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How do package buildings for sale? (with auto-rezzers etc.)

Regan Turas
Token Main
Join date: 21 Oct 2006
Posts: 274
01-30-2007 06:20
Just how big does a build have to be to warrant using an auto-rezzer? So far, I haven't had any problem rezzing a 32-prim house with a 20x15 footprint and rotating it into place.

Would an auto-rezzer be overkill for that size build? Or have I just been lucky the few times I placed it?
Isis Ophelia
Registered User
Join date: 16 Mar 2006
Posts: 18
01-30-2007 06:26
I have bought houses packaged with an xxx-package system that were still copy/mod even though inside the walls the security scripts for the doors and windows were no mod

how is the trick here?

any advice on this would help a lot as we have just started to sell our buildings. How to sell mod/buildings that contain scripts the creator has sold as no mod
Ace Albion
Registered User
Join date: 21 Oct 2005
Posts: 866
01-30-2007 06:35
Isis, you can have no-modify items (such as scripts) inside a modifiable prim.

So you can have no-modify, copyable scripts in a modify/copyable house. This is how my houses are done. The downside is, that the house (or whatever) will show the permissions (no modify) when boxed or in inventory. I tried putting notices all up explaining that the houses are genuinely modifiable (they can be broken up, retextured, have new prims linked on etc) but people still ask, or tp away assuming I'm a swindler maybe, I don't know.

There's no trick to it- checking "modify" on the finished house before you pick it up to box it, won't switch the scripts etc to modify.

Regan- 20x15 is well within maximum size for a one object build with large prims- it's related to the size of the prims themselves. Someone had a rough formula on this forum somewhere but I forget it. It's around 30 meters max distance.
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Regan Turas
Token Main
Join date: 21 Oct 2006
Posts: 274
01-30-2007 06:55
From: Ace Albion
Regan- 20x15 is well within maximum size for a one object build with large prims- it's related to the size of the prims themselves. Someone had a rough formula on this forum somewhere but I forget it. It's around 30 meters max distance.

Forgive my newbie confusion, but does this mean that auto-rezzers are used for builds with sets of unlinked objects? In other words, the entire building can't be rezzed as one object, but rather as a set of objects that are not linked to each other. (I know this must be obvious to most, but I either skipped over that part or it was just assumed a builder would know that.)

Okay, I could see where that would be a positioning nightmare, and one I don't have to worry about. If I don't need this tool, that's one less expense for my start-up business.
Sarg Bjornson
Theme Park Designer
Join date: 14 Sep 2005
Posts: 244
01-30-2007 07:00
Yeah, Regan, you don't need positioners if you don't have several linked sets. They are only used to make sure those unrelated linked sets keep their relative positions.

It doesn't only have to do with size, though obviously it is a factor. An example of a small object that might need a positioner is a fountain: you want the fountain itself to be solid, but you want the water on it to be phantom. Oh noes! You can't link phantom prims and normal prims. There you are, two distinct linked sets :)
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Regan Turas
Token Main
Join date: 21 Oct 2006
Posts: 274
01-30-2007 07:19
Thanks to everyone who has particpated in this thread -- this has been very informative.

Now I have yet another permissions/copyright question for those of you with experience in selling builds.

I've created a set of textures (hand-drawn in Photoshop) for my privacy windows. The script is a freebie, and it requires that the textures be dropped into the Contents panel of the window object.

If the house build is tagged MOD / COPY / NO TRFR -- what happens to the textures? Can they be copied out of the Contents panel and then used separately from the house? Can they be copied and then sold as separate items? Or will they assume the NO TRFR permission that was assigned to the build.

What about putting in a texture copyright notice, similar to the one I always get from Textures R Us (which is a great way to educate builders on texture rights)?

Any insights or comments would be greatly appreciated.
Parker McTeague
dubious
Join date: 28 Sep 2004
Posts: 198
01-30-2007 08:30
you can control the permissions of the included textures just like the house itself. yes, the textures could be dragged out of the object and used elsewhere, especially if they have copy rights. but if you turn off transfer the buyer of your house can't sell either the textures themselves or any object that uses them.

you must have either copy or transfer enabled. and in your case i would recommend turning off modify because otherwise that would allow them to download the texture and re-upload it to sell.
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Regan Turas
Token Main
Join date: 21 Oct 2006
Posts: 274
01-30-2007 08:37
From: Parker McTeague
you must have either copy or transfer enabled. and in your case i would recommend turning off modify because otherwise that would allow them to download the texture and re-upload it to sell.

If the house is NO MOD, then the owner can't make any design changes, such as redecorating the walls or cutting out extra prims. So that goes against the advice that other builders have given as to the permissions that would be most attractive to buyers.

This is all sooooo confusing.
Isis Ophelia
Registered User
Join date: 16 Mar 2006
Posts: 18
01-30-2007 22:50
thank you Ace for your reply.. and yes, I agree Regan the rights are confusing and after 6 SL months still a mistery to me

then, if no mod scripts inside walls will not turn a modable building into no mod, why did it happen with the house my partner made for me? (the only no mod were the scripts inside the walls)

and builds he created turning no copy/no mod.. even no transfer to himself the creator. Once he takes them back into his inventory he is not able to transfer to me

I have lately noticed that when I build something, set the rights and take it into my inventory all the marks I had set are gone, all 3 (copy, mod, transfer) and I have to re-check many times before I package it to be very sure the customer receives the item with the rights he should have

Is anyone else having this problem too?
Ace Albion
Registered User
Join date: 21 Oct 2005
Posts: 866
01-31-2007 01:51
Regan, I think Parker was referring to unchecking modify permission on the window textures themselves.

I would test the result with an alt or trusted friend you give a copy of the finished house to. My windows work either with local textures in their contents, or, if none are found, take the textures passed by key in a message from the house main root contents. Those textures have to be full permission (so anyone can take, copy, sell on, give away) but my windows are pretty simple so I don't mind that. I *think* if you're putting the textures into each window prim's contents you can be ok with more restrictive permissions.

Isis, if you're saying that the house was non-editable at all (as in you or your partner tried to mod it in world and couldn't, and it wasn't locked) then that is either due to some random SL bug, or because someone thought they'd checked modify permissions, but actually forgot to. If you have passed it back and forth between you, then you won't get permissions back- even passing back to the creator. Next Owner permissions stick, and can only be further restricted, not the other way round.

As for the tick boxes when the object is in inventory, my advice is to not use these at all, ever for objects. I mean *NEVER* use the permissions boxes on objects in inventory to set permissions. I set permissions on objects with the object in world, and I don't have problems with Next Owner permissions. I don't trust the tick boxes in inventory except for scripts and notecards etc (though even then I prefer to check these personally in the object contents when rezzed). It only takes one slip up with wrong perms somewhere to potentially mess things up.

I think if you try to set modify permission while the object is in your inventory, it goes through some checks, sees that there are no mod scripts/contents etc and decides to ignore you. When you do it in world, setting modify does that with the *linkset* itself, ie the prims, and doesn't mind that there are other items in the overall object without modify permissions. I'm suspecting this is at the root of your problems.

Always set and check permissions on rezzed objects not inventory ones.
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Isis Ophelia
Registered User
Join date: 16 Mar 2006
Posts: 18
01-31-2007 07:58
yes, Ace he built the house full perms, scripts in the walls and doors are no mod, he packaged it with a xxx-packaging system, he passed the box to me, I rezzed the house, it had turned no mod/copy/transfer

we tried many times, at the end without packing it, as we supposed it could be the rezzing system, but it was not the rezzer, the house stayed no mod

That he suddendly can not transfer houses he made, must be also such kind of bug. Ah Mr Bug makes it sometimes so hard to have joy building things :(

well I must fill in a bug report to LL and pray and hope that they fix it

I agree with you Ace, setting objects properties in Inventory is not reliable as SL sets the properties right only when rezzed on the ground. Comments in Notecards and textures are set only if open. Any change of the properties or comments inside the Inventory are most of the time ignored by SL (it used to be different but it changed with an xxx-update)

Many thanks to ACE and all the answers and comments here, they are very helpful
Sara Sullivan
Registered User
Join date: 21 Nov 2005
Posts: 211
01-31-2007 08:24
From: Semolina Semaphore
Thanks a lot for the replies!

Reading the notecard about Rez Foo - it sees to be what i'm after

....but when it says about putting the script into the 'ROOT' parts of the build, what does it mean by that? Is the root part the last part that was selected when linking a number of prims together?

Also - I've looked at Rez Faux (which is much cheaper! L$600 v Rez Foo's L$2500!!) - what are the main differences between the 2?


Cheers!


The root prim can be eaily seen by selecting a linked set of prims. It is colored differently. Also the contents of a link set goes into the Root prim by default.
Rezz Foo is alot more expensive.
Rez Faux works great, Personally though I prefer Jack Hortons Jack in hte box system.
Jacks system will automatically kill any rezz script that may have accidently been placed in a child prim also.
It has vendors that come with it that allow you to set up a prefab vendor that will rezz teh prefab for the people to see. Right now I have eneough Prefabs completed and up for sale that if i had them all out I would cover a SIM so its easiest for me to have a home vending system that shows the customer what hosue they wish to see. set up 5 or 6 home vendors to sell 4-5 homes or stores out of each and you will quickly save alot of space.
Semolina Semaphore
Registered User
Join date: 24 Oct 2006
Posts: 130
02-06-2007 06:47
So is there this problem of the packaged up building appearing to be 'no modify' no matter which rezzing / packaging method is used? (ie. Rez Foo or Rez Faux etc.)

Can the packaged build not then be packed into another box that IS modify enabled - so at least in a sales situation, the buyer isn't put off seeing the words 'no modfiy' ?
Ace Albion
Registered User
Join date: 21 Oct 2005
Posts: 866
02-06-2007 09:12
Any "no modify" components or contents will make an object show (no modify) in a sales box or inventory.

You could put it in a vendor- most of the clothing stores I look at vendors they don't even bother to tell you if its mod, copy or transfer. (personal gripe)
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Omegasun Harford
Owner Of TroubleMaker App
Join date: 15 Apr 2006
Posts: 50
02-06-2007 19:24
there is a free version available that works jsut as well as any bought one i have found!!!!

it is available on lslwiki library.

lslwiki
Kornscope Komachi
Transitional human
Join date: 30 Aug 2006
Posts: 1,041
02-09-2007 14:58
Concerning rezzers and permissions.
Read the documentation.
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