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 Post subject: Second Inventory - Tips
PostPosted: Wed Mar 11, 2009 7:52 am 
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As we have no desire to shut down Second Inventory and allowing users to bring their things into the world, we have done quite a bit of testing to see what causes problems and what does not. Some of the issues are SI related, some are server related, OS related, but we've done our best to come up with working solutions for our residents to safely upload with SI. Please be sure you make note of these guidelines!

1. Textures - These are an interesting little issue. I've done them by putting them inside boxes in like SL then bringing them over. The rate at which SI sends them up to the server, tends to at times put them in, but doesn't really. So you end up with a 0 x 0 pixel texture. Which obviously does you no good. And the batch upload for textures is well... yeah, let's not go there. The easiest way and surest way of uploading textures to the world are as follows:

a. Using SI, do a Folder Back up where your textures are.
b. Select Export. Do NOT allow it to simply drop them into the folder as the txtbackup file it uses.
c. Set for file format you wish it to be saved as (jpg, tga, png)
d. After this is done, log into Inworldz with your viewer.
e. Select File -> Bulk Uploads
f. Navigate to your SI_Inventory folder (wherever you have it stored at), then to Exports and look for your folder.
g. Select all your textures and say OK.

Now you have all your textures and they have uploaded safely. The system will also be more likely to give you errors on bad files and stop the upload at that texture. Don't try to reup that particular texture, as it won't let you. Just reselect from the next texture on and keep going.

2. Sculpties - This was a tougher bug to discover. 128 x 128's are not only double the pixel size in file format, but this means it also has more information to dump into the table for assets. SI will usually time out on it with our configuration right now. Which means, you won't be able to get your 128 x 128 sculptie textures over. We recommend you resize them to 64 x 64, reapply them to the item you wish to export over, and resave it via SI, then bring it Inworldz.

2.a Objects with Sculpties - To go along with #2, objects that have 128 x 128 sculptie files will time out your SI viewer. Thus resulting in the object not being properly brought over. Simply change the sculptie files down to 64 x 64 on the object you are trying to import, resave to your HD, and import it over correctly.

3. Testing SI - There are 4 islands where you can safely use SI at right now, and just setting SI to log in at Testing SI will dump you in one of the 4. If you attempt to use SI anywhere else, your account will be locked, which will require Loki to unlock you, and be prepared to hear a lecture hehe. :)

Following these steps above, should ensure your safe uploads of SI, and allow the residents to bring their stuff over. Do realize, if for some reason, you copy something over to our world, that you do NOT have full rights on, and the original creator files a DMCA and notifies us, it will be removed from your inventory. In other words, we do not condone Copybot material being brought over.

If you bring over textures that are full perm from other worlds, we expect you to respect the original creator's rights in this regard. This means, you may not give them out yourself, as is standard TOS when you bought the textures in another world. You may use them for your builds, you may sell your builds, but you may not resell nor give away their textures. This is their decision to sell them in our world or not, but we also respect the fact you purchased these textures. If you do resell their textures or give them away freely to others, we will strip them from your inventory. There is a system in place for this as well, if you do it once, items will be removed, and you will get a warning. If you violate it again, we will ban you.

That being said, enjoy using SI, follow the guidelines above, and happy creating :)

Lecktor Hannibal wrote:
I've taken the time to create some screenshots that will hopefully help some of you out.
The settings you'll see here have worked very well for me.

This illustrates where to input your desired login location. Please use Testing SI as we've set those sims up specifically for this purpose.
Image



This illustrates where to input the data for our grid under preferences, custom grids, add grid.
Image




This illustrates the network settings that have worked for me. Yes, the udp protocol is a bit slower, but I've found reliable.
Image


I hope this helps.



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 Post subject: Re: Second Inventory - Tips
PostPosted: Wed Apr 15, 2009 9:28 pm 

Joined: Wed Apr 15, 2009 9:02 pm
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As someone just starting to explore the potential of InWorldz, this sort of good solid information is so refreshing. I had been debating whether to try using SI for this purpose, or try copybot - Aghast cries aside i did get a copy to see how well it can be used legitimately as a backup tool. Have not tried it yet . Think i may go the SI route.

I had heard such good things from Rosa about this grid, and it's sorta fun to be part of such a young grid when it's being done well. So hope to meet ya inworld :)


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 Post subject: Re: Second Inventory - Tips
PostPosted: Wed Apr 15, 2009 10:15 pm 
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SI is really very very handy. You can build all you want in Standalone, then save it down to HD and reup it to whatever grid allows you to use SI (so long as the object falls within that grid's building limits). I would hate to shut it down for any reason to be honest, as I've used it alot. I like things built InWorldz, but I also understand, from being a creator, that you work hard on your builds and want to bring them with you.

There's other reasons that I shall keep to myself as well for this decision that we're working on, but that's a bit down the road yet anyways.

Glad to see you here Keltic, and Rosa has been having a ball I will say :D



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 Post subject: Re: Second Inventory - Tips
PostPosted: Thu Apr 16, 2009 12:53 am 
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Location: Genesis in Inworldz with Him, my Master :P
Hi Elen

I have heard a lot about this SI, but I have never tried it myself as my 1st venture out into other worlds was only a short while ago into 'you know where'. Because I am mainly a Clothing creator in SL I figured I would have to upload my textures to here anyway, so may as well just remake things in here, as I was doing 'you know where' I do have some small builds in SL but I could easily remake those too... what I do have, however are a lot of full perms animations that I really could do with for the builds I intend to do here, with such a generous prim allowance, building is a dream here. There are a few personal things I would like to have for myself here too... I have such a lovely & disgustingly over bulging Inventory in SL that it would be nice to have some of those things in here with me should I decide to settle here. But I am weighing up the cost against my needs, not so much the cost of SI... about 5k I think.. but the cost of uploads. I recently joined LCO too before I knew about Inworldz & over there if you use SI it costs 10 currency for each upload, they say that is SI's charges for uploads, so if you add the cost of those uploads to the actual cost of SI.. well it soon mounts up just to have some luxuries.. I am also a bit worried about being able to figure out how to use the darn thing, not being technically minded at all

As you don't have a currency in place yet I am assuming my costs will be deducted by SI from my SL account, as you use SI I figured you would know about these things :P

btw your right... I am having a Ball :goodthing:



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 Post subject: Re: Second Inventory - Tips
PostPosted: Thu Apr 16, 2009 3:42 am 
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Location: The White House, Ruby Shores, InWorldz
Hi Rosa!
You've been misinformed about SI and upload costing. SI doesn't have it's own upload cost at all. Once you install it, you'll have to configure for our grid and there is a place in there for the current grid's upload fees. If you don't set it correctly, it just won't work. However, with InWorldz you can simply set 0. I'm sure at some point we will have fees for this once we establish our economic model, but at this time it's free as the wind. Perhaps I'll whip up a visual aided instruction on configuring SI for InWorldz.



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 Post subject: Re: Second Inventory - Tips
PostPosted: Thu Apr 16, 2009 10:36 am 
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Location: Genesis in Inworldz with Him, my Master :P
Hi Lecktor

A visual aid guide for SI would be a great help, I know that there are others like me who do not have a clue about it, so that would be a Bonus

TY

Smiles & waves



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 Post subject: Re: Second Inventory - Tips
PostPosted: Thu Apr 16, 2009 4:47 pm 
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Let's cover some basics about sculptie maps, as I've had to clean up a few large ones today and it causes issues with the grid.

Sculpties are great, they are wonderful tools for building and creating more realistic things. We all understand this. However, the size of a sculptie map, does NOT matter. What do I mean by this? Well, as most of us know, you can save images in your favorite program to be either 512, 128, 64 or 32 or whatever size you want really. By that I mean 512 x 128 or a 256 x 256, so on.

Sculptie maps are a flat 2d representation of a sphere and it's "vertices". Therefore, it has to render how that shape is going to look. Vertices are mathematical. So using a 64 x 64 pixel version of a sculptie file is no different than a 128 x 128, except for one thing: load time.

A Sculptie map that is set to 128 x 128 saved image size, is not going to produce any better quality sculptie than a 64 x 64 saved image size. But, it will take a lot longer to have a prim with a 128 x 128 sculptie file attached to it to rez than a 64 x 64 sculptie file.

So how do you fix this? Well, if you're not using SI, and actually uploading your sculptie maps directly, simply open them up in your favorite program (ie Adobe Photoshop or Gimp) and simply resize it to 64 x 64 and resave it. Then upload that new image.

If you're using SI, the pain is a bit more (trust me, I have to do this for my own stuff). First, you need to go back to the grid you originally created the item on (probably SL), and pull the item out. Find the larger sculptie map using Edit Linked Objects, and click on each prim in the build and find the one that has the larger file. That file is the one you need to resave as 64 x 64 image size. Upload new image to SL or other grid you built it in, then apply that to the prim it needs to be on. Make sure all is good with rest of prims, then use SI to export it to your hd. You can then bring it over here.

Now, we're fairly sure this is an OS grid code problem, Loki has been looking at it for last few days. And we're monitoring the grid pretty heavily for lag issues it causes. When we find the culprits, we usually remove them from the world. So if you find one missing, I will attempt to leave you a note in some way that the item was removed, and why. This is not to be mean, just making sure the grid remains as stable as possible.

If you're still unsure what to do, you can always contact the support team either in world or here or support system, and we'll try to talk you through it.



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 Post subject: Re: Second Inventory - Tips
PostPosted: Thu Apr 16, 2009 6:54 pm 
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Oooohhh That means I have to change the size of all my sculpt maps then doesnt it :omg:

Will replace them all ASAP

Thanks for the Info Elen :allgood:



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 Post subject: Re: Second Inventory - Tips
PostPosted: Thu Apr 16, 2009 9:35 pm 
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Sculpties are now fixed :) But I still do recommend using 64's where possible as it is much faster to load :D



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 Post subject: Re: Second Inventory - Tips
PostPosted: Thu Apr 16, 2009 11:23 pm 

Joined: Thu Apr 16, 2009 10:37 am
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Ok i'm not to sharp with SI how do i set it to Testing SI? and what islands are used? thnks :faint:


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