Quantcast
Channel: Phoenix Firestorm Project - Wiki
Viewing all 5258 articles
Browse latest View live

slurl

$
0
0

Clicking on a SLURL Doesn't Activate the Viewer

Windows

SLURL Proxy

slurl_proxy1.jpg

What is this ?

SLURL Proxy is an application that will handle SLURLs on your Windows system. Clicking a slurl on the web, will open SLURL Proxy, which will forward the SLURL to the viewer you have chosen. Alternatively, SLURL Proxy gives you the option to set a viewer of choice directly, without using the proxy function.

Why is that interesting ?

Various Second Life viewers you might, or may already have installed, overwrite your registry settings and change the way slurls are handled on your system, but without asking you.

SLURL Proxy provides an easy and user friendly way to correct this, without you having to tamper with your registry, and whenever you feel like changing your settings.

You can download SLURL Proxy, and unpack it to a location of your choice. Double click SLURL Proxy.exe to start it.

How to use it ?

Upon start up, SLURL Proxy will check to see if it's the default slurl handler. If it is not, it will inform you about that, and ask you if you'd like to use SLURL Proxy as default instead.

When you have set SLURL Proxy as default,(or even before that) you can simply drag one or more viewer shortcuts onto the application window, and they should be listed with viewer name, and icon. After this, you can close SLURL Proxy and it's ready to go.

SLURL Proxy allows you to add several viewers, and one always needs to be the default viewer to use. The default viewer is the one where the checkbox is checked. If you would like to change the default viewer, simply click the viewer of your choice in the list.

That's it.

Firefox or Chrome might be asking you what application to use when you click a slurl on the web, and if so, it will also display a choice of associated applications, in which the application you defined as default (for example SLURL Proxy or a Viewer.exe), will be highlighted.

Internet Explorer should simply be showing a dialog that informs you about the application that is trying to handle the clicked slurl, and if you want to allow that.

If you wish to set a viewer as default slurl handler instead of SLURL proxy, then you simply need to click Set other SLURL handler in the menu, and drag the shortcut of your favourite viewer onto the window.

Requires .NET 3.5 and only runs on Windows

The file you download, is a packaged as a zip archive.

SLURLs opening in a different Viewer?

  • Start SLURL Proxy
  • In the dialog asking if SLURL Proxy should be the default SLURL handler, click NO
  • In the top menu, click “Set other SLURL handler”
  • Drag your Firestorm short cut onto the SLURL Proxy Window
  • You're done and can close SLURL Proxy

Please note : If you already have a Viewer running, then any SLURLs will open in that Viewer, regardless of your settings.

Other Windows Instructions

  1. Open Default Programs by clicking the Start button and then clicking Default Programs.
  2. Click Associate a file type or protocol with a program.
  3. Click the file type or protocol that you want the program to act as the default for.
  4. Click Change program.

FireFox

In Firefox, goto Tools → Options → Applications Tab and scroll to Secondlife. Look to see if Firestorm is listed, if not, select “other”, then browse your hard drive to find the Firestorm.exe, click on it, select Open, then click Ok. (Reference: Applications panel—Set how Firefox handles different types of files.)

OR

Download and install the regular SL viewer - but don't run it.

OR

Try this if the above does not work:
http://www.linuxforums.org/forum/gaming-games-multimedia-entertainment/104105-how-firefox-calls-secondlife-slurls.html

Internet Explorer, Chrome and Safari

Download and install the regular SL viewer - but don't run it.

Chrome

As of Chrome 77.0.3865.90, the 'Always open these types of links in the associated app' box is missing. See this link for details, more information, workarounds and to provide feedback. "Always open these types of links in the associated app" checkbox is not displayed

Mac OS X

We do not currently know of a helper application that we can recommend for changing URL-handling. RCDefaultApp, the app we used to recommend, has stopped working on recent Mac OSes and is no longer available.

If you know of an application that works, please let a support person know via our group Firestorm Support English, or File a Jira. Thanks!

Linux

  • Open Firefox and in the address bar type in “about:config”
  • Now right click anywhere on that page and choose New and then Boolean to create a new Boolean entry, when prompted for the name of the entry enter “network.protocol-handler.expose.secondlife” (without quotes) then set the entry to 'false', click ok and your just about done.
  • Now the next time you click a slurl you will be prompted to choose an application to open it with, just browse to the folder you installed Firestorm into and select the file named 'firestorm' (a shell script file). Then before you click Ok, make sure you check the little box to make Firefox remember your choice on how to open slurls. 1)

Information gleaned from this page.

Work Around

There is an alternative to clicking a link in a browser to have it pass control to the viewer. Some actually find this work around to be faster and use it normally:

  • right click the SLURL link in your web browser and copy to clipboard
  • in the viewer, paste the link into your local chat and hit Enter.
  • open local chat history
  • click the link shown there; you will be shown the location info with the option to teleport direct to it.

Note: this is the opposite of the problem at the top of the page.

The first thing to check is the viewer settings: Preferences → Network & Files → Connections, in the Web Browser section, make sure Use the default system browser… is selected.

If you get an error saying that no program is associated with the action, or that it doesn't know how to hand that action, make sure your computer settings show that there is a default web browser. An easy way to tell is to open your browser; if you are asked to make it the default, then you need to do so.

1)
With thanks to Eclair Mekanic.

076be82e02b72e67fa5e19d5fde46b8f_1_.png - removed

firestorm_change_log - [Table]

$
0
0

Firestorm Change Log

Version Release Date (older dates may be off by a day or two)
Firestorm Release Notes 6.4.13.63251 Mar 15th, 2021
Firestorm Release Notes 6.4.12 (62831) EEP Release Dec 9th, 2020
Firestorm Beta 6.4.5. (60799) EEP Release Notes July 28, 2020
Firestorm Release Notes 6.3.9 (58205) Release May 28, 2020
Firestorm Release Notes 6.3.2 (58052) Bakes On Mesh Release Oct 1, 2019
Firestorm Release Notes 6.2.4 (57588) Release Jul 16, 2019
Firestorm Release Notes 6.0.2.(56680) Animesh Release Feb 18, 2019
Firestorm Release Notes 6.0.1 (56538) Animesh Beta Release Dec 17, 2018
Firestorm Release Notes 5.1.7 (55786) Release Jul 25, 2018
Firestorm Release Notes 5.0.11 (53634) Release Jan 25, 2018
Firestorm Release Notes 5.0.7 (52912) Release Jun 21, 2017
Firestorm Release Notes 5.0.1 (52150) Bento Release Dec 14, 2016
Firestorm Release Notes 4.7.9 (50527) Release Aug 8, 2016
Firestorm Release Notes 4.7.7 (48706) Release Jun 3, 2016
Firestorm Release Notes 4.7.5 (47975) Release Nov 17, 2015
Firestorm Release Notes 4.7.3 (47323) Release Aug 18, 2015
Firestorm Release Notes 4.7.1 (45325) Beta Release May 3, 2015
Firestorm Release Notes 4.6.9 (42974) Hotfix Release Dec 12, 2014
Firestorm Release Notes 4.6.9 (42969) Release Dec 10, 2014
Firestorm Release Notes 4.6.7 (42398) Release Aug 17, 2014
Firestorm Release Notes 4.6.5 (40833) Release May 11, 2014
Firestorm Release Notes 4.6.1 (40478) Release Mar 12, 2014
Firestorm Release Notes 4.5.1 (38838) Beta Release Oct 30, 2013
Firestorm Release Notes 4.4.2 (34167) Server Side Appearance Update Release Jul 1, 2013
Firestorm Release Notes 4.4.0 (33720) Server Side Appearance Capable Release Apr 22, 2013
Firestorm Havok - Release Notes 4.3.1 (31155) Havok Release Dec 2, 2012
Firestorm Havok Beta - Release Notes 4.3.0 (30936) Nov 14, 2012
Firestorm Official - Release Notes 4.2.2 (29837) With Pathfinding Tools HOTFIX Aug 28, 2012
Firestorm Official - Release Notes 4.2.1 (29803) With Pathfinding Tools Aug 27, 2012
Firestorm Official - Release Notes 4.1.1 (28744) Jul 11, 2012
Firestorm Official - Release Notes 4.0.1 (27000) Mar 19, 2012
Firestorm Official - Release Notes 3.3.0 (24880) Feb 7, 2012
Firestorm Official - Release Notes 3.2.2 (24336)/3.2.1 (24179) Nov 27, 2011
Public Beta 3 - Mesh - Release Notes Sep 6, 2011
Public Beta 2 Release Notes 7/5/2011 Jul 5, 2011
Public Beta Release Notes 6/14/2011 Jun 14, 2011
Preview 2 Release Notes 3/23/2011 Mar 23, 2011
Preview Release Notes 1/30/2011 Jan 30, 2011

fs_update_viewer - Windows OS updates & such

$
0
0

Updating Your Viewer

If you are reverting to an earlier version than you currently have installed, or need to Clean Install as part of a Troubleshooting procedure, please click here.

Before continuing it is recommended that you Backup Settings. You may skip this step if you choose, however, if there is a problem during or after the update and you do not have a Back-Up then you could lose any changes you have made to your settings.

As well, if you preserve your chat files, you may want to copy or move them for safe keeping.

Special EEP note: If you are updating from a pre-EEP viewer to an EEP viewer AND you have created custom Windlights for yourself, you will probably want to import those to EEP. The important thing at this time is not to delete them while updating. As long as you do not delete your settings folder, you will still be able to get to them. Simply uninstalling the viewer application itself will not delete your settings. Refer to https://wiki.firestormviewer.org/fs_eep#importing_old_settings once you are on the EEP viewer.

Updating your viewer need not be a daunting task. The Method explained below is for a straightforward Update. DO NOT follow this method if you are reverting to an earlier version.

Step 1: Get the Installer

For the current release, go to the Downloads page.

If you want to install a previous release, we recommend you use the steps in Clean Install

Step 2: Remove Application

For Windows

Ideally, use the Programs & Features Control Panel to remove the Firestorm application. If you have a Firestorm folder in your Start Menu, check for the Uninstall link there.

When prompted by the uninstaller to delete settings or cache, choose No.

Using a cleaner program like Revo/IOBit is completely useless as the hidden folders are not created during the install process but when you run Firestorm for the first time.

For Mac

Navigate to Applications and trash the Firestorm App.

For Linux

The Firestorm install directory will be wherever you extracted the download archive. Typically this will be in your home directory somewhere, such as ~/Phoenix-Firestorm_*. Delete this directory and everything inside it.

If you used the install script as root, look in your /opt directory. You will need to su root or sudo rm to delete the firestorm directory there.

Step 3: Install Firestorm

Having done all those steps, you may now install Firestorm. Installing Firestorm is done in pretty much the same way as any other application on your computer.

For Windows

Run the downloaded installer. The 32-bit installer will offer you the chance to change the destination directory; the 64-bit installer shows the destination when you click the Options button.
The installer will create a shortcut icon on the desktop.

Note: The 32-bit installer offers you an option to start the viewer when it's done, and you should choose No. Choosing Yes tends to cause problems for some people, especially if they restore during that session. The shortcut is the preferred way to launch the viewer.

For Mac

Find the .dmg file you just downloaded and double-click it to mount it. Then drag the Firestorm app icon into your Applications folder. More detailed instructions can be found here

Note: Apple's Gatekeeper software may initially prevent your opening the viewer, depending on your Gatekeeper settings. If it does, there is a simple way to change it: See “How to open an app from a unidentified developer and exempt it from Gatekeeper” on this page. Once you have allowed Firestorm to open via this method, Gatekeeper will not flag it on subsequent launches (until you reinstall Firestorm again).

For Linux

Extract the downloaded tar.bz2 or tar.xz into any directory and run the firestorm script inside that directory to launch it. You can optionally install by running the install script inside that directory. And you can optionally create a desktop launcher. Refer to the README files for more information.
If you are installing on a 64-bit Linux system, you will need to install some 32-bit libraries. Refer to this page for guidance on required compatibility libraries.
If you use the Nautilus File Manager and double clicking the firestorm launch script opens the script in an editor, you will need to modify how Nautilus handles scripts.

Step 4: Whitelist Firestorm in Your Antivirus

Important Notes

  1. With a new version comes new code, new settings etc. Your settings can become corrupt and important information can become “scrambled”. When installing a different version of the viewer, using settings from the previously installed version may cause undesirable behavior in the viewer. If you experience issues after performing a straight update please Back-Up Your Settings and then Clear Your Settings.
  2. If you are experiencing issues after updating via this method, you may be asked to perform a full Clean Install by our support team.
  3. If you have heavily modified settings and you are concerned that they may cause an issue on updating and/or restoring them, you can take the precautionary measuring of Filing a Jira and attaching a zip file of your settings. *Please Note*: if taking this step please allow a minimum of 72 hours for this to be checked and responded to.

fs_update_blocked_viewer - Windows OS updates and sync with fs_update_viewer

$
0
0

How to Update Firestorm From A Blocked Version

Assuming you cannot log in on your viewer because it is blocked, this page will guide you through the old manual process.

By default, viewers store chat transcripts in the same directory as it does settings and configuration files (Contact Sets, teleport history, etc.). This wiki will help you change where your transcripts are stored and offer some management tips to help minimize the lag caused by keeping transcripts.

For this process, we will use the Desktop. This is not intended as a permanent location, but could be if you so desire.

  • Open your file explorer, navigate to your Desktop directory and create a directory in there named FS-Chat or something similar. In there, create a subfolder for each of your avatar accounts.
  • Navigate to the folder that stores the application data for the viewer - if you do not see this folder, you may need to show hidden folders.
Windows 32-bitC:\Users\[USERNAME]\AppData\Roaming\Firestorm
Windows 64-bit:C:\Users\[USERNAME]\AppData\Roaming\Firestorm_x64
Mac/Users/[YOUR USERNAME]/Library/Application Support/Firestorm
Linux~/.firestorm_x64
  • In the file explorer, you should see several directories, one named for your avatar. That's your per-account settings. Open that directory
  • Your chat files are plain text files (.txt if your explorer displays extensions), they're named either chat for Nearby Chat, or named for each avatar's or group's chat you've seen. Select all those chat files and press Ctrl-X (Mac: Cmd-X) to “cut” them.
  • Navigate back to your new chat logs location, which you selected above. Click into the correct account folder and press Ctrl-V (Mac: Cmd-V) to move all your chat files in.

Repeat this for for each avatar for which chat transcripts will be saved.

Step 2. Delete Settings

You can't really back up settings manually. But you can preserve most of them.

  • Navigate to the folder that stores the application data for the viewer - if you do not see this folder, you may need to show hidden folders.
Windows 32-bitC:\Users\[USERNAME]\AppData\Roaming\Firestorm
Windows 64-bitC:\Users\[USERNAME]\AppData\Roaming\Firestorm_x64
Mac/Users/[YOUR USERNAME]/Library/Application Support/Firestorm
Linux~/.firestorm_x64
  • In the file explorer, you should see several directories, one named for your avatar. That's your per-account settings. Open that directory
  • Locate the file called settings_per_account.xml and delete it. If you desire, you can move this to a different place and open it with a text editor if you want to manually restore any of the settings (autoresponses, for example). Repeat this for all of your avatar directories.
  • Navigate back and then into the user_settings directory
  • Locate the file called settings.xml and delete it. If you desire, you can move this to a different place and open it with a text editor if you want to manually restore any of the global settings.

Step 3. Clear Cache

Since your current version of Firestorm is blocked, there is also a good chance that the cache-related functions have changed enough that clearing cache is advised. Normally, clearing cache should only be done when there is a problem with the cache, or when there is a significant change in the viewer that requires it. Refer to this page.

Step 4: Get the Installer

For the current release, go to the Downloads page.

If you want to install a previous release, we recommend you use the steps in Clean Install

Step 5. Remove Application

For Windows

Ideally, use the Programs & Features Control Panel to remove the Firestorm application. If you have a Firestorm folder in your Start Menu, check for the Uninstall link there.

When prompted by the uninstaller to delete settings or cache, choose No.

Using a cleaner program like Revo/IOBit is completely useless as the hidden folders are not created during the install process but when you run Firestorm for the first time.

For Mac

Navigate to Applications and trash the Firestorm App.

For Linux

The Firestorm install directory will be wherever you extracted the download archive. Typically this will be in your home directory somewhere, such as ~/Phoenix-Firestorm_*. Delete this directory and everything inside it.

If you used the install script as root, look in your /opt directory. You will need to su root or sudo rm to delete the firestorm directory there.

Step 6. Install Firestorm

Having done all those steps, you may now install Firestorm. Installing Firestorm is done in pretty much the same way as any other application on your computer.

For Windows

Run the downloaded installer. The 32-bit installer will offer you the chance to change the destination directory; the 64-bit installer shows the destination when you click the Options button.
The installer will create a shortcut icon on the desktop.

Note: The 32-bit installer offers you an option to start the viewer when it's done, and you should choose No. Choosing Yes tends to cause problems for some people, especially if they restore during that session. The shortcut is the preferred way to launch the viewer.

For Mac

Find the .dmg file you just downloaded and double-click it to mount it. Then drag the Firestorm app icon into your Applications folder. More detailed instructions can be found here

Note: Apple's Gatekeeper software may initially prevent your opening the viewer, depending on your Gatekeeper settings. If it does, there is a simple way to change it: See “How to open an app from a unidentified developer and exempt it from Gatekeeper” on this page. Once you have allowed Firestorm to open via this method, Gatekeeper will not flag it on subsequent launches (until you reinstall Firestorm again).

For Linux

Extract the downloaded tar.bz2 or tar.xz into any directory and run the firestorm script inside that directory to launch it. You can optionally install by running the install script inside that directory. And you can optionally create a desktop launcher. Refer to the README files for more information.
If you are installing on a 64-bit Linux system, you will need to install some 32-bit libraries. Refer to this page for guidance on required compatibility libraries.
If you use the Nautilus File Manager and double clicking the firestorm launch script opens the script in an editor, you will need to modify how Nautilus handles scripts.

Step 7: Whitelist Firestorm in Your Antivirus

Step 8. Log in

Once you have the viewer installed or reinstalled, you will want to make sure the viewer is operating correctly:

  • Log back into SL, to a quiet region (try Hippo Hollow, Aich or Hatton). Don't change any settings.
  • Test any functions that didn't work for you in the previous version that had been reported fixed.
  • Open your Inventory and wait for it to fully populate.

Step 9. Restore Settings

At this point, if the viewer is performing as it should, and you have a backup of your settings, you can then restore them.

If you do not have a backup set, you can begin re-doing your settings manually. Once that's done, you should relog and confirm that the changes are still there, then backup your settings and again relog.

Log back in to SL once again and confirm that the viewer is still performing as it should; then you can adjust any new or changed settings and then back those up.

Note that some settings are not restored, such as graphics. This is because the graphics settings could be incorrect and may cause problems.

If you did step 1 and moved your chat files, you can reverse that process to move them back, or you can set Firestorm to always use that location. Refer to this page for more details about managing chat files.


Important Notes

  1. With a new version comes new code, new settings etc. Your settings can become corrupt and important information can become “scrambled”. When installing a different version of the viewer, using settings from the previously installed version may cause undesirable behavior in the viewer. If you experience issues after performing a straight update please Back-Up Your Settings and then Clear Your Settings.
  2. If you are experiencing issues after updating via this method, you may be asked to perform a full Clean Install by our support team.
  3. If you have heavily modified settings and you are concerned that they may cause an issue on updating and/or restoring them, you can take the precautionary measuring of Filing a Jira and attaching a zip file of your settings. *Please Note*: if taking this step please allow a minimum of 72 hours for this to be checked and responded to.

archive:snapshot_fs624

$
0
0

Snapshots

Main Window

Snapshot Window

If you wish to take in-world snapshots, click the Snapshot button on the bottom button bar, or from the top menu bar, Avatar → Snapshot. 8) The Snapshot window gives options which allow you to control where to save, how large the image should be, and several others. They are explained below.

On the right is the snapshot preview area. This shows what part of your view will be included in the snapshot. Click Refresh, upper left, to refresh the preview.

If you click the « to the right of Refresh, the snapshot window changes orientation, becoming vertical with a smaller preview window. Click the » to revert to the default layout. This page describes the default, but the same principles apply to the vertical layout.

To the left of snapshot preview area, there are several options:

  • Capture section: you may select what you wish to take a snapshot of:
    • Colors or Depth: Colors speaks for itself. Depth creates a grey-scale image where objects close by are dark, while those further away are light. Such an image can be combined with the Color image in image postwork. Note: This option can only be changed when saving to disk.
    • Interface: If enabled, this will include the viewer interface in the picture.
      • L$ Balance: Whether to include your on-screen L$ balance in the snapshot.
    • HUDs: If enabled, any HUDs you might be wearing will be included in the picture.
  • Freeze Frame: If you click this, the entire scene will freeze (except particles) allowing you to capture that perfect moment, and then spend time in getting exactly the right camera angle. Uncheck this to disable the “freeze”.
  • Auto-Refresh: If enabled, the preview window will be updated every time you move the camera. Causes noticeable client lag while enabled.
  • Filter: Allows you to apply some interesting effects to the image. If you are interested in the technical details behind filters, refer to this SL wiki page.

The buttons below allow you to select where the image should be saved.

Save to Disk

Snapshot to Disk

Select the size of the snapshot from the drop-down. You can do the entire current window, or chose from several pre-defined sizes, or use a custom size, which you can type in below. 9)

Below, select the image format. You can select one of: PNG, JPG or BMP. If you select JPG, you will also be able to select the quality. Lower quality results in smaller file sizes.

Save location and filename between sessions.

Click Save to save the image to your hard drive. Click the down arrow to change to Save As if you want to select a folder for the image, and/or change the name of it. Selection button returns to the main window.

Save to Inventory

Snapshot to Inventory

As above, you can select the size of the image to save to inventory. Note that sizes are constrained to square images, and powers of 2 (ie, 32×32, 64×64, 128×128, etc).

Click Save to upload the image to your inventory. Note that this will cost L$10, which you must have on your account. Selection button returns to the Main window.


Upload to Profile

Upload to Profile

This saves the snapshot to your web profile feed.

Again, you may specify the image size. Furthermore, you can also type in a caption for the image, and indicate whether the in-world location should be included once the image is posted.

Click Post to upload the image to your profile, or Cancel button (used in versions 4.7.1 and 4.7.3) or Selection button (used in version 4.7.5) to return to the main snapshot window.

Upload to Facebook

Upload to Facebook

Clicking this will open a new window with multiple tabs. The active tab will initially be the second, Photo, where you will see a small preview of the snapshot, and where you can type in a comment to include with the picture.

If you have not yet connected your Facebook account, click on the Status tab, then the Connect button. More info on connecting to Facebook can be found on this SL wiki page.

From the Status tab, you can also make text-only posts to Facebook. Simply type in the What's on your mind? field, then click Post.

The Check In tab allows you to post your current SL location to Facebook, including some text about it.

Friends will show your FB friends.

If you wish to disconnect from your FB account, go to the Status tab, and click the Disconnect button. To remove SL sharing from Facebook, go to the App Center, find the Firestorm application, mouse over the app, then click the “X” on the upper right of the field. Click Remove.


Upload to Twitter

Upload to Twitter

Click this will open a new window, with two tabs, the first of which, Compose, will be active.

If you have not yet connected to your Twitter account, click on the Account tab, then click the Connect button. You will need to authorize Firestorm to post to your Twitter feed. More info in this SL wiki page.

Once the account is connected, you can write tweets on the Compose tab. Just above the text area, on the right, you are shown how many characters remain available for your tweet. The #SecondLife hash tag is supplied, but you can erase that if you like. You may opt to include your SL location, and/or a photo. Doing so reduces the number of available characters for the tweet itself.

Below, you can select the size of the image to include (if you have opted to), and where to apply any image filters to it. a small preview is shown under this.

Click Tweet to post to your Twitter feed, Cancel if you have changed your mind.



Upload to Flickr

Upload to Flickr

Clicking this button opens a new window for Flickr upload, with two tabs.

If you have not yet connected to your Flickr account, will will need to do so before you can post pictures. So click on the Account Tab, then Connect to authorize Firestorm to post to your Flickr feed. Further details on this SL wiki page.

Once you have connected to your Flickr account, click on the Photo tab. As with other snapshot windows, you have a small preview, and can set the image size, and apply various types of image filter.

Below the preview, you can specify a title for the image, and give a description. Optionally, you can include the SL location, and supply tags for the image.

Lastly, you should select the appropriate rating for the image. Please be sure to do this or you may find your account being “frozen” till you correct any incorrectly rated images.

Click Upload to post the image to your Flickr feed.




Send via Email

Send via Email

Here, you can send pictures from SL directly to someone via email.

In the Message area, supply the name of the person you're sending to, the name of the sender (your SL user name is filled in, but you can change this), a subject line, and a message.

In the Settings tab, you can change the size of the image to be sent, and also select the image quality. (Images will be in JPG format.)

The Selection button will return to the main window.

8)
NOTE: You can also take quick snapshots by pressing Ctrl-` - this just asks for a location in which to save the picture, bypassing this window entirely.
9)
Note that giving a value which is larger that your actual screen resolution is not recommended; in some instances, this will result in artifacts appearing on the image.

archive:snapshot_fs517 - Obsolete

$
0
0

Snapshots

Main Window

Snapshot Window

If you wish to take in-world snapshots, click the Snapshot button on the bottom button bar, or from the top menu bar, Avatar → Snapshot. 6) The Snapshot window gives options which allow you to control where to save, how large the image should be, and several others. They are explained below.

On the right is the snapshot preview area. This shows what part of your view will be included in the snapshot. Click Refresh, upper left, to refresh the preview.

If you click the « to the right of Refresh, the snapshot window changes orientation, becoming vertical with a smaller preview window. Click the » to revert to the default layout. This page describes the default, but the same principles apply to the vertical layout.

To the left of snapshot preview area, there are several options:

  • Capture section: you may select what you wish to take a snapshot of:
    • Colors or Depth: Colors speaks for itself. Depth creates a grey-scale image where objects close by are dark, while those further away are light. Such an image can be combined with the Color image in image postwork.
    • Interface: If enabled, this will include the viewer interface in the picture.
      • L$ Balance: Whether to include your on-screen L$ balance in the snapshot.
    • HUDs: If enabled, any HUDs you might be wearing will be included in the picture.
  • Freeze Frame: If you click this, the entire scene will freeze (except particles) allowing you to capture that perfect moment, and then spend time in getting exactly the right camera angle. Uncheck this to disable the “freeze”.
  • Auto-Refresh: If enabled, the preview window will be updated every time you move the camera. Causes noticeable client lag while enabled.
  • Filter: Allows you to apply some interesting effects to the image. If you are interested in the technical details behind filters, refer to this SL wiki page.

The buttons below allow you to select where the image should be saved.

Save to Disk

Snapshot to Disk

Select the size of the snapshot from the drop-down. You can do the entire current window, or chose from several pre-defined sizes, or use a custom size, which you can type in below. 7)

Below, select the image format. You can select one of: PNG, JPG or BMP. If you select JPG, you will also be able to select the quality. Lower quality results in smaller file sizes.

Click Save to save the image to your hard drive. Click the down arrow to change to Save As if you want to select a folder for the image, and/or change the name of it. Cancel button (used in versions 4.7.1 and 4.7.3) or Selection button (used in version 4.7.5) returns to the main window.

Save to Inventory

Snapshot to Inventory

As above, you can select the size of the image to save to inventory. Note that sizes are constrained to square images, and powers of 2 (ie, 32×32, 64×64, 128×128, etc).

Click Save to upload the image to your inventory. Note that this will cost L$10, which you must have on your account. Cancel button (used in versions 4.7.1 and 4.7.3) or Selection button (used in version 4.7.5) returns to the Main window.


Upload to Profile

Upload to Profile

This saves the snapshot to your web profile feed.

Again, you may specify the image size. Furthermore, you can also type in a caption for the image, and indicate whether the in-world location should be included once the image is posted.

Click Post to upload the image to your profile, or Cancel button (used in versions 4.7.1 and 4.7.3) or Selection button (used in version 4.7.5) to return to the main snapshot window.

Upload to Facebook

Upload to Facebook

Clicking this will open a new window with multiple tabs. The active tab will initially be the second, Photo, where you will see a small preview of the snapshot, and where you can type in a comment to include with the picture.

If you have not yet connected your Facebook account, click on the Status tab, then the Connect button. More info on connecting to Facebook can be found on this SL wiki page.

From the Status tab, you can also make text-only posts to Facebook. Simply type in the What's on your mind? field, then click Post.

The Check In tab allows you to post your current SL location to Facebook, including some text about it.

Friends will show your FB friends.

If you wish to disconnect from your FB account, go to the Status tab, and click the Disconnect button. To remove SL sharing from Facebook, go to the App Center, find the Firestorm application, mouse over the app, then click the “X” on the upper right of the field. Click Remove.


Upload to Twitter

Upload to Twitter

Click this will open a new window, with two tabs, the first of which, Compose, will be active.

If you have not yet connected to your Twitter account, click on the Account tab, then click the Connect button. You will need to authorize Firestorm to post to your Twitter feed. More info in this SL wiki page.

Once the account is connected, you can write tweets on the Compose tab. Just above the text area, on the right, you are shown how many characters remain available for your tweet. The #SecondLife hash tag is supplied, but you can erase that if you like. You may opt to include your SL location, and/or a photo. Doing so reduces the number of available characters for the tweet itself.

Below, you can select the size of the image to include (if you have opted to), and where to apply any image filters to it. a small preview is shown under this.

Click Tweet to post to your Twitter feed, Cancel if you have changed your mind.



Upload to Flickr

Upload to Flickr

Clicking this button opens a new window for Flickr upload, with two tabs.

If you have not yet connected to your Flickr account, will will need to do so before you can post pictures. So click on the Account Tab, then Connect to authorize Firestorm to post to your Flickr feed. Further details on this SL wiki page.

Once you have connected to your Flickr account, click on the Photo tab. As with other snapshot windows, you have a small preview, and can set the image size, and apply various types of image filter.

Below the preview, you can specify a title for the image, and give a description. Optionally, you can include the SL location, and supply tags for the image.

Lastly, you should select the appropriate rating for the image. Please be sure to do this or you may find your account being “frozen” till you correct any incorrectly rated images.

Click Upload to post the image to your Flickr feed.




Send via Email

Send via Email

Here, you can send pictures from SL directly to someone via email.

In the Message area, supply the name of the person you're sending to, the name of the sender (your SL user name is filled in, but you can change this), a subject line, and a message.

In the Settings tab, you can change the size of the image to be sent, and also select the image quality. (Images will be in JPG format.)

The Cancel button (used in versions 4.7.1 and 4.7.3) or Selection button (used in version 4.7.5) will return to the main window.

6)
NOTE: You can also take quick snapshots by pressing Ctrl-` - this just asks for a location in which to save the picture, bypassing this window entirely.
7)
Note that giving a value which is larger that your actual screen resolution is not recommended; in some instances, this will result in artifacts appearing on the image.

toolbox_features_tab

$
0
0

Toolbox Window - Edit/Build Mode - Features Tab

Features Tab - Edit/Build Mode

This page covers the Features tab of the toolbox window in Edit and Build modes. This tab is shown in the image to the right. The upper section of this window is described here.

In Edit mode, some fields will be unavailable if the object is not modifyable.

NOTE: The term “Object” is used to refer to a single unlinked prim, or to a linked set of prims.
Most of the settings below can only be applied to individual prims; they will be disabled if you are editing a linked set.
Note that the overall properties of a linked set are the same as the properties of the root prim.

There are several groups of settings here, mostly unrelated to one another.

Animated Mesh

Animesh is a feature developed by Linden Lab that allows independent objects to use rigged mesh and animations, just as you see today with mesh avatars.

Resources
Linden Lab blog post: Animesh is here!
Inara Pey's Animesh blog post
Animesh User Guide
Animesh Forum

Animesh LSL methods:

Flexible Path

Applicable to boxes, cylinders and prism types, this makes the prim flexible (usually known as a flexi prim). Such prims are usually path cut and hollowed. Flexible prims are commonly used in clothing attachments like capes, for flags and other wavy things. Flexible prims are automatically made phantom.

Flexible prim characteristics are as follows:

  • Softness: Controls the stiffness of the prim on a scale of 0 to 3, where 0 is the most stiff and 3 is the most soft.
  • Gravity: Controls how hard gravity pulls down on the prim. If you enter a negative value, gravity pulls the object upward instead.
  • Drag: Controls how much drag the atmosphere appears to exert on the prim when it's moved.
  • Wind: Controls how much this prim bends in response to the current region's wind.
  • Tension: Controls how much force is pulling the top of the prim away from its base.
  • Force X/Y/Z: Controls how much artificial force is applied on the prim, from different directions.

Physics

  • Physics Shape Type: Physics Shape type selects between different “physical” representations of the object. The physical representation is different to the visual representation. The latter is (perhaps obviously) what you see, whereas the physics shape is what you collide with. It is important in determining whether you walk through, around or over an item, and importantly, it pays a very key role in determining where an item drop/dragged into the viewer will actually be placed.
    There are 3 possible options, but not all are available to all objects and in some cases cannot be used in certain circumstances.
    • None: Physics type None is only available for child prims of a linkset. It disables the physics processing for these prims and crucially, removes their physics cost (see later) from the LI calculation.
    • Convex hull: A convex hull is a mathematical term, stop wait…come back…., seriously, it's ok. It just means “the shape I get if I cover this object in plastic wrap”. The convex hull is, therefore, an approximation of the shape of an object. It does not support holes on objects and a wall containing a doorway with a convex hull physics shape will not let you pass through. The plastic wrap analogy holds good for pretty much all such examples. Convex hull is available for all objects but can force a prim to cost more than 1LI. This is the default for Mesh.
    • Prim: This is without the doubt the most confusing name in the list. The “prim” physics shape is generally only seen on Meshes. It actually tells the region to use the objects custom physics shape, a dedicated shape that the creator of the object decided was a good and appropriate shape for the object. A “prim physics” shape allows the creator to specify exactly which parts of an object you can collide with and which parts you walk through, allowing them, for example, to open up doorways but keep windows impassable, if they so choose. Unfortunately, many creators are neglectful in this selection and the prim physics shape is often not very useful. The reason for the name is clearer when considering that this is the default mode for traditional prims and reflects a physical shape that matches the visible shape of the prim closely.
  • Material: (Only applies when the object is physical.) The notional real-life material that behaves most like this object. It affects the friction and bounce of an object in collisions, as well as the default sounds made. *Important: This has nothing whatsoever to do with the texturing “materials”.
  • Gravity: (Only applies when the object is physical.) Affects the way that an object interacts, 1.0 is earth standard gravity (i.e. 1g) a negative value will cause a physical object to rise.
  • Friction:
  • Density:
  • Bounciness: (Only applies when the object is physical.) These three override the defaults implied by the “Material”.

To the right of Physics Shape Type is an eye icon. Clicking this switches in and out of physics view. Physics view will show the object's physics shape in a colour that reflects the physics cost.
The physics cost is not normally used for prims, but becomes important if a prim is linked to a mesh, or has any modern feature such as a bump map applied to it. A low physics cost will be a passive blue, moving through a worrying orange to an angry red. If you plan to link a prim to a mesh or use any other modern feature it is worth checking this quickly to avoid your Land Impact (LI) from sky rocketing. See this blog post for more details.

Light

Cause the prim to emit light. In order to be able to see the light, you need to have Preferences→ Graphics → General→ Local Lights enabled.

  • Color: Click this to open a color picker, from which you can select the light color.
  • Intensity: Sets the initial brightness of the prim; the possible values are between 0 and 1.
  • Radius: Specifies how far the light travels, in meters. The maximum is 20m.
  • Falloff: Sets how quickly the light's Intensity fades as it travels to its outer Radius. Lower values are more gradual.

Projectors

For general information on projectors, please refer to this SL page.

When you have Advanced Lighting Model enabled (in PreferencesGraphics, then you can make use of projectors. In the Features tab of the edit window, you will see additional fields in the lower right.

  • Texture: This is the texture to project. Clicking it will open the Texture Picker.
  • FOV: The FOV setting defines the field of view of the projector, in radians. The field of view is the angular width of the cone of light projected. The possible range of values from 0.0 to 3.0 correspond to widths from 0 degrees to approx 172 degrees (almost a hemisphere of influence). Fidelity of shadows caused by a projector may degrade as the FOV becomes larger.
  • Focus: A projected texture appears blurrier the further the projection point is from the projector. The Focus value controls how attenuated this effect is. Positive values keep the projection sharper for farther distances, negative values make the projection start to blur at a closer range.
  • Ambiance: Ambiance adds a very blurred version of the projected image to all faces within the cone of influence, regardless of whether they are in shadow or facing away from the projector. The goal is to roughly simulate light influence being diffused in all directions by surfaces receiving a projected image. Thus it is acceptable that this be even brighter on faces facing away from the projector. The brightness of this effect is proportional to the Ambiance value.

archive:toolbox_features_tab_fs517 - Obsolete

$
0
0

Toolbox Window - Edit/Build Mode - Features Tab

Features Tab - Edit/Build Mode

This page covers the Features tab of the toolbox window in Edit and Build modes. This tab is shown in the image to the right. The upper section of this window is described here.

In Edit mode, some fields will be unavailable if the object is not modifyable.

NOTE: The term “Object” is used to refer to a single unlinked prim, or to a linked set of prims.
Most of the settings below can only be applied to individual prims; they will be disabled if you are editing a linked set.
Note that the overall properties of a linked set are the same as the properties of the root prim.

There are several groups of settings here, mostly unrelated to one another.

Flexible Path

Applicable to boxes, cylinders and prism types, this makes the prim flexible (usually known as a flexi prim). Such prims are usually path cut and hollowed. Flexible prims are commonly used in clothing attachments like capes, for flags and other wavy things. Flexible prims are automatically made phantom.

Flexible prim characteristics are as follows:

  • Softness: Controls the stiffness of the prim on a scale of 0 to 3, where 0 is the most stiff and 3 is the most soft.
  • Gravity: Controls how hard gravity pulls down on the prim. If you enter a negative value, gravity pulls the object upward instead.
  • Drag: Controls how much drag the atmosphere appears to exert on the prim when it's moved.
  • Wind: Controls how much this prim bends in response to the current region's wind.
  • Tension: Controls how much force is pulling the top of the prim away from its base.
  • Force X/Y/Z: Controls how much artificial force is applied on the prim, from different directions.

Physics

  • Physics Shape Type: Physics Shape type selects between different “physical” representations of the object. The physical representation is different to the visual representation. The latter is (perhaps obviously) what you see, whereas the physics shape is what you collide with. It is important in determining whether you walk through, around or over an item, and importantly, it pays a very key role in determining where an item drop/dragged into the viewer will actually be placed.
    There are 3 possible options, but not all are available to all objects and in some cases cannot be used in certain circumstances.
    • None: Physics type None is only available for child prims of a linkset. It disables the physics processing for these prims and crucially, removes their physics cost (see later) from the LI calculation.
    • Convex hull: A convex hull is a mathematical term, stop wait…come back…., seriously, it's ok. It just means “the shape I get if I cover this object in plastic wrap”. The convex hull is, therefore, an approximation of the shape of an object. It does not support holes on objects and a wall containing a doorway with a convex hull physics shape will not let you pass through. The plastic wrap analogy holds good for pretty much all such examples. Convex hull is available for all objects but can force a prim to cost more than 1LI. This is the default for Mesh.
    • Prim: This is without the doubt the most confusing name in the list. The “prim” physics shape is generally only seen on Meshes. It actually tells the region to use the objects custom physics shape, a dedicated shape that the creator of the object decided was a good and appropriate shape for the object. A “prim physics” shape allows the creator to specify exactly which parts of an object you can collide with and which parts you walk through, allowing them, for example, to open up doorways but keep windows impassable, if they so choose. Unfortunately, many creators are neglectful in this selection and the prim physics shape is often not very useful. The reason for the name is clearer when considering that this is the default mode for traditional prims and reflects a physical shape that matches the visible shape of the prim closely.
  • Material: (Only applies when the object is physical.) The notional real-life material that behaves most like this object. It affects the friction and bounce of an object in collisions, as well as the default sounds made. *Important: This has nothing whatsoever to do with the texturing “materials”.
  • Gravity: (Only applies when the object is physical.) Affects the way that an object interacts, 1.0 is earth standard gravity (i.e. 1g) a negative value will cause a physical object to rise.
  • Friction:
  • Density:
  • Bounciness: (Only applies when the object is physical.) These three override the defaults implied by the “Material”.

To the right of Physics Shape Type is an eye icon. Clicking this switches in and out of physics view. Physics view will show the object's physics shape in a colour that reflects the physics cost.
The physics cost is not normally used for prims, but becomes important if a prim is linked to a mesh, or has any modern feature such as a bump map applied to it. A low physics cost will be a passive blue, moving through a worrying orange to an angry red. If you plan to link a prim to a mesh or use any other modern feature it is worth checking this quickly to avoid your Land Impact (LI) from sky rocketing. See this blog post for more details.

Light

Cause the prim to emit light. In order to be able to see the light, you need to have Preferences→ Graphics → General→ Local Lights enabled.

  • Color: Click this to open a color picker, from which you can select the light color.
  • Intensity: Sets the initial brightness of the prim; the possible values are between 0 and 1.
  • Radius: Specifies how far the light travels, in meters. The maximum is 20m.
  • Falloff: Sets how quickly the light's Intensity fades as it travels to its outer Radius. Lower values are more gradual.

Projectors

For general information on projectors, please refer to this SL page.

When you have Advanced Lighting Model enabled (in PreferencesGraphics, then you can make use of projectors. In the Features tab of the edit window, you will see additional fields in the lower right.

  • Texture: This is the texture to project. Clicking it will open the Texture Picker.
  • FOV: The FOV setting defines the field of view of the projector, in radians. The field of view is the angular width of the cone of light projected. The possible range of values from 0.0 to 3.0 correspond to widths from 0 degrees to approx 172 degrees (almost a hemisphere of influence). Fidelity of shadows caused by a projector may degrade as the FOV becomes larger.
  • Focus: A projected texture appears blurrier the further the projection point is from the projector. The Focus value controls how attenuated this effect is. Positive values keep the projection sharper for farther distances, negative values make the projection start to blur at a closer range.
  • Ambiance: Ambiance adds a very blurred version of the projected image to all faces within the cone of influence, regardless of whether they are in shadow or facing away from the projector. The goal is to roughly simulate light influence being diffused in all directions by surfaces receiving a projected image. Thus it is acceptable that this be even brighter on faces facing away from the projector. The brightness of this effect is proportional to the Ambiance value.
See this page for documentation on Firestorm 5.0.7 (52912) and earlier.

archive:toolbox_features_tab_fs507 - Obsolete

$
0
0

Toolbox Window - Edit/Build Mode - Features Tab

Features Tab - Edit/Build Mode

This page covers the Features tab of the toolbox window in Edit and Build modes. This tab is shown in the image to the right. The upper section of this window is described here.

In Edit mode, some fields will be unavailable if the object is not modifyable.

NOTE: The term “Object” is used to refer to a single unlinked prim, or to a linked set of prims.
Most of the settings below can only be applied to individual prims; they will be disabled if you are editing a linked set.
Note that the overall properties of a linked set are the same as the properties of the root prim.

There are several groups of settings here, mostly unrelated to one another.

Flexible Path

Applicable to boxes, cylinders and prism types, this makes the prim flexible (usually known as a flexi prim). Such prims are usually path cut and hollowed. Flexible prims are commonly used in clothing attachments like capes, for flags and other wavy things. Flexible prims are automatically made phantom.

Flexible prim characteristics are as follows:

  • Softness: Controls the stiffness of the prim on a scale of 0 to 3, where 0 is the most stiff and 3 is the most soft.
  • Gravity: Controls how hard gravity pulls down on the prim. If you enter a negative value, gravity pulls the object upward instead.
  • Drag: Controls how much drag the atmosphere appears to exert on the prim when it's moved.
  • Wind: Controls how much this prim bends in response to the current region's wind.
  • Tension: Controls how much force is pulling the top of the prim away from its base.
  • Force X/Y/Z: Controls how much artificial force is applied on the prim, from different directions.

Physics

  • Physics Shape Type:
  • Material:
  • Gravity:
  • Friction:
  • Density:
  • Bounciness:

[To Be Done - when information is available]

Light

Cause the prim to emit light. In order to be able to see the light, you need to have Preferences→ Graphics → General→ Local Lights enabled.

  • Color: Click this to open a color picker, from which you can select the light color.
  • Intensity: Sets the initial brightness of the prim; the possible values are between 0 and 1.
  • Radius: Specifies how far the light travels, in meters. The maximum is 20m.
  • Falloff: Sets how quickly the light's Intensity fades as it travels to its outer Radius. Lower values are more gradual.

Projectors

For general information on projectors, please refer to this SL page.

When you have Lighting and Shaodws enabled (in PreferencesGraphics, then you can make use of projectors. In the Features tab of the edit window, you will see additional fields in the lower right.

  • Texture: This is the texture to project. Clicking it will open the Texture Picker.
  • FOV: The FOV setting defines the field of view of the projector, in radians. The field of view is the angular width of the cone of light projected. The possible range of values from 0.0 to 3.0 correspond to widths from 0 degrees to approx 172 degrees (almost a hemisphere of influence). Fidelity of shadows caused by a projector may degrade as the FOV becomes larger.
  • Focus: A projected texture appears blurrier the further the projection point is from the projector. The Focus value controls how attenuated this effect is. Positive values keep the projection sharper for farther distances, negative values make the projection start to blur at a closer range.
  • Ambiance: Ambiance adds a very blurred version of the projected image to all faces within the cone of influence, regardless of whether they are in shadow or facing away from the projector. The goal is to roughly simulate light influence being diffused in all directions by surfaces receiving a projected image. Thus it is acceptable that this be even brighter on faces facing away from the projector. The brightness of this effect is proportional to the Ambiance value.



^ Main Page - < Previous Tab - Next Tab >



See this page for documentation on Firestorm 4.6.7 (42398) and earlier.

toolbox_general_tab_more

$
0
0

Toolbox Window - Edit/Build Mode - General Tab

Edit Window - General Tab

This page covers the General tab of the toolbox window in Edit and Build modes. This tab is shown in the image to the right. The upper section of this window is described here.

In Build mode, most of the fields will be greyed out, as not applicable. Similarly, in Edit mode, some fields will be unavailable if the object is not modifyable.

NOTE: The term “Object” is used to refer to a single unlinked prim, or to a linked set of prims.
Everything below applies to objects, or individual prims selected from a linked set using Edit Linked.
Note that the overall properties of a linked set are the same as the properties of the root prim.

The first portion of this tab contains basic information about the object:

  • Name: This will hold the name of the object. The name is limited to 63 characters.
  • Description: An optional description of the objects, maximum 127 characters.
  • Creator: Name of the avatar who created this object. This can never be changed.
  • Owner: Shows the name of the current owner of the object. If the objected is group owned (see below), this will show the group that owns it.
  • Last Owner: Name of the avatar that owned the object when it was previously rezzed in-world. In other words, if you buy an object, rez it out, take it, then re-rez it, this will show your name.
  • Group: The name of the group to which the object is set. 1)
    • Share: If you enable this, you are granting other group members the ability to manipulate the object: move, rotate, etc.
    • Deed: If you click this, the object will be deeded (donated) to the group it is set to. 2)
  • Click to: Here you can set the action that will occur when the object is left clicked. By default, this is Touch, but it can be any one of: Touch, Sit on, Buy, Pay, Open, Zoom, None. 3)
  • For Sale: Click this if you wish to set the object for sale. The other fields in this section then become applicable.
    Note that this describes the new Firestorm behavior incorporating seller protection; if you wish to revert to the older method, enable Preferences→ Firestorm → Build 2→ Use old “Set Object For Sale” behavior.)
    • Drop Down: Here you select exactly what you are selling: a copy of the object (only possible if the object is copyable for you), the contents of the object (rather than the object itself), or the original object (the owner will need to take it once bought).
    • Price: Specify the price of the item.
    • Apply: when you are happy with your choices, click this button and they will be applied. This gives you protection in that the item is not actually set for sale until this button is pressed, preventing others from perhaps purchasing a valuable item for the default 10L while you are still making changes.
  • Copy Keys: This copies the UUID(s) of the object to your clipboard. Clicking the button will copy the UUID of the root. Press and hold Shift while clicking to copy the UUIDs of all prims; this is a list of comma-separated UUIDs.
  • Show in Search: If you enable this, the object will be listed in SL search, and thus help others find it.
  • Permissions Permissions in SL are a somewhat complex topic. You are directed to the SL wiki on permissions for details.
    • Anyone:
      • Move: if this is enabled, anyone will be able to move the object.
      • Copy: if enable, anyone will be able to copy the object. This essentially makes it free to all. They can right click it and select Take Copy.
    • Next Owner: this sets the permissions the next owner of the object will have 4)
      • Modify: If enabled, the next owner will be able to modify the object.
      • Copy: If enabled, the next owner will be able to copy the object.
      • Transfer: If enabled, the next owner will be able to resell or give the object away.

And finally, the current pathfinding attributes are dissplayed at the bottom. These can only be changed via the Pathfinding Linksets window (top menu→ Build → Pathfinding → Linksets)).

If you are making an object for resale, then never set the next owner permissions on the object in your inventory; instead, rez it out, set the permissions on the rezzed object, then take it back into your inventory. This because next owner permissions do not take effect until the object is actually rezzed out. This is known, and is a server-side effect. For more information, see the section on the “slam bit” on this page.
1)
If you are renting land, the parcel may be set such that objects can only be rezzed by members of a specific group. In that case, you will need to activate that group (or take advantage of Preferences→ Firestorm → Extras→ Always rez objects under the land group if possible) before you rez an object. This will rez it with the correct group set. Also, on some parcels, objects which are not set to a given group are auto-returned after a specified period of time.
If you click the group name, you will be shown the group profile; if you click the wrench icon, you will get a selection box, from which you can pick another group.
2)
Some objects on group-owned land must be deeded in order to function, such as radios and TVs. But in most cases this is not needed; use with caution as reclaiming a deeded object can be problematic, depending on your group role.
Deeding, however, has the advantage that it imposes role restrictions set by the group owner; share alone does not. Nonetheless, do not deed objects unless you have to.
3)
The Pay option requires that a script be present in the object to handle the money event.
4)
Note that objects must be either copyable or transferrable; you cannot disable both. However there are ways to effectively make an object both no copy and no transfer, but they are beyond the scope of this text.

archive:toolbox_general_tab_more_fs517 - Obsolete

$
0
0

Toolbox Window - Edit/Build Mode - General Tab

Edit Window - General Tab

This page covers the General tab of the toolbox window in Edit and Build modes. This tab is shown in the image to the right. The upper section of this window is described here.

In Build mode, most of the fields will be greyed out, as not applicable. Similarly, in Edit mode, some fields will be unavailable if the object is not modifyable.

NOTE: The term “Object” is used to refer to a single unlinked prim, or to a linked set of prims.
Everything below applies to objects, or individual prims selected from a linked set using Edit Linked.
Note that the overall properties of a linked set are the same as the properties of the root prim.

The first portion of this tab contains basic information about the object:

  • Name: This will hold the name of the object. The name is limited to 63 characters.
  • Description: An optional description of the objects, maximum 127 characters.
  • Creator: Name of the avatar who created this object. This can never be changed.
  • Owner: Shows the name of the current owner of the object. If the objected is group owned (see below), this will show the group that owns it.
  • Last Owner: Name of the avatar that owned the object when it was previously rezzed in-world. In other words, if you buy an object, rez it out, take it, then re-rez it, this will show your name.
  • Group: The name of the group to which the object is set. 2)
    • Share: If you enable this, you are granting other group members the ability to manipulate the object: move, rotate, etc.
    • Deed: If you click this, the object will be deeded (donated) to the group it is set to. 3)
  • Click to: Here you can set the action that will occur when the object is left clicked. By default, this is Touch, but it can be any one of: Touch, Sit on, Buy, Pay, Open, Zoom. 4)
  • For Sale: Click this if you wish to set the object for sale. The other fields in this section then become applicable.
    Note that this describes the new Firestorm behavior incorporating seller protection; if you wish to revert to the older method, enable Preferences→ Firestorm → Build 2→ Use old “Set Object For Sale” behavior.)
    • Drop Down: Here you select exactly what you are selling: a copy of the object (only possible if the object is copyable for you), the contents of the object (rather than the object itself), or the original object (the owner will need to take it once bought).
    • Price: Specify the price of the item.
    • Apply: when you are happy with your choices, click this button and they will be applied. This gives you protection in that the item is not actually set for sale until this button is pressed, preventing others from perhaps purchasing a valuable item for the default 10L while you are still making changes.
  • Copy Keys: This copies the UUID(s) of the object to your clipboard. Clicking the button will copy the UUID of the root. Press and hold Shift while clicking to copy the UUIDs of all prims; this is a list of comma-separated UUIDs.
  • Show in Search: If you enable this, the object will be listed in SL search, and thus help others find it.
  • Permissions Permissions in SL are a somewhat complex topic. You are directed to the SL wiki on permissions for details.
    • Anyone:
      • Move: if this is enabled, anyone will be able to move the object.
      • Copy: if enable, anyone will be able to copy the object. This essentially makes it free to all. They can right click it and select Take Copy.
    • Next Owner: this sets the permissions the next owner of the object will have 5)
      • Modify: If enabled, the next owner will be able to modify the object.
      • Copy: If enabled, the next owner will be able to copy the object.
      • Transfer: If enabled, the next owner will be able to resell or give the object away.

And finally, the current pathfinding attributes are dissplayed at the bottom. These can only be changed via the Pathfinding Linksets window (top menu→ Build → Pathfinding → Linksets)).

If you are making an object for resale, then never set the next owner permissions on the object in your inventory; instead, rez it out, set the permissions on the rezzed object, then take it back into your inventory. This because next owner permissions do not take effect until the object is actually rezzed out. This is known, and is a server-side effect. For more information, see the section on the “slam bit” on this page.
2)
If you are renting land, the parcel may be set such that objects can only be rezzed by members of a specific group. In that case, you will need to activate that group (or take advantage of Preferences→ Firestorm → Extras→ Always rez objects under the land group if possible) before you rez an object. This will rez it with the correct group set. Also, on some parcels, objects which are not set to a given group are auto-returned after a specified period of time.
If you click the group name, you will be shown the group profile; if you click the wrench icon, you will get a selection box, from which you can pick another group.
3)
Some objects on group-owned land must be deeded in order to function, such as radios and TVs. But in most cases this is not needed; use with caution as reclaiming a deeded object can be problematic, depending on your group role.
Deeding, however, has the advantage that it imposes role restrictions set by the group owner; share alone does not. Nonetheless, do not deed objects unless you have to.
4)
The Pay option requires that a script be present in the object to handle the money event.
5)
Note that objects must be either copyable or transferrable; you cannot disable both. However there are ways to effectively make an object both no copy and no transfer, but they are beyond the scope of this text.

toolbox_object_tab

$
0
0

Toolbox Window - Edit/Build Mode - Object Tab

Object Tab - Edit/Build Mode

This page covers the Object tab of the toolbox window in Edit and Build modes. This tab is shown in the image to the right. The upper section of this window is described here.

In Edit mode, some fields will be unavailable if the object is not modifyable.

NOTE: The term “Object” is used to refer to a single unlinked prim, or to a linked set of prims.
Everything below applies to objects, or individual prims selected from a linked set using Edit Linked.
Note that the overall properties of a linked set are the same as the properties of the root prim.

  • Locked: If this is enabled, then attempting to edit the object will be inhibited; all fields will be greyed out, and if you attempt to delete it, you will get a pop-up asking for confirmation. This gives some protection against accidental editing and deletion. You will have to disable this checkbox to be able to edit the object again.
  • Physical: If this is enabled, the object will become physical, meaning it will become subject to gravity, and will collide with and displace avatars and other physical objects.
  • Temporary: If this is enabled, the object will disappear after about 60 seconds. Useful for some special effects like things that explode, or for bullets, etc. Use with caution, as the object vanishes completely; it is not returned to you.
  • Phantom: Disables physics for the object. Avatars and other objects will be able to freely pass through it. Don't enable this on floors. :-)

Below this group of checkboxes are three groups of edit fields which allow you to manually specify the object's position, size and rotation. This allows for high precision positioning, greater than is possible manually. All three of these have three buttons to their immediate right:

  • C Copies the object's position/size/rotation
  • P Pastes the object's position/size/rotation (from a previous use of C)
  • p Pastes the object's position/size/rotation (from a value in your clipboard1)).
  • Position: The position of the object in region coordinates.
  • Size: Size of the object, in meters. To resize a single prim in a linked set, check Edit Linked, then click the prim.
  • Rotation: The object's rotation.

The values on the right control the type and characteristics of single prims; they will all be disabled if you are editing a linked set.

  • Drop-Down: Select from one of the basic primitive types; by default, this will be Box.
  • Path Cut: Cuts a slice out of the object around its local X-axis. For boxes and cylinders, the slice is taken from around the Z-axis.
  • Hollow: Hollows the inside of the object, measured as a percentage. Works differently for each prim type. Limited to 95.0%.
  • Hollow Shape: Sets the shape of the void left by using Hollow. You may choose to make your hollow shape a Circle, Square, Triangle. The default varies based on the type of prim, but will be one of the 3 listed.
  • Twist: Twists the object along its Z-axis (measured in degrees). You may twist the object from either end by using the B (Beginning) and E (End) fields.
  • Taper: Tapers the X and Y dimensions of the top or bottom of your object. Positive X and Y values taper the top of your object as indicated by the Z-axis, and negative values taper the bottom of the object.
  • Top Shear: Offsets the X and Y coordinates of the top of your object relative to the base of the object, which creates a “leaning” effect.
  • Slice: Cuts vertical slices from your object along the Z-axis.
  • Taper Profile: Unknown.
  • Dimple: Creates dimples in the B or E of a solid sphere along its X-axis.
  • Hole Size: Y changes the size of the hole in a torus, tube, or ring. X changes the length of the object along the object's X-axis.
  • Skew: Offsets the two ends of a torus, ring, or tube. Can be affected by Revolutions.
  • Radius: Changes the radial difference between the beginning of a torus, ring, or tube and the end of the object. Creates a tapered spiral when used with Revolutions.
  • Revolutions: Determines the number of times a torus, ring, or tube revolves around the X-axis in a spiral. Can be affected by Skew.

The following only apply to sculpted prims:

  • Sculpt Texture: Opens the texture picker to select a sculpt map, an image file that Second Life interprets and displays as a 3D object.
  • Mirror: Reverses the sculpt map. Useful for creating a mirrored copy of a prim, for example the two sides of shoulder armor.
  • Inside-out: Flips the sculpt inside-out. Useful for plane sculpt maps which are invisible from the other side; make a copy, use this and link.
  • Stitching Type: Changes how 3D data from a sculpt map is and displayed. More on this here.

At the bottom of the window are two buttons, with the heading “Object Parameters”:

  • Copy button: Copies all of the parameters given on the right side of the Object tab
  • Paste button: Set all parameters to values previously copied.

The following only apply to mesh objects:
The view will change. On the right side, Level Of Detail (LOD) information about the currently selected mesh is shown. LOD Models are different versions of the same object that are shown at different distances. The upper table shows the number of triangles in the object for each LOD level. Below this, there is a drop-down from which you may select a LOD level. This allows you to preview what the object will look like at different LOD levels (distances). It doesn't actually affect the object; once you close the edit window, the object will revert to Default.
For ease of reference, the lower table gives a comparative table showing the distance from the camera that each LOD will be displayed when viewed with default values for the LL viewer, Firestorm, and then for your current custom LOD setting.
For more information, please refer to this blog post.

For best results, when designing items for sale you should try to ensure that the models will look good for users at these defaults and considering how the item is typically used.

1)
For example, a value copied from a script. The value must be in valid vector format, eg: <58.3171, 217.262, 20.25>

archive:toolbox_object_tab_fs507 - Obsolete

$
0
0

Toolbox Window - Edit/Build Mode - Object Tab

Object Tab - Edit/Build Mode

This page covers the Object tab of the toolbox window in Edit and Build modes. This tab is shown in the image to the right. The upper section of this window is described here.

In Edit mode, some fields will be unavailable if the object is not modifyable.

NOTE: The term “Object” is used to refer to a single unlinked prim, or to a linked set of prims.
Everything below applies to objects, or individual prims selected from a linked set using Edit Linked.
Note that the overall properties of a linked set are the same as the properties of the root prim.

  • Locked: If this is enabled, then attempting to edit the object will be inhibited; all fields will be greyed out, and if you attempt to delete it, you will get a pop-up asking for confirmation. This gives some protection against accidental editing and deletion. You will have to disable this checkbox to be able to edit the object again.
  • Physical: If this is enabled, the object will become physical, meaning it will become subject to gravity, and will collide with and displace avatars and other physical objects.
  • Temporary: If this is enabled, the object will disappear after about 60 seconds. Useful for some special effects like things that explode, or for bullets, etc. Use with caution, as the object vanishes completely; it is not returned to you.
  • Phantom: Disables physics for the object. Avatars and other objects will be able to freely pass through it. Don't enable this on floors. :-)

Below this group of checkboxes are three groups of edit fields which allow you to manually specify the object's position, size and rotation. This allows for high precision positioning, greater than is possible manually. All three of these have three buttons to their immediate right:

  • C Copies the object's position/size/rotation
  • P Pastes the object's position/size/rotation (from a previous use of C)
  • p Pastes the object's position/size/rotation (from a value in your clipboard1)).
  • Position: The position of the object in region coordinates.
  • Size: Size of the object, in meters. To resize a single prim in a linked set, check Edit Linked, then click the prim.
  • Rotation: The object's rotation.

The values on the right control the type and characteristics of single prims; they will all be disabled if you are editing a linked set.

  • Drop-Down: Select from one of the basic primitive types; by default, this will be Box.
  • Path Cut: Cuts a slice out of the object around its local X-axis. For boxes and cylinders, the slice is taken from around the Z-axis.
  • Hollow: Hollows the inside of the object, measured as a percentage. Works differently for each prim type. Limited to 95.0%.
  • Hollow Shape: Sets the shape of the void left by using Hollow. You may choose to make your hollow shape a Circle, Square, Triangle. The default varies based on the type of prim, but will be one of the 3 listed.
  • Twist: Twists the object along its Z-axis (measured in degrees). You may twist the object from either end by using the B (Beginning) and E (End) fields.
  • Taper: Tapers the X and Y dimensions of the top or bottom of your object. Positive X and Y values taper the top of your object as indicated by the Z-axis, and negative values taper the bottom of the object.
  • Top Shear: Offsets the X and Y coordinates of the top of your object relative to the base of the object, which creates a “leaning” effect.
  • Slice: Cuts vertical slices from your object along the Z-axis.
  • Taper Profile: Unknown.
  • Dimple: Creates dimples in the B or E of a solid sphere along its X-axis.
  • Hole Size: Y changes the size of the hole in a torus, tube, or ring. X changes the length of the object along the object's X-axis.
  • Skew: Offsets the two ends of a torus, ring, or tube. Can be affected by Revolutions.
  • Radius: Changes the radial difference between the beginning of a torus, ring, or tube and the end of the object. Creates a tapered spiral when used with Revolutions.
  • Revolutions: Determines the number of times a torus, ring, or tube revolves around the X-axis in a spiral. Can be affected by Skew.

The following only apply to sculpted prims:

  • Sculpt Texture: Opens the texture picker to select a sculpt map, an image file that Second Life interprets and displays as a 3D object.
  • Mirror: Reverses the sculpt map. Useful for creating a mirrored copy of a prim, for example the two sides of shoulder armor.
  • Inside-out: Flips the sculpt inside-out. Useful for plane sculpt maps which are invisible from the other side; make a copy, use this and link.
  • Stitching Type: Changes how 3D data from a sculpt map is and displayed. More on this here.

At the bottom of the window are two buttons, with the heading “Object Parameters”:

  • Copy button: Copies all of the parameters given on the right side of the Object tab
  • Paste button: Set all parameters to values previously copied.



^ Main Page - < Previous Tab - Next Tab >



See this page for documentation on Firestorm 4.6.7 (42398) and earlier.

1)
For example, a value copied from a script. The value must be in valid vector format, eg: <58.3171, 217.262, 20.25>

archive:toybox_fs602

$
0
0

Toolbar Buttons

Toolbar Buttons Window

This window is used to customize the layout of the on-screen buttons. The window is accessed by right clicking any of these buttons.

You can drag and drop buttons to and from this window, from the tool bars. Tool bars exist on both sides of the screen, and at the bottom.

The buttons will be displayed according to each toolbar's settings: icons, text labels, or both.

The following toolbar buttons are available:

Below are these three buttons:

  • Clear all toolbars will remove all buttons from all toobars.
  • Restore defaults will restore buttons as they would be on a clean install.
  • Locked: If you enable this, it will prevent you from accidentally moving or removing buttons from the toolbars.

See this video for a tutorial.


archive:toybox_fs511 - Obsolete

$
0
0

Toolbar Buttons

Toolbar Buttons Window

This window is used to customize the layout of the on-screen buttons. The window is accessed by right clicking any of these buttons.

You can drag and drop buttons to and from this window, from the tool bars. Tool bars exist on both sides of the screen, and at the bottom.

The buttons will be displayed according to each toolbar's settings: icons, text labels, or both.

The following toolbar buttons are available:

Below are these three buttons:

  • Clear all toolbars will remove all buttons from all toobars.
  • Restore defaults will restore buttons as they would be on a clean install.
  • Locked: If you enable this, it will prevent you from accidentally moving or removing buttons from the toolbars.

See this video for a tutorial.



See this page for documentation on Firestorm 5.0.1 (52150) and earlier.

firestorm_troubleshooting_de - ↷ Links adapted because of a move operation

$
0
0

Maßnahmen zur Fehlerbehebung - Firestorm Viewer

Firestorm-bezogene Probleme

Absturz- und Anmeldeprobleme

Audio, Video, Voice und die Suche

Sonstiges

SL-bezogene Probleme

Allgemein

Lag und Netzwerk

Hardware

Betriebssystem / Software

Windows
Mac
linux

Sonstige

firestorm_troubleshooting_es - ↷ Links adapted because of a move operation

$
0
0

Troubleshooting and Quick Fixes - Firestorm Viewer

For basic information on how to get help, click here.
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 documentaion 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.

Introduction

For an introduction to the basics of troubleshooting, please refer to this page.

Tutorials

Phoenix has some video tutorials on YouTube; you may want to visit and bookmark the Phoenix Viewer channel.

Crash/Login Issues

Search, Audio, Video and Voice

Other

General

Lag and Network

Hardware

Operating System / Software

Windows
Mac
linux

Other

firestorm_troubleshooting_fr - ↷ Links adapted because of a move operation

$
0
0

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

Mouvement de l'avatar

En rapport avec SL

General

Lag and Network

Matériel

Système d'Exploitation / Logiciel

Windows
Mac
linux

Other

firestorm_troubleshooting_ru - ↷ Links adapted because of a move operation

$
0
0

Поиск и устранение неисправностей - Firestorm Viewer

Основная информация о получении помощи находится тут.
Эта страница помогает решить вопросы и проблемы, которые могут возникнуть при работе с Firestorm
Для удобства, темы разделены на вопросы, которые имеют непосредственное отношение к Firestorm, и те, которые имеют отношение к SLв целом.
Если вы не нашли ответ, то, пожалуйста свяжитесь с нами. Лучшее место, чтобы получить быструю помощь, написать нам в группу поддержки в-мире. Вы так же можете обратиться к любому из сотрудников группы поддержки или задать свой вопрос в ВК. Мы сделаем все от нас зависящее, чтобы помочь вам.
Если вы считаете, что нашли ошибку, то вы можете создать запрос в JIRA.

Введение

Для получения информации по общим неисправностям, перейдите на эту страницу.

Обучающий материал

У нас существует свой канал на YouTube; вы можете посетить его и ознакомиться с материалами. Наш канал Phoenix Viewer channel.

Относящиеся к Firestorm

Трудности со входом и сбои

Поиск, Аудио, Видео и голос

Другое

Относящиеся к SL

Общие

Лаги и сеть

Аппаратные средства

Операционная Система / Программное обеспечение

Windows
Mac
Linux

Другое

Viewing all 5258 articles
Browse latest View live