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Advice/tips on making a Demo

Nissa Rayna
I play with Prims
Join date: 3 Jan 2008
Posts: 284
09-08-2008 12:46
Sorry in advance if this is in the wrong part

I am building a house and would love to offer a demo/footprint to potential customers so they can see it out on their land before purchasing the real thing, what would be the best way to go about this? so far the build can (and probably will still be) all be linked together, once completed it will more than likely go into a rez-faux.

I do not have enough space or prims to do this at either of my stores and my home is purely residential and do not feel comfortable doing 'business' there.

Thanks in advance

Nissa
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Diag Anzac
Registered User
Join date: 27 Oct 2006
Posts: 45
09-08-2008 16:29
Interesting question.

The first thought off the top of my head .... perhaps, with your demo package, you could include a certain "demo control prim". You'd have to have a script in each of the linksets in your build to check that the "demo control prim" is present. If it's not, the linksets suicide (llDie). The "demo control prim" would send a "suicide" command to all parts of the build after a certain amount of time, when you want the demo to expire.

You've got me thinking.

[edit: hmm, perhaps the control prim could just suicide itself, then the linkparts would do the same when they realise it's no longer present. I'm still thinking. heheh]
Lightwave Valkyrie
Registered User
Join date: 30 Jan 2004
Posts: 666
09-08-2008 18:26
thats not too good can turn of scripts on land after rezing
or have a alt rez then only let owner scripts run
the best i can think of is put big demo prims linked to each part
or something that would not make it functional as a home
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Almia Thaler
IMA Shyguy!! 0o0
Join date: 3 Jun 2008
Posts: 173
09-08-2008 21:00
the object no mod
and temp rezzed
add the word demo in prims across the top of the foot print and give them it no copy,no trans,no mod
that way they will lose it afterwards
Lightwave Valkyrie
Registered User
Join date: 30 Jan 2004
Posts: 666
09-08-2008 21:02
oh temp rez and no copy good idea!
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Bree Giffen
♥♣♦♠ Furrtune Hunter ♠♦♣♥
Join date: 22 Jun 2006
Posts: 2,715
09-08-2008 22:48
I think if your customer was trying to move the house around the lot to see if it fit correctly they'd be pretty mad if it disappeared on them. Maybe replace several textures with a bright red demo texture.
Almia Thaler
IMA Shyguy!! 0o0
Join date: 3 Jun 2008
Posts: 173
09-08-2008 22:52
From: Lightwave Valkyrie
oh temp rez and no copy good idea!

correction
as a slight side note.
put a timed die script in the prim that way it will kill the prim even if they try to use it again and again.

put this in the script

//==============================================
default
{
on_rez(integer start_param)
{
//llSleep is the small timer
//it is set to 10 seconds after which it will kill the object
llSleep(10);
llDie();
}
}
//===============================================

this way if they have the misfortune to forget the object they will lose it forever.
Larrie Lane
Registered User
Join date: 9 Feb 2007
Posts: 667
09-09-2008 04:13
I have demo versions available on all my stuff and it did take some working out.

To enable the deletion of the items' rezzed I used a script with the llDie command set with a timer event and countdown messages to delete the rezzed objects which I call my Killer script.

There are 2 versions of the Killer Script, 1 with messages and 1 without, this was required to prevent each linkset spamming chat with the same message.

As the builds are for demo only the main problem was getting the correct permissions as well, ideally they should be No Mod/No Copy/No Trfr.

Here is how I set the items up so they would delete in 15 minutes and were No Mod/No Copy/No Trfr with one exception which I will come to later on.

First I would take each linkset and delete all scripts if any as these would not normally be required for my type of demos.

To make this easy I will work with an example of 3 linksets for the build.

First I would set the build up as normal using Rex Faux and its Positioner scripts but at this stage I would not copy any linksets and add them to the Rezz Faux contents box.

Then on each linkset I would add a very small prim and hide it in the linkset, this will not and must not be the root prim so to avoid it being found and making sure I do not disturb the Root prim as this holds the positioner script which has already been set.
It is better to set the rezzer up first as the Killer Scripts cannot be stopped once added to the linkset.

In 2 of these very small prims I would add the Killer Script with no message and in the other I would add the Killer script with message.

Each linkset would be set to No Mod/No Copy/Trfr. (Transfer Only)
Each Killer Script would be set to No Mod/Copy/No Trfr (Copy Only)
In the 3 linksets, the root prim holds the Rezz Faux Positioner Script and the permission were set to (No Mod/No Copy/Trfr (Transfer Only)

Now I had to be careful as I could not stop the Killer Script from Running once it was added to the linksets so speed was of the essence with only 15 minutes to package it.
With each linkset already positioned I only had to take a copy of each one and place it in the Rezz Faux Contents Box then Copy it to Inventory following the normal procedure for setting up the Rezz Faux. Not forgetting that when ever the build is rezzed there is only 15 minutes and it will delete itself, if you are the creator don't worry as there will always be a copy in your inventory.

Now once you have the build set for sale using rezz faux and the contents copied to inventory you need to package it in your own rez box, this requires 3 prims.

1st Prim with the Rezz Faux Contents with the Rezz Faux Script set to (No Mod/No Copy/Trfr (Transfer only)

2nd Prim with the Killer Script (no message) set to No Mod/No Copy/Trfr (Transfer only)

3rd Prim is the root prim and has nothing in it and is set to No Mod/Copy/No Trfr (Copy Only)

and here is what happens regarding the permissions;

When someone takes a copy of your demo item it will appear in their inventory as No Mod/No Copy/No Trfr.

Even though the Root prim of the Rezz Box is set to Copy it cannot be copied because the child prims holding the scripts are No Copy but can be transfered.
Because the Root Prim cannot be Modified they are unable to access the child prims to get hold of the scripts that can be transfered.

Sorry this is long but I hope it makes sense?

When the build is rezzed it cannot be copied as the child prim with the Killer Scripts in can only be Transfered and the linkset is set to No Modify.
Again it cannot be copied because the Killer Scripts permissions do not allow this.

The only thing that I could not prevent was in each root prim of the linkset was the Rezz Faux Positioner Script. This was the only exception and could be copied from the demo build and was in fact totally useless to anyone.
Firstly it needed the Main Rezz Faux script to work and secondly was set to No Modify by the creator.
Also with the Main Rezzer Script in the rezzer box set to Transfer Only this would not allow for multiple rezzes of the build, so it was also a one rezz demo.

The other question people might ask is about the textures, although mine are set as per a normal build, Modify/Copy/No Transfer people are unable to use any of the textures on the demo models as the linksets are Copy Only.

With regards to the small hidden prims in each linkset some might think that it would be better to have them completely transparent as well to make it even harder to find them. In actuall fact this would be the oppostite as it is much easier to find transparent prims than solid textured prims especially in my case where no 32 bit textures or transparency on prims is used for the demo versions.

One final thing, The Killer Script as I call it will delete everything in the linkset and it will not goto to the Lost and found folder or trash, the whole build or linksets' are completely deleted.

Something similar to the scripts mentioned above may be available in the Scripting library for free or try posting in Products wanted. I do not sell scripts but would be happy to give my scripters/creators name if contacted in world.
Nissa Rayna
I play with Prims
Join date: 3 Jan 2008
Posts: 284
09-09-2008 10:43
Thanks. taking me a second or 60 to get my head around this lot .. but appreciate it :D
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Sylvie Grizot
Lurks
Join date: 6 Dec 2006
Posts: 24
09-14-2008 03:02
From: Larrie Lane
I have demo versions available on all my stuff and it did take some working out.

To enable the deletion of the items' rezzed I used a script with the llDie command set with a timer event and countdown messages to delete the rezzed objects which I call my Killer script...
I think I understand your permissions/script process Larrie, but what happens if someone rezzes the demo on no-script land, or turns off scripts after rezzing (like Lightwave mentioned)?

I guess that would mean doors wouldn't work, and they wouldn't be able to use any scripted furniture - do you think that is enough to stop people doing that?
Hern Worsley
Registered User
Join date: 11 Aug 2006
Posts: 122
09-15-2008 04:21
Just give them the floors footprint ie some prims that are shaped exactly the same as the base of your prefab ?

This could be taken from the actual house once its built just unlink the minimum amount of prims required to reprasent the footprint of the floor drag copy it out and retexture it if need be then sell it for 0l$ or 1l$ etc in a small prim as part of the actual products poster.?
This would bypass complex scripts and allow people to check if its going to fit thier needs?
Seshat Czeret
Registered User
Join date: 26 May 2008
Posts: 152
09-15-2008 22:28
I make my demo clothes no-mod, copy, transfer. I have a big DEMO watermark on the places where the clothing is plain, or for prim clothes, I have either a DEMO on the texture, or a big DEMO box that hangs above their head.

This lets the items be useless as normal clothes (who'd want to wear something with DEMO all over it?), but excellent as advertising. People who love my stuff can share the demo with their friends.

(I guess people who hate it can just delete it.)


I don't see why no-mod/copy/trans with huge DEMO watermarks on the plain walls of the house wouldn't work.
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Dytska Vieria
+/- .00004™
Join date: 13 Dec 2006
Posts: 768
09-15-2008 23:23
From: Larrie Lane

Now I had to be careful as I could not stop the Killer Script from Running once it was added to the linksets so speed was of the essence with only 15 minutes to package it.


For that problem, couldn't you set the Killer script to not issue an llDie if llGetCreator() == llGetOwner()?
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Nexii Malthus
[Cubitar]Mothership
Join date: 24 Apr 2006
Posts: 400
09-16-2008 07:14
Er, you can delete the script in a no mod object.

It would be better if the textures were implanted with demo all over on the no mod object. No mod means you can't replace the demo textures.
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Isablan Neva
Mystic
Join date: 27 Nov 2004
Posts: 2,907
09-16-2008 08:56
What I'm doing with one of mine that is unusually large is offering a template of the footprint so the buyer can make sure it will fit. The template will be packaged with Rez-Faux so the buyer can move the whole thing to make certain it fits on the property. The template will only be the floor pieces of the house and will be free.
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Annabelle Babii
Unholier than thou
Join date: 2 Jun 2007
Posts: 1,797
09-16-2008 12:51
From: Isablan Neva
What I'm doing with one of mine that is unusually large is offering a template of the footprint so the buyer can make sure it will fit. The template will be packaged with Rez-Faux so the buyer can move the whole thing to make certain it fits on the property. The template will only be the floor pieces of the house and will be free.



I do the same thing, but with a hollowed prim. basically you just have a useless frame.
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