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  1. Credits: https://ashtonishingsl.wordpress.com/2026/03/15/wait-your-turn/
  2. Sorry, I couldn't help myself. I swear, I'll take some new snapshots soon.
  3. A UUID will allways reference the same texture. This texture is on an asset server somewhere, not in your inventory. If you change the texture slightly, it becomes a new texture with a new UUID which will be saved on a asset server somewhere. As far as I know the textures will allways stay on the assets server. Unless somebody files a DMCA for it.
  4. You can only give away what's in the objects inventory. If you stack object into object into object... well will not be infinite but is maybe sufficient. But: rez an object use llGiveInventory to give an the object to the rezzed object - you can not give a script since it will not run use llSetRemoteScriptAccessPin and llRemoteLoadScriptPin to give a running script to the object then the rezzed object uses llTransferOwnership to give itself to the target avatar I never tested this though read the wiki for details and usage.
  5. At a quick guess the objects are completely covered in the alpha texture and by accident or on purpose the visible textures are behind or below the alpha texture. In my abandoned plans to build an underwater abandoned research station I had thought of creating it with an alpha textured phantom surround and then placing the visible bits into the alpha. If I had proceeded with the cunning plan and not made sure that the visible textures poked through the alpha surround they would, I assume, have been unclickable by accident.