Rez-Free: Difference between revisions

From CasperTech Wiki
Jump to navigation Jump to search
Line 85: Line 85:
      
      
==== Store ====
==== Store ====
Write the current position and rotation in the object description field, as well as killing the scripts. This enables you to manually input the proper location for each segment if SL decides to move them out of place at a later date.
This option writes the current position and rotation of the linkset in the object description field, as well as killing the scripts. The position and rotation numbers written into the description field is a "backup" of sorts - occasionally Second Life moves things out of place; sometimes people refer to this as "prim drift" - having these numbers in the description field allow you to input the appropriate numbers for position and rotation via the edit window FOR that linkset to move the linkset back to its proper place, rather than trying to slide it with the arrows in edit mode.


== '''<span style="color:#00528c">Navmesh Error</span>''' ==
== '''<span style="color:#00528c">Navmesh Error</span>''' ==

Revision as of 00:56, 29 November 2013

Template:Menu

Introduction

Welcome to Rez-Free! Rez-Free allows you to easily package, rotate, move, align, and sell big or sparse structures that may be impossible to link. The Rez-Free anchor acts as a "pivot" for your build - you can move it, rotate it, and your build will follow, with all prims aligned perfectly!

Here are some of the features of Rez-Free:

  • It's FREE! The Free version contains all the features you would expect from other commercial package rezzers.
  • Integrates with CasperVend Holovendors - ideal for house sellers or otherwise demoing your large build
  • The Premium version also integrates with non-caspertech systems such as HippoVend, and includes API support
  • The seperate parts of your build can be ANYWHERE on the same region.....
  • .... or up to 100 meters over a region boundary! No other build rezzer in second life supports both these modes
  • Extremely robust rezzing system means that rezzing always succeeds even on lagged sims
  • Extremely low lag scripting means that your sim is not bogged down by this system
  • Unlimited pieces can be managed - no memory limits
  • Add/remove new pieces at any time without having to start again
  • Automatic temp-rezzer support detects if pieces are temporary and automatically re-rezzes them

Difference Between "Free" and "Premium"?

The merchant setup and customer functionality is the same for both versions.

The only additional feature the Premium version has is a scriptable API system (details are on the Rez-Free API page). If you don't plan to write scripts to interface with the Rez-Free, you don't need the premium version - you will be able to set up your builds in Rez-Free, and your customers will be able to rez your builds just fine with the free version.

How to Use Rez-Free

Have only **ONE** nearby anchor rezzed out at a time during setup.

Multiple anchors out will confuse the tracking scripts and make the object NOT rez in the proper position relative to the intended anchor.

1) Rez a Rez-Free Anchor on the ground.
2) Position it approximately close to the center of your build, but in an easily accessible location.
3) Drop a Rez-Free Tracker script into each part of your build.
4) You should see a particle trail from each part heading to the anchor. If any are pointing in a different direction, you have a second anchor rezzed and you should delete the other one. Either way, the pieces should automatically find the nearest anchor.
If you don't see any particles, make sure you have particles turnd ON in your viewer. Also, make sure your particle slider in preferences actually has a number greater than 0. WAIT for the particle streams to appear - only at that point has the rez-free anchor actually "locked on" to that piece of the build.
5) You can now move the anchor or rotate it and all the pieces of your build will follow. Try moving the anchor several meters into the air, just to see if you missed any pieces.
6) If you did, simply "undo" the move to send the anchor back to it's original location, and put the tracking script in the pieces that were missed.
7) Once all the peices are properly tracked (you'll see the hovertext indicating that), then right-click each piece in turn and "Take" it into your inventory.
8) Once all the pieces are in your inventory, right-click on the anchor, click the "contents" tab, and drag all the new pieces into the contents of the anchor.
9) Once that's done, click the anchor, then click Rez on the popup menu. The pieces should appear in their previous locations.
10) If you're satisfied with the position of all the pieces, then click the anchor and select DEREZ from the popup menu.
11) Once everything is derezed, click FINALISE in the popup menu. This will make the anchor transferrable and will also make it stop accepting adjusted positions - each piece is locked in the last position it was set in. You will no longer be able to add additional pieces, either.
12) The anchor is now ready to be renamed and either sold or given away!

Video Tutorial

See the tutorial video on YouTube

About the Menu

Kill Scripts

This option removes all scripts in all the pieces. You CANNOT undo this action! You may want "Stealth" if you want to leave the scripts in, but no longer want to see the "TRACKING..." hovertext.

Finalize

This makes the object transferrable so you can sell or give away your build. This process also prevents adding or adjusting pieces - the anchor will no longer accept new data.

Stealth

This removes text and particles, but keeps the prims tracking. If you no longer wish to move the build, you should always use "kill scripts" or "finish"

Test

This option moves all the tracked parts up about 10 meters for about 10 seconds, then moves everything back down. This allows you to see if there's any parts that you missed putting a tracking script in.

Terraform (version 1.57 and up only)

This is a toggle option - when it's on, moving the build into the ground will roughly terraform (the ground will sink) as you move the build into place. Click again to turn the Terraforming option off.

(Usage: Click the rez-free anchor and select "Terraform" from the popup menu. In local chat you will get the message: Build will now lower land when appropriate. This means the option is now ON. Lower the build. When the center point of the lowest root prim out of the linksets hits the ground level, the ground will begin to sink below the build. The area will expand as each additional root prim hits the ground level. Toggle it off and finish positioning the build when satisfied with the depth of the terraforming effect.

Raising the build will not undo the terraforming - that will need to be done manually, along with any fine-tuning / cleanup of the existing terraforming.

Rez / Derez

To rez and derez the build.

Store

This option writes the current position and rotation of the linkset in the object description field, as well as killing the scripts. The position and rotation numbers written into the description field is a "backup" of sorts - occasionally Second Life moves things out of place; sometimes people refer to this as "prim drift" - having these numbers in the description field allow you to input the appropriate numbers for position and rotation via the edit window FOR that linkset to move the linkset back to its proper place, rather than trying to slide it with the arrows in edit mode.

Navmesh Error

Error Message

"Unable to set prim position or scale: object contributes to the navmesh."

Problem

This is a pathfinding error message, and comes from SL itself, *NOT* the Rez-Free script. Currently the rez-free cannot track objects that are set to be part of the pathfinding navmesh.

Most common linkset issues are likely to be ones that contain any full-perm build components that were purchased from someone else, such as mesh items. Such items may have had "pathfinding" accidentally enabled for the item before sale.

Workaround

  1. Log in to a pathfinding capable viewer (SL Viewer 3, Cool VL Viewer, Firestorm, etc.)
  2. Right-click on the errant linkset
  3. Select "show in linksets" (or "show in characters", whichever comes up)
  4. You will get a HUGE popup, which -should- automatically have your selected linkset highlighted.
  5. Change the attributes (bottom left) to "Moveable obstacle"
  6. Save.
  7. Repeat with all other errant linksets, if any. When done, close out of the pathfinding popup.
  8. Replace the rez-free tracker script, and the prims should track properly now.

Difference Between Free and Premium?

The only difference between the free and premium versions is the API included in the premium version. Both versions are otherwise fully functional. If you don't plan to have a special scripted interface with the Rez-Free, the free version will do just fine for your needs. Whether there is an API does NOT matter for purposes of selling to the customer - they will be able to rez the whole build either way.

FAQ / Troubleshooting

Q. I packed a build in the rez-free but when I rezzed it, the doors came out crooked / floating at an angle. Help!
A. There are a few things to check:
* Did any parts rez off-world / off parcel boundaries?
* Do the doors actually have the Rez-Free Tracker script in them?
* Were the doors in a closed state when you packed them?
Some door scripts are finicky - try making sure the doors are closed, reset the door scripts, and try a fresh tracker script again.
Q. I've been packing many builds successfully, but for some unknown reason now my new builds are starting to put pieces in the wrong positions...
A. Are you adding a third party (non-CasperTech) script to the rez-free? If so, you may have a conflict between one or more commands in the extra script and the Rez-Free.
Q. I'm setting up a build with the Rez-Free but the prims are saying "searching for anchor" for several minutes now. The anchor is out, but they don't seem to be finding it.
A1. If the land is group owned:
  • Is the proper group tag on?
  • Are the prims themselves rezzed under the proper land group?
  • Are scripts ON for the parcel?
A2. Other things to check:
  • Look inside the anchor - are both scripts in there? You are looking for both Rez-Free Anchor and Rez-Free Setup. If the setup script is NOT in there, then the prims with the tracking scripts will always show "Scanning for Anchor" because they can't see the setup script.
  • Is the avatar rezzing the anchor the same avatar that owns the prims? If not, they need to be. You cannot pack prims owned by someone else into an anchor owned by you.
Q. Why does "TRACKING" stay over the items even if the script and rezbox is removed?
A. You must click "FINALIZE", "STEALTH", or "KILL SCRIPTS" to remove the text. Hovertext is persistant in the prim memory - removing the script will not remove the text.
If you've already removed the script and are stuck with hovertext, do one of the following to fix it:
1) Go through and completely redo the packing of the build BUT remember to click "FINALIZE", "STEALTH", or "KILL SCRIPTS" when done.
2) If that doesn't work, or there's too many pieces to contemplate redoing the whole thing, use a hovertext scrubber in the prims with the hovertext. Here's Casper's "Super Scrubber" script - this will NOT remove any other scripts beyond itself, so no worries about having to replace any other scripts you put in there:

<lsl> 4

 //By Casper Warden
 //Public Domain, use as you wish. No license terms.
  
 default
 {
     state_entry() 
     {  
         llSetLinkPrimitiveParamsFast(LINK_SET, [PRIM_TEXT,"",<1.0,1.0,1.0>,1.0,PRIM_OMEGA,<0.0,0.0,0.0>,0.0,0.0]);
         llLinkParticleSystem(LINK_SET,[]);  
         llSetTextureAnim(0, ALL_SIDES, 1, 1, 0.0, 0.0, 0.5);
         llRemoveInventory(llGetScriptName());
     }
 } 

</lsl>

Q. i have a problem with the rez free. it won't find the items because if i put the tracker script in an item it says: Rez-Free Anchor ___ Free: I've associated with a new holovendor with key ____________________
A. You used a holovend tracker script by mistake. Take it out and use the actual Rez-Free tracker script instead.
Q. I went through the process and my product is still no-transfer...
A1. You need to click "Finalize" when you're done with the build. This removes the anchor's setup script (which is no-transfer to you) and leaves only the "anchor" script (which is copy/transfer to you.)
A2. You have something else in your build that's no-transfer to you. This is most commonly one of the following reasons:
  • An errant no-transfer script in a prim
  • An errant no-transfer texture in - or ON - a prim
  • An errant no-transfer sculpt in - or ON - a prim
  • One or more of the prims you linked may be no-transfer to you (such as if you accidently linked a stray piece of no-trans furniture)
The fastest way to sort out which linkset(s) is/are the problem is to go into edit mode on the anchor, go to the "contents" tab, move the bottom scrollbar to the right, and see which one shows up as "(no transfer)". That tells you which piece you need to start looking in to find the thing that shouldn't be there.
Q. Can I use the Rez-Free to pack up a build for sale, or do I need to purchase the Premium version for that?
A. You can use either version of the Rez-Free to pack up a build for sale.
Q. I packed everything in the Rez-Free, but when I test rez, I see this kind of message over the Rez-Free Anchor - "3 parts remaining: rez queue 0" - and/or nothing is rezzing where the build should be!
A. You have the wrong script in the pieces you are rezzing. Commonly this is the Holovend Tracker script in there by mistake. Take out the wrong script and replace with the one named: "Rez-Free Tracker".
Q. I've deleted put in the tracking script 3 times with new anchor last time only one object rises with anchor...HELP!
A1. Tracker script automatically deletes itself if it's not in the root prim of a linkset. This means that linkset won't track with the anchor, and not rez out of the box.
A2. Check for more than one anchor within range - if a piece has "bound" itself to a different anchor, it won't move with the one you intend it to.
If you have multiple anchors, pick up or delete the extras so that the pieces will "bind" to the correct anchor, and then replace the Rez-Free tracking script.