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		<id>https://wiki.secondlife.com/w/index.php?title=Case_Study_-_Example_wood_crate_using_materials&amp;diff=1179174</id>
		<title>Case Study - Example wood crate using materials</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Case_Study_-_Example_wood_crate_using_materials&amp;diff=1179174"/>
		<updated>2013-06-13T20:12:23Z</updated>

		<summary type="html">&lt;p&gt;Al Supercharge: /* Applying diffuse, normal, and specular maps in Second Life */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preparatory materials ==&lt;br /&gt;
* A materials-enabled Second Life viewer (3.6.0 or later, [https://wiki.secondlife.com/wiki/Linden_Lab_Official:Alternate_Viewers#Project_Materials_Viewer in beta as of 2013-06-04]), and a graphics card capable of using the &#039;&#039;&#039;Advanced Lighting Model&#039;&#039;&#039; in Graphics Preferences&lt;br /&gt;
* [http://www.spiralgraphics.biz/download_ww.htm Wood Workshop] - A free seamless wood texture generator.&lt;br /&gt;
* [http://www.gimp.org/ GIMP 2.8] - A powerful, free image manipulation program.&lt;br /&gt;
* [https://code.google.com/p/gimp-normalmap/ gimp-normalmap] - A plugin for GIMP that facilitates the creation of normal maps.  This requires a little bit of work to install, so make sure to follow the instructions carefully.&lt;br /&gt;
* You can get the completed example crate for free from the Second Life Marketplace at: [https://marketplace.secondlife.com/p/Materials-Example-Crate/4968980 https://marketplace.secondlife.com/p/Materials-Example-Crate/4968980]&lt;br /&gt;
&lt;br /&gt;
== Step 1: Generate a wood texture using Wood Workshop ==&lt;br /&gt;
[[File:Example crate wood texture.jpg|thumb|This is the wood texture used in this case study.]]&lt;br /&gt;
# Start Wood Workshop&lt;br /&gt;
# Under &#039;&#039;&#039;Render Resolution&#039;&#039;&#039;, choose 512x512&lt;br /&gt;
# Under &#039;&#039;&#039;Category&#039;&#039;&#039;, choose Uncut Wood.&lt;br /&gt;
# Under &#039;&#039;&#039;Texture&#039;&#039;&#039;, choose a wood type. For this exercise, I chose Maple.&lt;br /&gt;
# Play with the various sliders until you are happy with the appearance of &#039;&#039;&#039;Final Texture&#039;&#039;&#039;&lt;br /&gt;
#* I recommend leaving &#039;&#039;&#039;Scale&#039;&#039;&#039; at zero for this exercise, but the other sliders all produce interesting results.&lt;br /&gt;
#* I also recommend avoiding the &#039;&#039;&#039;Effects&#039;&#039;&#039; for this exercise.&lt;br /&gt;
# When you&#039;re ready, choose &#039;&#039;&#039;Render &amp;gt; Render Texture&#039;&#039;&#039; from the top menu bar.  This generates your final high-resolution wood texture.&lt;br /&gt;
# Choose &#039;&#039;&#039;File &amp;gt; Export Image&#039;&#039;&#039; to save your wood texture to a .jpg file on your computer.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Step 2: Adding some details to the wood texture ==&lt;br /&gt;
[[File:Example crate intermediate diffuse texture.png|thumb|Intermediate diffuse texture.]]&lt;br /&gt;
# Open the wood texture in GIMP&lt;br /&gt;
# Immediately create a new layer by choosing &#039;&#039;&#039;Layer &amp;gt; New Layer...&#039;&#039;&#039; from the top menu bar; you won&#039;t want to accidentally draw on your original wood texture!&lt;br /&gt;
#* The new layer should be the same size and shape as the wood texture (512x512), with a fill type of &#039;&#039;&#039;Transparency&#039;&#039;&#039;.&lt;br /&gt;
# Select a border area around the image by dong the following:&lt;br /&gt;
#* Select the entire image by choosing &#039;&#039;&#039;Select &amp;gt; All&#039;&#039;&#039; from the top menu.&lt;br /&gt;
#* Select a 32 pixel border by choosing &#039;&#039;&#039;Select &amp;gt; Border&#039;&#039;&#039;.  Enter &amp;quot;32&amp;quot; into the &#039;&#039;&#039;Border selection by&#039;&#039;&#039; box.  Click &#039;&#039;&#039;OK&#039;&#039;&#039;.  A rectangular border around the image should now be selected.&lt;br /&gt;
# Choose &#039;&#039;&#039;Filters &amp;gt; Render &amp;gt; Clouds &amp;gt; Solid Noise&#039;&#039;&#039; and click &#039;&#039;&#039;OK&#039;&#039;&#039; to use the default settings; this fills the border with a cloudy metallic gray pattern.&lt;br /&gt;
# Add a text layer (the text tool does this automatically when you try to insert text).  In this case, I used the word EXAMPLE using the Sans Bold font at 100pt and then rotated the layer 45 degrees.&lt;br /&gt;
&lt;br /&gt;
{{KBnote|Remember that the purpose of this exercise is to generate dynamic shadows on your texture using normal maps; the practice of using &amp;quot;baked&amp;quot; lighting and shadows is unnecessary and would actually look strange when used in conjunction with normal mapping!}}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Step 3: Creating the normal map ==&lt;br /&gt;
=== Adding some details ===&lt;br /&gt;
[[File:Example crate prenormal.png|thumb|The texture just prior to generating the normal map.]]&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Save your work here!&amp;lt;/span&amp;gt;&#039;&#039;&#039; We&#039;re going to be making some major changes to the image that we need to revert later.  Make sure you keep your layers intact.&lt;br /&gt;
&lt;br /&gt;
Experiment with different selections and brush shapes to create interesting textures. The normal map plugin responds to differences in color to determine simulated depth.&lt;br /&gt;
* Before creating the normal map, I added some black dots on the corners and random white brush strokes to the border layer.  These created some additional interesting effects in the normal map, but I reverted the changes immediately after I exported the normal map.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Generating the normal map ===&lt;br /&gt;
[[File:Example crate normal map.png|thumb|This is the normal map used in this case study.]]&lt;br /&gt;
# Choose &#039;&#039;&#039;Image &amp;gt; Flatten Image&#039;&#039;&#039; to flatten all layers into a single image.&lt;br /&gt;
# Choose &#039;&#039;&#039;Filters &amp;gt; Map &amp;gt; Normalmap&#039;&#039;&#039;&lt;br /&gt;
#* Play with the various options in the Normalmap window until you get a normal map that you like.  You can preview the 3D results in realtime by clicking &#039;&#039;&#039;3D Preview&#039;&#039;&#039;.&lt;br /&gt;
# Click &#039;&#039;&#039;OK&#039;&#039;&#039; to convert your image to a normal map&lt;br /&gt;
# Click &#039;&#039;&#039;File &amp;gt; Export&#039;&#039;&#039; to save the normal map to your computer as a PNG file.  The default export options work well.&lt;br /&gt;
# After exporting, immediately revert back to your saved texture (as of the end of Step 2) with all layers intact.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Step 4: Creating the specular map ==&lt;br /&gt;
[[File:Example crate specular.png|thumb|The completed specular map]]&lt;br /&gt;
Again, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;make sure to save your work before beginning this step!&amp;lt;/span&amp;gt;&#039;&#039;&#039;  We&#039;re going to be making more changes that will need to be reverted.&lt;br /&gt;
# Select the base (wood texture) layer.&lt;br /&gt;
# Choose bucket fill tool and set the fill color to black&lt;br /&gt;
# Increase the threshold to maximum and fill in the wood texture layer; it should become completely black.&lt;br /&gt;
# Select the border layer&lt;br /&gt;
# Choose the rectangle select tool and use the guides we created earlier to select the area inside the guides.&lt;br /&gt;
# Choose &#039;&#039;&#039;Select &amp;gt; Invert&#039;&#039;&#039; to invert your selection, causing only the border area to be selected.&lt;br /&gt;
# Choose the bucket fill tool and set the fill color to white.&lt;br /&gt;
# Fill the border area with solid white using the bucket fill tool&lt;br /&gt;
# Select the text layer if you have one&lt;br /&gt;
# Choose &#039;&#039;&#039;Select &amp;gt; None&#039;&#039;&#039; to clear your selection of the border area&lt;br /&gt;
# Use the bucket fill tool to fill each letter of your text with solid white&lt;br /&gt;
#* At this point, your entire image should be black and white&lt;br /&gt;
# Export your specular map image to your computer by choosing &#039;&#039;&#039;File &amp;gt; Export&#039;&#039;&#039;.&lt;br /&gt;
# After exporting, immediately revert back to your saved texture (as of the end of Step 2) with all layers intact.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Step 5 (optional): Adding finishing details to the diffuse map texture ==&lt;br /&gt;
[[File:Example crate diffuse map final.png|thumb|The finalized diffuse texture]]&lt;br /&gt;
For fun, I tried to add some dirt and weathering effects to the diffuse texture before trying it out in Second Life.&lt;br /&gt;
* With the text layer selected, experiment with the eraser tool.  Try different brushes and opacity levels for a faded, scuffed paint look.&lt;br /&gt;
* Select the border area and play with &#039;&#039;&#039;Colors &amp;gt; Colorize&#039;&#039;&#039;; remember that this area will be shiny like metal in the final product.  I went with a dark bronze color.&lt;br /&gt;
* Play with different airbrush shapes and sizes to add some dirt smudges to the remaining surface on the wood layer. Try to be subtle; this texture will be repeated on every face of the object and any conspicuous markings will look strange if they&#039;re noticeably repeated.&lt;br /&gt;
* Save your final product -- We&#039;re almost done!&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Applying diffuse, normal, and specular maps in Second Life ==&lt;br /&gt;
[[File:Applying a diffuse map.png|thumb|Applying the diffuse map.]]&lt;br /&gt;
[[File:Applying a normal map.png|thumb|Applying the normal map.]]&lt;br /&gt;
[[File:Applying a specular map.png|thumb|Applying the specular map.]]&lt;br /&gt;
# Log into Second Life using a materials-enabled viewer (3.6.0 or later)&lt;br /&gt;
# Find some land where you can build, such as land you own or a public sandbox&lt;br /&gt;
# Create a cube prim.  The example crate from this exercise is a &#039;&#039;0.75m x 0.75m x 0.75m&#039;&#039; cube.&lt;br /&gt;
# Right-click the cube and choose &#039;&#039;&#039;Edit&#039;&#039;&#039;.&lt;br /&gt;
# Click the &#039;&#039;&#039;Texture&#039;&#039;&#039; tab of the Build Tools window.&lt;br /&gt;
# Click the box above the word &#039;&#039;&#039;Texture&#039;&#039;&#039; to open the Pick: Texture window.&lt;br /&gt;
# Find and click your diffuse map to apply it to the cube, then click the &#039;&#039;&#039;OK&#039;&#039;&#039; button.&lt;br /&gt;
# Back on the Texture tab of the Build Tools window, click the &#039;&#039;&#039;Texture (diffuse)&#039;&#039;&#039; dropdown menu and choose &#039;&#039;&#039;Alpha Mode (Alpha blending)&#039;&#039;&#039;.&lt;br /&gt;
# Click the box above the word &#039;&#039;&#039;Texture&#039;&#039;&#039; to open the texture picker and choose your normal map texture, then click the &#039;&#039;&#039;OK&#039;&#039;&#039; button.&lt;br /&gt;
# Click the &#039;&#039;&#039;Bumpiness (normal)&#039;&#039;&#039; dropdown on the Build Tools window and choose &#039;&#039;&#039;Bumpiness (Use texture)&#039;&#039;&#039;.&lt;br /&gt;
# Choose Shininess (specular) in dropdown.&lt;br /&gt;
# Click the box above the word &#039;&#039;&#039;Texture&#039;&#039;&#039; to open the texture picker and choose your specular map texture, then click the &#039;&#039;&#039;OK&#039;&#039;&#039; button.&lt;br /&gt;
# Set &#039;&#039;&#039;Glossiness&#039;&#039;&#039; to 50.  Glossiness determines how reflective your specular map will be.&lt;br /&gt;
# Set &#039;&#039;&#039;Environment&#039;&#039;&#039; to 10.  Environment adds shininess to the entire object.&lt;br /&gt;
&lt;br /&gt;
You&#039;re done!  Admire your normal and specular-mapped object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Final crate.png|256px]]&lt;/div&gt;</summary>
		<author><name>Al Supercharge</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Case_Study_-_Example_wood_crate_using_materials&amp;diff=1179173</id>
		<title>Case Study - Example wood crate using materials</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Case_Study_-_Example_wood_crate_using_materials&amp;diff=1179173"/>
		<updated>2013-06-13T19:51:16Z</updated>

		<summary type="html">&lt;p&gt;Al Supercharge: /* Applying diffuse, normal, and specular maps in Second Life */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preparatory materials ==&lt;br /&gt;
* A materials-enabled Second Life viewer (3.6.0 or later, [https://wiki.secondlife.com/wiki/Linden_Lab_Official:Alternate_Viewers#Project_Materials_Viewer in beta as of 2013-06-04]), and a graphics card capable of using the &#039;&#039;&#039;Advanced Lighting Model&#039;&#039;&#039; in Graphics Preferences&lt;br /&gt;
* [http://www.spiralgraphics.biz/download_ww.htm Wood Workshop] - A free seamless wood texture generator.&lt;br /&gt;
* [http://www.gimp.org/ GIMP 2.8] - A powerful, free image manipulation program.&lt;br /&gt;
* [https://code.google.com/p/gimp-normalmap/ gimp-normalmap] - A plugin for GIMP that facilitates the creation of normal maps.  This requires a little bit of work to install, so make sure to follow the instructions carefully.&lt;br /&gt;
* You can get the completed example crate for free from the Second Life Marketplace at: [https://marketplace.secondlife.com/p/Materials-Example-Crate/4968980 https://marketplace.secondlife.com/p/Materials-Example-Crate/4968980]&lt;br /&gt;
&lt;br /&gt;
== Step 1: Generate a wood texture using Wood Workshop ==&lt;br /&gt;
[[File:Example crate wood texture.jpg|thumb|This is the wood texture used in this case study.]]&lt;br /&gt;
# Start Wood Workshop&lt;br /&gt;
# Under &#039;&#039;&#039;Render Resolution&#039;&#039;&#039;, choose 512x512&lt;br /&gt;
# Under &#039;&#039;&#039;Category&#039;&#039;&#039;, choose Uncut Wood.&lt;br /&gt;
# Under &#039;&#039;&#039;Texture&#039;&#039;&#039;, choose a wood type. For this exercise, I chose Maple.&lt;br /&gt;
# Play with the various sliders until you are happy with the appearance of &#039;&#039;&#039;Final Texture&#039;&#039;&#039;&lt;br /&gt;
#* I recommend leaving &#039;&#039;&#039;Scale&#039;&#039;&#039; at zero for this exercise, but the other sliders all produce interesting results.&lt;br /&gt;
#* I also recommend avoiding the &#039;&#039;&#039;Effects&#039;&#039;&#039; for this exercise.&lt;br /&gt;
# When you&#039;re ready, choose &#039;&#039;&#039;Render &amp;gt; Render Texture&#039;&#039;&#039; from the top menu bar.  This generates your final high-resolution wood texture.&lt;br /&gt;
# Choose &#039;&#039;&#039;File &amp;gt; Export Image&#039;&#039;&#039; to save your wood texture to a .jpg file on your computer.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Step 2: Adding some details to the wood texture ==&lt;br /&gt;
[[File:Example crate intermediate diffuse texture.png|thumb|Intermediate diffuse texture.]]&lt;br /&gt;
# Open the wood texture in GIMP&lt;br /&gt;
# Immediately create a new layer by choosing &#039;&#039;&#039;Layer &amp;gt; New Layer...&#039;&#039;&#039; from the top menu bar; you won&#039;t want to accidentally draw on your original wood texture!&lt;br /&gt;
#* The new layer should be the same size and shape as the wood texture (512x512), with a fill type of &#039;&#039;&#039;Transparency&#039;&#039;&#039;.&lt;br /&gt;
# Select a border area around the image by dong the following:&lt;br /&gt;
#* Select the entire image by choosing &#039;&#039;&#039;Select &amp;gt; All&#039;&#039;&#039; from the top menu.&lt;br /&gt;
#* Select a 32 pixel border by choosing &#039;&#039;&#039;Select &amp;gt; Border&#039;&#039;&#039;.  Enter &amp;quot;32&amp;quot; into the &#039;&#039;&#039;Border selection by&#039;&#039;&#039; box.  Click &#039;&#039;&#039;OK&#039;&#039;&#039;.  A rectangular border around the image should now be selected.&lt;br /&gt;
# Choose &#039;&#039;&#039;Filters &amp;gt; Render &amp;gt; Clouds &amp;gt; Solid Noise&#039;&#039;&#039; and click &#039;&#039;&#039;OK&#039;&#039;&#039; to use the default settings; this fills the border with a cloudy metallic gray pattern.&lt;br /&gt;
# Add a text layer (the text tool does this automatically when you try to insert text).  In this case, I used the word EXAMPLE using the Sans Bold font at 100pt and then rotated the layer 45 degrees.&lt;br /&gt;
&lt;br /&gt;
{{KBnote|Remember that the purpose of this exercise is to generate dynamic shadows on your texture using normal maps; the practice of using &amp;quot;baked&amp;quot; lighting and shadows is unnecessary and would actually look strange when used in conjunction with normal mapping!}}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Step 3: Creating the normal map ==&lt;br /&gt;
=== Adding some details ===&lt;br /&gt;
[[File:Example crate prenormal.png|thumb|The texture just prior to generating the normal map.]]&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Save your work here!&amp;lt;/span&amp;gt;&#039;&#039;&#039; We&#039;re going to be making some major changes to the image that we need to revert later.  Make sure you keep your layers intact.&lt;br /&gt;
&lt;br /&gt;
Experiment with different selections and brush shapes to create interesting textures. The normal map plugin responds to differences in color to determine simulated depth.&lt;br /&gt;
* Before creating the normal map, I added some black dots on the corners and random white brush strokes to the border layer.  These created some additional interesting effects in the normal map, but I reverted the changes immediately after I exported the normal map.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Generating the normal map ===&lt;br /&gt;
[[File:Example crate normal map.png|thumb|This is the normal map used in this case study.]]&lt;br /&gt;
# Choose &#039;&#039;&#039;Image &amp;gt; Flatten Image&#039;&#039;&#039; to flatten all layers into a single image.&lt;br /&gt;
# Choose &#039;&#039;&#039;Filters &amp;gt; Map &amp;gt; Normalmap&#039;&#039;&#039;&lt;br /&gt;
#* Play with the various options in the Normalmap window until you get a normal map that you like.  You can preview the 3D results in realtime by clicking &#039;&#039;&#039;3D Preview&#039;&#039;&#039;.&lt;br /&gt;
# Click &#039;&#039;&#039;OK&#039;&#039;&#039; to convert your image to a normal map&lt;br /&gt;
# Click &#039;&#039;&#039;File &amp;gt; Export&#039;&#039;&#039; to save the normal map to your computer as a PNG file.  The default export options work well.&lt;br /&gt;
# After exporting, immediately revert back to your saved texture (as of the end of Step 2) with all layers intact.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Step 4: Creating the specular map ==&lt;br /&gt;
[[File:Example crate specular.png|thumb|The completed specular map]]&lt;br /&gt;
Again, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;make sure to save your work before beginning this step!&amp;lt;/span&amp;gt;&#039;&#039;&#039;  We&#039;re going to be making more changes that will need to be reverted.&lt;br /&gt;
# Select the base (wood texture) layer.&lt;br /&gt;
# Choose bucket fill tool and set the fill color to black&lt;br /&gt;
# Increase the threshold to maximum and fill in the wood texture layer; it should become completely black.&lt;br /&gt;
# Select the border layer&lt;br /&gt;
# Choose the rectangle select tool and use the guides we created earlier to select the area inside the guides.&lt;br /&gt;
# Choose &#039;&#039;&#039;Select &amp;gt; Invert&#039;&#039;&#039; to invert your selection, causing only the border area to be selected.&lt;br /&gt;
# Choose the bucket fill tool and set the fill color to white.&lt;br /&gt;
# Fill the border area with solid white using the bucket fill tool&lt;br /&gt;
# Select the text layer if you have one&lt;br /&gt;
# Choose &#039;&#039;&#039;Select &amp;gt; None&#039;&#039;&#039; to clear your selection of the border area&lt;br /&gt;
# Use the bucket fill tool to fill each letter of your text with solid white&lt;br /&gt;
#* At this point, your entire image should be black and white&lt;br /&gt;
# Export your specular map image to your computer by choosing &#039;&#039;&#039;File &amp;gt; Export&#039;&#039;&#039;.&lt;br /&gt;
# After exporting, immediately revert back to your saved texture (as of the end of Step 2) with all layers intact.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Step 5 (optional): Adding finishing details to the diffuse map texture ==&lt;br /&gt;
[[File:Example crate diffuse map final.png|thumb|The finalized diffuse texture]]&lt;br /&gt;
For fun, I tried to add some dirt and weathering effects to the diffuse texture before trying it out in Second Life.&lt;br /&gt;
* With the text layer selected, experiment with the eraser tool.  Try different brushes and opacity levels for a faded, scuffed paint look.&lt;br /&gt;
* Select the border area and play with &#039;&#039;&#039;Colors &amp;gt; Colorize&#039;&#039;&#039;; remember that this area will be shiny like metal in the final product.  I went with a dark bronze color.&lt;br /&gt;
* Play with different airbrush shapes and sizes to add some dirt smudges to the remaining surface on the wood layer. Try to be subtle; this texture will be repeated on every face of the object and any conspicuous markings will look strange if they&#039;re noticeably repeated.&lt;br /&gt;
* Save your final product -- We&#039;re almost done!&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Applying diffuse, normal, and specular maps in Second Life ==&lt;br /&gt;
[[File:Applying a diffuse map.png|thumb|Applying the diffuse map.]]&lt;br /&gt;
[[File:Applying a normal map.png|thumb|Applying the normal map.]]&lt;br /&gt;
[[File:Applying a specular map.png|thumb|Applying the specular map.]]&lt;br /&gt;
# Log into Second Life using a materials-enabled viewer (3.6.0 or later)&lt;br /&gt;
# Find some land where you can build, such as land you own or a public sandbox&lt;br /&gt;
# Create a cube prim.  The example crate from this exercise is a &#039;&#039;0.75m x 0.75m x 0.75m&#039;&#039; cube.&lt;br /&gt;
# Right-click the cube and choose &#039;&#039;&#039;Edit&#039;&#039;&#039;.&lt;br /&gt;
# Click the &#039;&#039;&#039;Texture&#039;&#039;&#039; tab of the Build Tools window.&lt;br /&gt;
# Click the box above the word &#039;&#039;&#039;Texture&#039;&#039;&#039; to open the Pick: Texture window.&lt;br /&gt;
# Find and click your diffuse map to apply it to the cube, then click the &#039;&#039;&#039;OK&#039;&#039;&#039; button.&lt;br /&gt;
# Back on the Texture tab of the Build Tools window, click the &#039;&#039;&#039;Texture (diffuse)&#039;&#039;&#039; dropdown menu and choose &#039;&#039;&#039;Alpha Mode (Alpha blending)&#039;&#039;&#039;.&lt;br /&gt;
# Click the box above the word &#039;&#039;&#039;Texture&#039;&#039;&#039; to open the texture picker and choose your normal map texture, then click the &#039;&#039;&#039;OK&#039;&#039;&#039; button.&lt;br /&gt;
# Click the &#039;&#039;&#039;Bumpiness (Use texture)&#039;&#039;&#039; dropdown on the Build Tools window and choose &#039;&#039;&#039;Shininess (Use texture)&#039;&#039;&#039;.&lt;br /&gt;
# Click the box above the word &#039;&#039;&#039;Texture&#039;&#039;&#039; to open the texture picker and choose your specular map texture, then click the &#039;&#039;&#039;OK&#039;&#039;&#039; button.&lt;br /&gt;
# Set &#039;&#039;&#039;Glossiness&#039;&#039;&#039; to 50.  Glossiness determines how reflective your specular map will be.&lt;br /&gt;
# Set &#039;&#039;&#039;Environment&#039;&#039;&#039; to 10.  Environment adds shininess to the entire object.&lt;br /&gt;
&lt;br /&gt;
You&#039;re done!  Admire your normal and specular-mapped object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Final crate.png|256px]]&lt;/div&gt;</summary>
		<author><name>Al Supercharge</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Content_Creation/Mesh_Import_User_Group&amp;diff=1170414</id>
		<title>Content Creation/Mesh Import User Group</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Content_Creation/Mesh_Import_User_Group&amp;diff=1170414"/>
		<updated>2012-07-09T18:45:18Z</updated>

		<summary type="html">&lt;p&gt;Al Supercharge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User Group Page&lt;br /&gt;
|purpose=&lt;br /&gt;
Come discuss any issues around content creation - its challenges, limitations in the tools, workarounds and successes. Land is provided next to the office build for rezzing example content. &lt;br /&gt;
Bug reports and feature requests should have JIRA ticket numbers if at all possible, as it makes it easier to collaborate on issues both internally and externally.&lt;br /&gt;
&lt;br /&gt;
Priority will be given to topics that are posted in advance and are relevant to the goals of the office hour. Feel free to include relevant links to JIRA or wiki pages. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
{{Navbox/Mesh|project}}&lt;br /&gt;
|date-time= &lt;br /&gt;
Mondays at Noon in Pacific time (SL standard time)&lt;br /&gt;
&lt;br /&gt;
|location= &lt;br /&gt;
[http://maps.secondlife.com/secondlife/Borrowdale/79/225/32 Borrowdale on AGNI]&lt;br /&gt;
&lt;br /&gt;
|team=&lt;br /&gt;
Nyx Linden, Runitai Linden, and occasional other guest lindens. Please contact one of us if you are unsure if your topic is relevant or appropriate.&lt;br /&gt;
|agenda=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please add topics below &#039;&#039;&#039;prior to 11:50 AM&#039;&#039;&#039;. Also, please put your SL name down so we can follow up if we have questions. Thanks!&lt;br /&gt;
&lt;br /&gt;
Enter agenda items here (with name, please)&lt;br /&gt;
#Attachment points can be weighted and animated as ordinary bones and RedPoly has demonstrated that the same is true of the volume deform bones. However with the attachment points at least, trying to move the location of these bones in Collada either gets ignored or breaks the entire armature. Since they act as bones in everything else this just seems an oversight in the importer. Should a Jira be filed? Being able to simply move these bones as you can with the &#039;normal&#039; bones would really open up the possibilities for character creation, things like facial rigging and animation. Additionally it would be very helpful if the Sl importer would support a solution for Attachment bone names with white spaces in their name (to avoid syntax problems with Collada) [[User:Gaia Clary|Gaia Clary]] 05:19, 2 July 2012 (PDT)&lt;br /&gt;
# Small glitch: mesh preview doesn&#039;t seem to honor the bind_shape_matrix in the collada file. Is that on purpose or a bug ? [[User:Gaia Clary|Gaia Clary]] 06:41, 2 July 2012 (PDT)&lt;br /&gt;
# We have started a document about the Second Life Skeleton: http://blog.machinimatrix.org/avastar/the-second-life-skeleton/ . Whom can we contact for verification of the content and for additional information to complete the document ? [[User:Gaia Clary|Gaia Clary]] 05:19, 2 July 2012 (PDT)&lt;br /&gt;
# Are there any plans on better enforcing efficient modelling? I am asking since friends on older computers tend to crash when around too complex Mesh models. Does the habit of using the simplest shape possible for the lowest LOD let people get away with a much higher face count on the highest LOD than was intended? (The Blue galaxian avatar seem to be a good place to start if you want to reproduce.) [[User:Davido Chrome|Davido Chrome]]&lt;br /&gt;
# Edges show are white over white meshes, so arent visibles at all. And Z offset is usless without a plane reference as floor. [[User:Kitsune Shan|Kitsune Shan]]&lt;br /&gt;
# Linked set of meshes have higher LI after being scripted [[User:Kitsune Shan|Kitsune Shan]]&lt;br /&gt;
# Can we add to the standard facial animations  - the 8 mouth emotes that cover every sound in the English language (and most other languages)? These simply include the showing of teeth and tongue ( as well as lips) in different positons. With this change Imported voice sounds can at least be lip-sync programmed AND programmed &amp;quot;TEXT CHAT TO LIP_SYNC&amp;quot; becomes possible with a text-to-speech plugin.    [[User:Al Supercharge]]  &lt;br /&gt;
# your topic here! End with 3 or 4 ~ to add your name or name and date&lt;br /&gt;
&lt;br /&gt;
|archive=&lt;br /&gt;
{{:Content_Creation,_Mesh_Import_User_Group/Archive}}&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Mesh]]&lt;/div&gt;</summary>
		<author><name>Al Supercharge</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Content_Creation/Mesh_Import_User_Group&amp;diff=1170413</id>
		<title>Content Creation/Mesh Import User Group</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Content_Creation/Mesh_Import_User_Group&amp;diff=1170413"/>
		<updated>2012-07-09T18:43:26Z</updated>

		<summary type="html">&lt;p&gt;Al Supercharge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User Group Page&lt;br /&gt;
|purpose=&lt;br /&gt;
Come discuss any issues around content creation - its challenges, limitations in the tools, workarounds and successes. Land is provided next to the office build for rezzing example content. &lt;br /&gt;
Bug reports and feature requests should have JIRA ticket numbers if at all possible, as it makes it easier to collaborate on issues both internally and externally.&lt;br /&gt;
&lt;br /&gt;
Priority will be given to topics that are posted in advance and are relevant to the goals of the office hour. Feel free to include relevant links to JIRA or wiki pages. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
{{Navbox/Mesh|project}}&lt;br /&gt;
|date-time= &lt;br /&gt;
Mondays at Noon in Pacific time (SL standard time)&lt;br /&gt;
&lt;br /&gt;
|location= &lt;br /&gt;
[http://maps.secondlife.com/secondlife/Borrowdale/79/225/32 Borrowdale on AGNI]&lt;br /&gt;
&lt;br /&gt;
|team=&lt;br /&gt;
Nyx Linden, Runitai Linden, and occasional other guest lindens. Please contact one of us if you are unsure if your topic is relevant or appropriate.&lt;br /&gt;
|agenda=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please add topics below &#039;&#039;&#039;prior to 11:50 AM&#039;&#039;&#039;. Also, please put your SL name down so we can follow up if we have questions. Thanks!&lt;br /&gt;
&lt;br /&gt;
Enter agenda items here (with name, please)&lt;br /&gt;
#Attachment points can be weighted and animated as ordinary bones and RedPoly has demonstrated that the same is true of the volume deform bones. However with the attachment points at least, trying to move the location of these bones in Collada either gets ignored or breaks the entire armature. Since they act as bones in everything else this just seems an oversight in the importer. Should a Jira be filed? Being able to simply move these bones as you can with the &#039;normal&#039; bones would really open up the possibilities for character creation, things like facial rigging and animation. Additionally it would be very helpful if the Sl importer would support a solution for Attachment bone names with white spaces in their name (to avoid syntax problems with Collada) [[User:Gaia Clary|Gaia Clary]] 05:19, 2 July 2012 (PDT)&lt;br /&gt;
# Small glitch: mesh preview doesn&#039;t seem to honor the bind_shape_matrix in the collada file. Is that on purpose or a bug ? [[User:Gaia Clary|Gaia Clary]] 06:41, 2 July 2012 (PDT)&lt;br /&gt;
# We have started a document about the Second Life Skeleton: http://blog.machinimatrix.org/avastar/the-second-life-skeleton/ . Whom can we contact for verification of the content and for additional information to complete the document ? [[User:Gaia Clary|Gaia Clary]] 05:19, 2 July 2012 (PDT)&lt;br /&gt;
# Are there any plans on better enforcing efficient modelling? I am asking since friends on older computers tend to crash when around too complex Mesh models. Does the habit of using the simplest shape possible for the lowest LOD let people get away with a much higher face count on the highest LOD than was intended? (The Blue galaxian avatar seem to be a good place to start if you want to reproduce.) [[User:Davido Chrome|Davido Chrome]]&lt;br /&gt;
# Edges show are white over white meshes, so arent visibles at all. And Z offset is usless without a plane reference as floor. [[User:Kitsune Shan|Kitsune Shan]]&lt;br /&gt;
# Linked set of meshes have higher LI after being scripted [[User:Kitsune Shan|Kitsune Shan]]&lt;br /&gt;
# Can we add to the standard facial animations  - the 8 mouth emotes that cover every sound in the English language (and most other languages)? These simply include the showing of teeth and tongue ( as well as lips) in different positons. With this change Imported voice sounds can at least be lip-sync programmed AND programmed &amp;quot;TEXT CHAT TO LIP_SYNC&amp;quot; becomes possible with a voice plugin.      &lt;br /&gt;
# your topic here! End with 3 or 4 ~ to add your name or name and date&lt;br /&gt;
&lt;br /&gt;
|archive=&lt;br /&gt;
{{:Content_Creation,_Mesh_Import_User_Group/Archive}}&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Mesh]]&lt;/div&gt;</summary>
		<author><name>Al Supercharge</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Content_Creation/Mesh_Import_User_Group&amp;diff=1168903</id>
		<title>Content Creation/Mesh Import User Group</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Content_Creation/Mesh_Import_User_Group&amp;diff=1168903"/>
		<updated>2012-06-11T19:31:11Z</updated>

		<summary type="html">&lt;p&gt;Al Supercharge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User Group Page&lt;br /&gt;
|purpose=&lt;br /&gt;
Currently topics are focused on anything related to the mesh import project. Feature requests, bug reports, design feedback, questions, comments, or example content are welcome.&lt;br /&gt;
&lt;br /&gt;
Priority will be given to topics that are posted in advance and are relevant to the goals of the office hour. Feel free to include relevant links to JIRA or wiki pages. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
{{Navbox/Mesh|project}}&lt;br /&gt;
|date-time= &lt;br /&gt;
Mondays at Noon in Pacific time (SL standard time)&lt;br /&gt;
&lt;br /&gt;
|location= &lt;br /&gt;
[http://maps.secondlife.com/secondlife/Borrowdale/79/225/32 Borrowdale on AGNI]&lt;br /&gt;
&lt;br /&gt;
|team=&lt;br /&gt;
Nyx Linden, Runitai Linden, and occasional other guest lindens. Please contact one of us if you are unsure if your topic is relevant or appropriate.&lt;br /&gt;
|agenda=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please add topics below &#039;&#039;&#039;prior to 11:50 AM&#039;&#039;&#039;. Also, please put your SL name down so we can follow up if we have questions. Thanks!&lt;br /&gt;
&lt;br /&gt;
Enter agenda items here (with name, please)&lt;br /&gt;
# I and many others eagerly await the permissions experience system, as well as the llTeleportAgent functions.  Is there any time frame (one week, one month, Ho Ho Ho) on when it&#039;ll roll out to all sims?&lt;br /&gt;
# Material system:  We want our bump/emission/cube/normal maps.  Please to have?  Is it even a side project that someone is dinking with on their own over lunch?&lt;br /&gt;
# Custom armatures:  I&#039;m sure you&#039;re tired of hearing us request it, but is there any news on this front?&lt;br /&gt;
# With the inclusion of the permissions experience system, will there ever be thought put into a &amp;quot;trusted builders&amp;quot; program where scripts made by a trusted individual (or maybe even just the scripts themselves) who applies to LL with some sort of agreement to do no harm can be allowed to have functional scripts everywhere as per this system?  For example, if I were in this hypothetical program (or the script was submitted to it) and I made an awesome teleporter that uses llTeleportAgentGlobalCoords, it would work for everyone everywhere without need for permissions, as per sim script activity rules (no script, no run.  But if it did, no permission asked to teleport) (all 4 by [[User:Feynt Mistral|Feynt Mistral]] 08:28, 11 June 2012 (PDT) )&lt;br /&gt;
# Mesh Deformer:  What is the current status of deformer testing and what is its priority level? I&#039;ve heard that redoing the shape keys for the fat and muscle sliders is being considered as a fix for the distortions on more extreme shapes. Is this accurate? If so, is LL set on doing this themselves or would they accept a donation on that task? The timeline is fairly important to the design community, and we can&#039;t imagine the workload you must be dealing with. Is there anything we can do to help this particular project along? [[User:Elie Spot|Elie Spot]] 11:27, 11 June 2012 (PDT)&lt;br /&gt;
# Did the road bump problem solved? only RC Cannel? [[User:Yuzuru Jewell|Yuzuru Jewell]] 12:02, 11 June 2012 (PDT)&lt;br /&gt;
# My new mesh seagulls get culled by the viewer at 10-15m camera distance. Setting RenderVolumeLODFactor to 4 makes a huge difference and renders them from a much greater distance. Can we make the &amp;quot;high&amp;quot; setting of &amp;quot;PREFERENCES / Graphics / MESH DETAIL / OBJECTS&amp;quot; a higher RenderVolumeLODfactor . https://jira.secondlife.com/browse/SH-3032?focusedCommentId=330131#comment-330131&lt;br /&gt;
&lt;br /&gt;
# your topic here! End with 3 or 4 ~ to add your name or name and date&lt;br /&gt;
&lt;br /&gt;
|archive=&lt;br /&gt;
{{:Content_Creation,_Mesh_Import_User_Group/Archive}}&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Mesh]]&lt;/div&gt;</summary>
		<author><name>Al Supercharge</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Path_update&amp;diff=1167584</id>
		<title>Path update</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Path_update&amp;diff=1167584"/>
		<updated>2012-05-22T23:09:34Z</updated>

		<summary type="html">&lt;p&gt;Al Supercharge: wrong parameter - was float, should be vector &amp;quot; llWanderWithin(llGetPos(), &amp;lt;10.0, 10.0,  10.0&amp;gt;, []);&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding alpha}}&lt;br /&gt;
{{LSL_Event|&lt;br /&gt;
event=path_update|&lt;br /&gt;
event_desc=Event description goes here.|&lt;br /&gt;
p1_type=integer|&lt;br /&gt;
p1_name=type|&lt;br /&gt;
p1_desc=The path event type|&lt;br /&gt;
p2_type=list|&lt;br /&gt;
p2_name=reserved|&lt;br /&gt;
p2_desc=Reserved; not currently used.|&lt;br /&gt;
constants={{LSL_Constants/path_update}}|&lt;br /&gt;
caveats=&lt;br /&gt;
* Note that if wandering, the &amp;quot;stop&amp;quot; (type 0x01) type may never occur as a new goal may be chosen when near (0x00) the previous goal.&lt;br /&gt;
* When the character cannot navigate from the current position (type 0x02) [[llNavigateTo]] with the FORCE_DIRECT_PATH option may be helpful.|&lt;br /&gt;
examples=&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
default&lt;br /&gt;
{&lt;br /&gt;
    state_entry()&lt;br /&gt;
    {&lt;br /&gt;
        llDeleteCharacter(); // Clear any previous character behaviors&lt;br /&gt;
        llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]);&lt;br /&gt;
        //MAX_SPEED is @ 20 by default&lt;br /&gt;
        &lt;br /&gt;
        llWanderWithin(llGetPos(), &amp;lt;10.0, 10.0,  10.0&amp;gt;, []);&lt;br /&gt;
    }&lt;br /&gt;
    &lt;br /&gt;
    path_update(integer type, list reserved)&lt;br /&gt;
    {&lt;br /&gt;
        if (type == 0)&lt;br /&gt;
        {&lt;br /&gt;
            llOwnerSay(&amp;quot;Near&amp;quot;);&lt;br /&gt;
        }&lt;br /&gt;
        else if (type == 1)&lt;br /&gt;
        {&lt;br /&gt;
            llOwnerSay(&amp;quot;Stopping&amp;quot;);&lt;br /&gt;
        }&lt;br /&gt;
        else if (type == 2)&lt;br /&gt;
        {&lt;br /&gt;
            llOwnerSay(&amp;quot;Cannot path find from current location! Attempting to go to the center of the region.&amp;quot;);&lt;br /&gt;
            &lt;br /&gt;
            llNavigateTo(&amp;lt;128.0, 128.0, llGround(&amp;lt;128.0, 128.0, 0.0&amp;gt; - llGetPos())&amp;gt;, [FORCE_DIRECT_PATH, TRUE]);&lt;br /&gt;
        }&lt;br /&gt;
        else if (type == 3)&lt;br /&gt;
        {&lt;br /&gt;
            llOwnerSay(&amp;quot;Goal not on navmesh!&amp;quot;);&lt;br /&gt;
        }&lt;br /&gt;
        else if (type == 4)&lt;br /&gt;
        {&lt;br /&gt;
            llOwnerSay(&amp;quot;Goal unreachable!&amp;quot;);&lt;br /&gt;
        }&lt;br /&gt;
        else if (type == 5)&lt;br /&gt;
        {&lt;br /&gt;
            llOwnerSay(&amp;quot;Target gone!&amp;quot;);&lt;br /&gt;
        }&lt;br /&gt;
        else if (type == 6)&lt;br /&gt;
        {&lt;br /&gt;
            llOwnerSay(&amp;quot;No place to go!&amp;quot;);&lt;br /&gt;
        }&lt;br /&gt;
        else if (type == 7)&lt;br /&gt;
        {&lt;br /&gt;
            llOwnerSay(&amp;quot;Hiding from pursuer...&amp;quot;);&lt;br /&gt;
        }&lt;br /&gt;
        else if (type == 8)&lt;br /&gt;
        {&lt;br /&gt;
            llOwnerSay(&amp;quot;Switched from hiding to running...&amp;quot;);&lt;br /&gt;
        }&lt;br /&gt;
        else if (type == 9)&lt;br /&gt;
        {&lt;br /&gt;
            llOwnerSay(&amp;quot;Region has no nav mesh..&amp;quot;);&lt;br /&gt;
        }&lt;br /&gt;
        else if (type == 10)&lt;br /&gt;
        {&lt;br /&gt;
            llOwnerSay(&amp;quot;Dynamic pathfinding is disabled in this region.&amp;quot;);&lt;br /&gt;
        }&lt;br /&gt;
        else if (type == 1000000)&lt;br /&gt;
        {&lt;br /&gt;
            llOwnerSay(&amp;quot;Hit an unspecified failure&amp;quot;);&lt;br /&gt;
        }&lt;br /&gt;
        else&lt;br /&gt;
        {&lt;br /&gt;
            llOwnerSay(&amp;quot;Unknown failure&amp;quot;);&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}		&lt;br /&gt;
&amp;lt;/lsl&amp;gt; |&lt;br /&gt;
also_functions=&lt;br /&gt;
* [[llCreateCharacter]]&lt;br /&gt;
* [[llDeleteCharacter]]&lt;br /&gt;
* [[llEvade]]&lt;br /&gt;
* [[llExecCharacterCmd]]&lt;br /&gt;
* [[llGetClosestNavPoint]]&lt;br /&gt;
* [[llFleeFrom]]&lt;br /&gt;
* [[llNavigateTo]]&lt;br /&gt;
* [[llPatrolPoints]]&lt;br /&gt;
* [[llPursue]]&lt;br /&gt;
* [[llUpdateCharacter]]&lt;br /&gt;
* [[llWanderWithin]]|&lt;br /&gt;
also_events=&lt;br /&gt;
* [[path_update]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Al Supercharge</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Content_Creation/Mesh_Import_User_Group&amp;diff=1161945</id>
		<title>Content Creation/Mesh Import User Group</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Content_Creation/Mesh_Import_User_Group&amp;diff=1161945"/>
		<updated>2012-01-23T20:12:53Z</updated>

		<summary type="html">&lt;p&gt;Al Supercharge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User Group Page&lt;br /&gt;
|purpose=&lt;br /&gt;
Currently topics are focused on anything related to the mesh import project. Feature requests, bug reports, design feedback, questions, comments, or example content are welcome.&lt;br /&gt;
&lt;br /&gt;
Priority will be given to topics that are posted in advance and are relevant to the goals of the office hour. Feel free to include relevant links to JIRA or wiki pages. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
{{Navbox/Mesh|project}}&lt;br /&gt;
|date-time= &lt;br /&gt;
Mondays at Noon in Pacific time (SL standard time)&lt;br /&gt;
&lt;br /&gt;
|location= &lt;br /&gt;
[http://maps.secondlife.com/secondlife/Borrowdale/79/225/32 Borrowdale on AGNI]&lt;br /&gt;
&lt;br /&gt;
|team=&lt;br /&gt;
Charlar Linden, Nyx Linden, and Runitai Linden. Please contact one of us if you are unsure if your topic is relevant or appropriate.&lt;br /&gt;
|agenda=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please add topics below &#039;&#039;&#039;prior to 11:50 AM&#039;&#039;&#039;. Also, please put your SL name down so we can follow up if we have questions. Thanks!&lt;br /&gt;
&lt;br /&gt;
Enter agenda items here (with name, please)&lt;br /&gt;
&lt;br /&gt;
# With the Shape height editor&#039;s limited range, it makes creating the range of avatars that users want more complicated than it needs to be for mesh creators. I suggest broadening the range for the Shape Height Editor to something similar to .25m to 5m. This would allow the user a much broader range of, not only mesh avatar sizes, but also normal avatars. Can LL please consider this jira? https://jira.secondlife.com/browse/VWR-28098 (Medhue Simoni)&lt;br /&gt;
# I noticed that the newest Viewers (3.2.6 and 3.2.5) seem to render meshes with alpha-textures just fine. However, I couldn&#039;t find anything about it mentioned in the Release Notes. So, may this be just a coincidence or was it fixed by accident or intentional? Maybe due to the recent OpenGL changes? In case it really has been fixed, I would like to know since which Viewer Version? See these Screenshots for more details: http://kaulkonzept.de/sl/alpha-301.jpg and http://kaulkonzept.de/sl/alpha-326.jpg (Domsson Lean - I may not be online during the meeting, but will scan the Log afterwards!)&lt;br /&gt;
# From what I understand the way the land impact is calculated I am uncertain I can lower the primmage. I tried to change my four prim store to the new physics system,  its land impact was suddenly 24. Basically, I can make a Mesh building that takes a lot less server resources and that would look better and use less graphics resources for peoples viewer. The land impact would be lower than 24, but higher than 4. I have been in contact with some Lindens about this, what they was hoping was that people would adopt Mesh and thus lower the resources their server had to handle. Mesh uses a lot less resources than prims and they wanted people to use this. But they can&#039;t suddenly change the system to have all old things use the land impact system, it would break a lot of content. The truth is, they are in a bit of a bind over this. They pretty much admitted as much directly over IM to me.&lt;br /&gt;
## Possible partway solution; lower the land impact of mesh objects just enough the heightened Land Impact isn&#039;t too big a price to own cooler Mesh items, I think you will need to make a compromise between Lower resource cost and how cheap it is to have Mesh items ressed, or you will keep being stuck with the slow Mesh adoption rate no matter what.&lt;br /&gt;
## Another possible partway solution to the slow adoption of Mesh; Buy the complete rights to distribute Mesh studio made by theBlackBox and incorporate it in the viewers or add it in the default inventory library. (Mesh studio convert prim link sets to Mesh-files, including details such as path cuts and the like.)&lt;br /&gt;
## I may be wrong about this, but right now it feels like I am not. XD I might not be at the user group, but if that is the case I will read the transcript. -- Davido Chrome&lt;br /&gt;
# If there are old CTS jiras we are still interested in, should we make new VWR ones? (I think of CTS- 567, 496 (pivot offset) and 631 (adjustable LOD). [Drongle McMahon]&lt;br /&gt;
# Add agenda items here&lt;br /&gt;
## VWR-28179 Mesh upload hangs after &#039;Calculate Weights and Fee&#039;. UPLOAD FEE, LAND IMPACT etc remain at &#039;TBD&#039;&lt;br /&gt;
 https://jira.secondlife.com/browse/VWR-28179?&lt;br /&gt;
|archive=&lt;br /&gt;
{{:Content_Creation,_Mesh_Import_User_Group/Archive}}&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Mesh]]&lt;/div&gt;</summary>
		<author><name>Al Supercharge</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=User:Nyx_Linden/Office_Hours_Agenda&amp;diff=1129687</id>
		<title>User:Nyx Linden/Office Hours Agenda</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=User:Nyx_Linden/Office_Hours_Agenda&amp;diff=1129687"/>
		<updated>2010-12-29T19:32:17Z</updated>

		<summary type="html">&lt;p&gt;Al Supercharge: /* December 29, 2010 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Nyx Linden&#039;s Office Hours Agenda==&lt;br /&gt;
&lt;br /&gt;
Office hours are on Wednesdays at Noon in Pacific time (SL standard time) located in Borrowdale at: http://slurl.com/secondlife/Borrowdale/74/217/32&lt;br /&gt;
&lt;br /&gt;
Topics are focused on avatars, content creation efficiency, content creation tools and methods, rendering issues, and many related random topics.&lt;br /&gt;
&lt;br /&gt;
Please add topics for discussion / agenda items to the end of the list below prior to 11:50 AM. Priority will be given to topics that are posted in advance and are relevant to the goals of the office hour. Feel free to include relevant links to JIRA or wiki pages. Contact Nyx Linden if you are unsure if your topic is relevant or appropriate.&lt;br /&gt;
&lt;br /&gt;
Archived agendas can be found at the [[User:Nyx_Linden/Office_Hours_Agenda_Archive|agenda archive]].&lt;br /&gt;
&lt;br /&gt;
Next meeting scheduled for: December 29, 2010.&lt;br /&gt;
&lt;br /&gt;
Note: Tiny robots need vacation too! No office hour on Dec 22nd for the holidays. OH will resume on the 29th.&lt;br /&gt;
&lt;br /&gt;
===Agenda===&lt;br /&gt;
&lt;br /&gt;
== December 29, 2010 ==&lt;br /&gt;
# Info in new chat system happenings (when it’s coming, ramifications to the new system)&lt;br /&gt;
# How is Windlight coming along? Is it still scheduled to be released on viewer 2.5? Will it feature the full controls for allowing us to configure our own daylight cycles?&lt;br /&gt;
# internal browser doesn&#039;t work in recent Linux viewers&lt;br /&gt;
# How should tiny robots relax on the last week of 2010&lt;br /&gt;
# Jackets Bottom Layers should appear over Skirts Layers as they already do over Pants Layers for more realism, logic and outfit options &lt;br /&gt;
# is there something going on to explain the more frequently occurring disappearance or unwanted permission changing of newly rezzed boxes?&lt;br /&gt;
# is there an eta on being able to build prims up to 64m?  Or will it wait until mesh is out of beta?&lt;br /&gt;
# would there be any possible way to put back the More/Less button on the edit window?&lt;br /&gt;
# Is any serious consideration being made to small object culling beyond 20m from AV ?&lt;br /&gt;
# I heard that after considerable trys a small mesh bear was uploaded to a score of 29 prim count.  Is this going to be typical of the prim allocation of MESH ?&lt;/div&gt;</summary>
		<author><name>Al Supercharge</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Talk:Havok4/Beta1_Release_Notes&amp;diff=50092</id>
		<title>Talk:Havok4/Beta1 Release Notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Talk:Havok4/Beta1_Release_Notes&amp;diff=50092"/>
		<updated>2008-01-19T18:23:50Z</updated>

		<summary type="html">&lt;p&gt;Al Supercharge: New page: Just put the latest release version number at the top of every window and make it link to the download page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just put the latest release version number at the top of every window and make it link to the download page&lt;/div&gt;</summary>
		<author><name>Al Supercharge</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=LSL_Useful_Function_WishList&amp;diff=9645</id>
		<title>LSL Useful Function WishList</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=LSL_Useful_Function_WishList&amp;diff=9645"/>
		<updated>2007-02-11T17:30:07Z</updated>

		<summary type="html">&lt;p&gt;Al Supercharge: /* A */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
==A==&lt;br /&gt;
{{LSLG|llAddToEstateBanList}}&lt;br /&gt;
&lt;br /&gt;
ARRAY   I have to laf. All the wonderful C functionality &amp;amp; hundreds of event commands and we can&#039;t even CHANGE an entry in a LIST !&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{{LSLG|llGetParcelBanList}}&lt;br /&gt;
{{LSLG|llGetEstateBanList}}&lt;br /&gt;
{{LSLG|llGetAvatarKeysOnParcel}}&lt;br /&gt;
{{LSLG|llGetAvatarKeysOnEstate}}&lt;br /&gt;
{{LSLG|llGetMyAccountBalance}}&lt;br /&gt;
{{LSLG|llGetGroup}}&lt;br /&gt;
==I==&lt;br /&gt;
{{LSLG|llInstantMessageGroup}}&lt;br /&gt;
==N==&lt;br /&gt;
{{LSLG|llName2Key}}&lt;br /&gt;
==P==&lt;br /&gt;
{{LSLG|llPizza}}&lt;br /&gt;
==R==&lt;br /&gt;
{{LSLG|llRemoveFromEstateBanList}}&lt;br /&gt;
{{LSLG|llReturnObject}}&lt;br /&gt;
{{LSLG|llReturnOwnersObjects}}&lt;br /&gt;
==T==&lt;br /&gt;
{{LSLG|llTeleportAgent}}&lt;br /&gt;
==Other functionality==&lt;br /&gt;
{{LSLG|Block comments}}&lt;br /&gt;
{{LSLG|True tab-stops}}&lt;br /&gt;
{{LSLG|Code Folding}}&lt;br /&gt;
{{LSLG|Windowed Scripting}}&lt;/div&gt;</summary>
		<author><name>Al Supercharge</name></author>
	</entry>
</feed>