May 3, 2022 at 11:52 pm #287dogParticipant
I’m going to be using
Revelator Viewer and the MeshesSL program
for this tutorial.
You can skip around and find what part you like, but I don’t recommend
skipping the initial set up instructions as those will make your experience stealing
so much more convenient. If all else fails, run the program as an admin and cross
 INITIAL VIEWER SET UPS AND QUIRKS (follow this or you will be mad l8r)
The first thing you’ll want to do when opening Revelator is going
down to the “Spoof” button, and turning off the MAC and ID0 spoofing.
If you’re not ban evading then there is no reason to use these options,
and doing so may even lead to your account being suspended. It’s not
a major deal if you log in with the spoofing on, I just recommend logging
out as soon as possible if you do. This viewer level spoofing is only
actually any good for getting past the login page. Once you’re in game,
packets are occasionally sent that will contain your ACTUAL hardware info,
and if those two values don’t add up during a manual Linden check, you’ll
probably catch a lock on your account or something. If you want to know
more about ban evading though, I already wrote a whole guide on that.
Secondly, you’re going to want to open up your preferences, or settings,
and get to the disk cache size option. Turn this up from the inital value
of “512mb.” I recommend a value of “4096mb” or so, anything more can be
overkill. This will be of great aid to you when you’re using MeshesSL, as
the program takes an XML file and digs through that very cache to get the
model and rigging information. If your disc cache is too small, you will
experience a lot of errors and won’t be able to get your rigged .dae file.
Lastly, you should open up the debug options (Ctrl-Alt-D > Ctrl-Alt-Shift-S)
and set the “ImporterLegacyMatching” string to TRUE. This will help out
significantly when you are importing meshes, and should be done on any and
all viewers that you’re using to import meshes with.
(thank you ImagineBeingMad x in OSGrid for this sacred knowledge!)
 STEALING SYSTEM LAYER CLOTHES, SKINS, SHAPES, SCULPTS, AND PRIMS
All of this can be stolen with an XML export. Some of this stuff can also
be stolen by inspecting textures, and saving them. It’s easy to do, but you
have to remember to click the “Download Textures” box before saving your
.xml file. If you don’t download the textures, the .xml will use the UUIDs
of the textures from Second Life on import, and while this may be fine for
use in Second Life… OSGrid’s assets are entirely independant of Second-
Life, and thus won’t have the UUID of those textures in their asset server.
When you’re importing XMLs that you took from Revelator Viewer, you will
have to import them using Revelator viewer. Sculpts have been problematic
for me personally, but I also haven’t really tried hard to import them yet.
I’m sure if you went through and stole the sculpt texture and applied it on
a scult prim in OSGrid, you would be fine. A lot of things that don’t work
autonomously with these exports/imports can be worked on and fixed through
clever work and brute force.
 UNRIGGED MESH
Stealing un-rigged mesh is probably the easiest of all these things to do.
You just need to export the item as a DAE, and make sure to click the
“Export Textures” option once again. I recommend saving the textures as PNG.
You should also have the “Apply texture params” box clicked. The second
option down titled “Consoldiate faces” is an option that I have turned off.
The reason being is that during imports of particular meshes that have
multiple faces but only one texture, I believe this option tries to simplify
the mesh and just make that one big face. This can be problematic when it
comes to well optimized meshes that only require one texture but still
maintain multiple faces, for uses such as shadow mapping or coloring.
When you’re importing your stolen model, be sure to select the “Include
Textures” box under the “Upload options” tab in the upload screen. This
option is why unrigged mesh stealing is the most efficient and convenient
form of stealing. It will just import the downloaded textures in and apply
them to the model before you even rez it out for the first time.
Another thing worth mentioning is: I don’t think that the automatic export/
import system takes the normal or specular maps for these meshes. In most
cases when I’m taking an un-rigged mesh that I KNOW has specs or bumps:
I will inspect the textures of the item and save it all manually before-
hand just to have them on deck for the rebuild after I import it back in.
 RIGGED MESH & MESHES SL
When stealing rigged mesh, it’s best to right click on the person’s name tag
rather than the mesh itself. If the mesh is rezzed out, then clearly this
doesn’t matter. You can just right click on the rezzed out mesh. Neither
instance is particularly better, but in most cases you will be sniping your
meshes off of people you see out in the wild of SL. It’s much easier to hit
the nametag than it is the actual item they’re wearing where in some cases
you can’t even manage to get ahold of it at all. What you need to do is right
click their name tag, get the XML export menu open, then you can select the
mesh part you want to steal. Once you have selected it, or if you’re taking
multiple rigged meshes in one XML, selected them: You need to tick the
“Download Textures” box, and then you can go ahead and save your .xml file.
Now, once you’ve taken your .xml files and you’re ready to go… You can
close Revelator Viewer. Open MeshesSL soon after, and if this is your first
time running the program, you will probably have to locate your “Data.db2.x.x
folder path” which is just your viewer’s folder inside of AppData\Local.
There is one big problem with this, however, and that’s the fact that most
people don’t have “hidden files” set to show in their file explorer on
Windows. It isn’t enabled by default, and without it you won’t be able to
actually navigate to this folder at all given the style of folder finder
the developer for MeshesSL uses in this menu. The solution to this is:
You need to enable visibility of “hidden files” in your file explorer.
You’ll probably have to Google how to do that for your particular Windows
version, but it’s not hard.
Once you have set hidden files to show, or if you already had this enabled,
you can then navigate to the folder path by following this general address.
In the last field, it will ask you to punch in the XML file that you want
to read and convert to a rigged mesh. If you fail here, refer back to the
disk cache size discussion at the top of the document and be sure that you
are being considerate of the time from when you export the XML to when you
close Revelator Viewer. If you wait too long, or the cache has already been
written over by a hundred other objects, you’re not going to be able to
convert your XML. In the weird case that you can’t see the buttons in the
program, the button to export your rigged .dae file is the bottom one second
to the right. It might be big and blue. (this happened to zell idk lolol????)
If everything works properly, you will now have a folder of assets and a
folder containg a shortcut to your rigged .dae file. If you need to open
the file in blender for some repair, you can just right click the shortcut
and hit “Open file location” and take the file from there. When you go to
import this into the game, be sure to click the “Include skin weight” box
under the “Upload options” tab, or else your model will not be weighted.
A good quick test to see whether or not you did it right is to enable the
skin weights in the display on the right and if it looks like an invisible
avatar is wearing it, then it’s weighted properly. After you import your
weighted, rigged model, you will have to texture it. Using the “Include
Textures” option here won’t do any good because we’ve already ran it through
this program and it won’t automatically apply them anymore. If I didn’t
already grab the textures through an inspect in game before hand, I will use
photoshop to convert the J2C textures in the assets folder to PNG and upload
them. This can be problematic because J2C does not support transparency, and
for that reason I have to recommend just taking ALL the textures first before
you close the viewer and start trying your import.
 QUIRKS AND OTHER RANDOM SHIT I FORGOT TO SAY
If you’re fixing a model in Blender, export the dae file as normal. Don’t
bother trying to do an Avastar DAE export, because the bones are already
weighted and doing so will only give you problems. If you can’t upload a
model, and you have already tried a few times, fixing it in blender by
taking some parts off and uploading them seperate is the way to go.
I did this with some hair a while back, and it’s a little annoying but
ultimately this WILL eventually work. If you have any more questions, just
ask the community around you in Onatopp or ask me in OSGrid @ anime tiddy.
If you’re playing with us on OSGrid you should probably set your default
permissions so that when you make stuff, it’s automatically full perm.
To do this on firestorm, go to:
Build > Options > Set Default Permissions.
To do this on singularity, go to:
File > Set Default Permissions
Thanks for reading, I hope this guide helped out.
[13:21] Hadet Undying: Make sure to include a reference to naziniggers.com the
Pornographic website that was active between 2004-06 and produced no less than
two Adult Entertainment DVDs that you can ORDER ONLINE
[18:27] rosy ogrady: my chair has wheels i have to be careful i dont run over my dog
shoutout onatopp shout out toppmart fuck linden labs fuck patch linden
ALAN babycuck gang 4 lyfe anime mafia skrrrt
- You must be logged in to reply to this topic.