[TUTOR] Organizing Your Inventory

November 12, 2008 at 4:48 pm | Posted in » Tutorials | 2 Comments
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Argh, that inventory is just clogged, it makes me SO frustrated when I open it.
But don’t worry – there is a simple, fun and clean way to fix this mess! And to make your inventory spotless-sparkly-clean…

Just like in real life, we sometimes store our junk in boxes for future review, and that also works for SL. I’ll show you how:

We shall start with storing unused junk that you have in a box. Why box? Because they are as one object in your Inventory, and in that object you can store TONS of unused junk for later review. More items in your Inventory cause more lag!

Go into Build mode and create a cube box (Note: this can be any other shaped prim, though I will use the box for this demonstration).


In the Build window, go to the Content tab. This is normally where you put scripts, items for sale, and now for storage!

Open your Inventory (bottom of screen) and create a folder by going to Create menu > New Folder.

This will create a brand new folder in your Inventory named “New Folder“. We need to rename the folder so we could recognize it afterward. So right click on the New Folder and choose Rename. For my demonstration I will use it for clothes, so I will name it a formal name: Old Fashioned Clothes. The name of the folder is only important for now so we could drag the items we wish into it.
Now we will open a new Inventory window so we could organize it in an easier way; go to the File menu and choose New Window.
A new Inventory window just popped, duplication of the already opened one.


Now we can search for our items and drag them to the folder. Tip: hold down the CTRL (Control) key and select all the items and drag.
After you’re done moving everything to the new folder, drag the folder onto the object’s Content tab.


Tada! The items are now stored in the object. Rename the object how you named the folder, so when you unpack it will have the same name.

So go to the General tab in Edit window and under “Name:” write the desired folder name. I will name it like the folder before: “Old Fashioned Clothes“.
You can also give a description to your storage object, for example: “These are very old fashioned clothes from 2007“. But this is optional ;)

Of course, we want the afterward experience of unpacking to be more pleasant and easy, so while still in General tab > When Left-Clicked, choose from the drop down “Open” option. This will enable so when you just click the object it will open the contents of the object and copy them to your Inventory when you want and necessary. But you can also use the other way, by using a script that automatically sends you a copy when you click the object, a tutorial on that can be found Here.
Your storage items can be found under the Objects folder within your Inventory.

After you have created simular storage boxes like the one we just made we can create a folder for them all to put them in.

Like previously we used a folder to collect all the items to put in the storage box, we do the same here: File menu > Create > New Folder.

Name the new folder “Storage Boxes“, or something else – as you wish, so we could recognize it. Drag in the storage boxes and you’re done for storing unused items!
Now for USED items but always clogging your Inventory… you can use the Folder power that we learned now: I like creating folders for everything in my Inventory, it has a “cleaner” look, I assume. But this is entirely up to you.

Here are my suggested folders to have:

* My Creations = For your own artwork, prim-work, texture-work and creations (if any).

* Avatars = For your avatar collection (if any). For example: furries, robots, dragons, etc’.

* Pants/T-Shirts/Jackets/Socks/Swimwear/Pyjamas/Casual/Formal = A folder for each one of those under the Clothing folder to make your Inventory more closet friendly.

* Eyes/Skins/Bodies/Hair = A folder for each one in your official Body Parts folder.

* Accessories = Most likely you have accessories, like hats, jewelry, etc’. This is always good to have a folder for.

* Landscape/Houses/Garden = A folder for each one of these. I normally store these under the official Objects folder. In there you can put Plants/Furniture/etc’.

* HUD & Scripted = I know I have a LOT of scripted objects and a lot of HUD’s, it’s always good to have them stored in a clean way for fast attaching. Also this is good for scripted toys that you might have.


[TUTOR] How to open a Link

October 7, 2008 at 10:10 pm | Posted in » Tutorials | Leave a comment
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This tutorial will explain to you how to open a link in Second Life that is not a clickable URL. You can most likely see a link in someone’s profile (where you cannot use HTML or the normal <a href= thing), or from chat text—both are total difference, but will be explained here.

First we will start with viewing it from public chat. Unlike IM, public chat on screen is NOT clickable, this means you cannot just *click* the URL to open it…
You need to:

1. Click on LOCAL CHAT at the bottom of your Second Life viewer.

2. Click the purple-colored link.

3. Wait for your browser to open and load.

-That’s it! Simple, ain’t it? Well, this one is a little bit more tricky…

Now I will explain how to open a link from an un-openable/clickable place, such as someone’s profile.
Like me, some people like putting MORE links in their profile than just the WEB tab, so the other sections of the profile seems like the perfect place—And it is. :)
Here is how to open it:

1. Open the person’s profile (right-click on avatar > PROFILE -or- SEARCH > PEOPLE).

2. Hold your left mouse-button and select and highlight the Link/URL.

3. Press CTRL+C (Control key and C letter) on your keyboard.

4. Open your browser.

5. Press CTRL+V (Control key and V letter) on your keyboard to paste the URL. Or, right-click on the URL bar and choose from the menu PASTE.

6. Hit ENTER for it to load.

There you have it! :D

[TUTOR] Giving all items from Contents tab (script)

September 2, 2008 at 3:26 pm | Posted in » General, » Tutorials | 1 Comment
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Tired of giving things to people with the “Buying” method? Want to give someone a free item without them having to do the long right click -> Buy/Open?? No worry, there is an easier way to solve this with a little scripting—-Folks can get the contents of the object with only a simple left-click.


First we need the object/prim that will be the content giver, it could be any object. I will use the simple plywood cube for example.

Next we’ll give our object a name in the General tab.

Why give a name? Great question. The name of the object will be our folder name once we’ve got a copy from the contents of the object. It automatically sets it to be the folder’s name.

We shall now put the contents you want to give (e.g. a notecard, clothing, object, sound, etc’). It can be any item. But if it’s more than one, better make a folder within your inventory and put them in the folder, *then* drop them into the Contents tab.

I will put a single Pink Carpet that I want to give for free. Do not worry—-a copy of the object will still be in your inventory. Unless it’s a non-copy permission object.

Finally, we now make the script that will give the contents to whoever touches the object.

Copy & Paste these following lines to a new script—-Make a new script by clicking the “New Script..” button. (remember to delete any other lines that are in the default new script before! Or else the script won’t work).

Script by Belita Tandino:


//For integer owneronly if it equals 0, anyone can recieve contents, if it is 1, only the owner can.
integer owneronly = 0;
key owner;
list gInventoryList;
list getInventoryList()
integer    i;
integer    n = llGetInventoryNumber(INVENTORY_ALL);
list          result = [];

for( i = 0; i < n; i++ )
result += [ llGetInventoryName(INVENTORY_ALL, i) ];
return result;
owner = llGetOwner();

gInventoryList = getInventoryList();

touch_start(integer total_number)
integer i;
for (i=0;i<total_number;i++)
key target = llDetectedKey(i);

if ( (target != owner) && (owneronly == 1) )  // person clicking isn’t owner and owneronly is set;
llInstantMessage(target,”Sorry, only the owner is allowed to get my contents.”);
llGiveInventoryList(llDetectedKey(i), llGetObjectName(), gInventoryList );
changed( integer change )
if ( change == CHANGED_INVENTORY )
gInventoryList = getInventoryList();


Save the script and close it. You will get a “Compile successful, saving…”. After it being saved: “Save complete.”

Close the script window and touch your object—-Accept the offer and look in your Inventory for a folder named as the contents giver’s name.

There you have it :) Well done!

[TUTOR] Disable from going AFK

August 13, 2008 at 5:40 pm | Posted in » General, » Tutorials | Leave a comment
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Annoyed from going AFK and then being logged off all the time when you leave Second Life alone? There is a solution for that not to happen!

Go to Advanced menu by hitting CTRL+ALT+D on your keyboard. Then Character -> Character Tests -> Go Away/AFK When Idle.

Or a less easier way is via “Debug Settings…”, type in the field “AllowIdleAFK”. Now set it to “FALSE”.

[TUTOR] How to unpack boxed items

August 9, 2008 at 1:15 pm | Posted in » General, » Tutorials | 2 Comments
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If you have got an item that is “boxed”, then it means the real items are in the Contents tab. How do you get them?

Go to your Inventory (The icon at the bottom of the screen, next to Mini-Map).

Under Objects folder, you can see your boxed item. Select that item and simply drag it to the ground.

Now that you have rezzed your boxed item; right click from the pie menu and choose “Open”. Now copy the items to your Inventory.

Open your Inventory window and under “My Inventory” you can find your items. E.g. If it’s just an object, you can find it under Objects folder. If it’s just an animation, you can find it under Animations folder, and so on. But if it’s a whole folder, you will see it under “My Inventory” in its own folder.

Have fun!

How To Make a Gesture – Tutorial

June 11, 2008 at 12:51 pm | Posted in » Pictures from SL | Leave a comment
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Wondered how people make sounds and even dance? Gesture is the answer!

What is a gesture?: A gesture is a form of non-verbal communication made with a part of the body, used instead of or in combination with verbal communication.


First go to your Inventory, then go to the “Gestures” folder. Right click on the folder and choose “New Gesture”. After a few seconds (or less!) you will get the gesture’s window. Which will look like this:

(This is the default gesture, a wave and a sound).

After we’ve deleted all the default lines. We make a new gesture and we will start with “Animations”.

What is an animation? Animation is the rapid display of a sequence of images of 2-D or 3-D artwork or model positions in order to create an illusion of movement. You can find your animations in your Inventory under the folder “Animations” – If you want to add an animation to the gesture it must have full permission (Copy/Modify/Transfer). You make animations of your own by using out-world tools, such as: QAvimator, Avimator, Poser.

Click on the “Add” button to add a new animation. Now you will get this slider:

You need to choose from your animation in your Inventory. I took for example the basic default “Laugh” animation that can be found in any Inventory.

Next will will add a sound to our gesture:

You can find your sounds in your Inventory under the “Sounds” folder. You can make your own sounds by using out-world tools such as: Audacity. The sound has to be full permission (Copy/Modify/Transfer) to be add to the gesture. Click the “Add” button to add a new sound. Now you will get this slider:

I chose a sound from my Inventory called “Dopefish”.

Next we will add a chat line. Select the “Chat” option and then click the “Add” to add a new chat line:

You will get a white box. Type the line you want to add to the gesture and then hit ENTER save the line:

Next we will add a “Wait”. “Wait” is very important, you need to put a “Wait” between every line that you make so the gesture will work properly. Select the “Wait” option and then click “Add” to add a new wait.

You will get now these options:

You can set time steps by seconds or until animations are done. But now we will choose with seconds:

I set 5.0 seconds waiting.

Next we will need to move the chat line upwards. Select the chat line and click “Move Up”. Every time you click “Move Up” it will move up in only one row.

Now we’ve put it to the top of the list:

Next we can move it downwards by the “Move Down” button:

Next we will give our gesture a description. A description is good if you want the next owner to know what the gesture does/what is it about.

Now we will give our gesture a trigger. A trigger is for fast use of the gesture. Usually it’s good to put a “/” before the text, if somehow you type it wrong or you want it silent with no typing. It also auto completes itself when you have “/” before the line.

Or you can use the “Replace with”. The “Replace with” is good when you want to write a line, but you want it to say something else. Or it to be invisible. Like here when I wrote “a” and “b”, which will show only the “b”.

You can also add shortcut keys to your gesture for faster effects. I put for example SHIFT+F10:

If you do not like one of your steps, you can always delete them by selecting one of them and clicking “Remove”:

Now we have deleted one of our steps:

After we’ve finished our gesture we will need to save it. Click the “Save” button:

Next you can see a preview of your gesture. Click the “Preview” button:

There you have it, your first gesture! Remember: The gesture has to be activated to be played.

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