#bakesonmesh — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #bakesonmesh, aggregated by home.social.
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CW: Why disallowing avatar scripts on sims is not always such a good idea; CW: long (ca. 1,700 characters)
@OpenSim
I know it's tempting to disallow avatar scripts on your sims. I know that it can greatly improve the performance by killing off the heavy-weight scripts that some people wear on their avatars for whatever reasons of flashiness.
But keep in mind that the following things don't work anymore with avatar scripts off:- Attached AOs. This may be one reason to disallow scripts because typical #SecondLife #ZHAO AOs use up tremendous amounts of server resources, and hardly any #OpenSimulator user has ever heard of #khAOs. But many #OpenSim users depend on attached AOs. They either don't know how to put an AO into their viewer, or they can't be bothered because attaching one is sooo much more convenient, and it gives you a HUD.
- Adjusting the foot position on most female mesh bodies from #SecondLife. Unless you've got your feet on "high" permanently, you can neither take your high heels off nor put them on.
- Switching the alpha mode on #Ruth2 v4 and #Roth2 v2. If it's forced to "off" when you teleport in, and your alpha masks stop working, you can't use your HUD to turn it back on, and you have to edit the body manually.¹
- The alpha HUD on pretty much all other mesh bodies. You can only change clothes if you don't need alpha-ing.
- Bento HUDs. You can't even correct your hands if your fingers are stretched into all directions.
- Sex, at least not if it involves at least one male avatar. Guys can't switch their boners on. Turning avatar scripts off on a sex-oriented sim is amongst the top five stupidest things you can possibly do as a sim owner.
¹By the way, yes, #BakesOnMesh supports alpha masks. If your mesh bodies don't, doesn't mean BoM as a whole doesn't.
#Metaverse #VirtualWorlds - Attached AOs. This may be one reason to disallow scripts because typical #SecondLife #ZHAO AOs use up tremendous amounts of server resources, and hardly any #OpenSimulator user has ever heard of #khAOs. But many #OpenSim users depend on attached AOs. They either don't know how to put an AO into their viewer, or they can't be bothered because attaching one is sooo much more convenient, and it gives you a HUD.
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CW: Why disallowing avatar scripts on sims is not always such a good idea; CW: long (ca. 1,700 characters)
@OpenSim
I know it's tempting to disallow avatar scripts on your sims. I know that it can greatly improve the performance by killing off the heavy-weight scripts that some people wear on their avatars for whatever reasons of flashiness.
But keep in mind that the following things don't work anymore with avatar scripts off:- Attached AOs. This may be one reason to disallow scripts because typical #SecondLife #ZHAO AOs use up tremendous amounts of server resources, and hardly any #OpenSimulator user has ever heard of #khAOs. But many #OpenSim users depend on attached AOs. They either don't know how to put an AO into their viewer, or they can't be bothered because attaching one is sooo much more convenient, and it gives you a HUD.
- Adjusting the foot position on most female mesh bodies from #SecondLife. Unless you've got your feet on "high" permanently, you can neither take your high heels off nor put them on.
- Switching the alpha mode on #Ruth2 v4 and #Roth2 v2. If it's forced to "off" when you teleport in, and your alpha masks stop working, you can't use your HUD to turn it back on, and you have to edit the body manually.¹
- The alpha HUD on pretty much all other mesh bodies. You can only change clothes if you don't need alpha-ing.
- Bento HUDs. You can't even correct your hands if your fingers are stretched into all directions.
- Sex, at least not if it involves at least one male avatar. Guys can't switch their boners on. Turning avatar scripts off on a sex-oriented sim is amongst the top five stupidest things you can possibly do as a sim owner.
¹By the way, yes, #BakesOnMesh supports alpha masks. If your mesh bodies don't, doesn't mean BoM as a whole doesn't.
#Metaverse #VirtualWorlds - Attached AOs. This may be one reason to disallow scripts because typical #SecondLife #ZHAO AOs use up tremendous amounts of server resources, and hardly any #OpenSimulator user has ever heard of #khAOs. But many #OpenSim users depend on attached AOs. They either don't know how to put an AO into their viewer, or they can't be bothered because attaching one is sooo much more convenient, and it gives you a HUD.
-
CW: Why disallowing avatar scripts on sims is not always such a good idea; CW: long (ca. 1,700 characters)
@OpenSim
I know it's tempting to disallow avatar scripts on your sims. I know that it can greatly improve the performance by killing off the heavy-weight scripts that some people wear on their avatars for whatever reasons of flashiness.
But keep in mind that the following things don't work anymore with avatar scripts off:- Attached AOs. This may be one reason to disallow scripts because typical #SecondLife #ZHAO AOs use up tremendous amounts of server resources, and hardly any #OpenSimulator user has ever heard of #khAOs. But many #OpenSim users depend on attached AOs. They either don't know how to put an AO into their viewer, or they can't be bothered because attaching one is sooo much more convenient, and it gives you a HUD.
- Adjusting the foot position on most female mesh bodies from #SecondLife. Unless you've got your feet on "high" permanently, you can neither take your high heels off nor put them on.
- Switching the alpha mode on #Ruth2 v4 and #Roth2 v2. If it's forced to "off" when you teleport in, and your alpha masks stop working, you can't use your HUD to turn it back on, and you have to edit the body manually.¹
- The alpha HUD on pretty much all other mesh bodies. You can only change clothes if you don't need alpha-ing.
- Bento HUDs. You can't even correct your hands if your fingers are stretched into all directions.
- Sex, at least not if it involves at least one male avatar. Guys can't switch their boners on. Turning avatar scripts off on a sex-oriented sim is amongst the top five stupidest things you can possibly do as a sim owner.
¹By the way, yes, #BakesOnMesh supports alpha masks. If your mesh bodies don't, doesn't mean BoM as a whole doesn't.
#Metaverse #VirtualWorlds - Attached AOs. This may be one reason to disallow scripts because typical #SecondLife #ZHAO AOs use up tremendous amounts of server resources, and hardly any #OpenSimulator user has ever heard of #khAOs. But many #OpenSim users depend on attached AOs. They either don't know how to put an AO into their viewer, or they can't be bothered because attaching one is sooo much more convenient, and it gives you a HUD.
-
CW: Why disallowing avatar scripts on sims is not always such a good idea; CW: long (ca. 1,700 characters)
@OpenSim
I know it's tempting to disallow avatar scripts on your sims. I know that it can greatly improve the performance by killing off the heavy-weight scripts that some people wear on their avatars for whatever reasons of flashiness.
But keep in mind that the following things don't work anymore with avatar scripts off:- Attached AOs. This may be one reason to disallow scripts because typical #SecondLife #ZHAO AOs use up tremendous amounts of server resources, and hardly any #OpenSimulator user has ever heard of #khAOs. But many #OpenSim users depend on attached AOs. They either don't know how to put an AO into their viewer, or they can't be bothered because attaching one is sooo much more convenient, and it gives you a HUD.
- Adjusting the foot position on most female mesh bodies from #SecondLife. Unless you've got your feet on "high" permanently, you can neither take your high heels off nor put them on.
- Switching the alpha mode on #Ruth2 v4 and #Roth2 v2. If it's forced to "off" when you teleport in, and your alpha masks stop working, you can't use your HUD to turn it back on, and you have to edit the body manually.¹
- The alpha HUD on pretty much all other mesh bodies. You can only change clothes if you don't need alpha-ing.
- Bento HUDs. You can't even correct your hands if your fingers are stretched into all directions.
- Sex, at least not if it involves at least one male avatar. Guys can't switch their boners on. Turning avatar scripts off on a sex-oriented sim is amongst the top five stupidest things you can possibly do as a sim owner.
¹By the way, yes, #BakesOnMesh supports alpha masks. If your mesh bodies don't, doesn't mean BoM as a whole doesn't.
#Metaverse #VirtualWorlds - Attached AOs. This may be one reason to disallow scripts because typical #SecondLife #ZHAO AOs use up tremendous amounts of server resources, and hardly any #OpenSimulator user has ever heard of #khAOs. But many #OpenSim users depend on attached AOs. They either don't know how to put an AO into their viewer, or they can't be bothered because attaching one is sooo much more convenient, and it gives you a HUD.
-
CW: Why disallowing avatar scripts on sims is not always such a good idea; CW: long (ca. 1,700 characters)
@OpenSim
I know it's tempting to disallow avatar scripts on your sims. I know that it can greatly improve the performance by killing off the heavy-weight scripts that some people wear on their avatars for whatever reasons of flashiness.
But keep in mind that the following things don't work anymore with avatar scripts off:- Attached AOs. This may be one reason to disallow scripts because typical #SecondLife #ZHAO AOs use up tremendous amounts of server resources, and hardly any #OpenSimulator user has ever heard of #khAOs. But many #OpenSim users depend on attached AOs. They either don't know how to put an AO into their viewer, or they can't be bothered because attaching one is sooo much more convenient, and it gives you a HUD.
- Adjusting the foot position on most female mesh bodies from #SecondLife. Unless you've got your feet on "high" permanently, you can neither take your high heels off nor put them on.
- Switching the alpha mode on #Ruth2 v4 and #Roth2 v2. If it's forced to "off" when you teleport in, and your alpha masks stop working, you can't use your HUD to turn it back on, and you have to edit the body manually.¹
- The alpha HUD on pretty much all other mesh bodies. You can only change clothes if you don't need alpha-ing.
- Bento HUDs. You can't even correct your hands if your fingers are stretched into all directions.
- Sex, at least not if it involves at least one male avatar. Guys can't switch their boners on. Turning avatar scripts off on a sex-oriented sim is amongst the top five stupidest things you can possibly do as a sim owner.
¹By the way, yes, #BakesOnMesh supports alpha masks. If your mesh bodies don't, doesn't mean BoM as a whole doesn't.
#Metaverse #VirtualWorlds - Attached AOs. This may be one reason to disallow scripts because typical #SecondLife #ZHAO AOs use up tremendous amounts of server resources, and hardly any #OpenSimulator user has ever heard of #khAOs. But many #OpenSim users depend on attached AOs. They either don't know how to put an AO into their viewer, or they can't be bothered because attaching one is sooo much more convenient, and it gives you a HUD.
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CW: What the introduction of PBR means, not only for Second Life users with old potato machines, but also for third-party viewers and OpenSim; CW: long (over 7,800 characters in one post)
@OpenSim
So #SecondLife is working on introducing #PBR, also called #PeanutButter. And the #FirestormViewer is working on keeping up with it. There's a PBR-enabled alpha version now. This gives me to think.
One, there's that talk about higher hardware requirements. Now, Firestorm is actually still available in a 32-bit Windows version. Look back into the past. What were the last machines sold with pre-installed 32-bit Windows, and when was that?
That must have been in the late 2000s. And those machines were entry-level consumer laptops with on-board graphics. In other words, these computers were under-powered already when they were new. But there are actually people who visit #VirtualWorlds using 15-year-old or even older potato computers that run 32-bit Windows. That was all they could afford when they bought them, and they've never again been able to afford any computer. Maybe it's a German thing that the second-hand market is chock-full of used business laptops that are comparably cheap because there are so many of them.
Of course, in this use-case, toaster users have to turn down the graphics settings to a minimum. Advanced lighting is completely out of question, in fact, the shaders have to stay off entirely. The reason why so many Second Life buildings have shadows and gloss and all that painted onto their textures is so that they look pleasant to toaster users.
Now, the Firestorm devs say that when Firestorm introduces PBR support, it will probably remove the advanced lighting switch. Not only the shaders will have to be permanently on, but so will advanced lighting.
This doesn't necessarily mean that you'll have to replace your 32-bit, single-core Celeron M that can only use 3 of 4GB of installed RAM with a brand-new i9 and your on-board GMA 900 graphics with a GeForce RTX 4090 Ti. I mean, I've been able to use advanced lighting with a low-intermediate Radeon HD 7770 from 2012 until it died a week and a half ago. But your old clunker won't cut it anymore.
Two, chances are that some more third-party viewers will wither away because their development can't keep up with that in Second Life. Remember when the #SingularityViewer was one of the hottest viewers? Well, the last new stable version introduced #BakesOnMesh and #Animesh, and that was in 2020 already, while some other third-party viewers still don't support either at all. The last nightly was over two years old, too, before nightly downloads were recently removed. Its user base is reduced to #OpenSimulator users who are at home on grids that still run #OpenSim versions with #Windlight.
Speaking of which, three, this will once again show an advantage of Second Life's centralised structure over decentralised OpenSim: If you've only got one instance, you've also only got one server-side software version to worry about. Second Life introduced PBR all over in one go.
In OpenSim, you can't expect all hundreds of grids and attached sims to upgrade to the newest version all at once, even if an OpenSim version with PBR should come out. Sure, most places run on 0.9.2.2 nowadays which even counts as a stable release while others are trying out 0.9.2.3.
But there are still places that run older versions, even on the #Hypergrid. 0.9.2.1, 0.9.2.0, 0.9.1.1, all still with Windlight instead of #EEP, sometimes even older and without BoM scripting support. I think some are still stuck at 0.8.2.1. And here and there, I think, there are even a few with even older versions and no BoM support whatsoever.
Some grid owners live by that typical Windows user credo: install once, never upgrade. And they extend it to their grid. It doesn't help that OpenSim is cross-platform, and the vast majority of at least private grids is running on desktop Windows.
Others are fairly conservative. There are grids that seem like they've spent the past ten years under a rock. They've still got mesh disabled. As far as I know, that very switch has been removed from OpenSim quite a while ago, just like the one in viewers. Naturally, these grids run very old versions because the grid owner doesn't see any benefits in upgrading if new versions only introduce stuff they don't care for anyway or even remove something they've come to love. I wouldn't be too surprised if there were grids that still run OpenSim 0.7.3 while being connected to the Hypergrid.
Forks come on top of that. Some grids still run on forks from 0.7.x days. Not only are these forks no longer maintained, but they weren't really soft forks to begin with. The maintainers only took over from vanilla what they deemed useful or necessary, leaving ArribaSim which used to be popular in German-speaking countries with flaky BoM support, probably because parts of BoM collided with the performance optimisations which Arriba was famous for.
NextGen is even worse. It never had any support for BoM built in, not even any kind of fallback. I still know one grid that runs NextGen in spite of its gaping and actually exploited security holes. The reason is NextGen's killer feature, namely a nifty point-and-click Web interface. And your typical NextGen grid admin depends on this very point-and-click interface to be able to run a grid. Such grids can only be saved by either grafting NextGen's Web interface onto vanilla OpenSim or adding another admin who can administer OpenSim on the command line, and who'll effectively take all power away from the current admin. Until that happens, such grids are partially stuck at 0.8.0.0 at best.
So this means that Second Life-only viewers can be developed against exactly one Second Life version. As soon as they want to support OpenSim, they'll have to cover some five years worth of releases or more.
At least we're in the lucky situation of having a fairly new official stable release. For there haven't been any stable releases between 0.8.2.1 which introduced BoM basics and 0.9.2.1 which was the last version with Windlight. Before 0.9.2.1, the Hypergrid was split into a few grids that played it safe and stuck with the stable release and lots of grids that preferred development versions over hopelessly outdated versions. This is also why the "0.8.2.1" versions of #Ruth2 v4 and #Roth2 v2 exist.
OpenSim will introduce PBR, this one is certain. It will have to in order to stay compatible with Firestorm, its most important viewer (sorry, #CoolVLViewer fans). But there will be a long period in which lots of grids will not have PBR. And even when a stable release of OpenSim with PBR is out, and #DreamGrid has made the switch to a PBR version, there will remain lots of places without PBR.
Viewers that are compatible with OpenSim will have to remain compatible with non-PBR places in some way. If the Firestorm devs say that it's impossible to keep supporting non-PBR, just like they said it's impossible to support both Windlight and EEP, that'd create a rift through the Hypergrid. Users on PBR grids could no longer visit non-PBR places and vice versa. They'd need two viewers, one with PBR, one without. And even that is impossible because you can't rez your avatar somewhere on the Hypergrid while logging in. Unless you have sims on your home grid that run on a different OpenSim version, you're stuck in your half of the Hypergrid.
The Windlight/EEP issue was solved acceptably: At least Firestorm versions with EEP have a fallback mode that uses EEP to emulate Windlight, and it looks like OpenSim versions with EEP have their own fallback for older viewers. If PBR means a similarly hard cut, I hope that there will be a similar compatibility solution.
#Metaverse -
CW: What the introduction of PBR means, not only for Second Life users with old potato machines, but also for third-party viewers and OpenSim; CW: long (over 7,800 characters in one post)
@OpenSim
So #SecondLife is working on introducing #PBR, also called #PeanutButter. And the #FirestormViewer is working on keeping up with it. There's a PBR-enabled alpha version now. This gives me to think.
One, there's that talk about higher hardware requirements. Now, Firestorm is actually still available in a 32-bit Windows version. Look back into the past. What were the last machines sold with pre-installed 32-bit Windows, and when was that?
That must have been in the late 2000s. And those machines were entry-level consumer laptops with on-board graphics. In other words, these computers were under-powered already when they were new. But there are actually people who visit #VirtualWorlds using 15-year-old or even older potato computers that run 32-bit Windows. That was all they could afford when they bought them, and they've never again been able to afford any computer. Maybe it's a German thing that the second-hand market is chock-full of used business laptops that are comparably cheap because there are so many of them.
Of course, in this use-case, toaster users have to turn down the graphics settings to a minimum. Advanced lighting is completely out of question, in fact, the shaders have to stay off entirely. The reason why so many Second Life buildings have shadows and gloss and all that painted onto their textures is so that they look pleasant to toaster users.
Now, the Firestorm devs say that when Firestorm introduces PBR support, it will probably remove the advanced lighting switch. Not only the shaders will have to be permanently on, but so will advanced lighting.
This doesn't necessarily mean that you'll have to replace your 32-bit, single-core Celeron M that can only use 3 of 4GB of installed RAM with a brand-new i9 and your on-board GMA 900 graphics with a GeForce RTX 4090 Ti. I mean, I've been able to use advanced lighting with a low-intermediate Radeon HD 7770 from 2012 until it died a week and a half ago. But your old clunker won't cut it anymore.
Two, chances are that some more third-party viewers will wither away because their development can't keep up with that in Second Life. Remember when the #SingularityViewer was one of the hottest viewers? Well, the last new stable version introduced #BakesOnMesh and #Animesh, and that was in 2020 already, while some other third-party viewers still don't support either at all. The last nightly was over two years old, too, before nightly downloads were recently removed. Its user base is reduced to #OpenSimulator users who are at home on grids that still run #OpenSim versions with #Windlight.
Speaking of which, three, this will once again show an advantage of Second Life's centralised structure over decentralised OpenSim: If you've only got one instance, you've also only got one server-side software version to worry about. Second Life introduced PBR all over in one go.
In OpenSim, you can't expect all hundreds of grids and attached sims to upgrade to the newest version all at once, even if an OpenSim version with PBR should come out. Sure, most places run on 0.9.2.2 nowadays which even counts as a stable release while others are trying out 0.9.2.3.
But there are still places that run older versions, even on the #Hypergrid. 0.9.2.1, 0.9.2.0, 0.9.1.1, all still with Windlight instead of #EEP, sometimes even older and without BoM scripting support. I think some are still stuck at 0.8.2.1. And here and there, I think, there are even a few with even older versions and no BoM support whatsoever.
Some grid owners live by that typical Windows user credo: install once, never upgrade. And they extend it to their grid. It doesn't help that OpenSim is cross-platform, and the vast majority of at least private grids is running on desktop Windows.
Others are fairly conservative. There are grids that seem like they've spent the past ten years under a rock. They've still got mesh disabled. As far as I know, that very switch has been removed from OpenSim quite a while ago, just like the one in viewers. Naturally, these grids run very old versions because the grid owner doesn't see any benefits in upgrading if new versions only introduce stuff they don't care for anyway or even remove something they've come to love. I wouldn't be too surprised if there were grids that still run OpenSim 0.7.3 while being connected to the Hypergrid.
Forks come on top of that. Some grids still run on forks from 0.7.x days. Not only are these forks no longer maintained, but they weren't really soft forks to begin with. The maintainers only took over from vanilla what they deemed useful or necessary, leaving ArribaSim which used to be popular in German-speaking countries with flaky BoM support, probably because parts of BoM collided with the performance optimisations which Arriba was famous for.
NextGen is even worse. It never had any support for BoM built in, not even any kind of fallback. I still know one grid that runs NextGen in spite of its gaping and actually exploited security holes. The reason is NextGen's killer feature, namely a nifty point-and-click Web interface. And your typical NextGen grid admin depends on this very point-and-click interface to be able to run a grid. Such grids can only be saved by either grafting NextGen's Web interface onto vanilla OpenSim or adding another admin who can administer OpenSim on the command line, and who'll effectively take all power away from the current admin. Until that happens, such grids are partially stuck at 0.8.0.0 at best.
So this means that Second Life-only viewers can be developed against exactly one Second Life version. As soon as they want to support OpenSim, they'll have to cover some five years worth of releases or more.
At least we're in the lucky situation of having a fairly new official stable release. For there haven't been any stable releases between 0.8.2.1 which introduced BoM basics and 0.9.2.1 which was the last version with Windlight. Before 0.9.2.1, the Hypergrid was split into a few grids that played it safe and stuck with the stable release and lots of grids that preferred development versions over hopelessly outdated versions. This is also why the "0.8.2.1" versions of #Ruth2 v4 and #Roth2 v2 exist.
OpenSim will introduce PBR, this one is certain. It will have to in order to stay compatible with Firestorm, its most important viewer (sorry, #CoolVLViewer fans). But there will be a long period in which lots of grids will not have PBR. And even when a stable release of OpenSim with PBR is out, and #DreamGrid has made the switch to a PBR version, there will remain lots of places without PBR.
Viewers that are compatible with OpenSim will have to remain compatible with non-PBR places in some way. If the Firestorm devs say that it's impossible to keep supporting non-PBR, just like they said it's impossible to support both Windlight and EEP, that'd create a rift through the Hypergrid. Users on PBR grids could no longer visit non-PBR places and vice versa. They'd need two viewers, one with PBR, one without. And even that is impossible because you can't rez your avatar somewhere on the Hypergrid while logging in. Unless you have sims on your home grid that run on a different OpenSim version, you're stuck in your half of the Hypergrid.
The Windlight/EEP issue was solved acceptably: At least Firestorm versions with EEP have a fallback mode that uses EEP to emulate Windlight, and it looks like OpenSim versions with EEP have their own fallback for older viewers. If PBR means a similarly hard cut, I hope that there will be a similar compatibility solution.
#Metaverse -
CW: What the introduction of PBR means, not only for Second Life users with old potato machines, but also for third-party viewers and OpenSim; CW: long (over 7,800 characters in one post)
@OpenSim
So #SecondLife is working on introducing #PBR, also called #PeanutButter. And the #FirestormViewer is working on keeping up with it. There's a PBR-enabled alpha version now. This gives me to think.
One, there's that talk about higher hardware requirements. Now, Firestorm is actually still available in a 32-bit Windows version. Look back into the past. What were the last machines sold with pre-installed 32-bit Windows, and when was that?
That must have been in the late 2000s. And those machines were entry-level consumer laptops with on-board graphics. In other words, these computers were under-powered already when they were new. But there are actually people who visit #VirtualWorlds using 15-year-old or even older potato computers that run 32-bit Windows. That was all they could afford when they bought them, and they've never again been able to afford any computer. Maybe it's a German thing that the second-hand market is chock-full of used business laptops that are comparably cheap because there are so many of them.
Of course, in this use-case, toaster users have to turn down the graphics settings to a minimum. Advanced lighting is completely out of question, in fact, the shaders have to stay off entirely. The reason why so many Second Life buildings have shadows and gloss and all that painted onto their textures is so that they look pleasant to toaster users.
Now, the Firestorm devs say that when Firestorm introduces PBR support, it will probably remove the advanced lighting switch. Not only the shaders will have to be permanently on, but so will advanced lighting.
This doesn't necessarily mean that you'll have to replace your 32-bit, single-core Celeron M that can only use 3 of 4GB of installed RAM with a brand-new i9 and your on-board GMA 900 graphics with a GeForce RTX 4090 Ti. I mean, I've been able to use advanced lighting with a low-intermediate Radeon HD 7770 from 2012 until it died a week and a half ago. But your old clunker won't cut it anymore.
Two, chances are that some more third-party viewers will wither away because their development can't keep up with that in Second Life. Remember when the #SingularityViewer was one of the hottest viewers? Well, the last new stable version introduced #BakesOnMesh and #Animesh, and that was in 2020 already, while some other third-party viewers still don't support either at all. The last nightly was over two years old, too, before nightly downloads were recently removed. Its user base is reduced to #OpenSimulator users who are at home on grids that still run #OpenSim versions with #Windlight.
Speaking of which, three, this will once again show an advantage of Second Life's centralised structure over decentralised OpenSim: If you've only got one instance, you've also only got one server-side software version to worry about. Second Life introduced PBR all over in one go.
In OpenSim, you can't expect all hundreds of grids and attached sims to upgrade to the newest version all at once, even if an OpenSim version with PBR should come out. Sure, most places run on 0.9.2.2 nowadays which even counts as a stable release while others are trying out 0.9.2.3.
But there are still places that run older versions, even on the #Hypergrid. 0.9.2.1, 0.9.2.0, 0.9.1.1, all still with Windlight instead of #EEP, sometimes even older and without BoM scripting support. I think some are still stuck at 0.8.2.1. And here and there, I think, there are even a few with even older versions and no BoM support whatsoever.
Some grid owners live by that typical Windows user credo: install once, never upgrade. And they extend it to their grid. It doesn't help that OpenSim is cross-platform, and the vast majority of at least private grids is running on desktop Windows.
Others are fairly conservative. There are grids that seem like they've spent the past ten years under a rock. They've still got mesh disabled. As far as I know, that very switch has been removed from OpenSim quite a while ago, just like the one in viewers. Naturally, these grids run very old versions because the grid owner doesn't see any benefits in upgrading if new versions only introduce stuff they don't care for anyway or even remove something they've come to love. I wouldn't be too surprised if there were grids that still run OpenSim 0.7.3 while being connected to the Hypergrid.
Forks come on top of that. Some grids still run on forks from 0.7.x days. Not only are these forks no longer maintained, but they weren't really soft forks to begin with. The maintainers only took over from vanilla what they deemed useful or necessary, leaving ArribaSim which used to be popular in German-speaking countries with flaky BoM support, probably because parts of BoM collided with the performance optimisations which Arriba was famous for.
NextGen is even worse. It never had any support for BoM built in, not even any kind of fallback. I still know one grid that runs NextGen in spite of its gaping and actually exploited security holes. The reason is NextGen's killer feature, namely a nifty point-and-click Web interface. And your typical NextGen grid admin depends on this very point-and-click interface to be able to run a grid. Such grids can only be saved by either grafting NextGen's Web interface onto vanilla OpenSim or adding another admin who can administer OpenSim on the command line, and who'll effectively take all power away from the current admin. Until that happens, such grids are partially stuck at 0.8.0.0 at best.
So this means that Second Life-only viewers can be developed against exactly one Second Life version. As soon as they want to support OpenSim, they'll have to cover some five years worth of releases or more.
At least we're in the lucky situation of having a fairly new official stable release. For there haven't been any stable releases between 0.8.2.1 which introduced BoM basics and 0.9.2.1 which was the last version with Windlight. Before 0.9.2.1, the Hypergrid was split into a few grids that played it safe and stuck with the stable release and lots of grids that preferred development versions over hopelessly outdated versions. This is also why the "0.8.2.1" versions of #Ruth2 v4 and #Roth2 v2 exist.
OpenSim will introduce PBR, this one is certain. It will have to in order to stay compatible with Firestorm, its most important viewer (sorry, #CoolVLViewer fans). But there will be a long period in which lots of grids will not have PBR. And even when a stable release of OpenSim with PBR is out, and #DreamGrid has made the switch to a PBR version, there will remain lots of places without PBR.
Viewers that are compatible with OpenSim will have to remain compatible with non-PBR places in some way. If the Firestorm devs say that it's impossible to keep supporting non-PBR, just like they said it's impossible to support both Windlight and EEP, that'd create a rift through the Hypergrid. Users on PBR grids could no longer visit non-PBR places and vice versa. They'd need two viewers, one with PBR, one without. And even that is impossible because you can't rez your avatar somewhere on the Hypergrid while logging in. Unless you have sims on your home grid that run on a different OpenSim version, you're stuck in your half of the Hypergrid.
The Windlight/EEP issue was solved acceptably: At least Firestorm versions with EEP have a fallback mode that uses EEP to emulate Windlight, and it looks like OpenSim versions with EEP have their own fallback for older viewers. If PBR means a similarly hard cut, I hope that there will be a similar compatibility solution.
#Metaverse -
CW: What the introduction of PBR means, not only for Second Life users with old potato machines, but also for third-party viewers and OpenSim; CW: long (over 7,800 characters in one post)
@OpenSim
So #SecondLife is working on introducing #PBR, also called #PeanutButter. And the #FirestormViewer is working on keeping up with it. There's a PBR-enabled alpha version now. This gives me to think.
One, there's that talk about higher hardware requirements. Now, Firestorm is actually still available in a 32-bit Windows version. Look back into the past. What were the last machines sold with pre-installed 32-bit Windows, and when was that?
That must have been in the late 2000s. And those machines were entry-level consumer laptops with on-board graphics. In other words, these computers were under-powered already when they were new. But there are actually people who visit #VirtualWorlds using 15-year-old or even older potato computers that run 32-bit Windows. That was all they could afford when they bought them, and they've never again been able to afford any computer. Maybe it's a German thing that the second-hand market is chock-full of used business laptops that are comparably cheap because there are so many of them.
Of course, in this use-case, toaster users have to turn down the graphics settings to a minimum. Advanced lighting is completely out of question, in fact, the shaders have to stay off entirely. The reason why so many Second Life buildings have shadows and gloss and all that painted onto their textures is so that they look pleasant to toaster users.
Now, the Firestorm devs say that when Firestorm introduces PBR support, it will probably remove the advanced lighting switch. Not only the shaders will have to be permanently on, but so will advanced lighting.
This doesn't necessarily mean that you'll have to replace your 32-bit, single-core Celeron M that can only use 3 of 4GB of installed RAM with a brand-new i9 and your on-board GMA 900 graphics with a GeForce RTX 4090 Ti. I mean, I've been able to use advanced lighting with a low-intermediate Radeon HD 7770 from 2012 until it died a week and a half ago. But your old clunker won't cut it anymore.
Two, chances are that some more third-party viewers will wither away because their development can't keep up with that in Second Life. Remember when the #SingularityViewer was one of the hottest viewers? Well, the last new stable version introduced #BakesOnMesh and #Animesh, and that was in 2020 already, while some other third-party viewers still don't support either at all. The last nightly was over two years old, too, before nightly downloads were recently removed. Its user base is reduced to #OpenSimulator users who are at home on grids that still run #OpenSim versions with #Windlight.
Speaking of which, three, this will once again show an advantage of Second Life's centralised structure over decentralised OpenSim: If you've only got one instance, you've also only got one server-side software version to worry about. Second Life introduced PBR all over in one go.
In OpenSim, you can't expect all hundreds of grids and attached sims to upgrade to the newest version all at once, even if an OpenSim version with PBR should come out. Sure, most places run on 0.9.2.2 nowadays which even counts as a stable release while others are trying out 0.9.2.3.
But there are still places that run older versions, even on the #Hypergrid. 0.9.2.1, 0.9.2.0, 0.9.1.1, all still with Windlight instead of #EEP, sometimes even older and without BoM scripting support. I think some are still stuck at 0.8.2.1. And here and there, I think, there are even a few with even older versions and no BoM support whatsoever.
Some grid owners live by that typical Windows user credo: install once, never upgrade. And they extend it to their grid. It doesn't help that OpenSim is cross-platform, and the vast majority of at least private grids is running on desktop Windows.
Others are fairly conservative. There are grids that seem like they've spent the past ten years under a rock. They've still got mesh disabled. As far as I know, that very switch has been removed from OpenSim quite a while ago, just like the one in viewers. Naturally, these grids run very old versions because the grid owner doesn't see any benefits in upgrading if new versions only introduce stuff they don't care for anyway or even remove something they've come to love. I wouldn't be too surprised if there were grids that still run OpenSim 0.7.3 while being connected to the Hypergrid.
Forks come on top of that. Some grids still run on forks from 0.7.x days. Not only are these forks no longer maintained, but they weren't really soft forks to begin with. The maintainers only took over from vanilla what they deemed useful or necessary, leaving ArribaSim which used to be popular in German-speaking countries with flaky BoM support, probably because parts of BoM collided with the performance optimisations which Arriba was famous for.
NextGen is even worse. It never had any support for BoM built in, not even any kind of fallback. I still know one grid that runs NextGen in spite of its gaping and actually exploited security holes. The reason is NextGen's killer feature, namely a nifty point-and-click Web interface. And your typical NextGen grid admin depends on this very point-and-click interface to be able to run a grid. Such grids can only be saved by either grafting NextGen's Web interface onto vanilla OpenSim or adding another admin who can administer OpenSim on the command line, and who'll effectively take all power away from the current admin. Until that happens, such grids are partially stuck at 0.8.0.0 at best.
So this means that Second Life-only viewers can be developed against exactly one Second Life version. As soon as they want to support OpenSim, they'll have to cover some five years worth of releases or more.
At least we're in the lucky situation of having a fairly new official stable release. For there haven't been any stable releases between 0.8.2.1 which introduced BoM basics and 0.9.2.1 which was the last version with Windlight. Before 0.9.2.1, the Hypergrid was split into a few grids that played it safe and stuck with the stable release and lots of grids that preferred development versions over hopelessly outdated versions. This is also why the "0.8.2.1" versions of #Ruth2 v4 and #Roth2 v2 exist.
OpenSim will introduce PBR, this one is certain. It will have to in order to stay compatible with Firestorm, its most important viewer (sorry, #CoolVLViewer fans). But there will be a long period in which lots of grids will not have PBR. And even when a stable release of OpenSim with PBR is out, and #DreamGrid has made the switch to a PBR version, there will remain lots of places without PBR.
Viewers that are compatible with OpenSim will have to remain compatible with non-PBR places in some way. If the Firestorm devs say that it's impossible to keep supporting non-PBR, just like they said it's impossible to support both Windlight and EEP, that'd create a rift through the Hypergrid. Users on PBR grids could no longer visit non-PBR places and vice versa. They'd need two viewers, one with PBR, one without. And even that is impossible because you can't rez your avatar somewhere on the Hypergrid while logging in. Unless you have sims on your home grid that run on a different OpenSim version, you're stuck in your half of the Hypergrid.
The Windlight/EEP issue was solved acceptably: At least Firestorm versions with EEP have a fallback mode that uses EEP to emulate Windlight, and it looks like OpenSim versions with EEP have their own fallback for older viewers. If PBR means a similarly hard cut, I hope that there will be a similar compatibility solution.
#Metaverse -
CW: What the introduction of PBR means, not only for Second Life users with old potato machines, but also for third-party viewers and OpenSim; CW: long (over 7,800 characters in one post)
@OpenSim
So #SecondLife is working on introducing #PBR, also called #PeanutButter. And the #FirestormViewer is working on keeping up with it. There's a PBR-enabled alpha version now. This gives me to think.
One, there's that talk about higher hardware requirements. Now, Firestorm is actually still available in a 32-bit Windows version. Look back into the past. What were the last machines sold with pre-installed 32-bit Windows, and when was that?
That must have been in the late 2000s. And those machines were entry-level consumer laptops with on-board graphics. In other words, these computers were under-powered already when they were new. But there are actually people who visit #VirtualWorlds using 15-year-old or even older potato computers that run 32-bit Windows. That was all they could afford when they bought them, and they've never again been able to afford any computer. Maybe it's a German thing that the second-hand market is chock-full of used business laptops that are comparably cheap because there are so many of them.
Of course, in this use-case, toaster users have to turn down the graphics settings to a minimum. Advanced lighting is completely out of question, in fact, the shaders have to stay off entirely. The reason why so many Second Life buildings have shadows and gloss and all that painted onto their textures is so that they look pleasant to toaster users.
Now, the Firestorm devs say that when Firestorm introduces PBR support, it will probably remove the advanced lighting switch. Not only the shaders will have to be permanently on, but so will advanced lighting.
This doesn't necessarily mean that you'll have to replace your 32-bit, single-core Celeron M that can only use 3 of 4GB of installed RAM with a brand-new i9 and your on-board GMA 900 graphics with a GeForce RTX 4090 Ti. I mean, I've been able to use advanced lighting with a low-intermediate Radeon HD 7770 from 2012 until it died a week and a half ago. But your old clunker won't cut it anymore.
Two, chances are that some more third-party viewers will wither away because their development can't keep up with that in Second Life. Remember when the #SingularityViewer was one of the hottest viewers? Well, the last new stable version introduced #BakesOnMesh and #Animesh, and that was in 2020 already, while some other third-party viewers still don't support either at all. The last nightly was over two years old, too, before nightly downloads were recently removed. Its user base is reduced to #OpenSimulator users who are at home on grids that still run #OpenSim versions with #Windlight.
Speaking of which, three, this will once again show an advantage of Second Life's centralised structure over decentralised OpenSim: If you've only got one instance, you've also only got one server-side software version to worry about. Second Life introduced PBR all over in one go.
In OpenSim, you can't expect all hundreds of grids and attached sims to upgrade to the newest version all at once, even if an OpenSim version with PBR should come out. Sure, most places run on 0.9.2.2 nowadays which even counts as a stable release while others are trying out 0.9.2.3.
But there are still places that run older versions, even on the #Hypergrid. 0.9.2.1, 0.9.2.0, 0.9.1.1, all still with Windlight instead of #EEP, sometimes even older and without BoM scripting support. I think some are still stuck at 0.8.2.1. And here and there, I think, there are even a few with even older versions and no BoM support whatsoever.
Some grid owners live by that typical Windows user credo: install once, never upgrade. And they extend it to their grid. It doesn't help that OpenSim is cross-platform, and the vast majority of at least private grids is running on desktop Windows.
Others are fairly conservative. There are grids that seem like they've spent the past ten years under a rock. They've still got mesh disabled. As far as I know, that very switch has been removed from OpenSim quite a while ago, just like the one in viewers. Naturally, these grids run very old versions because the grid owner doesn't see any benefits in upgrading if new versions only introduce stuff they don't care for anyway or even remove something they've come to love. I wouldn't be too surprised if there were grids that still run OpenSim 0.7.3 while being connected to the Hypergrid.
Forks come on top of that. Some grids still run on forks from 0.7.x days. Not only are these forks no longer maintained, but they weren't really soft forks to begin with. The maintainers only took over from vanilla what they deemed useful or necessary, leaving ArribaSim which used to be popular in German-speaking countries with flaky BoM support, probably because parts of BoM collided with the performance optimisations which Arriba was famous for.
NextGen is even worse. It never had any support for BoM built in, not even any kind of fallback. I still know one grid that runs NextGen in spite of its gaping and actually exploited security holes. The reason is NextGen's killer feature, namely a nifty point-and-click Web interface. And your typical NextGen grid admin depends on this very point-and-click interface to be able to run a grid. Such grids can only be saved by either grafting NextGen's Web interface onto vanilla OpenSim or adding another admin who can administer OpenSim on the command line, and who'll effectively take all power away from the current admin. Until that happens, such grids are partially stuck at 0.8.0.0 at best.
So this means that Second Life-only viewers can be developed against exactly one Second Life version. As soon as they want to support OpenSim, they'll have to cover some five years worth of releases or more.
At least we're in the lucky situation of having a fairly new official stable release. For there haven't been any stable releases between 0.8.2.1 which introduced BoM basics and 0.9.2.1 which was the last version with Windlight. Before 0.9.2.1, the Hypergrid was split into a few grids that played it safe and stuck with the stable release and lots of grids that preferred development versions over hopelessly outdated versions. This is also why the "0.8.2.1" versions of #Ruth2 v4 and #Roth2 v2 exist.
OpenSim will introduce PBR, this one is certain. It will have to in order to stay compatible with Firestorm, its most important viewer (sorry, #CoolVLViewer fans). But there will be a long period in which lots of grids will not have PBR. And even when a stable release of OpenSim with PBR is out, and #DreamGrid has made the switch to a PBR version, there will remain lots of places without PBR.
Viewers that are compatible with OpenSim will have to remain compatible with non-PBR places in some way. If the Firestorm devs say that it's impossible to keep supporting non-PBR, just like they said it's impossible to support both Windlight and EEP, that'd create a rift through the Hypergrid. Users on PBR grids could no longer visit non-PBR places and vice versa. They'd need two viewers, one with PBR, one without. And even that is impossible because you can't rez your avatar somewhere on the Hypergrid while logging in. Unless you have sims on your home grid that run on a different OpenSim version, you're stuck in your half of the Hypergrid.
The Windlight/EEP issue was solved acceptably: At least Firestorm versions with EEP have a fallback mode that uses EEP to emulate Windlight, and it looks like OpenSim versions with EEP have their own fallback for older viewers. If PBR means a similarly hard cut, I hope that there will be a similar compatibility solution.
#Metaverse -
@Aeris Irides Originally, yes, #LindenLabs introduced that rating system to #SecondLife as content warnings for sensitive users: If you don't want to see sex and/or gore, don't go to Adult-rated sims. If partial or complete nudity disturbs you, you may want to stay away from Moderate-rated sims as well. When the teen grid was shut down, the rating system was also used to kept users under 18 away from sims that weren't General-rated.
Of course, it also means that the content on the sims has to be appropriate for the rating. The Lindens probably don't take kindly to public sex being allowed and actually happening on General-rated sims if they find it out. On the other hand, I guess they may also go against rating misuse the other way, namely Adult-rated sims with no Adult-rated content. But these may be rare because there's no point in rating a Second Life sim Adult and keeping everything squeaky-clean.
Now, experience has shown us that the Second Life rating system simply doesn't work in #OpenSimulator. It is based on the real-life age of the users, and even in Second Life, it only works with age verification: Only if you can prove that you're 18 or older, you may enter sims with a Moderate or Adult rating.
But #OpenSim doesn't have age verification. The rating system doesn't work as an access restriction system based on real-life age. And the fact that it was originally intended as a content warning system is completely forgotten now.
Add to this the fact that OpenSim doesn't have pre-defined standard grid rules built in. Almost no grid has any rules to begin with, so there's also no written definition of these ratings in OpenSim whatsoever, probably also because many grid owners believe that it's commonly accepted that the definitions are the same as in Second Life.
Without user age verification, the focus has often switched away from the age of the users to the apparent age of the avatars. This, together with a lack of a common mandatory ratings definition, led to this not exactly rare new definition:- General = G-rated
- Moderate = G-rated; nobody knows what the difference to General is
- Adult = G-rated, but no child avatars allowed
In part, this is due to misunderstanding on the side of grid owners/sim owners who don't speak English as I've said in the start post. But it can also be wishful thinking by deeply prudish and up-tight people who want all smut gone from the #Hypergrid.
This, by the way, leads to an interesting phenomenon. You can often see it when you attend an event in a place where nudity is not just allowed as per the Adult rating and the implication that it means the same as in Second Life, but encouraged and actually practiced. So you have nude avatars dancing.
Then someone who isn't a regular, who most likely has never been there before, comes teleporting in. Hellos are exchanged. They stay for about five minutes. And then they teleport out without saying a word. Why? Because they've spent these five minutes waiting for everyone's clothes to rez. After these five minutes, however, they came to the conclusion that some of the avatars are actually naked. Thus, they escaped from that cesspool, disgusted and disturbed. They clearly didn't expect an Adult-rated sim to actually have Adult-rated content on it.
Now, why does OpenSim have this ratings system in the first place if it doesn't work? Because it has to stay as close to Second Life as possible so that it can use the same viewers.
Some viewer developers think that adding grid selection is sufficient to make a Second Life viewer compatible with OpenSim, and they wish this was the case so that they don't have to take any extra efforts upon them. AFAIK, there are less popular viewers which are pretty full-featured when it comes to Second Life, but which lack a lot of OpenSim-specific features because the devs lack capacities and motivation to include them. If they only ever use Second Life, they can't even test them in the first place. Even Firestorm has removed the ability to create subfolders under Outfits because Second Life doesn't support them anymore, regardless of them working perfectly well in OpenSim.
This also means that changing OpenSim in ways that replace Second Life features with original OpenSim features is completely out of question. OpenSim needs its own ratings and content warnings system, but that would have to sit next to Second Life's General/Moderate/Adult system in the viewers at first and eventually replace it altogether. Viewer devs won't do that.
What makes matters even more complicated is that the grids run widely different OpenSim versions which viewers have to stay compatible with. #OSgrid is always bleeding-edge. Other grids still run OpenSim 0.8.2.1 or even older. Or they run some fork from 0.7.* times that only had a select few changes from newer versions backported over time, and which are no longer maintained anyway. This explains why Otterland which is stuck on OpenSim NextGen lacks both #BakesOnMesh support and even a fallback for BoM avatars, so it wrecks any and all BoM avatars entering the grid.
Even if OpenSim did manage to introduce its own ratings system, it'd take years for all grids to implement it which would require some grids to shut down for good. On the viewer side, the #CoolVLViewer would be the first to implement it, the #FirestormViewer would follow when they deem it important enough to include it in one of their next releases, and probably all the others would lag behind a lot or never implement it in the first place and become useless for OpenSim. - General = G-rated
-
@Aeris Irides Originally, yes, #LindenLabs introduced that rating system to #SecondLife as content warnings for sensitive users: If you don't want to see sex and/or gore, don't go to Adult-rated sims. If partial or complete nudity disturbs you, you may want to stay away from Moderate-rated sims as well. When the teen grid was shut down, the rating system was also used to kept users under 18 away from sims that weren't General-rated.
Of course, it also means that the content on the sims has to be appropriate for the rating. The Lindens probably don't take kindly to public sex being allowed and actually happening on General-rated sims if they find it out. On the other hand, I guess they may also go against rating misuse the other way, namely Adult-rated sims with no Adult-rated content. But these may be rare because there's no point in rating a Second Life sim Adult and keeping everything squeaky-clean.
Now, experience has shown us that the Second Life rating system simply doesn't work in #OpenSimulator. It is based on the real-life age of the users, and even in Second Life, it only works with age verification: Only if you can prove that you're 18 or older, you may enter sims with a Moderate or Adult rating.
But #OpenSim doesn't have age verification. The rating system doesn't work as an access restriction system based on real-life age. And the fact that it was originally intended as a content warning system is completely forgotten now.
Add to this the fact that OpenSim doesn't have pre-defined standard grid rules built in. Almost no grid has any rules to begin with, so there's also no written definition of these ratings in OpenSim whatsoever, probably also because many grid owners believe that it's commonly accepted that the definitions are the same as in Second Life.
Without user age verification, the focus has often switched away from the age of the users to the apparent age of the avatars. This, together with a lack of a common mandatory ratings definition, led to this not exactly rare new definition:- General = G-rated
- Moderate = G-rated; nobody knows what the difference to General is
- Adult = G-rated, but no child avatars allowed
In part, this is due to misunderstanding on the side of grid owners/sim owners who don't speak English as I've said in the start post. But it can also be wishful thinking by deeply prudish and up-tight people who want all smut gone from the #Hypergrid.
This, by the way, leads to an interesting phenomenon. You can often see it when you attend an event in a place where nudity is not just allowed as per the Adult rating and the implication that it means the same as in Second Life, but encouraged and actually practiced. So you have nude avatars dancing.
Then someone who isn't a regular, who most likely has never been there before, comes teleporting in. Hellos are exchanged. They stay for about five minutes. And then they teleport out without saying a word. Why? Because they've spent these five minutes waiting for everyone's clothes to rez. After these five minutes, however, they came to the conclusion that some of the avatars are actually naked. Thus, they escaped from that cesspool, disgusted and disturbed. They clearly didn't expect an Adult-rated sim to actually have Adult-rated content on it.
Now, why does OpenSim have this ratings system in the first place if it doesn't work? Because it has to stay as close to Second Life as possible so that it can use the same viewers.
Some viewer developers think that adding grid selection is sufficient to make a Second Life viewer compatible with OpenSim, and they wish this was the case so that they don't have to take any extra efforts upon them. AFAIK, there are less popular viewers which are pretty full-featured when it comes to Second Life, but which lack a lot of OpenSim-specific features because the devs lack capacities and motivation to include them. If they only ever use Second Life, they can't even test them in the first place. Even Firestorm has removed the ability to create subfolders under Outfits because Second Life doesn't support them anymore, regardless of them working perfectly well in OpenSim.
This also means that changing OpenSim in ways that replace Second Life features with original OpenSim features is completely out of question. OpenSim needs its own ratings and content warnings system, but that would have to sit next to Second Life's General/Moderate/Adult system in the viewers at first and eventually replace it altogether. Viewer devs won't do that.
What makes matters even more complicated is that the grids run widely different OpenSim versions which viewers have to stay compatible with. #OSgrid is always bleeding-edge. Other grids still run OpenSim 0.8.2.1 or even older. Or they run some fork from 0.7.* times that only had a select few changes from newer versions backported over time, and which are no longer maintained anyway. This explains why Otterland which is stuck on OpenSim NextGen lacks both #BakesOnMesh support and even a fallback for BoM avatars, so it wrecks any and all BoM avatars entering the grid.
Even if OpenSim did manage to introduce its own ratings system, it'd take years for all grids to implement it which would require some grids to shut down for good. On the viewer side, the #CoolVLViewer would be the first to implement it, the #FirestormViewer would follow when they deem it important enough to include it in one of their next releases, and probably all the others would lag behind a lot or never implement it in the first place and become useless for OpenSim. - General = G-rated
-
@Aeris Irides Originally, yes, #LindenLabs introduced that rating system to #SecondLife as content warnings for sensitive users: If you don't want to see sex and/or gore, don't go to Adult-rated sims. If partial or complete nudity disturbs you, you may want to stay away from Moderate-rated sims as well. When the teen grid was shut down, the rating system was also used to kept users under 18 away from sims that weren't General-rated.
Of course, it also means that the content on the sims has to be appropriate for the rating. The Lindens probably don't take kindly to public sex being allowed and actually happening on General-rated sims if they find it out. On the other hand, I guess they may also go against rating misuse the other way, namely Adult-rated sims with no Adult-rated content. But these may be rare because there's no point in rating a Second Life sim Adult and keeping everything squeaky-clean.
Now, experience has shown us that the Second Life rating system simply doesn't work in #OpenSimulator. It is based on the real-life age of the users, and even in Second Life, it only works with age verification: Only if you can prove that you're 18 or older, you may enter sims with a Moderate or Adult rating.
But #OpenSim doesn't have age verification. The rating system doesn't work as an access restriction system based on real-life age. And the fact that it was originally intended as a content warning system is completely forgotten now.
Add to this the fact that OpenSim doesn't have pre-defined standard grid rules built in. Almost no grid has any rules to begin with, so there's also no written definition of these ratings in OpenSim whatsoever, probably also because many grid owners believe that it's commonly accepted that the definitions are the same as in Second Life.
Without user age verification, the focus has often switched away from the age of the users to the apparent age of the avatars. This, together with a lack of a common mandatory ratings definition, led to this not exactly rare new definition:- General = G-rated
- Moderate = G-rated; nobody knows what the difference to General is
- Adult = G-rated, but no child avatars allowed
In part, this is due to misunderstanding on the side of grid owners/sim owners who don't speak English as I've said in the start post. But it can also be wishful thinking by deeply prudish and up-tight people who want all smut gone from the #Hypergrid.
This, by the way, leads to an interesting phenomenon. You can often see it when you attend an event in a place where nudity is not just allowed as per the Adult rating and the implication that it means the same as in Second Life, but encouraged and actually practiced. So you have nude avatars dancing.
Then someone who isn't a regular, who most likely has never been there before, comes teleporting in. Hellos are exchanged. They stay for about five minutes. And then they teleport out without saying a word. Why? Because they've spent these five minutes waiting for everyone's clothes to rez. After these five minutes, however, they came to the conclusion that some of the avatars are actually naked. Thus, they escaped from that cesspool, disgusted and disturbed. They clearly didn't expect an Adult-rated sim to actually have Adult-rated content on it.
Now, why does OpenSim have this ratings system in the first place if it doesn't work? Because it has to stay as close to Second Life as possible so that it can use the same viewers.
Some viewer developers think that adding grid selection is sufficient to make a Second Life viewer compatible with OpenSim, and they wish this was the case so that they don't have to take any extra efforts upon them. AFAIK, there are less popular viewers which are pretty full-featured when it comes to Second Life, but which lack a lot of OpenSim-specific features because the devs lack capacities and motivation to include them. If they only ever use Second Life, they can't even test them in the first place. Even Firestorm has removed the ability to create subfolders under Outfits because Second Life doesn't support them anymore, regardless of them working perfectly well in OpenSim.
This also means that changing OpenSim in ways that replace Second Life features with original OpenSim features is completely out of question. OpenSim needs its own ratings and content warnings system, but that would have to sit next to Second Life's General/Moderate/Adult system in the viewers at first and eventually replace it altogether. Viewer devs won't do that.
What makes matters even more complicated is that the grids run widely different OpenSim versions which viewers have to stay compatible with. #OSgrid is always bleeding-edge. Other grids still run OpenSim 0.8.2.1 or even older. Or they run some fork from 0.7.* times that only had a select few changes from newer versions backported over time, and which are no longer maintained anyway. This explains why Otterland which is stuck on OpenSim NextGen lacks both #BakesOnMesh support and even a fallback for BoM avatars, so it wrecks any and all BoM avatars entering the grid.
Even if OpenSim did manage to introduce its own ratings system, it'd take years for all grids to implement it which would require some grids to shut down for good. On the viewer side, the #CoolVLViewer would be the first to implement it, the #FirestormViewer would follow when they deem it important enough to include it in one of their next releases, and probably all the others would lag behind a lot or never implement it in the first place and become useless for OpenSim. - General = G-rated
-
@Aeris Irides Originally, yes, #LindenLabs introduced that rating system to #SecondLife as content warnings for sensitive users: If you don't want to see sex and/or gore, don't go to Adult-rated sims. If partial or complete nudity disturbs you, you may want to stay away from Moderate-rated sims as well. When the teen grid was shut down, the rating system was also used to kept users under 18 away from sims that weren't General-rated.
Of course, it also means that the content on the sims has to be appropriate for the rating. The Lindens probably don't take kindly to public sex being allowed and actually happening on General-rated sims if they find it out. On the other hand, I guess they may also go against rating misuse the other way, namely Adult-rated sims with no Adult-rated content. But these may be rare because there's no point in rating a Second Life sim Adult and keeping everything squeaky-clean.
Now, experience has shown us that the Second Life rating system simply doesn't work in #OpenSimulator. It is based on the real-life age of the users, and even in Second Life, it only works with age verification: Only if you can prove that you're 18 or older, you may enter sims with a Moderate or Adult rating.
But #OpenSim doesn't have age verification. The rating system doesn't work as an access restriction system based on real-life age. And the fact that it was originally intended as a content warning system is completely forgotten now.
Add to this the fact that OpenSim doesn't have pre-defined standard grid rules built in. Almost no grid has any rules to begin with, so there's also no written definition of these ratings in OpenSim whatsoever, probably also because many grid owners believe that it's commonly accepted that the definitions are the same as in Second Life.
Without user age verification, the focus has often switched away from the age of the users to the apparent age of the avatars. This, together with a lack of a common mandatory ratings definition, led to this not exactly rare new definition:- General = G-rated
- Moderate = G-rated; nobody knows what the difference to General is
- Adult = G-rated, but no child avatars allowed
In part, this is due to misunderstanding on the side of grid owners/sim owners who don't speak English as I've said in the start post. But it can also be wishful thinking by deeply prudish and up-tight people who want all smut gone from the #Hypergrid.
This, by the way, leads to an interesting phenomenon. You can often see it when you attend an event in a place where nudity is not just allowed as per the Adult rating and the implication that it means the same as in Second Life, but encouraged and actually practiced. So you have nude avatars dancing.
Then someone who isn't a regular, who most likely has never been there before, comes teleporting in. Hellos are exchanged. They stay for about five minutes. And then they teleport out without saying a word. Why? Because they've spent these five minutes waiting for everyone's clothes to rez. After these five minutes, however, they came to the conclusion that some of the avatars are actually naked. Thus, they escaped from that cesspool, disgusted and disturbed. They clearly didn't expect an Adult-rated sim to actually have Adult-rated content on it.
Now, why does OpenSim have this ratings system in the first place if it doesn't work? Because it has to stay as close to Second Life as possible so that it can use the same viewers.
Some viewer developers think that adding grid selection is sufficient to make a Second Life viewer compatible with OpenSim, and they wish this was the case so that they don't have to take any extra efforts upon them. AFAIK, there are less popular viewers which are pretty full-featured when it comes to Second Life, but which lack a lot of OpenSim-specific features because the devs lack capacities and motivation to include them. If they only ever use Second Life, they can't even test them in the first place. Even Firestorm has removed the ability to create subfolders under Outfits because Second Life doesn't support them anymore, regardless of them working perfectly well in OpenSim.
This also means that changing OpenSim in ways that replace Second Life features with original OpenSim features is completely out of question. OpenSim needs its own ratings and content warnings system, but that would have to sit next to Second Life's General/Moderate/Adult system in the viewers at first and eventually replace it altogether. Viewer devs won't do that.
What makes matters even more complicated is that the grids run widely different OpenSim versions which viewers have to stay compatible with. #OSgrid is always bleeding-edge. Other grids still run OpenSim 0.8.2.1 or even older. Or they run some fork from 0.7.* times that only had a select few changes from newer versions backported over time, and which are no longer maintained anyway. This explains why Otterland which is stuck on OpenSim NextGen lacks both #BakesOnMesh support and even a fallback for BoM avatars, so it wrecks any and all BoM avatars entering the grid.
Even if OpenSim did manage to introduce its own ratings system, it'd take years for all grids to implement it which would require some grids to shut down for good. On the viewer side, the #CoolVLViewer would be the first to implement it, the #FirestormViewer would follow when they deem it important enough to include it in one of their next releases, and probably all the others would lag behind a lot or never implement it in the first place and become useless for OpenSim. - General = G-rated
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@Aeris Irides Originally, yes, #LindenLabs introduced that rating system to #SecondLife as content warnings for sensitive users: If you don't want to see sex and/or gore, don't go to Adult-rated sims. If partial or complete nudity disturbs you, you may want to stay away from Moderate-rated sims as well. When the teen grid was shut down, the rating system was also used to kept users under 18 away from sims that weren't General-rated.
Of course, it also means that the content on the sims has to be appropriate for the rating. The Lindens probably don't take kindly to public sex being allowed and actually happening on General-rated sims if they find it out. On the other hand, I guess they may also go against rating misuse the other way, namely Adult-rated sims with no Adult-rated content. But these may be rare because there's no point in rating a Second Life sim Adult and keeping everything squeaky-clean.
Now, experience has shown us that the Second Life rating system simply doesn't work in #OpenSimulator. It is based on the real-life age of the users, and even in Second Life, it only works with age verification: Only if you can prove that you're 18 or older, you may enter sims with a Moderate or Adult rating.
But #OpenSim doesn't have age verification. The rating system doesn't work as an access restriction system based on real-life age. And the fact that it was originally intended as a content warning system is completely forgotten now.
Add to this the fact that OpenSim doesn't have pre-defined standard grid rules built in. Almost no grid has any rules to begin with, so there's also no written definition of these ratings in OpenSim whatsoever, probably also because many grid owners believe that it's commonly accepted that the definitions are the same as in Second Life.
Without user age verification, the focus has often switched away from the age of the users to the apparent age of the avatars. This, together with a lack of a common mandatory ratings definition, led to this not exactly rare new definition:- General = G-rated
- Moderate = G-rated; nobody knows what the difference to General is
- Adult = G-rated, but no child avatars allowed
In part, this is due to misunderstanding on the side of grid owners/sim owners who don't speak English as I've said in the start post. But it can also be wishful thinking by deeply prudish and up-tight people who want all smut gone from the #Hypergrid.
This, by the way, leads to an interesting phenomenon. You can often see it when you attend an event in a place where nudity is not just allowed as per the Adult rating and the implication that it means the same as in Second Life, but encouraged and actually practiced. So you have nude avatars dancing.
Then someone who isn't a regular, who most likely has never been there before, comes teleporting in. Hellos are exchanged. They stay for about five minutes. And then they teleport out without saying a word. Why? Because they've spent these five minutes waiting for everyone's clothes to rez. After these five minutes, however, they came to the conclusion that some of the avatars are actually naked. Thus, they escaped from that cesspool, disgusted and disturbed. They clearly didn't expect an Adult-rated sim to actually have Adult-rated content on it.
Now, why does OpenSim have this ratings system in the first place if it doesn't work? Because it has to stay as close to Second Life as possible so that it can use the same viewers.
Some viewer developers think that adding grid selection is sufficient to make a Second Life viewer compatible with OpenSim, and they wish this was the case so that they don't have to take any extra efforts upon them. AFAIK, there are less popular viewers which are pretty full-featured when it comes to Second Life, but which lack a lot of OpenSim-specific features because the devs lack capacities and motivation to include them. If they only ever use Second Life, they can't even test them in the first place. Even Firestorm has removed the ability to create subfolders under Outfits because Second Life doesn't support them anymore, regardless of them working perfectly well in OpenSim.
This also means that changing OpenSim in ways that replace Second Life features with original OpenSim features is completely out of question. OpenSim needs its own ratings and content warnings system, but that would have to sit next to Second Life's General/Moderate/Adult system in the viewers at first and eventually replace it altogether. Viewer devs won't do that.
What makes matters even more complicated is that the grids run widely different OpenSim versions which viewers have to stay compatible with. #OSgrid is always bleeding-edge. Other grids still run OpenSim 0.8.2.1 or even older. Or they run some fork from 0.7.* times that only had a select few changes from newer versions backported over time, and which are no longer maintained anyway. This explains why Otterland which is stuck on OpenSim NextGen lacks both #BakesOnMesh support and even a fallback for BoM avatars, so it wrecks any and all BoM avatars entering the grid.
Even if OpenSim did manage to introduce its own ratings system, it'd take years for all grids to implement it which would require some grids to shut down for good. On the viewer side, the #CoolVLViewer would be the first to implement it, the #FirestormViewer would follow when they deem it important enough to include it in one of their next releases, and probably all the others would lag behind a lot or never implement it in the first place and become useless for OpenSim. - General = G-rated
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It's frightening how fragile the sims which I've listed in my mesh clothes shopping guide for the #Ruth2 family seem to be.
When the guide was still an unfinished draft, 100 Dresses disappeared from Catena di isole on the #VirtualHG grid. It has yet to resurface. Until then, the line is commented out.
Even earlier, Remmy Ravenhurst closed her sims in #OSgrid to start her own grid together with Tanned Babe. She has made a whole lot of textures for older mesh clothes. I'm still waiting for the grid to open. Another commented-out line.
Not long after I've published the guide, #DorenasWorld suffered from hard drive failure and spent three weeks offline during which it was impossible to get certain Klarabella Karamell creations and almost impossible to get the Deva Moda products. Now Klara is leaving the grid and relocating her own sims to OSgrid so I have to edit these lines. I myself am looking for a
While Dorenas World was already down, #Artdestiny got into software-side trouble, but it came back quickly.
The #EtheriaGrid had its own share of trouble several times, making certain exclusive textured #Clutterfly items unavailable. I hope it's halfway stable now.
Sabi Breen has completely redesigned Shopaholic once again, and she has yet to bring back her Damien Fate clothes.
Recently, Cloe Kegel, owner of the #Astralia Shopping City, posted something that sounded like she had also closed Shopping City for reconstruction. This could have meant the removal of older layer and mesh items, some of which can only be found there anymore. Fortunately, Shopping City is still open and complete.
And just a few minutes ago, I thought that Birch Grove on #Neverworld had been shut down in favour of its own spring variant which lacks some of the original's shops. It's still there, just not listed on #OpenSimWorld anymore. The spring variant with its new pride shop will receive a special mention when I make my list of shops with layer clothes useful for #BakesOnMesh bodies like Ruth2 v4.
#OpenSim #OpenSimulator #Metaverse #VirtualWorlds #RuthAndRoth -
It's frightening how fragile the sims which I've listed in my mesh clothes shopping guide for the #Ruth2 family seem to be.
When the guide was still an unfinished draft, 100 Dresses disappeared from Catena di isole on the #VirtualHG grid. It has yet to resurface. Until then, the line is commented out.
Even earlier, Remmy Ravenhurst closed her sims in #OSgrid to start her own grid together with Tanned Babe. She has made a whole lot of textures for older mesh clothes. I'm still waiting for the grid to open. Another commented-out line.
Not long after I've published the guide, #DorenasWorld suffered from hard drive failure and spent three weeks offline during which it was impossible to get certain Klarabella Karamell creations and almost impossible to get the Deva Moda products. Now Klara is leaving the grid and relocating her own sims to OSgrid so I have to edit these lines. I myself am looking for a
While Dorenas World was already down, #Artdestiny got into software-side trouble, but it came back quickly.
The #EtheriaGrid had its own share of trouble several times, making certain exclusive textured #Clutterfly items unavailable. I hope it's halfway stable now.
Sabi Breen has completely redesigned Shopaholic once again, and she has yet to bring back her Damien Fate clothes.
Recently, Cloe Kegel, owner of the #Astralia Shopping City, posted something that sounded like she had also closed Shopping City for reconstruction. This could have meant the removal of older layer and mesh items, some of which can only be found there anymore. Fortunately, Shopping City is still open and complete.
And just a few minutes ago, I thought that Birch Grove on #Neverworld had been shut down in favour of its own spring variant which lacks some of the original's shops. It's still there, just not listed on #OpenSimWorld anymore. The spring variant with its new pride shop will receive a special mention when I make my list of shops with layer clothes useful for #BakesOnMesh bodies like Ruth2 v4.
#OpenSim #OpenSimulator #Metaverse #VirtualWorlds #RuthAndRoth -
It's frightening how fragile the sims which I've listed in my mesh clothes shopping guide for the #Ruth2 family seem to be.
When the guide was still an unfinished draft, 100 Dresses disappeared from Catena di isole on the #VirtualHG grid. It has yet to resurface. Until then, the line is commented out.
Even earlier, Remmy Ravenhurst closed her sims in #OSgrid to start her own grid together with Tanned Babe. She has made a whole lot of textures for older mesh clothes. I'm still waiting for the grid to open. Another commented-out line.
Not long after I've published the guide, #DorenasWorld suffered from hard drive failure and spent three weeks offline during which it was impossible to get certain Klarabella Karamell creations and almost impossible to get the Deva Moda products. Now Klara is leaving the grid and relocating her own sims to OSgrid so I have to edit these lines. I myself am looking for a
While Dorenas World was already down, #Artdestiny got into software-side trouble, but it came back quickly.
The #EtheriaGrid had its own share of trouble several times, making certain exclusive textured #Clutterfly items unavailable. I hope it's halfway stable now.
Sabi Breen has completely redesigned Shopaholic once again, and she has yet to bring back her Damien Fate clothes.
Recently, Cloe Kegel, owner of the #Astralia Shopping City, posted something that sounded like she had also closed Shopping City for reconstruction. This could have meant the removal of older layer and mesh items, some of which can only be found there anymore. Fortunately, Shopping City is still open and complete.
And just a few minutes ago, I thought that Birch Grove on #Neverworld had been shut down in favour of its own spring variant which lacks some of the original's shops. It's still there, just not listed on #OpenSimWorld anymore. The spring variant with its new pride shop will receive a special mention when I make my list of shops with layer clothes useful for #BakesOnMesh bodies like Ruth2 v4.
#OpenSim #OpenSimulator #Metaverse #VirtualWorlds #RuthAndRoth -
It's frightening how fragile the sims which I've listed in my mesh clothes shopping guide for the #Ruth2 family seem to be.
When the guide was still an unfinished draft, 100 Dresses disappeared from Catena di isole on the #VirtualHG grid. It has yet to resurface. Until then, the line is commented out.
Even earlier, Remmy Ravenhurst closed her sims in #OSgrid to start her own grid together with Tanned Babe. She has made a whole lot of textures for older mesh clothes. I'm still waiting for the grid to open. Another commented-out line.
Not long after I've published the guide, #DorenasWorld suffered from hard drive failure and spent three weeks offline during which it was impossible to get certain Klarabella Karamell creations and almost impossible to get the Deva Moda products. Now Klara is leaving the grid and relocating her own sims to OSgrid so I have to edit these lines. I myself am looking for a
While Dorenas World was already down, #Artdestiny got into software-side trouble, but it came back quickly.
The #EtheriaGrid had its own share of trouble several times, making certain exclusive textured #Clutterfly items unavailable. I hope it's halfway stable now.
Sabi Breen has completely redesigned Shopaholic once again, and she has yet to bring back her Damien Fate clothes.
Recently, Cloe Kegel, owner of the #Astralia Shopping City, posted something that sounded like she had also closed Shopping City for reconstruction. This could have meant the removal of older layer and mesh items, some of which can only be found there anymore. Fortunately, Shopping City is still open and complete.
And just a few minutes ago, I thought that Birch Grove on #Neverworld had been shut down in favour of its own spring variant which lacks some of the original's shops. It's still there, just not listed on #OpenSimWorld anymore. The spring variant with its new pride shop will receive a special mention when I make my list of shops with layer clothes useful for #BakesOnMesh bodies like Ruth2 v4.
#OpenSim #OpenSimulator #Metaverse #VirtualWorlds #RuthAndRoth -
It's frightening how fragile the sims which I've listed in my mesh clothes shopping guide for the #Ruth2 family seem to be.
When the guide was still an unfinished draft, 100 Dresses disappeared from Catena di isole on the #VirtualHG grid. It has yet to resurface. Until then, the line is commented out.
Even earlier, Remmy Ravenhurst closed her sims in #OSgrid to start her own grid together with Tanned Babe. She has made a whole lot of textures for older mesh clothes. I'm still waiting for the grid to open. Another commented-out line.
Not long after I've published the guide, #DorenasWorld suffered from hard drive failure and spent three weeks offline during which it was impossible to get certain Klarabella Karamell creations and almost impossible to get the Deva Moda products. Now Klara is leaving the grid and relocating her own sims to OSgrid so I have to edit these lines. I myself am looking for a
While Dorenas World was already down, #Artdestiny got into software-side trouble, but it came back quickly.
The #EtheriaGrid had its own share of trouble several times, making certain exclusive textured #Clutterfly items unavailable. I hope it's halfway stable now.
Sabi Breen has completely redesigned Shopaholic once again, and she has yet to bring back her Damien Fate clothes.
Recently, Cloe Kegel, owner of the #Astralia Shopping City, posted something that sounded like she had also closed Shopping City for reconstruction. This could have meant the removal of older layer and mesh items, some of which can only be found there anymore. Fortunately, Shopping City is still open and complete.
And just a few minutes ago, I thought that Birch Grove on #Neverworld had been shut down in favour of its own spring variant which lacks some of the original's shops. It's still there, just not listed on #OpenSimWorld anymore. The spring variant with its new pride shop will receive a special mention when I make my list of shops with layer clothes useful for #BakesOnMesh bodies like Ruth2 v4.
#OpenSim #OpenSimulator #Metaverse #VirtualWorlds #RuthAndRoth -
@kaleb I was one of the first to use #Roth2 v2, and I still do. Not in #SecondLife, though, but in #OpenSimulator which it was originally made for. The body has been out for three years, and I got it in June 2020.
For those who don't know: Roth2 v2 is open-source and published under various free licenses.
The #RuthAndRoth project leader is in the Fediverse, by the way, @Austin Tate, as is his avatar, @Ai Austin, another Roth2 v2. He may be behind that Marketplace seller himself. One contributor is @Sean Heavy ✅🤙🏻☯🏳️🌈 who still maintains his own Roth 2.0 fork, #RothToo RC#1.
I've got some good advices for you after almost three years of using this body:
Get the Extras box along with the body. You may need it, although it isn't as essential as in the case of #Ruth2 v4.
Look around for good classic skins. Roth2 v2 is geared towards these. The body can handle 1024x1024 textures with no problems.
Don't use an unmodified stock shape. Make a copy of the one that suits you better (the Extras box contains a second shape), and then spend a few hours tweaking it, especially the face.
Speaking of the face, this goes for both Roth2 v2 and Ruth2 v4: First pull up the mouth closer to the nose. Then lift the chin so that it isn't as massive anymore.
Also, Roth2 v2 is as susceptible to short "T. Rex" arms as all the other bodies including the system body. You may want to change that.
If you can get loose skin textures as graphics files somewhere, and if you think you can afford importing them to SL after modifying them, edit them in GIMP or somewhere, carefully remove the toenails and import them to SL. Otherwise, don't wear sandals.
Roth2 v2 has very advanced #BakesOnMesh capabilities. For example, you can switch the alpha mode of the body on the HUD. This comes in handy if, for some reason, your alpha masks stop working.
Unlike older pre-BoM mesh bodies, Roth2 v2 does not have a fine-grained alpha HUD. It largely relies on alpha masks. And you will need alpha masks for just about everything you wear.
There are hardly any clothes that are rigged for Roth2 v2, only a very few all-clothes-in-one complete outfits. You will have to try clothes rigged for other bodies and see if they fit, and if so, how well. Get lots and lots of demos.
Forget beaches unless they're nude beaches. It's very very unlikely that you'll find swim trunks that fit Roth2 v2 well enough. I myself have to resort to classic layer swimwear plus a modified sculpty bulge I've found somewhere. In Second Life, you probably won't have any of this at your disposal.
Normally, I'd suggest you learn how to make your own alpha masks. I usually make my own ones. But in #OpenSim, I can upload as many alpha textures as I want for absolutely free whereas this can become quite expensive in Second Life.
Essentially, Roth2 v2 is a body for tinkerers. It is compatible with Second Life, but it was made for OpenSim and under the assumption that you can upload textures and other stuff without having to pay for it.
This meme shows what Roth2 v2 can look like in OpenSim with some work and some third-party additions.
Finally, a picture of my whole avatar:
#Metaverse #VirtualWorlds #MeshBody -
@kaleb Or if you're looking for a body with a very advanced #BakesOnMesh implementation that doesn't need an alpha HUD anymore, maybe #Roth2 v2 is something for you. You can get it straight from the creator's shop on the Marketplace. Not only is it free, but fully open-source.
#OpenSim #OpenSimulator #SecondLife #RuthAndRoth -
I've done it.
I've launched a #wiki on this #Hubzilla channel of mine. It's still at a very early stage of being a WIP, but it's there, and it has three pages already. It's written in Markdown, by the way, for those of you Hubzilla users who want to take a peek at how that's being done, seeing as there's no documentation on it.
Here it is.
The purpose of this wiki is not so much experimentation or showcasing a feature that no other #Fediverse project offers (I give #CalcKey 6 months tops to include a wiki engine, heh). Instead, I've created it for what wikis are for: sharing information.
More specifically, it's about the #Ruth2 and #Roth2 families of mesh bodies. It'll offer information and guides for those interested in using these bodies. The main focus is on #OpenSimulator, but maybe some who use Ruth2 v4 or Roth2 v2 in #SecondLife may find it useful, and be it to help them solve the mystery that's #BakesOnMesh, for I already have a page about that already.
#OpenSim #Metaverse #VirtualWorlds #RuthAndRoth -
I've done it.
I've launched a #wiki on this #Hubzilla channel of mine. It's still at a very early stage of being a WIP, but it's there, and it has three pages already. It's written in Markdown, by the way, for those of you Hubzilla users who want to take a peek at how that's being done, seeing as there's no documentation on it.
Here it is.
The purpose of this wiki is not so much experimentation or showcasing a feature that no other #Fediverse project offers (I give #CalcKey 6 months tops to include a wiki engine, heh). Instead, I've created it for what wikis are for: sharing information.
More specifically, it's about the #Ruth2 and #Roth2 families of mesh bodies. It'll offer information and guides for those interested in using these bodies. The main focus is on #OpenSimulator, but maybe some who use Ruth2 v4 or Roth2 v2 in #SecondLife may find it useful, and be it to help them solve the mystery that's #BakesOnMesh, for I already have a page about that already.
#OpenSim #Metaverse #VirtualWorlds #RuthAndRoth -
I've done it.
I've launched a #wiki on this #Hubzilla channel of mine. It's still at a very early stage of being a WIP, but it's there, and it has three pages already. It's written in Markdown, by the way, for those of you Hubzilla users who want to take a peek at how that's being done, seeing as there's no documentation on it.
Here it is.
The purpose of this wiki is not so much experimentation or showcasing a feature that no other #Fediverse project offers (I give #CalcKey 6 months tops to include a wiki engine, heh). Instead, I've created it for what wikis are for: sharing information.
More specifically, it's about the #Ruth2 and #Roth2 families of mesh bodies. It'll offer information and guides for those interested in using these bodies. The main focus is on #OpenSimulator, but maybe some who use Ruth2 v4 or Roth2 v2 in #SecondLife may find it useful, and be it to help them solve the mystery that's #BakesOnMesh, for I already have a page about that already.
#OpenSim #Metaverse #VirtualWorlds #RuthAndRoth -
I've done it.
I've launched a #wiki on this #Hubzilla channel of mine. It's still at a very early stage of being a WIP, but it's there, and it has three pages already. It's written in Markdown, by the way, for those of you Hubzilla users who want to take a peek at how that's being done, seeing as there's no documentation on it.
Here it is.
The purpose of this wiki is not so much experimentation or showcasing a feature that no other #Fediverse project offers (I give #CalcKey 6 months tops to include a wiki engine, heh). Instead, I've created it for what wikis are for: sharing information.
More specifically, it's about the #Ruth2 and #Roth2 families of mesh bodies. It'll offer information and guides for those interested in using these bodies. The main focus is on #OpenSimulator, but maybe some who use Ruth2 v4 or Roth2 v2 in #SecondLife may find it useful, and be it to help them solve the mystery that's #BakesOnMesh, for I already have a page about that already.
#OpenSim #Metaverse #VirtualWorlds #RuthAndRoth -
I've done it.
I've launched a #wiki on this #Hubzilla channel of mine. It's still at a very early stage of being a WIP, but it's there, and it has three pages already. It's written in Markdown, by the way, for those of you Hubzilla users who want to take a peek at how that's being done, seeing as there's no documentation on it.
Here it is.
The purpose of this wiki is not so much experimentation or showcasing a feature that no other #Fediverse project offers (I give #CalcKey 6 months tops to include a wiki engine, heh). Instead, I've created it for what wikis are for: sharing information.
More specifically, it's about the #Ruth2 and #Roth2 families of mesh bodies. It'll offer information and guides for those interested in using these bodies. The main focus is on #OpenSimulator, but maybe some who use Ruth2 v4 or Roth2 v2 in #SecondLife may find it useful, and be it to help them solve the mystery that's #BakesOnMesh, for I already have a page about that already.
#OpenSim #Metaverse #VirtualWorlds #RuthAndRoth -
@Owlmagnet That's because I'm not on Mastodon, but on a bigger and older project named #Hubzilla which nonetheless is federated with Mastodon through ActivityPub. #^https://hubzilla.org/ Hubzilla doesn't really have a character limit.
@Sean Heavy ✅🤙🏻☯🏳️🌈 Is my memory pranking me, or haven't you upgraded #RuthToo and #RothToo to #BakesOnMesh as well?
If I were better at tinkering, I'd try to isolate the fingernails and toenails from RothToo, give them the same BoM capability as those for #Ruth2 v4 and add the nail BoM controls from the Ruth2 v4 HUD to the #Roth2 v2 hud.
Not that I need that to put on the nail polish I've made a few months ago... -
@Owlmagnet That's because I'm not on Mastodon, but on a bigger and older project named #Hubzilla which nonetheless is federated with Mastodon through ActivityPub. #^https://hubzilla.org/ Hubzilla doesn't really have a character limit.
@Sean Heavy ✅🤙🏻☯🏳️🌈 Is my memory pranking me, or haven't you upgraded #RuthToo and #RothToo to #BakesOnMesh as well?
If I were better at tinkering, I'd try to isolate the fingernails and toenails from RothToo, give them the same BoM capability as those for #Ruth2 v4 and add the nail BoM controls from the Ruth2 v4 HUD to the #Roth2 v2 hud.
Not that I need that to put on the nail polish I've made a few months ago... -
@Owlmagnet That's because I'm not on Mastodon, but on a bigger and older project named #Hubzilla which nonetheless is federated with Mastodon through ActivityPub. #^https://hubzilla.org/ Hubzilla doesn't really have a character limit.
@Sean Heavy ✅🤙🏻☯🏳️🌈 Is my memory pranking me, or haven't you upgraded #RuthToo and #RothToo to #BakesOnMesh as well?
If I were better at tinkering, I'd try to isolate the fingernails and toenails from RothToo, give them the same BoM capability as those for #Ruth2 v4 and add the nail BoM controls from the Ruth2 v4 HUD to the #Roth2 v2 hud.
Not that I need that to put on the nail polish I've made a few months ago... -
@Owlmagnet That's because I'm not on Mastodon, but on a bigger and older project named #Hubzilla which nonetheless is federated with Mastodon through ActivityPub. #^https://hubzilla.org/ Hubzilla doesn't really have a character limit.
@Sean Heavy ✅🤙🏻☯🏳️🌈 Is my memory pranking me, or haven't you upgraded #RuthToo and #RothToo to #BakesOnMesh as well?
If I were better at tinkering, I'd try to isolate the fingernails and toenails from RothToo, give them the same BoM capability as those for #Ruth2 v4 and add the nail BoM controls from the Ruth2 v4 HUD to the #Roth2 v2 hud.
Not that I need that to put on the nail polish I've made a few months ago... -
@Owlmagnet @Cherowolf™️ I think what free content is in #SecondLife is legal content in #OpenSimulator.
It's possible to deck out an entire avatar in it, but you've got little to choose from, and it's hard to find it in the first place. And, of course, it's even harder for male avatars. Many creators think it isn't worth creating for male avatars because all they need is a shirt, a pair of jeans and a pair of shoes whereas female avatars need all kinds of stuff in all kinds of variations.
There is even only one legal male mesh body that can use #BakesOnMesh, #Roth2 v2. It was made in #OpenSim for OpenSim by a team lead by @Austin Tate, and it comes with an attached head. Although it's also available in the Second Life Marketplace as well from RuthAndRoth, very few clothes have ever been made for it, and they're all one-piece outfits. In OpenSim, only an acquaintance of mine has started making the first few pieces of clothing for Roth2 v2.
Add to this that the shape of its mesh is so much different from all other bodies that wearing mesh clothes not rigged for Roth2 v2 can only be worn with massive use of alpha-masking and covering pretty much the entire body so nobody can see the air between your body and your clothes. You can't go topless unless you're wearing layer swim trunks (+ a sculpty bulge); mesh bottoms rigged for any other body will clip into your body at the front and stand far off the body at the back. And the tops you have to wear all need a collar that goes at least halfway up your neck because they collide with your body right below the neck.
I've met the main mesh designer behind the body a while ago. She said that nobody involved, not even she herself, is satisfied with the shape of Roth2 v2, and that another complete re-design may be necessary. This probably won't happen anytime soon because the new team working on the #RuthAndRoth bodies is currently concentrating on #Ruth2. By then, we may actually have some more Roth2 v2 mesh clothes which would then become obsolete again.
Still, the only body I might consider replacing Roth2 v2 with is a direct successor. It has BoM features which you won't find on any stolen body, it supports alpha masks out of the box (I hate alpha HUDs), not to mention that it's legal, open-source and under free licenses. -
@Owlmagnet @Cherowolf™️ I think what free content is in #SecondLife is legal content in #OpenSimulator.
It's possible to deck out an entire avatar in it, but you've got little to choose from, and it's hard to find it in the first place. And, of course, it's even harder for male avatars. Many creators think it isn't worth creating for male avatars because all they need is a shirt, a pair of jeans and a pair of shoes whereas female avatars need all kinds of stuff in all kinds of variations.
There is even only one legal male mesh body that can use #BakesOnMesh, #Roth2 v2. It was made in #OpenSim for OpenSim by a team lead by @Austin Tate, and it comes with an attached head. Although it's also available in the Second Life Marketplace as well from RuthAndRoth, very few clothes have ever been made for it, and they're all one-piece outfits. In OpenSim, only an acquaintance of mine has started making the first few pieces of clothing for Roth2 v2.
Add to this that the shape of its mesh is so much different from all other bodies that wearing mesh clothes not rigged for Roth2 v2 can only be worn with massive use of alpha-masking and covering pretty much the entire body so nobody can see the air between your body and your clothes. You can't go topless unless you're wearing layer swim trunks (+ a sculpty bulge); mesh bottoms rigged for any other body will clip into your body at the front and stand far off the body at the back. And the tops you have to wear all need a collar that goes at least halfway up your neck because they collide with your body right below the neck.
I've met the main mesh designer behind the body a while ago. She said that nobody involved, not even she herself, is satisfied with the shape of Roth2 v2, and that another complete re-design may be necessary. This probably won't happen anytime soon because the new team working on the #RuthAndRoth bodies is currently concentrating on #Ruth2. By then, we may actually have some more Roth2 v2 mesh clothes which would then become obsolete again.
Still, the only body I might consider replacing Roth2 v2 with is a direct successor. It has BoM features which you won't find on any stolen body, it supports alpha masks out of the box (I hate alpha HUDs), not to mention that it's legal, open-source and under free licenses. -
@Owlmagnet @Cherowolf™️ I think what free content is in #SecondLife is legal content in #OpenSimulator.
It's possible to deck out an entire avatar in it, but you've got little to choose from, and it's hard to find it in the first place. And, of course, it's even harder for male avatars. Many creators think it isn't worth creating for male avatars because all they need is a shirt, a pair of jeans and a pair of shoes whereas female avatars need all kinds of stuff in all kinds of variations.
There is even only one legal male mesh body that can use #BakesOnMesh, #Roth2 v2. It was made in #OpenSim for OpenSim by a team lead by @Austin Tate, and it comes with an attached head. Although it's also available in the Second Life Marketplace as well from RuthAndRoth, very few clothes have ever been made for it, and they're all one-piece outfits. In OpenSim, only an acquaintance of mine has started making the first few pieces of clothing for Roth2 v2.
Add to this that the shape of its mesh is so much different from all other bodies that wearing mesh clothes not rigged for Roth2 v2 can only be worn with massive use of alpha-masking and covering pretty much the entire body so nobody can see the air between your body and your clothes. You can't go topless unless you're wearing layer swim trunks (+ a sculpty bulge); mesh bottoms rigged for any other body will clip into your body at the front and stand far off the body at the back. And the tops you have to wear all need a collar that goes at least halfway up your neck because they collide with your body right below the neck.
I've met the main mesh designer behind the body a while ago. She said that nobody involved, not even she herself, is satisfied with the shape of Roth2 v2, and that another complete re-design may be necessary. This probably won't happen anytime soon because the new team working on the #RuthAndRoth bodies is currently concentrating on #Ruth2. By then, we may actually have some more Roth2 v2 mesh clothes which would then become obsolete again.
Still, the only body I might consider replacing Roth2 v2 with is a direct successor. It has BoM features which you won't find on any stolen body, it supports alpha masks out of the box (I hate alpha HUDs), not to mention that it's legal, open-source and under free licenses. -
@Owlmagnet @Cherowolf™️ I think what free content is in #SecondLife is legal content in #OpenSimulator.
It's possible to deck out an entire avatar in it, but you've got little to choose from, and it's hard to find it in the first place. And, of course, it's even harder for male avatars. Many creators think it isn't worth creating for male avatars because all they need is a shirt, a pair of jeans and a pair of shoes whereas female avatars need all kinds of stuff in all kinds of variations.
There is even only one legal male mesh body that can use #BakesOnMesh, #Roth2 v2. It was made in #OpenSim for OpenSim by a team lead by @Austin Tate, and it comes with an attached head. Although it's also available in the Second Life Marketplace as well from RuthAndRoth, very few clothes have ever been made for it, and they're all one-piece outfits. In OpenSim, only an acquaintance of mine has started making the first few pieces of clothing for Roth2 v2.
Add to this that the shape of its mesh is so much different from all other bodies that wearing mesh clothes not rigged for Roth2 v2 can only be worn with massive use of alpha-masking and covering pretty much the entire body so nobody can see the air between your body and your clothes. You can't go topless unless you're wearing layer swim trunks (+ a sculpty bulge); mesh bottoms rigged for any other body will clip into your body at the front and stand far off the body at the back. And the tops you have to wear all need a collar that goes at least halfway up your neck because they collide with your body right below the neck.
I've met the main mesh designer behind the body a while ago. She said that nobody involved, not even she herself, is satisfied with the shape of Roth2 v2, and that another complete re-design may be necessary. This probably won't happen anytime soon because the new team working on the #RuthAndRoth bodies is currently concentrating on #Ruth2. By then, we may actually have some more Roth2 v2 mesh clothes which would then become obsolete again.
Still, the only body I might consider replacing Roth2 v2 with is a direct successor. It has BoM features which you won't find on any stolen body, it supports alpha masks out of the box (I hate alpha HUDs), not to mention that it's legal, open-source and under free licenses. -
@Owlmagnet @Cherowolf™️ I think what free content is in #SecondLife is legal content in #OpenSimulator.
It's possible to deck out an entire avatar in it, but you've got little to choose from, and it's hard to find it in the first place. And, of course, it's even harder for male avatars. Many creators think it isn't worth creating for male avatars because all they need is a shirt, a pair of jeans and a pair of shoes whereas female avatars need all kinds of stuff in all kinds of variations.
There is even only one legal male mesh body that can use #BakesOnMesh, #Roth2 v2. It was made in #OpenSim for OpenSim by a team lead by @Austin Tate, and it comes with an attached head. Although it's also available in the Second Life Marketplace as well from RuthAndRoth, very few clothes have ever been made for it, and they're all one-piece outfits. In OpenSim, only an acquaintance of mine has started making the first few pieces of clothing for Roth2 v2.
Add to this that the shape of its mesh is so much different from all other bodies that wearing mesh clothes not rigged for Roth2 v2 can only be worn with massive use of alpha-masking and covering pretty much the entire body so nobody can see the air between your body and your clothes. You can't go topless unless you're wearing layer swim trunks (+ a sculpty bulge); mesh bottoms rigged for any other body will clip into your body at the front and stand far off the body at the back. And the tops you have to wear all need a collar that goes at least halfway up your neck because they collide with your body right below the neck.
I've met the main mesh designer behind the body a while ago. She said that nobody involved, not even she herself, is satisfied with the shape of Roth2 v2, and that another complete re-design may be necessary. This probably won't happen anytime soon because the new team working on the #RuthAndRoth bodies is currently concentrating on #Ruth2. By then, we may actually have some more Roth2 v2 mesh clothes which would then become obsolete again.
Still, the only body I might consider replacing Roth2 v2 with is a direct successor. It has BoM features which you won't find on any stolen body, it supports alpha masks out of the box (I hate alpha HUDs), not to mention that it's legal, open-source and under free licenses. -
Yes, it's possible to dress avatars entirely in clothes made in and for #OpenSim. And that doesn't mean that you have to resort entirely to layer and prim clothes from 2011 or earlier.
Here's a picture of my in-world sister @Juno Rowland and me, taken less than an hour ago.
First of all, both Juno and I are wearing mesh bodies made in and for OpenSim. Mine is #Roth2 v2, Juno's is #Ruth2 v4, both from 2020 and fully enabled for #BakesOnMesh. Both bodies can be found, for example, on the official #RuthAndRoth sim on #OSgrid (hg.osgrid.org:80:RuthAndRoth).
As far as clothes and accessories are concerned, I am wearing Taarna Welles creations from head to toe. My new glasses (reMake Urban Glasses, modified by myself to have clear lenses), the hoodie (reMake Hoodie Men Grey Text) and the jeans (reMake Jeans Base Black) can be found on Taarna's more recent sim Savvy on her own #Bubblesz grid (bubblesz.nl:8002:Savvy). The LB Furio Sneakers, these are the black ones, are still made of sculpties and can be found on her old sim La Baronnie (bubblesz.nl:8002:La Baronnie).
Juno's outfit started with a Sasa pullover dress made by a friend of ours, Loru Destiny; it's available in her small shop at Needful Things on #PangeaGrid (pangeagrid.de:8002:Needful Things). Unfortunately, as you can see, this dress is rather short, too short for weather that justifies a knit dress and too risqué (or even risky) for dancing. Fortunately, while many Second Life creators build dresses against the skin of the corresponding mesh body, this one, while rigged for a predecessor of Juno's body, leaves enough room to wear mesh jeans rigged for the same body underneath it.
In this case, they are straight-cut jeans made by Klarabella Karamell, another friend of ours. You can get the piece of clothing itself and various textures for it at Bella Klara on #DorenasWorld (dorenas-world.de:8002:Bella Klara). Finally, the boots, reBoot Dune Middle Boots, are made by Taarna Welles again, and they can be found on Savvy.
#OpenSimulator #Metaverse #VirtualWorlds #VirtualClothing #VirtualFashion -
Yes, it's possible to dress avatars entirely in clothes made in and for #OpenSim. And that doesn't mean that you have to resort entirely to layer and prim clothes from 2011 or earlier.
Here's a picture of my in-world sister @Juno Rowland and me, taken less than an hour ago.
First of all, both Juno and I are wearing mesh bodies made in and for OpenSim. Mine is #Roth2 v2, Juno's is #Ruth2 v4, both from 2020 and fully enabled for #BakesOnMesh. Both bodies can be found, for example, on the official #RuthAndRoth sim on #OSgrid (hg.osgrid.org:80:RuthAndRoth).
As far as clothes and accessories are concerned, I am wearing Taarna Welles creations from head to toe. My new glasses (reMake Urban Glasses, modified by myself to have clear lenses), the hoodie (reMake Hoodie Men Grey Text) and the jeans (reMake Jeans Base Black) can be found on Taarna's more recent sim Savvy on her own #Bubblesz grid (bubblesz.nl:8002:Savvy). The LB Furio Sneakers, these are the black ones, are still made of sculpties and can be found on her old sim La Baronnie (bubblesz.nl:8002:La Baronnie).
Juno's outfit started with a Sasa pullover dress made by a friend of ours, Loru Destiny; it's available in her small shop at Needful Things on #PangeaGrid (pangeagrid.de:8002:Needful Things). Unfortunately, as you can see, this dress is rather short, too short for weather that justifies a knit dress and too risqué (or even risky) for dancing. Fortunately, while many Second Life creators build dresses against the skin of the corresponding mesh body, this one, while rigged for a predecessor of Juno's body, leaves enough room to wear mesh jeans rigged for the same body underneath it.
In this case, they are straight-cut jeans made by Klarabella Karamell, another friend of ours. You can get the piece of clothing itself and various textures for it at Bella Klara on #DorenasWorld (dorenas-world.de:8002:Bella Klara). Finally, the boots, reBoot Dune Middle Boots, are made by Taarna Welles again, and they can be found on Savvy.
#OpenSimulator #Metaverse #VirtualWorlds #VirtualClothing #VirtualFashion -
Yes, it's possible to dress avatars entirely in clothes made in and for #OpenSim. And that doesn't mean that you have to resort entirely to layer and prim clothes from 2011 or earlier.
Here's a picture of my in-world sister @Juno Rowland and me, taken less than an hour ago.
First of all, both Juno and I are wearing mesh bodies made in and for OpenSim. Mine is #Roth2 v2, Juno's is #Ruth2 v4, both from 2020 and fully enabled for #BakesOnMesh. Both bodies can be found, for example, on the official #RuthAndRoth sim on #OSgrid (hg.osgrid.org:80:RuthAndRoth).
As far as clothes and accessories are concerned, I am wearing Taarna Welles creations from head to toe. My new glasses (reMake Urban Glasses, modified by myself to have clear lenses), the hoodie (reMake Hoodie Men Grey Text) and the jeans (reMake Jeans Base Black) can be found on Taarna's more recent sim Savvy on her own #Bubblesz grid (bubblesz.nl:8002:Savvy). The LB Furio Sneakers, these are the black ones, are still made of sculpties and can be found on her old sim La Baronnie (bubblesz.nl:8002:La Baronnie).
Juno's outfit started with a Sasa pullover dress made by a friend of ours, Loru Destiny; it's available in her small shop at Needful Things on #PangeaGrid (pangeagrid.de:8002:Needful Things). Unfortunately, as you can see, this dress is rather short, too short for weather that justifies a knit dress and too risqué (or even risky) for dancing. Fortunately, while many Second Life creators build dresses against the skin of the corresponding mesh body, this one, while rigged for a predecessor of Juno's body, leaves enough room to wear mesh jeans rigged for the same body underneath it.
In this case, they are straight-cut jeans made by Klarabella Karamell, another friend of ours. You can get the piece of clothing itself and various textures for it at Bella Klara on #DorenasWorld (dorenas-world.de:8002:Bella Klara). Finally, the boots, reBoot Dune Middle Boots, are made by Taarna Welles again, and they can be found on Savvy.
#OpenSimulator #Metaverse #VirtualWorlds #VirtualClothing #VirtualFashion -
Yes, it's possible to dress avatars entirely in clothes made in and for #OpenSim. And that doesn't mean that you have to resort entirely to layer and prim clothes from 2011 or earlier.
Here's a picture of my in-world sister @Juno Rowland and me, taken less than an hour ago.
First of all, both Juno and I are wearing mesh bodies made in and for OpenSim. Mine is #Roth2 v2, Juno's is #Ruth2 v4, both from 2020 and fully enabled for #BakesOnMesh. Both bodies can be found, for example, on the official #RuthAndRoth sim on #OSgrid (hg.osgrid.org:80:RuthAndRoth).
As far as clothes and accessories are concerned, I am wearing Taarna Welles creations from head to toe. My new glasses (reMake Urban Glasses, modified by myself to have clear lenses), the hoodie (reMake Hoodie Men Grey Text) and the jeans (reMake Jeans Base Black) can be found on Taarna's more recent sim Savvy on her own #Bubblesz grid (bubblesz.nl:8002:Savvy). The LB Furio Sneakers, these are the black ones, are still made of sculpties and can be found on her old sim La Baronnie (bubblesz.nl:8002:La Baronnie).
Juno's outfit started with a Sasa pullover dress made by a friend of ours, Loru Destiny; it's available in her small shop at Needful Things on #PangeaGrid (pangeagrid.de:8002:Needful Things). Unfortunately, as you can see, this dress is rather short, too short for weather that justifies a knit dress and too risqué (or even risky) for dancing. Fortunately, while many Second Life creators build dresses against the skin of the corresponding mesh body, this one, while rigged for a predecessor of Juno's body, leaves enough room to wear mesh jeans rigged for the same body underneath it.
In this case, they are straight-cut jeans made by Klarabella Karamell, another friend of ours. You can get the piece of clothing itself and various textures for it at Bella Klara on #DorenasWorld (dorenas-world.de:8002:Bella Klara). Finally, the boots, reBoot Dune Middle Boots, are made by Taarna Welles again, and they can be found on Savvy.
#OpenSimulator #Metaverse #VirtualWorlds #VirtualClothing #VirtualFashion -
I was gone for two years, had three weeks off for holidays, and things are getting out of paws.
I gave up on the #LeLutka head, but I’m going back for Etheria Parrot’s #BakesOnMesh update and free Bento tail.
https://my.secondlife.com/lelani.carver/snapshots/63afb9ebb1551b40ee5038a1
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I was gone for two years, had three weeks off for holidays, and things are getting out of paws.
I gave up on the #LeLutka head, but I’m going back for Etheria Parrot’s #BakesOnMesh update and free Bento tail.
EDIT: #SecondLife
https://my.secondlife.com/lelani.carver/snapshots/63afb9ebb1551b40ee5038a1
-
I was gone for two years, had three weeks off for holidays, and things are getting out of paws.
I gave up on the #LeLutka head, but I’m going back for Etheria Parrot’s #BakesOnMesh update and free Bento tail.
https://my.secondlife.com/lelani.carver/snapshots/63afb9ebb1551b40ee5038a1
-
I was gone for two years, had three weeks off for holidays, and things are getting out of paws.
I gave up on the #LeLutka head, but I’m going back for Etheria Parrot’s #BakesOnMesh update and free Bento tail.
EDIT: #SecondLife
https://my.secondlife.com/lelani.carver/snapshots/63afb9ebb1551b40ee5038a1
-
I was gone for two years, had three weeks off for holidays, and things are getting out of paws.
I gave up on the #LeLutka head, but I’m going back for Etheria Parrot’s #BakesOnMesh update and free Bento tail.
EDIT: #SecondLife
https://my.secondlife.com/lelani.carver/snapshots/63afb9ebb1551b40ee5038a1
-
@Lelani Carver I'm still wondering how original, vanilla Ruth 2.0 (and which version, the 2017 test release, the RC#1, the RC#2 or the RC#3) became Sweet's Ruth 2.0 and through which steps. Sweet's Ruth 2.0 itself is closed-source (because Sweet Lynwood supplies neither the sources nor a link to them) which, to my understanding, goes against the licenses of original Ruth 2.0.
So much I know: The #BakesOnMesh conversion of Sweet's Ruth predates both #OpenSim mainline bodies #Roth2 v2 and #Ruth2 v4. Thus, it is not based on the latter. On Ruth2 v4, BoM works reasonably well, up to and including alpha masks on body and eyes, but its HUD only controls 12 alpha cut zones, head included.
I've got my doubts that Sweet Lynwood came into contact with the maintainers of Ruth2 who had had Roth2 v2 in the making already at that point; I guess she "re-invented the wheel" when she applied BoM to Ruth 2.0. Unlike Sweet's Ruth 2.0, Ruth2 v4 has two buttons on its HUD which can switch the alpha mode of body and eyes to alpha blending and alpha masking respectively. They're also very useful if the alpha mode of the body ends up off altogether after teleporting, causing all worn alpha masks to fail.
If you want to try the official Ruth2 v4, it may be available from the shop run by its maintainers.
What exactly was your issue? Did you put on layers (tattoos or clothes) that didn't appear? Did they appear in the wrong order? Did you put on alpha masks, but they didn't cut anything? Did you have trouble making self-made alpha masks fit?
If the latter is the case, try making a classic skin or a classic tattoo out of Robin "Sojourner" Wood's UV templates and using it as a reference. -
@Lelani Carver I'm still wondering how original, vanilla Ruth 2.0 (and which version, the 2017 test release, the RC#1, the RC#2 or the RC#3) became Sweet's Ruth 2.0 and through which steps. Sweet's Ruth 2.0 itself is closed-source (because Sweet Lynwood supplies neither the sources nor a link to them) which, to my understanding, goes against the licenses of original Ruth 2.0.
So much I know: The #BakesOnMesh conversion of Sweet's Ruth predates both #OpenSim mainline bodies #Roth2 v2 and #Ruth2 v4. Thus, it is not based on the latter. On Ruth2 v4, BoM works reasonably well, up to and including alpha masks on body and eyes, but its HUD only controls 12 alpha cut zones, head included.
I've got my doubts that Sweet Lynwood came into contact with the maintainers of Ruth2 who had had Roth2 v2 in the making already at that point; I guess she "re-invented the wheel" when she applied BoM to Ruth 2.0. Unlike Sweet's Ruth 2.0, Ruth2 v4 has two buttons on its HUD which can switch the alpha mode of body and eyes to alpha blending and alpha masking respectively. They're also very useful if the alpha mode of the body ends up off altogether after teleporting, causing all worn alpha masks to fail.
If you want to try the official Ruth2 v4, it may be available from the shop run by its maintainers.
What exactly was your issue? Did you put on layers (tattoos or clothes) that didn't appear? Did they appear in the wrong order? Did you put on alpha masks, but they didn't cut anything? Did you have trouble making self-made alpha masks fit?
If the latter is the case, try making a classic skin or a classic tattoo out of Robin "Sojourner" Wood's UV templates and using it as a reference. -
@Lelani Carver I'm still wondering how original, vanilla Ruth 2.0 (and which version, the 2017 test release, the RC#1, the RC#2 or the RC#3) became Sweet's Ruth 2.0 and through which steps. Sweet's Ruth 2.0 itself is closed-source (because Sweet Lynwood supplies neither the sources nor a link to them) which, to my understanding, goes against the licenses of original Ruth 2.0.
So much I know: The #BakesOnMesh conversion of Sweet's Ruth predates both #OpenSim mainline bodies #Roth2 v2 and #Ruth2 v4. Thus, it is not based on the latter. On Ruth2 v4, BoM works reasonably well, up to and including alpha masks on body and eyes, but its HUD only controls 12 alpha cut zones, head included.
I've got my doubts that Sweet Lynwood came into contact with the maintainers of Ruth2 who had had Roth2 v2 in the making already at that point; I guess she "re-invented the wheel" when she applied BoM to Ruth 2.0. Unlike Sweet's Ruth 2.0, Ruth2 v4 has two buttons on its HUD which can switch the alpha mode of body and eyes to alpha blending and alpha masking respectively. They're also very useful if the alpha mode of the body ends up off altogether after teleporting, causing all worn alpha masks to fail.
If you want to try the official Ruth2 v4, it may be available from the shop run by its maintainers.
What exactly was your issue? Did you put on layers (tattoos or clothes) that didn't appear? Did they appear in the wrong order? Did you put on alpha masks, but they didn't cut anything? Did you have trouble making self-made alpha masks fit?
If the latter is the case, try making a classic skin or a classic tattoo out of Robin "Sojourner" Wood's UV templates and using it as a reference. -
@jupiter_rowland Yes, that’s right. I was tinkering with #OpenSim and stumbled onto the periphery because Hyacinth Greymoon was telling people about it in #SecondLife - I still have one of her early #BakesOnMesh avatars that she uploaded from the repository.
There are several versions and forks now, currently evaluating @SeanHeavy ‘s and another one that handles the “alpha cuts” differently.
For some reason certain “cuts” on Sean’s alpha doll aren’t working, some silly tests are needed.
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@jupiter_rowland Yes, that’s right. I was tinkering with #OpenSim and stumbled onto the periphery because Hyacinth Greymoon was telling people about it in #SecondLife - I still have one of her early #BakesOnMesh avatars that she uploaded from the repository.
There are several versions and forks now, currently evaluating @SeanHeavy ‘s and another one that handles the “alpha cuts” differently.
For some reason certain “cuts” on Sean’s alpha doll aren’t working, some silly tests are needed.