Copy and Mod Permission in Holodecks
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Rondo Breen
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Join date: 12 Sep 2008
Posts: 4
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09-30-2009 12:17
Hi,
I bought one of these Holodeck thingies; they let you rezz and unrezz an entire scene, like a room or a skybox with furniture in it, etc. This can be handy if you have permission to rezz only a limited amount of prims.
Now, the problem with these Holodecks is, all items in a "scene" have to be Mod and Copy, because on derezzing a scene, all prims are actually destroyed instead of being returned to ones Inventory. This greatly limits their use in SL, because not many designers are willing to make their creations Mod and Copy.
Does anyone know why these Holodecks require Mod and Copy rights? Why can't they just return all items to my Inventory as I am the owner of them?
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Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
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09-30-2009 12:44
Because there's no such thing as "unrezz." Once an object has been rezzed in the holodeck, the only way to "unrezz" it is to kill it. The holodeck has to have a copy/mod version of the item in its inventory because it would have no way to create the item a second time if you killed its only copy when you cleaned up after the first user.
BTW, MANY creators in SL sell things that are copy/mod. In fact, everything I sell has those perms set .... clothing, buildings, clocks, household items..... I always sell things no transfer but assume that buyers will need to make backup copies and modify my creations to fit their own needs/spaces.
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Nexii Malthus
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Join date: 24 Apr 2006
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09-30-2009 13:00
From: Rondo Breen ..because not many designers are willing to make their creations Mod and Copy. Wow! What kind of place are you going to? Products without copy perms are really rare.
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Dora Gustafson
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Join date: 13 Mar 2007
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09-30-2009 13:01
For what reason is Mod required? I don't understand why a Copy only object could not be rezzed again and again.
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Rolig Loon
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Join date: 22 Mar 2007
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09-30-2009 13:11
True. I should have just said "copy." Mod is irrelevant in this case. 
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Rondo Breen
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Join date: 12 Sep 2008
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09-30-2009 14:45
From: Dora Gustafson For what reason is Mod required? I don't understand why a Copy only object could not be rezzed again and again. Mod is needed because I have to be able to add a script to the object in order for the Holodeck to function right. I'm not sure if it would also work if the creator puts in the script for me; if that works, i don't need it to be Mod (but I do need the cooperation of the creator). Someone else in this thread asked what places I go to to buy my stuff because Copy/Mod rights in his/her opinion are almost always given. Well, try buying a chair, sofa, bed, or almost any other furniture, all of those are almost always NoCopy.
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Rondo Breen
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Join date: 12 Sep 2008
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09-30-2009 14:55
From: Rolig Loon Because there's no such thing as "unrezz." Once an object has been rezzed in the holodeck, the only way to "unrezz" it is to kill it. The holodeck has to have a copy/mod version of the item in its inventory because it would have no way to create the item a second time if you killed its only copy when you cleaned up after the first user. Ok, yes. So, shouldn't this be qualified as a missing function in the scripting language? Wouldn't it be logical to have something like an "unrezz" function? From: Rolig Loon BTW, MANY creators in SL sell things that are copy/mod. In fact, everything I sell has those perms set .... clothing, buildings, clocks, household items..... I always sell things no transfer but assume that buyers will need to make backup copies and modify my creations to fit their own needs/spaces. Well, in my experience a lot of creators are not inclined to do so. Up to a certain point I can even understand this, e.g. I could buy one dining chair, make six copies and put them all around my dining table.
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Rolig Loon
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Join date: 22 Mar 2007
Posts: 2,482
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09-30-2009 15:03
From: Rondo Breen Mod is needed because I have to be able to add a script to the object in order for the Holodeck to function right. Yeah, I can imagine that, although it's kind of clunky way to script a holodeck unless you want it to resize, retexture, recolor objects as it rezzes them. If all it's doing is rezzing furniture where you want it, I can't see why a holodeck should require you to add a script to items. I'd look for a different holodeck if it were mine.
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Argent Stonecutter
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09-30-2009 15:21
On the other hand, just on general principles, no-mod products are wicked, wicked, wicked things.
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Rondo Breen
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09-30-2009 15:25
From: Rolig Loon Yeah, I can imagine that, although it's kind of clunky way to script a holodeck unless you want it to resize, retexture, recolor objects as it rezzes them. If all it's doing is rezzing furniture where you want it, I can't see why a holodeck should require you to add a script to items. I'd look for a different holodeck if it were mine. I'm not a scripter Rolig, but I don't think you'll be able to rezz things from a rezzer box without having a script inside the items that are to be rezzed. The rezzer needs to communicate with each item (i think). Also, all rezzers I've seen so far, have some "freeze" option. After you've used that option, you can't "unrezz" things anymore. The freeze option removes the scripts in the items and "fixates" them in their current location.
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Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
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09-30-2009 15:29
From: Rondo Breen Ok, yes. So, shouldn't this be qualified as a missing function in the scripting language? Wouldn't it be logical to have something like an "unrezz" function? It might sound logical, but it's not very practical. To unrez the object you'd need to do something much more complicated than deleting the virtual object. The asset servers would need to hold a lot more information to remember where an object was before it was rezzed. Remember that an object is never really "in" your inventory. All that's there is a pointer to a memory location in an asset server. When you rez an object, you're referencing that location, creating a virtual object based on what's stored there, and assigning a new UUID to it. From: someone Well, in my experience a lot of creators are not inclined to do so. Up to a certain point I can even understand this, e.g. I could buy one dining chair, make six copies and put them all around my dining table. Yup. That's a good idea, and it would boost sales too. Most people have very little need to rez a whole room full of chairs, so the creator doesn't lose much by letting a buyer rez extra ones, provided that he sells the chair as no transfer. In RL, it costs a lot to make, store, and ship each chair, so the manufacturer can't afford to give them away. In SL, though, those costs don't exist. You can lose the sale on one chair by refusing to let the buyer copy it to make himself five more, especially when there are plenty of other creators who are willing to sell copiable chairs.
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Argent Stonecutter
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09-30-2009 15:35
From: Rondo Breen I'm not a scripter Rolig, but I don't think you'll be able to rezz things from a rezzer box without having a script inside the items that are to be rezzed. The rezzer needs to communicate with each item (i think). Nope. You need a script in there to get objects to delete themselves but if you don't mind doing that yourself you can rez objects from a rezzer with no rezzer scripts in them, and even track their location if they're moved after you rez them. I use that for my store rezzer, which obviously has to work without scripts because I don't want to bulk up people's inventories with trash rezzer scripts when they buy stuff from my store.
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Dora Gustafson
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09-30-2009 15:54
From: Rondo Breen I'm not a scripter Rolig, but I don't think you'll be able to rezz things from a rezzer box without having a script inside the items that are to be rezzed. The rezzer needs to communicate with each item (i think) You can rez unscripted objects as easily as scripted ones  From: Rondo Breen Also, all rezzers I've seen so far, have some "freeze" option. After you've used that option, you can't "unrezz" things anymore. The freeze option removes the scripts in the items and "fixates" them in their current location. I had a feeling the "unrezz" option had something to do with it. If the rezzed object is unscripted there is no need to "freeze" it, but you would have to do the "unrezz" manually  Just 'Take' or 'Delete' is that so hard?
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Rolig Loon
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Join date: 22 Mar 2007
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09-30-2009 15:59
From: Rondo Breen I'm not a scripter Rolig, but I don't think you'll be able to rezz things from a rezzer box without having a script inside the items that are to be rezzed. The rezzer needs to communicate with each item (i think).
Also, all rezzers I've seen so far, have some "freeze" option. After you've used that option, you can't "unrezz" things anymore. The freeze option removes the scripts in the items and "fixates" them in their current location. I am a scripter, and I have written rezzer scripts. To rez an item, all you need to do is specify its name and the spot where you want to rez it. You don't normally have to communicate with the object at all unless you need to tell it to kill itself, and you can always kill your own piece of furniture without a special button. Nobody can move an object except the owner or someone s/he has given permission to, so "freezing" is a bit meaningless, except if you mean that you are locking the object so that even the owner can't move it. I may be wrong, but I am not aware of a way to lock an object by script.
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Innula Zenovka
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Join date: 20 Jun 2007
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09-30-2009 17:04
I think the "freeze" option the OP is talking about is the using the option in stuff like Builder's Buddy to remove the movement scripts once you've positioned your house. Though, of course, you won't normally want to move a holodeck about with its contents rezzed inside it.
I can, though, see the point of putting scripts in the stuff you want to rez.
You need to if you want it more than 10 metres away from the rezzer, and even if you aren't doing that, it's so much simpler for the end user just to stick a script in each item that needs rezzing and and save its position that way -- so you then rez it at llGetPos() and llGetRot() and let it move itself to where it's supposed to be -- than it is to copy paste a load of names and vectors into a notecard or script for the rezzer to read. I agree you don't need to do it that way, but I find it makes life a lot easier for end users if you do.
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Dora Gustafson
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10-01-2009 01:13
From: Innula Zenovka I can, though, see the point of putting scripts in the stuff you want to rez. You need to if you want it more than 10 metres away from the rezzer
No you need not  it is much easier to move the rezzer to the position before rez
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Innula Zenovka
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10-01-2009 07:22
From: Dora Gustafson No you need not  it is much easier to move the rezzer to the position before rez We're talking about holodecks, though. The one I'm thinking of is an add-on to my MystiTool. You use the Mystitool to rez a skyplatform and then stand in the middle and tell the hud to rez a holodeck. The hud rezzes a large empty room, and then you then click on a rezzer prim by the door to get a choice of furnished interiors -- choose one and the interior textures change and furniture and stuff starts rezzing at the rezzer and whizzing all over the place. Great fun. Choose another interior and everything vanishes and is replaced by the new interior. Or the Paradise Blankets would be another example of the same idea, done a bit differently.
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Destiny Niles
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Join date: 23 Aug 2006
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10-01-2009 08:33
Some of the holodeck makers have scripts that can be passed to creators who want to send out their items no-mod. So it can be no-mod, copy, no-transfer if the creator is willing to drop the scripts into the objects for you.
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Lear Cale
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Join date: 22 Aug 2007
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10-01-2009 09:17
From: Rolig Loon Yeah, I can imagine that, although it's kind of clunky way to script a holodeck unless you want it to resize, retexture, recolor objects as it rezzes them. If all it's doing is rezzing furniture where you want it, I can't see why a holodeck should require you to add a script to items. I'd look for a different holodeck if it were mine. Most people find it handy that the rezzer deletes the current scene, when stopped or before rezzing a new scene. You can't do that without a script in the rezzed objects. Also, the script makes it easier for the rezzer to save the object's location. However, Argent's method is a workaround for that: drop the item in the rezzer, have it rez it in an arbitrary location, move it to where you want it, and then save its position. A rezzer that works this way and that does not delete objects could be used with copy/no-mod objects.
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Hooten Haller
Wonder and Joy
Join date: 5 Feb 2007
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10-02-2009 03:27
I understand that some objects are sold no-mod to prevent crooks for inserting copying scripts into them. Prim hair is often no-mod and instead comes with a built-in resizing script.
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Argent Stonecutter
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10-02-2009 03:30
From: Hooten Haller I understand that some objects are sold no-mod to prevent crooks for inserting copying scripts into them. Which is pointless, crooks don't use copying scripts because external ripping software like copybot is easier and more effective.
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Lear Cale
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10-02-2009 09:37
From: Hooten Haller I understand that some objects are sold no-mod to prevent crooks for inserting copying scripts into them. Prim hair is often no-mod and instead comes with a built-in resizing script. In addition to what Argent says above, products with sculpties don't get any additional protection by being no-mod, since mod sculpties can't be duplicated using scripts. Without a copybot-like program, you can't duplicate sculpties if the sculpt map is hidden using an alpha channe. In many cases, no-mod creations are the result of a reasonable reaction to a reasonable fear, but based on insufficient knowledge.
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Innula Zenovka
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10-02-2009 11:18
From: Hooten Haller Prim hair is often no-mod and instead comes with a built-in resizing script. Even if the resizer is a sane one, and deletes all the child scripts after use, no mod prim hair is still bad news, even if you can resize it. When I need to adjust my prim hair, it's normally because I need to reposition or rotate a few individual prims, not resize things.
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Rolig Loon
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Join date: 22 Mar 2007
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10-02-2009 11:54
From: Innula Zenovka Even if the resizer is a sane one, and deletes all the child scripts after use, no mod prim hair is still bad news, even if you can resize it. When I need to adjust my prim hair, it's normally because I need to reposition or rotate a few individual prims, not resize things. As I said in a similar thread on the Building Tips forum yesterday, I suspect that most buyers of scripted hair probably find it more difficult to deal with than if they were simply sold hair in three standard sizes (S,M,L) that they can plop on their heads without further bother. I can imagine making a slightly more convincing argument for scripts that change hair color. Even there, however, I am much happier when I find a merchant who sells me a reasonably-priced package with many fixed colors, or hair that I can tint myself.
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Dragger Lok
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Join date: 10 Sep 2006
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10-04-2009 04:28
ok as long as the scripts are no mod they can be copied as many times without an issue and just make it no transfer- that way every item can be rezzed a gazillion times ..... what am i missing? what is the issue?
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