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| Second Life allows you to upload your own images (textures), sounds, and animations to help make unique creations and expressions.
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| == How much does it cost? ==
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| Uploading files to Second Life costs L$10 (ten Linden Dollars) per file. The per-file cost is deducted from your inworld balance regardless of whether you upload the files one at a time or use Bulk Upload. (The purpose of Bulk Upload is to expedite the upload process, not to save L$.)
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| == Uploading an image ==
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| # Go to '''File''' > '''Upload Image (L$10)'''.
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| # Choose a valid [http://en.wikipedia.org/wiki/Truevision_TGA TGA], [http://en.wikipedia.org/wiki/Portable_Network_Graphics PNG], [http://en.wikipedia.org/wiki/BMP_file_format BMP], or [http://en.wikipedia.org/wiki/Jpg JPG] file with at least 24-bit color. PNG (24-bit) and TGA (32-bit) files allow the use of transparent effects via an [http://en.wikipedia.org/wiki/Alpha_channel alpha channel]. For example, a stained glass window. You can't upload files saved in 8-bit, 16-bit or palletized color. Most modern [http://en.wikipedia.org/wiki/Image_editor image editors] can convert between formats. | |
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| {{KBtip|When uploading, textures are scaled to the nearest [[Texture_aspect_ratios|"powers of 2" aspect ratio]] due to how the system handles textures. If you find this results in unwanted stretching/squishing, you may prefer to use your image editor's built-in resampling to optimize proportions prior to upload.}}
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| === What image format should I use? === | |
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| TGA (32-bit supports alpha channel), PNG (24-bit supports alpha channel), or BMP. When you upload an image, the Viewer internally converts it to [http://en.wikipedia.org/wiki/Jpg2000 JPG2000] for optimized future transmission. For best quality, try to avoid uploading JPGs; their already-compressed quality degrades further because of the double conversion.
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| === What are good sizes for textures? ===
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| Textures should be as small as possible — texture size is highly context-sensitive so it takes experienced artistic judgment. For example, if you're texture-mapping a tiny pebble, its detail can be negligible compared to a giant tree in the same scene. For general use, 512x512 is a fair balance.
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| The maximum resolution for an uploaded texture is 1024x1024 pixels; if you upload a bigger image, it'll be scaled down to 1024x1024 pixels. Even if you have a fast Internet connection and top-end graphics card, your computer can only display a finite amount of texture data.
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| == Uploading a sound ==
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| # Go to '''File''' > '''Upload Sound (L$10)'''.
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| # Choose a [http://en.wikipedia.org/wiki/Wav WAV] file to upload. Valid files are any .WAV file in standard PCM format, 16-bit/44.1kHz/mono or stereo (which will be converted to mono), exactly 10 seconds or less in length. Other formats which ''don't'' work include [http://en.wikipedia.org/wiki/Mp3 MP3s] or WAVs in 8-bit, 22.05 kHz, or any other frequency. You can convert sounds into the proper format using an [http://en.wikipedia.org/wiki/Audio_editor audio editor] like the free [http://audacity.sourceforge.net/ Audacity], or a specialized app like [http://www.voxengo.com/r8brain/ r8brain for Windows].
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| This video shows you how it all works:
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| {{KBvideo|4242459}}
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| == Uploading in bulk ==
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| To upload more than one file at a time:
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| # Go to '''File''' > '''Bulk Upload'''
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| # In the file browser dialog, select all the files you wish to upload. You can hold {{K|Shift}} or {{K|Ctrl}} while clicking to select multiple files. Using this method, you can upload files of different valid formats at the same time.
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| You can also '''[[Set Default Permissions]]''' for convenience when uploading.
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| [[Category:Building Objects]] [[Category:Creators]] [[Category:Coding Scripts]] [[Category:Menus and Controls]]
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| [[Category:Inventory Management]] [[Category:Working with Textures]]
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