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Be able to send objects into SL via email

Azelda Garcia
Azelda Garcia
Join date: 3 Nov 2003
Posts: 819
04-20-2004 08:46
Be able to send objects into SL via email

You can send:

- textures: .tga or .bmp attachments
- object definitions, in XML
- scripts, as .lsl ascii files
- notecards, as .txt ascii files

You can send them to any object to which you have the key and the pin.

WHAT THIS ALLOWS YOU TO DO:

- generate notecards on an outside server and send them into SL: WriteToNotecard!

- generate textures on the fly on an outside server - eg render passed-in text into a single texture that you can display on a whiteboard-sized prim.

- generate scripts -> you can write lsl scripts in any language you like on an outside server (Python!) and write an off-SL interpreter to convert them into .lsl and pump them into SL

- And More!

Azelda
Kex Godel
Master Slacker
Join date: 14 Nov 2003
Posts: 869
04-20-2004 09:00
Obviously textures would cost $10 each, how would you prevent people from griefing you by hitting your object with a ton of emailed TGAs?

Since emails can be spoofed completely, what security will be put in place to prevent other people from sending your object a rogue LSL file?

I like this feature, but I think it's a year or two early. We can't even write a notecard yet, or inspect our email queue, let alone handle received email attachments.

A related idea does come to mind though...

It would be nice for us to be able to request an image via URL to be added to the system as a texture. Obviously this would cost L$10 as well or people would use this as a way to bypass upload costs.

What would be great is if the URL could be automatically checked for update periodically, and if the copy on the web changes, the texture changes as well.
Azelda Garcia
Azelda Garcia
Join date: 3 Nov 2003
Posts: 819
04-20-2004 09:09
Just ditch texture upload costs, they're pretty much legacy anyway...

...or add a pin, "llRemoteLoadPin"

Azelda
Kex Godel
Master Slacker
Join date: 14 Nov 2003
Posts: 869
04-20-2004 10:02
I hate to disagree, but the upload cost isn't a legacy issue.

The texture upload costs work as a barrier to keep people from uploading 4GB of scanned photos of their little dog "pooky" into SL... (apologies to anyone who has a dog named "pooky";)

Not only does it save asset server storage, but it makes the world faster since it encourages people to share textures. I've got a project kinda slowly in the works to create a pack of a nice variety of quality textures to give to new people which serve to maximize ubiquity in order to save on bandwidth for us all.

The PIN would probably work for minimal security for uploads though =)
Chromal Brodsky
ExperimentalMetaphysicist
Join date: 24 Feb 2004
Posts: 243
04-20-2004 10:06
From: someone
Not only does it save asset server storage, but it makes the world faster since it encourages people to share textures. I've got a project kinda slowly in the works to create a pack of a nice variety of quality textures to give to new people which serve to maximize ubiquity in order to save on bandwidth for us all.

Absolutely! See also: USL Library: Textures Section
Julian Fate
80's Pop Star
Join date: 19 Oct 2003
Posts: 1,020
04-20-2004 10:34
Upload costs also provide a (tiny) drain on total in-world money and help reduce inflation (a little).
Azelda Garcia
Azelda Garcia
Join date: 3 Nov 2003
Posts: 819
04-20-2004 10:37
Well, the upload cost is independent of size, so if you want to upload 100 pictures of pooky, just gimp them into a single really massive texture, upload it, and use Texture Offsets.

Off-topic though really, since can just use llRemoteLoadPin.

Azelda