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	<id>https://wiki.secondlife.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tanner+Devonshire</id>
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	<updated>2026-04-06T05:02:46Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Talk:Agni_Pilot_Regions&amp;diff=967022</id>
		<title>Talk:Agni Pilot Regions</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Talk:Agni_Pilot_Regions&amp;diff=967022"/>
		<updated>2010-07-15T08:05:44Z</updated>

		<summary type="html">&lt;p&gt;Tanner Devonshire: /* Addition and Removal Requests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Discussions ==&lt;br /&gt;
* Hope you don&#039;t mind Dante, added some formatting to allow for more use if needed and to hopefully keep things easy to read. [[User:Gordon_Wendt|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;GW&#039;&#039;&amp;lt;/font&amp;gt;]] &amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User talk:Gordon_Wendt|&amp;lt;Font color=&amp;quot;red&amp;quot;&amp;gt;T&amp;lt;/font&amp;gt;]]|[[Special:Contributions/Gordon Wendt|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;C&amp;lt;/font&amp;gt;]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; -- 06:05, 22 August 2009 (UTC)&lt;br /&gt;
* any possibility of adding some of the new Linden Home sims? we could probably use one of each type to test the moles code on new rollouts... I&#039;d like to graciously nominate Fujiwara sim for the japanese theme sim (I have a plot there while I check out what can be done to spruce up such plots) &amp;lt;br/&amp;gt;-- &#039;&#039;&#039;[[User:Void_Singer|Void]]&#039;&#039;&#039; &amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Void_Singer|talk]]|[[Special:Contributions/Void_Singer|contribs]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 16:37, 30 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Addition and Removal Requests ==&lt;br /&gt;
Place requests for region addition/removal below.  The wiki edit must be made by the &#039;&#039;&#039;land owner&#039;&#039;&#039; to validate the request.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
  - place at the bottom of the list on a new line preceded by an asterisk (*)&lt;br /&gt;
  - once regions have been updated on the Pilot list, they will be removed from this list&lt;br /&gt;
  - if a request is denied (because of ownership issues, etc), we&#039;ll leave a note here or email the requester&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
*Caprica - Please add. Signed ::Omnifox Xi:: Today, at this time, that is now.&lt;br /&gt;
*Aldora - Please Add. Remove Furever, Aldora is the regions new name. (Seanas Alston)&lt;br /&gt;
*Please add Hydros region to the Agni pilot list.&lt;br /&gt;
*DEAL - Please Add.&lt;br /&gt;
*WyldSide - Please Add.&lt;br /&gt;
*City of Perdition - Please Add to Agni pilot list&lt;br /&gt;
*Coghaven - Please add.&lt;br /&gt;
*GAME WORLD II&lt;br /&gt;
*Wolf Valley&lt;br /&gt;
*Jaguar Valley&lt;br /&gt;
*Plants&lt;br /&gt;
*House&lt;/div&gt;</summary>
		<author><name>Tanner Devonshire</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Advanced_Sculptie_Exporter_From_Maya&amp;diff=37938</id>
		<title>Advanced Sculptie Exporter From Maya</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Advanced_Sculptie_Exporter_From_Maya&amp;diff=37938"/>
		<updated>2007-10-24T02:51:34Z</updated>

		<summary type="html">&lt;p&gt;Tanner Devonshire: /* In-world Scripts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Qlab_ant.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(this is bare bones template for communal work - please, PLEASE, feel free to rewrite every word here.  in fact, the first person to do a major clean-up becomes my new best buddy.  an original copy of the tutorial (complete with graphics and witty banter) is available at [http://www.qarl.com/qLab/?p=49 qLab] ALSO - if you feel so inclined, feel free to improve upon the codebase.) --[[User:Qarl Linden|Qarl Linden]] 09:53, 21 June 2007 (PDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Qlab_maya.jpg|150px|left]]&lt;br /&gt;
&lt;br /&gt;
The idea here is to take an entire Maya scene, modeled with NURBS, and import it directly into Second Life complete with surface textures, baked lighting and all position/scale/rotation information. It builds upon the maya exporter we released with the initial sculptie launch.&lt;br /&gt;
&lt;br /&gt;
First-up in an example Maya scene:  here we have a generous contribution from Bret St. Clair, his ant: [http://www.qarl.com/qLab/pile/ant/ant.ma ant.ma]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
: (can we store these files in the wiki itself, so that they too can be modified?)&lt;br /&gt;
:: (script is too big for wiki page, otherwise this link would work [http://wiki.secondlife.com/w/index.php?action=raw&amp;amp;ctype=text/javascript&amp;amp;dontcountme=s&amp;amp;title=Advanced_Sculptie_Exporter_From_Maya/ant.ma ant.ma] - Dz)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Maya Scripts ==&lt;br /&gt;
[[Image:Qlab sculpt.jpg|150px|left]]&lt;br /&gt;
&lt;br /&gt;
With the maya scene open, now execute this mel script: [http://www.qarl.com/qLab/pile/ant/sculpt.mel sculpt.mel]&lt;br /&gt;
&lt;br /&gt;
The option to &amp;quot;Bake surface textures&amp;quot; will do just that - create one surface texture per prim, to be applied later. Unfortunately, our Maya ant has no interesting textures (he&#039;s white) but we do capture his lighting (and shadows). You also want to click &amp;quot;Generate Primscript,&amp;quot; which creates a file describing the scene.&lt;br /&gt;
&lt;br /&gt;
== In-world Scripts ==&lt;br /&gt;
The next bit is tedious. First, create a prim called &amp;quot;qDynaPrim&amp;quot;. Into this, place all the textures above together with the following scripts: &lt;br /&gt;
&lt;br /&gt;
* [http://www.qarl.com/qLab/pile/ant/prim prim]&lt;br /&gt;
* [http://www.qarl.com/qLab/pile/ant/texture texture]&lt;br /&gt;
* [http://www.qarl.com/qLab/pile/ant/transform transform]&lt;br /&gt;
* [http://www.qarl.com/qLab/pile/ant/shape shape]&lt;br /&gt;
&lt;br /&gt;
(These scripts were generated with the qLab assembler - which may explain why they look a bit funny.)&lt;br /&gt;
&lt;br /&gt;
Now create another prim and call it &amp;quot;ant maker&amp;quot; (this name isn&#039;t terribly important) and put the &amp;quot;qDynaPrim&amp;quot; into it (THIS name is important). Put the [http://www.qarl.com/qLab/pile/ant/primscript prim script] into it, also.  Be sure the &#039;Running&#039; box is checked, otherwise it didn&#039;t compile correctly which means that it wasn&#039;t copied and pasted correctly.&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;primscript&amp;quot; will read your primscript file - rez copies of the &amp;quot;qDynaPrim&amp;quot; - and send them commands to control their shape/position/appearance.&lt;br /&gt;
&lt;br /&gt;
Now you need only to invoke the primscript command (which listens on channel 500). Create a notecard (any name) containing the Maya-generated primscript, get its UUID, and say:&lt;br /&gt;
&amp;lt;pre&amp;gt;/500 primscript -script 32fad6a2-630e-aaf0-2659-817ea00b1052&amp;lt;/pre&amp;gt;&lt;br /&gt;
Of course, you&#039;ll want to replace that UUID with your own - especially if you want to make something OTHER than ants.&lt;br /&gt;
&lt;br /&gt;
Hope you enjoy.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qlab_bad_ant.jpg]]&lt;br /&gt;
&lt;br /&gt;
(There appears to be a problem with the checkbox for &amp;quot;Generate primscript&amp;quot; on Maya 8.5 on Win32.  One solution is to set $generate_primscript to 1 manually in the script.)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Setting &amp;quot;-scrollable 1;&amp;quot; to 0 in the script will show the checkbox for Generate Primscript for Maya 8.5 on Win32. [[User:Tanner Devonshire|Tanner Devonshire]] 08:48, 16 July 2007 (PDT)&lt;br /&gt;
(If you are having trouble locating your scripts, &amp;quot;drive letter&amp;quot;/Program Files/Autodesk/Maya Bonus Tools/Scripts seems to be the default folder for the primscripts)&lt;br /&gt;
&lt;br /&gt;
==Automated Import To Second Life==&lt;br /&gt;
Using the [[Importprimscript]] program you can automatically import the exported folder from Maya including lossless sculpt maps, compressed textures, and a linked full-mod model of the scene rezzed. You will need .NET 2.0 runtime libraries or Mono to run the program.&lt;br /&gt;
==Maya for Linux Dialog Formatting Bug==&lt;br /&gt;
Unfortunately there&#039;s a bug in the MEL implementation in Maya for Linux such that widget control group boxes do not necessarily automatically size themselves to fit the widgets they contain as the Windows version does, unless they&#039;ve been explicitly told to do this.  The script &#039;&#039;&#039;sculpt.mel&#039;&#039;&#039; available at the link above will have to be hand-modified to account for this difference, so that it works on Linux installations of Maya.  This bug has been present in Maya since version 6.  &lt;br /&gt;
&lt;br /&gt;
In the MEL script, in the global procedure &#039;&#039;&#039;llSculptEditor()&#039;&#039;&#039;, replace this line:&lt;br /&gt;
 scrollLayout;&lt;br /&gt;
with this one:&lt;br /&gt;
 scrollLayout -childResizable 1 -defineTemplate DefaultTemplate;&lt;br /&gt;
and all will be well.&lt;/div&gt;</summary>
		<author><name>Tanner Devonshire</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Advanced_Sculptie_Exporter_From_Maya&amp;diff=25561</id>
		<title>Advanced Sculptie Exporter From Maya</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Advanced_Sculptie_Exporter_From_Maya&amp;diff=25561"/>
		<updated>2007-07-16T15:55:39Z</updated>

		<summary type="html">&lt;p&gt;Tanner Devonshire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Qlab_ant.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(this is bare bones template for communal work - please, PLEASE, feel free to rewrite every word here.  in fact, the first person to do a major clean-up becomes my new best buddy.  an original copy of the tutorial (complete with graphics and witty banter) is available at [http://www.qarl.com/qLab/?p=49 qLab] ALSO - if you feel so inclined, feel free to improve upon the codebase.) --[[User:Qarl Linden|Qarl Linden]] 09:53, 21 June 2007 (PDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Qlab_maya.jpg|150px|left]]&lt;br /&gt;
&lt;br /&gt;
The idea here is to take an entire Maya scene, modeled with NURBS, and import it directly into Second Life complete with surface textures, baked lighting and all position/scale/rotation information. It builds upon the maya exporter we released with the initial sculptie launch.&lt;br /&gt;
&lt;br /&gt;
First-up in an example Maya scene:  here we have a generous contribution from Bret St. Clair, his ant: [http://www.qarl.com/qLab/pile/ant/ant.ma ant.ma]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
: (can we store these files in the wiki itself, so that they too can be modified?)&lt;br /&gt;
:: (script is too big for wiki page, otherwise this link would work [http://wiki.secondlife.com/w/index.php?action=raw&amp;amp;ctype=text/javascript&amp;amp;dontcountme=s&amp;amp;title=Advanced_Sculptie_Exporter_From_Maya/ant.ma ant.ma] - Dz)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Maya Scripts ==&lt;br /&gt;
[[Image:Qlab sculpt.jpg|150px|left]]&lt;br /&gt;
&lt;br /&gt;
With the maya scene open, now execute this mel script: [http://www.qarl.com/qLab/pile/ant/sculpt.mel sculpt.mel]&lt;br /&gt;
&lt;br /&gt;
The option to &amp;quot;Bake surface textures&amp;quot; will do just that - create one surface texture per prim, to be applied later. Unfortunately, our Maya ant has no interesting textures (he&#039;s white) but we do capture his lighting (and shadows). You also want to click &amp;quot;Generate Primscript,&amp;quot; which creates a file describing the scene.&lt;br /&gt;
&lt;br /&gt;
== In-world Scripts ==&lt;br /&gt;
The next bit is tedious. First, create a prim called &amp;quot;qDynaPrim&amp;quot;. Into this, place all the textures above together with the following scripts: &lt;br /&gt;
&lt;br /&gt;
* [http://www.qarl.com/qLab/pile/ant/prim prim]&lt;br /&gt;
* [http://www.qarl.com/qLab/pile/ant/texture texture]&lt;br /&gt;
* [http://www.qarl.com/qLab/pile/ant/transform transform]&lt;br /&gt;
* [http://www.qarl.com/qLab/pile/ant/shape shape]&lt;br /&gt;
&lt;br /&gt;
(These scripts were generated with the qLab assembler - which may explain why they look a bit funny.)&lt;br /&gt;
&lt;br /&gt;
Now create another prim and call it &amp;quot;ant maker&amp;quot; (this name isn&#039;t terribly important) and put the &amp;quot;qDynaPrim&amp;quot; into it (THIS name is important). Put the [http://www.qarl.com/qLab/pile/ant/primscript prim script] into it, also.&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;primscript&amp;quot; will read your primscript file - rez copies of the &amp;quot;qDynaPrim&amp;quot; - and send them commands to control their shape/position/appearance.&lt;br /&gt;
&lt;br /&gt;
Now you need only to invoke the primscript command (which listens on channel 500). Create a notecard containing the primscript, get its UUID, and say:&lt;br /&gt;
&amp;lt;pre&amp;gt;/500 primscript -script 32fad6a2-630e-aaf0-2659-817ea00b1052&amp;lt;/pre&amp;gt;&lt;br /&gt;
Of course, you&#039;ll want to replace that UUID with your own - especially if you want to make something OTHER than ants.&lt;br /&gt;
&lt;br /&gt;
Hope you enjoy.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qlab_bad_ant.jpg]]&lt;br /&gt;
&lt;br /&gt;
(There appears to be a problem with the checkbox for &amp;quot;Generate primscript&amp;quot; on Maya 8.5 on Win32.  One solution is to set $generate_primscript to 1 manually in the script.)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Setting &amp;quot;-scrollable 1;&amp;quot; to 0 in the script will show the checkbox for Generate Primscript for Maya 8.5 on Win32. [[User:Tanner Devonshire|Tanner Devonshire]] 08:48, 16 July 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Automated Import To Second Life==&lt;br /&gt;
Using the [[Importprimscript]] program you can automatically import the exported folder from Maya including lossless sculpt maps, compressed textures, and a linked full-mod model of the scene rezzed. You will need .NET 2.0 runtime libraries or Mono to run the program.&lt;/div&gt;</summary>
		<author><name>Tanner Devonshire</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Advanced_Sculptie_Exporter_From_Maya&amp;diff=25560</id>
		<title>Advanced Sculptie Exporter From Maya</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Advanced_Sculptie_Exporter_From_Maya&amp;diff=25560"/>
		<updated>2007-07-16T15:51:32Z</updated>

		<summary type="html">&lt;p&gt;Tanner Devonshire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Qlab_ant.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(this is bare bones template for communal work - please, PLEASE, feel free to rewrite every word here.  in fact, the first person to do a major clean-up becomes my new best buddy.  an original copy of the tutorial (complete with graphics and witty banter) is available at [http://www.qarl.com/qLab/?p=49 qLab] ALSO - if you feel so inclined, feel free to improve upon the codebase.) --[[User:Qarl Linden|Qarl Linden]] 09:53, 21 June 2007 (PDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Qlab_maya.jpg|150px|left]]&lt;br /&gt;
&lt;br /&gt;
The idea here is to take an entire Maya scene, modeled with NURBS, and import it directly into Second Life complete with surface textures, baked lighting and all position/scale/rotation information. It builds upon the maya exporter we released with the initial sculptie launch.&lt;br /&gt;
&lt;br /&gt;
First-up in an example Maya scene:  here we have a generous contribution from Bret St. Clair, his ant: [http://www.qarl.com/qLab/pile/ant/ant.ma ant.ma]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
: (can we store these files in the wiki itself, so that they too can be modified?)&lt;br /&gt;
:: (script is too big for wiki page, otherwise this link would work [http://wiki.secondlife.com/w/index.php?action=raw&amp;amp;ctype=text/javascript&amp;amp;dontcountme=s&amp;amp;title=Advanced_Sculptie_Exporter_From_Maya/ant.ma ant.ma] - Dz)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Maya Scripts ==&lt;br /&gt;
[[Image:Qlab sculpt.jpg|150px|left]]&lt;br /&gt;
&lt;br /&gt;
With the maya scene open, now execute this mel script: [http://www.qarl.com/qLab/pile/ant/sculpt.mel sculpt.mel]&lt;br /&gt;
&lt;br /&gt;
The option to &amp;quot;Bake surface textures&amp;quot; will do just that - create one surface texture per prim, to be applied later. Unfortunately, our Maya ant has no interesting textures (he&#039;s white) but we do capture his lighting (and shadows). You also want to click &amp;quot;Generate Primscript,&amp;quot; which creates a file describing the scene.&lt;br /&gt;
&lt;br /&gt;
== In-world Scripts ==&lt;br /&gt;
The next bit is tedious. First, create a prim called &amp;quot;qDynaPrim&amp;quot;. Into this, place all the textures above together with the following scripts: &lt;br /&gt;
&lt;br /&gt;
* [http://www.qarl.com/qLab/pile/ant/prim prim]&lt;br /&gt;
* [http://www.qarl.com/qLab/pile/ant/texture texture]&lt;br /&gt;
* [http://www.qarl.com/qLab/pile/ant/transform transform]&lt;br /&gt;
* [http://www.qarl.com/qLab/pile/ant/shape shape]&lt;br /&gt;
&lt;br /&gt;
(These scripts were generated with the qLab assembler - which may explain why they look a bit funny.)&lt;br /&gt;
&lt;br /&gt;
Now create another prim and call it &amp;quot;ant maker&amp;quot; (this name isn&#039;t terribly important) and put the &amp;quot;qDynaPrim&amp;quot; into it (THIS name is important). Put the [http://www.qarl.com/qLab/pile/ant/primscript prim script] into it, also.&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;primscript&amp;quot; will read your primscript file - rez copies of the &amp;quot;qDynaPrim&amp;quot; - and send them commands to control their shape/position/appearance.&lt;br /&gt;
&lt;br /&gt;
Now you need only to invoke the primscript command (which listens on channel 500). Create a notecard containing the primscript, get its UUID, and say:&lt;br /&gt;
&amp;lt;pre&amp;gt;/500 primscript -script 32fad6a2-630e-aaf0-2659-817ea00b1052&amp;lt;/pre&amp;gt;&lt;br /&gt;
Of course, you&#039;ll want to replace that UUID with your own - especially if you want to make something OTHER than ants.&lt;br /&gt;
&lt;br /&gt;
Hope you enjoy.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qlab_bad_ant.jpg]]&lt;br /&gt;
&lt;br /&gt;
(There appears to be a problem with the checkbox for &amp;quot;Generate primscript&amp;quot; on Maya 8.5 on Win32.  One solution is to set $generate_primscript to 1 manually in the script.)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Setting &amp;quot;Scrollable 1;&amp;quot; to 0 in the script will show the checkbox for Generate Primscript for Maya 8.5 on Win32. [[User:Tanner Devonshire|Tanner Devonshire]] 08:48, 16 July 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Automated Import To Second Life==&lt;br /&gt;
Using the [[Importprimscript]] program you can automatically import the exported folder from Maya including lossless sculpt maps, compressed textures, and a linked full-mod model of the scene rezzed. You will need .NET 2.0 runtime libraries or Mono to run the program.&lt;/div&gt;</summary>
		<author><name>Tanner Devonshire</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Talk:Importprimscript&amp;diff=25406</id>
		<title>Talk:Importprimscript</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Talk:Importprimscript&amp;diff=25406"/>
		<updated>2007-07-12T20:07:18Z</updated>

		<summary type="html">&lt;p&gt;Tanner Devonshire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Great work on the importer code.  A couple questions for you, the texture assets that get uploaded, they don&#039;t look to be actually created in my Textures folder when I subsequently logon to SL.  Other than the raw asset id&#039;s that have been dumped to the upload log, are the textures put anywhere in Inventory? --[[User:Danger Pugilist|Danger Pugilist]] 19:42, 9 July 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Right now the textures aren&#039;t added to your inventory after upload so you will only have the texture UUID to play with. This will be resolved in a future release, as soon as inventory stuff in libsecondlife stabilizes a bit. --[[User:Eddy Stryker|Eddy Stryker]] 00:41, 10 July 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Excellent.  Any way to have a look at the source code?  I wouldn&#039;t mind tweaking your stuff a bit. --[[User:Danger Pugilist|Danger Pugilist]] 06:58, 10 July 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
This is excellent. I&#039;m now able to upload scultpies without the odd twists and bumps! Even symmetrical shapes uploaded well. [[User:Obsidian Stormwind|Obsidian Stormwind]] 05:52, 11 July 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Anyone have any idea why I would be getting this?&lt;br /&gt;
&lt;br /&gt;
C:\primscript&amp;gt;importprimscript.exe Tanner Devonshire mypassword &amp;quot;Richland Center&amp;quot;&lt;br /&gt;
90 105 38 c:\primscript\a\aa.primscript&lt;br /&gt;
Warning: Giving up on waiting for RegionHandshake for (64.129.47.16:13005)&lt;br /&gt;
Login succeeded, pausing for a moment...&lt;br /&gt;
Warning: Network timeout for the current simulator ((64.129.47.16:13005)), loggi&lt;br /&gt;
ng out&lt;br /&gt;
Error: Failed to upload image file c:\primscript\a\aa-revolvedSurface1.bmp, uplo&lt;br /&gt;
ad timed out&lt;br /&gt;
Error: Failed to upload image file c:\primscript\a\aa-revolvedSurface1-surface.b&lt;br /&gt;
mp, upload timed out&lt;br /&gt;
Warning: Sculpt map c:\primscript\a\aa-revolvedSurface1.bmp failed to upload, sk&lt;br /&gt;
ipping revolvedSurface1&lt;br /&gt;
Rezzed, textured, and linked 0 sculpted prims, logging out... --[[User:Tanner Devonshire|Tanner Devonshire]] 01:04, 12 July 2007 (PDT)&lt;/div&gt;</summary>
		<author><name>Tanner Devonshire</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Talk:Importprimscript&amp;diff=25405</id>
		<title>Talk:Importprimscript</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Talk:Importprimscript&amp;diff=25405"/>
		<updated>2007-07-12T20:02:06Z</updated>

		<summary type="html">&lt;p&gt;Tanner Devonshire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Great work on the importer code.  A couple questions for you, the texture assets that get uploaded, they don&#039;t look to be actually created in my Textures folder when I subsequently logon to SL.  Other than the raw asset id&#039;s that have been dumped to the upload log, are the textures put anywhere in Inventory? --[[User:Danger Pugilist|Danger Pugilist]] 19:42, 9 July 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Right now the textures aren&#039;t added to your inventory after upload so you will only have the texture UUID to play with. This will be resolved in a future release, as soon as inventory stuff in libsecondlife stabilizes a bit. --[[User:Eddy Stryker|Eddy Stryker]] 00:41, 10 July 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Excellent.  Any way to have a look at the source code?  I wouldn&#039;t mind tweaking your stuff a bit. --[[User:Danger Pugilist|Danger Pugilist]] 06:58, 10 July 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
This is excellent. I&#039;m now able to upload scultpies without the odd twists and bumps! Even symmetrical shapes uploaded well. [[User:Obsidian Stormwind|Obsidian Stormwind]] 05:52, 11 July 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
Anyone have any idea why I would be getting this?&lt;br /&gt;
&lt;br /&gt;
C:\primscript&amp;gt;importprimscript.exe Tanner Devonshire mypassword &amp;quot;Richland Center&amp;quot;&lt;br /&gt;
90 105 38 c:\primscript\a\aa.primscript&lt;br /&gt;
Warning: Giving up on waiting for RegionHandshake for (64.129.47.16:13005)&lt;br /&gt;
Login succeeded, pausing for a moment...&lt;br /&gt;
Warning: Network timeout for the current simulator ((64.129.47.16:13005)), loggi&lt;br /&gt;
ng out&lt;br /&gt;
Error: Failed to upload image file c:\primscript\a\aa-revolvedSurface1.bmp, uplo&lt;br /&gt;
ad timed out&lt;br /&gt;
Error: Failed to upload image file c:\primscript\a\aa-revolvedSurface1-surface.b&lt;br /&gt;
mp, upload timed out&lt;br /&gt;
Warning: Sculpt map c:\primscript\a\aa-revolvedSurface1.bmp failed to upload, sk&lt;br /&gt;
ipping revolvedSurface1&lt;br /&gt;
Rezzed, textured, and linked 0 sculpted prims, logging out...&lt;/div&gt;</summary>
		<author><name>Tanner Devonshire</name></author>
	</entry>
</feed>