change while you are preparing.

Texture Rendering

  • Use HTTP for receiving textures: Uses the HTTP protocol to fetch textures as opposed to the older UDP. Always on, as it is required for SL.
  • Restrict maximum texture resolution to 512px (64bit only; requires restart) (default on 32bit already).
  • Max Texture Quality Level: If you have a poor connection, you may wish to reduce the level of texture detail. This can be set to Normal, Minimal or None.
    Naturally, setting this to anything other than Normal will result in textures displaying poorly, or not at all. Do not change unless absolutely necessary - for example, if you have a very poor connection but need to be online, and don't care if you can see textures or not.

Alpha Mask Rendering

These options control when alpha masking should be used in an attempt to mitigate the well known alpha sorting issue, in which prims behind other prims may appear to flicker in front. The two options are:

  • Render alpha masks when “Advanced Lighting Model” is not enabled
  • Render alpha masks when “Advanced Lighting Model” is enabled

Miscellaneous Rendering

  • Render Glow: If enabled, shows the glow effect on any prims that have it.
    • Strength: Controls the intensity of the glow effect. The default is 2.
  • Show avatars that haven't finished loading: Equivalent to the debug setting RenderUnloadedAvatar.
    Note that this is not a solution to a bake fail, as it doesn't actually fix anything; it merely forces the viewer to display whatever it happens to have managed to load. It is recommended that this be always left disabled.
  • Limit Framerate: Yield some time to the local host if a threshold framerate is reached. The framerate limit is set with the slider to the right.
  • Show the Scene as Wireframe: Enables wireframe display of everything. Note that this setting does not persist after a relog.
  • Enable Attached Lights (Face Lights): Enable this if you wish to see the affects of lights worn by avatars.
  • Render Attached Particles: Enable to see particles generated by worn attachments.
  • Time to delay while pre-caching before showing world: Allows the world to start caching before it is shown, at login.
  • Quality of the shadows: Adjusts the quality of shadows. Note that increasing this will significantly impact rendering speed (FPS).
  • Scale of Terrain Texture Rendering (requires restart): Indicates the scale of terrain textures, with lower values being more compressed textures.

Depth of Field

Depth of field simulates real life blurring that occurs when things are not in focus. For example, if you are taking a photo of a person, then typically, things in the background will be blurred; the futher away, the more blurred. If you shift your focus to a tree behind the person, then the person will, in turn, become blurred.

For more information, refer here.

You can adjust the following settings to mimic RL camera effects.

  • Depth of Field: Enabling this causes out-of-focus objects to be blurred, depending on distance.
    • Enable while in edit mode: Normally, DoF disables when you edit something; if you enable this, DoF will remain active.
  • Camera F Number: Controls maximum screen radius from which to sample from, to avoid graphics card In real world terms this is the aperture setting for the lens and the lower the value the shorter the depth of field will be. The same applies to SL.
    The default value is 9.00
  • Camera Focal Length mm: This tells the viewer what Focal Length/Lens Length to simulate for the DOF effect. Higher numbers produce a narrower depth of field.
    The default is 50.0
  • Camera FOV degs.: This tells the viewer what FOV you would like to simulate for the DOF effect. Higher values will produce a more narrow depth of field.
    The default is 60.00
  • Camera Aspect ratio: This is supposed to be aspect ratio of the camera you're modelling. For example, a 35mm camera has an aspect ratio of 3:2 (1.5). Second Life will use this as a frame of reference for how field of view and focal length must be adjusted depending on window size.
    Apparently, this currently has no effect.
    The default is 1.50
  • DOF Focus Transition Time: This sets the time in seconds it take to the viewer to change focus from one object.
    The default is 0.50
  • DOF Rendering Quality: This determines the quality of the DOF Effect. For non-photography uses '.25' is good. For setting up shots '.50' or '.70' is very nice. For shooting quality images '1.00' is best. Note that High values will slow down your FPS.
    The default is 0.70
Note: Normally, focus will be where ever you set it by alt left-click. However, you can have the focus follow the mouse cursor, even without having a 3D mouse installed.
  1. Go to the top menu, World → Photo & Video → Cameratools→ 3D Mouse, and enable 3D Mouse. (This setting does not survive a relog if you do not have a 3D mouse installed.)
  2. Enable Depth of Field and set values as described above.
  3. To have the focus under the mouse cursor, toggle FlyCam mode on (Advanced → Shortcuts → Joystick Flycam, or Alt-Shift-F).
    Note that alt left-click will now move your avatar rather than change camera focus. So for photos, it is best to set up your shot the usual way, then go into flycam right before taking the picture, which you can do with Snapshot to Disk, Ctrl-`.


See this page for documentation on Firestorm 5.1.7 (55786) and earlier.
1)
Refer to this SL wiki page for information on avatar complexity and jellydolls.

fs_eep_water

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Creating and Editing Water

This page refers to Water in the new Environmental Enhancement system, and does not apply to viewers 6.0.2 or older.

See http://wiki.secondlife.com/wiki/Environmental_Enhancement_Project for info.

Water Fog Color

This changes the color of the particulate matter in your water, essentially defining the color of the water itself. If your water has no fog, it will appear crystal clear and colorless.

Density Exponent

Controls the density of your water fog; this setting defines how far you are able to see into the water.

Underwater Modifier

Controls how the fog density changes when you are underwater. Useful for for creating far-seeing views when underwater while keeping the surface fairly opaque. For example, at a setting of 0.25, the water fog is 1/4 as dense while underwater as it appears from above the surface.

Fresnel Scale

Determines how much light is reflected at different angles; increasing this slider reduces visual reflection effects on the water's surface.

Fresnel Offset

Determines how much total light is reflected; increasing this slider increases the amount of light reflected by the water's surface.

Normal Map

Controls the normal map used for determining reflections and refractions. Any texture may be used for this setting- but true normal maps work best.

Reflection Wavelet Scale

Controls the scale of the three wavelets that make up the surface of the water.

Large Wave Speed

Controls the X and Y direction and speed of the large wave image.

Small Wave Speed

Controls the X and Y direction and speed of the small wave image.

Refraction Scale Above

Controls the amount of visual refraction you can see from above the water's surface; this is the “wobbly” effect you can see when you look at an object that is underwater.

Refraction Scale Below

Controls the amount of visual refraction you can see from below the water's surface. This is the “wobbly” effect you can see when you look at an object that is above the water.

Blur Multiplier

Controls how waves and reflections are mixed. Increasing this setting increases the amount of distortion you see in reflections as a result of wave activity.


Many explanations taken from this SL wiki page.

index_fr

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Cette documentation est en cours de traduction et/ou de mise à jour. Merci de votre patience et de votre compréhension.
Merci !
The Phoenix Firestorm Viewer Project, Inc


Documentation Firestorm

Téléchargements

Obtenir de l'Aide

Support

Guide d'utilisateur Firestorm

Fonctions de base

Sujets Avancés

Tutoriels & autres infos

Getting Help

Groups and Classes

Firestorm Tutorial Videos

Contact and Policies

fs_land_environment_tab

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About Land - Environment

For detailed information about Environment see this page.

In this tab, you can set a specific day cycle and water settings for your parcel, or create on ad-hoc.

Select Environment

Use Region Settings

Clicking this will have the parcel use the same day, sky and water settings as the region has, effectively removing any that may have been previously applied.

Use Inventory

Click this to select a predefined day asset from your inventory.

Customize

Allows you to create an ad-hoc day cycle for the parcel. Refer to this page for information on creating a day setting.

Day Settings

Day Length (hours)

How many (real) hours the day cycle is to last. “Legacy” SL days are 4 hours long, but you can use any value here from 4 to 168.

If you want a day cycle that matches the Legacy day cycle of 3 hours daylight, and 1 hour night, refer here.

Day Offset (hours)

Offset from UTC. The default is -8, which is SL time, or Pacific time.

Apparent Time of Day

An indication of the apparent time of day, based on the day asset in use, and the current time of day (sun position).

Sky Altitudes

Shows what sky and water assets are in use for the day cycle assigned to the parcel. The sky heights here cannot be changed; they are indicative only.

  • Sky 4 3000m
  • Sky 3 2000m
  • Sky 2 1000m
  • Ground
  • Water

fs_head_follows_mouse

stuck_running

fs_movement_issues

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Movement Issues

Avatar Can't Move

If you can turn in circles but not move forward/backwards, you probably have Movelock enabled.

  • Go to the Avatar menu→ Movement submenu and make sure Movelock is not ticked.
  • See Movelock info for more information or if you are unable to change the Movelock setting.

Other things to try:

  • Go to a different region and see if you are able to move there. If so, something at your original location is causing the problem.
  • If you are using a LAQ mesh head, make sure you don't have the Pose feature turned on.
  • Make sure you don't have some other HUD with a pose feature.
  • If you can't find what attachment is causing the problem, try going to Advanced menu (Ctrl-Alt-D ) → Release Keys.
    • Note: Release Keys will be greyed out if RLV has locked any of your attachments. To disable RLV, go to Prefs → Firestorm → Extras, untick the top item, and then relog.
  • Make sure you don't have the Firestorm pose stand active.
    • If you have the Pose Stand button on your toolbar, make sure it's not “on.”
    • If you don't have the button, go to Avatar menu → Toolbar Buttons, drag the Pose Stand button out to your toolbar, and make sure it's not “on.”

Avatar Is Stuck in an Animation

  • Try Avatar menu → Avatar Health → Stop Animations & Revoke Permissions.
  • Try right clicking your avatar → Reset Skeleton & Animations.
  • Remove attachments one by one until the animation stops.
    • Note: Animations can be in ANY attachment.
    • Note: Attachments are anything with a box icon. Look in Inventory → Current Outfit folder to see all your attachments.
  • Make sure the Firestorm AO is off: On the AO button on your toolbar, untick the checkbox.
    • Note: The Firestorm AO can be active even if the button is not on your toolbar. If it is not on your toolbar, go to Avatar menu → Toolbar Buttons, drag the AO button out onto your toolbar, and make sure it is not ticked.

Avatar Rubber-Banding

“Rubber-banding” is when you try to walk forward and then suddenly snap back to a previous position. Sometimes you will seem unable to stop walking. This is caused by region lag, when the server can't keep up with processing avatar movement (collisions).

  • For info about region lag see here: Region Lag
  • For some things that region or parcel owners can do to reduce region lag see here: Reducing Server Lag.

Avatar Slides When Trying to Walk, but No Animation Is Playing

This typically happens when you have two or more conflicting AOs (animation overriders) on.

  • Start by removing known AOs until you are wearing only one known AO.
  • If that doesn't help, start by removing other HUDs, then all other attachments, one by one, until it stops.
  • Note: Attachments are anything with a box icon. Look in Inventory → Current Outfit folder to see all your attachments.

Avatar Spinning

  • Try turning the opposite direction to the spin.
  • Try pressing BOTH right and left arrow keys at the same time, repeatedly.
  • Relog.

User Floating a Few Meters Above the Ground

This is a possible bridge problem: recreate bridge by going to Avatar menu → Avatar Health → Recreate LSL Bridge.

Avatar Goes Forever Upward

This is a possible bridge problem: recreate bridge by going to Avatar menu → Avatar Health → Recreate LSL Bridge.

Head Keeps Moving Even When "Head Follows Mouse" Sliders Are Set to Zero

For unknown reasons, some users need to change an additional setting:

Go to Preferences → Privacy → Lookat, and tick “Don't Send My Selection Target Hints.”

I Am Stuck Running

  • In most cases, pressing Ctrl-R to toggle run mode will get you back into walk (though it may in some cases be necessary to hit Ctrl-R more than once).
  • If you are wearing a scripted AO (animation overrider), turn off any “running” features it has.
  • If you are using the Firestorm built-in AO (animation overrider), make sure there are no running animations in the “Walking” or “Standing” categories.

After Strafe

Ref. BUG-6825

In one specific case, the above will not work. Specifically:

  • You have Preferences → Move & View → Movement → Tap-tap-hold to run enabled.
  • Press shift, then tap-tap-hold the left or right arrow key

That gets you running sideways. If you release shift before the arrow key, you will be stuck running.

To stop running, you have to repeat the sequence: press shift, then tap-tap-hold left or right arrow.

When Standing Up from a Groundsit, I Start Running

This is a known SL bug also affecting the SL viewer. Refer to this SL bug report for more information.

firestorm_troubleshooting

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Troubleshooting Problems

For basic information on how to get help, click here.
For an introduction to the basics of troubleshooting, please refer to this page.
This page covers issues and problems which you might encounter with Firestorm; for topics concerning how to use the viewer, you are instead directed to the main Firestorm documentation page.
The topics here are divided into issues which are directly related to the viewer, and those which are really SL issues or bugs.
Should this not be helpful, then please contact support. The best place to get fast help is in one of the in-world groups. Otherwise, you may contact any of our support team. We will do our best to assist you.
If you believe you have found a genuine bug - or have a feature request, then you can file a JIRA.

Crash/Login/Launch Issues

Web Feed, Audio, Video and Voice

Viewer Interface (Viewer Windows, Information Displays)

Visual Problems with Items In-World

Behavior of Items In-World

Avatar Movement

Other

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²(

Firestorm Classes

These classes are based on our official Firestorm release and are conducted in voice and text except when otherwise noted. There's no need to talk, but you may want to be able to hear. We also usually have help available to answer questions in text. This schedule is subject to change.

Note that it is best if you are on Firestorm for the classes.

Locations are indicated in the far right column as follows:

Class times and days change regularly. Classes may be held any day of the week, with start times from 8am to 7pm SLT. Nonetheless, if the class times are still inconvenient you may prefer to watch recorded versions of some of these classes on YouTube.

Unscheduled classes may also be held on an impromptu basis. If this happens, a notice will be sent in Firestorm Support English. secondlife:///app/group/3a1be8d4-01f3-bc1a-2703-442f0cc8f2dd/about

*All times SLT*

Thur 18 Apr 1 Pm – Contact Sets (TEXT ONLY)
There is a cool feature called Contact Sets that lets you organize your Contact List. We'll cover how to set them up and use this epic feature.
FS
Fri 19 Apr 9 Am – Introduction to Firestorm and the Wiki (TEXT ONLY)
This class gives you an overview of the Firestorm Viewer and of our greatest informational resource, our Wiki, including search tips.
FS
Sat 20 Apr 4 Pm – Clean Install (TEXT ONLY)
Learn how to correctly and quickly perform this most fundamental and important of tasks. Recommended to take Settings Backup class first.
FS
Sun 21 Apr 11 am – Menus 1
We will be covering the menus on the top bar, from Avatar through Help.
FS
Mon 22 Apr 12 Pm – Menus 2 (TEXT ONLY)
We will cover the Advanced and Develop menus in the top bar.
FS
Tue 23 Apr 9 Am – Odds & Ends 1 (TEXT ONLY)
This class covers some of Firestorm's handiest features, like Inventory, Radar, and some hard-to-find gems.
FS
Wed 24 Apr 2 Am – Odds & Ends 2(TEXT ONLY)
Learn about fun and useful items like how to use Autocorrect, using the Command Line for a number of tools, and more.
FS
Thur 25 Apr 1 Pm – Preferences Set 1 (TEXT ONLY)
We will cover some of the Firestorm preferences (General, Chat, Privacy), based on our current release.
FS
Fri 26 Apr 9 Am – Preferences Set 2 (TEXT ONLY)
We will cover some of the Firestorm preferences (Graphics, Network & Cache), based on our current release.
FS
Sat 27 Apr 2 Am – Preferences Set 3(TEXT ONLY)
We will cover some of the Firestorm preferences (Move & View, Advanced, Firestorm), based on our current release.
FS
Sun 28 Apr 11 Am– QuickPrefs Customization + Lag
Two mini-classes in one. One discusses the causes of lag in SL. The other explains how to customize your Quick Preferences.
FS
Mon 29 Apr 12 Pm – Preferences Set 4 (TEXT ONLY)
We will cover some of the Firestorm preferences (Colors, Skins, Notifications, User Interface, Sounds and Media).
FS
Tue 30 Apr 9 Am – Reporting Bugs, Requesting Features (TEXT ONLY)
Learn how to communicate effectively with our devs to make the changes to Firestorm you want or need.
FS
Wed 1 May 2 Am – Avatar Complexity and Graphics Presets (TEXT ONLY)
Learn how to boost performance with av complexity and improve usability with the presets.
FS
Thur 2 May 1 Pm – Firestorm Skins (TEXT ONLY)
This class covers the differences among Firestorm's many skin options, including the Vintage Classic and Colorable User Interface skins.
FS
Fri 3 May 9 Am – Animation Overrider (TEXT ONLY)
On Firestorm, you can save scripts and HUD space by running your AO animations through the viewer. Learn how to set up and get the most out of this feature.
FS
Sat 4 May 2 Am – Basic Troubleshooting (TEXT ONLY)
An introduction to basic methods to start locating problems. Focused on Firestorm but some parts are non-viewer-specific.
FS
Sun 5 May 11 Am – Backing up Settings and Logs
This class covers how to save your settings and chat logs on your computer. Recommended to take this before the Clean Install class.
FS

fs_eep_water_fr

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Créer Et Modifier L'Eau

Cette page concerne l'Eau dans le nouveau système d'amélioration de l'environnement (Environment Enhancement system), et ne s'applique pas aux viewers 6.0.2 et plus anciens.

Voir http://wiki.secondlife.com/wiki/Environmental_Enhancement_Project pour les anglophones, ou installez l'extension “Google Translate” dans votre navigateur Internet.

Water Fog Color

(Couleur du “brouillard” d'eau)

Ceci change la couleur des particules dans votre eau, essentiellement en définissant la couleur de l'eau elle-même. Si votre eau est sans “brouillard”, elle paraîtra claire et limpide, et sans couleur.

Density Exponent

(Exposant de la densité)

Contrôle la densité de “brouillard” de l'eau; ce paramètre definit à quelle distance vous pouvez voir dans l'eau.

Underwater Modifier

(Modificateur aquatique)

Contrôle la manière dont la densité de brouillard d'eau change lorsque vous êtes sous l'eau. Utile pour créer des vues de longue portée sous l'eau, tout en conservant la surface asssez opaque. Par exemple, avec un paramètre de 0.25, le brouillard d'eau est 1/4 aussi dense sous l'eau que ce qu'il paraît au-dessus de la surface.

Fresnel Scale

(Echelle de Fresnel)

Détermine combien de lumière est réfléchie à des angles différents; augmenter ce réglage à l'aide du curseur réduit l'effet des reflets sur la surface de l'eau.

Fresnel Offset

(Compensation Fresnel)

Détermine combien de lumière est réfléchie; en augmentant ce réglage, vous augmentez la quantité de lumière réfléchie à la surface de l'eau.

Normal Map

Contrôle le normal map utilisé pour déterminer les reflets et la réfraction. N'importe quelle texture peut être utilisée pour ce paramètre - mais ce qui fonctionne le mieux est le normal map.

Reflection Wavelet Scale

(Echelle de reflet des vaguelettes)

Contrôle l'échelle des trois vaguelettes qui constituent la surface de l'eau.

Large Wave Speed

(Vitesse de la grande vague)

Contrôle les directions X et Y et la vitesse de l'image de la grande vague.

Small Wave Speed

(Vitesse de la petite vague)

Contrôle les directions X et Y et la vitesse de l'image de la petite vague.

Refraction Scale Above

(Echelle de réfraction supérieure)

Contrôle la quantité de réfraction que vous voyez au-dessus de la surface de l'eau; il s'agit de l'effet “poucant” que vous voyez hors de l'eau lorsque vous regardez un objet immergé.

Refraction Scale Below

(Echelle de réfraction inférieure)

Contrôle la quantité de réfraction que vous voyez sous l'eau. il s'agit de l'effet “gondolé” que vous voyez sous l'eau sur un objet immergé.

Blur Multiplier

(Multiplicateur de flou)

Contrôle la manière dont les vagues et les reflets se combinent. Si vous augmentez ce réglage, cela augmentera la déformation que vous voyez dans les reflets selon l'activité de vagues.


Beaucoup d'explications ont été prises dans cette page de wiki SL (en anglais)

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EEP Issues

Linden Lab will soon release the Environment Enhancement Project (EEP): Please read Environmental Enhancement Project for a full description!

This project revamps the old Windlight system and among other things, includes

  • support for 24-hr day cycles
  • server-side support for parcel Windlight
  • the ability to set custom sun, moon and cloud textures on your region or parcel that everyone using an EEP viewer can see.

As of Tuesday, March 19, server-side support for EEP was rolled to all regions on the main grid. This means that all region Windlights in use were automatically converted over to the EEP system.

Current viewers (including the current Linden Lab viewer) do not yet have EEP support.

Viewing the new EEP skies on a viewer that doesn't yet have EEP support (like Firestorm 6.0.2 and older) may cause the skies to look slightly different in some cases.

  • If you are have a specific Windlight sky set in your viewer (i.e. one you have chosen from Quick Prefs, Phototools, or World menu → Sun Position), then the sky will look the same.
  • If you are on a parcel with a Firestorm parcel Windlight set, the sky will look the same because the viewer just reads the Windlight settings in the parcel description and applies those settings locally.
    • If you find the WL doesn't seem to work, first make sure that Use Region WL is not enabled in QuickPrefs
    • Add the “region override” tag to your parcel windlight description; see Windlight for details.
    • If that doesn't fix it, try adding altitude values; see this page for how to do that.
  • However, if you are viewing a region Windlight (World → Sun Position → Estate Time) the sky will look different from how it used to.
    • If the sky has visible stars, the stars will look much larger and blotchy. If ALM is enabled, the stars will also look black instead of white.
    • The sun may be bigger or smaller than it should be.
    • There may be subtle lighting differences.

All these problems will be fixed once Firestorm releases with the EEP feature. That will probably be in our next release, but as usual we cannot give you a date for that.

If you want to test out EEP, you can currently do so using the Linden Lab EEP Release Candidate viewer available from Official Linden Lab Alternative Viewers.

For discussion you can follow the EEP forum.

For those interested, you can see a filtered list of current issues with EEP in the official SL viewer here. Remember to log into the site using your SL user name and password.

Please don't swamp Firestorm support with questions about EEP. Read the SL page linked above, test out the project viewer if you wish, and follow the forums to stay up to date on development. Once Firestorm includes EEP, we will be able to help you with its features. Thanks!


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Scripted Attachments (Including HUDS) Are Not Working

PLEASE NOTE: Scripted attachments being broken is not a viewer issue. We are providing this page of tips to help our users. If none of this works, please contact LL, or the maker of the item, for assistance with your broken attachments.

Possible reasons why HUDs or other scripted attachments may stop working:

  • Disconnected during a teleport after restarting a region. See BUG-5034.
  • Script (running) state is lost when logged out during forced teleport. See BUG-41379.
  • There are griefing objects that can be rezzed on a region; anyone who goes there will have their HUDs and all other scripted attachments put into a non-running state. For instance: a HUD for a mesh body, and all the mesh body parts you are wearing, may be broken at the same time.

Note: While this issue most commonly affects HUDs, it can also affect any and all other scripted attachments you were wearing when the breakage happened.

There are a few things you can try to get the items working again.

First of all:

  • If you have RLV enabled, disable it (Preferences → Firestorm → Extras, top option), relog, then try again.
  • Go to Top Menu → Avatar → Avatar Health → Refresh Attachments. See if that fixes the items.
  • Relog then test the items again. That may be enough. If not, read on.

Things to try:

  • Check for location issues:
    • Make sure you are in a region that has scripts enabled.
    • Go to other regions and test the items there. This will rule out technical problems with the original region.

Stay in a script-enabled region to do all of the following. You do not have to do the following steps in this order, but the simplest and less drastic steps are listed first:

  • Attempt to get scripts running:
    • Try removing and reattaching the items.
    • If the items are modifiable, try resetting them or setting their scripts to running: Inventory, right-click the item → Edit, and while it is in Edit, go to Build menu → Scripts → Reset Scripts, or Build menu → Scripts→ Set Scripts to Running).
  • Check for interference:
    • Look in Inventory > Current Outfit folder, and see if you are wearing any HUDs you were not aware of. (Note: HUDS do not necessarily have “HUD” in the name.) This could include temporary “Experience” HUDS that you may not be aware were attached. (Temp HUDs have been known to freeze other HUDs on the same attachment point.)
    • Check that HUDs are not overlapping each other on the screen (and so preventing you from clicking).
  • Check for issues with attachment points:
    • If any HUDs are sharing the same HUD attachment point, try moving them to separate HUD attachment points:
      Inventory → Right-click → Detach from Yourself, then Inventory → Right-click → Attach to HUD, and choose an unused point.
    • Even if they are not sharing attachment points, try moving them to different attachment points.
  • Test basic functionality. To make sure that HUDs work for you at all, and work in your present location, do this:
    1. Rez a fresh cube
    2. Add the default script to it
    3. Take it into inventory
    4. Attach it to an empty HUD point
    5. Touch the HUD and see if there is script output in Local chat.
    6. If this doesn't work, then the problem is not with specific broken HUDs, but perhaps with your region, or some other unknown problem keeping you from running scripts.
  • Identify broken items:
    • Try removing all the HUDs and other attachments and testing them one at a time: test each one, then remove it, then test another.
    • If you have original copies of the items, try detaching the ones you are currently wearing and using a fresh copy from the original.
    • If an item is no-mod and you can't get it to start running again, and you don't have another copy, you will need to request a new copy from the creator.
    • Note: If the non-working HUDs are for your mesh body parts (or other scripted attachments), you probably will need to use fresh copies of the original HUDS and the body parts – every part, from scratch (not copies of the broken ones you were wearing).

day_cycle_4hr.png - created

fs_eep_issues_fr

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Problèmes avec l'EEP

Linden Lab a déployé, ce mardi 19 mars, l“Environmental Enhancement Project” sur toute la grille de SecondLife - Les anglophones peuvent lire Environmental Enhancement Project pour une description complète. Cela signifie que toutes les régions ont été automatiquement converties au nouveau système EEP.

En gros, il s'agit d'une amélioration de l'ancien système d'environnements Windlight, avec l'ajout d'un nouvel objet d'inventaire servant à définir les paramètres d'environnement.

Le projet inclut, entre autres, le support de jours SL de 24 heures, la possibilité de personnaliser les textures du soleil, de la lune et de nuages sur votre région ou sur votre parcelle, visibles pour toute personne utilisant un viewer qui supporte l'EEP. Il inclut également des objets d'environnement partageables que vous pouvez conserver dans votre inventaire, le contrôle de l'environnement au niveau de la parcelle, jusqu'à quatre couches différentes de ciel pouvant être installées indépendamment les unes des autres, plus d'options de personnalisation, …etc.

Les paragraphes ci-dessous listent un nombre de problèmes connus depuis les changements EEP déployés sur les serveurs. Tous ces problèmes seront corrigés lorsque Firestorm publiera une version avec la fonctionnalité EEP.

Si vous souhaitez tester l'EEP, vous pouvez dès maintenant essayer en vous connectant avec la version candidate du viewer SL disponible ici sur le site de Second Life.

Les anglophones peuvent suivre le file de discussion sur le forum EEP - ceux qui ne parlent pas l'anglais peuventinstaller l'extension Google Translate dans leur navigateur internet.

Merci de ne pas inonder le support de questions sur l'EEP, nous serons en mesure de vous aider après publication d'une version de Firestorm supportant l'EEP. Merci !

19 Mars 2019

Depuis mardi 19 mars, la focntionnalité EEP a été déployée sur l'ensemble de la grille principale SL. Cela signifie que tous les Windlights en cours d'utilisation on été automatiquemetn convertis au système EEP. Les viewers actuels ne supportent aps encore l'EEP.

Le rendu des ciels sur un viewer ne comportant pas encore cette foncationnalité (comme Firestorm 6.0.2 ou précédents) peut être différent danscertains cas.

  • Si vous avez choisi un ciel Windlight dans votre viewer (soit dans les Quick Preferences, Phototools,ou à partir du menu World > Sun position), vous ne verrez pas de différence.
  • Si vous avez paramétré un ciel Windlight sur votre parcelle de terrain, l'aspect du ciel devrait être le même car le viewer ne fait que lire les paramètres Windlight dans la description de la parcelle, puis applique ces paramètres au niveau local.
    • Si le Windlight semble ne pas fonctionner, vérifiez que “Use Region Windlight” n'est pas activé dans vos Quick Preferences (Préférences Rapides).
    • Ajoutez le suffixe “region override” à votre description Windlight de la parcelle; voir cette page pour plus de détails.
    • Si cela ne fonctionne toujours pas, essayez d'ajouter des valeurs d'altitude; voir cette page pour la méthode à suivre.
  • Cependant, si vous regardez le ciel Windlight d'une région (World → Sun Position → Estate Time), il paraîtra différent de ce qu'il était avant.
    • Si le ciel cmoprte des étoiles, elles sembleront pus grosses et floues. Si vous avez activé “Advanced Lighting Model” dans Preferences → Graphics → General, les étoiles serot noires au lieu d'être blanches.
    • Lesoleil peut paraître plus gros ou plus petit.
    • Il peut également y avoir de légères différences dans l'éclairage.

18 Avril 2019

Il semble que les mises à jour des serveurs déployée à cette date ont rendu impossible de changer les paramètres Windlight au niveau de la région. Si vous essayez de configurer un nouveu ciel ou une nouvele eau Windlight, le changement ne sera pas appliqué.

fs_my_environments_fr

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Fenêtre "My Environments"

(Mon environnement)

Cette fenêtre affiche les ressources d'environnement de votre inventaire. Cela inclut celle que vous avez acquises (dans le dossier “Inventory”) et celles qui sont fournies par Linden Lab (dans le dossier “Library”).

Les trois types de ressources d'environnement sont Days (Jours), Skies (Ciels), and Water (Eau.

  • Les trois cases à cocher en haut de la fenêtre sont des filtres qui déterminent laquelle de ces ressources s'affiche dans cette fenêtre.
  • Double-cliquer sur une ressource d'environnement pour ouvrir sa fenêtre de modification.
  • Cliquer droit sur un ressource d'environnement pour obtenir son menu.
  • Icône engrenage : fournit diverses options pour la ressource d'environnement actuellement sélectionnée, dont la plupart se trouvent aussi dans le menu contextuel (clic droit) de la ressource.
  • Icône “+” : Cliquer pour créer une nouvelle resssource de jour, de ciel ou d'eau.

fs_land_environment_tab_fr

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About Land - Onglet Environment

Dans cet onglet vous pouvez déterminer des paramètres spécifiques pour un cycle jour/nuit et une eau, ou en créer.

Select Environment

(Sélectionner l'environnement)

Use Region Settings

(Utiliser les paramètres de la région)
Si vous cliquez ceci, la parcelle de terrain utilisera les mêmes paramètres de ciel et d'eau que la région.

Use Inventory

(Utiliser l'inventaire)
Cliquez ceci pour sélectionner une ressource jour prédéfinie se trouvant dansvotre inventaire.

Customize

Allows you to create an ad-hoc day cycle for the parcel. Refer to this page for information on creating a day setting.

Day Settings

Day Length (hours)

How many (real) hours the day cycle is to last. “Legacy” SL days are 4 hours long, but you can use any value here from 4 to 168.

If you want a day cycle that matches the Legacy day cycle of 3 hours daylight, and 1 hour night, refer here.

Day Offset (hours)

Offset from UTC. The default is -8, which is SL time, or Pacific time.

Apparent Time of Day

An indication of the apparent time of day, based on the day asset in use, and the current time of day (sun position).

Sky Altitudes

Shows what sky and water assets are in use for the day cycle assigned to the parcel. The sky heights here cannot be changed; they are indicative only.

  • Sky 4 3000m
  • Sky 3 2000m
  • Sky 2 1000m
  • Ground
  • Water
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