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What the...!
Callie! Get out of my picture! Your eyes aren't rendering and it's creepy! Move along!
Click READ MORE to learn how to zoom your camera in and out.
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| If you mute a mime, is he still silent? Photo from Albion Spiteller's FLICKR site |
Written 18 March, 2011
I Found it in the Sock Drawer
Level I
I don't know about you, but I'm forever having entire folders vanish from their allotted location. One day Clothing > Chey's Things > Weapons > Edged Weapons > Swords > Scripted Swords > Japanese Swords > Katanas, and there it is, right where it's supposed to be. Two days later the entire Weapons folder is nowhere to be found.
OMG, it's gone! Gone forever!
No it's not. It's just in the sock drawer.
It's way easy to inadvertently move a folder into another folder. It happens all the time to me.
And so, I always look in my sock drawer. And there it is!
Actually, what I do is type the name of the missing folder, or, if I can't remember what I named it, something I know that's in the folder. When I locate the folder I drag it back into position and all is good.
I always check my trash before I empty it to be sure an important folder isn't in there. It's a good habit to get into.









... is actually four. These were made by turning on Copy Selected in the Create menu. Whichever face of the target prim you touch will align perfectly with the new prim. Be sure Center is turned on and Rotate is turned off. You can copy entire houses this way.

Copying An Object [Level II]



Property Lines [Level II]
Looking at buying or renting and want to know where the parcel starts and ends? Riding a motorcycle and wanting to avoid straying across the sim line?
Drop down the View menu and Select Property Lines. Turn them back off when you're finished.
If you own property, your lines will show in green. So, too, will your sim lines, if you own a simulator. Lines of property owned by others seem to show in red. But there are orange and blue lines, too. For the life of us, we can't figure out their significance?
Anyone?
Workaround for Caspers [Levels I-IV]
Caspers are avatars who appear to you as clouds of gas. I say TO YOU because they may not be caspered to me. It seems to be largely a client-side problem. This means the problem lies with the software on your computer and not the server at Linden Labs.
Usually caspers resolved into avatars, but not always. Occasionally a cloud of gas will hang around seemingly forever.
There's a workaround when this happens. Go the Edit menu at the top of the screen and select groups. Select a nonactive group and activate it. Then activate the group you just left.
More often than not, casper will be gone.
The above is called a workaround. When the Lindens seem unable or unwilling to fix a problem; some citizen somewhere usually discovers a way to resolve the problem.


Photos: Two textures from the web, texture for upper template of avatar skin.
This article was writtenat the request of WhiteRaven Slade.
A Discussion of Textures [Levels II–III]
Object Chat Trick! [Level IV]
Chey discovered a neat little trick when objects chat: they respond to /me pretty much the same way avatars do.
You know the /me trick.
type in Chat /me says hi
And others see "Cheyenne Palisades says hi" instead of "Cheyenne Palisades: says hi"
If you make an object say something, /me will make it say its name in the same way-- and if you make the object's name a blank, it will say only what follows /me.
So, you can have an object say something like "Do not enter!" without its name apeparing.
Try it! Make an object, make a script, and add /me after the opening quotes in the lines with llSay.
Cool, huh?
-----
default
{
state_entry()
{
llSay(0, "/me Hello, Avatar!");
}
touch_start(integer total_number)
{
llSay(0, "/me Touched.");
}
}
Remove Particles! [Level III)
In Second Life, smoke, mist, rain, fireworks, flame, and other things that aren't solid objects are comprised of particles-- think of them as sort of loose, flying textures.
Particles are produced by scripts that reside in prims.It's important sometimes to be able to turn them off.
If the script in your particle-emitting object doesn't give you a way to turn the particles off (for instance, by touching the prim or saying something like bling off or /bling off or /1 bling off, or if you've deleted the script and the object is still emitting particles, here's some code that will remove the residual particles-- for, you see, once a prim begins to emit particles, it will continue to emit them forever, or until the prim is delited-- unless the particles are turned off.
Please note-- some objects-- usually the ones you purchase, but sometimes freebies-- won't allow you to modify them. If that happens, you may be stuck with the particles. So be sure you can modify the prim's contents before you delete any scripts in your valuable items. If you can make a new script in the prim and if it stays there, you're golden.
So if you have a prim that is blinging, smoking, burning, or otherwise being obnoxious, and if you have permissions to modify it, follow these steps:
1. EDIT the prim.
2. If the particle-emitting script is in a prim that's part of a linked set, check the EDIT LINKED PARTS box in the GENERAL tab and touch the individual prim that is your target. Be sure only that prim is highlighted.
3. Delete the offending script if you're sure you won't need it, or open it by double-clicking and uncheck the RUNNING box at bottom left.
4. Click the CONTENT tab.
5. Choose NEW SCRIPT.
6. Double-click the script to open it.
7. Erase the code that is inside the script.
8. Paste in the code at the bottom of this blog entry. Be sure to select everything within the dashed lines (but not the dashed lines themselves).
9. SAVE the script (and be sure the RUNNING box at bottom left is checked).
10. Name the script something like "Particle Eraser" and drag it to your SCRIPTS folder in inventory. That way you'll have it for later.
As soon as the script runs, the prim will stop making particles. It may take a few seconds for them to dissipate. So...
11. Right click your Particle Eraser script and erase it from the prim. (so it won't consume system resources).
That's it!
-----
// particle erase script
default
{
state_entry()
{
llParticleSystem( [] );
}
}
-----


