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fs_mesh_upload

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Uploading Mesh Models

Introduction

Before you can upload mesh objects, you must:

  • Have payment information on file. You can add payment information by visiting the Billing Information section of your Second Life account page.
  • Complete the Mesh IP Tutorial (if you're using the Aditi beta grid, click here instead), which verifies your knowledge of intellectual property rules. Be sure you own the rights or have permission from the rights owner before uploading your mesh content. Violations of intellectual property rights can result in the suspension or termination of your Second Life account and may even cause the permanent revocation of your ability to upload mesh objects!
  • Have at least one compatible COLLADA (.dae) file on your computer. You can create your own by using most popular 3D software packages, or, if you have the appropriate rights, you can download models created by other 3D artists from online repositories.

You may check your mesh upload status at any time by visiting your account page on the Second Life website.

Uploading - Quick Start

If you're new to uploading mesh models to Second Life, here's a quick and easy set of instructions to get you started. Don't worry about the myriad of controls in the upload window for now; they're for those who want fine control over their model's appearance and physics. For a more detailed breakdown of the upload procedure, keep reading below.

To upload a mesh model:

  • Choose a .dae file stored on your computer by going to the top menu and choosing Build → Upload → Mesh Model. If you don't have any models on your computer, you may download some from the SL sample content page.
  • Preview your model's automatically generated levels of detail on the Level of Detail tab by clicking High, Medium, Low, and Lowest. Notice how the object's complexity is reduced at each level.
  • Click the Physics tab and choose Lowest from the dropdown menu in Step 1: Level of Detail. Step 2 and Step 3 are not required.
  • Click the Upload options tab and check the boxes for any additional features on your model, such as textures.
  • Click Calculate weights & fee, then review the resource weights, land impact, and Linden dollar upload cost of your model.
  • Click Upload to upload your model to Second Life.

Uploading - Step by Step

Step 1: Choose a Model to Upload

Second Life accepts COLLADA (.dae) models, which can be edited and created in many popular 3D modeling packages.

To begin uploading a model:

  • Choose Build → Upload → Mesh Model.
  • Select the .dae file on your computer and click Open.
  • In the Upload Model window, enter a suitable name for your model in the Model name field.
  • If your model includes textures, check the Textures box underneath the Preview pane to make sure the textures are displayed properly.

Step 2: Define Visual Levels of Detail

Levels of detail determine what your model looks like from various distances. As you get farther away from a model, it renders in less detail to boost visual performance. Second Life generates these lower detail models by default, but you may use this step to tweak each level or even upload your own lower detail models. You can preview your model at any level of detail by clicking High, Medium, Low, or Lowest.

While previewing your model at each level of detail, you may change the parameters used for simplifying it from your original model if you chose Generate from one of the Source dropdown menus. For full details on Triangle Limit and Error Threshold, see Upload Model UI reference on the SL Wiki.

Alternately, you may upload your own simplified models by choosing Load from file from the Source dropdown menus. You may wish to create your own lower-detail models in order to preserve critical details that may be lost during the automatic simplification process.

For more, see also Mesh Upload - Level of Detail

It is highly recommended that you read these two blog post for information on best practices:

Step 3: Define the Model's Physics Shape

A model's physical shape, as interpreted by Second Life's physics engine for calculating collisions, can be different from its visual shape. For example, you may wish to simplify a very complex vehicle into a square physical box shape, which allows you to have a visually complex vehicle that requires comparatively little physics computation and does not overtax the region's ability to process moving physical objects. You may upload your own physics representation as a .dae file or you may use Second Life's analysis and simplification tools to generate a physics shape automatically.

The quickest way to generate a physics model for your object is to choose Use Level of Detail and select a level of detail from the dropdown menu. This creates a physics model based on one of your model's visual levels of detail. Remember that lower physics costs are desirable, so choose the lowest level of detail that reasonably represents the shape of your model.

You do not need to complete Step 2: Analyze or Step 3: Simplifiy unless your physics model is extremely complex or shows red lines in the preview window. For advanced information on usage of the physics analysis and simplification tools, see Upload Model UI reference.

For more, see Mesh Upload - Physics

Step 4: Upload Options

Before you upload, make sure to include any necessary optional parameters on the Upload Options tab:

  • Scale: Changes the base size of your model. Increasing the scale increases the resource cost.
  • Include Textures: Includes any textures applied to the COLLADA model. The textures are automatically applied to the Second Life version of the model when it is uploaded.
  • Include Skin weight: Includes any skin weight information in the COLLADA model. This option only applies to models that are meant to move and flex with your avatar when worn as avatar attachments.
  • Include Joint positions: Includes joint position information from the COLLADA file. This option only applies to models that are meant to alter an avatar's joint positions when worn as an attachment.
  • Pelvis Z Offset: Changes the vertical positioning of a rigged model.

For more, see Mesh Upload - Upload Options

Step 5: Calculate Weights & Fee

When you click Calculate weights & fee, Second Life calculates the download, physics and server weights of your model in order to determine its land impact and Linden dollar upload cost. The base Linden dollar cost to upload is L$10 plus L$10 for each texture applied to the model, and an additional cost based on the complexity of the model.

Step 6: Upload

When you upload a model, it appears in the Objects folder in your inventory. As with all objects in Second Life, you can then drag it from your inventory to the ground, or you can wear it as an attachment.

Rigging options

Rigged models allow you to represent your avatar skeleton as a mesh that conforms to your joints and motions. This means that you can wear a rigged model that changes the length and orientation of your avatar's limbs and animates accordingly.

If your COLLADA model contains joint position and skin weight information, you can preview how it will look with an avatar's default idle animation by checking the Skin weights box underneath the Preview pane.

You may wear a rigged model by right-clicking it in your inventory and selecting Wear. You may often wish to pair a rigged model with an alpha mask to hide your avatar's normal shape.


From http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185


fs_import

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Object Import

This window opens when you select, from the top menu bar, Avatar → Upload → Import Linkset, or Build → Upload → Import Linkset.

It allows you to import objects which you have previously exported. For more general information on exporting and importing, see here.

First click on the Choose File button, which opens the file picker window so you can browse to the file you wish to import.

Once the file has been selected, you can specify import options:

  • Do not attach object: Enable this if you do not wish to automatically wear objects that were exported while worn.
  • Restore Region Position: Create the imported object at the same region coordinates at which it was exported.
  • Upload: Upload any associated textures as well; this has a L$10 cost per texture.
    Note that if you disable this, but already have the textures in your inventory, the object will have the textures correctly applied - since you own the texture referenced by the UUID.

Click the Import button to start the import. The object will be created near you - unless you are importing an attachment, in which case it will automatically attach once created.


Closing the Import window before import has completed, may crash you, so don't do that. ;-)

floater_pathfinding_linksets

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Pathfinding linksets

Filter by:

Filter by Name Enter text by which to filter the linkset list based on Name attribute.
Filter by Description Enter text by which to filter the linkset based on the Description attribute.
Filter by linkset use… Click to display only the linksets that match selected use.
Apply Click to apply the filters to the linkset list.
Clear Click to clear the filters and return the linkset list back to the original un-filtered contents.
  • Refresh list Click to refresh the linkset list from the server. Use after you add or delete a linkset inworld.
  • Select all Click to select all linksets in the list.
  • Select none Click to deselect all selected linksets in the list.
  • Show Beacon Select to display a beacon indicating the inworld location of each selected linkset.
    Use to locate hard-to-find or invisible linksets in the region.
  • Take Click to take the selected linkset(s) into your inventory.
  • Take Copy Click to take a copy of the selected linkset(s) into your inventory.
  • Teleport Me To It Teleports you to the selected linkset.
    Useful to find faraway linksets.
    Note this button is only enabled when you have selected one linkset.
  • Return Click to returns the selected linkset(s) to the owner's inventory.
  • Delete Click to delete the selected linkset(s) from the region.
  • Choose Linkset Use Change the linkset use attribute of the selected linkset(s).
  • Walkability Coefficients Enter individual walkability coefficients for each character type (A, B, C, D).
    Walkability coefficients range from 0% to 100% to determine the influence the effect the linkset has on a character's speed while the character is traversing across the linkset object.
    For example, a linkset with Walkability Coefficient of 50% for character type A will cause characters of type A to reduce their speed by half while the character is traversing the object.
  • Apply Changes Click to apply changes to the selected linkset(s) use type and/or walkability coefficients.

Notes

  • For linksets with use fields marked as “[restricted]”, only certain linkset use modes are available.
    This restriction is the result of the object not having modifiable permission enabled for the user.
  • For linksets with use fields marked as “[concave]”, the linkset use modes for Material Volume and Exclusion Volume are not available.
    This restriction is the result of the shape object not being convex. All pathfinding volumes **must* be convex.
  • The “[Terrain]” linkset is available to be viewed and edited by the estate managers only.
    Additionally, while the walkability coefficients for the “[Terrain]” linkset are modifiable by estate managers, the Linkset Use field of “[Terrain]” linkset is not modifiable by anyone and will always be “Walkable”.

particle_editor

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The Particle Editor

The particle editor is accessed from the top menu bar→ Build → Object → Edit Particles. It allows you to create a particle system in a prim (or object), setting all the parameters you wish, and observing them change as you do so. When you are satisfied with the results, you can “inject” a particle script into the object. The script produced will invoke the llParticleSystem function with the appropriate parameters.

NOTE: The object in question must be modifiable for you.

Particle Editor

To start, right-click and edit the prim or object you wish to work on (if you wish to insert the script into a specific linked prim, then select Edit Linked Parts, and click on the desired prim). Then select Build → Object → Edit particles. A window like the one on the right will open. There are a great many options available to control the particle effect. This wiki page cannot give a full tutorial on what all can be achieved with particles. For that, we highly recommend the renowned Particle Lab, created by Jopsy Pendragon.

Parameters (Rules)

  • Pattern: This can assume one of the following values:
    • Explode: Sprays particles outwards in a spherical area. The Initial velocity of each particle is determined by Burst Speed Min and Burst Speed Max. The EXPLODE pattern ignores the Angle parameters.
    • Angle: Sprays particles outward in a flat circular, semi-circular, arc or ray shaped areas, as defined by Angle Begin and Angle End. The circular pattern radiates outwards around the prim's local X axis line.
    • Angle Cone: Sprays particles outwards in a spherical, sub-spherical, conical or ring shaped area, as defined by the parameters Angle Begin and Angle End. This pattern can be used to imitate the Explode pattern by explicitly setting angle Begin to 0.00000 and Angle End to 3.14159 (or PI) (or vice versa).
    • Angel Cone Empty: (incomplete implementation) Acts the same as the Drop pattern.
    • Drop: Creates particles with no initial velocity. This pattern will override any values given for Burst Radius, Burst Speed Min, and Burst Speed Max, setting each to 0.00000. (All patterns will behave like the Drop pattern, if Radius, Speed Min and Speed max are explicitly set to 0.0000.)
  • Burst Rate: Specifies the time interval, in seconds, between “bursts” of particles being emitted. Specifying a value of 0.0 will cause the emission of particles as fast as the viewer can do so.
  • Burst Count: Specifies the number of particles emitted in each “burst”.
  • Angle Begin: Specifies a half angle, in radians, of a circular or spherical “dimple” or conic section (starting from the emitter facing) within which particles will NOT be emitted. Valid values are the same as for Angle End, though the effects are reversed accordingly. If the pattern is Angle, the presentation is a 2D flat circular section. If Angle Cone or Angle Cone Empty is used, the presentation is a 3D spherical section. Note that the value of this parameter and Angle End are internally re-ordered such that this parameter gets the smaller of the two values.
  • Angle End: Specifies a half angle, in radians, of a circular or spherical “dimple” or conic section (starting from the emitter facing) within which particles will NOT be emitted. Valid values are 0.0, which will result in particles being emitted in a straight line in the direction of the emitter facing, to PI, which will result in particles being emitted in a full circular or spherical arc around the emitter, not including the “dimple” or conic section defined by Angle Begin. If the pattern is Angle, the presentation is a 2D flat circular section. If Angle Cone or Angle Cone Empty is used, the presentation is a 3D spherical section. Note that the value of this parameter and Angle Begin are internally re-ordered such that this parameter gets the larger of the two values.
  • Source Max Age: Specifies the length of time, in seconds, that the emitter will operate upon coming into view range (if the particle system is already set) or upon execution of this function (if already in view range). Upon expiration, no more particles will be emitted, except as specified above. Zero will give the particle system an infinite duration. 1)
  • Particles Max Age: Specifies the lifetime of each particle emitted, in seconds. Maximum is 30.0 seconds. During this time, the particle will appear, change appearance and move according to the parameters specified in the other sections, and then disappear.
  • Start Glow: Specifies the glow of the particles upon emission. Valid values are in the range of 0.0 (no glow) to 1.0 (full glow).
  • End Glow: Specifies the glow that the particles transition to during their lifetime. Valid values are the same as PSYS_PART_START_GLOW.
  • Scale Start: Specifies the scale or size of the particles upon emission. Valid values for each direction are 0.03125 to 4.0, in meters. The actual particle size is always a multiple of 0.03125. Smaller changes don't have any effect. Since particles are essentially 2D sprites, no Z component is offered.
  • Scale End: Specifies the scale or size the particles transition to during their lifetime. Only used if the Interpolate Scale flag is set. Valid values are the same as Scale Start.
  • Burst Radius: Specifies the distance from the emitter where particles will be created. This rule is ignored when the Follow Source flag is set. The maximum value is 50.00.
  • Burst Speed Min: Specifies the minimum value of a random range of values which is selected for each particle in a burst as its initial speed upon emission, in meters per second. Note that the value of this parameter and Burst Speed Max are internally re-ordered such that this parameter gets the smaller of the two values.
  • Burst Speed Max: Specifies the maximum value of a random range of values which is selected for each particle in a burst as its initial speed upon emission, in meters per second. Note that the value of this parameter and Burst Speed Min are internally re-ordered such that this parameter gets the larger of the two values.
  • Start Alpha: Specifies the alpha of the particles upon emission. Valid values are in the range 0.0 to 1.0. Lower values are more transparent; higher ones are more opaque.
  • End Alpha: Specifies the alpha the particles transition to during their lifetime. Only used if the Interpolate Color flag is set. Valid values are the same as Start Alpha.
  • Blend Src Alpha: Specifies how blending function uses the incoming particle's color and alpha information to produce the rendered result. Defaults to PSYS_PART_BF_SOURCE_ALPHA.
  • Blend 1 - Src alpha: Specifies how blending function uses the current framebuffer's color and alpha information to produce the rendered result. Defaults to PSYS_PART_BF_ONE_MINUS_SOURCE_ALPHA.
  • Target Key: Specifies the key of a target object, prim, or agent towards which the particles will change course and move. They will attempt to end up at the geometric center of the target at the end of their lifetime. Requires the Target Position flag be set. 2)
    To enable the field, first enable Target Position. Click the box icon to enable a picker; this allows you to auto-fill the target key field with the UUID of the prim you want. To remove the UUID, click the X icon.
  • Acceleration: Specifies a directional acceleration vector applied to each particle as it is emitted, in meters per second. Valid values are 0.0 to 100.0 for each direction both positive and negative, as region coordinates.
  • Omega: Specifies the rotational spin of the emitter in radians per second along each axis. This “unsticks” the emitter facing from the prim's positive Z axis and is noticeable in directional presentations. Prim spin (via llTargetOmega) has no effect on emitter spin. 3)4)
  • Start Color: A vector specifying the color of the particles upon emission. Clicking it will open a color picker.
  • End Color: A vector specifying the color the particles transition to during their lifetime. Only used if the Interpolate Color flag is set.

Flags

  • Bounce: When set, specifies particles will bounce off a plane at the region Z height of the emitter. On “bounce”, each particle reverses velocity and angle. This only works for particles above the plane falling down on it.
  • Emissive: When set, particles are full-bright and are unaffected by global lighting (sunlight). Otherwise, particles will be lit depending on the current global lighting conditions. Note that point lights do illuminate non-emissive particles.
  • Follow Source: When set, particles move relative to the position of the emitter. Otherwise, particle position and movement are unaffected by the position/movement of the emitter. This flag disables the Burst Radius rule.
  • Follow Velocity: When set, particles rotate to orient their “top” towards the direction of movement or emission. Otherwise, particles are oriented vertically as their textures would appear (top of texture at top, left at left).
  • Interpolate Color: When set, particle color and alpha transition from their Start settings to their End settings during the particle's lifetime. The transition is a smooth interpolation.
  • Interpolate Scale: When set, particle size/scale transitions from its Start setting to its End setting during the particle's lifetime.
  • Target Position: When set, emitted particles change course during their lifetime, attempting to move towards the target specified by the Target Key rule by the time they expire. Note that if no target is specified, the target moves out of range, or an invalid target is specified, the particles target the emitter prim itself.
  • Target Linear: When set, emitted particles move in a straight line towards the target specified by the Target Key rule. In this mode, Acceleration, Burst Radius, and possibly other rules are ignored.
  • Wind: When set, particle movement is affected by the wind. It is applied as a secondary force on the particles.
  • Ribbon: When set, particles are joined together into one continuous triangle strip

Finalizing

Once you have set all the parameters and flags as you like them, you can save them in one of two ways:

  • Copy: Clicking this button will copy the generated script to your clipboard; from here, you can paste it into a new script, a notecard, or save it to an external program.
  • Inject: Automatically creates a new, full perm script and inserts it into the prim you were working on. The script is initially created in the #Firestorm folder, then “injected” from there. The script is left in the #Firestorm folder in case you wish to save it for other uses.
1)
When using particle systems that have a non-zero emitter age (PSYS_SRC_MAX_AGE) setting, you may notice that the particle system may restart without any scripted trigger going off. This is due to a bug which causes the emitter to “reset” when any of the prim properties are updated or otherwise sent to the viewer. As a result, you may have to use a timer or a forced sleep and then clear the particle system once the age has expired. Debbie Trilling has posted a work-around here.
2)
Particles moving towards a humanoid avatar, will end up at the geometric center of the avatar's bounding box which, unfortunately, make them appear to be striking the person in the groin area. If you want them to end up at another point on a target avatar, you instead have to place a target prim that is moved to the position where you wish them to end up, and use the key of that prim for the value of the Target Key rule.
3)
The spin defined by Omega is relative to the region coordinate system, NOT the prim's local coordinate system.
4)
When freshly created, a prim's emitter is set to ZERO_ROTATION within the prim. If whilst designing a particle display you use Omega, the emitter will be rotated. If then you change the Omega vector, the emitter will not be reset to ZERO_ROTATION but will remain rotated to whatever axis it was at when stopped or altered. This can result in particles being displayed quite differently in the corrupted prim than they would be using the same script in a fresh prim (with a fresh emitter).

toolbox_floater

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Toolbox Window - Terraform Mode

Overview

Toolbox - Terraform Mode

Terraforming allows you to edit the terrain of a parcel or region, assuming you have the rights to do so. You will have rights if you own the region; you may have rights if you own or rent a parcel.

Terraforming

When in this mode, your pointer turns into a bulldozer, over a grid. The grid size indicates how much of an area will be affected by your terraforming. You can change the size and the strength of the bulldozer tool by using the sliders under Bulldozer on the window.

Bulldozer tool

There are several terraforming modes available:

  • Select Land: If you click this, you can then drag a selection on the land, and then apply terrain changes within the selection.
    to do that, after having selected the land to modify, click on one of the effects below, then on the Apply button. You can click this repeatedly.
    If you do not use a selection, then the effects below will be applied dynamically as you move the tool over the land.
  • Flatten: Flattens the area of land. If you are editing manually, the starting point will be used, and all land you pass the tool over will be brought to that height.
  • Raise: Raises the land under the bulldozer tool grid.
  • Lower: Lowers the land under the tool.
  • Smooth: Smooths elevation changes to make the land more even.
  • Roughen: Creates uneven bumps in the land.
  • Revert: Undoes terraforming based on the last terrain bake.

Parcel Information

This section gives information about the current parcel.

  • Area: Displays the area of the current parcel, in sqm.
  • Price: Shows the currently selected parcel's price - if it is for sale.
  • About Land (button): Opens a window showing information about the current parcel.
  • ShowOwners: Highlights land parcels in different colors depending on who owns them:
    • Green - Your land.
    • Aqua - Land owned by a group you're a member of.
    • Purple - Land in the auction system.
    • Red - Owned by others.

Modify Parcel

The operations here require the use of the Select land function described above. You will need to select an area of land before using either of them.

  • Subdivide: Splits off the currently selected area of land into a new parcel.
  • Join: Joins two parcels into a single parcel. To select more than one parcel, drag the selection box until it partially overlaps both (it's not necessary to completely select both parcels). The resultant parcel will acquire the properties (name, description, etc) from the last parcel selected during dragging.

Land Transactions

Functions concerning the purchase and sale of land:

  • Buy Land: Click this to buy the current parcel - if it is for sale.
  • Abandon land: Abandon the currently selected parcel if you don't want it anymore and don't wish to sell it. Most people would rather not do this.

animation_overrider

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Firestorm Client AO

Video tutorials are available here.

Introduction

The Firestorm viewer has a built-in AO (Animation Overrider). This makes the use of scripted AOs unnecessary, which in turn reduces the amount of scripts you wear, and so server-side lag.

The AO is accessed via a button on the bottom button bar.

The AO is activated by clicking the button labeled AO; it will show pressed down, as in the image above. To disable it, press the button again, and it will appear released.

To the right of this is an up arrow. Clicking that pops up a small window, the mini AO view, which gives quick and easy access to a few basic functions, such as moving from one stand animation to another, toggling sit overrides and loading a new set of animations. Clicking this same button again will close the window.

This small window has a screwdriver-wrench icon; clicking that opens the AO window to its largest size, allowing full control of the AO.

Terms Used

A brief glossary of terms as they are used here.

  • AO: Animation Override or Animation Overrider. Generally, a scripted attachment worn as an HUD, containing animations and notecards which, along with the scripts, animate the avatars while it is in certain states, such as standing, walking, flying, etc. Absent an AO, the avatar will use basic default Linden-defined animations. The Firestorm client AO replaces the usual scripted AO by duplicating its functions, without the script overhead.
  • Animation Set: The collection of animations which, taken together, make up any given AO.
  • Animation Group: One or more animations which serve to replace a single animation state. Examples of animation groups include stands, sits, walks, etc. All of the animation groups, together, make up an animation set.

Using the AO

Basic functions of the AO can be accomplished via the mini AO view shown below.

  • Currently loaded animation set: Referring to the image above, the currently loaded set is named “! Default”. By clicking the small down arrow, you can easily select another set (if others are available, of course).
  • Screwdriver-Wrench icon expands the mini window to full size for greater control; see below for more.
  • Left/Right Arrows switch to the previous and next animation in the current group, respectively.
  • “Sit” checkbox indicates whether the AO should override sits animations that are part of scripted furniture. If this is enabled, the AO will try to force the use of whatever sit animation you have in the animation set 1) ; if disabled, then the animation in the furniture will be used.

For greater control over the AO, click the Screwdriver-Wrench icon; this will open the AO window to maximum size. It looks like this.

  • The Current animation set is shown in the top drop-down. Clicking the down arrow beside it allows for the selection of an alternate animation set (if you have others available, of course). You can rename your AO set right here. Just click the name and change it to what you want it to be.
  • The check mark to the right of the animation set name will activate the animation set. click this if you have picked a new one.
  • Default: check this if you wish to make the current animation set the default when you start Firestorm.
  • Override sits: Does the same thing as the Sits checkbox described above.
  • Be Smart: If this is enabled, the AO will try to determine whether the furniture being sat on has an animation; if it determines that it does, it will disable the sit in the AO, so the one in the furniture will be used instead.
  • Disable Stands in Mouselook: If this is checked, the AO will disable stand animations when mouselook is entered. This is useful for combat situations, for example.
  • + Button: Click this button to manually define a new animation set.
  • Trash: To delete the current animation set, click this button.
  • Animation Group: With this drop down you can select an animation group, such as Standing, Walking, Running, etc. Having selected one, you can then change the order in which animations are played, by using ….
  • Up/Down Arrows: moves the currently selected animation up or down in the list, thus changing the order in which the animations are played in the animation group.
  • Trash: Clicking this will delete the currently selected animation from the animation group. This will NOT delete the animation itself; just the reference to it, from the group.
  • Cycle: Enabling this will cause a different animation to be played, from the selected group, at each “cycle time” interval (see below).
  • Randomize order: Enabling this causes the animations in the selected group to be played in random order.
  • Cycle time: Indicates how long an animation should play before the next one begins. Set this to zero to disable.
  • Reload: Forces the AO to reload the configuration of the current animation set.
  • Left/Right Arrows: skips to the previous/next animation in the current animation group. These are the same arrows seen in the mini AO view, described previously.
  • Down Arrow: The arrow in the bottom right corner collapses the full AO window into the mini view, which was described above.

Loading a Prepared AO Notecard

If you own a scripted AO, the type worn as an HUD attachment, you can transfer it to the client AO quite easily. You may follows these steps to do so. Multiple AOs can be loaded, and you can switch from one to another simply by selecting the set within the Firestorm AO.

NOTE: The notecard must be in standard ZHAO II format, or in Oracul format. Most AO creators support ZHAO II so you should not run into issues. However, it must be noted that some major vendors have extended the ZHAO II format, and thus their AO notecard will need to be edited before they can be used in the Firestorm AO. Similarly, older AOs which use the old ZHAO format will have to be converted.

NOTE: Unlike Phoenix, the animations and notecard do not need to be placed in a special predefined folder. However, they do need to be together in the same place. Once imported, the Firestorm client AO creates a new special folder: #Firestorm → #AO. This folder is protected - meaning, it cannot be deleted, nor items removed from it 2) . Inside that are several more folders, containing links to the original animations. So do not delete the original animations used or the AO will “break”.

Method 1

Follow these steps if you are in a location where you can build; if requires the ability to rez out.

  • Rez a cube on the ground.
  • If you are wearing the scripted AO, detach it.
  • Cam into the cube you made, then drag the AO onto it. HUDs are normally very small when rezzed in-world, and can be hard to see if you are not cammed in.
  • Right click AO you rezzed out and select Open. A window opens which will list the contents of the AO; once this has fully populated, click Ok.
    This will result in the creation of a folder in your inventory, containing everything in the AO: scripts, animations and notecards.
  • If the AO is copyable, you can now delete it; otherwise, take it back into your inventory. Then delete the cube.
  • Locate the folder that was created in the step above. This folder can be dragged to another folder where it is out of the way but still available, like the Animations folder, for example.
  • Inside the folder, locate the notecard which defines the AO. An example is shown below.
  • Open the Firestorm AO to maximum, then drag the AO notecard onto the Firestorm AO window.
  • The notecard is parsed and if all goes well, you have finished transferring the AO.
  • Select options to apply, like whether this will be the default animation set, whether to override sits, etc.

Method 2

You can follow these steps if you are unable to rez the AO out in-world, for whatever reason.

  • Location the Animations folder in your inventory - it is at the top. Right Click the folder name, and select New Folder.
  • Type in a name for the folder - for example, give it the name of the AO you are transferring.
  • Make sure the AOHUD is worn; right click it and select Edit.
  • Click on the Content tab.
  • Once the AO contents are all displayed, select all items: click on the top one, then use the scroller to scroll to the bottom, press and hold Shift, and click on the last item.
  • Drag all the items into the folder you created.
  • Close the edit window.
  • Inside the folder, locate the notecard which defines the AO. An example is shown below.
  • Open the Firestorm AO to maximum, then drag the AO notecard onto the Firestorm AO window.
  • The notecard is parsed and if all goes well, you have finished transferring the AO.
  • Select options to apply, like whether this will be the default animation set, whether to override sits, etc.

Example AO Notecard

As noted above, the Firestorm AO supports notecards in the standard ZHAO II format. Here is an example of what such a notecard looks like:

[ Standing ]vAStand01DANGER|VAStand05_DANGER_F|VAStand02_DANGER|VAStand06_DANGERe
[ Standing ]VAStand04_DANGER|VAStand06_iDANGER|VAStand07_DANGER3|VAStand08_DANGER30
[ Standing ]VAStand09_DANGER|vAStand11_DANGER|VAStand12_DANGER|VAStand13_DANGER|VAStand14_DANGER
[ Walking ]08WALKDANGER|DANGERMIXWALK1|DANGERMIXWALK2.3
[ Sitting ]sit01DANGER|sit02DANGER|sit03DANGER|sit04DANGER|sit00DANGER
[ Sitting On Ground ]sitgDANGER01|SitGDANGER2|sitgDANGER3
[ Crouching ]crounch02DANGER|VAmocCROUNCH3
[ Crouch Walking ]vAFLIPWALK2
[ Landing ]landing2DANGER|Landing_Jump03_AN
[ Standing Up ]vA_boxerlanding1
[ Falling ]fall_VA_fly3
[ Flying Down ]vA_DangerFlyDown
[ Flying Up ]vA_DANGERflyUp
[ Flying ]vA_DangerFly|VAmocFLIGHT2
[ Flying Slow ]vAmocFSLOW
[ Hovering ]vA_DANGERhover_v02
[ Jumping ]jump02DANGER|jump_Jump03_AN
[ Pre Jumping ] v3_VA_Prejump|preJump_Jump03_SL
[ Running ]vISTARUN
[ Turning Right ]vATURNR
[ Turning Left ]vATURNL
[ Floating ]fLOAT
[ Swimming Forward ]vA.DIVE
[ Swimming Up ]
[ Swimming Down ]
[ Typing ]typex

Notice how the animation state is in brackets, followed by each name of the animation separated with a pipe character “|”. Lines should not be longer than 255 characters, and in the example above, the animations in the Standing group have been broken up into several lines so they are shorter and easier to read.

NOTE: It is best to delete any/all lines containing comments, before loading into the client AO. Comment lines usually start with a # character.

Creating an AO Manually

There is no need to have a prepared AO with a notecard to create an AO in Firestorm; you can “roll your own” if you have animations to use.

You should have the AO window at maximum size, as shown above.

  • Click the + button near the top right corner to create a new animation set. You will be prompted to supply a name for it.
  • A new, blank animation set is created; make sure it is showing in the list of animation sets. You can now begin to fill. It starts with the Standing group selected.
  • In your inventory, select the animation(s) to be used as stands. Drag them from your inventory onto the AO window. (Note that it is faster to drag them all in at once rather than one by one.) The AO processes, then you can continue.
  • Once you have dropped all the stands in, you can switch to another animation group, like Walking. Again, select and drag the animations from your inventory onto the AO.
  • Repeat this for all groups for which you have animations.
  • Select options to apply, like whether this will be the default animation set, whether to override sits, etc.
  • Do not delete the original animations used or the AO will “break”.

Final Notes

Special Note Concerning Bento Animations

The Firestorm AO was designed before bento came onto the scene. Therefore, while it fully supports bento animations that affect the entire avatar, it doesn't necessarily support partial animations. This because it wasn't designed to handle multiple animations running at the same time.

Specifically, it seems to work very well when used with animation HUDs for bento heads and hands, but it may cause the avatar to lock up when used with HUDs for bento wings or tails. If you do find that you lock up, you will need to revert to using a scripted AO for all animations.

Other options related to the Firestorm AO.

  • Turn avatar around when walking backward: in Preferences→ Move & View → Firestorm. If enabled, when you press the down arrow to walk backward, your avatar will turn to face the camera. If disabled, then your avatar will walk backward.

The AO may also be controlled by scripts. This can be very handy for those who wear collars, for example. For more information on how to implement this, see this page.

1)
Note: Animation priority will always have precedence; if the animation in the furniture has higher priority than the one in your animation set, it will be used regardless of how you have this checkbox set. Animation priority is set at upload and cannot be changed afterward, not even by the creator - unless the creator uploads again, and sets a different priority.
2)
Therefore, avoid dragging items into it. Should you do so by mistake, please refer to this page to see how to fix this.

my_inventory_tab

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Firestorm Inventory

Inventory Icon

The Firestorm inventory window is accessed by clicking the inventory icon on the bottom button bar.

This will open the inventory window, which is initially docked, but as with all other such windows, may be undocked. A typical inventory window looks like the one below.

Inventory Window

The Inventory Window

Top Icons

  • Help: Click the question mark to open the help page (this page).
  • Minimize: The horizontal line will minimize the window on your screen.
  • Close: To the right of the redock arrow is an X; clicking this will close the inventory window. To reopen, click the inventory button again, as described above.
  • Filter: If you wish to search for items with specific names, type part of the name here. Partial matches work; for example, if you type in hair it will match chair as well as hair. The inventory folders will open and all matching items will be shown, but not others. To remove the filter, click the X that appears at the end of that edit box.
  • Collapse: Clicking this will close all open inventory folders.
  • Expand: To open all inventory folders, click this button.
  • Filter Types Dropdown: You can narrow your inventory search by a single type of content with the dropdown menu. For more detailed filtering, click Custom at the bottom of this menu.

Inventory Views

There are three views available in the inventory window; you can toggle between them by clicking the tabs described below:

  • INVENTORY: This tab displays your entire inventory in the window.
  • RECENT: Clicking this tab will reduce the inventory to showing only recent items. By default, this means all items acquired since last login. This default can be changed - see below.
  • WORN: This tab shows only those items in your inventory which are currently worn.

Below these three tabs is your inventory proper. Inventory is organized into a hierarchical tree. By default, the main inventory consists of two folders, which you cannot rename: Inventory and Library. Within Inventory are more folders. Some of these are system folders, meaning they have default and standard uses and cannot be removed or renamed or moved; all other folders here can be manipulated at will. For the most part, this main folder will contain items you accumulate in SL, things you purchase, or make.

The Library folder, on the other hand, is supplied by SL. It contains all manner of things which might be of use. You are free to use items in this folder as you wish, but you may not delete or otherwise manipulate the contents.

If a folder icon has a small arrow to the left, then it contains items; click that arrow to expand the folder. Folders may contain single items or other folders, or a mix of both. Items may be objects, textures, animations, and so on.

If you click on any folder, to the left of the name you will see the number of elements in the folder, that is, actual items, and subfolders. Referencing the image above, the Objects folder shown contains 28 items, and 6 subfolders.

Note that the total displayed (6616 in the image) includes items and folders.

Inventory Functions

Below the inventory view are more icons:

Inventory Window with Gear Menu

  • Gear: Clicking this icon pops open a menu, shown to the right. The entries in the menu are as follows:
    • New Inventory Window: Open a new inventory window. Note that if you have a lot of items this may take a moment to open.
    • Sort by Name/Most Recent: Sets how you wish folders and items to be sorted in the inventory display.
    • Sort Folders Always by Name: This forces folders to sort alphabetically, regardless of the setting above.
    • Sort System Folders to Top: This places the system folders at the top of the list of folders, with all the others below. System folders include: Animations, Body Parts, Calling Cards, and so on, down to Trash.
    • Search By: Allows you to search inventory according to different fields:
      • Name
      • Creator
      • Description
      • UUID
      • All
    • Add objects on double click: If enabled, double click on an attachment will cause it to be added to its attachment spot; if disabled, it will be worn (meaning any currently worn attachments on that sport will be removed).
    • Add clothes on double click: As above, but for layered clothing, as opposed to attachments.
    • Show Filters: Opens the Inventory Finder, which enables you to limit which items are visible in your inventory, according to item type.
    • Reset Filters: Clears all filters set with Show Filters.
    • Close All Folders: Same as the Collapse button.
    • Empty Lost and Found: Deletes the contents of the Lost and Found folder without moving them to the trash. Use with caution!
    • Save Textures As: Disabled unless a texture is selected in the inventory list. Then it will allow a texture to be saved to your hard drive.
    • Share: Click this to give the selected inventory item(s) or folder(s) to another avatar. A window will open, from which you may select who to give it to. This method is an alternative to dragging the item(s) onto an avatar's profile.
    • Find Original: Disabled unless the currently selected item in your inventory is an inventory link. 1)
    • Find All Links: If clicked when an item is selected, this will show all links to it - if any exist.
    • Replace Links: Used to repair broken inventory links. Refer to this page for more information.
    • Show Links: When enabled, this will display links in inventory.
    • Show Only Links: Filters the list to show links only, hiding all other items.
    • Hide Links: Prevents links from being shown.
    • Empty Trash: Removes the contents of the Trash folder. Use with caution - this cannot be undone! (Same as right clicking the trash folder and selecting Empty trash.)
  • +: Creates a new item in the currently active folder. The same options are available by right clicking a folder name.
  • Suitcase Icon: This opens a new inventory window, and is thus the same as selecting “New Inventory Window” from the gear menu.
  • Total: This shows the total count of elements (items and folders) in your inventory.

The bottom of the inventory window has 3 buttons:

  • Profile: This will be disabled unless an item is selected - then, when clicked, it will display the item's properties.
  • Share: Allows you to give the selected item(s) to another avatar. Same as dragging the item onto the avatar's profile.
  • Marketplace/Wear/Teleport/Play: The third button will change depending on what you currently have highlighted in inventory:
    • Marketplace: If you have a folder, texture or a script highlighted, then it will read Marketplace; clicking it will open the SL Marketplace in your web browser.
    • Wear: The button will show Wear if you have an wearable item, or any object, highlighted.
    • Teleport: Shown if you have a landmark highlighted.
    • Play: This shows on highlighting a gesture or animation.

Searching

Inventory can be searched by typing into the white space at the top. As you type, inventory is filtered to show only items that match what has been typed. As described above, you can search by name, creator, description or UUID.

If you want to search on multiple words, separate them with a '+', but without spaces. For example, if you are looking for a landmark that you think contains Firestorm Marina, type in: Firestorm+Marina. This will match (assuming you actually have such a landmark, of course), Firestorm Gateway Marina.

To clear the search field, click the 'x' at the end of the search bar.

Normally, search operates across all tabs in the Inventory window. If you want to use separate searchs on Inventory tabs, then go to Preferences → User Interface → Interface Windows → Allow separate search terms on each tab in inventory.

Context Menu

If you right click any inventory item or folder, you get a menu. This menu will vary depending on context; for example, right clicking a menu will give a different menu that right clicking an item.

Right Click on Item

  • Share: Selecting this allows you to give the selected item to someone else. The avatar selector window opens, allowing you to select the person you want to give it to.
  • Open: Certain types of items may be opened or previewed: scripts, notecards, textures, sounds, gestures.
  • Properties: This opens the item properties window, where you may view and change select item properties.
  • Rename: Allows you to rename the object; only available if the object is modifiable for you. (You can also press F2 to edit an item's name.)
  • Copy Asset UUID: Copies the UUID of the object to the clipboard, for some types of item.
  • Restore to Last Position: if the item is an object, this will cause it to be rezzed out to its last position in the region. Use with caution! The function doesn't take into account the region name, only coordinates within a region. So do not use it if the object was never rezzed out in the region you are in, unless you are prepared to go hunting for it.
  • Copy: Select this to make a copy of an object. You can then use one or both of the following two to paste copies.
  • Paste: Paste a previously copied item into the folder which is currently selected. (You cannot make a copy if the item is no copy for you.)
  • Paste as Link: Pastes a link to a previously copied item, into the folder which is currently selected.
  • Replace Links: Used to repair broken inventory links. Refer to this page for more information.
  • Delete: As the name suggests, this deletes the selected item, moving it to your Trash folder.
  • Wear: Wears the item on your avatar, replacing any other items which might be already worn in the same spot.
  • Add: Wears the item on your avatar, adding it to any other items which might already be worn in the same spot.
  • Attach To: Allows you to select a body part on which to wear an object.
  • Attach to HUD: Allows you to select an HUD point on which to attach the object.

For the Recent tab only:

  • Show in Main View: Highlights the item in the Inventory tab.

Right Click on Folder

  • Share: Selecting this will allow you to give the folder (and its contents) to someone else. The avatar selector window opens, allowing you to select the person you want to give it to.
  • New Folder: Creates a new folder inside the currently selected one. The name will default to New Folder, and will start off in edit mode so you can rename it.
  • New Script: Creates a new, default script in the current folder.
  • New Notecard: Creates a new blank notecard in the current folder.
  • New Gesture: Creates a new gesture in the current folder.
  • New Clothes: Creates a new clothing item in the current folder. Select the type from the sub-menu.
  • New Body Parts: Creates a new body part in the current folder. Select the type from the sub-menu.
  • Use as default for: Allows you to set the folder as the default folder for uploads of images, sounds, animations or (mesh) models. To view the current default folder settings, look in PreferencesFirestorm -> Uploads.
  • Replace Current Outfit: Removes all attachments and replaces them with the contents of the current folder. If the folder contains body parts *system hair, skin, shape, eyes), any worn ones will also be replaced; if any of the four required body parts are not present in the folder, the currently worn one will remain worn.
  • Add to Current Outfit: Adds the items in the current folder to your avatar. Any worn attachments will not be removed. If the folder contains any system body parts, then the worn parts will be replaced (as you cannot wear more than one of each part).
  • Wear items: Similar to Replace (described above), except that attachments are not removed if the folder contains no replacement. For example, if you are wearing something attached to the Chest point, and the folder has no object that would attach there, the existing attachment will not be removed.
  • Remove from Current Outfit: If you are wearing any of the items in the current folder, they will be removed.
  • Rename: Allows you to rename the currently folder. This can also be accomplished by pressing F2, rather than right-clicking it.
  • Copy: Select this to make a copy of a folder. You can then use one or both of the following two to paste copies. (Naturally, this will not be available if the item is no copy for you.)
  • Paste: Paste a previously copied folder into the folder which is currently selected.
  • Paste as Link: Pastes a link to a previously copied folder, into the folder which is currently selected. As with items, this is just a reference.
  • Delete: Allows you to delete the selected folder, and everything inside it. The folder is moved to your trash.

Right Click on the #AO Folder

Aside from the usual Share option, there is a Cleanup Broken Links option. This will remove any broken links from the folder, without you having to unprotect it, and then manually go through and delete broken links.

Received Items

Firestorm - Received Items

There can be a Received items folder or sub-panel in the inventory window. This will appear the very first time you make a purchase from the SL Marketplace. If your Received Items panel has not appeared, you can test it by buying this free Bear.

If you prefer to have this sub-panel displayed as a normal inventory folder, open PreferencesUser Interface -> Interface Windows, and enable Show the Received Items folder in normal inventory.

See this page for documentation on Firestorm 5.0.7 (52912) and earlier.
1)
“Inventory Links” are references to an item. If you delete the referenced item, the links will “break”. It is possible to create links to no-copy items; this is the primary advantage of using inventory links. Also, if you modify the original item, all links are also changed, since they are just references to the original.

motd - [Event Messages of the Day.]

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Firestorm Message of the Day.

If you're looking for how to get your own event in the Firestorm Message of the Day, click here.
If you're looking for a missed MotD or more information on the current MotD rotation, keep reading!

I missed it! Make it come back!

Oh hi! I didn't see you come in! You're probably here because you missed the message of the day. It went by to fast, it was to long, or you clicked a link in a goofy motd set up to get you here!

Anyway, if you missed the message of the day and would like to see it again;
At the top of your screen find the “Content” menu and click it.
In the menu that drops down, way down at the bottom select, “Message of the Day”.

There it is, in your local chat as a system message.

[11:28:02] [Firestorm Tip! Did you know you ca… Stop… Wait… Go back… I didn't get to read it all! Grrrr! Clickies! http://wiki.phoenixviewer.com/motd]


You can also scroll down this page and see ALL the current messages of the day in the “events, tips, help and gateway” message of the day rotation. (I keep this page bookmarked as a fast reference to important wiki pages.)


About the Message of the Day.

The Firestorm Message of the Day is currently running on a rotation of thirty eight preset tips, help, gateway and fun messages and/or a varying amount of event messages of the day. All of which are displayed at random when you log in depending on which “MotD Cartridge” is loaded. Go ahead, try it, relog, and unless the message of the day is promoting a special event1) you'll see something different.

The preset messages of the day are split between tips to make your Firestorm Viewer experience more efficient and enjoyable, help topics to help resolve common Firestorm Viewer issues, gateway to spread information about the Firestorm Gateway and fun just because.

I'll list the message of the day presets below so you can see what's in the rotation.


Event Messages of the Day.

These are the current messages of the day for events which are currently running and have been approved for a Firestorm message of the day;

MOTD: EVENT: 2018 Rock Your Rack Registration
Rock Your Rack 2018 supporting the National Breast Cancer Foundation is now taking designer registrations for their October event! Click for more! https://rockyourrack.wordpress.com/about/designers/

MOTD: EVENT: SL15B Event Applications
Second Life Turns 15! SL15B is now accepting applications for Exhibitors, DJs, Live performers, Auditorium and Volunteers! Click for more! http://www.slcommunitycelebration.info/apply-now/


Preset Messages of the Day.

These are displayed randomly and are broken down into three groups;

Tips: Which provide tips on how to get the most out of the Firestorm Viewer and are meant to improve your Second Life experience in some way.

Help: Which provide assistance on self resolving common Firestorm problems which are seen the most in the Firestorm Viewer help groups. These may have also been requested by the Firestorm Support Team at some point.

Gateway: Coming soon! These provide information on what's going on at the Firestorm Gateway, events, event spaces, classes and more.

I'll break them into the same groups below;


Firestorm Message of the Day, Firestorm Tips!

MOTD: TIP: Firestorm Classes 1Temporarily removed from the rotation.
Did you know Firestorm has classes on how to use the Firestorm viewer? We even have an open question and answer session after each class! http://wiki.phoenixviewer.com/firestorm_classes

MOTD: TIP: Firestorm Classes 2Temporarily removed from the rotation.
Did you know Firestorm offers classes on how to get the most out of the Firestorm viewer? Click to find out more about these classes and when they are! http://wiki.phoenixviewer.com/firestorm_classes

MOTD: TIP: Avatar Complexity
Firestorm tip! Why is my friend a colored shape? What is this complexity popup thingy? Click here to find out more about this lag reducing feature! http://wiki.phoenixviewer.com/fs_avatar_complexity_settings

MOTD: TIP: Complexity and the Slideshow
Firestorm tip! Are you at a busy club or event and Firestorm is running like a slide show? Try lowering your avatar complexity setting! http://wiki.phoenixviewer.com/fs_avatar_complexity_settings

MOTD: TIP: FS Bridge, Trolls Not Included
Firestorm Tip! The Firestorm BRIDGE is enhancing your SL experience and you may not even know it! Click here to find out how! http://wiki.phoenixviewer.com/fs_bridge

MOTD: TIP: Can Not Log in to SL
Firestorm Tip! Can't log into Second Life? STOP! DO NOT reinstall firestorm! Save yourself a lot of trouble and check here first for possible grid issues https://status.secondlifegrid.net/

MOTD: TIP: Contact Sets
Firestorm Tip! Contact Sets allow you to organize friends and non friends into manageable groups and categories! Learn more about them at http://wiki.phoenixviewer.com/fs_contact_sets

MOTD: TIP: IM Tab Sorting
Firestorm tip! Did you know you can click and drag your IM tabs in the conversations window to sort them to your liking. For more chat tricks see http://wiki.phoenixviewer.com/fs_chat

MOTD: TIP: Customizable Quickprefs
Firestorm tip! Did you know you can add your most commonly used settings to the Quick Prefs? http://wiki.phoenixviewer.com/fs_quick_preferences

MOTD: TIP: Missed the MotD
Firestorm Tip! Did you know you ca… Stop… Wait… Go back… I didn't get to read it all! Grrrr! Clickies! http://wiki.phoenixviewer.com/motd

MOTD: TIP: Outfits
Firestorm tip! Did you know the Outfits feature can help you quickly change what you're wearing without digging around in your inventory? http://wiki.phoenixviewer.com/my_outfits_tab

MOTD: TIP: Camera Controls
Firestorm tip! Something catching your eye? Hold down your ALT key and click it, then roll your mouse wheel! Interested in more? See http://wiki.phoenixviewer.com/fs_movement_and_camera#view

MOTD: TIP: Toolbars
Firestorm tip! Did you know you can add many of your commonly used Firestorm windows and floaters to the toolbars? http://wiki.phoenixviewer.com/toybox

MOTD: TIP: SL World Search
Firestorm tip! Looking for something in world but, can't find it? Try a search! http://wiki.phoenixviewer.com/floater_search

MOTD: TIP: Replace Links
Firestorm tip! Gah my inventory links are borkened! Have no fear, Replace Links are here! Fix those broken links, http://wiki.phoenixviewer.com/fs_linkreplace

MOTD: TIP: Skins
Firestorm tip! Wanna change the way firestorm looks? Then change it! http://wiki.phoenixviewer.com/preferences_skins_tab

MOTD: TIP: Settings Backup
Firestorm tip! Better safe than… NOOOOOOO! You should regularly back up your Firestorm settings. You never know when…. http://wiki.phoenixviewer.com/backup_settings

MOTD: TIP: Auto Replace
Firestrom tip! Firestone? Firestorm! If only Firestorm had an auto replace… Oh wait! It does! http://wiki.phoenixviewer.com/fs_auto_correct

MOTD: TIP: Preference Search
Firestorm tip! Is a Firestorm setting playing hide and seek and causing you to pull out your hair? Find it fast with preference search! http://wiki.phoenixviewer.com/fs_preferences

MOTD: TIP: Chat Shortcuts
Firestorm tip! Did you know when chatting you can hold down your ctrl key when you press enter to shout and the shift key to whisper? http://wiki.phoenixviewer.com/keyboard_shortcuts

MOTD: TIP: Keyword Alerts
Firestorm tip! Did you miss a message in chat? Did someone say your name while you were doing something else? Check out Keyword Alerts! http://wiki.phoenixviewer.com/preferences_chat_tab#keyword_alerts_tab

MOTD: TIP: FS Wiki
Firestorm Tip! Did you know Firestorm has its own wiki? Find out how features work, how to fix common viewer issues and more! Check it out, bookmark it, study it! http://wiki.phoenixviewer.com/

MOTD: TIP: Inventory Count
Firestorm Tip! Do you have more inventory than you thought you had? Inventory count now includes folders! Click for more http://wiki.phoenixviewer.com/my_inventory_tab

MOTD: TIP: Elements
Firestorm Tip! Elements? What is this, chemistry class? No silly, Elements is the count of Items/Folders in that folder! Click for more http://wiki.phoenixviewer.com/my_inventory_tab


Firestorm Message of the Day, Firestorm Help!

MOTD: HELP: Bakefail Badness
Firestorm Help! Are you feeling overly misty as an orange cloud? Are you missing your avatar? Are you thinking, clouds belong in the sky, not on me! Click here to fix the cloud http://wiki.phoenixviewer.com/fs_bake_fail

MOTD: HELP: Camera Messed Up
Firestorm Help! HALP! I know my head looks awesome but I'm stuck staring down at the top of it! Why am I staring at my butt? What is wrong with my camera?! click click clickie! http://wiki.phoenixviewer.com/fs_camera

MOTD: HELP: Teleporting Woes
Firestorm Help! What is up with these teleport fails? Disconnected?! OMG again! Click here to help prevent TP issues! http://wiki.phoenixviewer.com/fs_tp_fail

MOTD: HELP: Slow Rezzing
Firestorm Help! Did you know many common rezzing problems can be solved by you? Clickies! http://wiki.phoenixviewer.com/slow_rez

MOTD: HELP: Slow Rezzing Mesh
Firestorm Help! Did you know many common mesh rezzing problems can be solved by you? Clickies! http://wiki.phoenixviewer.com/mesh_issues

MOTD: HELP: Getting Help NAO
Firestorm Help! HALP! My Firestorm is broken and I need help NAO! Have no fear, click here! http://wiki.phoenixviewer.com/getting_help

MOTD: HELP: Getting Help Dont Panic
Firestorm Help! Sudden viewer problems? Not sure what to do? Don't panic! check out our wiki: http://wiki.phoenixviewer.com/getting_help

MOTD: HELP: Voice Issues
Firestorm Help! Have you lost your voice? Firestorm voice not working for you? Why not drink a tall glass of http://wiki.phoenixviewer.com/fs_voice

MOTD: HELP: Rick and Morty Lost Login Info
Oh geez, Rick, Firestorm lost my login info again! Well, Morty, try starting here to fix it, http://wiki.phoenixviewer.com/fs_stored_passwords#failed_to_decode_login_credentials

MOTD: HELP: Help Help Help You
Firestorm Help! Need help? Help us help you! Learn how to use the Firestorm support group to get the best help! http://www.firestormviewer.org/firestorm-help-groups-tips-rules-and-guidelines/

MOTD: HELP: Second Life Account Questions
Firestorm Help! Need help with your Second Life account matters? Go to Avatar Menu - Account, or login to your Dashboard at https://secondlife.com/my/account/

MOTD: HELP: Dont Clear Your Cache
Firestorm Help! Having viewer problems? Please don't clear your cache or reinstall the viewer as the first thing you try. Instead, see this page for how to get help http://wiki.phoenixviewer.com/getting_help

MOTD: HELP: Missing Inventory
Firestorm Help! Ummmm, I know I had more things in my inventory than this! Help! I'm missing inventory! what can I do? http://wiki.phoenixviewer.com/fs_missing_inventory


Firestorm Message of the Day, Firestorm Gateway! Coming soon!

MOTD: GATEWAY:
Keep an eye here for upcoming information regarding the Firestorm Gateway!


Firestorm Message of the Day, Firestorm Fun!

MOTD: FUN: Rhubarb Pie
Firestorm fun! Feeling hungry? try a Rhubarb Pie, Firestorm style! http://wiki.phoenixviewer.com/rhubarb_pie


Notes

This section is changing as we speak!

* if a main MOTD is set, that one is always shown
* if random MOTDs are set and no main MOTD is set, they will be randomly shown at login and during TP
* if an event MOTD is set, that is always shown at login and then, during TP either the main MOTD or one of the random MOTDs

1)
A 1 - 7 in the MotD priority list.

fs_derender - [Temporary]

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Derendering and How to Reverse It

It is possible to make an object or avatar “invisible” - for you only. It is useful in many situations, such as photography, for example, if an object is in your view and you do not wish it in the picture.

NOTE: There is a tutorial video on this topic here.

Blacklisting

This is permanent derender; it will survive teleports and relogging. For more information, see the Asset Blacklist.

  • To derender an object: Right click it and select Derender → Blacklist from the menu.
  • To rerender an object:
    • From the top menu bar, select World → Asset Blacklist. Find the item you wish to remove, click it to highlight it, then click the Remove selected items from blacklist button.
    • You will then need to force a view refresh: TP out and back OR relog. Changing your active group may also work.

Temporary

Temporary derendering will last until a view change is forced in some way.

  • To derender an object: Right click it and select Derender → Temporary from the menu.
  • To rerender an object: Simply teleport out of the region, wait a minute or two for your viewer's memory to clear, and then tp back; or relog. Changing your active group may also work.

Note that in PreferencesMove & View -> View, there is Re-render temporary derendered objects after teleport, which controls whether temporarily derendered objects will re-render after TP or not until after a relog.

Notes

Attachments get new UUIDs every time they are reattached; therefore, derendering an attachment will only be effective until the wearer detaches the item.

fs_intel_fix_32bit

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How to Replace Your Firestorm.exe in Windows 10

If you have certain Intel HD graphics, and have upgraded your PC to Windows 10, your graphics card will not be fully supported by Intel. If you have this issue, you will be unable to log in. You will get the following error dialog box:

Firestorm is unable to run because your video card drivers did not install properly or are out of date, or are for unsupported hardware.  Please make sure you have the latest video card drivers, and even if you do have the latest, try reinstalling them.  If you continue to receive this message, contact the Second Life Support Portal

This is not a function of the viewer, but instead is a function of the drivers provided by Intel for your computer. However, we have developed a workaround that should help most users with this issue continue to have the ability to use the Firestorm viewer.

Note: This fix is only available for 32-bit versions of Firestorm. Even if you have a 64-bit version of Windows 10, and usually use the 64-bit version of Firestorm, you will still need to use the 32-bit viewer for 5.0.11, 5.0.7, and 5.0.1, as we do not have a fix that will work with the 64-bit version.
Important: Do NOT run in Compatibility mode.
Do NOT uninstall Firestom; you will be replacing one or more files, not the entire install.
  1. Verify that your graphics card is one of the affected versions. You can find a table of affected versions here: Graphics Drivers Supported Operating Systems, but most frequently we have seen Intel HD 2000 and Intel HD 3000. You should be able to verify your graphics in the system info of your computer.
  2. Below, select the zip file that is correct for your download, either the 32-bit Havok version or the 32-bit OpenSim version, and download it to your computer. You will need to unzip the file and save it on your computer in a location you will remember.
  3. On your computer, open File Explorer. (If it isn't on your taskbar you may need to use the search to find it.) When you open it, select the View tab at the top of the page and check the box on the right hand side that says File Name Extensions.
  4. In File Explorer, navigate to This PC then Local Disk (C:) (or the location you normally download Firestorm, if it differs) and then navigate to Program Files (x86). Open Program Files (x86), locate the Firestorm folder, and open it. In the Firestorm folder, locate the Firestorm-Release.exe file and delete it.
  5. Replace it with the Firestorm.exe file that was in the zipped folder you downloaded from the web site.

You should now be able to run Firestorm on your PC.

Downloads - Firestorm 5.0.11

Downloads - Firestorm 5.0.7

Downloads - Firestorm 5.0.1

Other Information

Click here to update your graphic drivers: Intel Downloads

Click here to contact Intel Support: Intel Support

Note: When using this workaround your Help–> About Firestorm panel will show your OS as Windows 8 rather than Windows 10.

message_of_the_day - [Event Ratings]

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Message of the Day Event Promotion

If you're looking for a missed MotD or more information on the current MotD rotation, click here.
If you're looking for how to get your own event in the Firestorm Message of the Day, keep reading!

Yes or No

The events we promote on the viewer Message of the Day are:

  • Not for profit, community events organized, hosted and/or sponsored by the community.
  • Charity events that benefit good causes.

The idea behind what we agree to promote and what we don't are simple. If it's going to benefit you financially either directly or indirectly (publicity stunt), we are not going to promote it. However, if it's purely for residents, hosted by residents with no profits or financial benefits either directly or indirectly to you or those involved, we will consider it. We have always been, and will always be, about the community.

We cannot however promote religious events or anything that may offend or exclude other races, creeds, cultures or persons. For example, we were asked to promote Memorial Day, and while we support troops all around the world 100%, it is an American event which other countries do not participate in. That makes it exclusionary and not something that qualifies for us to promote.

Note: we do not promote anything on the login page itself. Just the Message of the day.

(Information extracted from this blog post.)


We are no longer able to run Messages of the Day for 'hunt' type events as we're unable to verify all the locations contained in the hunt are suitable for a 'General' audience.

Partial day events, events that don't run all day and only run for a few hours1) will not receive a 24 hour Message of the day. It's a waste of valuable Message of the Day space. Approved partial day events Message of the Day will be run for two hours preceding the event and will end five minutes after your event has begun.2)The rule regarding this is still being discussed internally, it may go into effect or be removed.


Event Ratings

Your Event must be suitable for a 'General' audience.
This includes the region hosting your event, as well as your web site and all its contents including any advertisements that may appear on your web pages, (not only the page we will be linking to in the MotD).

Events on 'Mature' regions will be considered on a case by case basis only and we must be given early access to your event space for assessment. 3)

If your event space is closed to the public prior to your event opening, please add “Lassie Resident / f0536c4f-a552-4e97-a197-dd3051fd4344” to any necessary access list or group so your event space can be checked for anything that may need to be addressed before your requested message of the day run time.4)

Adult events and events on 'Adult' regions will not be promoted in the Firestorm Message of the Day.

Firestorm isn't only used by adults. We also have minors who log in to Second Life using our viewer so we must keep our MotD safe for their experience as well.

If in doubt, ask yourself these questions:
Would I want my grandmother attending my event?
Would I ask a kindergarten class to attend my event?
Would I ask my co-workers to attend my event?

See Maturity ratings - Second Life, for more information about Second Life maturity ratings.



Your Web Page

NOTE: The Message of the Day isn't designed to get people to your event, it's designed to get people to click your website link. It's up to your website to get people to want to visit your event.

Make sure the page on your website we will be linking to in the Message of the Day:

  • Has an easy to find and prominently displayed SLURL to your event.
  • Is clear and to the point about your event. 5)
  • Is easy to read. 6)
  • Has your contact information if you wish to provide it.
  • Doesn't send people clicking on other links to find what they want to get to your event.

You should save promoting your overall web site and more information about your event for your event. Once people are at your event you can tell them what ever you want, it's your event! The page we link to in the Message of the Day should be focused on getting people to want to go to your event.

IMPORTANT:
We can NOT put a SLURL as a link in the Message of the Day, it won't work, it has to be a link to a live web page.

When designing the web page we will link to for your event;
Keep in mind, when people see the Message of the Day they are trying to log into Second Life, not your web page, if your web page doesn't give them what they want, and quickly, most won't stick around to find it.

Please please please be sure and promote your event in other mediums as well! See Priorities below as to why this is important!

  • Message boards.
  • Classifieds.
  • Profile pics.
  • Etc.

Firestorm MotD Priorities List

The Firestorm Message of the Day priorities governing what Message of the Day will be run at any time are as follows:

  1. Real life global crisis. 7)
  2. Linden Lab requested MotD issuing critical information regarding Second Life. 8)
  3. Firestorm viewer related news.
  4. Firestorm viewer related events.9)
  5. Firestorm hosted events, not viewer related. 10)
  6. Important Second Life community events. 11)
  7. Hot support topics from the in-world support groups.
  8. Other messages of the day, these are on an automatic rotation12).
    1. Other organization hosted events. Your MotD request. Rotated with other events as needed.13)
    2. Other organization event application requests. Your MotD request. Rotated with other application requests as needed.
  9. Linden Lab standard MotD.

Request a Firestorm Message of the Day

This page and our MotD rules are subject to change without notice. You should check and read this page before submitting any Message of the Day request, even if we've run a Message of the Day for you previously.

If you have a community event that you would like promoted on our MOTD you can send a request to lassie@phoenixviewer.com for consideration. We do not charge for promoting your event nor will we accept any benefits, financial or otherwise. Though you can expect we may attend your event ;-) . Please provide your in-world name and details to the event. All events we promote are required to have a website we can link to.

Please provide the following in your request

The name of your event in the subject of your email. For example, MotD Request for Watching Grass Grow Event.

And in the body of your request:
If the following info is not in your request your Message of the Day will not run.

  • Tell us a little about your event.
  • The specific date range you would like your MotD to run.15)
  • The URL for your event website.
  • A secondary contact name16).
  • An in world name we can contact if needed.
  • Optional, what you would like your Message of the Day to say.17)

Once this is received your request will be evaluated for inclusion in the Firestorm MotD. If you don't hear back from us in a few days consider everything good to go. We will email you if we need more information or if something is missing.
If your MotD is declined you will be replied to as to why your event MotD wasn't accepted.


:-DGood luck with your event!:-D


Frequently Asked Questions

Do you have a question about the Firestorm Message of the Day? Here are the most commonly asked questions.

Why haven't I heard anything back about my MotD request?
Typically we don't respond back to requests if they're approved and we don't need more information. If you don't hear back you can expect it to go into the MotD rotation as soon as your event starts.

Why am I not seeing my MotD in the MotD?
Event messages of the day are no longer being allocated exclusive run times. We received many complaints about this and, in all honesty, seeing the same event MotD for days or weeks every time someone logs in or teleports will cause people to start to ignore the MotD after while. Event MotD's are now added to the MotD rotation in order to prevent an MotD from going stale.18)

My friend died and they were a well known figure in SL, will you run a MotD to help us raise funds for their funeral?
Unfortunately, no, while we are sorry for your loss this is a door we won't open as once we run one MotD of this type we'll be expected to run them for everyone.

If you have a question about the Firestorm Message of the Day that isn't covered above please feel free to email me at lassie@phoenixviewer.com and ask.



To Do and Work in Progress

Included for transparency.

To Do

  • Better define what is acceptable as a MotD and what isn't.
  • Discuss whether or not to include an upcoming, in progress and or past MotD reference list, (and what to include in it).
  • Finish the MotD application form.

Work in Progress

Coming soon!
Click here to apply for a Firestorm MotD (Doesn't work yet.)
But is still a good template for what you should send us in an email about your event!


1)
These types of events are discouraged as they're difficult to keep up with and schedule around and tend to fill up fast causing the Message of the Day to be displayed to people who won't be able to get into the region to attend the event.
2)
Message of the Day start and end time may be shortened as needed depending on how popular your event is.
3)
For example, while avatar nudity is allowed on a Mature rated region, it will get your event declined for a Firestorm Message of the Day.
4)
This is important and delaying this check may delay your MotD from running as requested.
5)
Including what your event is about, what people can do while they are there, what organization it supports, what you'll be doing with the proceeds, etc. Really sell it!
6)
For example, while it may look artistic, light grey text on a white background is not easy to read.
7)
If anyone is around to set it and can connect to the Firestorm server.
8)
Should be accompanied by a Linden Lab Blog post with additional details.
9)
These tend to be temporary, see Firestorm Classes footnote regarding MotD run times for these.
10)
Firestorm Gateway or other Firestorm events.
11)
For example, SL15B, approved SLEA events.
12)
See this page for information about the automatic MotD rotation.
13)
This includes partial day events.
14)
Temporary MotDs, usually starting two hours before the class starts and ending five minutes after the class has started. Not always included in the MotD, check the class schedule for class dates and times.
15)
If you don't provide specific dates here your MotD will most likely run only one day.
16)
The more contact names you can give or a group title to look for can greatly reduce the chances of your MotD being delayed should any last second questions or concerns arise.
17)
This may be shortened or rewritten for readability or to fit the limited space of the actual Message of the Day.
18)
Event MotDs may be granted exclusive login runs for a day or two at our discretion.

file_a_jira - [How To Give Us Your Logs]

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How to File a JIRA

There are several reasons why you would want to file a JIRA:

  • To request a new feature
  • To request an improvement
  • To report a bug
  • To request support

Creating an account

In order to do anything except view Firestorm issues, you will need an account on JIRA. Creating an account is very easy. Start by going to the Sign Up page and enter the following information:

  • Username - This can be anything, but we prefer that it be your SL username. Don't use spaces, but you can use a period to separate words, such as beta.tester. This is what you will use to log into JIRA.
  • Password - This needs to be at least 8 characters in length, and shouldn't be the same as any other password you use.
  • Confirm Password - Type in your password again
  • Full Name - This should be your full SL name. If your username was beta.tester, your full name would be Beta Tester. This is what everyone will see when you create a JIRA or comment on one, so do not use your real name.
  • Email - Enter a valid email address. JIRA can send you emails when someone comments on your JIRA or on issues you've “watched”.

Click Sign up and you're all set. If JIRA complains, fix the entries it complains about and then click Sign up again.

Click here for the JIRA Sign-up page.

Creating an Issue

No matter what kind of issue you want to create, the process is nearly identical and starts with going to the JIRA Dashboard and clicking the Create Issue link near the top of the page (every page), on the right side of the red menu line. If you don't see that there, you need to log in - click Log In at the top right, enter your username and password and then click Log In.

Clicking Create Issue opens a small box with Project and Issue Type selections. There are a lot of choices, here's a list of the most common:

  • Requesting a new feature
    • Set the Project to Firestorm 1) and the Issue Type to New Feature.
  • Requesting an improvement to existing code
    • Set the Project to Firestorm 2) and the Issue Type to Improvement.
  • Reporting a bug
    • Set the Project to Firestorm and the Issue Type to Bug.
  • Requesting Support
    • Set the Project to Support and the Issue Type to Support Request.

Then click Create. This will bring up the Create Issue page. From here the fields and the information that goes in them are the same regardless of what type of issue you want to create.

  • Summary - Enter a brief overview of the problem. You don't have to put everything here, just a few words to summarize the issue.
  • Priority - By default this is set to Major, and it can remain that way. If you are reporting an issue that is preventing you from logging on at all with any of our viewers, you can choose Blocker. But if you spotted a typographical error, that's probably something minor or even trivial. If you put in the wrong priority, don't worry, we'll work with you as needed to set it correctly.
  • SL Avatar Name - Set this to the name of the avatar that is affected.
  • Patch Attached - If you're submitting a patch that would add a new feature, improve on an existing one or correct a bug of some kind, check this box. Otherwise, leave it unchecked.
  • Reported In - Select the viewer that you're using. This can either be the one with the problem or some other version.
  • Affects Versions - Here you would want to identify all the versions that you know are affected. For example, if you have a problem that shows up in every one of our Release versions of Firestorm, you would want to list them all. If you don't know, then list only the version you're using.
  • Environment - This is very important for Support requests and bug reports. We need to know what your system looks like to the viewer. To get this information, open the viewer, click on the Help menu and select About, and then click Copy to Clipboard. Then click into the Environment field in the JIRA page, right-click and choose Paste (or press Ctrl-V).
    Note here that if you're creating anything other than a Support request, this information is visible to everyone. You can delete your location details if you wish.
  • Description - Here is where you want to put as many details as you can about the issue. If you're reporting a bug, or if you have a problem that you can reproduce consistently, you want to include the steps you take to reproduce that. Also include details such as whether this affects only one avatar, whether it happens on more than one computer (we'd like system information for each computer in that case) and so on. If you get error messages, be sure to write the exact message (as closely as possible).
  • Attachment - Add files that you have that can help further explain the issue, such as images or videos, use the Browse button to add them. Remember that the maximum file size is 10MB, and images must be either JPG or PNG.

How To Give Us Your Logs

Another very useful bit of information is your viewer logs. These can sometimes be very helpful in finding the root cause of a problem and crafting a solution. Logs should be collected after having logged out - or after a crash if that is your issue - and before restarting the viewer. If you log in again then the logs won't have any of the clues needed.


NOTE: Please do this, even if you have crash logging enabled. It saves an enormous amount of time.

In its default location, the logs folder is hidden on most systems. To find it, you will need to show hidden folders. The logs folder is in:

Firestorm 32-bit
Windows Vista, 7, 8.1 and 10 C:\Users\[USERNAME]\AppData\Roaming\Firestorm\
(or use the environment variable %APPDATA%)
Mac /Users/[YOUR USERNAME]/Library/Application Support/Firestorm/
linux ~/.firestorm/
Firestorm 64-bit
Windows Vista, 7, 8.1 and 10 C:\Users\[USERNAME]\AppData\Roaming\Firestorm_x64\
(or use the environment variable %APPDATA%)
Mac /Users/[YOUR USERNAME]/Library/Application Support/Firestorm/
linux ~/.firestorm_x64/

Compress all the files in the folder named “logs”:

  • Windows: Right-click on the folder and choose Send To > Compressed zip file
  • Linux Gnome: Right-click on the folder and choose Compress
  • Linux shell: tar -cjvf “Viewer_logs.tar.bz2” ./logs/
  • Mac: Hold Shift while highlighting the contents of the folder and then Ctrl-click and choose Compress Items

You may want to move this compressed file to your Desktop.

To attach logs to an issue filed earlier, go to More Actions → Attach Files. Then click Select Files button, locate your compressed file (on your Desktop if you moved it there) and then click Open or OK. You may optionally add a comment at the same time. Finally, click Attach

Now that you have all fields filled, out go back and check to make sure you haven't left anything out and made all the selections needed. Once you are done checking it over click the Create button. If after double checking your ticket you decide not to file the ticket just click the Cancel button.

Working in your Issue

Once the JIRA has been created you'll be shown the issue number. It will be in the form of the project abbreviation, like SUP or FIRE, and a number (example: FIRE-1234). Only you and team members can view your own SUP issues.

You'll also get an email when someone comments, when something is attached or when some other action takes place. Click the link in the email, it looks just like the issue number you got initially, and comment in the issue itself. Do not reply to the email, it will not work.

If you don't get any emails, they could be filtered as spam or the email address you supplied is incorrect. You can confirm your email by going to your profile and then clicking the little edit pencil along the Details line.

Further reading: How to Report Bugs Effectively

1) , 2)
Phoenix isn't mentioned here because it is no longer under development, nor being supported.

inspect

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Inspect Objects

This window will open if you right click an object and select Inspect from the context menu. It shows information about each prim which the object is made of. information on each prim is presented in columns, as follows:

Inspect Window

  • Object Name: Name of the prim.
  • Description: Description of the prim.
  • Owner Name: Name of the prim owner.
  • Creator Name: Name of the person who made the prim.
  • Faces: Number of texture faces.
  • Verticies: Number of verticies that make up the prim.
  • Triangles: Number of triangles that make up the object mesh.
  • TMem: Texture memory used by the prim.
  • VRAM: Video RAM used by the prim.
  • Creation Date: Date that specific prim was created.

Below the table are two buttons. If you highlight a prim in the table, then click one of the buttons…

  • See Owner Profile: Opens the profile for the prim owner.
  • See Creator Profile: Opens the profile of the prim's creator.

migrating_mktplace_listings

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Migrating Your Marketplace Listings

The information below was kindly supplied by Jean Severine; for any further assistance, please do NOT ask in the Phoenix/Firestorm Support Group, we cannot help you.
Instead, refer to the Second life Commerce Group.
  1. Log on to SL.
  2. Log on to Marketplace.
  3. Select My Marketplace → Merchant Home.
  4. Log off of the Marketplace USING the “Sign Out” button.
  5. Log off of SL.
  6. Log back into Marketplace, selecting Select My Marketplace → Merchant Home.
  7. Log back into SL.
  8. Select from the FireStorm Main Menu: Avatar → Merhcant Outbox.
  9. Drag a single product, boxed or foldered, into the Merchant Outbox window.
  10. Click the “Send to Marketplace” button.

But that's not the end of this bug-ridden process.

Once you have successfully sent all your products into the DD environment, you logically go to your “Manage Listings” page to check out the result. Once there, you see all your new stuff listed as “Direct”, and all the old stuff listed above in the “Unassociated Inventory Items” block, carrying a “Magic Box” designation. All attempts to delete those unassociated items will fail.

And if you refresh your page, you will find, inexplicably, the presence of an entire DUPLICATED set of the SAME items appearing now in your “Manage Listings” block, but listed “Magic Box”. Even after you have DELETED your Magic Box and hit the resync to Magic Box button, which no longer even exist! All attempts to delete these duplicate entries will also likewise fail!

To resolve all these issues, you must go back to your Merchant Home page, and click on the “Magic Box Status” link, which will take you to the now EXTINCT for over a year, X-Street site. Once there, you are confronted with the popup that tells you X-Street is no longer operative, but to click “cancel” if you need to re-enter the X-Street environment. Clicking “cancel” does nothing but throw you back to the new Marketplace. To successfully re-enter the old X-Street environment, at the popup u click the small popup “x” to close the popup, and enter the old X-Street “Manage Items” page. Once there, you must then scroll down and DELETE any Magic Box server entries there.

Once the old “Magic Box” server entries are DELETED on the extinct system page, you can then return to the new Marketplace, and delete all the Unassociated items, as well as delete all the duplicate Magic Box entries in your “Manage Listings” block.

Why the new DD system interrogates an EXTINCT X-Street system boggles the mind! But with no guidelines indicating you need to do this, the entire process becomes one of mounting frustration and complications.

Credits the Second Life Commerce Merchants support group, and a couple special people for the inside poop on making this entire bug-ridden system work.

fs_compiling_firestorm_gentoo

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The current viewer codebase includes AlexIvy components from Linden Lab. This code does not compile in Linux. Developers are working on the code to make it compile correctly. New procedures will be published

Compiling in Gentoo

You can refer to this site for instructions.


snapshot

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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. 1) 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: Whetehr 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 noticable 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 buttoms 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. 2)

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 pictrues 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.

1)
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.
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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.

fs_growl

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What is Growl?

Growl is a notification system which allows applications to send notifications about events. Firestorm can use this to alert you of received IMs, when you are working in other applications. This is set in PreferencesNotifications -> World -> Enable Growl Notifications.

For more information on Growl, see this Wikipedia article, or visit the Growl website.

NOTE: Do NOT enable Growl in the viewer this unless you actually have Growl installed and active. Enabling this option without having growl installed will result in small freezes when someone messages you or goes on/offline.

Obtaining Growl

  • linux: Growl is implicit in libnotify, which should come already installed in most distros. However, if you are on a 64-bit linux, you may need to install the 32-bit version of libnotify. For ubuntu and similar (like mint), run the following command:
    sudo apt-get install libnotify4:i386

fs_progressive_draw_distance

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Progressive Draw Distance

Progressive Draw Distance (PDD) is a method for increasing rez times when you TP to a new location. It works by dropping your draw distance as soon as you arrive, and then gradually increasing it. In this way, initially, there are few things around you that need to be rezzed in, and also not much data to be sent from SL servers.

As the draw distance is stepped up, more of your surroundings become visible and start to rez in. This feature is very useful if you experience slow rez times, particularly in busy locations. If you find that you still have rez issues, try increasing the step time via the slider.

Enabling and Adjusting PDD

  • Check “Enable progressive draw distance stepping”
  • Adjust the interval time between steps in seconds by using the slider

Confirming PDD

To confirm that PDD is in fact active and working:

  • Click on the QuickPrefs button in the bottom button bar
  • The quickPrefs window shows (among other things) your current draw distance
  • Keep this window open, and TP somewhere while watching the number in the Draw Distance box, which will start low and progressively step up until it has reached the total DD setting

notification_chiclet

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Notification Chiclet

Notifications alert you to different kinds of interesting events. There are two notification icons at the bottom or top of the Viewer window:

  • Speech Bubble: Conversations. Instant Messages (IMs) are text chat received from other Residents and groups. Each distinct IM session also appears to the left of Conversations, indicated by a thumbnail of a Resident's profile or group's insignia.
  • Envelope: Notifications. All other notifications, such as an inventory delivery after you've bought an item, or when an object has been returned from a parcel to you. Some notifications have special thumbnails that appear to the left of the notifications icons: For example, a received object is shown as a cube.

Clicking on the envelop icon results in a window opening. this lists pending notifications by type:

  • System: Notifications such as object return, etc.
  • Transactions: Sales or purchases
  • Invitations: Group invitations
  • Group: Group notices.

To prevent clutter, notifications appear briefly, then are hidden until you click the Conversations or Notifications cliclets. Click a notification in the queue to view it in full. The notification count is shown layered over each icon.

Click the circled X in the top right of a notification to remove it.

fs_dice

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Rolling Dice

The information here was sourced from Roll20 Wiki; please refer there for details, or to resolve ambiguity.

Firestorm includes a chat line command for rolling dice, which is designed for role playing games.

At its most basic, the syntax is: rolld <number of dice> <number of faces> in nearby chat. Examples:

  • rolld is a regular dice with 6 faces.
  • rolld 1 20 is a single dice with 20 faces.
  • rolld 3 10 is 3 dice, each with 10 faces.

Modifiers may be added to this, but only one per roll. Valid modifier types are

  • bonuses: ”+”
  • penalties: “-”
  • successes: “<”, “>”
  • explosions: “!>”, “!<”, “!”
  • penetrations: “!p>”, “!p<”, “!p”
  • reroll: “r”

Bonuses and Penalties

These are standard sttack modifiers. For example, you might know that to roll an attack roll you need to roll a “D20 plus your attack modifier”. So you would just type rolld 1 20 + 5. If you hit and you need to roll 3d6+2 damage, you would just type rolld 3 6 + 2.

Target Number: Successes

Normally when you perform a roll, rolld reports back the total value of all the dice rolled, plus any modifiers. Some game systems, though, work by rolling a set of dice versus a target number, and then adding up the total number of successes instead. Rolld uses the greater-than symbol > to indicate when the roll is greater-than or equal-to >= the target number. The less-than symbol < is used to indicate when the roll is less-than or equal-to ⇐ the target number.

For example, you might be performing an action that requires a target number of 3, and you get to roll 3 d6's to see how many successes you have. With rolld, you would do rolld 3 6>3. Note the inclusion of the greater-than symbol to indicate that this is a target roll versus 3. rolld will show you each dice that was rolled, and then tell you the number of dice with a value of 3 or greater (note that ties with the target number count as a success). You can also roll less-than target numbers, for example rolld 10 6<4, which would give you a success for each dice rolled that is equal to 4 or less.

Exploding Dice

rolld supports exploding dice (you may also know it as “rule of 6”, “rule of 10s”, or “acing” depending on your game system). With exploding dice, if you roll the maximum number on the dice (a 6 with a d6, a 10 with a d10, etc.) you get to re-roll again and add the additional roll to your total for that roll. If the additional roll is also a maximum number, you get to keep rolling.

To perform a roll with exploding dice, just add an exclamation point after the number of sides in the formula. For example, rolld 3 6! would roll 3 d6 dice with exploding re-rolls. You can also define the exploding point for the dice using the greater-than and less-than symbols. For example, rolld 3 6!>4 would explode on any dice greater-than or equal-to 4. /rolld 3 6 !3 would explode only if a 3 is rolled.

Penetrating Exploding Dice

This is a special style of exploding dice where the the additional rolls for each dice have 1 subtracted from the roll. To do this, add a p after the exclamation mark. So for example to roll 5 d6's, you would do rolld 5 6!p.

Rerolling

Several systems require that certain dice be rerolled.

To use reroll, just do rolld 2 8r<2. rolld will roll 2 d8 and reroll any 1s or 2s, dropping the original die value. If reroll for a specific value is needed the comparison operator can be left off. rolld 2 8r8 will reroll any 8s. > and < can be used as comparisons and the r suffix can be specified multiple times.

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