A Beginner`s Guide to Second Life 1

A Beginner`s Guide to Second Life 1
A Beginner’s Guide to Second Life
1
A Beginner’s Guide to
Second Life
By v3image
BOOK 1: Version 1.1 (5/2007)
2
A Beginner’s Guide to Second Life
A Beginner’s Guide to Second Life
By v3image
Copyright © 2007 by v3image
www.v3image.com
ISBN-10: 1-59507-189-X
ISBN-13: 978-159507-189-7
eBook Edition
(Also Available in Trade Paperback)
ArcheBooks Publishing Incorporated
www.archebooks.com
9101 W. Sahara Ave.
Suite 105-112
Las Vegas, NV 89117
All rights reserved, including the right to reproduce this book or portions thereof in
any form whatsoever. For information about this book, please contact ArcheBooks
at publisher@ArcheBooks.com.
This book is entirely a work of fiction. The names, characters, places, and incidents
depicted herein are either products of the author’s imagination or are used fictitiously. Any resemblance to actual events or locales or persons, living or dead, is entirely
coincidental.
First Edition: 2007
A Beginner’s Guide to Second Life
3
v3image
v3image
A uniquely qualified entrepreneurial team; educated and experienced
in their respective disciplines.
Maryann (Szostak) Wolf: Project Development
Ralph C. Wolf: Marketing, Public Relations, Business Development
Bob Gelinas: Production and Design Integration
Larry Mahar: Programming and Technology Design Specialist
Phillip Ricardo: Building, Animations, and Design
Eric Ricardo: Teen Design, Technology, and Software Support
Support Staff of Students, Educators, Developers, and Business
Community
4
A Beginner’s Guide to Second Life
In-World Acknowledgements
Special thanks to the Second Life Residents Tara Anna, Ralph Kearby, Phillip Colonial, Eric Wakaonna, Larry Mah, Prevailing Wind, Phillip Proctor, Mya Momiji,
SurveysXpress, QuickFlight Miles, and Reada Dailey in their hard work and help to
make this book possible.
Second Life research and filming locations included: Skybox Casino and Mall, The
Ricardo Group Office Complex, Archebooks Bookstore, PostNet, Wakaonna Business, various public sandboxes, SL Help Island, and ………the World.
A special heart felt recognition to Carl Post; who has always been there encouraging us all to grow beyond even our own expectations. Carl is not gone but is enjoying
a Second Life.
Visit the ArcheBooks Bookstore
Taesot (169,47,117)
in Second Life
A Beginner’s Guide to Second Life
5
How to Use This Book
You’ve heard about Second Life (SL), read articles about it, and you’re curious enough to
want to try it. Where do you begin? Looks complicated? It’s not, once you get a handle on the
basics.
This book is designed to give you the SL essentials quickly and painlessly. Our goal is to take
away any apprehension you might be feeling, eliminate the frustration often experienced by
the brand new Second Life resident, and make you a veteran player and resident as quickly
as possible so you can have fun. After all, that’s what Second Life is all about.
You can read this book from cover to cover; or just graze through the tips we offer as “inworld” experts. There are 20 Chapters. Many of the Chapters have practice Exercises; there
are a bunch of Tips, Hints and Shortcut Commands for quick reference, plus Information
on the Second Life Tools, Tabs, Menus and Things. Spend less than an Hour on each Chapter, or Breeze through a couple of Chapters a day. Design your own approach and become a
seasoned resident in a matter of a few days or a maximum of a week. It’s that easy.
Make notes in the book and gift one to a friend. When you complete the book, take the Quick
Flight Activity Challenge in the Appendix, and if you meet us “in-world” don’t forget to say “Hi.”
Oh, also browse the ArcheBooks Publishing Bookstore in Taesot (169,
47,117) where we always have something for everyone. Continually check back with us for
additional Books on Second Life.
6
A Beginner’s Guide to Second Life
What is Second Life? In their own words…
A Beginner’s Guide to Second Life
7
A BEGINNER’S GUIDE TO SECOND LIFE®
Your Quick Start Guide to the
Virtual World of Second Life
TABLE OF CONTENTS
In-World Acknowledgements ....................................... 5
How to Use This Book ............................................... 6
CHAPTER 1: MAKING HISTORY ................................. 11
Get a Life… A Second Life
CHAPTER 2: QUICKLY UP AND FLYING ......................... 15
Walking and Chewing Gum
CHAPTER 3: GATHERING INFORMATION ...................... 22
What you Don’t Know
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A Beginner’s Guide to Second Life
CHAPTER 4: TALK IS CHEAP ..................................... 26
Say What?
CHAPTER 5: LET’S GET OUT OF HERE .......................... 33
Search and You Shall Find
CHAPTER 6: STUFF AND MORE STUFF ......................... 38
Don’t Be a Pack Rat
CHAPTER 7: MAKING A MOVE ................................... 47
Edit Appeal
CHAPTER 8: TOOLING AROUND ................................. 54
Every THING is an Object
CHAPTER 9: OBJECTIONS PLEASE .............................. 63
The Numbers have It
CHAPTER 10: TEXTURES HAVE REAL APPEAL.................. 74
Build Live, Built Right, Build Second Life
CHAPTER 11: JUST LOOK AT ME NOW ........................ 82
You Are What You Wear
CHAPTER 12: SEW IN STYLE .................................... 96
Clothes Hog!
CHAPTER 13: CAPTURE THE MOMENT ........................ 106
Just Picture This
CHAPTER 14: PROFILING FUN ................................. 115
Groupies Do Rock
CHAPTER 15: FRIENDSHIP RINGS ............................ 125
Be True To Thyself
CHAPTER 16: PHONE HOME .................................... 131
Mapping It Out
A Beginner’s Guide to Second Life
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CHAPTER 17: ONE IF BY LAND ................................ 143
Two If By Sea
CHAPTER 18: LANDING PAD ................................... 151
Finding Your Pasture
CHAPTER 19: ECLECTICALLY SPEAKING ...................... 160
Know it All?
CHAPTER 20: TAG YOU’RE “IT” ................................ 169
No Longer a Newbie Now
APPENDICES...................................................... 173
TAKE THE QUICK FLIGHT ACTIVITY CHALLENGE ...................... 174
SECOND LIFE TRIVIA AND FACTS ........................................ 175
EASY COMMAND GUIDE ..................................................... 176
SL INFORMATION VENUES ................................................ 178
SECOND LIFE RESOURCES ................................................... 178
REAL LIFE RESOURCES ...................................................... 179
WEBSITE RESOURCES ....................................................... 180
EXPLORE SL RECOMMENDATIONS ......................................... 181
QUICK REFERENCE TERMS .................................................. 188
DEFINITION OF COMMON TERMS ........................................ 189
SCREEN COMMANDS ......................................................... 195
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A Beginner’s Guide to Second Life
Chapter 1: Making History
CHAPTER 1:
MAKING HISTORY
Get a Life… A Second Life
What is everyone talking about?
Your first question was probably “What is it?” You heard “3-D virtual world” and “game” in the same
sentence and figured a computer-based simulated environment. Your interpretation was that it’s a
Massively Multiplayer Online Game (MMOG). Then you were patiently told that you are a resident of
this world in real time, so you labeled it MMO-RPG (Role-Playing Game) and then added a RTS (RealTime Strategy). Sure, keep piling on those acronyms. You really won’t understand it until you enter this
popular new Social Environment yourself and experience first hand what everyone is buzzing about. In
the meantime, it is easier to tell you what it is not. This is not objective-based gameplay. It is not combat play (though there are areas that do support combat, it is not the focus). There are no clear winners
and losers. The game does not have levels of play and it does not end.
Second Life (www.secondlife.com) created by Linden Lab (www.lindenlab.com) is not promoted as
a “game” Instead the people at Linden Lab truly see it as a 3-D virtual world, and only different from our
Earth in that this world is “lived” via the Internet. Second Life opened to the public in 2003, and has
been growing explosively ever since. Already millions of people from around the Real World have inhabited it.
Phillip Linden (aka Phillip Rosedale) has expressed that Second Life is passionate about creating a
new version of an [Earth] where there is a fundamentally different and better set of capabilities1 (we’re
not sure what that means, but it sounds good). He says this means they want SL to be able to reach
everyone in the world, to be able to scale to 100s of millions of users and millions of servers, and to
remain an open decentralized system in which creativity rules. We’re not sure what that means either…but we are sold on Second Life. Our recommendation is that the best way to understand it is to
experience it first hand.
Huh, I think I have it. Tell me again
Second life is resident driven and self-evolving. It emphasizes socializing and an in-world virtual
economy driven by the sale and purchase of the content created by its members. The closest description of it would be to call Second Life by a subgenre of “Non-combat MMOSG (Massively Multiplayer
Online Social Game).”
Second Life is the first of its kind to achieve widespread success including attention from mainstream
media, the growing interest from international communities, and multi-national organizations looking to
1Summary
of a SL Forum post 04-07-2006, 03:49 PM by Phillip Linden, CEO/Founder Linden Lab.
A Beginner’s Guide to Second Life
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Chapter 1: Making History
expand brand awareness. Think of it as Myspace, YouTube, Amazon, eBay, and Sim City all wrapped
up together with Reuters, Toyota, Rockefeller Center, you, me, and VOIP. Pretty crazy, huh?
The SL world is computer-based and appears similar to the real world, with real world rules such as
gravity, wind, topography, locomotion, real-time actions, and communication. Communication has been
in the form of text typing, but now real-time voice communication is available using VOIP (Voice over
Internet Protocol). The push is for Second Life and Real Life (RL) to merge in business,
communications, entertainment, and virtually (“really”) everything.
About Second Life
Second Life (SL) content is about 90% resident-built. The environment is the creation of Linden Lab
(LL) whose name reflects their original address at 333 Linden Street, San Francisco. LL introduced
“Linden World” in 2002 which was more like a theme park. They later renamed their development to
“Second Life” and opened it to the general public in 2003. While SL is not the first virtual world of its
kind, it is a market leader in many ways.
The most unique aspect of Second Life is the fact that the users own the intellectual property of their
“in-world” creations. This has allowed users to create products in SL and then later “export” them to
another medium and still maintain ownership of that creation. The most noted is Tringo, which is
recognized as the first real world product created in a virtual world. Tringo blends aspects of puzzle
games and bingo. Tringo is now offered on Nintendo Game Boy Advance, ITV, PC, and mobile
platforms.
Second Life members are referred to as residents. This term was introduced by Linden Lab to give
users the feeling of belonging and ownership. Linden Lab continues to give residents as much control
over the content in the world as possible, which is evident in the creation tools available and now SL’s
open source code. SL allows residents to create interface businesses and exchanges. Residents
openly trade money, real estate, services, and products. They create objects in-world with primitive
shapes (cubes, cylinders, spheres, etc.); upload images, sounds, and animations for a small fee; and
have a range of tools to control their environment. There is a robust scripting engine called Linden
Script Language (LSL), which residents use to program objects that interact.
The economy within Second Life is dependent on the Linden
Dollar (L$) which allows residents to buy and sell the items
they have created. The Linden currency can also be traded
for US dollars (USD$) via the LindeX service (run by Linden
Lab with “controls” restricting volume trades). The
economy is closely monitored by LL to insure
stabilization of the Linden Dollar. The sinks (things
that cause L$ to be disposed of) and sources (things that
introduce L$ into the economy) are managed and publicly
reported. LL actively watches the indicators and intervenes
to prevent swinging inflation or deflation in the value of the
L$.
Residents buy the currency using real credit cards and can cash them in using an official SL exchange
rate. More and more residents are claiming income that equals real life income. Residents have also
become to claim assets valued at more than a million US dollars mostly stemming from SL real estate
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A Beginner’s Guide to Second Life
Chapter 1: Making History
dealings. Linden Lab makes its money by selling and charging “tier” fees on the
real estate in Second Life. They also take a cut on currency exchanges, receive
membership fees, and charge for uploading images, sound, and animations.
The trademark logo chosen for Second Life is a hand (see illustration). It can
readily be found throughout SL and RL (Real Life) displayed in different colors
and with or without the words “Second Life.” The hand symbol, with an inset of
what appears to look like an eye, appears in various Linden creations and has
been seen on both the sun and the moon. The hand as a symbol is considered
important in real life civilizations as well. In many different cultures throughout
the ages, the mysterious hand symbol has appeared in paintings and other art
forms.
A Beginner’s Guide to Second Life
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Chapter 1: Making History
The Teen Connection
Teen Second Life was introduced by LL in early 2005 for kids age 13-17 to develop a parallel world on
a Teen specific grid. This was done to prevent teens from entering false information to participate in
the Main Grid which is strictly reserved for people aged 18 and over. The Teen Grid also restricts
adult interaction.
Beginning January 1, 2006, the Teen Grid expanded their hours from the Linden Lab office hours to a
more realistic 24/7 (24 hours 7 days a week). The Teen Grid is patrolled by Lindens (Linden Lab
employees) to insure a safe environment. The teen side has not experienced the same degree of
robust growth as the Main Grid.
Teens seem confused about Second Life and often approach it like another combat game. It’s not
unusual to see weapons and combat gear in full view. Similar to the Main Grid, the residents are in
control of the environment’s growth and development. When a teen Avatar turns 18 they are
transferred with their content and any private islands they own to the Main Grid.
In an attempt to encourage more development and educational programs on the Teen Grid, Linden
Lab restricts adult presence on the teen side to Private Islands but the adults have to submit to a
background check and the Island has to have visibly posted that adults are present.
Real World Collides with Second Life
SL is experiencing the typical growing pains associated with explosive growth. It is also an open
environment which means it can be used by anyone with Internet access. This creates a number of
real world problems ranging from the technical (Budgeting of server resources and viral attacks), to
moral (Pornography), to legal (copyright infringements, gambling laws, and general lawsuits).
And of course, not all press is good press. Second Life continues to have its share of critics. Overall
the press has embraced it. This is illustrated with the impressive number of positive articles on Second
Life that have been published by well known news agencies.
Second Life has also been recognized as an educational environment. Perfect for distance learning,
computer supported cooperative work, simulations, and corporate training. Allowing individuals to
practice skills, try new ideas, and learn from their mistakes. Second Life is already being heralded for
its potential to enrich existing curricula and supplement the traditional classroom. Virtual reality
gameplay is increasingly being embraced as a vehicle to reach and influence the masses.
Whoever you are, wherever you live, and whatever you do in Real Life doesn’t matter here. Your age,
physical limitations, socio-economic status, race, language, job skills, and education are only what you
make of them. Quoted from the creators of Second Life:
“Your World. Your Imagination.”
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A Beginner’s Guide to Second Life
Chapter 2: Quickly Up and Flying
CHAPTER 2:
QUICKLY UP AND FLYING
Walking and Chewing Gum
Why Second Life?
Ever dream of being someplace far away, being someone else, or looking different then you do? What
would it be like in a world where you get to choose who you are, how you look, where you live, and
what you do? Does it sound too good to be true? It’s here and it’s within easy reach through the Internet. Escape with us to the three dimensional virtual world called Second Life (SL).
In SL you get to create yourself and re-create yourself as many times as you want. Sign up free or
choose a membership plan. Either way, you receive your own fantasy person, an Avatar (your in-world
persona). You get to create and develop your Avatar’s appearance, personality, and interests. Later,
you might even find reasons to have more than one Avatar in Second Life.
SIGN-UP TIPS AND HINTS:
●
Don’t stress over which membership type to select, it can easily be
changed later. Subscribe free just to get started. Add a credit card when
initially signing up for a free account and automatically receive some
Linden Dollars (your credit card will not be charged).
●
Choose your name carefully (this CANNOT be changed later, though
you can sign up again under another name but you will probably want to
keep your first Avatar).
●
Pick any body type to start, this you CAN change and re-create as many
times as you want.
●
Download Second Life Software. Make note of the system requirements
to make sure your computer can handle it.
A Beginner’s Guide to Second Life
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Chapter 2: Quickly Up and Flying
Orientation or Experience?
Once you’ve signed up and downloaded the software, you are now ready to begin.
All new Avatars start on Orientation Island (“OI”) and then have the option to Teleport to one of the Mainland welcome areas for exploration or a Help Island (“HI”).
Help Island’s access is restricted to Mentors, Greeters, Live Helpers and some
Lindens (employees of Second Life’s creator “Linden Lab”). The Orientation approach keeps changing as Linden Lab receives feedback and perfects the
experience.
If you have the time, and patience you can easily spend eight hours or more at
these Orientation locations preparing for your entrance into Second Life. Or like the
rest of us, you can just get out there and start learning by trial and error (which is
highly recommended). If you choose the latter, this book is for you. Our goal is to
give you the basics you need in order to quickly adapt to SL and look less like a
Newbie. Once you acquire the basic knowledge and skills needed for appearance,
motion, building, and exploring, you can simply relax and enjoy creating, networking,
shopping, and gaming to your hearts content. Then, if you choose to become a
more advanced player, you can contribute to Second Life through your own innovative and productive endeavors.
ORIENTATION TIPS AND HINTS:
16
●
Orientation Island is set as your starting point. This Island provides a
couple very short Note card tutorials and then offers to teleport you to
one of the Orientation Help Islands to further your knowledge. Once you
exit these islands, you cannot return unless you sign up a new Avatar.
Don’t worry; there are other locations we will talk about that will give you
the same information (in case you really feel you missed something).
●
When you first see your Avatar, move it (see EXERCISE 1), other new
Avatars will start landing on top of you at this same landing point.
●
Don’t worry that your clothes look like they might not be loaded yet; and
don’t worry if you look like everyone else; or as confused as everyone
else, you will quickly get over it.
●
First thing to do is to start walking and get away from the landing point.
Don’t worry about bumping into people, everyone does it.
A Beginner’s Guide to Second Life
Chapter 2: Quickly Up and Flying
The Obvious Isn’t So Obvious
One of the first things you will notice in SL is it is full of things that just aren’t obvious. We are going to
be talking about a whole lot of the basics in this book and even if what we say seems obvious, if you
actually do read everything we write you will find out that there is a lot of things that aren’t so obvious
that you will be picking up in these lessons.
If you have a friend who is also new to SL, it helps to share your new found wisdom (and shortcuts).
Sharing information is the quickest way to getting up and running (flying in this case). Even if you have
been in SL for awhile, some of the basics may have eluded you. We may just have the information
here you are looking for.
Believe it or not, the first obviously counterintuitive thing you’ll face is just moving your Avatar around.
The default view has a camera looking past your Avatar from behind. That’s called a third person
mode. Later we will explain how to move the camera around to even look at your avatar from the front.
Right now work through this first of many exercises to come.
Note: When the words Click or Select are used, it is the same as being instructed to Left-click using
your mouse. Alternate commands are designated by parenthesis ( ).
EXERCISE 1: MOVEMENT
Practice using the arrow key (Ï) on your keyboard and pointing your mouse in the direction you want
your Avatar to walk.
BASIC WALKING
♦
Move your mouse to the top of the screen above your Avatar’s head. Notice that your Avatar
looks up.
♦
Move your mouse down to the ground and notice your Avatar looks down.
♦
Use your up arrow key (Ï) on your keyboard and your Avatar walks forward.
♦
Try (Í) and your Avatar turns to the left. Use (Î) and the Avatar turns to the right. Press
(Ð) and your Avatar walks backwards. Try the different arrow keys to see what happens. Also, try the page up and page down key. Now you’re jumping and squatting. See, it’s that
easy.
ADVANCED WALKING
♦
Mouselook: If you have one, roll forward the wheel located on your mouse; or if you don’t
have a wheel mouse, press the “m” (same as M) key and the view on your screen changes to
mouselook. Make sure Chat is closed (use the esc key or toggle Chat by pressing the Chat
button) when you type a single letter command like “M”. You are now looking at the world
through the eyes of your Avatar. The mouselook makes it a lot easier to move your Avatar
and maneuver through tight spaces. It will also make flying easier.
A Beginner’s Guide to Second Life
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Chapter 2: Quickly Up and Flying
♦
When in mouselook look for a cursor symbol in the middle of your screen. Using your mouse,
point that symbol to where you want to look, walk, or fly.
♦
When walking or flying, keep the cursor at the level of the horizon. This gives you the best
control over your direction and your location between the ground and sky.
♦
Keep your mouselook cursor in the center of your screen and press the forward arrow key
(Ï).
♦
Now move your mouselook cursor to where you want your Avatar to look or to move when
pressing the arrow key (Ï).
FLYING
♦
Stay in mouselook and left-click the Blue “Fly” button on the bottom of your screen.
♦
Move your mouselook cursor slightly up from the horizon while pressing the forward arrow
(Ï).
♦
Move your mouselook cursor back to the horizon. Then move the cursor right (or left) in the
direction you want to move. At the same time press your forward arrow (Ï) on the keyboard.
♦
Now you are flying. Practice flying around.
LANDING
♦
Point your mouselook cursor symbol to the ground while pressing the forward arrow key (Ï).
♦
Once you are close to the ground, left-click the “Stop Flying” button at the bottom of your
screen and your Avatar will land.
♦
Practice letting up on your arrow key (Ï) as you get close to the ground for a smoother landing.
♦
Another way to land is to use your Page Down key. Once you are at the spot you want to
land, hold Page Down and it will give you a solid landing keeping you balanced and on your
feet. Keep your mouselook at the horizon or come out of mouselook for the landing.
You’ll soon get the hang of it…we all do.
Sometimes Everyone Is Klutzy
If you bump or accidentally shove someone, remember to apologize. It happens to all of us, and saying
“sorry” isn’t ever really out of place. Sometimes you’ll find yourself in a crowd or a confined space
where you can’t maneuver well so it is not uncommon to walk into things and people. This happens a
lot when you first arrive in a location and everything around you hasn’t yet rezzed (gained full resolution, i.e. appeared). Just go slow while you are trying to get the hang of it.
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A Beginner’s Guide to Second Life
Chapter 2: Quickly Up and Flying
Besides walking you can actually set your Avatar to run. Practically nobody does this but Newbies, because it’s really not faster than walking and the effect looks pretty silly. But if you want to, just left-click
World on the Menu Bar and select Always Run (Ctrl-R). Turn it off the same way.
Flying, of course is the fastest way to go. Wow, wouldn’t that be great if we could fly like this in real
life? It is a whole lot more fun then walking. As soon as you start flying, you will notice that graceful
landings take a little practice. The tricks to it are part of the Exercise and the Tips in this Chapter.
SHORTCUT COMMANDS:
Mouselook Toggle*
Exit Mouselook**
Fly Toggle**
Fly**
Stop Flying**
Always Run
M (or roll mouse wheel)
esc
Home
Page Up + Ï
Page Down
Ctrl-R
*Make sure Chat bar is closed when typing a single
letter command.
**Press designated key on your keyboard
A Beginner’s Guide to Second Life
19
Chapter 2: Quickly Up and Flying
WALKING AND FLYING TIPS AND HINTS:
●
Press LIGHTLY on the arrow key. Common mistake is to be heavy
handed and over fly your target, fly into things, or walk into people.
●
Touch the “escape” (esc) key or press “M” on your keyboard to turn off
mouselook. OR rollback the wheel on your mouse if you have one.
When you can see your Avatar, you are no longer in mouselook.
●
Point your mouselook cursor straight up and you will look in that direction.
●
Point your mouselook cursor and Press the arrow key (Ï) or Press
your “Page Up” key and you are walking or flying in the direction of
your cursor.
●
Always remember, you will look, fly, or walk in the direction of your
mouselook cursor.
●
You can release mouselook at any time and re-enable it at any time;
even in mid movement. Just make sure that your Chat (esc) is closed
if you use the “M” to toggle.
●
If your movements feel too fast, hold the space-bar down on your
keyboard, it will slow you down until you feel more control over walking and flying.
●
Left-click is also used for the Menu Bar at the top of your screen and
the Button Bar at the bottom.
●
Generally speaking, left-click is used simply to select and the rightclick usually is used to open for more information within Second Life
(Windows, Pie Menus, etc.).
You’re Basically There
You now have the basics of movement under control, but you are still on Orientation Island. You can
follow the path and read all of the detailed instructions or just do the minimum requirements to get to
the Exit. Since Linden Lab keeps changing the Orientation experience, we can’t direct you exactly how
to get out, but the faster you can, the faster you can start living.
Typically, from Orientation you are transferred to a Help Island. Since they transport you there as a
Newbie, take advantage of the environment for some of the following chapters. We recommend you
continue breezing through a couple of these basics and then we will help you step into the real Second
Life. There’s plenty more to know, you can tell that just by the number of Chapters in this Book. Trust
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A Beginner’s Guide to Second Life
Chapter 2: Quickly Up and Flying
me, the book will get you through your Newbie period a lot faster then trying to go through all of those
learning stations.
A Beginner’s Guide to Second Life
21
Chapter 3: Gathering Information
CHAPTER 3:
GATHERING INFORMATION
What you Don’t Know
Notecard Information
Okay, so you believe you might be missing something if you don’t explore everything on these Orientation and Help Islands. The information offered can overwhelm you. Some players get frustrated by
trying to absorb everything in Orientation and Help and they don’t return to SL; or they let too much
time pass before they return and are frustrated having to review the same information and still don’t fully grasp what SL is all about. Since you can’t begin to actually live and experience SL until you
understand the basics, let’s compromise with the following exercise.
EXERCISE 2: ORIENTATION AND NOTES
Satisfy your curiosity by going to the required stations in Orientation and then get over to the Help Island as quickly as you can. The Second Life stations will offer up information. Since there is no quiz
required to get off these Islands, go ahead and follow the steps below, learn something from the
process, and satisfy your curiosity at the same time.
22
♦
Go ahead and visit some of the locations on the Help Island. Left-click on where you see
the green SL hand and you’re offered a Note. If it is a topic you want to reference later, go
ahead and click the button to “Keep.”
♦
In fact click on the same station a second time. This time when the Note appears click the
button “Discard”. The Note is no longer saved for future reference.
♦
Now click on that same station a third time. Instead of clicking a button, go ahead and click
the “X” on the upper right hand corner. Got rid of it you think? You’re wrong. If you don’t
“Discard” a Note, it automatically is saved for you.
♦
Now find the Notes you saved. Click on the Inventory (Ctrl-I) button in the right hand bottom corner of your screen. In your inventory list is a folder called Notecards. Double leftclick on the folder and locate the two Notes you just saved. Go ahead double left-click a
Note or right-click, select Open and prove to yourself it is the same one you saved.
♦
Now “X” and the Note will go back into Inventory.
♦
Go back to one of the Notes in your Notecards Folder and right-click and select “Properties”. You can see the properties of any saved inventory item this way. It will tell you the
name, description, creator, owner, and list the permissions you were given. Permissions
include whether you can share, modify, transfer, etc.
A Beginner’s Guide to Second Life
Chapter 3: Gathering Information
♦
Close “Properties” and right-click one of the duplicate Notes and select “Delete”. Now that
Note is gone.
♦
Now look in the folder labeled as “Trash” in your Inventory. That’s where your deleted
Note landed.
Go ahead and click on all the Orientation and Help Stations if you want and grab the Notes. However,
you’ll probably never get around to reading them once you have a life (Second Life that is).
NOTECARD TIPS AND HINTS:
●
Most Newbies take anything that is offered to them FREE. All those
Objects, Notes, Landmarks, Clothes, Textures, Scripts, Friendships,
etc. are stored in your Inventory (Ctrl-I).
●
Over time it is hard to find things in your Inventory when you need it.
You will probably even lose track of what’s in there. We will talk about
Inventory and Inventory Management later, but for now, think about
how you might use something before you take it.
●
Remember, when you are offered a Note, if you don’t click “Discard” it
is automatically saved to your Inventory. That file then will fill up fast
with unwanted Notes.
●
Some Notes can be modified if you want to change information on it—
don’t know why you would. Some Notes are locked and may not let
you even copy or transfer them. Right-click any item in your inventory
file and you are presented with a “Properties” option that lists the
permissions you are given for the item.
●
You can create your own Notecard when you are in Inventory. Rightclick on a folder or left-click on “Create” to open a menu, and then select New Note. You can also Create New Gestures, Scripts, Folder,
Clothes, and Body Parts. You don’t need this knowledge now; we
will talk about it later when you are ready to create your own objects
“in-world”.
Learn by Doing
You have just enough information about how Notes work for now. The best way you are going to learn
is by doing. Plus, you will have more fun than trying to read all those instructional cards. We’re going
to get you talking to residents. They are the best source for information and advice. You are going to
learn how to right-click on an Avatar to find their SL age. The oldest age possible would date back to
2004.
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23
Chapter 3: Gathering Information
As you work through these exercises, keep moving through Orientation to where it ends so you can exit. The Orientation experience keeps being redesigned, so we can’t tell you exactly how to get out of
there. In the meantime, follow these exercises, practice your walking and flying and you make your
way through the SL Maze of lessons on your way to finding the EXIT.
Right Click for More Information
This section can be performed almost anywhere. Since
Orientation Island does not offer much information on its
objects, keep following the walking path and find the “Exit”
platform with instructions for Teleporting to a Help or Welcome location. Now onto the next exercise, SL tools offer
a lot of information.
By now you should have noticed the menu bar at the top
of your screen and the buttons at the bottom of your
screen. In addition, you can learn more about all of the
people and objects you see by using the right-click on your
mouse. Try it, right-click on an object or a person and a
Pie Menu appears. Click on the menu options and additional tabs and information are presented to you. A couple
more things follow that I recommend you learn in this
chapter before leaving Orientation.
EXERCISE 3: RIGHT CLICK OBJECTS AND PEOPLE
Right-click an object or Avatar in Second Life and you can see information about it.
♦
Go ahead and position your cursor on any Avatar and right-click. A Pie Menu will open,
click on “Profile” and an information window will open on your screen.
♦
This window displays the name of the Avatar. It also states the Avatar’s birth date and
whether the Avatar has “Payment Info On File” which means a free account or “Payment
Info In Use” identifying it as a paid membership account. Free accounts with NO credit
card information listed will state “No Payment Info On File” for that Avatar. We will talk
more about this window and the tabs once you leave Help Island. For now, just be aware
of it. You will want to right-click on the different people you meet.
♦
Now right-click on a couple of different objects. A pie menu will appear. Depending on the
item, different options will be offered. The “Edit” option provides the information on Objects. When you explore in Second Life, you will find this to be helpful.
♦
Right-click the land you are standing on. It will also offer up information. Right-click anything and everything around you. Right-click is a powerful information producing tool.
You probably even tried right clicking on your own Avatar. A different information pie menu
appears. This menu allows you to change your Appearance, manage your Friends,
Groups, and Profile.
♦
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Chapter 3: Gathering Information
RIGHT CLICK TIPS AND HINTS:
●
You can’t right-click in mouselook. Exit mouselook (use the escape
key, M, or rollback the mouse) to use this function.
●
When you right-click people (select profile) they don’t know you are
doing so. The Profile page displays the age information reflects the
experience level of the resident. When people right-click on your Avatar, they will know immediately that you are new.
●
The Profile page displays the avatar’s name. If you meet someone
with the last name “Linden”, they are an employee of Linden Lab.
●
Right-click objects in Second Life for an options pie menu. The options
displayed are set by both the creator and/or the owner. The object’s
menu may offer you to Sit Here, Wear, Buy, Take, or Take Copy,
etc. You can also report the object for abuse. More on all of this later.
●
You will soon be creating your own objects and some of your menu
options will be automatically set and other available options you set
the Permissions.
●
Right-click land information for ownership data, land settings, objects
restrictions, etc.
●
Check out the right-click on your own Avatar but leave everything
alone for now. Once you are off Help Island (HI) you will see more options for your Appearance.
The fun is just beginning, but you have to get out of these Orientation Island (OI) Areas and into Second Life (SL).
SHORTCUT COMMANDS:
Information on Avatars
Information on Objects
Information on Land
Open Inventory
Information on File Item
A Beginner’s Guide to Second Life
Right-click: Profile
Right-click: Edit
Right-click:About Land
Ctrl-I
Right-click: Properties
25
Chapter 3: Gathering Information
Don’t Make that Common Newbie Mistake
You might not want to debut into Second Life looking like a cloned Avatar and are now thinking about
exploring the “Appearance” option that you saw when you right-clicked on your Avatar. Try to control
the urge. The danger of playing with your clothes and appearance at this point is that we notice Newbies even faster when they try to redesign their clothes and Appearance too soon.
If you’re not patient with working on your appearance at this point, and you leave the Orientation Island
without perfecting a look, it’s obvious you are a Newbie and we will point that out. Once we saw a male
newbie on our land walking around naked with only skintight white shorts, an uneven hair application,
and nerd glasses. Get the point?
Better to keep your original Avatar body and clothes than to look like a complete idiot. Let’s just get you
out of Orientation, and you will have a wider range of options available to you for remaking yourself.
You will also get ideas from other Avatars you see in Second Life.
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A Beginner’s Guide to Second Life
Chapter 4: Talk is Cheap
CHAPTER 4:
TALK IS CHEAP
Say What?
Let’s Talk
Since Orientation consists of new people, and a lot of them, take advantage of this setting by practicing
interacting with them first. Look at the menu bar at the top of your screen and the buttons on the bottom of your screen.
Let’s concentrate on the blue buttons labeled as Chat and IM (Instant Message). In Second Life these
are the two main ways you will communicate with other residents. Text Chat (Enter key) is similar to
holding a conversation with someone you see and may even be looking at, similar to what you do in
real life, i.e. anyone nearby can overhear what you say and comment. An instant message (Ctrl-T) is
more like a telephone conversation. The individual does not have to be anywhere near and you are the
only two people on the line. So you see, IM is a private channel and Chat is a public channel.
Chat allows you to talk to one or more people within close proximity. When you use your Enter key or
press the Say button to send your text Chat, it registers on the screen of any Avatar that is within 20
meters of your Avatar. Residents that are toward the edge of this range will see your chat as a lighter
gray.
If you press the Shout button instead, it is the equivalent to yelling, so someone up to 100 meters
away will receive a copy of your text. That’s how it works. Go ahead and try the Chat and IM exercise
below.
EXERCISE 4: BASIC CHAT AND MESSAGING
Remember you will meet people from all over the world, awake in different time zones, with a wide variety of interests and reasons for being here. A good part of the fun of SL is just meeting new people
and talking.
LET’S CHAT
♦
Left-click the blue Chat button (Enter key) and a typing window will appear.
♦
Start a public conversation with any Avatar. Go ahead just type “hi” and hit the “Enter” key
or click Say. It helps to type the first name of who you are addressing so they know you
are trying to talk to them. Their name appears over their head.
♦
Talk to a couple of different people for a few minutes. Ask them if they know how to get out
of Orientation or if they have heard of any interesting places to go. Ask them if they know
A Beginner’s Guide to Second Life
27
Chapter 4: Talk is Cheap
where any of the free stuff is. Ask them how to do something. Ask them where the Exit is.
Just ask questions to start some conversation.
♦
Now left-click on the “History” button (Ctrl-H) on the bottom of your screen. You can see it
when Chat is open for typing. You can now reference any conversation you or anyone
near you had. Notice that other conversations will appear on your screen and you are actually overhearing conversations that you are not even participating in.
LET’S MESSAGE
There are different ways to begin Instant Message (IM). You will practice two of them here. Remember,
use IM for private conversations.
28
♦
Right-click on an Avatar that you can see. Doesn’t matter how far they are from you. A pie
menu will open; select the Send IM Option. And type “Hi”. Note the Avatars name is on the
tab in the IM typing window.
♦
Pick another Avatar and right-click again. This time left-click and select the Profile option.
At the bottom of the Profile screen there is an Instant Message button. Click on the button and start messaging. Say something…anything.
♦
Go ahead, right-click another Avatar and start another Instant Message. Then at the same
time use your open Chat and start a conversation. Ask them if they know where the Exit
is. The idea is to talk (by typing).
♦
Now see how many conversations you can keep going at the same time. If your IM is open
in conversation, the Avatar’s name tab will start blinking when you receive a reply from
that respective Avatar. Click on it to make it stop blinking. If you reply always make sure
you type your response in the right IM space for that Avatar.
A Beginner’s Guide to Second Life
Chapter 4: Talk is Cheap
CHAT AND IM TIPS AND HINTS:
●
You can have more than one IM conversation at the same time.
●
Be careful. Make sure you are in IM (Ctrl-T) when messaging. It’s very
easy to forget and respond to an IM through Chat and everyone
around you will see what you typed.
●
When your IM window is open, the name tab blinks when a reply is received. You may miss the message in your lower left screen with the
IM window open.
●
When you IM, your Avatar does not perform the typing animation or
relay a typing sound (which you do have in Chat mode)
●
Note that IM replies will create a blink to signal you of a new message
if you are busy doing something else on your computer. The Second
Life tab in your tray will start to blink telling you there is some kind of
message waiting for you.
●
The History of your conversations are captured in IM and Chat so
you can go back and re-read it.
●
Chat and IM history is erased when you leave Second Life. When you
re-enter SL, Chat and IM will start recording again.
●
IM messages start with IM: when they appear in the lower left corner
of your screen.
●
You can view and read your IM messages in IM with the history. Or
you can just read them on your screen and choose to ignore them. All
messages eventually just disappear from your screen.
●
Normal chat has a range of 20 meters. Residents that are toward the
edge of this range will see your chat as a lighter gray.
●
An Avatar name is often printed over the character’s head (though
they can shut that feature off or change the display properties). If you
don’t see their name, just right-click on them and their Profile pane
will appear displaying their name.
●
Right-click an Avatar and select “Send IM” to begin an Instant Message session with them.
●
You can IM someone who is not online. You can find them through
Search (Ctrl-F) or your Friends (Ctrl-Shift-F) list. You will receive a
message from SL saying the information will be stored for them.
[13:55] Second Life: User not online - message will be stored and delivered later.
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29
Chapter 4: Talk is Cheap
CHAT AND IM TIPS AND HINTS: (Cont.)
●
The IM is sent to their email account unless they turned the forward
feature off. Either way the message will be displayed on their screen
and in their IM file when they sign back on.
●
Second Life (SL) time is noted in your upper right hand corner of
your screen. It is the same as Pacific Standard Time (PST) because
that’s where Linden Lab is, the creators are in San Francisco, California. All conversation is time stamped as military time (14:00 is
2:00 PM) and it is considered to be SL time.
●
If you hit Enter when the chat line is blank it will close.
●
The only way out of Orientation Island is by “EXIT,” an area at the
end of the Orientation path marked clearly with an “EXIT” sign. Once
your Avatar leaves, that Avatar cannot return here. Don’t worry;
there are other locations for information and tutorials available once
you leave OI and HI.
SHORTCUT COMMANDS:
Chat
Hide Chat
Chat History*
Instant Message (Talk)*
Say
Shout
No Hand movement
Enter/Return Key
Esc
Ctrl-H
Ctrl-T
Enter
Ctrl-Enter
“/” then type message
*These commands turn the function on and off.
Walk Around and Talk About
Don’t worry about embarrassing yourself; they don’t know you, and you may never meet them again.
Plus if you do, they won’t even recognize you since you will have probably remade yourself at least 5
or 10 times over.
Finish making your way looking around the Orientation area to satisfy your curiosity. Pick up some free
stuff, and then it is really time for you to move on. The easiest way to leave is by Teleporting. If you
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A Beginner’s Guide to Second Life
Chapter 4: Talk is Cheap
close the Second Life program before leaving Orientation, you will automatically appear again and
again in Orientation until you actually leave and establish your “home” someplace else.
INFORMATION:
CHAT, MESSAGE, MUTE, AND MORE
CHAT (Ctrl-T): Opens a type bar for typing messages in order to speak to
the Avatars around you. This is a public relay channel and the messages
appear in your lower left side of your screen. Always prevue your lower left
hand screen when something appears. Avatars may be trying to chat with
you.
When you Chat, your Avatar will begin a typing animation that includes
sound. This signals others that you are about to speak. You can suppress
the typing sound and animation by starting your line of chat text with a
forward slash ‘/’ character.
HISTORY (Ctrl-H): All Chat messages are recorded for the SL session.
Chat History will identify the time and source on the line before the message. The Chat History with an object called “New Car” looks like this:
[12:01] Tara Anna: hi car, where are you from?
[12:02] New Car: why do you want to know?
INSTANT MESSAGES (IMs): They appear in the lower left of your screen
but will have IM at the beginning of the message.
An IM recording with Carl Post will look like this:
[12:01] IM: Tara Anna: hi Carl, where are you from?
[12:02] IM: Carl Post: hi Tara, New York
Objects can also be made to chat or message. Sometimes objects will
chat through the public channels and may relay their message when you
touch them or go near them. This is a “scripted” (which means programmed) object and it may also be set to use a different channels (other
than Chat and IM) for relaying a message. If it is a private channel the
message will appear in a color other than white. This type of private messaging is often done so the messages don’t congest the conversation
traffic of the non-involved Avatar (which can be irritating).
If you respond to the relay of the private Instant Message using the public
Chat system, your part of the conversation becomes publicly displayed on
the screen and the object will not receive your reply.
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Chapter 4: Talk is Cheap
INFORMATION:
CHAT, MESSAGE, MUTE, AND MORE (Cont.)
MUTE: You have the option to silence the talking of an object or an Avatar. This allows you to eliminate that person’s or object’s Chat or IM from
your screen. You cannot mute sounds.
An object may instruct you through a message, help request, or a Notecard to use their channel. If that is the case, you will be instructed to
respond using a “/” with a channel number. Then, on the same line type
your response. (e.g. ‘/100blue’ may be your reply to turn an object called
“blue”). Now we are getting ahead of ourselves. You’ll be instructed about
the channel when you meet an object that requires it.
Voice It Next
This Chapter was about basic communication. There are a number of reasons people come to Second
Life. It may be that you are attracted to the Social side of the virtual world. No matter your motivation,
you do need to know how to communicate. If you can’t communicate, you can’t get help, and you will
need help at some point and want to find it. We all do. Second Life is very communications-centric.
Here we only talk about the basic text approach offered with Chat and IM, and with that there was a lot
to say.
Voice chat is also available and growing in popularity. It’s still too new to comment on it at this point for
a Newbie. There are so many other things you really need to learn first. So let’s move along.
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A Beginner’s Guide to Second Life
Chapter 5: Let’s Get Out of Here
CHAPTER 5:
LET’S GET OUT OF HERE
Search and You Shall Find
Getting off Orientation Island
Trust me, if you’ve followed the instructions so far, you are ready to leave the Orientation and Help Islands. The easiest way to get out of the Help Island is to Teleport (TP) to another Second Life location.
Now you need to decide on where you want to go. You have so many options like shopping, gambling,
building, working, playing, or just exploring. Not to depress you, but remember you still look and act like
a Newbie, you don’t have any money, and where in the world should you go? Keep reading, we will get
you established faster if you follow our lead.
Let’s start by exploring Search and taking advantage of getting more of the Free stuff out there. The
Search button at the bottom of your screen is your shortcut to everything that is happening in-world.
With this tool you can easily find the Popular Places, interesting Groups to join, deals on Land,
Shopping Malls, Training Programs, Current Activities, and a whole lot more. Here is a run-through
of the tabs available on the Search window.
INFORMATION: SEARCH (Ctrl-F)
Searching (Ctrl-F) is always fun. You never know what you will find. This is a
very dynamic world, so expect things to change daily.
ALL: This is a search query across all tabs and categories. The Symbol by
each result will indicate the type of listing (classified, events, places, people,
and groups). Search by key words.
CLASSIFIEDS: The advertiser chooses the amount to pay for one week of
advertising. The higher the amount paid the higher the listing is in the Results.
EVENTS: Free Advertising for special events. Event time for the listing is a 3
hours maximum. You can review past and future events.
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Chapter 5: Let’s Get Out of Here
INFORMATION: SEARCH (Cont.)
POPULAR PLACES: Top 20 high traffic locations. List updated daily.
Traffic count is the sum total of time residents spent on a property (About
Land lists the previous day traffic when you right-click on the plot).
LAND SALES: Lists land that is for sale and land that is available at auction.
PLACES: Land name, classification, and listing as set and defined by the
Land Owner.
PEOPLE: Search for an Avatar’s Profile by their SL name.
GROUPS: Search for a Group by name (Group must choose this option
to include their name for Search).
Search: Used for keyword or exact name searches.
Teleport: When you select from the Search list, details appear in the
window on the right. If you want to visit that location, press the Teleport button and you are sent directly there.
Treasure Hunt
It’s time to take that big step toward living a Second Life. As you can tell by just reading about the
Search Tool and the categories of things to do, places to go, and people to meet. This exercise is your
first exposure to serious exploring and searching. You still have a lot more things to learn and practice
but we promise some fun in the process. Let the games begin.
EXERCISE 5: LET’S START LIVING
Since you still look like a Newbie and you probably don’t have any money (or much money) we recommend you teleport to a Mall or a Freebie Warehouse to pick up a variety of Free Stuff.
34
♦
Left-click the blue Search button at the bottom of your screen (or Shift-F). This opens the
Search Window.
♦
Left-click Places and type in “Free Stuff.” An assorted list of places that match the
search words “free stuff” will appear. Left-click on any line in the list and on the right side
of the window a complete description of the place will appear.
A Beginner’s Guide to Second Life
Chapter 5: Let’s Get Out of Here
♦
Find a location advertising 100s, 1,000s or even 5,000 Free Stuff that catches your interest. Don’t spend a lot of time deciding; remember you are still on Orientation Island. If we
don’t like what you find when you teleport to the selected location, you can re-open
Search and easily pick another location and you are out of there.
♦
Once you decide on a location to explore, left-click, “Teleport” and off you go.
♦
When you get to your destination walk around and try to find the Free Stuff. Sometimes it
is difficult to find. If it is, then pick another location in your Search list and try again.
♦
When you find Free Stuff of interest, Right-click the object and select Buy or Open to
see the contents being offered and the permissions that come with it. Permissions include what you can do as the new owner (copy, modify, transfer). Select Buy, if
available, and it will list the contents of the object and the price, which may be L$0. If you
like what you see, then Buy.
♦
Once you complete the Buy process, the items will be found in your Inventory. Generally under the folder titled “Objects.”
♦
Try to find an assortment of objects. These objects may have contents consisting of
scripts, textures, clothes, gadgets, buildings, etc. Acquire them for the next exercise.
♦
Keep looking and enjoy the wonders of SL shopping.
You have now officially entered into your new life. Congratulations!
SEARCH TIPS AND HINTS:
●
When you Teleport to your location through the Search tool, a red
beam will mark the coordinates of the resulting Search location. You
will notice this after your Teleport is complete.
●
You might land on a teleport pad that is designated by the landowner,
but not the store owner. The teleport pad might be located in the middle of the mall, in front of a directory, or outside the business noted in
your search. Follow the red beam (a red arrow will appear on your
screen that will point in the direction to look in case you are not facing
it). This will help you find your search location.
●
Sometimes the grid (reference to Second Life computer servers) has
problems with the teleport. Be patient, or try another search location in
the meantime. If the area you want to enter is already overpopulated
at the moment, then the teleport may redirect you or abort the
process. Just try again later.
A Beginner’s Guide to Second Life
35
Chapter 5: Let’s Get Out of Here
SEARCH TIPS AND HINTS: (Cont.)
36
●
If you land somewhere and it seems dark, the area might be set
for night or sunset. All you need to do is left-click World in the
menu bar, left-click “Force the Sun” and choose Noon (same as
Ctrl-Shift-Y). Now you have some daylight so you can see.
●
Now look around and Right-click Objects for information about
them. It will also indicate whether you need to buy or you can just
Take or Take Copy of the Object. Sometimes the “Buy” price is
“L$0”, so don’t be afraid to click on buy to see the price. You can
still decide not to Buy the object when the window showing the
contents and price appears.
●
Everything you select to Buy, Take, or Take Copy still ends up
in the same place in your Inventory. Physical items or items that
are boxed can be found under the Inventory folder “Objects”. If
you are given a Note it is in Notecards. Landmarks are in
Landmarks.
●
Objects, Scripts, Notes, Textures, and even Landmarks can be
placed in a box to be sold or transferred to you. These items then
can be found in the folder Objects. These items will then need to
be opened. You will do that in the next exercise.
●
In Search, when you combine the word, or use a space. “Sand
Box” and “Sandbox” it will produce different results. The word or
combination of words in Search has to match exactly. Use as few
words as possible when searching. Partial words sometimes can
work better.
●
When you Teleport to a location from a Search list, the list
closes upon arrival. Open Search again and the last search set
is still available on each tab.
●
Events are held by Residents at all hours of the day and night.
Remember that the times listed in the Events window are based
on (SLT) in-world time which is the same as Pacific Standard
Time (PST).
●
The present in-world time can always be found at the top of your
screen for reference.
A Beginner’s Guide to Second Life
Chapter 5: Let’s Get Out of Here
SHORTCUT COMMANDS:
Search (Find)
Noon
Sunset
Ctrl-F
Ctrl-Shift-Y
Ctrl-Shift-N
No Stopping Now
Don’t stop here and don’t get side-tracked in your Search. There is plenty more to learn, see, and do.
Not only will you be able to find a bunch of fun Free Stuff, but we will show you how to work on your
appearance, find easy ways to shop (for anything—bodies, clothes, weapons, vehicles and more), use
public sandboxes for building, buy land, and find those groups and activities that interest you. Plus lots
more! When you finish this book, you will be intrigued by the depth and breadth of Second Life.
EXPLORE: SEARCHES TO TRY OUT
If you want to take a break and do some more exploring, try out some of
these Search Words for fun. For now stick to the Places Tab, later we will
explore the other categories. Also, look in the Appendix of this book for a
list of more places to Explore in SL. The Region and Associated Coordinates are listed and can be filled into “Map” that can be found on your
Button Bar.
Free Stuff: Find Free Samples
Sandbox: Public Location for Building
Casino: Gambling Available
Mall: Shopping Area
Combat: Supporting Weapons and Combat
Weapons: Products of Destruction
Camping: Paid to sit on land to increase Traffic
Money Tree: Some L$ for New Residents
Club: Discos, Casinos, Bars, Private Clubs
Beach: Swimwear, boats, pools, Ocean activities
Museum: Traditional, Educational. Art
Library: Traditional, SL related, etc.
Boats: Yachts, live aboard, rentals, slips
Park: Amusement, Animal, Recreational
A Beginner’s Guide to Second Life
37
Chapter 6: Stuff and More Stuff
CHAPTER 6:
STUFF AND MORE STUFF
Don’t Be a Pack Rat
Unpack and Stay Awhile
Let’s unpack the free stuff and see how successful you were in your hunt. Hopefully you were able to
visit a number of places and picked up a wide assortment of things. Now your job is to find a public
area (“Sandbox”) where you can comfortably investigate your spoils. This will also be a good time to
learn basic Inventory Management and control. No time like the present to start organizing the stuff.
EXERCISE 6: FIND A SANDBOX AND UNPACK
At this point you don’t own land and you don’t have a place to call your own. So the best place to go
next is a public Sandbox. They are great places to unpack inventory, work on your appearance, and
try your hand at building things. Let’s go.
38
♦
Left-click Search (or Ctrl-F); Left-click Places; and type “Sandbox”.
♦
Click on one and select Teleport. When you get there, try and find some space that gives
you elbow room to work. If this Sandbox doesn’t feel right, try another. You will eventually
have one or two locations where you feel comfortable working.
♦
If you like the Sandbox, then save it as a Landmark so you can find it easily again. In the
menu bar left-click World; then left-click “Create Landmark Here.” A Landmark request window will open. If you click “X” (or Ctrl-W) it will automatically Save to your Inventory folder
“Landmarks” so you can reference it for a Teleport in the future.
♦
Note the rules of the Sandbox. Some sandboxes allow scripts and weapons. Some won’t.
Most Sandboxes will wipe their land clean at a certain hour. Be aware of that time. The
Sandbox will list rules in their Search display as well as post them somewhere on the Land.
So look for it. You can be banned from land if you don’t follow the rules.
♦
Once you find a work area in the Sandbox left-click your Inventory button (Ctrl-I) to gain
access to your Inventory files. Take out the first item you have in the file folder “Objects”.
Left-click the item, hold it and drag it out of your Inventory to the ground.
♦
Either the item or a box will “rez” (the term means to “appear”) and you can then right-click
the box, left-click “Open” and left-click “Copy Inventory” to get to the item(s). Try it.
♦
The box’s content is now either copied or moved into its own folder identified by the Object’s
Name.
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Chapter 6: Stuff and More Stuff
♦
Your box is still on the ground. You can now right-click and find “Delete” in the Pie Menu (or
right-click and press your delete key). If you “Take” the box, you end up cluttering your Inventory.
♦
Try unpacking another box. Then just drag an unpacked object from your Objects folder in
Inventory.
Now you have the hang of it. If you decide to leave the Sandbox, please clean-up after yourself. If you
leave the items they will automatically be returned to your Inventory Lost and Found folder. Deal with
these items now or deal with them later.
SOME OBJECT TIPS AND HINTS:
●
New Avatars often make the mistake of trying to “wear” an object before unpacking it. First drag the object onto the floor and right-click to
open the Pie Menu, and then select the Open option. Then “Copy to
Inventory” the Contents before you select Wear (right-click the Inventory file(s) to Wear).
●
Selecting an Object’s Edit option opens the Build pane with the Edit
tool pre-selected and the General Tab open. If the General Tab
doesn’t fill with information on the first try, right-click the object again
to force fill it. If it still doesn’t seem to want to fill, look at your setting in
Tools (top Menu Bar) and make sure Select Only My Objects is
NOT checked.
●
If the Build pane is blocking your view, left-click the top of the pane,
hold and drag it anywhere on your screen to get it out of your way.
●
The General Tab in the Build Tool Box reflects the Prim Count of the
Object. Prims are important to tally since land has a maximum number of Prims it can manage. Don’t worry about Prims for now since
you don’t own land or rent space, we will cover them in the Build Exercises later. Just be aware of it for now.
●
The Build Button opens the Tool Box with the Create tool selected.
When you Create the Object you hold all of the Permissions as the
Creator.
●
When you right-click an object and are able to select Buy, Take, or
Copy the Creator has allowed the ownership to be passed to you. The
item has to pass through your Inventory before you are recognized as
the owner.
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SOME OBJECT TIPS AND HINTS: (Cont.)
●
If you lose an Object or leave it in a Sandbox, it will eventually be returned to your Lost and Found Folder. Some land owners set their land
to automatically return Objects that don’t belong to them or members of
their Group. Other landowners don’t even allow you to place Objects
from your Inventory or limit the time you have to “show” an Object.
Prims count toward the Land’s Prim Limit.
●
Don’t Litter, always clean up after yourself.
Your Inventory is Your Closet of Stuff
The Objects that you unpacked are now in Inventory folders. It’s time to understand how Inventory is
structured and to look at some of the objects. Just opening (“rezzing”) the objects you collected free
can be a learning experience. After you understand the Edit function you will have a better appreciation for the details and ingenuity that contributes to a creation. Objects can be set as “physical”, and
respond to gravity, wind, and weather, just like in real life. An object can be static (just sit there and
look good) and other objects are dynamic (they can move, talk, and even change with use).
As you unpack and try out some of your collected inventory, you will soon notice that exploring objects
can be fascinating. Some objects can move, talk, respond to you, and follow you. You can link objects,
stretch them, resize them, change their textures and colors, and add scripts for dynamic effects.
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INVENTORY TIPS AND HINTS:
●
You can drag files from one folder to
another to help you rearrange and organize your Inventory.
●
If you leave an object on a person’s
property, in a sandbox, or you lose an
object, it will be returned and the object can be found in your Lost and
Found Folder.
●
In Inventory you can use a “close all
folders” command (File: Close All
Folders). Then, when you use Filters
all the folders will open.
●
Library files can be copied into Inventory. They cannot be moved. If you
choose a right-click Option to “Wear”
something, the file will automatically
transfer to your Inventory into the
same respective folder assigned in
Library (as it appears on your Avatar).
●
Inventory files and folders work like
your computer files and folders. Leftclick opens files and folders in Inventory.
●
You don’t become a designated owner
of an item unless you create it or have
permission to bring it into your Inventory.
●
You can move files into different Inventory
folders,
even
folders
designated for a different file type.
●
You can set up your own folders and
sub folders. You can add sub folders
to SL Inventory folders (not Library
folders).
●
When you use Create, no matter what
folder is highlighted, the item will be
created in its own designated folder
only. Then you can move it.
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INVENTORY TIPS AND HINTS: (Cont.)
●
Library folders and files cannot be removed or moved around.
●
Right-click shows options available for the file or folder.
●
Library folders have no right-click options.
●
Right-click a file, select Properties for a quick summary of the Item’s
permissions and some General Tab information without having to
take it out of Inventory.
●
Use the library files after you copy and paste them into your Inventory. It’s less confusing.
●
You have to be an owner to store items in your Inventory. Only Library has your non-owner items given to you by Linden Lab.
The Library is Always There
Library files are fun to explore. Explore these files and become familiar with what Linden Lab has provided. These items are useful examples for Creating Scripts, Appearance, Sounds, Gestures, and
Objects. In them are the original Avatar bodies (male and female) that are offered when signing up for
membership. These skins and clothes are easily applied if you want to change your look, or later you
can use them to “start over” if you screw up your appearance, or if you want to change the gender of
your Avatar.
You don’t have to worry about losing Library files. They are permanent and can only be used when
copied into an Object; Worn or Copied to your Inventory.
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INFORMATION: INVENTORY (Ctrl-I)
You can move the Inventory Window to a different part of your screen by
clicking on the top bar where it says “Inventory” and dragging it to where
you want it to go. The number of Inventory items is listed in the parentheses ( ) next to the word “Inventory”. Only the “need to know right now”
commands are listed here and explained below. These tools are used more
extensively for managing Inventory.
Inventory Menu Bar
1. FILE: Left-click. Helpful for quickly finding your files
New Window: Opens a new window, useful when multi-tasking.
Show Filters: Nice feature for only seeing file types of interest.
; Always Show Folders: Sets all folders to show
; Since Logoff: Narrows searches and sorts.
Close All Folders: Closes all the files listed into their respective folders.
Empty Trash: Gets rid of everything you previously deleted
that is in “Trash”.
2. CREATE: Left-click. Don’t need to know this now except “New
Folder”.
New Folder: Name your own folder.
3. SORT: Left-click. Be aware it’s here.
By Name: Organizes Inventory files alphabetically by the file
name.
By Date: Organizes Inventory files in descending date order; by
the date file was added to Inventory.
Folders always by Name: Check this so your folders are easily found alphabetically.
4. FILTERS: Left-click. A helpful tool for narrowing searches with unruly
inventory.
Modify Current: Same as Show Filters. Helps narrow a
search.
Reset Current: Defaults to a complete setting showing all files
and folders in the window.
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Chapter 6: Stuff and More Stuff
Inventory Tabs
There are two Inventory Tabs.
1. ALL ITEMS: Contains all of your Inventory Folders and Files.
2. RECENT ITEMS: Reflects additions to your Inventory.
This tab is cleared when you exit SL.
FOLDER: SL assigned folders ( display with a unique icon inserted into
the folder icon); Left-click to Open. Right-click for Options
Standard Options* include: Create New Folder, New Script,
New Note, New Gesture, New Clothes and New Body Parts
Other Options*: Rename, Copy, Paste, Delete, Add to Outfit,
Replace Outfit, Take Off Items, and IM All Contacts In Folder.
FILE: The icon in front of the file name identifies file type; Left-click to
Open. Right-click for Options
Standard Options* include: Open, Properties, Rename, Copy
Asset UUID, Copy (Ctrl-C), Paste (Ctrl-V), Delete (Delete
key), Wear, Edit.
Other Options*: are by file type like Teleport to Landmark, Attach To, Attach to HUD.
1. ALL ITEMS: These are your SL assigned inventory folders and their
file assignments. Some of the SL files are automatically
assigned to receive certain items that you take, save, or upload.
My Inventory: Your list of folders and files
Animations: File: Upload Animation (L$10) function
saves the file in this folder.
Body Parts: Inventory: Create: New Body Parts saves to
this folder.
Calling Cards: When you establish friendship, your friend’s
Profile is stored here.
Clothing: Inventory: Create Clothes or right-click your
Avatar. (Appearance: Save).
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Inventory Tabs (Cont.)
Gestures: Inventory: Create Gesture resides here.
Landmarks: World: Create Landmark Here or when you re
ceive a landmark.
Lost and Found: Lose or leave an object, it is right click Re
turn or Auto-Return to this folder.
Notecards: Inventory: Create: New Note or when you receive
and Save a Note, they are here.
Objects: Any item you right-click Buy, Copy, or Take ends up
here.
Photo Album: Snapshots: Upload (L$10) your SL snapshots
are saved here when you upload.
Scripts: Inventory: Create: New Script and it is saved here.
Sounds: File: Upload Sound (L$10) is stored here.
Textures: File: Upload Image (Ctrl-U) is automatically filed in
this folder
Trash: Right-click Delete goes to the trash.
Library: Files owned by Linden Lab. Locked but can Copy or Wear.
2. RECENT ITEMS: References files you uploaded, moved, copied, or
modified since your last SL sign on.
*Option Menus are listed for reference only and will be further explained if
supported in an exercise.
SHORTCUT COMMANDS:
Inventory
File “options”
Copy
Paste
Delete
Upload Image (L$10)
Close Window
Build
A Beginner’s Guide to Second Life
Ctrl-I
Right-click on File Name
Ctrl-C
Ctrl-V
(delete key)
Ctrl-U
Ctrl-W
B (with Chat window closed)
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Chapter 6: Stuff and More Stuff
Clutter Can Become a Problem
Your Inventory folders are organized at this point. However, the more time you spend in-world, the
more things you collect. Everyone has the urge to take everything that is offered to them. Before you
know it, your Inventory becomes cluttered.
Start now. Every time you collect items, place them into new folders or sub folders by categories you
can recognize. Some of the Boxed items you open automatically file the contents into a titled file folder
for you. Even though this is helpful, you end up with extraneous folder categories. Drag these folders
either to one of the Linden Labeled folders or set up your own category for storage. Make sure objects
and folders are titled with key search words for easy finding.
Use the Search function for fast retrieval. Get familiar with Filters and what they can do. A detailed
explanation of the Inventory Commands and Tabs can be found above.
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Chapter 7: Making a Move
CHAPTER 7:
MAKING A MOVE
Edit Appeal
Figuring Things Out
It’s not time to Create (building objects from scratch) just quite yet. Best way to understand the world
around you is to figure out some of the Objects you have collected, move them around, understand
what they do and how they were created. This provides the fastest insight into the Build Tool Box. Be
patient, and you can jump ahead faster this way and bypass the frustration.
EXERCISE 7: EXPLORING “EDIT” AND OBJECTS
By now you know the term “item” is a generic term used in reference to the things you can file in your
Inventory (Objects, Scripts, Textures, Notes, Snapshots, etc.).The Library folder Objects is used
here but you can also repeat this exercise on your inventory of free Objects you collected.
♦
Open the Inventory window (Ctrl-I); double left-click Library folder; double left-click Objects
folder.
♦
Left-click hold on an item in the Objects folder and then drag and drop it to the floor. Do this
a couple of times. Try to pick things that don’t sound too big (e.g. Domino, Chat Parrot, etc.).
♦
Do not pick an object that states (Drop to the Ground). This object has a “physical” setting
(recognizes gravity) which means it will fall through any platform or raised surface you are on.
♦
Once the item is “rezzed”(“appears”), right-click and a pie menu will appear; select Edit
♦
If the Edit Tool’s General Tab on the object is not filled in with information, right-click the Object a second time.
♦
You have it when the Name of the Object, Creator, and Owner appear.
♦
The Build pane Edit opens for the object. Once you understand how items are constructed,
you can start building using the “Create” tool.
♦
There are five tabs (General, Object, Features, Texture, and Content). You should have
the General Tab selected. The name of the object should be listed, as well as the name of
the “Creator.” You will also see your Avatar’s name as the “Owner”.
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Chapter 7: Making a Move
♦
Note where this tab notes “1 Object.” Next to it lists the number of Prims. When Objects are
Linked, they are presented as 1 Object. The number of Primitives defines the number of
shapes that make up that Object.
♦
Right-click, select Edit on another Object from your Inventory. How many Objects and Primitives does it have?
♦
Right-click an object again and the Pie Menu appears. Explore the Pie Menu and see what
you can do with that object or what it can do. Explore a couple of different objects. Lights can
be turned on, torches can be attached to your hand, Hats can be worn, and Doors can swing
open. A “Script” is placed by the “Creator” under the edit tab Content to define what it can
do. If the object is Static, the Pie Menu presented offers the basic Take, Take Copy, Sit
Here, etc. These menu options are also dictated by the “Permissions” provided by the Creator.
♦
Right-click Edit again. Notice cross arrows in Red, Green, and Blue Appear. This allows you
to move the Object around. Left-click: Hold and Drag an arrow point. SLOWLY or otherwise
the object can quickly move out of view. Try moving each colored arrow point. The object
changes shape. Now you have the idea.
♦
Now left-click, Hold the Object and press the Control (Ctrl-) key. The colored arrows appear
in a circle pattern. Using your left-click and Hold routine on your mouse you can rotate the
object by “dragging” on the colored arrows.
SHORTCUT COMMANDS:
Move Object*
Copy Object*
Rotate Object*
Edit
Object Information
File Information
Drag arrow
Shift, drag arrow
Ctrl, drag curve
Ctrl-3
Right-click, select Edit
(or double left-click)
Right-click, select Properties
*Required to be in Edit Mode
Taking it One Tool and Tab at a Time
The five Build Tabs that appear when you open and then select Edit on the pie menu have a lot of information to offer—more than you actually need to know right now. We are exploring only the Edit
tool’s General Tab here, so Building will make more sense when we get to it.
Look around you, everything you see, vehicles, buildings, bridges, streets, signs, benches, basically
every THING is an Object made out of Primitive Shapes (Prims). Just right-click and learn about it by
selecting Edit.
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If you don’t own the item, then Edit will tell you about it, but it will not allow you to make any changes
or even move it. In another chapter we will demonstrate how Edit is used as one of the five Build tools
and how you can create things, set the permissions, add scripts, and let your own imagination soar.
MORE OBJECTS TIPS AND HINTS:
●
Objects can be dragged to the ground or worn. Sometimes they
come packaged in a box, and you have to Open the box first and
Copy the Contents into your Inventory before you can use them.
●
Once you Copy a box’s content, Delete the object boxes, these
empty boxes just congest your Inventory.
●
Anything you Delete can be found in the Trash Folder. It will stay in
the Trash until you right-click Inventory: File: Empty Trash.
●
If your Edit pane appears small, click the More button to expand it
and Less to minimize it.
●
When you Drag an Object from your Inventory and you are done with
it, right-click the object and select Take returns a Copy of the Object
to the Inventory. Take will Copy the Object back to the same folder
it came from. You now have a duplicate.
●
If you don’t want a duplicate of the Object, then the Delete key, while
in Edit mode, should be used instead (Edit mode displays the cross
arrows on the Object).
●
If you don’t have “Copy” permission on an Object, then “Take” places the Original Object back into Inventory. If you try and Delete this
Object it will warn you first that you don’t have Copy permissions and
it is being permanently deleted. This is a helpful warning.
●
An Object equals 1 Prim. If Objects are linked, then the Linked Group
is listed as a single Object but the Prim count will reflect the sum total
of the individual Parts.
●
If an object is dynamic (i.e. it moves, talks, changes color, etc.), then
it has a Script placed under its Content Tab. This Script may or may
not be readily evident since Linked Objects reflect only the elements
of the “Parent” Object. To find a Script may require you to Unlink the
parts. You may not hold the Permission to do this.
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Chapter 7: Making a Move
MORE OBJECTS TIPS AND HINTS: (Cont.)
50
●
If an object has a Physical setting, it will drop to the ground. In the
Library folder there are objects with a notation (Drop to Ground).
This means that if you are on a platform, or a raised surface, it will
sink to the ground and may disappear from your view if you are not
standing on the ground.
●
You can also double left-click any object in Inventory (or right-click
any Item in Inventory and select Properties) for a quick summary
of the Creator, Owner, and Permissions (See the General Tab Information below).
●
Permissions will remain in effect when the item is being used as
part of another, or within another object. For example, if you use a
No Transfer texture as part of a linked build, then the entire build is
Non-transferable too. The same applies if any element of an object
is No Copy.
●
Check Permissions on anything you plan to use to make sure the
Permission setting isn’t going to limit you.
●
Modify means the next owner can Edit the item, stretch it, open it,
pull it apart, Unlink it and so on. An object referred to as No Mod is
protected from tampering. A lot of content that you Buy from other
residents will be No Mod to protect the creator.
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Chapter 7: Making a Move
INFORMATION: GENERAL TAB
The General Tab lists the Basic,
Background, Physical, and Permission properties of the Object.
Name: Defines the Object, used in
Searches for object retrieval.
Description: Helpful notes added
to an Object (Optional).
Creator: The originator of the Object
sets the original Permissions and
restrictions.
Owner: Current owner of the Object.
PERMISSIONS
The permissions (or rights) are first
set by the Creator and then by the
Owner. The Creator may be the same
person or a different person from the
Owner. The permissions tell you the
rights you have over that Object.
The permissions system defines
how objects can be used as they are
passed on from one owner to another.
Each and every item (Textures, Photos, Notes, Scripts, Objects, Clothing,
etc.) has a set of Permissions listed
under their Properties (right-click the
Inventory item and select Properties) or view them through the Edit
panel (right-click the item and select
Edit).
There are three main permission settings and a combination of them can
be defined by you before you pass
the item on to another Owner. However, if you are not the original
Creator or Owner the settings themselves may already be restricted.
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INFORMATION: GENERAL TAB (Cont.)
1. Copy Permissions: Allows copies to be made of the item.
2. Modify Permissions: You can make changes to the item. For example, change color and texture, change size, modify scripts, Unlink the
parts, etc.
3. Transfer Permissions: If you have transfer rights you are able to
give or sell the object to another Avatar.
Combination Permissions
If you have the copy and transfer rights you can make as many copies and
give or sell the item as many times as you want.
Full Permissions
This means you have the rights to copy, modify, and transfer an object.
OTHER OPTIONS THAT CAN BE SET FOR AN ITEM
INCLUDE:
Share with Group
Members of the group you designate will be able to use this object, move it
around, and so on. The object needs to be set to a group name for this to
have an effect.
Allow Anyone to Move
Anyone can move the item around. They don’t need to be the owner or
part of a group.
Allow Anyone to Copy
The item basically becomes free for the public to copy. Only assign this
permission when you want people to take copies without having to buy it.
Only as the owner of the object can you set the rights for the next owner
(restricted only by the limitations imposed upon the object by the previous
owner or creator).
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Raring to Go?
After exploring Stores, Malls, and Warehouses for Free Stuff and looking at the cool Inventory you collected, you are probably itching to try your hand at building something. In fact, you probably noticed
there are training classes offered in building.
You may notice other Avatars in the Sandbox who are making all sort of neat stuff. Bet you think it’s
easy? Actually it is, once you know the tricks. Yep, it’s time to take out those building tools and try it out
for yourself. If you are not in a Sandbox, go ahead and find one, it’s time to build.
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Chapter 8: Tooling Around
CHAPTER 8:
TOOLING AROUND
Every THING is an Object
Don’t be a Prima Donna
Everything you see in-world is made up of primitive shapes. These basic building shapes are called
Prims for short. These shapes are created using the tools supplied in the Build (B) Function. Various
block forms are made available including the cube, cylinder, prism, sphere, torus, tube, and ring. These
can then be twisted, hollowed, linked, and textured. In addition, physical and light properties can be
applied. All the buildings, gadgets, furniture, animals, costumes, vehicles, and even fashion accessories are created by manipulating and joining these primitive shapes.
Each primitive shape is counted as a single Prim. Link (Ctrl-L) two primitive shapes together and
you’ve created one object with 2 Prims. A car might be made up of 30 Prims; a skyscraper might have
over 1,000 Prims. The number of Prims you are limited to use will depend on where you are building
and the amount of land you or your group owns in that region. It may also be limited by the allowance
the Land Owner gives you (for example, when renting). All land is limited by a Prim count (listed on the
Objects Tab of the About Land window).
All Avatars, no matter the membership type, have full access to the Build tools. You can build on your
own land, on land owned by a group that has you listed as a member, and in public sandboxes. It’s
never a good idea to just start building in any open space, if you don’t have that land owner’s permission.
You can build in a Sandbox as much as you want. Just make sure you take your build with you or before they “wipe” the Sandbox clean. In a Sandbox you can build to your heart’s content. Just keep the
builds stored in your Inventory (Ctrl-I) and bring them out as you want to work on them.
EXERCISE 8: BUILD AND CREATE OBJECTS
CREATING OBJECTS
54
♦
Right-click the ground and select Create. This will open a Build pane with the Create Tool already selected. Displayed at the top are all the basic shapes available to use. Alternatively,
you can also click the blue Build button at the bottom of your screen (B) or use (Ctrl-4).
♦
The default shape is a CUBE, textured with plywood, and colored white.
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♦
Your cursor appears as a small wand. In this mode every time you left-click in this mode, a
new CUBE appears unless you select a different shape in this pane. Each CUBE or shape is
a one Prim (primitive) Object.
♦
If you left-click on the floor, the new object is placed perfectly on that floor. If you click the top
of another object, the new object will be placed touching the top surface of it. If you click in
the air the new object will appear to sit in the air. The object placement is controlled by your
click.
♦
Once a shape appears the Create pane changes to the Edit pane with your new “object” selected and ready for you to change or modify how it looks. The Edit mode is recognized by
the three cross arrows that appear on the object (red, green, and blue).
♦
If you want to Create more than one Prim without going to the Edit pane each time, then click
the Keep Tool Selected box in the Create pane. This will allow you to continue creating new
shapes.
♦
Go ahead, Create a couple of shapes, place them on the ground, in the air, and on top of
each other.
♦
SELECTING OBJECTS
♦
While you are in the Edit mode, left-click on any of your objects to select it. Then left-click
another, and another. Repeat those steps now with the Shift key down each time you select.
Notice the objects ALL stay selected and they will respond as a group.
♦
Now release the Shift key and release your mouse selections by clicking on an object outside
of your selection.
♦
Let’s try a different selection approach. While still in the Edit mode, Left-click and drag and
see what happens. You can start where there is no object like on the ground or in the air. Notice a yellow selection box growing and you can “wipe” your objects into it. All of your objects
that are captured into the yellow are automatically selected. This is called “Drag Selecting”.
♦
To release Drag Selecting, just left-click something other than the objects already selected.
MOVING OBJECTS
♦
While in the Edit (Ctrl-3) Mode, select one object. Then left-click, drag on one of the cross arrows that appear on the object.
♦
Release and left-click, select a number of objects (by individually grouping or by drag selecting). Again left-click, drag on the cross arrows that appear on your objects. Now drag on the
arrows that appear off to the side of your object. Notice that the entire group moves together.
♦
Now hold the Shift key and drag an arrow end. Remember from the last chapter, this makes a
copy. In this case, it made a Copy of the entire selection set. Let go of the shift. Now release
the Set by clicking on something or somewhere outside of the selection.
♦
Let’s Rotate a Prim. Select one Object and press the Control key (Ctrl-), drag on the curve or
directly on the object. This rotates the single object. It can also be repeated for a selected
group of objects.
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Chapter 8: Tooling Around
♦
With the single object selected, press both the Control and Shift keys (Ctrl-Shift) and a pattern of small boxes appear. Drag on one and then another of the colored boxes. Notice what
happens. The object can be re-sized and re-shaped. The white boxes expand and contract
the shape uniformly; the red, green, blue boxes control sizing only on that sector or axis.
♦
Release, and now Left-click, select (left-select) or drag select two objects that are touching
and repeat the exercise with Ctrl-Shift. Notice how both objects respond together.
LINKING AND UNLINKING
♦
Time to Link. Select 2 or more objects that are close together. Once they are “grouped”, look
at the General Tab in the Edit pane, how many objects and how many Prims are listed?
♦
Now perform the Link function (Ctrl-L). What does the General Tab list as the count of Objects and the Count of Prims?
♦
Move the linked group around, click on something else, and then come back to it. This is
what “linking” is all about.
♦
Now Unlink your objects (Ctrl-Shift-L). Click on an object outside of the selection and come
back to your group. Move it around. Did it separate? Then it’s no longer linked.
Don’t forget to clean up. You can drag select and delete for fast clean up. If you leave your work in the
Sandbox it will all Auto-return to your Lost and Found folder in Inventory and become clutter.
Understanding Linked Prims
As you Link Prims, the last Prim selected for the object will be recognized as the parent link. The name
of the parent link will become the name of the whole linked object. This is the reason why naming
your Prim creations as you build is important. When you place your object in Inventory, the linked
Prims become one file and the parent link is the name of the file for the whole object. The center (or
origin) of the parent Prim becomes the center of the whole object, even if the parent link is not the
physical center of the object itself. Depending on the placement this can make movement of the object
difficult or awkward.
When building vehicles, any script in the vehicle will look to the parent link’s orientation as the reference for determining the “front” of the vehicle. As a result, it can be important which Prim you select as
the parent link.
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Chapter 8: Tooling Around
BUILD AND CREATE TIPS AND HINTS:
●
When you Build (Ctrl-4), you must be on buildable ground. Your top
menu bar will display a little picture red circle crossing though a yellow
cube if it is NOT allowed. If this icon is NOT displayed, it is land that
allows you to build. Sandboxes allow building.
●
When you left-click the Build button, it opens with the Create tool and
the CUBE shape selected.
●
The default shape is the Cube, and all new Prims will be textured with
a default plywood texture.
●
It is always a good idea to make back up copies of builds while working on them. This way you can always recall an earlier version. Start a
“Work-In-Progress” Folder in your Inventory (Ctrl-I).
●
Clean out your Objects Folder and Lost and Found Folder often
since that is where “Take” and “Auto-return” respectively places the
Objects.
●
Title your builds when you begin, this makes it easier for you to retrieve and organize them.
●
Although Prims are solid to you as an Avatar normally, during building
they are not solid, so Prims can be moved through objects, through
each other, inside each other and even underground.
●
Drag selecting can be a time saver, but it is less accurate and you
may end up selecting objects you don’t want. You may also accidentally select objects belonging to someone else, which may cause
linking to inexplicably fail. Turn on the Select Only My Objects option
in the Menu Bar to help avoid this problem.
●
Drag selecting can be done several times in different places to keep
adding sets of objects to the selection. So long as you hold the shift
key down each time you do it, your previous selection will remain and
be added to each time.
●
If you are moving your Object around and it shoots out of view while in
Edit mode, you can Undo (Ctrl-Z) or hit the delete key to eliminate it
as long as you can still see its Edit pane.
●
When you Delete an object in-world, it does not end up in your Trash
file. It is deleted for good.
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Chapter 8: Tooling Around
BUILD AND CREATE TIPS AND HINTS: (Cont.)
58
●
When you Take or Take a Copy of your objects that are set as a
“group selection” into your Inventory, then when you drag it out, the
entire group of objects will reappear with the objects in the same positions relative to the others. However, upon rezzing, the objects are no
longer grouped.
●
When you are drag selecting the group is NOT permanently linking
Objects.
●
To Link use (Ctrl-L) and to Unlink use (Ctrl-Shift-L). Alternatively you
can left-click Tools on the Menu Bar at the top of your screen and select Link or Unlink from the drop down menu. Most Objects consist of
more then one Prim, so you will use these commands when you
Create.
●
When trying to link, if you get a message saying your objects are too
far apart to link, this is because there is a link limit based on distance
(measured from the Prim centers) and relative Prim size. This limitation will scale in that larger Prims have a greater link distance than
smaller ones; conversely, the smaller that the Prims are, the closer
they must be in order to be linked.
●
After linking objects initially together, you can continue to add more
Prims to it using the same technique. However, a linked object cannot
exceed 30 meters in any dimension.
●
Vehicles, or any physics-enabled object, cannot have more than 31
Prims. Note that any rider sitting on the vehicle will be considered a
linked Prim on that vehicle, so the vehicle itself should remain under
30 Prims. (A vehicle can turn on its physics, and then have multiple
riders sit on it)
●
There is no nesting of linked groups. This means if you linked a third
object to two objects already linked and then unlinked them it will not
yield two groups. Instead it will yield three.
●
To Link Prims you have to have the right permissions (reference the
General Tab). You also can’t Link or Unlink if the Object is “Locked”
(reference the Object Tab).
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Chapter 8: Tooling Around
BUILD AND CREATE TIPS AND HINTS: (Cont.)
●
Once you think you have your work Drag-Select, Linked, or Locked,
then right-click it, select More, select Take Copy. Don’t immediately try
a Take, as chances are you may overlooked selecting a small piece
somewhere. Once Take Copy places it in your Inventory as a single object, take it aside and rez it to check that your saved object is actually
your complete build with no missing pieces. Also, if it is Linked or
Locked, try moving it around and even try deleting a part of it. This is a
good way to test your build.
You can build in a Sandbox as much as you want. Just make sure you take
your build with you or before they “wipe” the Sandbox. In a Sandbox you
can build to your heart’s content. Just keep those special builds stored in
your Inventory and bring them out as you want to work on them.
SHORTCUT COMMANDS:
Create
Edit
Link*
Unlink*
Drag Selecting*
Individual Selecting (for Group)*
Undo last step*
Ctrl-4
Ctrl-3
Ctrl-L
Ctrl-Shift-L
Left-drag
Shift, Left-select
Ctrl-Z
*Required to be in Edit Mode
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Chapter 8: Tooling Around
INFORMATION: BUILD TOOLS AND TABS
The “BUILD” (B) Function Button accesses the five Build Tools and the
five Reference Tabs:
TOOLS:
1. FOCUS: Allows you to
move around an object to
view it from different sides
and angles. Use it to also
view the world around you
while you’re standing still.
(To use this mode, left-click,
hold on an object and move
from object to object)
Focus (Ctrl-1): drag to
change views
Orbit (Ctrl-); Pan (Ctrl-Shift)
2. MOVE: Quick and easy way to move an object, lift it, and Rotate it,
as long as you don’t need precision.
Move (Ctrl-2): drag to move object Lift (Ctrl-); Spin (Ctrl-Shift)
3. EDIT: Make more precise changes to an object. When creating objects the precision becomes essential.
Edit (Ctrl-3): drag arrow to move object
Rotate (Ctrl-): drag on curves;
Stretch (Ctrl-Shift): drag small boxes
Copy (Shift): drag arrow (a copy is left behind)
Stretch (Ctrl-Shift): drag a color box
Select (Shift): left-click each object
Group (Shift): left-click and drag yellow box to highlight objects
Link (Ctrl-L): as 1 object; Unlink (Ctrl-Shift-L)
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INFORMATION: BUILD TOOLS AND TABS (Cont.)
4. CREATE: To make a primitive shape. Choose a defined shape from
the Build Box, or Copy a shape (with Permissions) by selecting it
through the “Edit” and checking the Copy Selection box in the Create
Tool, then click on the ground in-world to place it.
Build (B) or Left-click Build Button opens to the Create Tool
Create (Ctrl-4): left-click on a defined shape and left-click inworld to place it.
5. LAND: This tool is only activated when you own land or have the
Permissions needed to change the Land’s Terrain.
Land (Ctrl-5): to open Tool
TABS: (Ctrl-[ ) or (Ctrl-]) to cycle through tabs if you don’t see the
Tabs, click the “More” button to maximize the pane (“Less” to minimize).
1. GENERAL: Provides Basic information (Name, Description) as
well as Background information (Creator, Owner); Physical Properties (Objects, Prims); and Permissions (Copy, Modify, Transfer)
for the Object.
2. OBJECT: This tab defines the parameters essential for advanced
edits to a Prim. It addresses numerically the Object’s Position,
Size, Rotation, Cuts, Twists, Tapers, and Shears. It also allows
for setting Locked, Physical, Temporary, and Phantom parameters.
3. FEATURES: Addresses two major settings: Flexible (allowing the
object to Flex around the Z Axis) and Light (allowing the object to
emit light). These functions are used in Advanced Building.
4. TEXTURE: Change the color or texture of an Object or select and
change the texture on part of an object.
5. CONTENT: Add Objects, Notes, Photos, Gestures, Scripts, etc.
that can be stored, referenced or used to direct the Object.
These Tabs are further explored, as needed, in the following Chapters.
Too much detail at this juncture will only be confusing. Some of the commands and tabs in the Build Tool Box are used in Advanced Builds.
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BASIC BUILDS TO TRY
CONSTRUCT A FLOATING BUILD PLATFORM
(Place above a crowded Sandbox)
Create a Cube using (Ctrl-4); Flatten it using (Ctrl-Shift, drag blue boxes
together); Stretch it (Ctrl-Shift, left-drag the white corner boxes outward)
until it reaches its farthest point. Move it up into the sky (drag blue arrow
upward). To make the platform larger Copy (Shift-drag an arrow until the
Prims separate; or try Ctrl-D); Select (Shift, left-click, select) each Prim;
then Link (Ctrl-L) these multiple flat Prims together. The next Chapter explains precision alignment of Prims by using the Object Tab numbers.
BOX OF OBJECTS
Create (Ctrl-4) a Cube; drag a couple of Objects as files out of your Inventory (Ctrl-I) onto the Cube. Now you have a boxed set of Objects that can
be “Opened”.
TALKING OBJECT
Create a Shape of your choice (Ctrl-4); open the Content Tab and click
New Script; Close Edit (left-click “X”). Now touch the Object and it will say
“Touched”. Right-click your object again, and select Edit. While in Edit
click open the Script and Change the words “Touched” to whatever you
want your object to say. Now close Edit and touch your object again.
After you finish building these objects; Name them on the General Tab
pane of the Edit Tool. Then close the Edit tool; right-click the object and
Take it into your Inventory. You can re-file it then to another folder if you
want. Go ahead and set up an Exercise Folder in Inventory for keeping
all of your Exercise Builds from this book.
This is Only the Beginning….
The Build Box of Tools and Tabs have more to offer than we will even cover in this book. Once you
get the basics down and have a bit of practice under your belt, there will be no stopping you. Add imagination and ingenuity and you too will be building a better mousetrap. On to the next chapter now to
build bigger, better, and more elaborate things.
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Chapter 9: Objections Please
CHAPTER 9:
OBJECTIONS PLEASE
The Numbers have It
Yes, Math Can Be Fun!
Math can actually be fun and make sense when you
Create by the numbers. With the help of the Object Tab,
10 plus 5 can actually equal a Perfect Prim alignment.
Okay, you were anxious to build so you already jumped
ahead and tried it out. You probably put in enough time
building already to have experienced the frustration of trying to line up Prim corners. Maybe you got as far as trying
to add a roof to four walls or place a top on top of an open
box. Some of you even made more ambitious attempts
trying to build stairs, construct a window, or align table
legs. Why does it look so easy when someone else does
it?
Building is easy once you realize that all it takes is applying simple math. Add a little bit of geometry,
later combine it with a bit of physics, and WOW, all of a sudden you have an unbelievable creation. Before you even realize it you are great at math and actually loving it! Why couldn’t school math have
been this much fun?
EXERCISE 9: ON YOUR MARK, GET SET, GO….
CREATE YOUR WORK SPACE
♦
Find a Sandbox. Then claim your space by rezzing a large Build Platform (described in Chapter 8). We also recommend that you Link (Ctrl-L) and then Lock (found on the Object Tab)
the platform so you don’t accidentally destroy it.
♦
Use this Platform when building to place and align your Prims using 0.00 degrees as your rotation reference (trust us right now). Then after your new creation is linked, it will be easier to
rotate it and place it at the angle you need to “fit” onto your land, place into a room, or position it with another build. Your build platform can be placed in the Sky above any public
Sandbox or rezzed onto the ground to insure a flat surface. Create a “Build” folder in your Inventory (Ctrl-I. Label and store your platform there along with other useful building tools.
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TAKE THE TIME TO PREP
♦
Remember to set the Select Only My Objects setting in the drop down Menu Bar to
avoid accidentally selecting another Avatar’s box or build.
♦
Turn on the Noon lights in the drop down World Menu (Ctrl-Shift-Y) so that you can see
what you are doing.
♦
Decide on a name to use in this Build Session. From the very first Prim you create on
this build, name it and use one consistent title throughout the build. Then when you
Shift-drag to copy from those first Prims, the whole build continues the name. Set up a
separate folder for your “Work in Progress.” You should save regularly and often into
that folder when working on big projects.
PRACTICE PRECISION BUILDING
64
♦
Create a Cube (Ctrl-4), click on your platform floor.
♦
Create a Second Cube by clicking somewhere around your First Cube. It should not
touch and can be in the air.
♦
Open Edit, Object Tab on the First Cube
and notice the default Size is .5000 meters
and the rotation default is 0.00 degrees.
♦
Change the Size of the First Cube to 1.0
meter for X, Y, and Z (Size 1.000 XYZ).
Left-click the Second Cube and change it
also to Size 1.000 XYZ. Notice the Cubes
became larger.
♦
Write down the X, Y, and Z Positions listed
on the Object Tab of the First Cube.
♦
Left-click the Second Cube. Change the X
and Z Positions on the Second Cube to
equal the First Cube’s XZ Positions. ZPosition places the two Cubes at the same
height. The X-Position places the Cubes
on the same X-axis (path).
♦
Now change the Y-Position on the Second
Cube by Subtracting meter from the YPosition number you noted on the First
Cube. Now the two sides of the Cube are
precisely touching and the Cubes are precisely aligned.
A Beginner’s Guide to Second Life
Chapter 9: Objections Please
PRACTICE PRECISION BUILDING (Cont.)
♦
Now add 1.0 meter to the Second Cube Y-Position. Both Cubes should have the same
X,Y, and Z position numbers. Notice what is happening. This placed the two cubes perfectly together (one inside the other).
♦
Now try stacking the Cubes (Hint: Change the Z-Position)
How about that for EASY? Go ahead, play around with the position numbers. Notice also that the largest you can stretch any Shape is Size 10.0 XYZ. Experiment by creating some different shapes and
aligning them together.
The Numbers ALMOST Have It
The above exercise was easy because the cubes you matched had the same dimensions (Size .500
XYZ, 1.0 XYZ or 10.0 XYZ). But we don’t live in a perfect world. Dimensions will vary across the board.
Objects also come in different shapes and sizes. We probably caught you off guard in the above exercise when you tried our suggestion and started experimenting with aligning different shapes. What
happened? They didn’t align perfectly. That’s because the positions measure from the Object Center
Point. If the Objects are the same dimensions, you don’t realize it.
See the table below for what you need to do to achieve perfect alignment using EXERCISE 9: PRACTICE PRECISION BUILDING for reference. Remember that you are aligning by the Center Points of
these Objects. Therefore this represents the respective Size divided by 2 (“in half”), then added together. Once you have that SUM, you need to add or subtract it from the stationary Object’s position
number (depending on which side of the stationary object you want to align the movable object
against).
CHALLENGE:
Perfectly align a side of OBJECT 1 to a side of OBJECT 2 (for the X, Y, then Z Positions)
OBJECT 1:
(stationary)
OBJECT 2:
(movable)
POSITION NUMBERS for OBJECT 2
Size:
X1 = 1.000 meters
Y1 = 1.000 meters
Z1= 1.000 meters
Size:
X2 = 1.500 meters
Y2 = 1.000 meters
Z2 = 0.500 meters
Formula:
X2-Position = X1-Position + (½ X1 + ½ X2)
Y2-Position = Y1-Position + (½ Y1 + ½ Y2)
Z2-Position = Z1-Position + (½ Z1 + ½ Z2 )
X1-Position: 200.00
Y1-Position: 82.00
Z1-Position: 157.00
(.500 + .750) = 1.250
(.500 + .500) = 1.000
(.500 + .250) = 0.750
X2-Position: 201.25
Y2-Position: 83.00
Z2-Position: 157.75
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Go ahead and give it a try. Change the sizes on your two cubes in EXERCISE 9 and give it a go. Of
course you probably have to use your own Position numbers since we don’t know where in the world
you’re building.
There, you now had a refresher in Algebra 101. Come on, it wasn’t THAT bad! Now are you ready for
Geometry and Physics? Just kidding, we have other things you need to know and work on first. Before
you celebrate, review some of the Hints, Commands, and the Object Tab Information below. Then you
deserve a break…and celebrate your accomplishment.
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BUILD WITH NUMBERS TIPS AND HINTS:
●
All shapes have a Center point. If your Cube is Size 1.0 XYZ, the Center point is .5 XYZ. This becomes important to know when you align
two different sizes or shapes.
●
Where you left-click to Create a Prim will affect how it is aligned. A
Left-click on the floor will ground the new Prim on the floor. Left-click
on top of another Prim and it will be grounded on that existing Prim.
Left-click on vertical wall will align your new Prim snugly against that
wall. Left-click on the face of another Prim, will fit the new Prim to that
face.
●
There is a limit on the scale of an object. Prims cannot go below
0.01m in Size on any axis, so if any part of your object reaches that
Size you will not be able to shrink it further. Similarly, Prims cannot
exceed 10m on any axis.
●
Change the Position, Size, and Rotation of an Object by dragging it
about with your mouse (while in Edit) or type numbers directly into
these fields for more precision.
●
When you have a section of your build completed, Lock it to ensure it
is safe from accidental changes.
●
The large majority of objects and Prims in-world defy the rules of
physics and ignore gravity. If you drag a Prim into the air, it stays
there. This is because by default Prims are not Physical.
●
Vehicles are often Physical because they need to react to terrain
and obstacles. Be careful when setting items as physical. Physical
objects cause extra load on the
server if they get stuck, or are very
active in colliding with other objects.
In addition, Physical objects can
roll, bounce or be pushed and end
up on your neighbor’s land.
●
Phantom objects (meaning that
you can walk through) show up
listed as Phantom in the box that
appears when you hover your
mouse over them.
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BUILD WITH NUMBERS TIPS AND HINTS: (Cont)
●
An object has different states: “normal”, locked, physical, temporary,
phantom, and combinations of these (except when Flexible under the
Feature Tab is checked, which limits the object state).
●
The Object Tab options can have a negative or positive value. Where
you have Cut, Hollow or made any other change that causes additional
surfaces to exist on the object, you will be able to Texture those new
surfaces (Discussed further in the next chapter).
●
Some options such as Cut and Hollow are widely available on all
shapes, whereas others such as Dimple are only applicable to spherical ones.
INFORMATION: OBJECT TAB
NUMERIC FIELDS
Position: Measured in meters against the World coordinates according
to the region you are in,
Size: Measured in meters (minimum of .01m and maximum of 10m)
Rotation: Measured in degrees. Initial placement at 0.00 degrees
AXIS: refers to the SL coordinate system. Objects can be moved along
different axes while in Edit mode. The three basic axes referenced in the
Object Tab are:
x-axis (back/forward, horizontal)
y-axis (left/right, horizontal)
z-axis (up/down, vertical)
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INFORMATION: OBJECT TAB (Cont.)
BUILD FUNCTIONS
Locked
Lock one or more objects and those objects cannot be edited, moved or
changed in any way.
Physics
Makes the Object react to physics, so that it is affected by gravity, can
bounce and be pushed, and will react to Avatars or other objects colliding
with it.
Temporary
When an object is marked as temporary, it is not permanent and it will be
deleted a few minutes after use (i.e. used in ammunition, beach balls, particles, or anything that might get away from you).
Phantom
This setting determines whether the object is considered solid or can be
walked through. (used for doors or walls that you want to make invisible or
have residents walk through).
Material
The Material influences how an object acts and what it sounds like when
bumped, touched, jumped on, etc. (for example: a rubber ball will respond
differently then a stone; Light emits a halo effect).
Building Block Type
Allows you to swap out one shape in your build for another shape while retaining size, texture, and other settings on that Prim.
The remaining Advanced Edit controls on the Object Tab will change depending on the type of base shape you are using. These are commonly
used in more Advanced Builds.
Cut (begin/end)
Takes a slice out of the object along the Z axis. Specify where the cut
starts and finishes.
Hollow
Hollows out the object starting from the center of the shape and expanding
out. Specify what percentage of the radius is hollow.
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INFORMATION: OBJECT TAB (Cont.)
Twist (begin/end)
Puts twists into the object and warps its shape as well as texture alignment.
Taper
Reduces the top or bottom sides (X or Y axes, negative or positive) size of
the Prim.
Top Shear
Shifts (shears/skews) the top surface of the object away from the bottom.
The X and Y axes can be shifted separately.
Dimple (begin/end)
Cuts a hole in a sphere from ring of latitude (specify the percentage) to the
top or bottom of the Z axis. The dimple cuts straight to the origin of the object (leaving a cone-shaped hole).
Build Prim Efficiently
It’s time for you to become aware of the importance of building with Prim efficiency in mind because
you are limited by the number of Prims you can place on a parcel of land. A common SL term is “Primfficiency”, which is defined as mastering the art (and science) of Prim shaping to minimize Prim count.
Think of it as opting to put up four separate Prims to construct a 10m x 10m room, and then use two
more Prims by putting in a floor and ceiling. The Primfficiency option is to Hollow out a Size 10.0 XYZ
Cube. It’s a 6 Prim versus 1 Prim decision. When you build with primfficiency you start looking at your
builds differently.
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PRIMFFICIENCY BUILDS TO TRY
STAIRS: Two stair steps can be made with a single Prim.
Create a Cube (Ctrl-4) and set the Object Tab pane Path Cut Begin =
0.125 and Path Cut End = 0.875; Rotate (Ctrl-drag on the Prim) to bring it
around so you can see the two steps; then stretch it (Ctrl-Shift drag colored
boxes) to widen the steps; This may not look impressive now, but when
you are ready to make stairs, a stack of 20 stairs will only have 10 Prims
now.
Name the stairs in the General Tab pane; then save them by closing the
Build Box (left-click “X”) and right-click the stairs and select Take from the
pie menu that appears.
BARSTOOL: As a one Prim seat.
Create (Ctrl-4) and select a Tube. Stretch it so it’s taller. Set Hole Size Y =
0.50. Profile Cut Begin = 0.25 and Profile Cut End = 0.95. Then carve
out your new seat by making Hollow = 85.
Now add a left-click Action. In Edit select the General Tab (or right-click
and Edit the stool). Near the bottom, under where it says “When LeftClicked” select “Sit On Object.” Now close the Edit pane and left-click
your barstool for a seat. Yes, it’s that easy.
WHEEL: Make a more realistic wheel.
Create a Ring; Set Twist Begin = 90 and Twist End = 90 and Hole Size
X = 0.75. For a better effect now Lower Profile Cut End = 70 and make
Hollow = 25. You can size these to your preference. It can also be built into a plate, a vase, a hat, a necklace, a ring, or whatever you want it to be.
After you finish building these objects; Name them in the General Tab
pane of the Edit Tool. Then close the Edit tool; right-click the object and
Take it into your Inventory. You can re-file it then to another folder if you
want.
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Plan Ahead When Building
Good planning can always save you time and pain later on. How large is the space you have available
for the build, and how many Prims can you sensibly afford to use on building your house or store and
still leave enough for furnishings or product? When you are ready to buy or rent land, set up a store or
a house, these are questions you need to address.
In order that resources within each Region are shared fairly among the land owners the number of
Prims available is proportional to the amount of land owned in a given Region. This means that the only way to increase the number of Prims you will have available to you, is to rent or purchase more land
in the same Region. For example, if you own two parcels on opposite sides of the region, you can use
the entire Prim count for both parcels added together in a build that sits on just one of them. For that
reason you will often see water or parks being purchased by local Residents to bump up the number of
Prims they can use in their builds.
Let’s do some simple math to determine the amount of Prims a property can support.
15,000 Prims
Approximately 65,500 sq. meters of land
Width x Length in meters
Prims per Region:
Region Size:
Calculate Parcel Size:
CHALLENGE: Amount of Prims allowed on a Parcel of Land
FORMULA: [(15,000/65,500) x (Parcel Size 1 + Parcel Size 2)];
or (.229 x Parcel Size)
4096 sq. meters =
2048 sq. meters =
1024 sq. meters =
512 sq. meters =
100 sq. meters =
.229 x 4096 sq. meters = 937 Prims
.229 x 2048 sq. meters = 468 Prims
.229 x 1024 sq. meters = 234 Prims
.229 x 512 sq. meters = 117 Prims
.229 x 100 sq. meters = 22 Prims
So if you want to build a skyscraper that is 1,000 Prims, then even a 4096 sq. meter parcel will not be
enough to support it. However, don’t give up just yet. In the next chapter we discuss Textures. What
you will find is more ways to primfficiency by using textures to replace some of the Prims you might
have needed for your skyscraper build. In fact, you might even bring your Prim count to even half that
amount by applying the right look and feel with Textures.
Other Considerations
Don’t forget to also look at the lot size as you plan your build. What size are you planning for the X and
Y dimensions of your build? Parcels of land are often rectangular in shape, which for a 1024 sq. meter
parcel may mean 16m x 64m on the ground. If your build is 20m x 64m (or if you buy a build 20m x
64m) you won’t fit it on your land even if you do have enough Prims. So consider where the build is to
be placed, or shop for land that will accommodate it. Bottom line: plan accordingly.
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Take a note of how many Prims belonging to you are already on the land you wish to build on. Plan
how much you will budget for furnishings. This helps later when you select the build in order to Copy to
your Inventory, you will be able to check it against the parcel (World: About Land object count again
and know whether you have in fact selected all the parts to the build or not. If the number of Prims on
the property minus the number you started with equals the number of Prims you have selected in the
build then you’ve got it all.
Most large scale builds have sections that are patterned and repeated throughout the build. This gives
a big build a more cohesive look, and of course saves you time because you can build one part ahead
of time then just copy and stack. You can even pre-make pieces like towers, windows, and balconies
that you link to make them easier to manipulate into a design. Sometimes it’s even easier to buy certain elements and add them to your build (like staircases, revolving doors, detailed lights, etc.).
Some builders specialize in one type of build in order to perfect the product. The build might be a complete building or a build component (for example: castles, water fountains, garage doors, pianos, office
furniture, computers, etc.). Often these items make more sense to buy instead of spending your time
trying to duplicate the look. Then you can concentrate on the builds or components that interest you
the most.
Also don’t forget to check your permissions. Before you start, check that the textures, scripts, building
components, etc. that you bought and intend to use in another build. Make sure that you have the
permissions you need. You don’t want to end up with a huge build that you can’t transfer (or sell) because the door or a single texture (next Chapter’s subject) is a No Transfer item.
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Chapter 10: Textures Have Real Appeal
CHAPTER 10:
TEXTURES HAVE REAL APPEAL
Build Live, Built Right, Build Second Life
Make it Look Good
In Second Life building is easy to learn and you can create anything you can imagine. You learned
quickly in Chapter 9 that Second Life provides a powerful, highly flexible set of building tools that use
pretty straightforward geometric primitives. Nothing to download, no special software applications to
buy or learn, all you have to do is apply those creative juices. Build live, build in real-time, build right in
Second Life.
When you build something, you can easily begin selling it to other residents, because you own the IP
Rights of your creations. You also control what the next owner can or cannot do with your product. And
if you want something, but don’t quite have the time or skills to make it in Second life, you can then just
do a quick Search (Ctrl-F) to find and buy what you need.
Textures are important to making a Prim look like an Object and the Object look like a Good Build. In
fact, your build can even look professional, it’s all in the choice and application of the texture.
EXERCISE 10: BUILD PROFESSIONALLY
For this exercise dig around in your Inventory (Ctrl-I) and find some textures to work with. You should
have collected some window, fence, water, and glass textures when you shopped for Freebies in
Chapter 5. If you find you don’t have a lot of textures to work with, then Search (Ctrl-F) “Free Textures”
again and try to find some.
TEXTURING ALL FACES
74
♦
Create a Cube (Ctrl-4)
♦
On the Edit pane, left-click the Texture Tab.
♦
Left-click on the Color Window that shows up white. Use the Color Picker (color pop-up
window) to change the color. Go ahead and try a couple of different colors. See how it affects
your Cube? Select White again.
♦
Now Left-click on the Texture Picker that shows the Plywood default. Use the (texture popup window) to change the texture by selecting a texture from the Inventory window that
opens to all of your Texture files. Go ahead and try out a couple of textures on your Cube.
Notice what happens.
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♦
All of the faces on your Cube changed to the new color or texture setting when you changed
your selection.
TEXTURING SELECTED FACES
♦
In Edit pane (Ctrl-3); left-click and tick the “Select Texture” button for the same Cube.
♦
This time left-click on only one face of your Cube. A target style overlay will appear to show it
is selected.
♦
If you wish to select more faces, hold the Shift key down while you left-click and select one or
more faces. The selected faces will all show a target overlay.
♦
Using the View feature will not deselect them and you can view your Cube from different angles. (Alt, left-click hold and move your cursor around to better see the box from different
angles or closer.
♦
Now select a texture from your Inventory through the Texture Picker. Notice that only the
selected faces will change to reflect the new settings.
♦
Now left-click, select only one face of your Cube at a time and change each of the six faces
so that no two faces are the same. You can change the color or the texture.
DRAG-DROP TEXTURES
In addition to the above methods, textures can be drag-dropped from your Inventory (Ctrl-I) onto objects directly to texture them. Holding down the Shift key while doing this will change all faces of the
object, otherwise, only the face that you drop the texture onto will be changed.
♦
Create another Cube (Ctrl-4);
♦
Open Inventory (Ctrl-I): Texture Folder
♦
Shift, Drag-Drop a File from the Texture folder onto the Cube
♦
Now (without the Shift) Drag-Drop a different Texture File onto one face of the Cube. See the
difference?
TRANSPARENCY SETTINGS
♦
Create a Cube (Ctrl-4); Set Object Tab Size 1.000 XZ and Size .0100 Y
♦
In the Texture Tab left-click the Texture Picker and select the “Blank” Button. Notice it is
now a Flat White Cube.
♦
Now in the Texture Tab set the Cube to a 50% Transparency.
♦
View it up close using Alt left-hold and move into it with your mouse. It looks like a window
and you can see through it!
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TRANSPARENCY TEXTURES
♦
Create another similar Cube (Ctrl-4); Set Object Tab Size 1.000 XZ and Size .010 Y
♦
In the Texture Tab left-click the Texture Picker and select one of the Free Window Texture
files from your Inventory that you collected in your travels.
♦
Voila! You created your first textured window. Looks good doesn’t it. Go ahead and try some
more textures that have transparencies in them. Try another Window, a Fence, Glass or Water. You can find Water Textures and Water Particles in your Library folder.
TEXTURING TIPS AND HINTS:
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●
A texture is an image used to change the look to the faces of Prims.
They can have various material looks. When the application matches
the product they can make objects appear more “real.” A texture can
also be used to make skin, hair, clothing, or be put in a Notecard.
●
The Texture Tab in the Edit pane allows you to set the color and
transparency. Good texturing can make the difference between average content and great content. You will find a default set of textures
provided for you in the Library folder of your Inventory.
●
When texturing an object, you can apply a texture to all of the faces it
has (cube has 6 sides) or you can isolate a set a texture for one or
more specific faces.
●
Large builds need a lot of Prims. You keep your Prim count down by
using high quality detail and shadowing on the textures along with
some well placed alpha transparencies. For example, a framed window texture can be as “real” as a constructed Prim window.
Combining primfficiency, good texturing, and well placed Prim usage,
you can achieve that highly sought-after professional look to your
build.
●
When Objects share the same Center Point you can easily confuse
the Objects when you select for Edit. Select the Prim for Editing by
Left-Clicking on some other place than the Center Point of the Prim.
Naming the Prim parts by different names will also help keep them
clearly defined. Once they are appropriately named, then just check
the General Tab to confirm your Prim selection.
●
When you upload Images they should be as small as possible. It
makes the Upload (Ctrl-U) go faster. SL will also adjust the width and
height sizing to the nearest power of two.
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TEXTURING TIPS AND HINTS: (Cont.)
●
You can save Second Life images to your hard drive for editing, viewing, printing, etc. in your favorite imaging program. Just open the
texture in your Inventory (right-click “Open”); Open the File menu and
Select “Save Texture As” and type in any file name. This works only if
you have Modify Permissions on the texture.
●
When using a Texture that has a transparent effect, it may look better
if you apply that texture to only the front and back faces. The rest of
the Prim should have a completely transparent texture applied. Transparent textures can usually be found “Free” around SL. Also look for
Absolute White and Absolute Black textures to add to your collection.
●
In an attempt to keep your Free Collection of Textures organized,
Set up a second Textures Folder. Then when you Upload Textures or
Open a Box of Textures into the SL Textures Folder, it’s easier to sort
through and re-file.
●
When you Open a box of Textures and Copy to Inventory, the picture windows that open in the process can be overwhelming on your
screen. You have to close them individually.
●
If you have a texture in Inventory that you want to copy to your hard
drive to work with in a graphics program, you can. Double-click and
open the window on that file from your Inventory Folder; then select
File from the Menu Bar at the top of your screen; select Save Texture
As…. and it will save to your hard drive.
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INFORMATION: TEXTURE TAB
Note: A texture is uploaded to Second Life through File (on the Menu
Bar), Left-click Upload Image (L$10) or use the Alternate Key Command
(Ctrl-U). The Upload can be found in your Textures folder.
THE TEXTURE AND COLOR PICKER
When changing texture or color, the respective Picker window opens. You
can enter search words to find textures quickly, or navigate through using
the file “tree.” As you select a texture, a preview window opens to show the
selection along with the textures dimensions in pixels. For Colors, the
Picker window displays the various basic color choices which can also be
expanded.
Blank Button: Eliminates the texture from the Prim, it looks like a blank
opaque covering.
Default Button: Applies the plywood texture you get when you create a
new Prim.
Apply Immediately: This selection sets a “live” mode which means as
you left-click and preview a texture the application is immediately applied
to the Prim.
Select Button: An extra step to apply a texture that you are previewing
in the texture picker window. Use this approach when you are not sure of
the texture you want to apply or you want to see the textures before you
choose them. Then you don’t lose your original texture.
Eyedropper Button: Option to select a texture that is on one Prim face
and apply it to another. Tick Apply Immediately and Click on the eyedropper icon button and your cursor will change. You can now click on the
face of any object while in the Texture or Color Picker View (that you
“own” meaning it is in your Inventory). It will apply that texture or color to
your object. This eliminates scrolling through the list trying to find a texture
or color shade to “match.”
OTHER TEXTURE OPTIONS
Transparency
The higher the value you indicate, the more see-through the object or selected faces become. You cannot go above 90% transparency with this
method. If you want something to be totally transparent, you will need to
find and use a transparent texture.
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INFORMATION: TEXTURE TAB (Cont.)
Full Bright
Tick this feature to cause one or more of the surfaces to “light” up. This
causes the Prim face to stand out when it’s dark. It also eliminates the affect of shadows created from external light. This feature is particularly
useful when making noticeable signs and billboards.
Mapping
This default causes the textures to react to changes in the dimensions
such as the top’s size being lowered, whereas Planar will pin the texture
to the plane, so that you don’t get a distorted texture when you twist, or
shear the Prim shape.
Default mode allows texture repeats to be set such that a setting
of 1.0 stretches the texture to one repeat regardless of the size of
the face.
Planar mode applies the same texture but according to the “per
meter” of the Prim. For example, a 2m cube will automatically
have 2 repeats of the texture.
Shininess
To create Shiny Objects choose this preference option. Making objects
shiny allows them to reflect light producing an attractive looking sheen in
the object. The higher the setting, the glossier they will become.
Bumpiness
To add bumpy qualities to a surface choose from a number of BumpMapped styles that are listed.
Rotation
As you’d expect, this allows one or more face textures to be rotated in
their alignment so you can “fit” it to your object.
Texture Repeats
How many times the texture patterns across the surface, either per meter
(planar) or per face (default) depending on the Map setting selected.
Texture Offsets
This controls the exact positioning of the textures being overlaid for “fine”
tuning the application.
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Building Is Easy When You Know What To Do
You’ve got an understanding of Building and the basic application of textures. You’re probably starting
to develop some of your own creative ideas for builds. Maybe you even want to duplicate a real world
object by seeing if you can make it in Second Life. At this point, you might even be thinking about duplicating your own house. First try the more advanced primfficiency builds in the next box to give you
even more ideas to think about. Then look in your Inventory folder and pull out and try some of the
Textures you find there. Pull out some of your objects from Inventory and study them. How are the textures applied?
PRIM EFFICIENT TEXTURING TO TRY
FRAMED PICTURE
Create two Cubes (Ctrl-4); and NAME them "Frame" and "Picture". Using the table
below, change these two Cubes (Objects) to the size, settings, and textures as
noted.
STEP 1: OBJECT TAB
STEP 2: TEXTURE TAB
OBJECT 1 (Frame)
OBJECT 2 (Picture)
Size:
X1 = 1.000
Y1 = 1.000
Z1 = 0.100
Hollow = 80
Rotation: Y = 90 Degrees
(lift Object into the Air)
Positions:
Note X1, Y1, Z1 Positions
Size:
X2 = 1.000
Y2 = 0.010
Z2 = 1.000
Color Picker: Brown
Tick Full Bright
Color Picker: Brown
Tick Full Bright
Rotation: Y= 90 Degrees
Positions:
Same as X1 and Z1
Y2 = Y1 Position minus Y2 Size
Tick Edit Pane “Select Texture”
Select ONE Face
Select White Color
Select a Snapshot Texture
(from Inventory: Library: Snapshots)
Now turn off the lights (World: Force Sun: Midnight). Your framed picture should look like it’s lit up.
Then turn the World lights back on (Ctrl-Shift-Y) for the next Build.
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PRIMFFICIENT WINDOW
Using the Framed Picture Build, Open into the Edit Mode for Object 2 (Picture). Make sure you have
Picture selected since the Center Points of the two Objects are the same. You will see “Multiple” written across the Texture Picker window in the Texture Tab or check the Name of the Object under the
General Tab. Now Select White Texture and Grey Color; Set the Transparency to 50. You now
have a 2 Prim Window. That EASY!
Go ahead and right-click Edit and Left-click drag and select both the frame and window. Link the two
pieces (Ctrl-L); Rename this object to a Framed Window using the General Tab pane, check to make
sure you have captured 1 Object and 2 Prims. Then close the Build Box and right-click “Take” your
Framed Window into Inventory for a later exercise.
Now it’s Making a Lot More Sense
Look around you at all the builds in Second Life. These builds are probably making a lot more sense to
you now, and you are looking differently at the objects around you. Go ahead and experiment and try
and duplicate some of the effects. Explore a combination of the Object Tab and Texture Tab to see
what you can come up with. The whole idea is to have fun. Now you understand what Sandboxes are
all about. Stay there a little while longer—maybe up on your private platform in the sky that you built in
a previous Chapter.
Want more privacy? Go ahead and put walls on your platform (try it by the numbers). In the next chapter we are going to finally take a serious look at your Appearance and get you to experiment now with
your clothes, hair, body style, etc. Depending on how self-conscious you are, you may not want to
change in the middle of a public area. A private walled platform in the sky may be just the right answer.
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Chapter 11: Just Look At Me Now
CHAPTER 11:
JUST LOOK AT ME NOW
You Are What You Wear
FINALLY, you have some of the basics down, now let’s work on you. Everyone looks like a
Newbie at first. Some more so then others when they play with their appearance before they
really understand what they are doing. So what that you ran into ten other people that looked
exactly like you. Remember they don’t know you, and you will keep creating and recreating your look in an effort to perfect your style.
The difference now is that you are further ahead in Second Life because you took the
time to go through all of those chapters on the basics. Now, “Newbie,” it time to prepare
for your Entrance. Let’s see who you really are.
Your Style Your Way
You are born with Clothing, Body Parts and depending on your initial Avatar selection, you
may have already some Attachments (see Chapter 12). These template, or default Avatars, can be found in your Inventory under Library: Clothing Folder. Looking through
the files, notice Clothing actually covers a bit more territory than just clothes. There’s
skin and hair there too. Subtleties, you might say. Let’s take a look.
REPLACE DEFAULT AVATAR SELECTION
If you want to change your default selection on your Avatar, the sex of your
Avatar, or you just plain want to start over (after messing up). You can easily
reapply a default Avatar template.
82
●
Left-click Inventory (Ctrl-I); If you have too many folders opened then
it’s easier to click on the Inventory File menu, and click “Close All
Folders”
●
Now left-click Library folder
●
Left-click Clothing
●
Read the folder headings and decide on one or more
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REPLACE DEFAULT AVATAR SELECTION
(Cont.)
●
Left-click a folder and Shift- (Ð); select all the files in that folder
●
Right-click Copy
●
Now Create “New Folder” in your Inventory and right-click Paste
those files into it
●
Don’t forget to Rename the New Folder and find a SL Folder like
“Clothing” to drag it into
Try and keep your Inventory organized from the start. It will make it a lot
easier to find things. Now when you want, you can right-click that New
Folder Name and select “Replace Outfit.” You have just done a total
makeover. Everything you are wearing is replaced by everything in that
file folder.
Don’t be a Minimalist
Now you have the idea. All of your clothing and body parts exist in your inventory and are applied to
your Avatar. They can be put on and taken off, but remain in your inventory either way. There’s a
couple of catches, though. Avatars do have a minimum requirement. So if you click that same folder
and select “Take Off Items” you WILL actually be standing there stark naked. The minimum requirement does not involve clothes. Try not to do this in public, especially in a PG area. You can try the
complete dismantling in your private walled platform. Then you can officially call your platform a “SkyBox.” This term is used to define a private zone.
Avatar minimums are what an Avatar cannot do without. An Avatar must have one shape, one skin,
one set of hair and one set of eyes at all times (PG Avatars are on the teen grid and they have underwear as part of their minimum). The system won’t let you remove them. You can adjust them, and you
can also replace them by putting another one on. For example, you can still be bald, what you do is set
the hair length and volume to zero. Now it appears that you have no hair, but in actuality you’re still
wearing a set. It’s like shaving it all off. You can also attach a bald cap. So there are ways around the
system to achieve the look you want.
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Layer it On
You also have clothing layers. Each piece of clothing is designed to fit into a specific layer, and only
one piece of clothing can occupy that layer at a given time. The clothing layers also follow the “real” order and placement of clothes. They are: Underpants, Undershirt, Socks, Pants, Skirt, Shirt, Jacket,
Shoes, and Gloves. Select “Wear” for a new item and it replaces the item already on in that layer. You
can only wear one pair of pants (and one skirt) at a time, one pair of socks, one shirt, one jacket, and
so on.
Whenever you add or remove clothing, or change an item, there will be a short delay before the
change is seen by everyone else.
EXERCISE 11: CHANGING YOUR APPEARANCE
Inventory items to wear can be found in your Library folder. You should have also found “Free”
clothes during your earlier Freebie search. Dig around in Inventory (Ctrl-I) and Library files.
TRYING ON CLOTHES
♦
Left-click and open your Inventory (Ctrl-I); Locate something you want to try on.
♦
Right-click the file and select “Wear” from the pie menu that opens. Give it a moment and the
clothing item then will appear on your Avatar. Notice it replaces any other item that is in the
same clothing layer.
♦
An alternative method is to drag each item from your inventory onto your Avatar: Now go
ahead find another clothing item and Left-click and hold the file while you drag it from the Inventory onto your Avatar. Then release your mouse.
♦
Now take it off. Right-click on the same file and select Take Off (you may be asked specifically which clothing item). If it is an attachment then you will be asked to Detach from
Yourself.
♦
Now take something else off using your Avatar directly. Right-click a clothing item on your
Avatar and select Take Of or Detach. If it is an Avatar minimum item, you can only Edit unless you select another file to Wear in your Inventory as a replacement in that category. Go
ahead, try to put on and take off a couple of different items both directly from your Avatar and
from Inventory (Ctrl-I).
♦
Notice that any removed clothing item remains in the same place in your Inventory (Ctrl-I)
where it always was. Wearing it and taking it off doesn’t affect its location in your Inventory.
You can move the location in Inventory even if you are wearing the item.
QUICK CHANGE
♦
84
Let’s try a faster change. Drag a clothing folder now from Inventory that contains an outfit
set you want to wear. Go ahead and drop it on your Avatar for a quick change. Make sure the
outfit contents are complete because using this method removes all your clothing items as a
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part of the process. If the folder contains nothing but pants then that’s all you’ll be seen
wearing.
♦
Now find or set up a Folder with one or two clothing items in it. Right-click on the folder and
select “Add to Outfit.” Notice the items now appeared on you. This way you don’t accidentally end off taking everything else off and accidentally ending up naked.
♦
Once the items are on, Go ahead and right-click that folder again. Select Take Off Items.
Now they are gone, again without disturbing the rest of your outfit.
These options will help you manage some fast and deft changes of your Avatar shape, skin,
and outfits. It just requires a little planning and preparation to get “outfit sets” into folders so
you are ready for a quick change at the spur of the moment. Never be caught with an inappropriate outfit again. You can now be packed and ready for any occasion.
♦
Fascinating Changes
Second Life is about your own personal expression played out through your Avatar. Try different personas out, have fun with the infinite possibilities you can design. These ready made tools that are
provided for creating your Appearance are very simple to use. You can change your chin tilt, color of
your skin, size of your forehead, the length of your hair. Don’t worry if it isn’t perfect all at once. You
can keep working on perfection, experimenting with skins and clothes, and of course do a quick
change any time you want. Once you get the hang of it, you will have a full wardrobe of looks.
APPEARANCE TIPS AND HINTS:
●
Make sure you are selecting a clothing item and not a box to “Wear.” A
common blunder is not unpacking a box of clothing and wearing the box
instead. Hint: If an object has a cube icon in front of it, it will also be still
in your Objects folder. If you can’t tell if the item is “unpacked” then take
it out of Inventory (Ctrl-I) first and look at it on the ground. A definite
Newbie sighting is an Avatar wearing a box.
●
If you like your Appearance, then gather all the items listed as worn and
place them all in one file folder. Then make a Copy (Ctrl-C) of the outfit
folder for safe keeping. Items that can be copied can be added over
and over to different “outfits” to be used repeatedly.
●
Any item in your outfit that is no-copy will only be moved (not copied) to
the new outfit folder. The other items though will be copied. If it is a critical wardrobe element for you that you like to use repeatedly, then set it
up in a separate folder to right-click and Add to Outfit whenever you
change your clothes.
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APPEARANCE TIPS AND HINTS: (Cont.)
86
●
Set up Outfits to be complete with your selection of shape, skin, hair,
and eyes. Then if you are experimenting with a look and decide you
don’t like it and want to go back to your last “look”, you will have all the
pieces in one place for a fast change. It happens a lot that “looks” get
messed up and nine out of ten new people haven’t planned for it.
Don’t let this happen to you!
●
Any changes you make to your “look” through the Appearance Edit
function will be saved over the file you are wearing. So, remember to
MAKE A COPY before you start experimenting.
●
Your SL account and Avatar aren’t restricted to any one gender (or a
gender at all). You can Save different outfits of any gender and switch
between them whenever you like. The Library folder in your Inventory has various male and female outfits and skins to choose from. Go
ahead and mix and match. Just remember when you select Wear they
default a Copy into your Inventory. It’s easier to control if you Copy
Library files before using them.
●
If you use a shirt made by someone else and it is modifiable and you
use it as the basis for your new shirt, you won’t be noted as the creator. To be the Creator you need to take off the shirt you are wearing
and choose to make a new one. If a clothing item is not modifiable,
you will have to take it off in order to make a new one.
●
To change the shape, you are limited to the sliders available on that
clothing layer. This means that you cannot choose to have transparent
parts to the shirt, unless the texture you have used already has transparent sections, like a lace texture. You also can’t introduce detail like
collars and lapels and buttons unless these are already on the texture
you have applied.
●
Textures are not scaleable like textures used in Build. In the Appearance Window you are limited and will end up with mismatching seams
and over or undersized pattern repeats. Some textures will work better
than others but patterns need to be laid out on a template which involves using a graphics program like PhotoShop, PaintShop Pro, etc.
●
Once you have made something you want to keep, click on “Save As”
at the bottom of the menu, name it with something that will make you
remember what it is. If you use your initials in the title it helps in locating the item and remembering it as your creation.
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APPEARANCE TIPS AND HINTS: (Cont.)
●
The other area where people find clothing difficult is in achieving transparent layers. There is a procedure for saving alpha layers which has to
be conformed to, and then the texture has to be saved as a “tga” file
type in order for it to retain its transparency. These are techniques that
require the use of graphics programs. The advanced techniques will be
covered in subsequent books. In this book we are concentrating on the
basics.
●
Hover Tips display information about land and objects, such as name,
owner, permissions, and price (if for sale). If you don’t see them, the
hover tips may be turned off by default. Turn them on through the Menu
Bar; left-click View and you have the options to tick Show Tips (CtrlShift-T); Land Tips; and Tips on All Objects.
INFORMATION: APPEARANCE EDITING
Right-click on your Avatar and from the pie menu select Appearance; or
from the Edit on the top Menu Bar select Appearance. The Appearance
Window will then open and you’ll see your Avatar spin around, so you are
ready to be customized!
On the right, are thumbnail previews, move the slider left or right or move
the numbers incrementally to see the effect. Drag the scroll bar down for
more options. These are the general tools that apply to all panes in the Appearance Window. Don’t be afraid to experiment. There is no secret
formula, just learn by doing.
The left hand side of the Appearance Window is divided into two categories, Body Parts and Clothes. Click a tab on the left and a pane
corresponding with the category will show.
CHANGING YOUR BODY PARTS
SHAPE
Body, Head, Eyes, Ears, Nose, Mouth, Chin, Torso, Legs, Male/Female are
your choices to change or modify. Here you choose generally sizes for
things like height and facial features.
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INFORMATION: APPEARANCE EDITING (Cont.)
SKIN
Skin Color, Face Detail, Makeup, and Body Detail are found here. You can
select to have freckles, add color to your lips, or even stamp on a daring
tattoo. Speaking of tattoos, the three Tattoo boxes (gray X’s if no tattoos
have been applied) can be clicked to open a Texture Picker, similar to
Build, additional textures can be selected and layered on your head, upper body, and lower body.
Textures for tattoos and replacement skins are often created and sold by
other Residents. These are appealing because they usually have more
graphic detail replicating life-like qualities that further enhance your Avatars look, i.e. more than what can only be constructed here.
HAIR
Color, Style, Eyebrows, and Facial Hair are controlled here. There’s a Texture box to change the “weave” of your hair. Give it a try. Click the Texture
Picker box, find and select any texture in your Inventory (Ctrl-I), and
watch your hair change. Use the Cancel button if you don’t want to keep it.
Facial Hair is only offered on the “Male” selected Avatars (click on the
Shape Button to select a Male or Female Body).
Prim and Flex Hair is sold throughout SL. It is the artful arrangements of
the primitive building blocks we have been using, but in this case it is fashioned and “Flexed” (so it moves with motion) to look like hair. These
pieces are assembled and sold as an “Attachment” for a unique natural
look.
EYES
Just one Iris box is displayed. Again a Texture Picker is available to
change the texture in a similar way to the Hair and Tattoo boxes. Again,
many Residents have made their own eyes as upgrades for the templates
offered. You will find Avatar body parts are popular items for sale in-world.
There are also many freebies available to experiment with.
RANDOMIZE
This Button is also fun to try for each of the body parts. Click the button for
some spontaneous results, you may come across something you like or
may be inspired to try something totally different.
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INFORMATION: APPEARANCE EDITING (Cont.)
CHANGING YOUR CLOTHING
Shirt, Pants, Shoes, Socks, Jacket, Gloves, Undershirt, Underpants, and
Skirt: These are different types of clothing which all have a Fabric box
(Jacket has Upper Fabric and Lower Fabric boxes) and Color/Tint to adjust
the hue. Clothes without Copy Permissions won’t show the Fabric box to
protect the texture from being copied.
Each type of clothing layer has a unique set of sliders with appropriate
attributes for your use in creating your own unique design. Drag each one
to find out what it does. If you’re not wearing anything on a certain layer, it
will say “not worn” along with a Create button offer to develop your own.
Starting with a white template, you can add Fabric and Color. Use the sliders for sizing, length, collars, and wrinkles. Create your clothes here from
scratch.
OTHER APPEARANCE SETTINGS
At the bottom of the Appearance window are these buttons:
Take Off
This button takes off the currently selected layer of clothes. This doesn’t
apply to the minimum body parts like skin or eye. Body parts can only be
exchanged and not eliminated. To “exchange” just find another body part
of the same type (shape, skin, hair, eyes) in your Inventory and double
left-click it, or right-click it and select Wear.
Save
Saves the current selection of body part or clothes to your Inventory file.
Save is not offered if the item’s permission is not modifiable (No Mod).
Save As
Saves a copy of the currently selected body part or clothes under new file
names.
Revert
If you change your mind after making changes using the appearance sliders, you can click Revert and it changes back your setting to the original
set appearance set. Note that this will not undo after a save. Also any recent exchanging of a body part or after taking off/Wear is used on clothing
items.
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INFORMATION: APPEARANCE EDITING (Cont.)
SAVE YOURSELF
We can’t tell you to do this enough. Always save the appearances you
want to keep. Anything can happen unexpectedly in SL and you can loose
what you pulled together.
Make Outfit
Tick the items you want to Save; Type a Folder name; then left-click
Save. Look in your Inventory, in the Clothing folder for the New Outfit
folder you just created.
Rename Clothing To Folder Name
This checkbox is useful when making and saving a full outfit with matching
items and you want a folder with the items renamed automatically. For instance, a skirt previously called “test” becomes “Pink Outfit Skirt” if the
folder name is “Pink Outfit.” Since No Copy items obviously can’t be duplicated, they’ll just be moved to the New Folder after the Make Outfit
process.
Save All
Click to save all the changes you’ve made. This won’t create additional
copies; it just updates everything you’ve done since opening the Appearance Window so your changes are applied.
Close
When you’re done saving, click to make the Appearance Window go
away.
Unique Self Expression
While an Avatar is thought of as a single resident, you can make additional outfit folders in Inventory,
and if each folder is a completely different look, each can be considered as a unique Avatar. Some
Residents collect Avatars for fun and self-expression. You may come across someone who’s a normal
looking humanoid one day, a green dragon the next and an anthropomorphic fox the day after that!
Some people have extensive wardrobes and make a wide range of changes. Some Avatars change
their complete look two or three times within a day. It’s fascinating to just watch what people come up
with next.
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To wear everything in a folder and effectively change Avatars, just drag it from inventory onto yourself,
and watch as you morph from one form to another in a few seconds! Changing clothes and bodies is
so easy.
Making It in Second Life
It is possible to make clothes through the Appearance Window. It is also possible to import clothes
using templates and texture upload for L$10 (Ctrl-U). You can create clothes in-world. These clothing
items can be stored in your Clothing folder, they can also be structured so you can transfer and even
sell them. You can easily search the Internet and try-out some textures (just be aware of any copyrights). When you Upload Textures (Ctrl-U) there is a L$10 charge.
If you want to use the texture for clothes, try it out first in the Upload Window by clicking on the drop
down menu and selecting the appropriate clothing type for viewing. This can save you L$10 since
clothing patterns only look good if it’s laid out on a template, which is a subject that you are not quite
ready for yet. Back to basics. Read the information below. It will give you insight into boxing and selling
your clothes (or any product) for sale. Whether you are the Seller or the Buyer, this is how shopping
works in Second Life.
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INFORMATION: SEW IT AND SELL IT
Creations can easily be bought and sold in Second Life’s marketplaces.
The best way to sell clothing, scripts, animations, etc. is to “package” them
in a box. This works great for multiple items or full outfits. Then add a Note
and a Landmark for instructions and advertising. Here’s how to do it:
●
Right-click the object and select Edit
●
Left-click the General Tab. (click More> if you don’t see it.)
●
Tick the For Sale Button
●
Type in a price (in L$) in the space next to For Sale
●
Tick on one of the following methods you wish to use for selling
the object:
Original: Sell the object (not a copy). When a resident buys the original,
that object transfers ownership.
Copy: A resident buys an exact duplicate of the object and the original is
still owned by the seller.
Contents: Sell multiple items out of a box (not with the box). The Buyer
receives a folder (with the same name as the Box) containing a copy of the
contents (or if the contents is No Copy then receives the actual items).
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BOXING FOR FUN
Don’t stress about the look of your clothing item and box in this exercise.
The purpose is to understand how you make an item and box it for transfer
or sale. The box nicely packs up the clothing item, Note, and Landmark.
MAKE A PLAID TEE-SHIRT
Right-click your Avatar, and select Appearance. The Appearance Window opens to a list of clothing items.
To make a TEE-SHIRT, for example, begin with a left-click of “shirt.” If you
are wearing one, and it is modifiable, you will see the pictures for the various sliders displayed on the shirt page of the Appearance Window. If you
see a grey page, you do not have permission to modify this clothing item.
In this case you might have received it as a gift, picked it up in one of your
freebie packs, or bought it.
If you have a shirt on, take it off (left-click “Take Off” button in the Appearance Window).To be the Creator on this new shirt, you have to make your
own and not modify any existing shirt you might be wearing created by
someone else.
Once you choose to make a new shirt, left-click “Create New Shirt” and a
white un-textured shirt will show up on your Avatar. You will notice that
there are two blank windows: a Fabric and a Color/Tint window. Left-click
opens a Texture Picker or Color Picker respectively. Find a Plaid Texture
in your Library Folder and select it. Do the same for the color if you want.
Size the TEE-SHIRT for sleeve and shirt length, collar, fit, and wrinkles.
Now Save your New Shirt as “Plaid TEE-SHIRT”. Open Inventory (Ctrl-I);
and find the Plaid TEE-SHIRT in your Clothing folder. It should have a notation “(worn)” after it. Also notice the shirt icon designating the clothing
and layer type.
You can close your Appearance Window and Save all if you want to keep
the TEE-SHIRT on and keep your Appearance intact. Note what folder
your Plaid TEE-SHIRT saved into. Also note where the rest of your outfit is
located. You can find the pieces easily because there will be a “(worn)”
notation after the clothing item.
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PLAID TEE-SHIRT (BOXED) FOR SALE
Now let’s set up the Plaid TEE-SHIRT in a Box to be sold for L$0 (same as
“Free”).
SET UP A BOX FOR SELLING YOUR TEE-SHIRT
Create a Cube (Ctrl-4) on the ground. Right-click and Select Edit. Rename
it “Plaid TEE-SHIRT (boxed)” in the General Tab pane. Also tick “Copy”
(which un-ticks the “Original” setting). This means you can sell more than
one boxed Plaid TEE-SHIRT set. If you leave “Original” ticked, you can
only sell it once. Now tick “sell” and type in the price of L$ “0” for your
boxed Plaid TEE-SHIRT. Click Textures Tab; open the Texture Picker;
Select the same Plaid texture and color for texturing your box (so it looks
like better than the plywood default texture).
PLACE PLAID TEE-SHIRT IN THE BOX
To begin, Left-click the Content Tab to open the pane; In Inventory, locate your Plaid TEE-SHIRT. If you are still wearing it, you need to either
take it off by replacing it with another Shirt for this step or right-click the file
or make another copy in your Inventory so that you can Box it for sale.
Left-click, hold and drag it onto your Cube or onto the Content Tab pane.
Now if you want to put your Plaid TEE-SHIRT back on you can.
ADD A NOTE TO THE BOX
In the Inventory Window, select Create, select New Note. The “New
Note” will be located in the Notecards Folder. Drag the New Note file onto
your Box. In the Content Tab, double left-click (or right-click Open) and
type in a Description and a note (anything for now). Select Save and close
(select top right hand corner “X”). Again, Right-click New Note file in the
Content Tab; this time select Rename. Now rename the note “Plaid TEESHIRT Information.”
ADD A LANDMARK TO THE BOX
Now in the Menu Bar select World; select “Create Landmark Here.” Close
Landmark by selecting top right hand corner “X.” Drag the top Landmark
file into the Content Tab pane or unto the Box from your Landmarks Inventory Folder. The Landmark you offer would typically be your place of
Business. Now right-click and “Take” your Plaid-Shirt (boxed) and it can
now be found in your Inventory under the Objects Folder.
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BOXING FOR SALE
This is how you would set up any clothing item you design “for sale”. Your
“Plaid TEE-SHIRT (boxed)” can be displayed for sale. When an Avatar
touches it a hover box displays the name of the object; name of the Owner,
and the selling price. Then when they right-click, the Buy Window opens
(see right-click; select More; select Buy for a demonstration) and the sale
can transact with the Buyer paying the requested amount and receiving the
Box into Inventory. That’s how it works. Now go ahead and right-click and
select “Take” to place the Plaid TEE-SHIRT (boxed) into your Inventory.
See Chapter 7 for more information on the Buy function and associated
permissions that can be transferred in a Sale.
More than One Life to Live
Behind each Avatar in Second Life is a real person. Conversely, each real person is experiencing SL
through their Avatar. This is one of those “once in a lifetime” chances to be whomever you want to be,
project whatever you want to project, experience whatever you want to experience. For some it’s a
dream come true. For others, it’s an extension of who they are in real life. Even for others, it’s both by
having a “real” Avatar and an alternate account with a “play” Avatar.
Second Life provides you with the tools to customize your Avatar in an infinite amount of ways. You
can change the shape of your body, instantly swap one set of clothes for another, give yourself a tan
and buff physique without the workout, and there’s an assortment of features you can adjust with easyto-use sliders. You can make yourself grotesque by bulging an eyeball or bulk up your stomach to look
pregnant, you can grow a beard, have purple skin, tryout blue eyes, and even attach wings or a tail.
How you appear is how others see you, and being an Avatar you’re not confined to a single look. You
can edit your appearance as often as you like.
It’s NOW time to get started…experiment …create yourself!
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CHAPTER 12:
SEW IN STYLE
Clothes Hog!
Flex-It!
Feel like flexing something. You know, bending it till it almost breaks. Letting
it blow in the wind. Ever been in that kind of mood? In Second Life you can
actually flex your objects if you want. It’s as easy as ticking the Flexible Box
and playing again with the numbers. Like most things in SL, experiment and
learn. Flexing hair, skirts, capes, hats, and anything else you can think of is
quite the fashion rage in Second Life. The fashion statement is often referred
to as Prim Clothes or Flexi Clothes (or Prim Hair and Flexi-Hair). Whatever
you want to call it, but let’s have some fun, and give it a go.
EXERCISE 12: FLEXI-CREATIONS
CREATE AND TEST FLEXI-PRIMS
96
♦
Create a Cube (Ctrl-4) on the ground. Left-click the Features Tab (if you don’t see it then
click the “More” Button. Then tick Flexible Path. Now increase the number next to Wind to
X. Your Cube should be slumped over.
♦
Make it taller. Click on the Object Tab and set your Cube Size of Z to 10 (or Ctrl-Shift and
drag the blue sizing box to stretch it as far as it will go). This causes the stretched-out cube to
appear stretching itself out on the ground.
♦
Move it around. Go ahead and check out how it responds when you move it around (in Edit
left-click and drag on the arrows).
♦
Change Shapes: In the Object Tab, click on the Building Block drop-down menu and select Prism.
♦
Test Softness: Return to the Features Tab and lower Softness to 0, then raise the softness to 3. Notice what happens?
♦
Test Gravity. Try a positive number and then a negative number.
♦
Try all the Settings. Go ahead and try other settings and combinations to see the effects.
Now you’re getting the idea on how flexi flexible actually is. When you’re done, just delete
(key) the object while it is in Edit mode.
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Blowing in the Wind
In Second Life you can actually create the real life equivalent of your perfect serene scene. Pick one
out of memory and you can actually recreate it in Second Life. Imagine yourself rocking softly in a
Hammock, surrounded by gently rustling palm trees, ocean waves lapping the beach, the fire of the tiki
lights fluttering, and the dry palms on the palapa umbrella shifting in the wind. Ahhhh…so relaxing. It’s
great to have flexibility!
INFORMATION: FLEXIBLE DETAILS
The Flexible Path settings in the Features Tab include:
Softness: This setting is from 0 to 3 and only in whole numbers. If the
softness is set at 0, then it’s akin to an uncooked noodle. Set it to 3 and it
resembles a cooked noodle. There is a maximum of 6 segments being affected on a Prim. All segments are affected when softness is set at 3.
Tension: Think of this as a flexible object’s “backbone “. A 0.0 setting has
no backbone so it becomes limp. The 10.0 setting is the equivalent in firmness to a solid board.
Drag: This setting applies air friction to a flexible Prim. A low number
makes the Prim wiggle wildly. A higher number increasing it towards the
maximum of 10.0 affects the Prim making it look like it’s reacting in slow
motion (you will see it gently swaying).
Gravity: This is a downward force. Think of a heavy object in real life. It
won’t stay in the air, it will sink through floors until it hits the ground (especially if you place the object on the floor without it having a physical
setting). A negative number will actually make the Prim defy gravity and
float upward.
Wind: There is wind in Second Life. A higher number on your Prim for
wind increases the affect wind has on the flexible Prim. Compare a leaf
fluttering around to a ball’s movement from wind. The affect is in the wind.
Prim Boxes, Cylinders, and Prisms can have a flexible path. Flexible objects are a client-side effect, which means it can noticeably slow down
performance on your computer, but won’t slow down the server. Flexible
objects can be temporarily disabled by un-checking Flex Objects on the
Debug menu (Ctrl-Alt-D). Look for “Client” to appear in the Menu Bar
[Client: Rendering: Features: Flexible Objects (Ctrl-Alt-9)]
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Getting Attached
The Appearance of your Avatar is easily designed through the Appearance Window. Looks and styles
can be further improved by importing textures that have been enhanced with details like buttons, bows,
creases, collars, and cuffs through graphic programs and templates. In addition, accessories designed
from Prims can be “Attached” to more than 30 places on your Avatar. Using the Build tools (B), these
accessories can be created to respond to movement, wind, and gravity. Attachments can provide for a
unique and more realistic presentation.
Since Avatars come in all shapes and sizes, adjusting something like the fit of glasses, bracelet, or a
necklace is easier when it’s already attached. Some Residents use posing stands which freezes the
Avatar into a position for more precise adjustments. This is especially useful when customizing something complex, such as hair pieces.
HUDs (Head’s Up Display) are also attachments, but attach to 8 places on your screen. They are typically used for displays and controls. For example, a HUD might be set up to display a dashboard to
make it easier for you to maneuver a vehicle. You might choose to buy and attach an animation HUD
that allows you to easily control gestures and animations on your Avatar. Other HUDs might display
racing scores, cards in a tournament poker game, make reading a book easier, or reviewing a photo
album. They are used as a personal overlay for your benefit only. It doesn’t have to be scripted, but
HUDs typically are designed by the Residents who create them in SL to be interactive.
Though any object can be worn as an Avatar Attachment or a HUD attachment, it is not recommended to attach a couch to your hip, since it would be considered strange. If you attach a scripted
door as a HUD it will open and close on touch, but you have to ask yourself, is it practical?
INFORMATION: ATTACHMENTS
AVATAR ATTACHMENTS
An Attachment is an object that is attached to an Avatar. There are
numerous attachment points to choose from. Whatever can be attached
can be detached or dropped as well.
An object is affixed via the attach command (right-click the object for the
pie menu or right-click the Inventory file for the option menu). Attach
options are listed (for example, skull, chin, left hand, foot, etc.)
To detach an object, right-click it and two options become available:
Detach: Releases the object from the Avatar and places it into
Inventory.
Drop: The object is released from the Avatar and falls to the
ground next to your Avatar.
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INFORMATION: ATTACHMENTS (Cont.)
Prim objects that have been created by other residents include shoes,
jewelry, hair, hats, masks, glasses, wings, watches, and other items.
Some Prim objects are ‘scripted” so they create their own action or affect.
Jewelry has bling, watches keep real time, shoes can animate your
Avatar’s walk.
Making objects from Prims allows for more dimensions and detail then
otherwise would be achieved through the Appearance window. Complete
Avatars have also been constructed out of Prims. The furry creatures that
are seen in communities like Lusk are examples of inhabitants who have
perfected their creatures through the extensive use of Prim attachments
to create a particular effect. Look also for Winged Avatars, some of these
residents have gone to great length creating these beautiful looks. As a
result, you will find “groups”, “regions”, and themed communities within
Second Life.
HUD ATTACHMENT
Heads-Up Displays (HUDs) in Second Life are attachment points located
on your computer screen. There are 8 HUD points available to you. These
are NOT attachment points on the body. These displays can only be seen
by you. Other residents may also be viewing HUDs on their screens and
you can’t view them.
Attach HUD:
●
Right-click Object
●
Select More>
●
Select Attach HUD
●
Select one of the following positions noted in the pie menu: Top,
Top Right, Top Left, Center, Center 2, Bottom Left, Bottom
Right, and Bottom.
ADDITIONAL HUD ATTACHMENT OPTIONS
Right-click the object while it is attached to your computer screen and the
pie menu offers 3 options:
Detach: Releases the object from your computer screen and places it
into Inventory.
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INFORMATION: ATTACHMENTS (Cont.)
Edit: This is the regular Edit tool. All the same functions can be used on
the object while attached as a HUD to your computer screen. You can
resize it, change texture, or even rotate the object’s position or drag it to a
different part of the screen.
Drop: The object is released from the Avatar and falls to the ground next
to your Avatar. It does not go to your Inventory.
If your HUD attached object is difficult to see, you can use your mouse’s
scroll wheel or click Focus (Ctrl-1) in the Edit pane. Then drag the Zoom
slider for zooming in and out. At anytime press the esc key to reset the
view. Notice that the attached object still stays in place, even as you move
your cursor or your Avatar around. If you don’t want to see the HUD but still
wish to keep it attached, then change the setting in the Menu Bar. Left-click
View; tick or un-tick Show HUD Attachments (Alt-Shift-H).
SHORTCUT COMMANDS:
Show Tips*
Focus
Reset View
Show HUD Attachments*
Debug Menu*
Ctrl-Shift-T
Ctrl-1
Esc (key)
Alt-Shift-H
Ctrl-Alt-D
*Toggles on and off
Get Attached
Avatar attachments (clothes, hair, hats, capes, etc.) are often designed using the Flexible Path feature
because when you move, the natural look you project is definitely noticed. Typically you will attach
accessories to your Avatar similar to how you would use accessories in real life. The first impression
you create will say volumes about you. What would you think if you met an Avatar wearing a box on his
head? What would you think if you saw an elaborately winged Avatar with flowing hair and a sparkling
gown? What about a green dragon that blows friendly fire and smoke? Would you say Imaginative?
Even talented and creative are words that come to mind.
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It’s interesting to just people-watch in Second Life. Between people watching and window shopping,
you will begin to form ideas about what you would like to do in designing the appearance of your
Avatar. Now that you understand the flexibility of attachments, pat yourself on the back. You’ve come a
long way.
PRIM ATTACHMENT TIPS AND HINTS:
●
You can attach more than one object to your screen. You can
NOT attach more than one object to the same HUD position.
●
HUDs can be attached by right-clicking the object or by rightclicking the file in your Inventory and selecting Attach HUD.
●
To attach an object from your Inventory (Ctrl-I), right-click the
object in your Inventory and choose Wear
●
You can attach more than one object to your Avatar, but you
can NOT attach more than one object to the SAME Avatar
body position. For example you can’t attach 2 objects to the
right hand.
●
If you try to attach two items to the same point, you will be
asked if you want to replace the object attached there with the
new one.
●
Objects can be attached directly to the body by right-clicking
the item in your Inventory and selecting Attach, and choosing
a body location.
●
Lost some objects, or not sure what items are yours? Open the
mini-map by left-clicking its Button on the Button Bar. Items
that are displayed on the map in blue have you listed as the
owner. Right-click the map when it’s open and options for
zooming in or out are available to you.
●
To detach an object from your Avatar, you have two options:
Right-click the attachment and choose Detach or, right-click
the object in Inventory and choose Detach from Yourself.
●
Easily find your attached object(s) within your Inventory by using the Search for “worn.” This will show all clothing items,
body parts and attachments that you’re currently wearing.
●
Flexible objects can’t be Physical. However, they are Phantom, which means you can walk through them. If you Link them
to other objects, then the entire linked object becomes phantom.
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PRIM ATTACHMENT TIPS AND HINTS: (Cont.)
102
●
When using the Flexible Path setting you can pre view how it
responds by simply moving it around.
●
Avatar attachments are anchored to the point on your body that
you attached it to. These attachments go wherever you go.
●
Use the Build Tool to Edit attachments. You can right-click the
object and choose Edit even while you are wearing the attachment. This is useful for correctly positioning an attachment.
●
When Editing an attachment, the attach point may limit how far
you can move the item.
●
If you right-click an attachment on your Avatar and Edit it, you
won’t see general info such as its name and permissions. You
can still view them in your Inventory (Ctrl-I); right-click on the
file and then select Properties.
●
You can’t Link (Ctrl-L) and Unlink (Ctrl-Shift-L) Prims while they
are attached to a HUD or Avatar. If you need to do this, rightclick the attachment and Drop it so you can Edit it on the
ground.
●
Multiple objects can’t be attached to a single point so make sure
you Link everything you want, then attach as one object.
●
When editing avatar attachments with multiple parts, place (not
attach) the object against your avatar. (Un-link it for editing).
When done, then link it and attach. Posing stands are also helpful for positioning your avatar into a frozen stance for editing
multiple parts.
●
Avatar and HUD Attachments will be automatically saved to attach to the last point it was attached to. Any change in
positioning done by right-clicking it to Edit will be saved.
●
Experiment with Editing Attachments. When you do, it is RECOMMENDED that you copy the item first (if it is copyable) so if
something goes wrong you don’t lose the original. To Copy,
right-click the item’s file name in Inventory, select Copy (CtrlC), and right-click it again in the same folder and select Paste
(Ctrl-V). If the object is also modifiable, then rename it. For example, “Glasses” becomes “Glasses (Backup)”.
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HUD ATTACHMENTS TO TRY
If your World looks dark, don’t forget to turn on the Noon lights (Ctrl-ShiftY) so you can see.
FRAMED ROSE COLORED HUD
●
Create a Cube (Ctrl-4) on the ground
●
In the Object Tab, set Hollow = 90; set Rotation (degrees) Y = 90
●
In the Texture Tab use the Color Picker Window to change color
to black.
●
Right-click object and select More>
●
select Attach HUD; select Center 2.
●
Create another Cube (Ctrl-4) on the ground
●
In the Texture Tab pane, select the Texture Picker and select
Blank
●
Then select the Color Picker Window and select a red
●
Set Transparent = 50
●
Right-click object and select More>
●
select Attach HUD; select Center
Notice what happens. The frame centers on your screen, and then the
transparent “red transparent box” centers with it. Focus (Ctrl-1) and you
can change the size view of the HUD. Now turn off the HUD Attachment
(Ctrl-Shift-H) and then toggle it back on (Ctrl-Shift-H). Right-click the
objects and select Drop. Then right-click and select Delete so it does not
add to your Inventory. Now you have the idea.
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EXPLORE: FOR THE ADVENTUROUS
AVATAR
Already you’ve come a long way. You should be pretty proud of yourself
now. You’re developing your own signature, exploring the world, and you
should be basically enjoying yourself. This book merely scratches the surface of what SL is all about. At this point, here are a few more things to try
out and even explore.
GO WINDOW SHOPPING
You are not ready to design your own clothes beyond the Appearance
Window. But it is a good idea to go window shopping to see what fellow
residents are developing. If you have a little money you might consider
buying a “look” now while you are still working on building skill and knowledge. In the meantime, window shop, collect more freebies, experiment
with putting clothing items together. Try on hair, skins, body shapes, eyes,
tattoos and anything else you can find. Gather intelligence on how things
are done in SL and use this time to determine where your own interests lie.
Avatar Appearance Categories to Look for When Exploring:
Flexi-Hair (Prim Hair)
Avatar Accessories
Armor
Canes, Staves, and Wands
Furry Creatures
Handbags, Backpacks, and Brief Cases
Hats, Belts, and Glasses
HUD Attachments
Robots, Monsters, Sci-Fi Bodies
Jewelry and Watches
Masks
Wings
Avatars
Skins and Tattoos
Makeup and Nails
Speed and Flying Assistance
Animals and Creatures
Animations
Excellent places to explore are the two largest Exchanges:
●
SL Exchange Marketplace: www.SLExchange.com
●
SL Boutique: www.SLBoutique.com
If you want to shop the exchanges, just open your browser and follow the
web site instructions to register. These exchanges give you a quick look of
the range of innovative products available in Second Life. It doesn’t cost to
look.
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Shop Till You Drop
Interested in buying products? Then follow the instructions on the exchanges listed above, their websites will direct you on setting up an account and registering your Avatar. You will be instructed to visit
their in-world ATM by clicking on a listed ATM location which populates your SL Map for teleporting directly to a terminal. This creates the connection between your account and your Avatar. Then all you
have to do is click on the terminal, deposit some Linden dollars through your Avatar when you are in
SL or by credit card directly on the website. Now you have an account on-line with direct product delivery to your Inventory folder in-world. It’s that easy.
In the meantime, use the exchanges to Window Shop. SL Exchange alone has over 40,000 apparel
items listed. Both exchanges offer tons of Free Stuff too. When you are ready to sell product, these exchanges are excellent places to advertise.
It’s All About You
Everything you do is experienced through your Avatar. The people you will meet relate to your Avatar.
You should now understand why everyone takes a great deal of personal interest in developing their
Avatar’s personality through their Appearance, Attachments, and Profile. We covered Appearance and
Attachments. Next will be your Profile.
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CHAPTER 13:
CAPTURE THE MOMENT
Just Picture This
Photo Opportunity
At this point you should have at least changed your look somewhat from the template Avatar you
chose upon joining Second Life. This is a good time to memorialize how you look by taking a picture as
the first start to your personal SL photo album. As we said in the beginning, you will create and recreate yourself at least 5 to 10 times over. Some of these early pictures will eventually be cherished.
So this is a good time to start learning how to take Snapshots in Second Life. Not only will you want to
photograph yourself, but you will also want to photograph some of your builds or even other people’s
builds to use them for reference.
CONSTRUCT A PHOTO STUDIO
CREATE A FLOOR AND BACK WALL
●
Create a Cube (Ctrl-4) on the ground
●
On the Object Tab pane, Re-size the Cube: X=10.0m; Y=10.0m;
Z=0.100
●
Make a Copy (Shift-hold and drag upward on the Z arrow until you
have two parallel cubes that are flat). Let’s call them platforms.
●
On the Object Tab pane of the floating Platform (call it #2) change this
Cube to: Y2 Rotation = 90 degrees
“L” SHAPE IT
●
Using your eye (doesn’t have to be Prim perfect), go ahead and leftclick drag the blue Z arrow up so that the bottom edge of the flat cube
is perpendicular to the flat floor piece
●
Use the Y arrow and drag it (or push it) to an end of the floor platform
piece. You are trying to position one flat Cube piece as a back wall
with the other positioned as the floor. Achieving an “L” shape using
these two Prims.
Double the size of your platform by using the Copy function in Edit or Shiftdragging out another back wall and another floor platform. Essentially
doubling the size. Just align them to eliminate gaps.
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CONSTRUCT A PHOTO STUDIO (Cont.)
COLOR IT
●
Once the “L” is formed then in the Edit mode, open the Texture Tab
●
Open the Texture Picker and select “Blank”
●
Open the Color Picker and select White
●
Then make sure you tick the Full Bright feature
●
Apply the same texture and color for the back as well as the floor of
your Photo Backdrop. The white (or black) make for an interesting affect in snapshots.
SCENE IT
Alternatively you can change the backdrop texture of your platform to one
of the Scenes found in your Library, look in the Snapshots folder. You can
also retexture the Floor with a Grass Texture also from your Library Folder.
Now let’s use it to take some awesome pictures.
EXERCISE 13: TAKING PICTURES
When you open Snapshot it can be confusing. Be patient and follow through the exercise. Save your
pictures Free to your computer for viewing. Once you decide on a picture that you like; select File in
the Menu Bar and click Upload Image (L$10) to bring it into your Inventory. It will be placed in the
Textures folder.
RESET SNAPSHOT PREVIEW
♦
Left-click the “Snapshot” button (Ctrl-Shift-S) at the bottom of your screen. You might see a
flash as it opens to the Snapshot Preview pane. What you’ll also notice is that the User Interface (Menu Bar, Buttons, Windows, etc.) has disappeared and the world and your Avatar
may appear “frozen.”
♦
In Snapshot Preview (Ctrl-Shift-S) if the Freeze Frame is ticked your cursor becomes a
magnifying glass. Left-click and drag to change the view or angle of your camera shot. At this
point, when the magnifier is moved, your screen will show a visual effect of dropping away a
photo and then your User Interface (UI) will reappear.
♦
This all can look confusing at first. So reset the Snapshot pane by un-ticking everything listed
there that you can, including “Freeze frame” and auto Snap-shot. Now we can choose the
settings below and start the photo shoot.
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TAKE A STUDIO PICTURE
♦
Tick Save Snapshot to hard drive; tick Keep open after saving.
♦
Position yourself on the Photo Backdrop Platform (see build instructions above). Walk to
the center and turn so the backdrop wall is behind you (you won’t see the backdrop because
you are looking from behind your Avatar)
♦
With the Snapshot Preview open (Ctrl-Shift-S), use your cursor (left-click hold) with your
mouse and change the angle of your camera so that you see the front of your Avatar with the
white backdrop behind.
♦
Focus in on your Avatar so that your entire computer screen is filled with the white photo platform with your Avatar framed in the center of your screen.
♦
Now press Update Snapshot and your picture will appear in a view screen. If you don’t like
the image, then try again…and again…and again. You will soon get the hang of it.
♦
Once you capture a snapshot that you like, left-click the Save Button. A save dialog box will
appear.
♦
Choose a location on your Computer to save your snapshot(s). Set up a New Folder and label it “My SL Photos” Then choose a filename for the photo you are saving. IMPORTANT:
You won’t be prompted for a filename again during this Second Life session, so make sure
you pick a name that will help you remember this photo series.
TAKE A PICTURE ON LOCATION
♦
Take some snapshots at various locations around Second Life. Search for some elaborate
Second Life builds that appeal to you (check the Appendix for Explore Recommendations
for ideas).
♦
Some properties and malls have photo studio set-ups available with posing balls. Search to
see if you can find them. Also check your Freebie stuff and see if you had picked up any posing balls. Add them to your Photo Studio set-up and take some more pictures.
SEND AN EMAIL
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♦
In Snapshot Preview (Ctrl-Shift-S) tick “Send a postcard.” Find either a good photo opportunity location, or use your Photo Studio set-up.
♦
Slide the Image Quality to 0; then click “Update Snapshot”. The quality should look poor.
Now slide Image Quality to 75; click “Update Snapshot” again. That should be much better.
Now choose a satisfactory setting between quality and size.
♦
Select Show interface in snapshot and take another picture. See the Menu Bar and Buttons. Don’t Discard, just click Update Snapshot and it will replace the last picture without
having to choose Save or Discard.
♦
Take a picture the way you want and email it to yourself, and then take another and send it to
a friend.
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INFORMATION: SNAPSHOT PREVIEW
“What would you like to do?”
OPTIONS
Send a postcard: An easy way to share
snapshots with friends using email, and it’s
free.
Image Quality (Slider): Postcard photos
are compressed and saved in a JPEG format. This reduction keeps email boxes from
clogging up. Depending on your slider setting, you may see that the detail quality is
less.
Upload a snapshot: This feature allows
you to take a picture and immediately save
it to your Inventory under the Photo Album folder as a file titled “Snapshot”. It’s
not noted but you will be charged L$10.
When it charges you, it will prompt you for
permission to take L$10.
Save snapshot to hard drive: Saves
the snapshot directly to your computer with
no charge. Good for saving and viewing before spending the L$10 to upload it to your
Inventory.
ADDITIONAL OPTIONS
What size image do you need? A size
of 1280x1024 is standard, but you can
change the dimensions.
Current Window: Indicates that the screen display reflects the setting
input. A Larger (file) size will have more detail, but requires more memory.
High resolution images will freeze your computer for awhile to process.
Colors: A drop down menu offers advanced settings. Keep in on Colors
for regular shots.
Depth: gives the per-pixel depth information of the scene.
Object Id: Gives a unique color ID to each SL object. This ID is used
to create mattes and other advanced processing of the photo in programs like Photoshop. The retro green-and-blue effect which displays
can be used for artistic expressions.
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INFORMATION: SNAPSHOT PREVIEW (Cont.)
“What would you like to do?”
Show interface in snapshot: The User Interface (UI) is the Menu
Bar, Button Bar, Windows, Pie Menus, and Panes that change things in
SL. By checking this box, the UI will show up in screenshots, which can
be useful for making tutorials, reporting bugs and abuses, etc.
Show HUD objects in snapshot: The Heads-Up Displays (HUDs)
can GET in the way of photos so you have the option to select showing
them in your photo or hiding them.
Keep open after saving: This keeps the Snapshot Preview open after
you save. This feature is very useful when you want to take multiple pictures. Then save them on your computer for review and selection later.
Keep specified aspect ratio: Allows you to crop the photo for a portrait or letterbox cut. When ticked, white bars appear showing the actual
area being captured, and the rest of the screen is dimmed out. Good
when selecting an odd aspect ratio (like 1228 x 500) so the picture isn’t
distorted unnaturally.
Update automatically: Any changes in options that are made are applied immediately when this box is checked.
Update Snapshot: Optional button to manually apply new settings
when Update automatically isn’t checked.
Save: Keep this snapshot and send it to file, or to trigger the Buy for uploading it to Inventory.
Discard: Click on Discard if you don’t want to Save or don’t wish to proceed with upload. The snapshot is discarded.
Screening Appeal
Second Life makes taking screenshots easy. Snap photos of yourself, your builds, people you meet,
friends, interesting places and things. Save pictures free to your own computer’s hard drive or for L$10
to your Inventory (Ctrl-I). It’s the same as using the Upload Image (Ctrl-U) feature under File, the only
difference is that it is labeled as a snapshot instead of a texture (but is essentially the same thing).
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SHORTCUT COMMANDS:
Take Snapshot
Snapshot to Disk
Upload Image (L$10)
View
Pan
Start/Stop Movie to Disk
Ctrl-Shift-S
Ctrl-`
Ctl-U
Alt-move mouse
Ctrl-Alt move mouse
Ctrl-Shift-A
PHOTO TIPS AND HINTS:
●
To take a snapshot without the Snapshot Preview coming up, you
can just go to the File menu select Save snapshot to hard drive
or use Ctrl-` as a shortcut (The ` key is usually located next to 1
and above Tab on your keyboard). This way you can take and
save several snapshots of something quickly and easily. When
you do, your Avatar will motion up to their face signaling the taking
of a photo.
●
Once you decide on the photo you like, use the Upload Image
(Ctrl-U) tool in the File menu to upload your best shots to Second
Life. You don’t pay for shots you don’t want, and you have time to
sort through them later.
●
If you use Send a postcard and your snapshot size is too big “File
size” will be in red and you won’t be able to send it. You will have
to either adjust your photo size or the image quality.
●
In “Upload a snapshot” mode it doesn’t matter the size, it will default to a small (128x128), medium (256x256), or large (512x512)
dimension. For textures, using Upload Image, they will be uploaded to the nearest power of two. For example, 128, 256, 512,
1024. So if you upload something that’s 218 x 540, it will upload as
256 x 512.
●
Keep in mind that after changing an option, you won’t see the effect immediately unless you update the snapshot. To do this, just
press the “Update Snapshot” button. There’s also a handy “Update automatically” checkbox which detects when there’s
changes.
●
If the Snapshot Preview Window is blocking your view, left-click
the top of the pane, hold and drag it anywhere on your screen to
get it out of your way.
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PHOTO TIPS AND HINTS:
112
●
Once you Upload a snapshot and it is saved into your Photo Album in you Inventory (Ctrl-I), right-click the file and rename it. The
Snapshot Preview window automatically saves it as snapshot.
●
When you Save snapshot to hard drive the first time in a session,
a window indicating the location and filename will appear. Whatever
location and file name you select at this juncture, will be used
throughout the session and can not be changed.
●
Your snapshot file will be saved on your computer with the first
name you specified plus an incremental number sequence assigned
at the end. The default name is “Snapshot” if you don’t assign it.
(For example: Snapshot_001.bmp ; Snapshot_002.bmp,….)
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Machine Cinema
You’ve learned how simple it is to take photos in Second Life. The natural progression from photos is
the making of movies. Linden Lab not only provided the built-in tools for taking snapshots, but also
comparable tools for video. A movie made in the Second Life world is called Machinima (muh-sheeneh-mah). It’s considered a new form of filmmaking. It’s the making of films using computer game technology in a virtual reality environment. With Second Life there is no need for expensive camera
equipment, or spending months painstakingly learning how to use expensive 3D graphic packages.
Create using Machinima by using Avatars to act in-world. The movie can be script driven or it can be
recorded real time.
By combining the techniques of filmmaking, animation production and the technology of real-time 3D
game engines, Machinima makes for a very cost- and time-efficient way to produce films, with a large
amount of creative control. Use Machinima to simply capture a moment, to see what you can do, or
more seriously pursue commercial endeavors. Machinima’s popularity is growing with examples
emerging in film production, documentaries, training programs, use in product marketing and artistic
masterpieces. Try your hand at Machinima by using the built in Movie feature provided. Select File
from the Menu Bar and click Start/Stop Movie to Disk (or Ctrl-Shift-A) and also Camera Controls in
the View menu. At some point give it a try. Watch for further exploration of this topic in a more advanced Book on Second Life.
Using the Snapshot Tool (Ctrl-Shift-S), let’s see what you can really do. Participate in the following
Photo Journey Challenge. This is a contest worth entering even just for the fun of it.
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ENTER TO WIN
PHOTO JOURNEY CHALLENGE (PG)
You have the hang of SL photography, so let’s see what you can do with your new found talent. Take our Photo Journey Challenge. It combines Photography with Exploration. Don’t
rush. Spend time searching around Second Life to find that Perfect Subject to photograph.
We are giving Linden Dollars away monthly to the best entries. Plus if you win, your photo
essay will be published and put on display at the Photo-Art Gallery in Taesot (169,47,117).
As a winner, we will also send you your own published edition of your photos with the copy
and transfer permissions. Now let’s have some fun!
INSTRUCTIONS*:
Below are 9 photo challenges. The goal is to be creative both with the subject as well as the
photography. Select your best shots. Once you’ve collected them:
1. Number the Files: Following the numbers in category list below.
2. Provide Full Permissions: copy/transfer/modify
3. Box the files: Place files into a Cube (with full permissions)
4. Deliver it: to the Photo-Art Gallery in Taesot. (169, 47, 117)
This is also part of the Quick Flight Activity Challenge that can be found in the Appendix.
Questions? IM: Reada Dailey. Categories are as follows (but use your imagination).
Photo Journal Categories:
1. Unique You: (Your best self-portrait photo of your Avatar)
2. Creative Capture: (Fury, Winged, or other Creature)
3. Primnimal Primate: (Non-Avatar Prim Animal)
4. Wondrous Water: (Water element or scene)
5. Fire Fantasy: (Fire or Particle Display)
6. Bountiful Build: (Any Absolutely Awesome Build)
7. Avatar Accessory: (A Flexi or otherwise Fashion Statement)
8. Artistic Arrangement: (Use your creative eye to capture a moment)
9. Awesome Activity: (Catch an Action in SL)
*Entries will only be considered if they are properly numbered (not necessary to use the subject title), boxed, and proper permissions provided. The photos can be submitted as Texture
or Snapshot files. Rating: PG. Judged by the v3image staff. No deadline Date, v3image retains the right to cancel the contest at anytime. Minimum of 3 NEW entries must be
submitted before a month is announced as a Contest Month. Non-winner entries roll over as
entries in subsequent designated Contest Months. Only one entry per Avatar will be accepted. All submittals become the property of v3image. Photos will not be returned.
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CHAPTER 14:
PROFILING FUN
Groupies Do Rock
Who are you?
Remember you get to choose who you are, how you look, where you live, and what you do in Second
Life. A good part of defining yourself is the information you share publicly. Through your Profile, you
communicate and further project your image.
Your name and born date is the only information you can’t change, although there is a lot of information you can add. Place a picture and information about your first and second lives. List your interests
and your Groups. Add a web-profile, favorite picks (places) and a partner. Collect and give ratings.
Even get creative and subvert the Picks to show your favorite people.
A Profile for your Avatar is important. People look at them, they provide information (even by the lack
of a profile) and it all creates an impression. It’s your life, and defining it is a big part of the attraction
found in Second Life.
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INFORMATION: PROFILE WINDOW
There are 7 Profile Tabs:
TABS: Right-click your Avatar and select Profile from the pie menu.
The Profile Window shows the tabs with the following information:
2nd LIFE (References your SL persona)
Name: This is your Avatar’s name. It cannot be altered.
Photo: Upload an image by left-clicking on the Photo square, a Texture Picker window opens. Typically the photo is of yourself or
something in reference to you.
Online: Indicates whether you are in-world at that moment.
Born: The date you initially received your Avatar and started your
account
Account: Type of membership account held (reflects if you signed
up with a payment card (credit/PayPal)
Partner: Whether you established a partner in Second Life. It’s similar to being married in real life. Partnership costs L$10 and Divorce is
L$25 if you break up later. Send your proposal through the Second
Life website under the Community Menu.
Ratings: People can pay L$25 per rating point; the points are for
positive recognition for your Behavior, Appearance, and Building
Skills. Given represents the rating points you issued to others.
Groups: This is a list of the organizations that you have joined in
Second Life.
About: Your creative write-up, typically about yourself, but can be
anything you want to communicate to the other residents.
Give item: If you want to send an item to a resident you drag it and
drop it in this space.
Publish on the web: Selecting this option allows Linden Lab to
publish your name, image, and About text on the Second Life web
site.
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INFORMATION: PROFILE WINDOW (Cont.)
WEB: If you have a personal web page or other web page you want to
share with residents when they open your Profile, then type the URL for it
here. You then have the following options:
Open: Option to view the URL in an external web browser.
Load: Option to view the URL in the embedded Browser
Automatically Load Web Profiles: If checked it automatically
loads in the embedded browser.
INTERESTS:
Add pre-designated categories of information and inter-
est for yourself.
I want to: Options include: Build, Group, Explore, Buy, Meet, Sell,
Be Hired, and Hire. Plus space for your own comments is available.
Skills: List your experience. Options include: Textures, Modeling,
Architecture, Scripting, Event Planning, and Custom Characters.
Plus space for your own comments is available.
Languages: This space allows you to list the languages that you
speak.
PICKS: Tell everyone about your favorite places in Second Life.
New: Set up a location you want to tell everyone about. This button
will initially populate the location picture and description as the default. You can override the populated fields with your own choice of
picture, title, and description.
Delete: If you want to delete one of the location picks.
Picture: Use the Texture Picker to place your favorite picture of the
Pick.
Title Box: Title your Pick for the Tab and Picture.
Description Box: Explain your Pick in your own words.
Teleport: Use this to teleport to the location.
Show on Map: Populates the World Map with the coordinates and
shows the location.
Set Location: You have to be at the location to set the location.
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INFORMATION: PROFILE WINDOW (Cont.)
CLASSIFIEDS: Ads that are placed by you are composed and recorded here. Similar to the Picks pane, you override the picture, title, and
description. Location is set to where you are located. Once you decide
to place the ad, a minimum of L$50 is required for a week in the Classified Tab on the Search Menu (Ctrl-F). Set your weekly classified
payment higher and the classified display appears higher on the search
results.
1ST LIFE:
Space set aside for you to write about your life in Real Life
if you choose. There is space for a Photo and a personalized write-up.
MY NOTES: Your notes. Every Avatar has this tab set up for others to
use. Good for keeping track of information, deals, impressions, etc. Only you can see these notes (not them or anyone else). You are able to
write in on this tab for any of the residents you meet so it is a convenient reference for you at any time.
Profiling Yourself
Now that you have learned to use the Appearance Window and Attachments for creating your own
unique look for your Avatar, it’s time to define yourself through your Profile. Remember in Chapter 3
how you learned to right-click on Avatars to open their Profile and learn about them (For example,
when they were born). Now it’s time to take a closer look at your Profile Window and define it for you
and your Avatar.
EXERCISE 14: CREATING PROFILES
Right-click on your Avatar and select Profiles from the Pie Menu
PROFILE YOURSELF
Personalize your Profile by starting with the 2nd Life Tab
♦
118
Take your best self-portrait from Chapter 13 and Upload it from your hard drive (Ctrl-U). Pay
the L$10, it’s worth it. If you don’t have the money, then for now, left-click the gray box to
open the Texture Picker and select one of the Snapshots in your Library. Find them in the
Photo Album folder.
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♦
Type in something using the “About”. You can always change it later. One way to get rid of
that “Newbie” status is to fill in your Profile. Try to be a little creative. (See Ralph Wolf’s Profile screen below as Ralph Kearby).
♦
Need some ideas? If you see Avatars around you, right-click and open their Profiles to get
some examples and ideas on what everyone is doing. Pay special attention to the Profiles of
the older residents.
♦
Also, right-click on objects that you are impressed with and select Edit. Note the name listed
for the Creator of that object. Next to the Creator’s name is a Profile Button. Click to open
their Profile and see how they define themselves in the 2nd Life Tab.
♦
Look-up some of the Linden employees by using the Search Tool (Ctrl-F). Just type in “Linden” using the People Tab. Pick a few and page through the Tabs in their Profile. You
definitely will get see different approaches and more ideas.
JOIN A GROUP
Groups are another way that you define yourself. It’s also an excellent way to get involved.
♦
Find a couple of groups that may interest. Best way to search for a group is by looking at the
Groups other residents have joined.
♦
Open a resident’s Profile to the 2nd Life Tab. See their Groups list, double left- click on a
Group that sounds interesting to you. If you want to join it, then press the join button in the
middle of the Group Information Window that displays.
♦
Most of the Groups don’t cost to join. You can always leave the group later. So join a bunch
of groups for now and fill up your Profile. More on Groups later.
♦
Look for “Quick Flight Book Group” in the Search Tool (Ctrl-F), Groups Tab and join us.
SET UP YOUR PICKS
If you have some favorite places that you have found, then set them up in your Picks Tab.
♦
Since you have found a Sandbox for building, go ahead and set that location up in your Picks
Tab.
♦
If you are not in the Sandbox now, Teleport to it by either using the Search Tool (Ctrl-F),
Finding the Landmark in your Inventory (Ctrl-I), or by looking for the Landmark on the
World Map (Ctrl-M).
♦
Right-click on your Avatar and select Profiles and then the Picks Tab.
♦
Press the New Button and add your own choice of Picture, Title, and Description of your
Pick.
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Profiling Others is Acceptable
Profiling the other Avatars is when you open their Profile windows to learn more about them. Profile is
also an easy way to drop off Inventory items. All you have to do is drag the item onto the Give Item
area where it prompts you to “Drop inventory item here.”
You are also able to use the Profile Window to Pay (give) them Linden Dollars, send them an Instant
Message, or invite them to teleport to you. You can also show appreciation by Rating them (only positive ratings allowed). To rate, you click on the Ratings button and for L$25 you can give a rating. You
can only Rate that Avatar one time per category. This Linden money does not go to them, it goes to
Linden Lab. Your “Given” category in your Profile Window is debited with the Rating point you gave.
Profile is also where you can Mute particular Avatars if you don’t want to hear their Chat or receive
Instant Messages from them. Plus, you already know about the wealth of information you can garner
from reading their Profile pages.
What Are Groups?
Groups are organizations or communities you can join in Second Life. It keeps people with similar interests in touch. Through the Group function you can easily communicate and organize activities.
Members can propose and vote on ideas. It’s an excellent way to expand your network within Second
Life. Form a Group with your friends and join other groups as well.
INFORMATION: GROUPS
To find your listing of Groups, right-click your Avatar and select Groups
from the pie menu or left-click Edit from the Menu Bar and select Groups.
As you become more familiar with Second Life, Groups is a tool that you
will want to revisit, especially if you pursue business or land ownership
opportunities. Here is some basic information on the special features
available to you as a Group member.
Special Titles: Group members and officers are assigned titles. When
you click Groups on your Avatar pie menu and activate and select a
Group to activate, the Group Title you are assigned will appear over your
name. For example: “VIP”, “Book Lover”, or simply “Member”. You can
change to the title of any of your groups (or select “no group”) at any time
by selecting Groups on your Avatar pie menu.
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INFORMATION: GROUPS (Cont.)
Special Permissions: Group members can be given special permissions and they can vary from one member designation to another.
Officers may have more “rights” then a regular “Member”. For example,
Members can be assigned to be able to modify the builds of the group
(when you build with your group tag).
Joint Money Distribution: Groups can be assigned to share in a
balance. Any money paid into the group can be assigned to be paid out
to group members each day. This is often used when a group owns a
business venture jointly.
Joint Land Ownership: Groups can jointly own land, with each
member making a contribution to help pay for the land’s cost and even
contributing their initial 512 sq. meters tier under their premium membership plan. Groups historically have received a 10% bonus allocation
to their tier requirement.
Group Member Recognition: Other residents can see what groups
you joined by looking on your profile.
JOINING A GROUP
You can join established groups but how you join depends on whether it
is designated for Open or Closed enrollment. Open groups allow anyone the ability to sign up by clicking the Join Button in the Group
Information window. Closed Groups require an invitation first from a
Group Officer before you are allowed to join.
FINDING GROUPS
There are basically three ways to find Groups to join:
PROFILE LIST: Look for the Groups that the other residents have
joined. Right-click on an Avatar; select their Profile, and look through
their list of Groups. If you are interested then left-click on the Group
name and it will open to the Group Information page. That page has
the Join Button available if it is classified as“Open Group”.
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INFORMATION: GROUPS (Cont.)
SEARCH TOOL: Open the Search Tool (Ctrl-F); select the Groups
Tab; use the keyword search approach to find groups that might interest
you. This is not a sophisticated search approach. The name will only appear if the search word is the first word in their name.
SL WEBSITE (www.secondlife.com): A more powerful search engine
is available on the official SL Website. Select “Community” from the
Menu Bar. The Community page has a Search Box. Use your keyword
there to locate a Group that uses that word anywhere in their name or
description. The search will also produce results for Events and Places.
Once you find Groups that pique your interest, look them up in-world,
using the Search Tool (Ctrl-F) and Groups Tab.
PROFILE AND GROUP TIPS AND HINTS:
122
●
You may choose to disclose personal information in your Profile,
be aware that whatever you write becomes public information.
●
The Member Name, Title, and Last Login columns on the Group
Member listing can be sorted. If you can view this area for a group,
you can see when the individual Members had visited SL last.
●
If notices are getting irritating (some groups send a lot of them) you
can un-check Receive Group Notices under the General Tab of
the Group Information page for that particular group. This is especially useful if you are getting spammed.
●
Groups require a minimum of two Members to be called a Group;
this allows couples and pairs to Group easily without involving others. A group can also have more than one Owner.
●
You can belong to up to 25 groups at the moment. This is always
subject to change. The LL people have already raised it once.
●
Groups that own land have a 10% tier bonus.
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PROFILE AND GROUP TIPS AND HINTS: (Cont.)
●
There is a hierarchy of power in a group based on Role Assignments. Any Member in a Role with the right Abilities can
promote and demote other Members from Roles.
●
If you have multiple Titles (Roles) in a group, you can select from
any of their titles by using the My Active Title menu that is found
on the General Tab of the Group Information page.
●
Anyone can create a new group for L$100. Open the Group
Window through Edit or through your Avatars pie menu and select Groups. The Create Button allows for easy creation of a
Group.
●
When you Create a Group you are assigned the Role of Founder
and also of Owner.
●
The Group Charter is located on the General Tab on the Group
Information page. This provides a description of what the group
is about, a mission statement, or other information of interest.
●
Read the Group Charter. Also read what rights and responsibilities you have as a member if you join. Be aware that some
groups cost to join. Also some groups (especially with group land
and business ownership) assign some financial responsibilities to
the group members.
●
The value of the Rating system is yet proven. Linden Lab makes
the money but they don’t track the ratings at this point. Also
friends have been known to give each other ratings regardless.
Others have paid people to give then a rate.
●
The Rating system for Behavior, Appearance, and Building
that Residents use through the Profile Window is also known as
a Reputation System.
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Group Quest
In your quest for signing up with a couple of groups, you will noticed that Groups center on a particular
topic of interest. This gives people a common ground for discussion and is an easy way to meet people
through common interest. Some of the SL Groups have formed their own websites. Groups are also
used as the corporation equivalent in Second Life. The Group in this case may provide a service,
make and sell a product, rent or manage property, etc.
Some residents set up Groups to re-enact some specific world or place in time. Using land they may
recreate this world and the participants are required to dress, act, and speak according to the time period. These role-play worlds extend even beyond creating from literature, history, or specific
geography. Geography examples include replicating Las Vegas, New York, or Paris; or replicating Historical events like WWII, or ancient worlds like medieval Japan, or ancient Rome in a Region. However,
residents are always free to move in and out of these worlds as they see fit. Land ownership and property rights, however, often dictate with the property owner choosing to expel residents who don’t abide
by the defined property regulations or the community standard of acceptance.
There are also areas that re-create worlds from literature or specific geography. Some of the Groups
(often referred to as subcultures) in Second Life evolve around interests and events. These will include
activities related to sports, arts, religion, charity, support groups, commerce, culture, education, warring, games, contests, nightlife, entertainment, and pageants. If there is an interest, then someone,
somewhere in Second Life is bound to create or re-create it. This is the uniqueness of Second Life and
what makes it the growing phenomena that it is.
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CHAPTER 15:
FRIENDSHIP RINGS
Be True To Thyself
Let Me Call You Sweetheart
Friends hold a special standing in Second Life. There is a Friends button (Ctrl-Shift-F) dedicated to
assisting with the management of your network. Easily add Friends, communicate, track and even
share rights to modify objects and items. Once you get the hang of the Friends tool, you will see how
powerful it really is.
INFORMATION: FRIENDS (Ctrl-Shift-F)
Select more than one friend on
your list by using Ctrl-select or
Shift-select functions.
PERMISSIONS WITH
FRIENDS
For each Friend, or Group of
Friends, selected you can
choose to allow them the following privileges (displayed by
an icon) by checking the corresponding box:
Can see my online status:
Friends on your list are notified
when you enter SL. They are
only notified if they are already
in-world.
Can see me on the map:
Allow your friends to track you
on the World Map. They can
then look up your location.
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INFORMATION: FRIENDS (Cont.)
Can modify my objects: Tick this and you allow your Friends to have
Full Permission to work with your items. Then you don’t need to reset
permissions and physically transfer items to them.
BUTTON FUNCTIONS:
Instant Message (IM): Start a private text conversation with one or
more Friends.
Profile: Select and open a Profile Window on a Friend.
Pay: Transfer Linden Dollars to a Friend.
Add: Invite someone to your Friend’s list.
Remove: Remove someone from your list.
Tell One and All
You know you can text message with one person in IM, but you can also text message with a lot of
people all at once. Along with friends, your Instant Message (Ctrl-T) will also show any Groups you
are a member of at the top of the New IM Tab.
Opening the text box by double-clicking the Group name will message everyone who is online, and in
that group, all at the same time. Then any or all of them can respond at once.
Everyone in the group then is party to the conversation. It’s a great tool, but irritating when people use
Group messaging for private conversations meant for only a few. That’s often when the Mute function
is invoked by the members. That’s also when members will remind people to take their conversation offline.
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FRIENDSHIP TIPS AND HINTS:
●
To give something to someone nearby just drag the item from Inventory and drop it onto the other resident’s Avatar.
●
To simply give another Resident your Calling Card without adding
them as a friend, right-click on their Avatar, click on more, then
select Give Card.
●
If you’re near them, just right-click their Avatar in-world and select
Add Friend.
●
If you’re not near them, or if they’re offline, click the Friends button at the bottom of the screen to bring up your friend list. Then
click the Add... button. That brings up a search dialog where you
can find someone by name to offer them friendship.
●
You can give someone an item by dragging the item directly onto
their Calling Card. Alternatively, open their Calling Card, and drop
the item onto their Profile.
●
If you want to give an item without using the Calling Card, Open
Search (Ctrl-F), and search for the person under the People Tab.
Click their name see their Profile, and drop the item onto their
Profile. If an item is marked as No Copy, you will transfer then
the item and lose the ownership if the other person accepts the
transfer.
●
If an item is marked as No Transfer, you will be unable to give
the item to another Avatar.
●
Your Calling Card Inventory is not automatically reflected in your
Friends Window. When you add someone as a friend and it is
accepted, their name automatically lists on the Friends List and a
Calling Card is added to Inventory.
●
When you join or create a Second Life Group, the IM window will
display a listing for your groups. You can double-click the Group
name to start an IM session with all online members of the Group
at once.
●
You can also create other IM groups of residents that you want to
communicate with regularly by creating a “Calling Card” folder for
a group of people.
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FRIENDSHIP TIPS AND HINTS: (Cont.)
●
If you keep getting these offline emails through Calling Card
messaging, you can delete the Calling Card for that individual
and your card will automatically delete from their folder. Friendship is mutual.
●
You can always track the online status of people using the
Search (Ctrl-F) function without having it report directly to you
when they are online or not.
●
Residents who refer their friends are presently receiving a single lump sum payment of L$2000 for each friend who signs up
for a Premium Ac count.
●
You can refer as many friends as you like to Second Life and
the same bonus will apply to all of them as long as they sign
up. (There used to be a limit of 5).
●
The People Tab is where you can search for other Residents,
and Linden staff. Only the current and active accounts are
listed.
Calling All Cards
The Calling Card is an Inventory Only Item. That means it cannot be manipulated outside of the
Inventory environment. Calling Cards are also called the shortcut to another resident’s profile. Just
double left-click on a Calling Card and that Resident’s Profile Window opens.
Calling Cards are different from the action of inviting Friendship. With Calling Cards you can give
another resident a calling card without receiving one in return. In friendship it has to be a mutual
exchange. Also, calling cards do not track through the Friends feature on the World Map (Ctrl-M)
unless they are also a friend.
Calling Cards are great for remembering people you met. They can easily be sorted into file folders.
This is similar to real life use of the Business Card. In early SL these Calling Cards were counted and a
bonus was awarded to the residents who held the most. The original Calling Cards influenced the
development of the Rating System (referred to also as a Reputation System).
Another use of Calling Cards is to sort them for Conference Calling or “Group Talk”. Create a Folder in
your Inventory (Ctrl-I) and drag in the Calling Cards of the people you want in a “Group Talk” session.
Then right-click that folder within your Inventory and choose Instant Message All Users to send them
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all a message. Alternatively, you can choose Instant Message Online Users. This will only send the
“Group Talk” to those currently in Second Life. So don’t forget to collect Calling Cards by trading them,
or by offering Friendship to the people you know or want to keep in touch with. This is the easiest way
to stay connected.
EXERCISE 15: SET UP GROUP TALK
OFFER FRIENDSHIP
The only way to get comfortable is to just jump right in and be friendly. Try to find a way today to use all
three approaches to extending Friendship.
♦
Offer Friendship to by right-clicking on an Avatar and selecting Add Friend
♦
Give someone a Calling Card without adding them as a Friend. Right-click on their Avatar,
select More, and select Give Card.
♦
Offer Friendship to an Avatar by looking up their name in the People Tab in Search (Ctrl-F)
and offer them Friendship through their Profile.
♦
Left-click Friends (Ctrl-Shift-F) and search for a name of someone you know or met, and select Add.
♦
When your Friendship has been received and accepted, then click on the Friends Button
(Ctrl-Shift-F) and set your permissions for them.
CREATE A “GROUP TALK” FOLDER:
♦
Open your Inventory (Ctrl-I), and Create a New folder within the Calling Cards folder.
Name that folder something that you recognize about a Group of friends (such as “Frat
Brothers”, “Best Friends”, or “Techies”).
♦
Drag the Calling Cards of the Friends you want in that new folder. If you right-click a Calling
Card and select Copy (Ctrl-C), then right-click the folder and select Paste (Ctrl-V), then you
can place the same person in multiple folders.
♦
Now you can start an IM session with all the Friends in that folder. Right-click that folder select either Instant Message Online Users or Instant Message All Users.
♦
Instant Message Online Users includes only those people in the folder who are presently
online.
♦
Instant Message All Users sends the message to everyone in the folder. Offline residents
will receive the message upon logging into Second Life. Those messages will be delayed.
IMPORTANT: The Friends who have their IM sent to their email (by selection in their preferences)
will receive a single email for every line of an Instant Message All Users conversation. This can result
in overload and is a nuisance to the receiver. So choose to use this feature sparingly.
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SHORTCUT COMMANDS:
Friends*
IM
Select All
Copy
Paste
Ctrl-Shift-F
Ctrl-T
Ctrl-A
Ctrl-C
Ctrl-V
*toggles on/off
Handshake or a Kiss
Interaction between residents is largely informal. Handshakes are uncommon but hugs and kisses abound. As far as the more affectionate acts of sex or other related acts, it’s not often publicly witnessed
due to the stringent TOS/CS (Terms of Service/Community Standards) rules. Though pretty much everything is available and some unique poses are known to exist.
These acts are typically taken to the more private skyboxes, restricted access properties, or membership only clubs. Residents use these alternative options for privacy, whether it be sexual acts or just
the typically want of being alone without disturbance. It is easy for the public to see what you are doing
because, through the view function (Ctrl-Alt or Alt-move mouse), it is easy to pan through walls and
doors. As a result, people who want privacy will usually try to be discreet.
Sky Boxes are often found at very high altitudes and are out of sight to most residents. To reach them,
when they are at great heights, often requires either a direct teleport that is structured by the owner, or
you have to ride an object up to get there. These Sky Boxes may also be accompanied by security
“scripts” that can eject (from the land) or send home the unwanted peeping toms and intruders. So
when you are walking or flying around Second Life, look around, look up, and you shall find more than
what you originally thought was there.
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CHAPTER 16:
PHONE HOME
Mapping It Out
Map and Find It!
Maps are useful for navigating around Second Life and finding locations, people, and activities of interest. There are two types of Maps, the Mini-Map (Ctrl-Shift-M) and World Map (Ctrl-M). These two
maps are integrated, and upon directly opening them, they display your Avatar’s location. The MiniMap is used for navigation and tracking. This map displays the immediate vicinity around your location
upon opening. The Yellow dot is you and the white triangle is your “field of vision” showing the direction
you are facing. Any objects that you own appear on the mini-map in light blue. This feature can be useful in identifying the location of your objects. Each green dot on both maps is another resident. On the
mini-map groups of people appear in clusters. Click on the mini-map and the World Map opens.
Open the World Map and again you appear in the center as a yellow circle. Again a white triangle appears showing the direction you are facing. This map shows a lot more detail. In the World Map groups
of people appear stacked. The World Map can also be opened through Search, SLURLs, and Landmarks.
INFORMATION: MINI MAP (Ctrl-Shift-M)
MINI-MAP
This is a small map that can be useful to navigate around Second Life. Select View from the Menu Bar and select Mini-Map (Ctrl-Shift-M). The MiniMap appears in the right hand top corner but like all of the Windows in
Second Life, you can left-click, hold, and drag it around.
Yellow Dot: This represents you as your reference point. You can see
where you are located.
Cone of Light: Emanates from the Yellow Dot and shows which direction you’re facing.
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INFORMATION: MINI MAP (Ctrl-Shift-M) (Cont.)
Green Dots: These are all the other Avatars around you. If the Green
Dot is round, then that Avatar is at about the same height as you. If the
Green Dot looks like a “T”, then the Avatar is above you in height. They
may be flying, or in a very high building. If the “T” appears upside down,
then the Avatar is somewhere below you.
Compass: North (N) on the map is in a bluer shade than the other directions. This is done to help you orient yourself. If you move your Avatar in
circles you will see that the Mini-Map will track with you.
Geographic Features: Land Type is represented in color. Grass is
green, snow is white, and water is blue.
Dark Gray Blocks: These represent Objects that are owned by others.
In a region with lots of buildings, you will see lots of dark gray blocks.
Cyan Blocks: This color shows which Objects you own in the area. This
can be useful for finding lost objects.
Fuchsia Blocks: These Objects are owned by a group of which you are
a member. For an object to be group-owned it must be set to “Share with
group” and you need to activate and wear your group name in order for
your group-ownership to be recognized.
Regions: The Regions are defined by squares. The region you are in will
be lighter than adjacent ones. You can see this more clearly by click
dragging on the orange triangle in the lower right corner of the Mini-Map
which will resize it.
Dark Gray Areas: This is area beyond the borders of the World so you
can’t go there.
Left-clicking on the Mini-Map: This action opens the larger World
Map. The World Map shows more detail about your Region and the Regions around you.
Right-clicking on the Mini-Map: Lets you change the zoom level and
“Stop Tracking”. Tracking is caused by clicking the map or by using the
Search function. When you are tracking you see a red beacon and an arrow pointing to a destination.
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Home Sweet “Home”
Everyone needs to have a place where they feel they belong. A place where you can start your day
and a place you find is your haven. One way to find a home is to own land. Others decide to be renters, instead. Another approach is to belong to a group that owns land. With a group title you can then
set the location in the World in the Menu Bar and select Set Home to Here. This way, if you wander
off and end up in a damage-enabled area and are killed; death means an instant teleport back to your
home location. Nothing bad happens, you just go home. “Home is where the heart is” and it’s taken
quite literally. Your health is restored there. If you don’t have a location to call your own, the only home
alternative is a Mainland InfoHub. Either way, you need to search for a place to call Home.
EXERCISE 16: ESTABLISH YOURSELF
ESTABLISH YOUR “HOME”
You will feel less like a Newbie if you can establish a Home. Your options are to own or rent. In the
next Chapter we address the topic of Land ownership.
♦
Go to your Land, rental space, or Mainland InfoHub (noted by a blue i Icon on the World
Map).
♦
Left-click World in the Menu Bar and select Set Home to Here.
♦
Open the World Map and find the blue house icon which is now your new Home.
ESTABLISH A LANDMARK
In Chapter 5 you searched Sandbox space for building. When you were there, you should have
created a Landmark so it is easy to return after your explorations. If you didn’t, this is a good time to set
one up. Also, in the Appendix is a suggested list of places to Explore.
♦
Go to the Appendix and find the SL Explore Recommendations and pick out a few places
that sound interesting. Teleport to them through the World Map.
♦
Once there, explore a little. If it is a place you find interesting, go ahead and set a Landmark
by left-clicking World on your Menu Bar, select Create Landmark Here.
♦
If you like the location, take a couple of Snapshots (Ctrl-Shift-S) and save them to your hard
drive in a SL Explore Tour folder. Label the first photo for the file “Explore 1” (Then next time
you are in-world, start that SL photo series as "Explore 2". The individual photos will automatically be assigned as _001, _002, etc.)
♦
The Landmark Window gives you the choice to “Teleport” or “Show on Map”. Since you
want neither right now, just close the window by left-clicking the “X” in the right hand corner
(Ctrl-W).
♦
Open your Inventory (Ctrl-I) and find your Landmark filed under the Landmarks folder. Notice it has defaulted to the location title.
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♦
Right-click that Landmark file and select Rename from the Context Menu. If this is your
Sandbox Name it “My Sandbox.” If it is an SL Explore Location, give it a name you will remember.
SET UP A TOUR PACKAGE
You should start collecting Landmarks from favorite places. To keep them organized you can set them
up into a Folder for easy finding.
♦
Select the Landmarks folder; right-click on it and select New Folder from the Context Menu.
♦
Select New Folder; right-click and select Rename. Label it “SL Explore Landmarks”
♦
Now left-click drag the Landmark files into that folder. See how many of the SL Explore Tour
recommendations you can establish as Landmarks.
♦
Select one of the Landmarks in your SL Explore Landmarks folder. Right-click, select Properties. Notice that the Default permission settings allow the next owner full rights to Copy,
Modify, and Transfer. Leave the default set as is.
♦
Now package your tour. Create a Cube (Ctrl-4) and drag the SL Explore Landmarks folder
into the Cube. Set the Permissions on the cube to allow the next owner to Copy and Transfer only.
♦
To make the Tour Package look interesting, wrap the Cube with Snapshots by using Upload
Textures (Ctrl-U) to add your favorite SL Explore Landmarks snapshots to your Inventory
from your hard drive. There are 6 faces to your Cube. Place a different Snapshot (or Texture)
on each face (see Chapter 10 for details).
Now that your Tour is packaged, you can give them as gifts to friends. Add a note card so they have information about how to take the Tour.
SET UP A TOUR ITINERARY
A Tour Itinerary is similar to a Tour Package except that instead of Boxing the Tours, you add the
Tours to a Note. This gives you greater flexibility since you can write a description of the location and
even add a picture or two with the Landmark.
134
♦
Create the New Note in Inventory (Ctrl-I); left-click Create, select New Note The New Note
file can be found in your Notecards folder and should open upon creation. Right-click the file
and rename it “SL Explore Itinerary” and the opened note’s name will automatically change.
♦
If the note didn’t open, Double Left-click the SL Explore Itinerary note and it will open or
right-click the note and select Open. Type in a Description: “Fun and Interesting Tours in SL”.
♦
Now type up a short Introduction. Then referencing your Landmarks, type the title of the first
location onto your note, provide a short description, and then drag onto the note (from your
Inventory file) the Landmark that corresponds to it. If you have a picture of the location, drag
that onto the notecard as well. See what happens? This makes it easy for someone to follow
your tour in the order you define on the note.
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♦
♦
When you are done, press Save, and it will return to Inventory.
If you don’t want the next owner to Modify the itinerary, then right-click the file and change
the Properties. Now to give the Itinerary as a gift it doesn’t need to be “Unboxed” you can
simply drop it onto someone’s Profile and they have it all intact to follow.
INFORMATION: WORLD MAP (Ctrl-M)
MARKERS
●
You (Yellow Circle): The reference point for where you are standing.
●
Your Home (Blue House): Location where you set your “Home”.
●
Classifieds (Green Hand): Locations that have a Classified Listing.
●
Residents (Green Dots): Other Avatars in the World.
●
InfoHub (Blue I Circle): Information designed Hub.
●
TeleHub (Blue/Yellow Cross): Established Teleport location for the
Region
●
Land for Sale (Yellow): Border designation for Land Listed for Sale.
●
Price Listing for Land (Dollar Tag): Sell Price set by owner. Select
for description, size, and price.
●
Popular Places (Yellow Thumbs): Achieved the Top 20 List for Traffic in the last 24 hour period.
●
Events (Pink Stars): Mouse Over to read PG event listed on Search.
●
Mature Events (Blue Star “M”): Mouse Over to read Mature event
listed on Search.
●
Auction (Blue/Purple): Land on the Auction Block found in Search.
TABS:
You can choose from 2 types of views on the World Map
Objects: Reflects Objects built and overlaying the Ground
Terrain: Only displays the view of the actual ground and water format.
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INFORMATION: WORLD MAP (Ctrl-M) (Cont.)
TABS:
You can choose from 2 types of views on the World Map
Objects: Reflects Objects built and overlaying the Ground
Terrain: Only displays the view of the actual ground and water format.
OPTIONS:
Home (Go Home): This button transports you immediately to your designated home location.
Teleport: Allows you to click on a location and be transported directly
there.
Friends: This drop down menu brings up the names of all of your friends
that are online so that you can click on their name and it will show their location. You can then choose to teleport directly to them.
Find Region: You can fill in the name of a region and the actual coordinates of a location. It will be located on the map indicated by a red hollow
circle. Then you can teleport there.
Landmarks: This is a list of the locations you have stored in your Landmarks folder in Inventory. You can either double left-click the landmark in
the folder or use the drop down list and see the location in the map view.
Show Destination: Where you are going (per your selection) is displayed on the map with a red circle on the map and a red marker arrow will
appear near your Avatar with the distance in-world from your location. If
you turn in the direction of the arrow you will see a red light beam in the
distance marking the location. You can fly toward that beam and see the
listed meter distance decrease as you get closer to your destination.
Show My Location: which is where you presently are located. You can
toggle this button with Show Destination. This toggle is useful when flying
across Regions and when you are searching for a specific coordinate set.
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MAP TIPS AND HINTS:
●
If a region is Offline it will appear red. It indicates there is a problem
and you can’t go there. You can keep an eye on it through the World
Map (Ctrtl-M). if it seems to be Offline too long, you can also inquiry
about it through the Help Request in the Help on your Menu Bar
●
The destination you select on the World Map will be marked with a
red arrow and a red pillar of light when you teleport to it if you can’t teleport directly onto the coordinates. Simply fly or walk toward the red
pillar of light then to get there.
●
Objects will show up on the world Map, but they have to be lower
than 400 meters.
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MAP TIPS AND HINTS:
●
Landmarks come in two different colors. Bright red landmarks are
ones you’ve already used and teleported to. The color will then
change when you open a new session. The more faded mauve
landmarks are ones you haven’t been to yet.
●
The Mini-map displays the sim immediately surrounding your Avatar. It shows the layout of the sim including buildings and terrain.
The dot in the middle represents you, and the white cone is your
field of vision. The Mini-map rotates as you turn, making it easy to
keep to a compass heading if you choose to.
●
The Mini-Map displays all the objects you own in light blue.
●
The default permission settings for Landmarks allow the next
owner full rights to Copy, Modify, and Transfer.
●
The World Map is also on the web on the Second Life website
(http://secondlife.com/) or on SLURL (http://slurl.com/).
●
A home location is set from the World menu, but will works only if
you are over land you own or have permission rights to set a
landmark.
●
A blue house icon on the World map that shows you where your
home is located.
SLURLing Your Words?
A SLURL (Second Life URL) provides a convenient bridge between two worlds. They connect between
what you see and read in the real world with where you need to go for the experience in Second Life.
This is done through a simple teleport link. The advantage of using a SLURL format outside of SL is
that the website (www.slurl.com) makes it easy for a new participant who is interested to sign up for
SL. This more sophisticated SLURL maker also allows easy formatting of the billboard offered on the
map. You can add your own title, text, a picture, or even a website window. This is an intriguing way for
you to provide a glimpse to the other party of what to expect at the other end of the teleport.
Residents easily communicate to other residents by offering SLURLs through email, blogs, and websites. Clicking on a SLURL link opens the SL map. From the map you can choose to teleport (which
will open an SL session), and directly populate the coordinates into your World Map. It’s the easiest
way to get people to a designated location.
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Chapter 16: Phone Home
TIME TO SLURL IT UP
MAKE A SIMPLE SLURL
SLURL your Sandbox location. Open the World Map and click on Show
my location; click Copy Slurl to Clipboard. Then paste (Ctrl-V) the
SLURL onto a Notepad, Word Document, or anything that accepts text. It
should look something like this:
http://slurl.com/secondlife/Taesot/159/56/24
Notice that the SLURL simply adds Region and the X, Y, and Z coordinates of your location. Look at the top of your Menu Bar in Second Life.
Notice the same coordinates appear there. Now Ctrl-click on the SLURL
address and the SLURL Website opens. The World Map will appear with
the location your standing at with a marker pointing to it. Be patient, it may
take awhile for your browser to respond.
SLURL WITH A PICTURE
Adding a picture to replace the Second Life box on the SLURL is easy. Using your Internet Browser, go to www.slurl.com. Click on Build your own
Slurls. On the form below Location Data, put in your Region’s name, and
the 3 coordinates.
Skip over Window Image Size. In the Window Title space type in: “My
Sandbox”. Then upload one of your self-portrait snapshots from your hard
drive onto a free photo sharing website like Photo-bucket
(www.photobucket.com) or Snapzilla (www.slpics.com).
Follow their Upload instructions, then copy the URL for the photo; paste it
onto the SLURL form Window Image space. Add a Window Message also.
Press Generate Slurl. Now the SLURL appears at the bottom of the page.
Press Go and take a look at your SLURL.
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Chapter 16: Phone Home
TIME TO SLURL IT UP (Cont.)
SLURL WITH A WEBSITE LINK
Using the same SLURL form above, this time add a web address where it
says Insert IFRAME. That is any web address you want to window in. Just
pick any web address from the Internet, but make sure you copy the address as it reads in your Internet Browser window. Then press Generate
Slurl, and the “Go” button to view.
If it looks good, then you just copy the SLURL address to share in emails,
Blogs, Websites, MySpace, and pretty much anywhere.
SLURL TIPS AND HINTS:
140
●
To activate the button that creates SLURLs in the World Map,
just choose a Friend, Landmark, or search for a Region. When
the coordinates on the World Map populate, you are able to
create the SLURL through the Map function “Copy Slurl to Clipboard.”
●
Once the SLURL is on the clipboard, you can open your web
browser and paste it into the address bar and press enter to see
what it does (it may take awhile, please be patient).
●
You can paste a SLURL into anything that accepts text like a
MySpace page, a Blog page, in an email, or just on a blank Word
page. To activate the SLURL requires only a Ctrl-click.
●
You can teleport your Avatar directly to a location using the Teleport button on the SLURL map.
●
SLURLs are used on fan sites, advertising products for sale, blog
articles, websites, etc.
A Beginner’s Guide to Second Life
Chapter 16: Phone Home
SLURL TIPS AND HINTS: (Cont.)
●
Social websites like Snapzilla and SLBuzz even take the snapshots you email out of Second Life and post them on the web with
SLURLS. If you want, they even have cross-posting options to
popular photo-sharing website Flickr, spreading your SLURLs further in the process.
●
Please note that precision of teleporting to a given location depends on how the owner set the land option. The owner may have
chosen to override the teleport coordinates by having all teleports
directed to a particular landing point. This is often done in Malls so
store owners cannot direct traffic solely to their store, but instead
through the landing point so the whole mall gains the exposure.
●
Both Landmarks and SLURLs have the same purpose. They both
are designed to help you pinpoint and get to a particular destination quickly.
●
However: Landmarks are an item type in your Inventory, so they’re
not usable outside of Second Life. If you want to share a specific
location with friends on the web, you’ll need to use a SLURL.
●
SLURLs are better than just using a www.secondlife.com prefix
reference because the SLURL will at least inform someone first
about what they’re getting into, offers added customization, and
provides a link to join Second Life.
●
A great companion for SLURLs (since they tend to be lengthy) is
TinyURL. Just like the name says, it creates an alias (redirect)
which leads to your SLURL.
●
Linden Lab often uses what is called a TinyURL Since long URLs
are more prone to break due to various causes like human error
(not copied and pasted correctly) or bugs (email client’s line
breaks chop it in half), the TinyURL reformats the SLURL to make
it
brief.
SLURLs
can
be
converted
to
TinyURLs
(www.TinyUrl.com).
SL Space is Universal
In Second Life there’s something new (and different) around every corner. In previous chapters we
recommended Search sites and encouraged exploration. Out of curiosity you probably have already
found casinos, dance clubs, amusement parks, theme regions, shopping malls, space stations, vampire castles, dance clubs, and movie theatres.
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Chapter 16: Phone Home
Make sure you explore the Appendix Website Resources at the back of this book, to experience the
merging of Second Life with the real world through the use of SLURLS, websites, news resources,
blogs, and product exchanges.
Talking with the other residents you have met, the world as you know it probably just got a whole lot
bigger. SL has probably introduced you to people from all over the country as well
from all over the world. You should be trading Calling Cards, joining Groups, and expanding your network of Friends.
You are almost at the end of this book, and now should realize how far you have come in your knowledge of SL. Yet there is always more to learn and do. Don’t worry, no one ever knows it all or does it
all, just enjoy the journey.
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Chapter 17: One If By Land
CHAPTER 17:
ONE IF BY LAND
Two If By Sea
To Buy or Not to Buy
Sooner or later the SL residents who make a commitment to this new world decide they want land.
What motivates this desire will vary. Sometimes a resident just wants a home. Others decide they want
a place to leave their builds, entertain their friends, set up a business, or just feel part of a community.
There are two options available for your own personal space. You can basically choose to own or rent.
There are very important differences between these two, which we will explain in this chapter.
Owning It
This is very similar to owning real estate in the real world. You buy land, you pay property tax (called a
monthly tier), and you can benefit from land value appreciating. You also have the right to sell it. Sound
familiar? If you talk to the established residents, most will agree that it is the recommended route even
though it is more expensive. Land ownership offers greater security and fewer restrictions.
To own land you have to upgrade first to a premium account. This means that there is a monthly membership fee. However, the membership does give you a sign on bonus and a weekly stipend which
makes it almost feel like its paying for itself; although, the stipends paid under the membership program have been decreasing as the volume of residents grows. You can reduce your membership cost
by paying for a year at a time. That is definitely well worth it if you are making a long-term commitment.
INFORMATION: PREMIUM MEMBERSHIP UPGRADE
You can only purchase land if you hold a Premium Membership in Second
Life. At the time of this printing, the Premium Membership cost can be reduced by paying quarterly or yearly. It also provides a Sign on Bonus,
Monthly Stipend, and no tier fee for the first 512 sq meters of land that you
own. Though the price and value of membership keeps changing, it still
seems to be a good deal when added up. However, like every good deal,
there is still a payout. You need to weigh your level of commitment and evaluate your purpose for pursuing land ownership.
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Chapter 17: One If By Land
INFORMATION: PREMIUM MEMBERSHIP UPGRADE
(Cont.)
Don’t worry if you have a free account (Basic Membership) right now. You
can always upgrade at anytime to a Premium Membership and enjoy
these benefits. Check the Second Life website for the going fees and associated benefit amounts.
When you are ready to upgrade; just log into your account on the Second
Life website (www.secondlife.com) using your Avatar name and password.
In the upper right hand corner of your screen, click My Account, Find the
link titled Upgrade/Downgrade Account and select a Premium Option
Account and Payment Method that works for you.
EXERCISE 17: LANDING IT
LAYOUT THE METERS
144
♦
Measure out 512 sq. meters to get a good idea of the size relative to your
Avatar. Find your Sandbox again. This time build a 512 sq. meter platform in
the sky. That means, if a flattened Prim is 10m x 10m or 100 sq. meters,
then approximately 5 flattened Prims side by side would be 500 sq. meters.
♦
Create a Cube (Ctrl-4) in the air (high enough to be out of everyone’s way so
fly up a bit). Now stretch and flatten that Cube to be (Size: X=10.0m,
Y=10.0m, Z=0.010m). Stand on it.
♦
Now in Edit mode, Copy by Shift left-click drag on either the green or red arrow. Set the X position for that Cube to be 10.0m more than the position of X
the first cube. (For example, if X1-Position =128.00 then X2-Position =
138.00 and X3-Position = 148.00)
♦
Copy until you have a total of 5 flat squares touching.
♦
Rearrange these squares to form a couple different property shapes, but the
size now of your platform consisting of 5 fully stretched and flattened Cubes
is basically the size of your 512 sq. meters of land that does not require a
tier fee.
A Beginner’s Guide to Second Life
Chapter 17: One If By Land
SEARCH LAND PARCELS
Window shop and visit 512 sq. meter parcels in the market.
♦
Open up Search (Ctrl-F); select the Land Sales Tab. Enter 512 sq. meters in the space for
parcel size and press the Search button.
♦
Scroll down and select a 512 sq. meter parcel that looks reasonable and Teleport to it (regardless of price, location, or type of land). We are just looking at sizing.
♦
Once on the land, right-click the ground and select About Land. The plot size will outline in
red. This gives you an idea of size.
♦
You can do this a couple of different times. Also note the listing in the Search window when
you select it. Start getting familiar with the listings, the price, covenants, and whether it is for
sale or rent.
LOOK AT THE WORLD MAP
Compare different plot sizes.
♦
Now open the World Map (Ctrl-M), and check the box that says Land for Sale (has a $ icon
in front of it). The land parcels for sale now appear in yellow.
♦
Zoom in and out of the World Map by left-clicking the map and scrolling your mouse wheel.
See all the land parcels for sale?
♦
Click on some of the $ icons. A description of the land, size, and price will appear. Look
around. Find a couple of plots to visit. Visit land that is 512 sq meters, 1,024 sq. meters,
1,536 sq. meters and a couple of larger plots.
♦
Teleport to the land plots by double-clicking the parcel on the map and teleporting there.
♦
Right-click the ground and select About Land (or left-click World on the top menu bar and
select About Land). Walk around, how does the space feel to you?
♦
Pay attention to the price on the 512 sq. meter plots for sale. This gives you an idea of the
current market price of ownership for the smallest plot. This you can compare to the same
size plots for rent.
Too Tight for Comfort?
For a lot of people 512 sq meters is a tight space. But then, that really depends on what you are going
to do with it, and where it is located. Placing a store, casino, or a house border to border with neighboring buildings towering right up against your property line, may not be the most attractive location. The
other question to ask yourself “Is it sufficient for your purpose?” Also pay attention to the amount of
Prims allowed on the land. In Chapter 9 we addressed the formula for determining maximum Prim
counts per parcel of land.
When you open the About Land window the amount of Prims allowed on the parcel is listed under the
Objects Tab or do the math. A 512 sq. meter plot allows usually 117 Prims (.229 x 512 sq. m = 117).
Some parcels may allow less or more for various reasons, but typically it will be around 117 Prims.
Sound like a lot?
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Chapter 17: One If By Land
COUNTING PRIMS
The only way you are going to get a feel for square meter plots and the
Prim allotment is to go window shopping. In the last exercise you measured and researched lots. Now let’s count Prims for a Home.
HOME COUNT
Search (Ctrl-F) using the keywords “prefab houses” or “houses,” use the
All Tab. Select a result that looks promising and teleport there. With pencil
in hand, look around and see what you can find that will fit on a 512 sq.
meter lot. Right-click the house and select Edit to find the Prim count. The
sales literature may also have the Prim count posted.
Remember that you will want some space for entry or a yard (this is especially important if your neighbors erect tall buildings around you or they
own large plots and block you in with a wall. Though remember you can
float your house but a platform adds to your Prim count.
Once you have the Prim count written down for several houses that fit your
lot size, move on to find furnishings. Search (Ctrl-F) using the keyword
“Furniture”, and go shopping with pencil and paper again in hand. Select
various items you might be interested in and note the amount of Prims.
You can start noting prices as well so you have an idea of costs. We will
address jobs a bit later on and other ways to make money will be a subject
for another book.
When you are done furnishing your dream house, add up the Prims, and
what is your total? Depending on what you plan to do with the parcel will
dictate whether 512 sq. meters and 117 Prims is right for you. Most find it
small, but it is a starting point.
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Chapter 17: One If By Land
INFORMATION: PURCHASING LAND
BUYING LAND
The available land that is for sale can be viewed through the Search (CtrlF) function. The search results sort in alphabetical order and also by land
size, and price. Another approach is to use the World Map and look at the
plots for sale by zooming in and out of Regions. This sometimes is easier
to window shop since you can get a general idea of what is built around
the plots and gain a better perspective when comparing prices and location.
Once you find a plot you are interested in, teleport to it, and check the
Property Borders (P). Then right-click the Land and select About Land to
read the tabs to know what you are buying. Landmark it and file them into
an Inventory folder for later reference.
When you are ready to Buy a plot, teleport to it, right-click the Land and
select Buy Land; or right click the land, select About Land and select the
Buy Land button on the General Tab. Make sure you have enough money in your account to make the purchase. Remember you have to hold a
premium membership to buy land. If the land is more than 512 sq. meters,
then you will also be responsible for the monthly tier fee.
TIER FEES
Also referred to as a monthly use fee. The fees are charged for parcels
AFTER the first 512 sq. meters. This chart represents the additional land
purchased and the associated monthly fee. These fees are subject to
change so check the Second Life website the latest information. Monthly
fees are required to be paid in US dollars.
A Beginner’s Guide to Second Life
PLOT SIZE
MONTHLY FEE
512 sq m
US$5
1,024 sq m
US$8
2,048 sq m
US$15
4,096 sq m
US$25
8,192 sq m
US$40
16,384 sq m
US$75
32,768 sq m
US$125
65,536 sq m
US$195
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Chapter 17: One If By Land
Know Thyself, and Thy Land
Land can be edited (or “terraformed”) in many ways: flattened, smoothed, raised, roughened, etc. So if
it isn’t perfect for you, you can change it. Read the covenants and restrictions to make sure you can
change it the way you plan—before you buy it. For example a residential area may be zoned and
doesn’t allow for a business. A snow region can’t have grass. Or the height of your ground cannot exceed a certain height.
LAND TIPS AND HINTS:
148
●
Tier free Land is only 512 square meters. Even though it is land to
buy and there is no Tier fee, it really isn’t much land at all.
●
Always shop around before you make that buy decision for property. An emotional or impulsive buy always ends off costing more.
●
The same questions need to be asked in SL that you ask yourself
when you buy property in RL. What kind of view will you have?
What are the neighbors like? Is it conveniently located for you? Do
you like the geography? Is it close to your friends? Is it close to
where you like to hang out?
●
Other questions that become important have to do with traffic
causing lag. Does the sim host many events? Is there continuously 30-40 people stacked in a single location (like a club or casino)?
This might look good for a business, but if the casino has campers
that sit for hours and the sim is often full, your business won’t
grow.
●
You can buy land directly from Linden Labs through the land auctions. You can buy land for Linden Dollars (L$) or for US dollars.
●
Sort the land listings by sale price to be able to compare the
L$/meter to be an informed consumer.
●
The price listed is not fixed. The land owner can set the price to
whatever they want. You can approach (Instant Message) the
owner and see if you can negotiate a lower price. When land owners have tier fees and their property is not selling, often you can
negotiate a lower price.
●
Talk with the other residents and your friends, often they will hear
or see a good land deal.
A Beginner’s Guide to Second Life
Chapter 17: One If By Land
LAND TIPS AND HINTS (Cont.)
●
Remember that Builds are easily changed so land around you can
be redeveloped overnight. Next door may be a private residence
or junk yard one day and a skyscraper or casino the next.
●
Rule of thumb, it you don’t like what’s there today, WAIT, it might
change to something new in a couple days.
●
Land Sales are always directly between the buyer and the seller.
This ensures that, at the moment of the transaction, the seller is in
fact authorized to sell the property and the buyer, in fact has the
money to buy the property. There is never a question of title in SL,
all plots and parcels are clearly marked.
●
Sale prices on land vary greatly even within the same region. So
shop around.
●
Most of all, before you buy land, make sure you’re familiar with
how Second Life bills for land. Read up on the Land FAQ on the
Second Life website before making a purchase.
●
The Land Sales tab in Search also shows land other residents
have for sale. While the prices on these parcels are generally
higher, there are a lot more of them available. Larger size parcels
are also frequently available and don’t assume bigger is always
better or cheaper $L/meter.
●
Make sure you read the About Land to confirm the type of transaction. Rentals, Co-Ops and other creative forms of Land sharing are
offered through Land for Sale ads.
●
Second Life also has Land Auctions for selling land. Find it in the
Land for Sale listings. In the World Map this land appears to be
bluish purple in color. Auctions have a set closing time, and the
land goes to the highest bidder. Auction parcels sell for Linden
Dollars (L$) as well as US dollars (USD$).
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Chapter 17: One If By Land
SHORTCUT COMMANDS:
Land Boundaries*
View Property Lines
P
Ctrl+Alt+Shift+P
*Chat must be closed to use single letter commands.
Landing It
Owning land in Second Life allows you greater flexibility to build, display, and store your virtual creations. Use your space to host events, build a business, entertain friends, and have a place to call
home. Whatever the motivation, there is a cost to ownership to weigh into your decision. If you decide
ownership is not for you or you are hesitant to make that kind of a financial commitment, then Renting
may be a good alternative to explore. To enjoy Second Life you DO NOT need land. Only about 15%
of the residents actually own land (though another segment rents). You don’t have to have land (rent or
own) to have fun in Second life.
Converting the Real to Virtual
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A Beginner’s Guide to Second Life
Chapter 18: Landing Pad
CHAPTER 18:
LANDING PAD
Finding Your Pasture
Don’t Soar Until You Know How to Land
There are many questions that always come up about Owning Land. There’s a lot to explain about
Land Management. In the Information box below we define the various tabs in the Land tool. The
more advanced subject of terrain, assigning Prims, group land, private islands, auctions, dividing land
parcels and assigning rights is saved for the more established resident and is considered beyond the
scope of this book. You have quickly progressed from crawling, to walking, and now to flying…but
soaring will have to wait.
INFORMATION: ABOUT LAND
Land Information and Management are handled through the About Land
tool.
ABOUT LAND: While on the parcel of land. Right-click on the land itself,
and select About Land from the pie menu that appears; or left-click World in
the menu bar and select About Land.
TABS:
GENERAL TAB:
This tab provides basic information about the land including deeds and covenants.
●
Name: As the land owner you can give the property a name that
will display for that parcel. If you choose to register your parcel with
the directory listing (for a fee) this name will appear in the Search
(Ctrl-F) menu under the Places Tab.
●
Description: Additional text to describe your parcel. This description also appears in the directory listing. This field is referenced for
the keyword look-up option used in the Places Tab of Search (CtrlF).
●
Owner: When you purchase the land you are listed here. If you’ve
deeded land to a group, the group name is listed.
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Chapter 18: Landing Pad
INFORMATION: ABOUT LAND (Cont.)
152
●
Group: The group that is associated with the land. Click Set... button to
change the group. Setting land to group, does not deed land to the group. A
group setting is used to allow members to build yet restricting others from
building.
●
Allow Deed to Group: Click this and the Deed... button to deed the land to the
currently selected group.
●
Owner Makes Contribution With Deed: Check this button to “contribute” your
land to the group. Used to take advantage of pooling for a lower tier level (for
example, each member contributing their first tier-free 512 sq. meters) and the
group also gets a 10% bonus of land to hold under any tier level.
●
Sell For: Check to set the land for sale at the price you list. It can be sold to a
specific person (or anyone if no name is chosen). Check everything twice before you click and close the deal.
●
Sell objects with land: Option to transfer all of the transferable objects you
own at the time the land is purchased. Only objects that display land owners
name are included. Click Show to see exactly what will be transferred.
●
Claimed: Date that this parcel was last acquired.
●
Area: Listing of parcel size in square meters.
●
Traffic: A tracking of the cumulative time spent by residents on the land in the
past day.
●
Buy Land: Click when you are ready to purchase of the land.
●
Buy for Group: Click if you are buying the land for a group. The group is listed
as the owner of the land. The group has to have the L$ contributions to own
land.
●
Buy Pass: Land is sometimes listed as restricted-access, you can then click
this option to buy an access pass. This lets you enter for the amount of time
the pass is good for.
●
Release Land: This option immediately releases you from owner obligation
and makes the land public property. It can then be purchased by anyone. Don’t
release land if you want to keep it or give it to someone else!
A Beginner’s Guide to Second Life
Chapter 18: Landing Pad
INFORMATION: ABOUT LAND (Cont.)
OBJECTS TAB:
Contains information about the objects that are on your land, and on land
you own within the region.
●
Simulator Object Usage: Reflects both the grand sum of Prims
on all the plots you own in this region, as well as the total sum allowed on those plots. If you don’t own the land, this is the total for
that landowner counting all that they own in the region.
●
Objects Parcel Supports: Shows the number of Prims that can
be placed on a single plot of land. If you decide to purchase this
land (and add it to what you have in the region) then it is the
amount of additional Prim usage you’ll gain.
●
Objects on Parcel: Shows a breakdown (by object owner) of
the total number of Prims located on this parcel.
●
o
Parcel Owner: shows the count of Prims the owner
placed on the land.
o
Set to Group: reflects objects owned by group members that are Set... to the associated group.
o
Owned by Others: includes objects owned by other
people or group members who failed to set the object to
the group.
Autoreturn: Objects owned by others (that are not the owner’s or
associated group members) that are on the parcel after set period
of time are returned automatically.
●
Object Owners: This option displays a list of object owners and
you can pick out specific people and return their objects automatically.
OPTIONS TAB:
Setting that determine what can and cannot be done on your land.
●
Create/Edit Objects: Allows residents to create objects on the
land. An owner always has the right to create objects on their land.
●
Safe (no damage): This setting makes your land “safe” and no
one can “die” here. Usually this is unchecked in areas that allow
combat.
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Chapter 18: Landing Pad
INFORMATION: ABOUT LAND (Cont.)
●
Landmark: Allows residents to create a landmark for future reference.
●
Outside Scripts: Allows scripts in objects to function when they
are on your land. If you uncheck the option it keeps others from
doing things like firing weapons.
●
Show in Find Places (L$30/week): If checked you are
charged L$30 a week to be listed in the Places Search Window
(Ctrl-F). Also select the category you want your land to be listed
under (Store, Game, Homestead, etc).
●
Edit Land: If checked, anyone can terraform the land(change
ground and terrain). Keep this unchecked, since as the owner you
can always edit your own land.
●
Fly: Residents can be restricted from flying on your land if you
check this option. They can still fly over it but they can’t start to fly
once they have touched the ground.
154
●
Outside Scripts: Allows scripts in objects to function when they
are on your land. If you uncheck the option it keeps others from
doing things like firing weapons.
●
Snapshot: This texture picker allows you to choose a picture of
your property to display when residents look for you in the Search
Directory or Pick your property as a favorite to share in their Profile. Any reference to your land will display this picture.
●
Landing Point: By selecting a landing point you can control
where people will appear when teleporting to your land. Stand
where you want the landing point and press Set to record it.
A Beginner’s Guide to Second Life
Chapter 18: Landing Pad
INFORMATION: ABOUT LAND (Cont.)
MEDIA TAB:
Controls the sound and video on your land.
●
Restrict spatialized sound to this parcel: Check this if
you don’t want sound from outside your parcel to be heard on
your parcel. Also, the music and sound from inside your parcel
won’t spill out.
●
Music URL: Enter a URL you would like to use to stream music onto your land.
●
Media Texture: If you use streaming media, this texture will
be replaced with the media when the texture is placed on an
object. Also enter here any URL you would like to stream media from.
●
Auto Scale Content: This feature will scale content to better
fit into the media texture space. It may slow your media playback and even reduce the quality.
ACCESS TAB:
Allows you to control access to your land.
●
Group: By checking this then only the members of the group
(that you selected in the General Tab) are allowed on the land.
●
Avatars: When you check this it restricts land access to specific residents that you add to the access list.
●
Sell Passes: Use when you want people to pay for the right
to enter. You can set it for a specified time period.
BAN TAB:
This list of Avatars CANNOT visit your land. They can still fly over the
land at a certain height. If people are “Griefing” or abusive you can always right-click directly on them, then freeze and eject them.
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Chapter 18: Landing Pad
Everyone is Someone
Owning land allows you to manage and control what happens on that land. You can prevent others
from visiting or building there, change the shape of the land, subdivide and sell it, and much more. The
About Land menu lets you access most of your land’s functions, and gives provides you with information about the land you own.
Not everyone is a landowner, a creator, or a techie. Not every Basic Account holder is a griefer or a
freeloader. Many people with unverified basic accounts are international residents without access to
the credit card or PayPal payment systems offered by Linden Lab. Everyone, though, in Second Life is
contributing one way or another. They may be a renter, a consumer, a worker, or simply enjoy the social experience.
So don’t feel that you have to own land in Second Life or need to sign up for a premium membership to
have a worthwhile experience.
ABOUT LAND TIPS AND HINTS:
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●
Press P or Ctrl-Alt-Shift-P to see parcel boundary lines. Make sure
you know what you’re purchasing.
●
Take note of the About Land listings for the land’s area in square
meters.
●
Read the Objects Parcel Supports Prim amount in About Land
under the Objects tab. This indicates how many Prims you can
place on this land. The Simulator Object Usage entry is NOT the
measure of the Prim allocation since you don’t own the land yet
and the present owner may own more plots in that sim that is added in.
●
When you deed land to a group, you no longer own the land yourself. It is now owned by that group. You receive no money from
deeding it. This means the officers of the group can sell, divide,
abandon or otherwise change the land and control it.
●
Make sure you are happy with the overall shape of the land you
want to buy. Some strange shapes are difficult to fit standard
builds.
●
Be aware of the terrain factor. Most land in Second Life can only
be raised 4m above or below its original position, and the previous
owner may have raised it already to that limit.
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ABOUT LAND TIPS AND HINTS: (Cont.)
●
Prims are counted toward your land’s Prim count when the center
of the object rests in your space
●
If the center of the object is on the neighboring land, the tool in the
About Land won’t recognize the object even though it overhangs
onto your land. Therefore you won’t be able to use the return tool
to remove it.
●
If you have an object on your land that belongs to someone else
and you are unable to return via the land tools, contact (IM) the
owner of the object first and ask to have it removed. Give them
some time to respond.
●
If the object owner doesn’t respond to remove the overhanging object from your land, then ask the owner of the neighboring land to
remove the object or one of the group officers if it is group land.
You can IM the owner or group members.
●
If you have a problem and you have tried everything you can think
of to resolve it, then email support@secondlife.com and detail the
exact location (region and grid numbers) and clearly describe the
problem.
●
You can always log in to your Second Life account summary to get
information about your tier level and your use fees. Look at your
transaction history to see a listing of charges on your account.
●
Linden Lab will email you when your monthly tier is being charged
against your account.
Consider Thy Neighbor
You are going to have to deal with your neighbors in Second Life whether you like it or not. The only
way to get around it would be to buy a private Island that is surrounded by water or void space and live
like a hermit. Since Second Life is all about being social, then that defeats the purpose of you being
there.
One of the biggest areas of friction is inconsiderate neighbors. When someone pays real money to buy
a plot of land, and then the actions of another affects their space, it’s natural for them to feel frustrated
and compelled to want to do something about it.
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Each resident may have their own opinion of what is acceptable and not. But the rule of thumb that is
promoted is to do unto others only what you wouldn’t mind someone doing to you. So don’t invite grief
on yourself by being inconsiderate.
EXERCISE 18: BE A GOOD NEIGHBOR
Following are some of the rules of reason we recommend you follow when you are looking to buy (or
even rent) land.
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♦
When looking at land, consider your intended purpose for it and how it will fit into the neighborhood.
♦
If your prospective plot is surrounded by low-build residential housing, then don’t put up 50 m
pink neon Kitty Kat Club or a shooting gallery with combat zone. If the ownership was reversed, how would you feel?
♦
Don’t erect a 50m wall and block the view of the neighbor behind you on the hill.
♦
When planting trees, don’t place them on the land boundary allowing them to sway into your
neighbors house.
♦
Watch to make sure your light beams and particle streams are not overflowing your property
onto the neighbor’s space.
♦
If you are the first to develop a parcel in the area, then those that follow don’t have cause to
complain.
♦
Don’t open your business directly next door to your major competitor.
♦
Everyone likes to practice building, but don’t let your place look like a sandbox. Finish your
builds or take them back into Inventory if you are never going to get around to completing
them.
♦
Be careful of creating lag or lag producing builds. This happens when you use badly written
script, unnecessarily large textures on small Prims, or have large parties with tons of bling
walking around.
♦
Watch that your “Camping” isn’t becoming an irritant for the region. This is when you pay
people to “sit” on your property. It creates for you a high traffic count. However, some regions
are restricted to no more than about 40 people in the region at a given time, and if they are all
sitting on your property, it closes the region to new people entering. May even make it difficult
for people to go home.
♦
Never build anything that overlaps onto your neighbors land. Try to leave at least a meter or
two around the edge of your land.
♦
Remember Chat (especially shout), music, and media streams will travel across parcel boundaries and affect the quality of your neighbor’s space.
♦
Setting up Ban lines can keep people out of your land to ensure your privacy. However, Ban
lines make it difficult often for residents to move around the other properties in the area. Consider a security system instead.
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♦
Remember Sky Boxes are not really private (check TOS and CS rules for what you can’t do
in an M or PG area). You would need a security system of some sort to make it private from
camera view.
♦
Never extend any security system control lines over your parcel boundary.
♦
When building sky boxes make sure they are positioned appropriately over only your property. Accidentally crossing over the boundary lines puts added Prim count onto your neighbor.
♦
Don’t ban “all Avatars” from your property; it’s the equivalent of calling everyone in second life
an irritant and a Griefer. It will irritate everyone, even those just flying over.
Remember that retaliation is NEVER the answer. Be creative, often there are solutions you can work
with. For example, if the neighbor is an eye sore, put up a phantom wall with your side textured with a
beautiful scene.
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CHAPTER 19:
ECLECTICALLY SPEAKING
Know it All?
Me, Myself, and I
An alternative (alt) account is a secondary account created by a member. This Avatar has a different
name from their primary Avatar. To create an alt account, just sign up through the signup process as
you would when creating any other account. You will be asked by Linden Lab if you are setting up an
alt account. At least now Linden Lab provides the alts with the option to fast track through Orientation
Island, so you don’t have to go through the same required exercises each time. There is no direct link
between your accounts that is visible to anyone residents. So no one really knows who the alts are.
However, disciplinary actions on one account can affect your access to the alt accounts.
Alts are set up for a number of reasons. Sometimes a user wants to be able to move around SL
incognito. In other words, if you are publicly active with your Avatar and it can be easily related to you
or your work, then you may want a separate Avatar to use for “play” or to make it easier for you to have
different creature designs in play.
Alts are also often set up as a Non-Player Character (NPC). This is beyond the scope of this book. It is
essentially when an Avatar is set up for the business, to make it easier to keep track of the required
accounting.
Whatever the reason, each user is allowed to have five accounts associated with the same credit card
and no one needs to know.
Socially Speaking
Socializing takes place in many different settings, ranging from the familiar bars and night clubs, to the
slightly more untraditional caves, medieval forests, and gothic castles. The architecture around SL
alone can even be more unusual than some of the creatures you run into.
Few regions have building regulations, and residents are able to build whatever their imaginations can
garner. Often you will see clashes in architectural styles and themes. This does create some interesting transitions as you fly from one area to the next. As a result some residents have regulated their
regions through land covenants and group associations that control the theme in an area in order to effect a more consistent and cooperative flow to regions. Often the desire is that other players will
respect their property and their decision.
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Really, it’s Not Real
Since nothing is really real in SL, unfortunately some people believe then that behavior doesn’t matter
either. This makes it easy for users to hide behind the anonymity of the Internet. No one expects there
is a real dragon behind that creature, or a true fox behind that furry. How about that Warrior who decides to make Second Life a personal combat zone? This causes all sort of emotional feelings to
surface on both sides. Then mix it with money, time, and investment, and you end up with some really
angry folks.
As a general rule think of every Avatar as having a real person behind it or think of every Avatar as a
real person (albeit not their true identity). This helps keep everyone in perspective (at least to some
degree). No one, except the dictatorship of Linden Lab can enforce or tell people how to act in Second
Life. Having observed the informal rules that seem to work generally in Second Life, we offer up our
suggestions on what it takes to successfully cohabitate in this world.
INFORMATION: INFORMAL RULES OF SL
When it comes down to acceptable behavior, everyone usually has their
own standard. These suggestions are guidelines to keep SL in perspective, not a comprehensive list, but a good place to start.
MAKE BELIEVE AND ROLE PLAY
●
Always remember that not everyone is who they say they are. Men
can be women, and women men. Never assume and you won’t be
upset. Just be cautious if there is an attraction developing.
●
Many people are role-playing in Second Life. Some may appear
much more obvious than others. If it’s not your thing, just ignore
them. If it is your thing, respect that it may not be someone else’s.
●
Some people take role playing very seriously and don’t appreciate
when someone only half-plays. Some communities have key
words they use to signal if they are “in role.”
●
If you are not quite sure what to do in a public situation then sometimes a private side IM to another player can clarify the situation.
●
If you are visiting a role-playing or theme region, it’s polite to try
and do your best to fit in.
●
Remember that no one is obligated to play along.
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INFORMATION: INFORMAL RULES OF SL (Cont.)
SANDBOXES
●
When you build in sandboxes always clean up after yourself.
●
Be considerate of others. Don’t disturb other residents who are
concentrating. Don’t crash into people, don’t run over things that
are not yours, don’t create havoc. Don’t purposely create lag.
●
Don’t build or rez objects at the landing point. Teleport in and find
another spot.
COMMUNICATIONS
●
Don’t spam the Chat, residents, or group lists.
●
Don’t group message when it is more appropriate to talk to people
individually (IM).
●
Remember not everyone’s first language is English so it is best to
keep abbreviations and Chat slang at a minimum.
●
Don’t automatically sweet talk and play up to every good looking
Avatar. Remember, the human player may not be the same as the
Avatar and may not welcome the advances. Try to get to know
Avatars before assuming why they are there.
●
Remember if you give out personal information, it is public. If you
overhear personal information, you should never pass it along.
Each person needs to find their own comfort level in what they are
willing to share and with whom.
FRIENDS AND ACQUAINTANCES
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If an Avatar looks like they are staring at you, it may just be they
are idle and that’s the stance they take. If it bothers you just move
away. If the Avatar continues to bother you, teleport away from
them.
●
Don’t jump at making Friends with strangers since they gain the
ability to automatically see you online. Give out a calling card instead.
●
It’s rude to beg for money or items from other players. It’s a big
NO-NO. Players work for their money, buy it, or receive it through
stipends. You need to do the same.
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INFORMATION: INFORMAL RULES OF SL
(Cont.)
OBJECTS AND ITEMS
●
People work hard at developing product so don’t expect them
to give you a copy free just because you ask nicely. If you do
ask and they say NO, don’t be surprised.
●
Some people do give items away free to help others. These
items are usually advertised and marked as such. Some residents give some great builds away, but ask that you respect
their wishes to not sell them. Do not abuse the trust that came
with the gift.
●
Shooting people with weapons is not allowed outside of designated areas. Randomly shooting at people or destroying and
disrupting things will earn you an abuse report.
ABUSE
●
Report any abuses that you see. Examples include caging
people, shooting, pushing, creating lag, blocking entrances, attaching scripts for redirecting payments, stalking, trying to
extort money, spamming, using a copybot, leaving objects that
attack, or doing anything that can create problems with the grid.
Linden Dollars
Second Life residents use a currency called the Linden Dollars (L$). The official exchange is called the
LindeX, however there are outside exchanges that are also brokering these dollars for US$ or other
currency. These exchanges have been precipitated by the restrictions imposed by Linden Lab on volume trades and waiting periods. Also, there is money to be made on these transactions so it makes
sense that third party exchanges have grown.
Check your account on the Second Life website under the heading Billing and Trading Limits to see
what your maximum buy and sell orders are set at. A new account (basic or premium) is limited in the
first 30 days. Typically in the first week you can only buy up to a maximum of US$50 in Lindens and
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can’t sell any back. Then in the first 30 days it is raised to a US$150 with US$300 equivalent to sell
back.
Another 30 day restriction imposed on Newbies is how much that can actually be purchased from Linden Lab when you add up membership, lindens, tier fees, and anything else for dollars. So pay
attention if you have some aggressive plans in your first 30 days.
A large portion of the residents have no way to earn money other than buying it with money from outside, and those who earn large amounts of money often only do so in order to sell it for money from
outside. So you will hear complaints from consumers that a rising L$ gives them bad value for their
US$, and sellers will complain that a falling L$ gives them bad return on their work.
Internationally Speaking
At the last reporting from Linden Lab: 99% of the Active residents represented 100 different countries.
“Active” meaning they logged in for an hour or more in the month being counted. The top 10 included
the United States (31%), France (13%), Germany (10.5%), United Kingdom (8%), Netherlands (7%),
Spain (4%), Brazil (4%), Canada (3%), Belgium (3%), and Italy (2%).
As with real world users, bi-lingual Second Life has been exploding. Now Linden Lab is adding more
language options to Second Life, which could further expand it’s market exponentially. Anyone with a
computer, the SL tools, and the desire, could become an entrepreneur.
Linden Lab has already converted their website to German, Korean, and Japanese language options.
It’s also rumored that Chinese will soon follow.
MONEY TIPS AND HINTS:
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♦
Exchange Rates will fluctuate so sometimes its worth it to shop
around. Often the outside rates for buying Linden Dollars are more
attractive than the Official Linden Exchange rate.
♦
LindeX charges a fixed fee of $0.30 per transaction regardless of the
amount of L$ you purchase.
♦
Sellers on LindeX are presently charged 3.5% per transaction. The
net dollars then are credited to your US$ account balance.
♦
There are other fees associated with transferring money by check
processing or PayPal. Check the Second Life web site for details.
The same for any other exchanges. Check their fee schedules.
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MONEY TIPS AND HINTS: (Cont.)
●
Linden Lab will accept credit cards, PayPal, domestic and international checks. The fees and waiting period will vary.
●
There are higher maximums on the L$ that can be bought and sold
once Linden Lab classifies your account as a Business, Enterprise,
or Currency Trader.
●
We have seen the Premium Membership stipend fall (L$500 to
L$300); although, so far, each account is still receiving the stipend
they had in effect at their sign-up. It’s just lower for the newer accounts.
Reach Out and Touch Someone
It’s not uncommon to meet individuals, groups, or communities that speak different languages. As a result, residents are attempting to bridge communication hurdles in a number of creative ways. For
example, translation HUDs have been developed and are being sold in-world. Now an Avatar can wear
one on their screen to communicate in nearly any language.
All you have to do is type in one language and select the language you want it translated into on your
screen. Simply don the device, set the language you’ll be typing in, and the different one that you want
will appear on screen. Language classes and translation services are readily offered as well. Then, of
course, the language of Building is universal. Second Life is definitively positioned to transcend the real
world geographic boundaries.
Earn a Living or Two
Second life offers opportunities. Everywhere you look. Whether it is working for someone or becoming
self-employed, a good part of “life” in-world is contributing to it. Most residents have not given up their
real life day job. However, more and more residents are finding ways of blending the two. Whether you
choose to work two jobs, integrate a real life job into an SL one, or make a second life business career
jump, there seems to always be opportunity to serve this robust economy and exponential growing
market.
EXERCISE 19: MAKE SOME MONEY
Second Life presents you with an endless variety of ways to spend your Linden Dollars, but
supporting your lavish lifestyle will eventually mean deciding on a way to earn some as well.
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How much you need to make in Second Life will depend upon whether you are trying to make
a Second Life level of earnings or a Real World earnings.
FREE MONEY
As a Newbie, you may need some pocket change. The best way to make money some quick money is
to search the classifieds for Free Money and look for the following keywords:
♦ MoneyTree: These are trees that grow L$ but are only available to new Avatars (for example, less than 30 days old)
♦ Camping Chairs: They are available to anyone. Their purpose is to pay you to sit in the
chair for as long as possible so that the land traffic goes up.
♦ Surveys: Some firms are legitimate business concerns and truly want an opinion, others are
solely collecting your name and email address for spamming. Pick carefully.
Opinions are Important
(Courtesy of SurveysXpress)
EVENTS AND CONTESTS
Sometimes the Lindens and others will run events that provide new residents (and others) opportunities to win money. Common are Theme Building Competitions, Dance Contests, Best Dressed
Contests, Show and Tell, and Races.
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SECOND LIFE PAY
A Second Life earning may or may not make you enough money to pay for your membership,
buy land, or pay tiers. It can make you enough to enjoy the game with a Basic Membership. It
just depends on how much effort you want to put into this livelihood.
UNSKILLED LABOR JOBS
These are found in the classifieds. Typically requires a little training but virtually no skill. These
added funds can help keep you in clothes or pay your rent.
♦ Greeters, Hosts, and Attendants: Paid to be sociable, friendly, add traffic, and
watch property for the casino, owner, or event. These jobs provide customer service and
watch for abuse.
♦ Adult Entertainment Hosts, Dancers, Strippers, and Floor Managers. This is a Mature category that supports the Adult Entertainment Business of
dancing, performing, and anything goes for money.
♦ Receptionists, Security, Sales Associates: For a variety of businesses.
SKILLED JOBS
To start making money that’s closer to real life pay (albeit minimum wage) requires a lot more time,
commitment, ingenuity, and skill. It also means building relationships with the people you meet inworld. Below are some of the categories of “jobs” that can be found.
● Receptionists, Sales Associates, and Event Planners
● DJs, Musicians, and Performers
● Reseller, Product Distributor, or Network Promoter
● Instructors, News Reporters, and Writers
● Building, Landscaping and Interiors
● Scripting and Software Support
Make Something of Yourself
You’ll also find that Second Life offers a lot of opportunity for the entrepreneur. Second Life has a
healthy economy where residents trade both goods and services. Combining ingenuity and skill, you
can be Second Life’s next big real estate developer, top fashion designer, weapons manufacturer, advertising agency, distributor, or musician. Other ideas that have been developed include:
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Make Something to Sell
In Second Life the opportunity for a bigger and better mousetrap always will exist. Look for ideas, improve on the ones out there, Create and build things like jewelry, vehicles, skyscrapers, prefab houses,
furniture, casino games, flexi-hair, shoes, plants, weapons, watches, signs, boats, and even new bodies.
To sell an item, just select it, choose edit, and check off the “for sale” box and name your price. If you
own land, you can place your creations there to display, or you can make a deal with another resident
to help you sell your item in their store.
Make Something of Someone Else
Real life, multi-national type, companies have started invading Second Life. They are just starting to
figure out how to tap into the market potential it has to offer.
Companies like Toyota, General Motors, Dell, Cisco, Sun Microsystems, IBM, Adidas, and AOL are
embracing the online world to advertise, test products and market ideas. Second Life offers an inexpensive marketing avenue with the potential of astronomical reach.
Some companies are linking Second Life visitors to their real-world e-commerce Web sites. Others like
Wal-Mart, Intel, and American Express are investigating avenues of integrating their real businesses
with virtual worlds. All are recognizing that these virtual worlds are a wave worth riding.
Let’s not forget that SL is making inroads in every imaginable direction. Increasingly we are seeing universities, educational institutions, non-profit organizations, charities, and government agencies joining
the ranks. Every time you look around, or read the press, familiar products, people, and organizations
have adopted a Second Life. (See Appendix for a sample list in the Explore SL Recommendations).
As you develop your skill and knowledge of Second Life, you are in a position to open the door for
helping others step into the world either through a business interest, educational endeavor, a personal
friendship, or simply game-playing fun. Don’t underestimate what you can do since you have now
crossed over from being a Newbie to an experienced player.
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CHAPTER 20:
TAG YOU’RE “IT”
No Longer a Newbie Now
Leader of the Pack
Even though everyone says relax and have fun with Second Life, it can be an unnerving experience to
be in unfamiliar surroundings. It’s easy to get embarrassed when you fall on your face in landing or
when you accidentally wear a box, or have trouble unpacking items. It’s natural not to want to make a
mistake or look like a fool, even though no one really knows who you are. You don’t really know what
to expect when you step out of the protective Orientation environment. Exactly what are you truly in
for? And for some of us, that first experience may not have been so friendly with rude people sometimes lurking around.
It’s very easy to forget that there are actual people behind the assortment of Avatars you’ll encounter in
your quest, but it’s true. Most people you will encounter sincerely want to be friendly and helpful, if for
no other reason than to help others because they appreciated it when they were new.
Remember you never know who you will meet and where connections and friendships may lead, not to
mention the good karma gained from helping others. That poor Newbie with the box on his head, the
white underwear outfit, and the nerdy glasses may end up being someone prominent in SL in the future, and you know them. In fact, you may end up dating them, working for them, or even building an
empire with them. At the very least, if you meet a Newbie, help them to transcend that cavernous first
step into Second Life.
Extend Yourself
To become skilled in Second Life means you have to extend yourself beyond your comfort zone. What
that means is that you have to put out a little effort. Use the list below to pick out one new thing you will
do each session to stretch your horizon and skill.
Here is our suggestion list. Choose a different thing to try each time. Stick with it, at least attempt to get
through one of the suggestions in each category. You don’t have to become accomplished at it, just try
it out.
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TRY SOMETHING NEW… EVERYDAY!
EXPERIMENT
This means you are going to pick a tool that you haven’t used and try it
out. Even a tool we haven’t really discussed. You have a lot to choose
from. You can select something randomly from the Menu Bar at the top of
your screen, or you can choose an option in one of the Buttons on the bottom of your screen. Here are some ideas in case you can’t think of
anything:
Try Planting Some Trees. Using the Library folder in Inventory, bring out
some trees (1 Prim each). See what trees you can plant on your land or
the Sandbox by also using the Create (Ctrl-4) shapes. There is grass and
trees there for planting as well. Try them out. Notice the Prim count.
Play with Gestures. Find the gestures in the Library, in your freebie stuff,
and on the bottom of your screen. Experiment with using them.
Try Making a Movie. Experiment with the movie to disc (Ctrl-Shift-A) feature. When you are finished see if you can get it to play back (it will depend
on what software you have on your computer for this function).
Open the Statistics Bar (Ctrl-Shift-1). See if you can make sense of it.
The command keys will toggle it on and off.
Explore Preferences. Left-click Edit in the Menu Bar to find it. Familiarize
yourself with what’s there. You actually may want to change some of those
settings.
EXPLORE A NEW PLACE
If you haven’t used the recommended Keyword searches that we gave you
in some of the previous chapters, then go back and do that. You can also
look in the Appendix for even more locations to explore. Pick out some you
haven’t visited yet. Another place to go is the Search tool (Ctrl-F) and using the Places Tab, randomly put in keywords related to your interests and
see what you come up with; or look at the Popular Place list and find
something of interest.
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TRY SOMETHING NEW… EVERYDAY! (Cont.)
TAKE A CLASS
There are a bunch of classes you can find around Second Life that are
free. Look at the Events listing in the Search tool (Ctrl-F). Also when inworld use the Help (F1) key and you can find a list of Upcoming Classes.
Try the search directly with your browser by going to www.eventful.com.
Instead of filling in your City, type in “Second Life.” Besides the popular
Build classes, there are classes on everything from Spanish to Machinima
to Feung Shui. It doesn’t have to be a Second Life skill, just seeing how
things are done is a class in itself.
ASK QUESTIONS
Don’t be afraid to ask questions. People love to share their knowledge, and
the SL residents are no different. Just ASK. It doesn’t have to be anywhere
in particular. If you are in a casino, ask how to play the games. In a class,
speak up (or stay after). IM people from the groups you joined (use group
talk here sparingly, IM them individually). When you’re shopping, ask questions of the store keepers or even other shoppers. Ask, ask, ask. You will
be amazed at how much you will learn this way.
READ SOMETHING…ANYTHING
Tons of stuff is available on the web. There are Blogs, there are Newsletters, Forums, Fansites, etc. Read and familiarize yourself with the Second
Life website. Look at our Website Resources List in the Appendix. Visit
Linden Village, New Citizens Plaza, and the Tower of Prims and you will
find things to read on about everything in Second Life. Just search the web
and pages of sources will appear.
JOIN OR PARTICIPATE IN SOMETHING
You probably have an interest, hobby, or profession in real life. Search for
Second Life Groups that share the same interest. This is easy to do by using the Search tool for Groups. Also, don’t overlook the Places and
Events tabs as other great sources to hook into things to join or participate
in. There is always something going on in SL. Even LL has in-world events
that they sponsor in SL. Look and you shall find.
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No Longer a Newbie Now
So you made it. You’ve covered a lot of territory in a short period of time, and surprisingly if you lasted
this long, you probably have a thirst for more. So now what? Since the world (SL that is) keeps evolving, you’ve got the challenge of keeping up. Practice a little more; pursue some of your passions;
continue to meet people; set aside time to explore; plus watch, and learn.
That’s your new challenge as you carve out and form your piece of Second Life to be whatever you
want it to be. Want to find out more? Spend a few minutes trying to learn something new at each inworld session. You can explore and try out some of the menu options you haven’t used yet, or take a
class exploring new tools that you’ve never used before in-world. Ask questions of fellow residents to
understand what they mean, or search the Knowledge Base or Official Blogs to see what other features LL has to offer. It’s worth overcoming any fears and doubts you might have and ask questions,
make suggestions, and have your voice heard. You’ll be glad you did.
If you don’t consider yourself adventurous or a pioneer, let us let you in on a secret. We were all new at
one time. We didn’t give in, but instead forged (or should I say trudged) ahead. Looking back at the experience I’ve got to admit it was worth it and the satisfaction in the accomplishments made felt
tremendously great.
Yep, you are a pioneer. You’re riding a wave of change. Can’t you feel it? In addition to the educational
impact being created by Second Life, there are a rapidly growing number of universities, businesses,
news agencies, non-profit organizations, technology and healthcare entities, and a number of widelydiverse interest groups active with Second Life. Virtual campuses are merging the tools of technology
with the tools of education to prepare for meeting the world’s future needs and expectations.
The world of tomorrow has arrived and it is virtually here today.
–Tara Anna
172
A Beginner’s Guide to Second Life
APPENDIX
APPENDIX
TAKE THE QUICK FLIGHT ACTIVITY
CHALLENGE
SECOND LIFE TRIVIA AND FACTS
EASY COMMAND GUIDE
SL INFORMATION VENUES
WEBSITE RESOURCES
SL EXPLORE RECOMMENDATIONS
QUICK REFERENCE TERMS
DEFINITION OF COMMON TERMS
SCREEN COMMANDS
A Beginner’s Guide to Second Life
173
APPENDIX
TAKE THE QUICK FLIGHT ACTIVITY CHALLENGE
Here is a list of 13 activities you can do at the ArcheBooks Bookstore Property;
Taesot (169, 47, 117). Let’s see how much you’ve learned.
Can you complete the List?
1. Join the “Quick Flight Book Group” and we will send you Holiday Greeting
Cards throughout the year. These cards are Copy/Transfer for your own use and
distribution. We will also provide you with update notifications.
2. Play the Piano in The Ricardo Group Office Complex Lobby.
3. Visit v3image Office on the 2nd floor of the Office Building for a copy of our latest Gift Box of Freebies.
4. Browse the Archebooks Bookstore for Original Works of Fiction. Pick up a sample book from one of the authors.
5. Visit Dagmar in the backyard behind Archebooks Bookstore. Find him near his
doghouse.
6. Post your favorite SL Tour Itinerary to share (Chapter 16). Add it to the Tour
Board at the SL World Tours Office. Browse the board if you are looking for
more locations to explore.
7. Take the SurveyXpress Book Review Survey in the Central Square and receive Linden Dollars (L$).
8. Enter the v3image Photo Journey Contest. Deposit your boxed photos into
the Contest Box located inside the Photo-Art Gallery. (Rules and Photo requirements in Chapter 13).
9. Watch for the Photo-Art Gallery display of the Photo Journey Contest Winners Published Works.
10. Pose in the Photo Studio and take your own Portrait.
11. Post an Idea for Book 2 on the PostNet IDEA BOARD.
12. Stroll through the Art Gallery featuring an Original Artist and pick up a brochure. If you are an Artist, drop off a box of your art work with a brochure
(provide full permissions) for the rotated display.
13. Instant Message (IM) Reada Dailey and send her your self-portrait (full permissions please) when you’ve completed this Entire Activity Challenge. Your picture
will be added to the Challenge Board display located on property.
*Quick Flight refers to your rapid advancement from Newbie to seasoned resident.
174
A Beginner’s Guide to Second Life
APPENDIX
SECOND LIFE TRIVIA AND FACTS
● On U.S. Holidays look to the sun and moon. They are often overlaid with custom
textures for the holidays. Past sightings include Easter eggs, Valentine Heart; Halloween Man in the Moon Face, Three Leaf Clover.
● On October 18, 2006 the sun and moon texture reflected the 1 million resident
population milestone that was reached.
● April 1st (April Fool’s Day) is always a day to look for strange things happening in
Second Life. Odd things are guaranteed to occur. Sometimes humorous and other
times just strange. Keep your eyes open because it is hard to say what to expect.
● A Second Life day is 4 hours long, with 3 hours of daytime and 1 hour of night.
What that means, we really don’t know except that it is the pattern of the odd daylight and nighttime occurrences.
● The sun orbits the SL world and travels faster during the night. Obviously since
night is only an hour. Notice that the moon is always full.
● Linden Lab has moved office locations 3 times. The first location was 333 Linden
Street, the second was on Second Street, and the third and current location is 1100
Sansome Street, San Francisco, CA.
● The Hippo is called the unofficial but official mascot of Second Life. SL National
Hippo Day is celebrated on Febuary 15th!
● Linden is also the name of a tree. In Britain it is called a “lime” tree and is sometimes also called a “basswood”.
● Steller Sunshine was the first SL resident ever (Born: 3/13/2002) when SL was
still in alpha. She was an early builder. She is known for building the Governor’s
Mansion, a tree house and a large beanstalk as early builds in SL.
● The first Beta Regions to come online (November 2002) were named after alleys
near the Linden Lab office in San Francisco.
● Several real government communities have been formed, like the Democratic
Republic of Neualtenburg.
● Government as we know it is basically nonexistent in SL other than what is
referred to as the “dictatorship” of the creator Linden Lab.
● Second Life Time (SLT) was always listed on the SL screen but was the same as
Pacific Standard Time (PST). Since it was confusing, Linden Lab decided to call it
what it is, “Pacific Standard Time”.
● Did you know that the word “Avatar” is a Sanskrit term meaning descent of a deity from heaven?
A Beginner’s Guide to Second Life
175
APPENDIX
● The Governor Linden Avatar is actually different Linden Lab employees. It is
considered a Non-player character (NPC). You will notice that Governor Linden
holds the Linden-protected land and owns a number of builds around SL. Governor
Linden is hardly ever seen, but has been represented as a female with purple hair.
● Linden bears are creations of the Linden Staff and some noted residents too.
They are collectibles that come in different sizes, shapes, colors, and sometimes reflect special occasions and events. You can find these bears at some of the Linden
stations and events. You can also just directly ask the creators (Lindens) for them.
● Since Second Life is considered a World onto itself, LL has encouraged the creation of SL-specific holidays. Presently we’ve noted SL Holidays include Talk Like A
Pirate Day, Hippo Day, Burning Life, and Winter Celebration.
176
A Beginner’s Guide to Second Life
APPENDIX
EASY COMMAND GUIDE
WORLD
MOVEMENT
World Map*
Mini Map*
Noon
Sunset
Ctrl-M
Ctrl-Shift-M
Ctrl-Shift-Y
Ctrl-Shift-N
INFORMATION
on Avatars
on Objects
on Land
on File Item
Right-click: Profile
Right-click: Edit
Right-click: About Land
Right-click: Properties
COMMUNICATIONS
Chat History*
Instant Message*
Say (20 m)
Shout (100 m)
No Hands
Ctrl-H
Ctrl-T
Enter
Ctrl-Enter
“/” (then message)
VIEW
Search*
Mouselook*
Reset View
Ctrl-F
M
esc (for mouselook)
View Around
Pan Around
Reset View
Alt-move cursor
Ctrl-Alt move cursor
press arrow key
Friends List*
Ctrl-Shift-F
FILE
Open Inventory*
Select
Deselect
Copy
Paste
Ctrl-I
Ctrl-A
Ctrl-D
Ctrl-C
Ctrl-V
PICTURES
Fly*
Gestures*
Teleport Home
Shift-F
Ctrl-G
Ctrl-Shift-H
BUILD
Build*
Focus
Move
Edit
Create
Land
B
Ctrl-1
Ctrl-2
Ctrl-3
Ctrl-4
Ctrl-5
EDIT FUNCTIONS
Link
Unlink
Drag Select
Group Select
Move Object
Copy Object
Ctrl-L
Ctrl-Shift-L
Left-drag
Shift, Left-click
Left-drag arrow
Ctrl-D
Shift-drag arrow
Rotate Object
Ctrl-drag curve
Stretch Object
Ctrl-Shift drag a box
Undo
Ctrl-Z
(Only once while in Edit & Chat window off)
TAB CONTROLS
Next Tab
Previous Tab
Ctrl-]
Ctrl-[
Close Window
Ctrl-W
(works for IM, Friends, Landmarks, Notes)
SL Help
Quit (Exit SL)
PC USERS
F1
Ctrl-Q
MAC USERS
Cmd
Opt
Shift (same)
Right-click
(Cmd-click for a sinMovie to disc*
Ctrl-Shift-A
gle button mouse)
(Start filming to your computer)
MAC: A multi-button mouse with a scroll is
highly recommended for Second Life.
Note that an upper case letter is actually the lower case key on your keyboard.
*Commands turn the function on and off
Upload Image
Ctrl-U
Take Snapshot
Ctrl-Shift-S
Snapshot to disc
Ctrl-’
(Save frame directly to your computer)
A Beginner’s Guide to Second Life
Ctrl
Alt
Shift (same)
Right-click
177
APPENDIX
SL INFORMATION VENUES
Linden Lab lists the following resources for further communication with your fellow residents both in
SL-World and in the Real World. This list is dynamic, so expect with time that additional resources will
probably replace some of those already listed here.
SECOND LIFE RESOURCES
Billboards
Informational postings about events. Located
at various Linden Locations.
Help (F1)
Quick access to basic information. Use the F1
Key while in SL.
Information Kiosks
Network system providing Info on topics. Look
for blue i’s on the SL World Map.
In-world Announcements
Infrequently occur but used to inform of grid
troubles and other timely notices. Often offers a
Blog link when it appears. Blue Pop-ups in
right corner of your screen.
Linden Village
SL Official Office where you can find employees
to speak to and share some of your ideas.
Search: Linden Village.
Message of the Day
Provides Hints, Ideas, and late breaking news.
Appears at log-in and found on the SL website.
Town Halls
Meetings open to the general public. Transcript
of meetings are posted on the SL Blog. Watch
for the Announcements.
Volunteer Programs, Meetings, and Portal
LL has a volunteer support force for gathering, haring and disseminating information.
http://wiki.secondlife.com/wiki/Volunteer_Portal
178
A Beginner’s Guide to Second Life
APPENDIX
REAL LIFE RESOURCES
Feature Voting Tool
Propose things for SL and it’s posted for LL comments and vote.
http://secondlife.com/vote/
Forums
Forums are sorted into categories and used
primarily for Resident-to-Resident help.
Linden Forums: Official Information
Classified Forums: Sell, Rent, Need Help
Discussion Forums: Ideas, Questions, Debate
Group Forums: For Groups only discussions
http://forums.secondlife.com/
Knowledge Base
Search data base for information about how to do
things in Second Life.
http://secondlife.com/knowledgebase/
Official Linden Blog
Official announcements and resident comments.
http://blog.secondlife.com
Known Issues
List of the latest bugs discovered.
http://secondlife.com/support/known-issues.php
Mailing Lists
eMail networks by Interest type. Sign up and get involved communicating with like minds.
http://secondlife.com/community/mailinglists.php
Public Bug Tracker
Open report and comments on bugs, pooling of knowledge to resolve issues.
https://jira.secondlife.com/
Second Life Wiki
Interactive resident driven data base. Allows you to edit and contribute. Search for information on SL.
http://wiki.secondlife.com/wiki/Main_Page
The Second Opinion
Official Community Newsletter
http://forums.secondlife.com/
A Beginner’s Guide to Second Life
179
APPENDIX
WEBSITE RESOURCES
In addition to Linden Lab and Second Life sponsored resources, there are a number
of other venues available to support you in living Second Life. Again, this is not a
comprehensive list, but is provided to help you source additional information and
pursue further exploration.
CORE WEB SITES
PRODUCT EXCHANGES
Linden Lab
Creators of Second Life
www.LindenLab.com
SL Exchange
Buy and Sell in SL
www.slexchange.com
Second Life
Membership Site for the Main Grid
www.SecondLife.com
SL Boutique
Products to Buy (and Sell)
www.slboutique.com
ArcheBooks Publishing, Inc.
Publisher of this book
www.ArcheBooks.com
PHOTO AND VIDEO POSTING
v3image
Authors of this book and RL/SL Developers
www.v3image.com
LINDEN $ EXCHANGE
Lindex Exchange
Official Linden Dollar Exchange
(located within the Second Life website)
www.secondlife.com
180
Photo Bucket
Free posting of photos available
www.photobucket.com
Snapzilla
Offers sending a postcard as a posting
option.
www.slpics.com
SL Buzz
Postcard posting option and more
www.SLBuzz.com
A Beginner’s Guide to Second Life
APPENDIX
WEBSITE RESOURCES (Cont.)
MISCELLANEOUS
SL Events Listing
Use to Search Events in SL
www.eventful.com
SLURL SUPPORT
SLURL
Make SLurls
www.SLurl.com
SL History Wiki
Tiny URLs
All sorts of good historical info on SL
Make lengthy SLURLS short
http://slhistory.org/index.php/Main_Page www.tinyurl.com
SL Universe
Third Party Community Site
Forums, Knowledge Base, etc.
www.sluniverse.com
NEWSLETTERS/NEWS SOURCES
Second Opinion
Official news source of SL
www.secondopinion.com
Second Life Insider
www.secondlifeinsider.com
TEXTURE SOURCES
Texturama
(Commercial and Free)
Tileable and Quality Textures
www.Texturama.com
Absolute Background Textures
Collection of Free textures
http://www.grsites.com/textures/
Mayangs Free Textures
High Resolution Free Textures
http://www.mayang.com/textures/
Second Life Herald
www.secondlifeherald.com
A Beginner’s Guide to Second Life
181
APPENDIX
SL EXPLORE RECOMMENDATIONS
(Use the Map Button (Ctrl-M) and fill in the SL address noted below)
If Coordinates are not listed, then type in only the Region. Note that the names, locations, and owners
of these builds do change. This is not a comprehensive listing, nor may it be the best representation of
its category. This information is provided solely to guide the reader into categories and areas for exploration. The recommendations are not listed in any particular order.
INFORMATION AND NEWBIE FRIENDLY LOCATIONS
New Citizens Plaza
Tower of Prim
The Shelter
Linden Village
Help Island - Public
Caledon Tourism & Hospitality Ctr
HealthInfo Island
ICT Library
Kuula (54, 175, 29)
Natoma (210, 164, 27)
Swinside (220, 104, 41)
Kirkby (177, 209, 45)
Help Island Public (125, 124, 27)
Caledon II (63, 185, 23)
Healthinfo Island (129, 139, 23)
Info Island (52, 202, 34)
SANDBOX AND PUBLIC SPACES
Combat Sandbox-Linden Lab
Six Vehicle Sims-Lnden Lab
Public Sandbox
Azure Islands Aquatic Sandbox!
Public Sandbox
Rausch
Balance, Bethel, Briliant, Fame, Fortuna, and Georgean.
Mauve (116, 95, 35)
Aquatic Sandbox (82, 82, 28)
Sandbox Island Extension (128, 128)
THEME BUILDS
Castle Blackmoor
Luskwood
Tehama Piazza Park
Galapagos National Park & Wildlife
Refuge
Caledon Academy of Virtual Wizardry
Tol Eressea
182
Stillman (30, 170)
Lusk (193, 101, 52)
Tehama (122, 119, 23)
Haenim (77, 198, 64)
Caledon Highlands (150, 210, 39)
Tol Eressea (2, 2, 0)
A Beginner’s Guide to Second Life
APPENDIX
SL EXPLORE RECOMMENDATIONS (Cont.)
MUSEUMS AND LANDMARKS
Beta Contributor Wall
Governor’s Mansion
Star Trek Museum of Science
The Great Wall of SL
Eric Linden Bridge
Lisbon Opera House
International Spaceflight Museum
Revelations Tarot Card Museum
SL Computer History Museum
The Second Life Planetarium
Pomponio volcano
The Second Louvre Museum
Plum (128, 53)
Clementina (176, 118)
Ocean Pines (32, 232, 25)
Athetis
Kissling (159, 199, 69)
Lanercost
Spaceport Alpha (47, 77, 24)
Hantu (212, 99, 30)
Info Island II (241, 54, 23)
Spaceport Alpha (24, 53, 23)
Pomponio (97, 221, 96)
Tompson (153, 97, 100)
SHOPPING, PRODUCTS, AND MALLS
Freebie Warehouse
Depoz West
Lego Land Kids Mall
Carducci
Abranimations
Black Market/Public Graffiti Project
Ricx's Fine Jewelry
Home Sweet Homes
Free Dove
DarkDharma Avatar Isle
Prefab Alley
BHE ~ Welcome Center
Millions' Marble Mall
Midnight City
B-Dazzled Designs
Perfect Prefabs
A Beginner’s Guide to Second Life
Burns (95, 148, 79)
Depoz W (253, 92, 26)
Mullett (207, 134, 146)
Coburg (50, 250, 150)
Isere (52, 151, 135)
Sistiana (8, 16 ,0)
Nepessing (59,98,125)
Home Sweet Homes (129,128, 23)
Gallii (113, 53, 33)
Dacia (230, 29)
Alira (128, 128, 0)
King of Hearts (128, 100, 28)
Westport (231, 105, 62)
Midnight City (114, 141, 28)
B Dazzled Island (35, 141, 41)
Perfect Prefabs Cyan (127, 128, 26)
183
APPENDIX
SL EXPLORE RECOMMENDATIONS (Cont.)
VEHICLES AND TRANSPORTATION
Busy Ben’s
Phase 5 HQ - Airfield
G-AXIS
Virgin Isle Marina
Abbotts Aerodrome
Periwinkle Railway Station
Fierrens Yachts Marina.
Olive - Great Second Life Rail Way
Oak Grove
Caldbeck (190, 153, 40)
Igbo (79, 234, 351)
Virgin Isle Marina (53, 52, 24)
Abbotts (160, 152, 71)
Periwinkle (58, 92, 27)
Yora (186, 131, 24)
Olive (246, 186, 41)
UNIVERSITIES, EDUCATION, AND TRAINING
Academy of Second Learning (ASL)
Glidden Campus
Brainiac HQ
Cisco Campus
Ohio University
Talis Cybrary City
USC Annenberg Island
Democracy Island
Kent State University Salem
RMIT - Ormond Island
SDSU Second Life Pioneers
Syddansk Universitet
UTD ATEC Island
Woodbury University Campus
Eson (32, 162, 351)
Glidden (153, 163, 27)
Afton (48, 95, 117)
Cisco Systems (132, 132, 34)
Ohio University (20, 36, 24)
Cybrary City (126, 171, 25)
Annenberg Island (187, 67, 40)
Democracy Island (156, 174, 27)
Provincetown (226, 157, 31)
RMIT (192, 64, 39)
Meadowbrook (220, 83, 23)
Sabra (9, 180, 94)
UTD ArtTech Island (137, 51, 37)
Campus North (136, 9, 24)
GOVERNMENT AND AGENCIES
Neualtenburg Projekt
Capitol Hill North
Centers for Disease Control (CDC)
National Oceanic & Atmospheric
Administration
184
Neualtenburg (67, 98, 27)
Capitol Hill 1 (102, 4, 30)
Juwangsan (217, 220, 61)
Meteroa (246, 244, 309)
A Beginner’s Guide to Second Life
APPENDIX
SL EXPLORE RECOMMENDATIONS (Cont.)
INTERNATIONAL AND VIRTUAL LOCATIONS
!ILHA BRASIL SAO PAULO JARDINS
Gaia, Accueil francophone
Parioli Rome Italy
French Sim
Rue d'Alliez
San Francisco (M)
The MonteCarlo Hotel & Casino (M)
Venice Beach
Brasil Sp Jardins (64, 125, 26)
Gaia (226, 62, 34)
Parioli (99, 137, 40)
Gaia (226, 62, 34)
Rue d'Alliez (9, 75, 22)
Anarchia (181, 123, 17 )
Goddess of Love4 (118, 10, 22)
Venice Beach (70, 116, 25)
RELIGION AND SPIRITUAL LOCATIONS
Church of Second Life (Christian)
St. Nicholas Avatarian Orthodox
Church
The Jewish Historical Museum and
Synagogue
Second Life Catholic Church Information
A Latter-day Peace Garden
Zerelia (38, 250, 97)
Mieum (177, 169, 85)
Cuscus (46, 122, 89)
Huin (138, 181, 125)
Otaki Gorge (42, 172, 73)
NON-PROFIT LOCATIONS
Techsoup.org
Global Kids On The Main Grid
EdTech Island
World Vision
The Big Easy - New Orleans recreated
for Charity
Creative Commons
Cystic Fibrosis Education
Genocide Intervention Network, Camp
Darfur
Premiere Urgence, International Humanitarian Aid
Save the Children
A Beginner’s Guide to Second Life
Info Island (66, 184, 33)
Cincta (80, 105, 32)
EdTech (100, 133, 25)
Kiwa Northwest (53, 169, 24)
Big Easy (165, 217, 26)
Kula (4 39, 35, 21)
Boomer Island (80, 66, 30)
Better World (176, 245, 21)
Porcupine (131, 150, 117)
Midnight City (34, 220, 26)
185
APPENDIX
SL EXPLORE RECOMMENDATIONS (Cont.)
ENTERTAINMENT AND ACTIVITIES
Ocean Casino & Mall
Blackcat Amusement Park
Koreshan Pointe
Laka Lounge & Resort
Saphira
SKY CLUB
Ethereal Teal
Plush Epsilon (129,166, 23)
Tajmahal (47, 98, 22)
Koreshan (242, 79, 24)
Laka
Saphira (128,128, 0)
Chapala (196, 186, 248)
Teal (128, 128, 30)
REAL LIFE MEDIA COMPANIES
BBC Radio
CNET
MTV Laguna Beach
NBC Universal Headquarters
Northsound Radio Scotland
Popular Science
Reuters
Sundance Channel
The Infinite Mind
Wired
186
BBC Radio 1 (128, 127, 32)
Millions of Us (226, 30, 38)
Laguna Beach (63, 218, 25)
NBC 2 (131, 123, 43)
Fusion Unity (204, 131, 22)
Millions of Us (193, 133, 24)
Reuters (127, 99, 25)
Sundance Channel (55, 173, 38)
Infinite Mind (209, 76, 46)
Millions of Us (203, 228, 23)
A Beginner’s Guide to Second Life
APPENDIX
SL EXPLORE RECOMMENDATIONS (Cont.)
REAL LIFE CORPORATIONS AND BRAND NAMES
Adidas
American Apparel
AOL Pointe
Bantam Dell Publishing
BMW
Adidas (104, 183, 55)
Lerappa (138, 92, 24)
AOL Pointe (128, 128, 0)
Sheep Island (123, 28, 25)
BMW New World (195, 66, 23)
Circuit City
Cisco Systems
Dell Computer
H&R Block
IBM Sandbox
Leo Burnett
Major League Baseball
IBM 10 (136, 38, 22)
Cisco Systems (128, 127, 30)
Dell Island (43, 162, 24)
HR Block (113, 48, 37)
IBM (121, 154, 33)
Millions of Us (193, 80, 23)
Baseball (214, 129, 27)
Mercedes-Benz
Nissan
Pontiac Main Island
Reebok
Reuters
Sears
Mercedes Island( 128, 128,0)
Nissan (19, 129, 26)
Pontiac (179, 96, 24)
Reebok (111, 100, 97)
Reuters (127, 98, 25)
IBM 10 (95, 32, 23)
Sony/BMG
Starwood Hotels
Sun Microsystems
Thompson NetG
Toyota
Vodafone
Media Island (108, 111, 21)
Aloft Island (68, 69, 27)
Sun Pavilion (182, 144,55)
Thompson (182, 123, 35)
Scion City (44, 40, 23)
Vodafone Island (128, 128,0)
Toyota
Vodafone
Scion City (44, 40, 23)
Vodafone Island (128, 128,0)
A Beginner’s Guide to Second Life
187
APPENDIX
QUICK REFERENCE TERMS
CHAT LANGUAGE
(Shortcuts used in Chat)
afk: away from keyboard
alt: alter ego (2nd Avatar account)
asap: As soon as possible
av: Avatar
brb: be right back
btw: By the way
cya: See ya
dba: Doing business as
fyi: For your information
home: base location
k: Okay
kiss: Keep it simple stupid
lag: computer experiencing slow response
lol: laughs out loud
ly: Love ya
np: No problem
omg: oh my god!
relog: To Log out of SL and Log back in.
rez/rezzing: object(s) in process of appearing
rofl: Rolls on Floor Laughing.
sim: a geographic region
tp: Teleport
ty: Thank you
wfm: Works for me
yw: You’re welcome
COMMON SECOND LIFE ACRONYMS
L$: Linden Dollar
AR: Abuse Report
CS: Community Standard
FPS1: First Person Shooter
FPS2: Frames per second
HI: Help Island
HUD: Heads Up Display
IM: Instant Message
LL: Linden Lab
LM: A Landmark to a specific Place.
LSL: Linden Scripting Language
M: Mature Audience
OI: Orientation Island
PG: Parental Guidance (general audience)
RL: Real Life
RPG: Role-Playing Game
SL: Second Life
SLURL: A SL address location
TG: Teen Grid, restricted to 13-17yr olds.
TOS: Terms of Service
TH: Telehub, landing point on Private Islands
UI: User Interface
UUID: Unique ID key for Avatars, Texture, Objects
WA: Welcome Area
COMMON SEARCH WORDS
Sandbox: Public Building Location
Casino: Gambling Available
Mall: Shopping Area
Combat: Supporting Weapons and Combat
Weapons: Products of Destruction
Camping: Paid to sit on land to increase Traffic
Money Tree: Some L$ for New Residents
Free Stuff or Free: Pick up Freebie stuff
Skin: Avatar bodies
Club: Discos, Casinos, Bars, Private Clubs
Beach: Swimwear, boats, pools, Ocean activities
Museum: Traditional, Educational. Art
Library: Traditional, SL related, etc.
Boats: Yachts, live aboard, rentals, slips
Park: Amusement, Animal, Recreational
188
A Beginner’s Guide to Second Life
APPENDIX
DEFINITION OF COMMON TERMS
Alpha (Alpha Channels/Alpha Textures): Referring to transparency in images.
A 32-bit tga (targa) format file is used when uploading transparencies into Second
Life.
Alternate Account (alt): An additional Avatar on the same credit card and used
by the same resident. Often used for a secondary activity or accounting. Accusing
another resident of being an alt is also impolite.
Appearance: Your Avatar may be changed by right-clicking yourself and choosing
“Appearance” which allows you to modify the Avatars sex, physical size, features,
and clothes using the modification tools provided.
Attachment: A Prim or object can be joined to (and detached from) your Avatar at
about 30 different points. Also see Heads-Up-Display (HUD).
Auto-Return: Landowners can set their land to “auto-return”, so that other
people’s objects will be returned to them after a set time. This prevents their land
from getting cluttered with objects.
Avatar: A humanoid representation of your presence in Second Life.
Axis: Refers to a coordinate system. Objects can be moved along different axes
while in edit mode. The three basic axes in Second Life are X (back/forward, horizontal), Y (left/right, horizontal), and Z (up/down, vertical).
Basic Account: It’s a free account offered by Linden Lab that allows you to have
an Avatar and access to all of Second Life except for Land ownership.
Blog: A website that acts like a public email that is often used like a diary. Many
Second Life residents (including Lindens) have blogs.
Born: Date account was created and visible on the Avatar’s profile. Residents
celebrate their born date as a second birthday. They also wish each other Happy
Rez Day.
Camping: Refers to the practice of a resident remaining in one location and not interacting with the world. This property-sitting is often “paid” for by a landowner
wishing to increase their Traffic score.
Charter (Charter Members): Account holders who have been with Second Life
since the beginning days and their profiles state it.
Charters (Group Charters): Groups have a Charter that is set by the group officers; it provides a description of the group, the purpose and what the group is
about.
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Community Standards (CS): The rules of the SL world to ensure peaceful and
tolerant interaction among the residents. CS defines what behavior is acceptable
and unacceptable in this community.
Coordinates: A position in 3D space represented in the form of a vector (x, y, z).
Coordinates of your Avatar in-world are visible at the top of the screen next to the
Sim name. These coordinates represent your “local” position in the sim (not
“global”).
Damage/Not Safe: Settings found in designated combat locations. Means
residents can be harmed and/or die on that parcel of land. If your Avatar dies you
are teleported home and your health is regenerated.
Edge: Is an invisible boundary wall an Avatar bounces off of when there is no more
sim
Estate: A collection of one or more regions. Assembling regions as an Estate provides the landowners with specific tools to facilitate managing multiple regions more
easily.
Face: Can be the Avatar’s face; but also refers to the side(s) of a Prim.
First Land: A residents with paid membership (called premium account) used to be
allowed to make an initial land purchase of a 512m2 plot of land at a drastically reduced rate.
First Person Shooter (FPS): A reference found when gaming involves combat. It
refers to shooting when a player is playing against another.
Flexible: An Edit property that can be applied to a Prim causing it to “flex” either
with movement or by being blown by the wind. This property is used when making
hair, clothing, flags, etc. flow realistically.
Flex-Prim: A Prim with settings that allows it to react to gravity, wind, and motion.
Typically used for flags, hair, and clothes.
Frames Per Second (FPS): Notation on how fast your computer is updating your
display. The higher the FPS the better the clarity and smoothness of your display
feed. Lag can reduce FPS and slow your system’s reaction time down.
Furry or Anthropomorphism (anthro): The Avatars which use Prim attachments to look like certain animal or mythical creature while keeping their basic
humanoid framework.
Gesture: A combination of animation, pose, text and sound that can be triggered
by shortcuts. Lower right hand menu tab labeled Gestures can be clicked to engage
a particular gesture. Look under Inventory: Gestures: right click Create New Gestures for ideas on how to create your own.
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Grey: References the grey color you see on your display before the feed to your
computer is complete.
Grid: Refers to Second Life’s world which is made up of a collection of networked
servers that run sims.
Grief (Griefer): Means to cause great distress or to abuse another resident in SL.
Rule of thumb: “treat others as you would like to be treated”. For example, do not
cage, push, destroy, or call names.
Heads-Up Display (HUD): is an attachment point on an Avatar which allows an
object to be visible only to the User whose Avatar it is attached to. There are 8 HUD
attachment points that can be used for display.
Help Island: A Linden Lab location where you can find instructions on how second
life works.
Home: A resident’s home location. Can be set from the World menu, but works only if the user is over land they own individually or as part of a Group.
Island (referred also to as Private Island or Estate): Refers to the purchase
of an entire region. These can be connected to other regions, or they can be independent regions and even surrounded by water or void space.
Key: Keyboard character. Also see Universal Unique Identifier (UUID)
Lag: Refers to the delay felt when there is a slow or faulty internet connection. This
can happen when there are too many Avatars or physical interaction of things trying
to take place at once.
Liaisons: Linden staffers who spend their time predominantly in-world, helping
Residents and ensuring that the grids run smoothly. They also monitor the Live Help
channel for calls that need an immediate Linden response.
Linden Lab (LL): The company that created Second Life. LL was founded in 1999
by Philip Rosedale (Philip Linden) and originally located at 333 Linden Street, San
Francisco (hence the name “Linden”).
Linden Dollar (L$): The virtual economic currency in Second Life. L$ can be
traded for USD (United States currency) and vice versa via the LindeX service.
Linden Scripting Language (LSL): The built-in scripting language used in
Second Life. A C/Java-like language which is used to have an object interact with
other objects and with the residents in-world.
Machinima (muh-sheen-eh-mah): Animated movies involving the use of game
engines and virtual worlds. A movie made in the Second Life world is referred to as
Machinima.
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Mainland: The main land mass on the Main Grid. It’s usually the largest contiguous
area of land.
Mature: Certain behavior is allowed only in “Mature” sims, such as profanity, nudity,
and sexual content and must not be seen by the world.
Newbie: An inexperienced or new resident. Also referred to as a “new user”,” newcomer” or “noob”.
Non-player character (NPC): A character in a role-playing game or computer
game whose actions are not controlled by a human player.
Object: Is one or more primitive shapes (Prims).
Off-world: When an object or Avatar is out of the bounds of the grid. When this
happens to an Avatar, it will be trapped in what feels like “empty space”. Objects are
returned to Inventory and Avatars have to relog.
Orientation Island (OI): Where new players begin when they enter Second Life.
Packet Loss: Due to bad network lines and/or hardware failure “packets” (referring
to the transfer of data via the Internet) get damaged or lost.
Parental Guidance (PG): Does not involve Parents but the common designation
is known for no Nudity, sexual content (even paintings), and profanity in the Sim.
(Violence such as damage-enabled land and weapons are still allowed where designated)
Permissions: Properties applied to items and dictates what other residents can do
to that item.
Prim: Refers to a “primitive” 3D polygonal shapes (Cube, Prism, Sphere, Tube,
ring, Torus, etc.) used by residents to build objects in Second Life.
Pie Menu (Options Menu): The round menu that appears with options when you
right click on objects or Avatars (command-clicking on Macs).
Prim (Primitive): A single cube or sphere or other shape is counted as one Prim.
Link them together and the object Prim count then becomes the sum of those
shapes. Each land parcel has a Prim Limit.
Primfficiency: Mastering the art (and science) of Prim shaping to minimize Prim
count.
Private Island: Residents can purchase an entire region that is usually separate
from the mainland and provides far greater control over access and terrain design.
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QuickTime: The video streaming technology that interfaces with Second Life and
allows the user to view content in-world. You must have Quicktime installed for you
to participate in viewing.
Rating: Given by other residents to show appreciation for another resident’s creations or skills in certain fields (behavior, appearance, and building). A resident’s
ratings can be seen in their profile.
Real life (RL): A term used in virtual games that refers to the actual physical real
world that we all eat, sleep, and live in.
Region: Land masses 256m by 256m are called Regions or Sims. If you look on
the Map, you will clearly see these divided masses throughout the grid, each Region
has a unique name and is rated Mature or PG.
Resident: Is an individual who has a membership (thus an Avatar) in Second Life.
Rez or Rezzing: Is a term used when an Object is in the process of “appearing”.
Sandbox: This is public access space that is available for anyone to build on.
Sandboxes are cleared of objects automatically, twice per day. The signs make it
clear what is and is not allowed in a particular sandbox.
Sim (Simulator): Often used synonymous with Region. However, a “Sim” is actually a reference to an SL server that runs simulations of one or more regions. A
sim is 256m x 256m (65,536 sq m) area in Second Life.
Skin: Refers to a custom skin or more accurately a texture that is applied to an
Avatar to make it look more realistic. These custom skins can have muscle tone,
skin coloring, tattoos, and makeup.
SLURL: Refers to the direct teleport link to a location in Second Life. On websites
and blogs it is often represented as a Map that will link start Second Life. Second
Life membership is required to enable this function.
Stipend: An allowance of Linden Dollars ($L) paid out weekly to eligible Residents.
Texture: An image that covers Prims and can look like material or a picture of an
object. Textures are also used to make clothing.
Town Hall: Town Hall meetings are announced and held by Linden Lab to discuss
Second Life topics. These meetings encourage Resident participation with questions.
Traffic: A way Second Life tracks the most popular locations. Landowners can earn
a “Popular Place” listing in the Search screen for the day if their Traffic count the
previous day was in the top 20 of all Traffic Counts. Traffic is an additive amount of
time spent by each Avatar.
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Transparent: Objects can be made to be seen through, They are usually made of
Prims that have a transparency setting or have a transparent texture.
Teleport (TP): Is when you go from one location to another instantaneously.
Tier Fee: A monthly land payment, similar to a property tax, that is due to Linden
Lab on land you own. The first 512 sq meters of land held does not require a Tier
fee payment.
User Interface (UI): Is the software application on your computer that talks to the
SL server.
Universal Unique Identifier (UUID): Items and Avatars’ unique reference number. (In string form it looks like this “00000000-0000-0000-0000-000000000000” or
something like this “76554f3c-g055-d9c8-066d-e6475r6rdtb2”). If someone else
knows your key it does NOT mean they can harm or have access to your personal
account information.
Void regions/Sim: Refers to the landless areas supported by the server. For example, the water or air regions owned by Governor Linden, that are held to provide
public flight and sailing areas.
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SCREEN COMMANDS
MENU BAR
(Left-click for a drop menu or use the Alternative Command Shortcuts noted)
FILE:
Upload Image (L$10): Import textures into Second Life, from your hard drive. (CtrlU)
Upload Sound (L$10): Import small audio clips into Second Life (10 second max)
Upload Animation (L$10): Import animations and poses from Poser software.
Bulk Upload (L$10): Easy way to upload of group of images. Does not allow for
preview.
Close Window: Will close the window currently open. (Ctrl-W)
Save Texture As: Lets you save textures and snapshots from your inventory back
onto your hard drive.
Take Snapshot: Take a snapshot of what you are currently looking at and save it.
(Ctrl-Shift-S)
Snapshot to Disk: Take and save a snapshot to hard drive, not your inventory.
(Ctrl-’)
Start/Stop Movie to Disk: Record what you are seeing as a video file to your hard
drive. (Ctrl-Shift-A)
Set Window Size: Adjust the SL window size for making movies.
Quit: Logs out of Second Life. (Ctrl-Q)
EDIT:
Undo: This will undo the last build action you if the object is still selected. (Ctrl-Z)
Redo: Redo the previously Undo build action. (Ctrl-Y)
Cut: Cuts text, for pasting like in a Note. (Ctrl-X)
Copy: Copy text for Notes or copy Items in your Inventory for pasting. (Ctrl-C)
Paste: Paste the copied (or the cut) text and items. (Ctrl-V)
Delete: Delete the selected text or inventory object. (Del)
Search: Opens the Search window. (Ctrl-F)
Select All: Selects all text in the area you are using. (Ctrl-A)
Deselect: This deselects previously selected text. (Ctrl-E)
Duplicate: Creates a copy of object when its in Edit mode. (Ctrl-D)
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Attach Object: Attach objects (hair, accessories, weapons, etc) to your body.
Detach Object: Removes the attachments from your body.
Take Off Clothing: Removes one piece of clothing, or all clothes.
Gestures: Opens the Gestures window. (Ctrl-G)
Profile: Opens your Profile window.
Appearance: Opens the Appearance window for customizing your Avatar.
Friends: Displays your Friends List. (Ctrl-Shift-F)
Groups: Shows your Group list.
Preferences: Opens Preferences window for adjusting your SL settings. (Ctrl-P)
VIEW:
Mouselook: See the view through the eyes of your Avatar. (M)*
Build: This will open build mode. (B)*
Reset View: Resets mouselook and camera views back to a normal view. (Escape
Key)
Look At Last Chatter: Turns your Avatar’s head to look at the Avatar who last
spoke in chat. (Ctrl-\)
Toolbar: Toggles the buttons at the bottom of the screen on and off.
Chat History: Show or hide the Chat History since sign on. (Ctrl-H)
Instant Message: Show or hide the Instant Message window. (Ctrl-T)
Inventory: Show or hide the Inventory window. (Ctrl-I)
Mute List: View the list of residents and objects that you muted.
Camera Controls: Small pop up window giving mouse access to the camera controls.
Movement Controls: Shows or hides a small window giving mouse access to the
movement controls.
World Map: Opens and closes the world map. (Ctrl-M)
Mini-Map: Opens and closes the mini-map that shows the immediate area. (CtrlShift-M)
Statistics Bar: Opens and closes the Statistics Bar. (Ctrl-Shift-1)
Property Lines: Shows land boundaries as red lines on the landscape. (Ctrl-AltShift-P)
Land Owners: Indicates ownership: you (green), your group (teal), for sale (orange)
other people (red).
Hover Tips: Shows information about objects your mouse touches. (Ctrl-Shift-T)
Alt Shows Physical: When checked, holding the Alt key down will display physical
objects in red (Alt)
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Highlight Transparent: Makes the transparent objects visible in a translucent red.
(Ctrl-Alt-T)
Beacons: Shows a beacon on the coordinates of objects with script, sound, physical, and emitting particles.
Show HUD Attachments: If unchecked, HUDs are not up on your screen; but they
respond to commands.
Zoom In: Moves the camera view closer in. (Ctrl-0)
Zoom Default: Sets the camera zoom to the default. (Ctrl-9)
Zoom Out: Moves the camera view farther out. (Ctrl-8)
Toggle Fullscreen: Toggles between running Second Life in a window, or as a full
screen. (Alt-Enter)
Set UI Size to Default: Returns the UI, which is scalable, to 1.00.
*Make sure Chat is closed when using a single letter command.
WORLD:
Chat: Toggles the chat bar used for talking to residents close by.
Start Gesture: Symbol starts a gesture command order in the chat bar. (/)
Always Run: Toggles run mode on and off, so that you can choose whether to walk
or to run (Ctrl-R)
Fly: Toggles the fly and stop flying command. (Home key)
Create Landmark Here: Create a landmark marking your current location.
Set Home to Here: Set as your position as Home (if land settings give you permission).
Teleport Home: Teleports you immediately back to your set Home location. (CtrlShift-H)
Set Away: Setting communicates to those around that you are “away from keyboard.” Movement releases it. (afk)
Set Busy: Setting tells others not to interrupt. If you receive an IM a Busy message
is relayed.
Account History: Displays your Account History window.
Manage My Account: Directs you to the SL website for more options in managing
your account.
Buy L$: Accesses LindeX, the currency exchange system for buying and selling
Linden Dollars.
My Land: Opens the My Land window summarizing your land information. Allows
you to teleport there.
About Land: Opens About Land window on the land you are currently over.
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Buy Land: If the land you are currently on is For Sale, it brings up the Buy land window for purchasing it.
Region/Estate: Window for managing land textures, access, weather and day/night
cycles.
Force Sun: Change the time of day which affects the lighting for your view.
Noon: The best setting to see everything in-world (Ctrl-Shift-Y)
Sunset: Sometimes best for Snapshots and non-harsh lighting (Ctrl-Shift-N)
TOOLS:
Some commands only work when an object is selected with Build: Edit (Ctrl-3)
Select Tool: Directly opens Build to the selected tool. Toggle Build Open/Close (B);
Close window (esc)
Focus: Brings object focus to the center of the screen (Ctrl-1), Orbit (Ctrl), Pan
(Ctrl-Shift)
Move: Allows you to move your objects freely (Ctrl-2); Lift (Ctrl); Spin (Ctrl-Shift)
Edit: Used to position and Size Objects (Ctrl-3); Rotate (Ctrl); Stretch (Ctrl-Shift)
Create: Opens the Build window (Ctrl-4) Toggle Open/Close the Build window (B)
Land: Owner controlled command window to edit terrain, join parcels, etc. (Ctrl-5)
Select Only My Objects: When checked, will only recognize the objects you own.
Select Only Movable Objects: Allows selection of only your moveable objects.
Show by Surrounding: The highlighted selection box will show objects that are in
it’s boundaries.
Show Hidden Selection: In Edit all vertices even those hidden behind or in objects
are highlighted.
Show Light Radius for Selection: The radius of the light will be shown by a transparent sphere.
Show Selection Beam: When selecting the selection beam can be seen.
Snap To Grid: Toggles the grid rulers used when dragging objects; then allows the
option to snap (G)
Snap Object XY To Grid: Select object(s) and then snap it to the X and Y axis, not
Z (Shift-X)
Use Selection For Grid: Used by experienced builders, resets the grid reference to
an object. (Shift-G)
Grid Options: Grid Options window for changing grid spacing for the World grid.
(Ctrl-Shift-B)
Link: Create a single object by selecting the objects (Shift-click) in Edit mode and
choose Link (Ctrl-L)
Unlink: Simply Edit (Ctrl-3) the object and choose Unlink (Ctrl-shift L)
Stop All Animation: Useful for turning animation of your Avatar off (/ao)
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Focus On Selection: Immediately snaps camera center on the selected object (in
Edit mode) (H)
Zoom To Selection: Zooms in on selected object (in Edit mode) (Shift-H)
Take: If you have permission, this will take the object into your inventory.
Take Copy: Takes a copy of the object into your inventory, and leaves the selected
one in-world.
Save Object Back To My Inventory: Saves the changes on object back to inventory while working on it.
Save Object Back To Object Contents: Take an object from contents and edit it
and save changes back.
Show Script Warning/Error Window: Pops open Script window for auditing error/warning.
Recompile Scripts In Selection: Forces a recompile of any scripts within the selected object (Edit mode)
Reset Scripts In Selection: Resets the state of any scripts in a selected object.
Set Scripts to Running in Selection: Turns the script on if it is not already running.
Set Scripts to Not Running in Selection: Turns running scripts off within the selected object.
HELP:
Second Life Help: Access the Help information (F1)
Knowledge Base: Asks permission to open your browser to the Second Life web
site for information.
Contact Support: Asks to direct you to the Second Life web site for an email form.
Official Linden Blog: Shortcut to the Official Linden Blog page.
Scripting Guide: Provides some in-world scripting information.
Scripting Wiki: Brings up the official support site with more in depth scripting documentation.
Message of the Day: The same message received at login, this link gives it to you
again.
Reporting Abuse: Format used to report violations of the Terms of Service and
Community Standards.
Bumps, Pushes, and Hits: Not sure? This window tells you if you had a Bump,
Push, or Hit.
Report Bug: Use to report technical features that are not performing right.
Help Request: Allows you to get help through IM from a Live Help member.
Release Notes: Links you to a list of the updates in the last release.
About Second Life: Window stating Software version, credits and other information.
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BUTTON BAR
Left-click the blue buttons on the bottom of your screen or use the Alternati
Command Shortcuts noted
HISTORY (Opens with Chat): Reads what has been said in Chat (Ctrl-H)
IM: Hold a private conversation with a specified person (Ctrl-T)
CHAT: Talk publicly to people nearby
Say: Relays Chat within normal voice distance (Enter)
Shout: Relays Chat farther away even the next Sim (Ctrl-Enter)
FRIENDS: Find and communicate with your buddies (Ctrl-Shift-F)
FLY: Get around faster by air. Use E/C or Pg Up/Pg Down (Shift-F)
SNAPSHOT: Save a screen shot to your computer or inventory (Ctrl-ShiftSEARCH: Find places, events, people, and more (Ctrl-F)
All: Select ALL Search categories listed below
Classifieds: Paid Advertising. Higher amount paid gets higher listin
Events: Free Advertising for special events.
Event time is 3 hours max.
Popular Places: Top 20 high traffic locations. List updated daily.
Land Sales: Lists land that is for sale and available at auction.
Places: Land name, classification, and listing as set by Land Owner
People: Current Membership
Groups: Registered Groups
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BUTTON BAR (Cont.)
BUILD: Create New Objects (B)
Focus:
(Ctrl-1)
Move:
(Ctrl-2)
Edit:
(Ctrl-3)
Create:
(Ctrl-4)
Land:
(Ctrl-5)
MINI-MAP: Map of the area around you (Ctrl-Shift-M)
MAP: Map of the World (Ctrl-M)
INVENTORY: File containing your items (Ctrl-I)
GESTURES: List of Active Avatar Gestures. Click on a Gesture to “Play”.
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