Home Private: Forums OpenSim Cody’s Guide on How to Steal Shit in Second Life & Alt Grids

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    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
    your fingers!

    [1] 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!)


    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.


    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.


    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.


    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.



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    • This topic was modified 9 months, 1 week ago by PuppyDaddyPuppyDaddy.
    • This topic was modified 9 months, 1 week ago by dogdog.
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